Use reset time for normal/heroic from new DBC. Improve basic support for raid diffica...
[getmangos.git] / src / game / Player.cpp
blob185551340568e405c2c02fae53b6bae0a2c968df
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 enum CharacterCustomizeFlags
117 CHAR_CUSTOMIZE_FLAG_NONE = 0x00000000,
118 CHAR_CUSTOMIZE_FLAG_CUSTOMIZE = 0x00000001, // name, gender, etc...
119 CHAR_CUSTOMIZE_FLAG_FACTION = 0x00010000, // name, gender, faction, etc...
120 CHAR_CUSTOMIZE_FLAG_RACE = 0x00100000 // name, gender, race, etc...
123 // corpse reclaim times
124 #define DEATH_EXPIRE_STEP (5*MINUTE)
125 #define MAX_DEATH_COUNT 3
127 static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
129 //== PlayerTaxi ================================================
131 PlayerTaxi::PlayerTaxi()
133 // Taxi nodes
134 memset(m_taximask, 0, sizeof(m_taximask));
137 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level)
139 // class specific initial known nodes
140 switch(chrClass)
142 case CLASS_DEATH_KNIGHT:
144 for(int i = 0; i < TaxiMaskSize; ++i)
145 m_taximask[i] |= sOldContinentsNodesMask[i];
146 break;
150 // race specific initial known nodes: capital and taxi hub masks
151 switch(race)
153 case RACE_HUMAN: SetTaximaskNode(2); break; // Human
154 case RACE_ORC: SetTaximaskNode(23); break; // Orc
155 case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
156 case RACE_NIGHTELF: SetTaximaskNode(26);
157 SetTaximaskNode(27); break; // Night Elf
158 case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
159 case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
160 case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
161 case RACE_TROLL: SetTaximaskNode(23); break; // Troll
162 case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
163 case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
166 // new continent starting masks (It will be accessible only at new map)
167 switch(Player::TeamForRace(race))
169 case ALLIANCE: SetTaximaskNode(100); break;
170 case HORDE: SetTaximaskNode(99); break;
172 // level dependent taxi hubs
173 if(level>=68)
174 SetTaximaskNode(213); //Shattered Sun Staging Area
177 void PlayerTaxi::LoadTaxiMask(const char* data)
179 Tokens tokens = StrSplit(data, " ");
181 int index;
182 Tokens::iterator iter;
183 for (iter = tokens.begin(), index = 0;
184 (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
186 // load and set bits only for existed taxi nodes
187 m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
191 void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
193 if(all)
195 for (uint8 i=0; i<TaxiMaskSize; ++i)
196 data << uint32(sTaxiNodesMask[i]); // all existed nodes
198 else
200 for (uint8 i=0; i<TaxiMaskSize; ++i)
201 data << uint32(m_taximask[i]); // known nodes
205 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values, uint32 team )
207 ClearTaxiDestinations();
209 Tokens tokens = StrSplit(values," ");
211 for(Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
213 uint32 node = uint32(atol(iter->c_str()));
214 AddTaxiDestination(node);
217 if(m_TaxiDestinations.empty())
218 return true;
220 // Check integrity
221 if(m_TaxiDestinations.size() < 2)
222 return false;
224 for(size_t i = 1; i < m_TaxiDestinations.size(); ++i)
226 uint32 cost;
227 uint32 path;
228 objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
229 if(!path)
230 return false;
233 // can't load taxi path without mount set (quest taxi path?)
234 if(!objmgr.GetTaxiMountDisplayId(GetTaxiSource(),team,true))
235 return false;
237 return true;
240 std::string PlayerTaxi::SaveTaxiDestinationsToString()
242 if(m_TaxiDestinations.empty())
243 return "";
245 std::ostringstream ss;
247 for(size_t i=0; i < m_TaxiDestinations.size(); ++i)
248 ss << m_TaxiDestinations[i] << " ";
250 return ss.str();
253 uint32 PlayerTaxi::GetCurrentTaxiPath() const
255 if(m_TaxiDestinations.size() < 2)
256 return 0;
258 uint32 path;
259 uint32 cost;
261 objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
263 return path;
266 std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
268 ss << "'";
269 for(int i = 0; i < TaxiMaskSize; ++i)
270 ss << taxi.m_taximask[i] << " ";
271 ss << "'";
272 return ss;
275 //== Player ====================================================
277 UpdateMask Player::updateVisualBits;
279 Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputationMgr(this)
281 m_transport = 0;
283 m_speakTime = 0;
284 m_speakCount = 0;
286 m_objectType |= TYPEMASK_PLAYER;
287 m_objectTypeId = TYPEID_PLAYER;
289 m_valuesCount = PLAYER_END;
291 m_session = session;
293 m_divider = 0;
295 m_ExtraFlags = 0;
296 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER)
297 SetAcceptTicket(true);
299 // players always accept
300 if(GetSession()->GetSecurity() == SEC_PLAYER)
301 SetAcceptWhispers(true);
303 m_curSelection = 0;
304 m_lootGuid = 0;
306 m_comboTarget = 0;
307 m_comboPoints = 0;
309 m_usedTalentCount = 0;
310 m_questRewardTalentCount = 0;
312 m_regenTimer = 0;
313 m_weaponChangeTimer = 0;
315 m_zoneUpdateId = 0;
316 m_zoneUpdateTimer = 0;
318 m_areaUpdateId = 0;
320 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
322 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
323 // this must help in case next save after mass player load after server startup
324 m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
326 clearResurrectRequestData();
328 m_SpellModRemoveCount = 0;
330 memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
332 m_social = NULL;
334 // group is initialized in the reference constructor
335 SetGroupInvite(NULL);
336 m_groupUpdateMask = 0;
337 m_auraUpdateMask = 0;
339 duel = NULL;
341 m_GuildIdInvited = 0;
342 m_ArenaTeamIdInvited = 0;
344 m_atLoginFlags = AT_LOGIN_NONE;
346 mSemaphoreTeleport_Near = false;
347 mSemaphoreTeleport_Far = false;
349 m_DelayedOperations = 0;
350 m_bCanDelayTeleport = false;
351 m_bHasDelayedTeleport = false;
352 m_teleport_options = 0;
354 pTrader = 0;
355 ClearTrade();
357 m_cinematic = 0;
359 PlayerTalkClass = new PlayerMenu( GetSession() );
360 m_currentBuybackSlot = BUYBACK_SLOT_START;
362 m_DailyQuestChanged = false;
363 m_lastDailyQuestTime = 0;
365 for (int i=0; i<MAX_TIMERS; ++i)
366 m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
368 m_MirrorTimerFlags = UNDERWATER_NONE;
369 m_MirrorTimerFlagsLast = UNDERWATER_NONE;
370 m_isInWater = false;
371 m_drunkTimer = 0;
372 m_drunk = 0;
373 m_restTime = 0;
374 m_deathTimer = 0;
375 m_deathExpireTime = 0;
377 m_swingErrorMsg = 0;
379 m_DetectInvTimer = 1*IN_MILISECONDS;
381 for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; ++j)
383 m_bgBattleGroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
384 m_bgBattleGroundQueueID[j].invitedToInstance = 0;
387 m_logintime = time(NULL);
388 m_Last_tick = m_logintime;
389 m_WeaponProficiency = 0;
390 m_ArmorProficiency = 0;
391 m_canParry = false;
392 m_canBlock = false;
393 m_canDualWield = false;
394 m_canTitanGrip = false;
395 m_ammoDPS = 0.0f;
397 m_temporaryUnsummonedPetNumber = 0;
398 //cache for UNIT_CREATED_BY_SPELL to allow
399 //returning reagents for temporarily removed pets
400 //when dying/logging out
401 m_oldpetspell = 0;
403 ////////////////////Rest System/////////////////////
404 time_inn_enter=0;
405 inn_pos_mapid=0;
406 inn_pos_x=0;
407 inn_pos_y=0;
408 inn_pos_z=0;
409 m_rest_bonus=0;
410 rest_type=REST_TYPE_NO;
411 ////////////////////Rest System/////////////////////
413 m_mailsLoaded = false;
414 m_mailsUpdated = false;
415 unReadMails = 0;
416 m_nextMailDelivereTime = 0;
418 m_resetTalentsCost = 0;
419 m_resetTalentsTime = 0;
420 m_itemUpdateQueueBlocked = false;
422 for (int i = 0; i < MAX_MOVE_TYPE; ++i)
423 m_forced_speed_changes[i] = 0;
425 m_stableSlots = 0;
427 /////////////////// Instance System /////////////////////
429 m_HomebindTimer = 0;
430 m_InstanceValid = true;
431 m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL;
432 m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
434 m_lastPotionId = 0;
436 m_activeSpec = 0;
437 m_specsCount = 1;
439 for (int i = 0; i < BASEMOD_END; ++i)
441 m_auraBaseMod[i][FLAT_MOD] = 0.0f;
442 m_auraBaseMod[i][PCT_MOD] = 1.0f;
445 for (int i = 0; i < MAX_COMBAT_RATING; ++i)
446 m_baseRatingValue[i] = 0;
448 m_baseSpellPower = 0;
449 m_baseFeralAP = 0;
450 m_baseManaRegen = 0;
451 m_armorPenetrationPct = 0.0f;
453 // Honor System
454 m_lastHonorUpdateTime = time(NULL);
456 // Player summoning
457 m_summon_expire = 0;
458 m_summon_mapid = 0;
459 m_summon_x = 0.0f;
460 m_summon_y = 0.0f;
461 m_summon_z = 0.0f;
463 m_mover = this;
465 m_miniPet = 0;
466 m_contestedPvPTimer = 0;
468 m_declinedname = NULL;
469 m_runes = NULL;
471 m_lastFallTime = 0;
472 m_lastFallZ = 0;
475 Player::~Player ()
477 CleanupsBeforeDelete();
479 // it must be unloaded already in PlayerLogout and accessed only for loggined player
480 //m_social = NULL;
482 // Note: buy back item already deleted from DB when player was saved
483 for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
485 if(m_items[i])
486 delete m_items[i];
488 CleanupChannels();
490 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
491 delete itr->second;
493 //all mailed items should be deleted, also all mail should be deallocated
494 for (PlayerMails::const_iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
495 delete *itr;
497 for (ItemMap::const_iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
498 delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
500 delete PlayerTalkClass;
502 if (m_transport)
504 m_transport->RemovePassenger(this);
507 for(size_t x = 0; x < ItemSetEff.size(); x++)
508 if(ItemSetEff[x])
509 delete ItemSetEff[x];
511 // clean up player-instance binds, may unload some instance saves
512 for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
513 for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
514 itr->second.save->RemovePlayer(this);
516 delete m_declinedname;
517 delete m_runes;
520 void Player::CleanupsBeforeDelete()
522 if(m_uint32Values) // only for fully created Object
524 TradeCancel(false);
525 DuelComplete(DUEL_INTERUPTED);
527 Unit::CleanupsBeforeDelete();
530 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 )
532 //FIXME: outfitId not used in player creating
534 Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
536 m_name = name;
538 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
539 if(!info)
541 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
542 return false;
545 for (int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
546 m_items[i] = NULL;
548 SetLocationMapId(info->mapId);
549 Relocate(info->positionX,info->positionY,info->positionZ);
551 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
552 if(!cEntry)
554 sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
555 return false;
558 SetMap(MapManager::Instance().CreateMap(info->mapId, this));
560 uint8 powertype = cEntry->powerType;
562 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
563 SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
565 setFactionForRace(race);
567 uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
569 SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
570 InitDisplayIds();
571 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP );
572 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
573 SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
574 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
575 SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
577 // -1 is default value
578 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
580 SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
581 SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
582 SetByteValue(PLAYER_BYTES_3, 0, gender);
584 SetUInt32Value( PLAYER_GUILDID, 0 );
585 SetUInt32Value( PLAYER_GUILDRANK, 0 );
586 SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
588 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled
589 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 ); // 0=disabled
590 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2, 0 ); // 0=disabled
591 SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
592 SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
593 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 );
594 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
595 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
597 // set starting level
598 uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
599 ? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL)
600 : sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
602 if (GetSession()->GetSecurity() >= SEC_MODERATOR)
604 uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL);
605 if(gm_level > start_level)
606 start_level = gm_level;
609 SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
611 InitRunes();
613 SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
614 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
615 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
617 // Played time
618 m_Last_tick = time(NULL);
619 m_Played_time[PLAYED_TIME_TOTAL] = 0;
620 m_Played_time[PLAYED_TIME_LEVEL] = 0;
622 // base stats and related field values
623 InitStatsForLevel();
624 InitTaxiNodesForLevel();
625 InitGlyphsForLevel();
626 InitTalentForLevel();
627 InitPrimaryProfessions(); // to max set before any spell added
629 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
630 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
631 SetHealth(GetMaxHealth());
632 if (getPowerType()==POWER_MANA)
634 UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
635 SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
638 if(getPowerType() == POWER_RUNIC_POWER)
640 SetPower(POWER_RUNE, 8);
641 SetMaxPower(POWER_RUNE, 8);
642 SetPower(POWER_RUNIC_POWER, 0);
643 SetMaxPower(POWER_RUNIC_POWER, 1000);
646 // original spells
647 learnDefaultSpells();
649 // original action bar
650 for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr)
651 addActionButton(action_itr->button,action_itr->action,action_itr->type);
653 // original items
654 CharStartOutfitEntry const* oEntry = NULL;
655 for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
657 if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
659 if(entry->RaceClassGender == RaceClassGender)
661 oEntry = entry;
662 break;
667 if(oEntry)
669 for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
671 if(oEntry->ItemId[j] <= 0)
672 continue;
674 uint32 item_id = oEntry->ItemId[j];
676 // Hack for not existed item id in dbc 3.0.3
677 if(item_id==40582)
678 continue;
680 ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
681 if(!iProto)
683 sLog.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id,getRace(),getClass());
684 continue;
687 // BuyCount by default
688 uint32 count = iProto->BuyCount;
690 // special amount for foor/drink
691 if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
693 switch(iProto->Spells[0].SpellCategory)
695 case 11: // food
696 count = getClass()==CLASS_DEATH_KNIGHT ? 10 : 4;
697 break;
698 case 59: // drink
699 count = 2;
700 break;
702 if(iProto->Stackable < count)
703 count = iProto->Stackable;
706 StoreNewItemInBestSlots(item_id, count);
710 for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
711 StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
713 // bags and main-hand weapon must equipped at this moment
714 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
715 // or ammo not equipped in special bag
716 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
718 if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
720 uint16 eDest;
721 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
722 uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
723 if( msg == EQUIP_ERR_OK )
725 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
726 EquipItem( eDest, pItem, true);
728 // move other items to more appropriate slots (ammo not equipped in special bag)
729 else
731 ItemPosCountVec sDest;
732 msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
733 if( msg == EQUIP_ERR_OK )
735 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
736 pItem = StoreItem( sDest, pItem, true);
739 // if this is ammo then use it
740 msg = CanUseAmmo( pItem->GetEntry() );
741 if( msg == EQUIP_ERR_OK )
742 SetAmmo( pItem->GetEntry() );
746 // all item positions resolved
748 return true;
751 bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
753 sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
755 // attempt equip by one
756 while(titem_amount > 0)
758 uint16 eDest;
759 uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false );
760 if( msg != EQUIP_ERR_OK )
761 break;
763 EquipNewItem( eDest, titem_id, true);
764 AutoUnequipOffhandIfNeed();
765 --titem_amount;
768 if(titem_amount == 0)
769 return true; // equipped
771 // attempt store
772 ItemPosCountVec sDest;
773 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
774 uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
775 if( msg == EQUIP_ERR_OK )
777 StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
778 return true; // stored
781 // item can't be added
782 sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
783 return false;
786 void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen)
788 if (int(MaxValue) == DISABLED_MIRROR_TIMER)
790 if (int(CurrentValue) != DISABLED_MIRROR_TIMER)
791 StopMirrorTimer(Type);
792 return;
794 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
795 data << (uint32)Type;
796 data << CurrentValue;
797 data << MaxValue;
798 data << Regen;
799 data << (uint8)0;
800 data << (uint32)0; // spell id
801 GetSession()->SendPacket( &data );
804 void Player::StopMirrorTimer(MirrorTimerType Type)
806 m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
807 WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
808 data << (uint32)Type;
809 GetSession()->SendPacket( &data );
812 uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
814 if(!isAlive() || isGameMaster())
815 return 0;
817 // Absorb, resist some environmental damage type
818 uint32 absorb = 0;
819 uint32 resist = 0;
820 if (type == DAMAGE_LAVA)
821 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist);
822 else if (type == DAMAGE_SLIME)
823 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist);
825 damage-=absorb+resist;
827 DealDamageMods(this,damage,&absorb);
829 WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
830 data << uint64(GetGUID());
831 data << uint8(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
832 data << uint32(damage);
833 data << uint32(absorb);
834 data << uint32(resist);
835 SendMessageToSet(&data, true);
837 uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
839 if(!isAlive())
841 if(type==DAMAGE_FALL) // DealDamage not apply item durability loss at self damage
843 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
844 DurabilityLossAll(0.10f,false);
845 // durability lost message
846 WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0);
847 GetSession()->SendPacket(&data2);
850 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
853 return final_damage;
856 int32 Player::getMaxTimer(MirrorTimerType timer)
858 switch (timer)
860 case FATIGUE_TIMER:
861 return MINUTE*IN_MILISECONDS;
862 case BREATH_TIMER:
864 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
865 return DISABLED_MIRROR_TIMER;
866 int32 UnderWaterTime = 3*MINUTE*IN_MILISECONDS;
867 AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
868 for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
869 UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
870 return UnderWaterTime;
872 case FIRE_TIMER:
874 if (!isAlive())
875 return DISABLED_MIRROR_TIMER;
876 return 1*IN_MILISECONDS;
878 default:
879 return 0;
881 return 0;
884 void Player::UpdateMirrorTimers()
886 // Desync flags for update on next HandleDrowning
887 if (m_MirrorTimerFlags)
888 m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags;
891 void Player::HandleDrowning(uint32 time_diff)
893 if (!m_MirrorTimerFlags)
894 return;
896 // In water
897 if (m_MirrorTimerFlags & UNDERWATER_INWATER)
899 // Breath timer not activated - activate it
900 if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER)
902 m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER);
903 SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1);
905 else // If activated - do tick
907 m_MirrorTimer[BREATH_TIMER]-=time_diff;
908 // Timer limit - need deal damage
909 if (m_MirrorTimer[BREATH_TIMER] < 0)
911 m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILISECONDS;
912 // Calculate and deal damage
913 // TODO: Check this formula
914 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
915 EnvironmentalDamage(DAMAGE_DROWNING, damage);
917 else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need
918 SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1);
921 else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
923 int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
924 // Need breath regen
925 m_MirrorTimer[BREATH_TIMER]+=10*time_diff;
926 if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive())
927 StopMirrorTimer(BREATH_TIMER);
928 else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
929 SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
932 // In dark water
933 if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER)
935 // Fatigue timer not activated - activate it
936 if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
938 m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
939 SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
941 else
943 m_MirrorTimer[FATIGUE_TIMER]-=time_diff;
944 // Timer limit - need deal damage or teleport ghost to graveyard
945 if (m_MirrorTimer[FATIGUE_TIMER] < 0)
947 m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILISECONDS;
948 if (isAlive()) // Calculate and deal damage
950 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
951 EnvironmentalDamage(DAMAGE_EXHAUSTED, damage);
953 else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard
954 RepopAtGraveyard();
956 else if (!(m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER))
957 SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1);
960 else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
962 int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
963 m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff;
964 if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive())
965 StopMirrorTimer(FATIGUE_TIMER);
966 else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)
967 SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
970 if (m_MirrorTimerFlags & (UNDERWATER_INLAVA|UNDERWATER_INSLIME))
972 // Breath timer not activated - activate it
973 if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER)
974 m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER);
975 else
977 m_MirrorTimer[FIRE_TIMER]-=time_diff;
978 if (m_MirrorTimer[FIRE_TIMER] < 0)
980 m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILISECONDS;
981 // Calculate and deal damage
982 // TODO: Check this formula
983 uint32 damage = urand(600, 700);
984 if (m_MirrorTimerFlags&UNDERWATER_INLAVA)
985 EnvironmentalDamage(DAMAGE_LAVA, damage);
986 else
987 EnvironmentalDamage(DAMAGE_SLIME, damage);
991 else
992 m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;
994 // Recheck timers flag
995 m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
996 for (int i = 0; i< MAX_TIMERS; ++i)
997 if (m_MirrorTimer[i]!=DISABLED_MIRROR_TIMER)
999 m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS;
1000 break;
1002 m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
1005 ///The player sobers by 256 every 10 seconds
1006 void Player::HandleSobering()
1008 m_drunkTimer = 0;
1010 uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
1011 SetDrunkValue(drunk);
1014 DrunkenState Player::GetDrunkenstateByValue(uint16 value)
1016 if(value >= 23000)
1017 return DRUNKEN_SMASHED;
1018 if(value >= 12800)
1019 return DRUNKEN_DRUNK;
1020 if(value & 0xFFFE)
1021 return DRUNKEN_TIPSY;
1022 return DRUNKEN_SOBER;
1025 void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
1027 uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
1029 m_drunk = newDrunkenValue;
1030 SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
1032 uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
1034 // special drunk invisibility detection
1035 if(newDrunkenState >= DRUNKEN_DRUNK)
1036 m_detectInvisibilityMask |= (1<<6);
1037 else
1038 m_detectInvisibilityMask &= ~(1<<6);
1040 if(newDrunkenState == oldDrunkenState)
1041 return;
1043 WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
1044 data << uint64(GetGUID());
1045 data << uint32(newDrunkenState);
1046 data << uint32(itemId);
1048 SendMessageToSet(&data, true);
1051 void Player::Update( uint32 p_time )
1053 if(!IsInWorld())
1054 return;
1056 // undelivered mail
1057 if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
1059 SendNewMail();
1060 ++unReadMails;
1062 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1063 m_nextMailDelivereTime = 0;
1066 //used to implement delayed far teleports
1067 SetCanDelayTeleport(true);
1068 Unit::Update( p_time );
1069 SetCanDelayTeleport(false);
1071 // update player only attacks
1072 if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
1074 setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
1077 if(uint32 off_att = getAttackTimer(OFF_ATTACK))
1079 setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
1082 time_t now = time (NULL);
1084 UpdatePvPFlag(now);
1086 UpdateContestedPvP(p_time);
1088 UpdateDuelFlag(now);
1090 CheckDuelDistance(now);
1092 UpdateAfkReport(now);
1094 // Update items that have just a limited lifetime
1095 if (now>m_Last_tick)
1096 UpdateItemDuration(uint32(now- m_Last_tick));
1098 if (!m_timedquests.empty())
1100 std::set<uint32>::iterator iter = m_timedquests.begin();
1101 while (iter != m_timedquests.end())
1103 QuestStatusData& q_status = mQuestStatus[*iter];
1104 if( q_status.m_timer <= p_time )
1106 uint32 quest_id = *iter;
1107 ++iter; // current iter will be removed in FailQuest
1108 FailQuest(quest_id);
1110 else
1112 q_status.m_timer -= p_time;
1113 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
1114 ++iter;
1119 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
1121 Unit *pVictim = getVictim();
1122 if (pVictim && !IsNonMeleeSpellCasted(false))
1124 // default combat reach 10
1125 // TODO add weapon,skill check
1127 float pldistance = ATTACK_DISTANCE;
1129 if (isAttackReady(BASE_ATTACK))
1131 if(!IsWithinDistInMap(pVictim, pldistance))
1133 setAttackTimer(BASE_ATTACK,100);
1134 if(m_swingErrorMsg != 1) // send single time (client auto repeat)
1136 SendAttackSwingNotInRange();
1137 m_swingErrorMsg = 1;
1140 //120 degrees of radiant range
1141 else if( !HasInArc( 2*M_PI/3, pVictim ))
1143 setAttackTimer(BASE_ATTACK,100);
1144 if(m_swingErrorMsg != 2) // send single time (client auto repeat)
1146 SendAttackSwingBadFacingAttack();
1147 m_swingErrorMsg = 2;
1150 else
1152 m_swingErrorMsg = 0; // reset swing error state
1154 // prevent base and off attack in same time, delay attack at 0.2 sec
1155 if(haveOffhandWeapon())
1157 uint32 off_att = getAttackTimer(OFF_ATTACK);
1158 if(off_att < ATTACK_DISPLAY_DELAY)
1159 setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
1161 AttackerStateUpdate(pVictim, BASE_ATTACK);
1162 resetAttackTimer(BASE_ATTACK);
1166 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
1168 if(!IsWithinDistInMap(pVictim, pldistance))
1170 setAttackTimer(OFF_ATTACK,100);
1172 else if( !HasInArc( 2*M_PI/3, pVictim ))
1174 setAttackTimer(OFF_ATTACK,100);
1176 else
1178 // prevent base and off attack in same time, delay attack at 0.2 sec
1179 uint32 base_att = getAttackTimer(BASE_ATTACK);
1180 if(base_att < ATTACK_DISPLAY_DELAY)
1181 setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
1182 // do attack
1183 AttackerStateUpdate(pVictim, OFF_ATTACK);
1184 resetAttackTimer(OFF_ATTACK);
1188 Unit *owner = pVictim->GetOwner();
1189 Unit *u = owner ? owner : pVictim;
1190 if(u->IsPvP() && (!duel || duel->opponent != u))
1192 UpdatePvP(true);
1193 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
1198 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
1200 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1202 int time_inn = time(NULL)-GetTimeInnEnter();
1203 if (time_inn >= 10) //freeze update
1205 float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
1206 //speed collect rest bonus (section/in hour)
1207 SetRestBonus( GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble );
1208 UpdateInnerTime(time(NULL));
1213 if (m_regenTimer)
1215 if(p_time >= m_regenTimer)
1216 m_regenTimer = 0;
1217 else
1218 m_regenTimer -= p_time;
1221 if (m_weaponChangeTimer > 0)
1223 if(p_time >= m_weaponChangeTimer)
1224 m_weaponChangeTimer = 0;
1225 else
1226 m_weaponChangeTimer -= p_time;
1229 if (m_zoneUpdateTimer > 0)
1231 if(p_time >= m_zoneUpdateTimer)
1233 uint32 newzone, newarea;
1234 GetZoneAndAreaId(newzone,newarea);
1236 if( m_zoneUpdateId != newzone )
1237 UpdateZone(newzone,newarea); // also update area
1238 else
1240 // use area updates as well
1241 // needed for free far all arenas for example
1242 if( m_areaUpdateId != newarea )
1243 UpdateArea(newarea);
1245 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
1248 else
1249 m_zoneUpdateTimer -= p_time;
1252 if (isAlive())
1254 // if no longer casting, set regen power as soon as it is up.
1255 if (!IsUnderLastManaUseEffect())
1256 SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
1258 if (!m_regenTimer)
1259 RegenerateAll();
1262 if (m_deathState == JUST_DIED)
1264 KillPlayer();
1267 if(m_nextSave > 0)
1269 if(p_time >= m_nextSave)
1271 // m_nextSave reseted in SaveToDB call
1272 SaveToDB();
1273 sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1275 else
1277 m_nextSave -= p_time;
1281 //Handle Water/drowning
1282 HandleDrowning(p_time);
1284 //Handle detect stealth players
1285 if (m_DetectInvTimer > 0)
1287 if (p_time >= m_DetectInvTimer)
1289 HandleStealthedUnitsDetection();
1290 m_DetectInvTimer = 3000;
1292 else
1293 m_DetectInvTimer -= p_time;
1296 // Played time
1297 if (now > m_Last_tick)
1299 uint32 elapsed = uint32(now - m_Last_tick);
1300 m_Played_time[PLAYED_TIME_TOTAL] += elapsed; // Total played time
1301 m_Played_time[PLAYED_TIME_LEVEL] += elapsed; // Level played time
1302 m_Last_tick = now;
1305 if (m_drunk)
1307 m_drunkTimer += p_time;
1309 if (m_drunkTimer > 10*IN_MILISECONDS)
1310 HandleSobering();
1313 // not auto-free ghost from body in instances
1314 if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
1316 if(p_time >= m_deathTimer)
1318 m_deathTimer = 0;
1319 BuildPlayerRepop();
1320 RepopAtGraveyard();
1322 else
1323 m_deathTimer -= p_time;
1326 UpdateEnchantTime(p_time);
1327 UpdateHomebindTime(p_time);
1329 // group update
1330 SendUpdateToOutOfRangeGroupMembers();
1332 Pet* pet = GetPet();
1333 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
1335 RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
1338 //we should execute delayed teleports only for alive(!) players
1339 //because we don't want player's ghost teleported from graveyard
1340 if(IsHasDelayedTeleport() && isAlive())
1341 TeleportTo(m_teleport_dest, m_teleport_options);
1344 void Player::setDeathState(DeathState s)
1346 uint32 ressSpellId = 0;
1348 bool cur = isAlive();
1350 if(s == JUST_DIED && cur)
1352 // drunken state is cleared on death
1353 SetDrunkValue(0);
1354 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1355 ClearComboPoints();
1357 clearResurrectRequestData();
1359 // remove form before other mods to prevent incorrect stats calculation
1360 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
1362 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1363 RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
1365 // remove uncontrolled pets
1366 RemoveMiniPet();
1368 // save value before aura remove in Unit::setDeathState
1369 ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
1371 // passive spell
1372 if(!ressSpellId)
1373 ressSpellId = GetResurrectionSpellId();
1374 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
1375 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
1376 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
1378 Unit::setDeathState(s);
1380 // restore resurrection spell id for player after aura remove
1381 if(s == JUST_DIED && cur && ressSpellId)
1382 SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
1384 if(isAlive() && !cur)
1386 //clear aura case after resurrection by another way (spells will be applied before next death)
1387 SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
1389 // restore default warrior stance
1390 if(getClass()== CLASS_WARRIOR)
1391 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
1395 bool Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
1397 // 0 1 2 3 4 5 6 7
1398 // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
1399 // 8 9 10 11 12 13 14
1400 // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
1401 // 15 16 17 18 19 20
1402 // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_declinedname.genitive "
1404 Field *fields = result->Fetch();
1406 uint32 guid = fields[0].GetUInt32();
1407 uint8 pRace = fields[2].GetUInt8();
1408 uint8 pClass = fields[3].GetUInt8();
1410 PlayerInfo const *info = objmgr.GetPlayerInfo(pRace, pClass);
1411 if(!info)
1413 sLog.outError("Player %u has incorrect race/class pair. Don't build enum.", guid);
1414 return false;
1417 *p_data << uint64(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
1418 *p_data << fields[1].GetString(); // name
1419 *p_data << uint8(pRace); // race
1420 *p_data << uint8(pClass); // class
1421 *p_data << uint8(fields[4].GetUInt8()); // gender
1423 uint32 playerBytes = fields[5].GetUInt32();
1424 *p_data << uint8(playerBytes); // skin
1425 *p_data << uint8(playerBytes >> 8); // face
1426 *p_data << uint8(playerBytes >> 16); // hair style
1427 *p_data << uint8(playerBytes >> 24); // hair color
1429 uint32 playerBytes2 = fields[6].GetUInt32();
1430 *p_data << uint8(playerBytes2 & 0xFF); // facial hair
1432 *p_data << uint8(fields[7].GetUInt8()); // level
1433 *p_data << uint32(fields[8].GetUInt32()); // zone
1434 *p_data << uint32(fields[9].GetUInt32()); // map
1436 *p_data << fields[10].GetFloat(); // x
1437 *p_data << fields[11].GetFloat(); // y
1438 *p_data << fields[12].GetFloat(); // z
1440 *p_data << uint32(fields[13].GetUInt32()); // guild id
1442 uint32 char_flags = 0;
1443 uint32 playerFlags = fields[14].GetUInt32();
1444 uint32 atLoginFlags = fields[15].GetUInt32();
1445 if(playerFlags & PLAYER_FLAGS_HIDE_HELM)
1446 char_flags |= CHARACTER_FLAG_HIDE_HELM;
1447 if(playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
1448 char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
1449 if(playerFlags & PLAYER_FLAGS_GHOST)
1450 char_flags |= CHARACTER_FLAG_GHOST;
1451 if(atLoginFlags & AT_LOGIN_RENAME)
1452 char_flags |= CHARACTER_FLAG_RENAME;
1453 if(sWorld.getConfig(CONFIG_DECLINED_NAMES_USED))
1455 if(!fields[20].GetCppString().empty())
1456 char_flags |= CHARACTER_FLAG_DECLINED;
1458 else
1459 char_flags |= CHARACTER_FLAG_DECLINED;
1461 *p_data << uint32(char_flags); // character flags
1462 // character customize flags
1463 *p_data << uint32(atLoginFlags & AT_LOGIN_CUSTOMIZE ? CHAR_CUSTOMIZE_FLAG_CUSTOMIZE : CHAR_CUSTOMIZE_FLAG_NONE);
1464 *p_data << uint8(1); // unknown
1466 // Pets info
1468 uint32 petDisplayId = 0;
1469 uint32 petLevel = 0;
1470 uint32 petFamily = 0;
1472 // show pet at selection character in character list only for non-ghost character
1473 if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER || pClass == CLASS_DEATH_KNIGHT))
1475 uint32 entry = fields[16].GetUInt32();
1476 CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
1477 if(cInfo)
1479 petDisplayId = fields[17].GetUInt32();
1480 petLevel = fields[18].GetUInt32();
1481 petFamily = cInfo->family;
1485 *p_data << uint32(petDisplayId);
1486 *p_data << uint32(petLevel);
1487 *p_data << uint32(petFamily);
1490 // TODO: do not access data field here
1491 Tokens data = StrSplit(fields[19].GetCppString(), " ");
1493 for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
1495 uint32 visualbase = PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2);
1496 uint32 item_id = GetUInt32ValueFromArray(data, visualbase);
1497 const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
1498 if(!proto)
1500 *p_data << uint32(0);
1501 *p_data << uint8(0);
1502 *p_data << uint32(0);
1503 continue;
1506 SpellItemEnchantmentEntry const *enchant = NULL;
1508 uint32 enchants = GetUInt32ValueFromArray(data, visualbase + 1);
1509 for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot)
1511 // values stored in 2 uint16
1512 uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16);
1513 if(!enchantId)
1514 continue;
1516 if ((enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId)))
1517 break;
1520 *p_data << uint32(proto->DisplayInfoID);
1521 *p_data << uint8(proto->InventoryType);
1522 *p_data << uint32(enchant ? enchant->aura_id : 0);
1524 *p_data << uint32(0); // first bag display id
1525 *p_data << uint8(0); // first bag inventory type
1526 *p_data << uint32(0); // enchant?
1528 return true;
1531 bool Player::ToggleAFK()
1533 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1535 bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1537 // afk player not allowed in battleground
1538 if(state && InBattleGround())
1539 LeaveBattleground();
1541 return state;
1544 bool Player::ToggleDND()
1546 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1548 return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1551 uint8 Player::chatTag() const
1553 // it's bitmask
1554 // 0x8 - ??
1555 // 0x4 - gm
1556 // 0x2 - dnd
1557 // 0x1 - afk
1558 if(isGMChat())
1559 return 4;
1560 else if(isDND())
1561 return 3;
1562 if(isAFK())
1563 return 1;
1564 else
1565 return 0;
1568 bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
1570 if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
1572 sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
1573 return false;
1576 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1577 Pet* pet = GetPet();
1579 MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
1581 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1582 // don't let gm level > 1 either
1583 if(!InBattleGround() && mEntry->IsBattleGroundOrArena())
1584 return false;
1586 // client without expansion support
1587 if(GetSession()->Expansion() < mEntry->Expansion())
1589 sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
1591 if(GetTransport())
1592 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1594 SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
1596 return false; // normal client can't teleport to this map...
1598 else
1600 sLog.outDebug("Player %s is being teleported to map %u", GetName(), mapid);
1603 // if we were on a transport, leave
1604 if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
1606 m_transport->RemovePassenger(this);
1607 m_transport = NULL;
1608 m_movementInfo.t_x = 0.0f;
1609 m_movementInfo.t_y = 0.0f;
1610 m_movementInfo.t_z = 0.0f;
1611 m_movementInfo.t_o = 0.0f;
1612 m_movementInfo.t_seat = -1;
1613 m_movementInfo.t_time = 0;
1616 // The player was ported to another map and looses the duel immediately.
1617 // We have to perform this check before the teleport, otherwise the
1618 // ObjectAccessor won't find the flag.
1619 if (duel && GetMapId()!=mapid)
1621 GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
1622 if (obj)
1623 DuelComplete(DUEL_FLED);
1626 // reset movement flags at teleport, because player will continue move with these flags after teleport
1627 m_movementInfo.SetMovementFlags(MOVEMENTFLAG_NONE);
1629 if ((GetMapId() == mapid) && (!m_transport))
1631 //lets reset far teleport flag if it wasn't reset during chained teleports
1632 SetSemaphoreTeleportFar(false);
1633 //setup delayed teleport flag
1634 SetDelayedTeleportFlag(IsCanDelayTeleport());
1635 //if teleport spell is casted in Unit::Update() func
1636 //then we need to delay it until update process will be finished
1637 if(IsHasDelayedTeleport())
1639 SetSemaphoreTeleportNear(true);
1640 //lets save teleport destination for player
1641 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1642 m_teleport_options = options;
1643 return true;
1646 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1648 //same map, only remove pet if out of range for new position
1649 if(pet && !pet->IsWithinDist3d(x,y,z, OWNER_MAX_DISTANCE))
1650 UnsummonPetTemporaryIfAny();
1653 if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
1654 CombatStop();
1656 // this will be used instead of the current location in SaveToDB
1657 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1658 SetFallInformation(0, z);
1660 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1661 // at client packet MSG_MOVE_TELEPORT_ACK
1662 SetSemaphoreTeleportNear(true);
1663 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1664 if(!GetSession()->PlayerLogout())
1666 WorldPacket data;
1667 BuildTeleportAckMsg(&data, x, y, z, orientation);
1668 GetSession()->SendPacket(&data);
1671 else
1673 // far teleport to another map
1674 Map* oldmap = IsInWorld() ? GetMap() : NULL;
1675 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1677 // Check enter rights before map getting to avoid creating instance copy for player
1678 // this check not dependent from map instance copy and same for all instance copies of selected map
1679 if (!MapManager::Instance().CanPlayerEnter(mapid, this))
1680 return false;
1682 // If the map is not created, assume it is possible to enter it.
1683 // It will be created in the WorldPortAck.
1684 Map *map = MapManager::Instance().FindMap(mapid);
1685 if (!map || map->CanEnter(this))
1687 //lets reset near teleport flag if it wasn't reset during chained teleports
1688 SetSemaphoreTeleportNear(false);
1689 //setup delayed teleport flag
1690 SetDelayedTeleportFlag(IsCanDelayTeleport());
1691 //if teleport spell is casted in Unit::Update() func
1692 //then we need to delay it until update process will be finished
1693 if(IsHasDelayedTeleport())
1695 SetSemaphoreTeleportFar(true);
1696 //lets save teleport destination for player
1697 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1698 m_teleport_options = options;
1699 return true;
1702 SetSelection(0);
1704 CombatStop();
1706 ResetContestedPvP();
1708 // remove player from battleground on far teleport (when changing maps)
1709 if(BattleGround const* bg = GetBattleGround())
1711 // Note: at battleground join battleground id set before teleport
1712 // and we already will found "current" battleground
1713 // just need check that this is targeted map or leave
1714 if(bg->GetMapId() != mapid)
1715 LeaveBattleground(false); // don't teleport to entry point
1718 // remove pet on map change
1719 if (pet)
1720 UnsummonPetTemporaryIfAny();
1722 // remove all dyn objects
1723 RemoveAllDynObjects();
1725 // stop spellcasting
1726 // not attempt interrupt teleportation spell at caster teleport
1727 if(!(options & TELE_TO_SPELL))
1728 if(IsNonMeleeSpellCasted(true))
1729 InterruptNonMeleeSpells(true);
1731 //remove auras before removing from map...
1732 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
1734 if(!GetSession()->PlayerLogout())
1736 // send transfer packets
1737 WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
1738 data << uint32(mapid);
1739 if (m_transport)
1741 data << m_transport->GetEntry() << GetMapId();
1743 GetSession()->SendPacket(&data);
1745 data.Initialize(SMSG_NEW_WORLD, (20));
1746 if (m_transport)
1748 data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
1750 else
1752 data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
1754 GetSession()->SendPacket( &data );
1755 SendSavedInstances();
1757 // remove from old map now
1758 if(oldmap) oldmap->Remove(this, false);
1761 // new final coordinates
1762 float final_x = x;
1763 float final_y = y;
1764 float final_z = z;
1765 float final_o = orientation;
1767 if(m_transport)
1769 final_x += m_movementInfo.t_x;
1770 final_y += m_movementInfo.t_y;
1771 final_z += m_movementInfo.t_z;
1772 final_o += m_movementInfo.t_o;
1775 m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
1776 SetFallInformation(0, final_z);
1777 // if the player is saved before worldportack (at logout for example)
1778 // this will be used instead of the current location in SaveToDB
1780 // move packet sent by client always after far teleport
1781 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1782 SetSemaphoreTeleportFar(true);
1784 else
1785 return false;
1787 return true;
1790 bool Player::TeleportToBGEntryPoint()
1792 ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE);
1793 ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE);
1794 return TeleportTo(m_bgData.joinPos);
1797 void Player::ProcessDelayedOperations()
1799 if(m_DelayedOperations == 0)
1800 return;
1802 if(m_DelayedOperations & DELAYED_RESURRECT_PLAYER)
1804 ResurrectPlayer(0.0f, false);
1806 if(GetMaxHealth() > m_resurrectHealth)
1807 SetHealth( m_resurrectHealth );
1808 else
1809 SetHealth( GetMaxHealth() );
1811 if(GetMaxPower(POWER_MANA) > m_resurrectMana)
1812 SetPower(POWER_MANA, m_resurrectMana );
1813 else
1814 SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
1816 SetPower(POWER_RAGE, 0 );
1817 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
1819 SpawnCorpseBones();
1822 if(m_DelayedOperations & DELAYED_SAVE_PLAYER)
1824 SaveToDB();
1827 if(m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER)
1829 CastSpell(this, 26013, true); // Deserter
1832 if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE)
1834 if (m_bgData.mountSpell)
1836 CastSpell(this, m_bgData.mountSpell, true);
1837 m_bgData.mountSpell = 0;
1841 if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE)
1843 if (m_bgData.HasTaxiPath())
1845 m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]);
1846 m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]);
1847 m_bgData.ClearTaxiPath();
1849 ContinueTaxiFlight();
1853 //we have executed ALL delayed ops, so clear the flag
1854 m_DelayedOperations = 0;
1857 void Player::AddToWorld()
1859 ///- Do not add/remove the player from the object storage
1860 ///- It will crash when updating the ObjectAccessor
1861 ///- The player should only be added when logging in
1862 Unit::AddToWorld();
1864 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
1866 if(m_items[i])
1867 m_items[i]->AddToWorld();
1871 void Player::RemoveFromWorld()
1873 // cleanup
1874 if(IsInWorld())
1876 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1877 Uncharm();
1878 UnsummonAllTotems();
1879 RemoveMiniPet();
1882 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
1884 if(m_items[i])
1885 m_items[i]->RemoveFromWorld();
1888 ///- Do not add/remove the player from the object storage
1889 ///- It will crash when updating the ObjectAccessor
1890 ///- The player should only be removed when logging out
1891 Unit::RemoveFromWorld();
1894 void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
1896 float addRage;
1898 float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1900 if(attacker)
1902 addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2);
1904 // talent who gave more rage on attack
1905 addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
1907 else
1909 addRage = damage/rageconversion*2.5;
1911 // Berserker Rage effect
1912 if(HasAura(18499,0))
1913 addRage *= 1.3;
1916 addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME);
1918 ModifyPower(POWER_RAGE, uint32(addRage*10));
1921 void Player::RegenerateAll(uint32 diff)
1923 // Not in combat or they have regeneration
1924 if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
1925 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
1927 RegenerateHealth(diff);
1928 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
1930 Regenerate(POWER_RAGE, diff);
1931 if(getClass() == CLASS_DEATH_KNIGHT)
1932 Regenerate(POWER_RUNIC_POWER, diff);
1936 Regenerate(POWER_ENERGY, diff);
1938 Regenerate(POWER_MANA, diff);
1940 if (getClass() == CLASS_DEATH_KNIGHT)
1941 Regenerate(POWER_RUNE, diff);
1943 m_regenTimer = REGEN_TIME_FULL;
1946 // diff contains the time in milliseconds since last regen.
1947 void Player::Regenerate(Powers power, uint32 diff)
1949 uint32 curValue = GetPower(power);
1950 uint32 maxValue = GetMaxPower(power);
1952 float addvalue = 0.0f;
1954 switch (power)
1956 case POWER_MANA:
1958 bool recentCast = IsUnderLastManaUseEffect();
1959 float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
1960 if (recentCast)
1962 // Mangos Updates Mana in intervals of 2s, which is correct
1963 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1965 else
1967 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1969 } break;
1970 case POWER_RAGE: // Regenerate rage
1972 float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
1973 addvalue = 20 * RageDecreaseRate; // 2 rage by tick (= 2 seconds => 1 rage/sec)
1974 } break;
1975 case POWER_ENERGY: // Regenerate energy (rogue)
1976 addvalue = 20;
1977 break;
1978 case POWER_RUNIC_POWER:
1980 float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS);
1981 addvalue = 30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
1982 } break;
1983 case POWER_RUNE:
1985 if (getClass() != CLASS_DEATH_KNIGHT)
1986 break;
1988 for(uint32 i = 0; i < MAX_RUNES; ++i)
1990 if(uint16 cd = GetRuneCooldown(i)) // if we have cooldown, reduce it...
1991 SetRuneCooldown(i, (cd < diff) ? 0 : cd - diff);
1993 } break;
1994 case POWER_FOCUS:
1995 case POWER_HAPPINESS:
1996 case POWER_HEALTH:
1997 break;
2000 // Mana regen calculated in Player::UpdateManaRegen()
2001 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
2002 if(power != POWER_MANA)
2004 AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
2005 for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
2006 if ((*i)->GetModifier()->m_miscvalue == power)
2007 addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
2010 // addvalue computed on a 2sec basis. => update to diff time
2011 addvalue *= float(diff) / REGEN_TIME_FULL;
2013 if (power != POWER_RAGE && power != POWER_RUNIC_POWER)
2015 curValue += uint32(addvalue);
2016 if (curValue > maxValue)
2017 curValue = maxValue;
2019 else
2021 if(curValue <= uint32(addvalue))
2022 curValue = 0;
2023 else
2024 curValue -= uint32(addvalue);
2026 SetPower(power, curValue);
2029 void Player::RegenerateHealth(uint32 diff)
2031 uint32 curValue = GetHealth();
2032 uint32 maxValue = GetMaxHealth();
2034 if (curValue >= maxValue) return;
2036 float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
2038 float addvalue = 0.0f;
2040 // polymorphed case
2041 if ( IsPolymorphed() )
2042 addvalue = GetMaxHealth()/3;
2043 // normal regen case (maybe partly in combat case)
2044 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) )
2046 addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
2047 if (!isInCombat())
2049 AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
2050 for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
2051 addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
2053 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
2054 addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
2056 if(!IsStandState())
2057 addvalue *= 1.5;
2060 // always regeneration bonus (including combat)
2061 addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
2063 if(addvalue < 0)
2064 addvalue = 0;
2066 addvalue *= (float)diff / REGEN_TIME_FULL;
2068 ModifyHealth(int32(addvalue));
2071 bool Player::CanInteractWithNPCs(bool alive) const
2073 if(alive && !isAlive())
2074 return false;
2075 if(isInFlight())
2076 return false;
2078 return true;
2081 Creature*
2082 Player::GetNPCIfCanInteractWith(uint64 guid, uint32 npcflagmask)
2084 // unit checks
2085 if (!guid)
2086 return NULL;
2088 if(!IsInWorld())
2089 return NULL;
2091 // exist (we need look pets also for some interaction (quest/etc)
2092 Creature *unit = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
2093 if (!unit)
2094 return NULL;
2096 // player check
2097 if(!CanInteractWithNPCs(!unit->isSpiritService()))
2098 return NULL;
2100 // appropriate npc type
2101 if(npcflagmask && !unit->HasFlag( UNIT_NPC_FLAGS, npcflagmask ))
2102 return NULL;
2104 // alive or spirit healer
2105 if(!unit->isAlive() && (!unit->isSpiritService() || isAlive() ))
2106 return NULL;
2108 // not allow interaction under control, but allow with own pets
2109 if(unit->GetCharmerGUID())
2110 return NULL;
2112 // not enemy
2113 if( unit->IsHostileTo(this))
2114 return NULL;
2116 // not unfriendly
2117 if(FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction()))
2118 if(factionTemplate->faction)
2119 if(FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
2120 if(faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY)
2121 return NULL;
2123 // not too far
2124 if(!unit->IsWithinDistInMap(this,INTERACTION_DISTANCE))
2125 return NULL;
2127 return unit;
2130 GameObject* Player::GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes type) const
2132 if(GameObject *go = GetMap()->GetGameObject(guid))
2134 if(go->GetGoType() == type)
2136 float maxdist;
2137 switch(type)
2139 // TODO: find out how the client calculates the maximal usage distance to spellless working
2140 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2141 case GAMEOBJECT_TYPE_GUILD_BANK:
2142 case GAMEOBJECT_TYPE_MAILBOX:
2143 maxdist = 10.0f;
2144 break;
2145 case GAMEOBJECT_TYPE_FISHINGHOLE:
2146 maxdist = 20.0f+CONTACT_DISTANCE; // max spell range
2147 break;
2148 default:
2149 maxdist = INTERACTION_DISTANCE;
2150 break;
2153 if (go->IsWithinDistInMap(this, maxdist))
2154 return go;
2156 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,
2157 go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this));
2160 return NULL;
2163 bool Player::IsUnderWater() const
2165 return IsInWater() &&
2166 GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2169 void Player::SetInWater(bool apply)
2171 if(m_isInWater==apply)
2172 return;
2174 //define player in water by opcodes
2175 //move player's guid into HateOfflineList of those mobs
2176 //which can't swim and move guid back into ThreatList when
2177 //on surface.
2178 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2179 m_isInWater = apply;
2181 // remove auras that need water/land
2182 RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
2184 getHostilRefManager().updateThreatTables();
2187 void Player::SetGameMaster(bool on)
2189 if(on)
2191 m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
2192 setFaction(35);
2193 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2195 if (Pet* pet = GetPet())
2197 pet->setFaction(35);
2198 pet->getHostilRefManager().setOnlineOfflineState(false);
2201 for (int8 i = 0; i < MAX_TOTEM; ++i)
2202 if(m_TotemSlot[i])
2203 if(Creature *totem = GetMap()->GetCreature(m_TotemSlot[i]))
2204 totem->setFaction(35);
2206 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
2207 ResetContestedPvP();
2209 getHostilRefManager().setOnlineOfflineState(false);
2210 CombatStopWithPets();
2212 SetPhaseMask(PHASEMASK_ANYWHERE,false); // see and visible in all phases
2214 else
2216 // restore phase
2217 AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE);
2218 SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false);
2220 m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
2221 setFactionForRace(getRace());
2222 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2224 if (Pet* pet = GetPet())
2226 pet->setFaction(getFaction());
2227 pet->getHostilRefManager().setOnlineOfflineState(true);
2230 for (int8 i = 0; i < MAX_TOTEM; ++i)
2231 if(m_TotemSlot[i])
2232 if(Creature *totem = GetMap()->GetCreature(m_TotemSlot[i]))
2233 totem->setFaction(getFaction());
2235 // restore FFA PvP Server state
2236 if(sWorld.IsFFAPvPRealm())
2237 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
2239 // restore FFA PvP area state, remove not allowed for GM mounts
2240 UpdateArea(m_areaUpdateId);
2242 getHostilRefManager().setOnlineOfflineState(true);
2245 UpdateVisibilityForPlayer();
2248 void Player::SetGMVisible(bool on)
2250 if(on)
2252 m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
2254 // Reapply stealth/invisibility if active or show if not any
2255 if(HasAuraType(SPELL_AURA_MOD_STEALTH))
2256 SetVisibility(VISIBILITY_GROUP_STEALTH);
2257 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
2258 SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
2259 else
2260 SetVisibility(VISIBILITY_ON);
2262 else
2264 m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
2266 SetAcceptWhispers(false);
2267 SetGameMaster(true);
2269 SetVisibility(VISIBILITY_OFF);
2273 bool Player::IsGroupVisibleFor(Player* p) const
2275 switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
2277 default: return IsInSameGroupWith(p);
2278 case 1: return IsInSameRaidWith(p);
2279 case 2: return GetTeam()==p->GetTeam();
2283 bool Player::IsInSameGroupWith(Player const* p) const
2285 return (p==this || (GetGroup() != NULL &&
2286 GetGroup()->SameSubGroup((Player*)this, (Player*)p)));
2289 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2290 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2291 void Player::UninviteFromGroup()
2293 Group* group = GetGroupInvite();
2294 if(!group)
2295 return;
2297 group->RemoveInvite(this);
2299 if(group->GetMembersCount() <= 1) // group has just 1 member => disband
2301 if(group->IsCreated())
2303 group->Disband(true);
2304 objmgr.RemoveGroup(group);
2306 else
2307 group->RemoveAllInvites();
2309 delete group;
2313 void Player::RemoveFromGroup(Group* group, uint64 guid)
2315 if(group)
2317 if (group->RemoveMember(guid, 0) <= 1)
2319 // group->Disband(); already disbanded in RemoveMember
2320 objmgr.RemoveGroup(group);
2321 delete group;
2322 // removemember sets the player's group pointer to NULL
2327 void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
2329 WorldPacket data(SMSG_LOG_XPGAIN, 21);
2330 data << uint64(victim ? victim->GetGUID() : 0); // guid
2331 data << uint32(GivenXP+RestXP); // given experience
2332 data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2333 if(victim)
2335 data << uint32(GivenXP); // experience without rested bonus
2336 data << float(1); // 1 - none 0 - 100% group bonus output
2338 data << uint8(0); // new 2.4.0
2339 GetSession()->SendPacket(&data);
2342 void Player::GiveXP(uint32 xp, Unit* victim)
2344 if ( xp < 1 )
2345 return;
2347 if(!isAlive())
2348 return;
2350 uint32 level = getLevel();
2352 // XP to money conversion processed in Player::RewardQuest
2353 if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
2354 return;
2356 // handle SPELL_AURA_MOD_XP_PCT auras
2357 Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
2358 for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
2359 xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
2361 // XP resting bonus for kill
2362 uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
2364 SendLogXPGain(xp,victim,rested_bonus_xp);
2366 uint32 curXP = GetUInt32Value(PLAYER_XP);
2367 uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2368 uint32 newXP = curXP + xp + rested_bonus_xp;
2370 while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2372 newXP -= nextLvlXP;
2374 if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2375 GiveLevel(level + 1);
2377 level = getLevel();
2378 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2381 SetUInt32Value(PLAYER_XP, newXP);
2384 // Update player to next level
2385 // Current player experience not update (must be update by caller)
2386 void Player::GiveLevel(uint32 level)
2388 if ( level == getLevel() )
2389 return;
2391 PlayerLevelInfo info;
2392 objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
2394 PlayerClassLevelInfo classInfo;
2395 objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
2397 // send levelup info to client
2398 WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
2399 data << uint32(level);
2400 data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
2401 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2402 data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
2403 data << uint32(0);
2404 data << uint32(0);
2405 data << uint32(0);
2406 data << uint32(0);
2407 data << uint32(0);
2408 data << uint32(0);
2409 // end for
2410 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
2411 data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
2413 GetSession()->SendPacket(&data);
2415 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(level));
2417 //update level, max level of skills
2418 m_Played_time[PLAYED_TIME_LEVEL] = 0; // Level Played Time reset
2420 _ApplyAllLevelScaleItemMods(false);
2422 SetLevel(level);
2424 UpdateSkillsForLevel ();
2426 // save base values (bonuses already included in stored stats
2427 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2428 SetCreateStat(Stats(i), info.stats[i]);
2430 SetCreateHealth(classInfo.basehealth);
2431 SetCreateMana(classInfo.basemana);
2433 InitTalentForLevel();
2434 InitTaxiNodesForLevel();
2435 InitGlyphsForLevel();
2437 UpdateAllStats();
2439 // set current level health and mana/energy to maximum after applying all mods.
2440 SetHealth(GetMaxHealth());
2441 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2442 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2443 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2444 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2445 SetPower(POWER_FOCUS, 0);
2446 SetPower(POWER_HAPPINESS, 0);
2448 _ApplyAllLevelScaleItemMods(true);
2450 // update level to hunter/summon pet
2451 if (Pet* pet = GetPet())
2452 pet->SynchronizeLevelWithOwner();
2454 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
2457 void Player::InitTalentForLevel()
2459 uint32 level = getLevel();
2460 // talents base at level diff ( talents = level - 9 but some can be used already)
2461 if(level < 10)
2463 // Remove all talent points
2464 if(m_usedTalentCount > 0) // Free any used talents
2466 resetTalents(true);
2467 SetFreeTalentPoints(0);
2470 else
2472 uint32 talentPointsForLevel = CalculateTalentsPoints();
2474 // if used more that have then reset
2475 if(m_usedTalentCount > talentPointsForLevel)
2477 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
2478 resetTalents(true);
2479 else
2480 SetFreeTalentPoints(0);
2482 // else update amount of free points
2483 else
2484 SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
2487 if(!GetSession()->PlayerLoading())
2488 SendTalentsInfoData(false); // update at client
2491 void Player::InitStatsForLevel(bool reapplyMods)
2493 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2494 _RemoveAllStatBonuses();
2496 PlayerClassLevelInfo classInfo;
2497 objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
2499 PlayerLevelInfo info;
2500 objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
2502 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
2503 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(getLevel()));
2505 UpdateSkillsForLevel ();
2507 // set default cast time multiplier
2508 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
2510 // reset size before reapply auras
2511 SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
2513 // save base values (bonuses already included in stored stats
2514 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2515 SetCreateStat(Stats(i), info.stats[i]);
2517 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2518 SetStat(Stats(i), info.stats[i]);
2520 SetCreateHealth(classInfo.basehealth);
2522 //set create powers
2523 SetCreateMana(classInfo.basemana);
2525 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2527 InitStatBuffMods();
2529 //reset rating fields values
2530 for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
2531 SetUInt32Value(index, 0);
2533 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
2534 for (int i = 0; i < 7; ++i)
2536 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
2537 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
2538 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
2541 //reset attack power, damage and attack speed fields
2542 SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f );
2543 SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time
2544 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f );
2546 SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f );
2547 SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f );
2548 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f );
2549 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f );
2550 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f );
2551 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f );
2553 SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
2554 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
2555 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
2556 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
2557 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 );
2558 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
2560 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2561 SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
2562 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
2563 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
2565 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2566 for (uint8 i = 0; i < 7; ++i)
2567 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
2569 SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
2570 SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
2571 SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
2573 // Dodge percentage
2574 SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
2576 // set armor (resistance 0) to original value (create_agility*2)
2577 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2578 SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
2579 SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
2580 // set other resistance to original value (0)
2581 for (int i = 1; i < MAX_SPELL_SCHOOL; ++i)
2583 SetResistance(SpellSchools(i), 0);
2584 SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
2585 SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
2588 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
2589 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
2590 for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
2592 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i,0);
2593 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
2595 // Reset no reagent cost field
2596 for(int i = 0; i < 3; ++i)
2597 SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
2598 // Init data for form but skip reapply item mods for form
2599 InitDataForForm(reapplyMods);
2601 // save new stats
2602 for (int i = POWER_MANA; i < MAX_POWERS; ++i)
2603 SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
2605 SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
2607 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2608 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
2610 // cleanup unit flags (will be re-applied if need at aura load).
2611 RemoveFlag( UNIT_FIELD_FLAGS,
2612 UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
2613 UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
2614 UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
2615 UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
2616 UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
2617 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
2619 SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set
2621 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2622 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST);
2624 RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
2625 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
2627 // restore if need some important flags
2628 SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default
2630 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2631 _ApplyAllStatBonuses();
2633 // set current level health and mana/energy to maximum after applying all mods.
2634 SetHealth(GetMaxHealth());
2635 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2636 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2637 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2638 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2639 SetPower(POWER_FOCUS, 0);
2640 SetPower(POWER_HAPPINESS, 0);
2641 SetPower(POWER_RUNIC_POWER, 0);
2643 // update level to hunter/summon pet
2644 if (Pet* pet = GetPet())
2645 pet->SynchronizeLevelWithOwner();
2648 void Player::SendInitialSpells()
2650 time_t curTime = time(NULL);
2651 time_t infTime = curTime + infinityCooldownDelayCheck;
2653 uint16 spellCount = 0;
2655 WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
2656 data << uint8(0);
2658 size_t countPos = data.wpos();
2659 data << uint16(spellCount); // spell count placeholder
2661 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2663 if(itr->second->state == PLAYERSPELL_REMOVED)
2664 continue;
2666 if(!itr->second->active || itr->second->disabled)
2667 continue;
2669 data << uint32(itr->first);
2670 data << uint16(0); // it's not slot id
2672 spellCount +=1;
2675 data.put<uint16>(countPos,spellCount); // write real count value
2677 uint16 spellCooldowns = m_spellCooldowns.size();
2678 data << uint16(spellCooldowns);
2679 for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr)
2681 SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
2682 if(!sEntry)
2683 continue;
2685 data << uint32(itr->first);
2687 data << uint16(itr->second.itemid); // cast item id
2688 data << uint16(sEntry->Category); // spell category
2690 // send infinity cooldown in special format
2691 if(itr->second.end >= infTime)
2693 data << uint32(1); // cooldown
2694 data << uint32(0x80000000); // category cooldown
2695 continue;
2698 time_t cooldown = itr->second.end > curTime ? (itr->second.end-curTime)*IN_MILISECONDS : 0;
2700 if(sEntry->Category) // may be wrong, but anyway better than nothing...
2702 data << uint32(0); // cooldown
2703 data << uint32(cooldown); // category cooldown
2705 else
2707 data << uint32(cooldown); // cooldown
2708 data << uint32(0); // category cooldown
2712 GetSession()->SendPacket(&data);
2714 sLog.outDetail( "CHARACTER: Sent Initial Spells" );
2717 void Player::RemoveMail(uint32 id)
2719 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
2721 if ((*itr)->messageID == id)
2723 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2724 m_mail.erase(itr);
2725 return;
2730 void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
2732 WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_EQUIP_ERROR?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
2733 data << (uint32) mailId;
2734 data << (uint32) mailAction;
2735 data << (uint32) mailError;
2736 if ( mailError == MAIL_ERR_EQUIP_ERROR )
2737 data << (uint32) equipError;
2738 else if( mailAction == MAIL_ITEM_TAKEN )
2740 data << (uint32) item_guid; // item guid low?
2741 data << (uint32) item_count; // item count?
2743 GetSession()->SendPacket(&data);
2746 void Player::SendNewMail()
2748 // deliver undelivered mail
2749 WorldPacket data(SMSG_RECEIVED_MAIL, 4);
2750 data << (uint32) 0;
2751 GetSession()->SendPacket(&data);
2754 void Player::UpdateNextMailTimeAndUnreads()
2756 // calculate next delivery time (min. from non-delivered mails
2757 // and recalculate unReadMail
2758 time_t cTime = time(NULL);
2759 m_nextMailDelivereTime = 0;
2760 unReadMails = 0;
2761 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
2763 if((*itr)->deliver_time > cTime)
2765 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
2766 m_nextMailDelivereTime = (*itr)->deliver_time;
2768 else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
2769 ++unReadMails;
2773 void Player::AddNewMailDeliverTime(time_t deliver_time)
2775 if(deliver_time <= time(NULL)) // ready now
2777 ++unReadMails;
2778 SendNewMail();
2780 else // not ready and no have ready mails
2782 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
2783 m_nextMailDelivereTime = deliver_time;
2787 bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled)
2789 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
2790 if (!spellInfo)
2792 // do character spell book cleanup (all characters)
2793 if(!IsInWorld() && !learning) // spell load case
2795 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
2796 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2798 else
2799 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
2801 return false;
2804 if(!SpellMgr::IsSpellValid(spellInfo,this,false))
2806 // do character spell book cleanup (all characters)
2807 if(!IsInWorld() && !learning) // spell load case
2809 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
2810 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2812 else
2813 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
2815 return false;
2818 PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
2820 bool dependent_set = false;
2821 bool disabled_case = false;
2822 bool superceded_old = false;
2824 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2825 if (itr != m_spells.end())
2827 uint32 next_active_spell_id = 0;
2828 // fix activate state for non-stackable low rank (and find next spell for !active case)
2829 if(!SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2831 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2832 for(SpellChainMapNext::const_iterator next_itr = nextMap.lower_bound(spell_id); next_itr != nextMap.upper_bound(spell_id); ++next_itr)
2834 if(HasSpell(next_itr->second))
2836 // high rank already known so this must !active
2837 active = false;
2838 next_active_spell_id = next_itr->second;
2839 break;
2844 // not do anything if already known in expected state
2845 if(itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active &&
2846 itr->second->dependent == dependent && itr->second->disabled == disabled)
2848 if(!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly
2849 itr->second->state = PLAYERSPELL_UNCHANGED;
2851 return false;
2854 // dependent spell known as not dependent, overwrite state
2855 if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent)
2857 itr->second->dependent = dependent;
2858 if (itr->second->state != PLAYERSPELL_NEW)
2859 itr->second->state = PLAYERSPELL_CHANGED;
2860 dependent_set = true;
2863 // update active state for known spell
2864 if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
2866 itr->second->active = active;
2868 if(!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
2869 itr->second->state = PLAYERSPELL_UNCHANGED;
2870 else if(itr->second->state != PLAYERSPELL_NEW)
2871 itr->second->state = PLAYERSPELL_CHANGED;
2873 if(active)
2875 if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo))
2876 CastSpell (this,spell_id,true);
2878 else if(IsInWorld())
2880 if(next_active_spell_id)
2882 // update spell ranks in spellbook and action bar
2883 WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
2884 data << uint32(spell_id);
2885 data << uint32(next_active_spell_id);
2886 GetSession()->SendPacket( &data );
2888 else
2890 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2891 data << uint32(spell_id);
2892 GetSession()->SendPacket(&data);
2896 return active; // learn (show in spell book if active now)
2899 if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
2901 if(itr->second->state != PLAYERSPELL_NEW)
2902 itr->second->state = PLAYERSPELL_CHANGED;
2903 itr->second->disabled = disabled;
2905 if(disabled)
2906 return false;
2908 disabled_case = true;
2910 else switch(itr->second->state)
2912 case PLAYERSPELL_UNCHANGED: // known saved spell
2913 return false;
2914 case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
2916 delete itr->second;
2917 m_spells.erase(itr);
2918 state = PLAYERSPELL_CHANGED;
2919 break; // need re-add
2921 default: // known not saved yet spell (new or modified)
2923 // can be in case spell loading but learned at some previous spell loading
2924 if(!IsInWorld() && !learning && !dependent_set)
2925 itr->second->state = PLAYERSPELL_UNCHANGED;
2927 return false;
2932 if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
2934 // talent: unlearn all other talent ranks (high and low)
2935 if(TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id))
2937 if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
2939 for(int i=0; i < MAX_TALENT_RANK; ++i)
2941 // skip learning spell and no rank spell case
2942 uint32 rankSpellId = talentInfo->RankID[i];
2943 if(!rankSpellId || rankSpellId==spell_id)
2944 continue;
2946 removeSpell(rankSpellId,false,false);
2950 // non talent spell: learn low ranks (recursive call)
2951 else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
2953 if(!IsInWorld() || disabled) // at spells loading, no output, but allow save
2954 addSpell(prev_spell,active,true,true,disabled);
2955 else // at normal learning
2956 learnSpell(prev_spell,true);
2959 PlayerSpell *newspell = new PlayerSpell;
2960 newspell->state = state;
2961 newspell->active = active;
2962 newspell->dependent = dependent;
2963 newspell->disabled = disabled;
2965 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2966 if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2968 for( PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2 )
2970 if(itr2->second->state == PLAYERSPELL_REMOVED) continue;
2971 SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first);
2972 if(!i_spellInfo) continue;
2974 if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr2->first) )
2976 if(itr2->second->active)
2978 if(spellmgr.IsHighRankOfSpell(spell_id,itr2->first))
2980 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2982 WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
2983 data << uint32(itr2->first);
2984 data << uint32(spell_id);
2985 GetSession()->SendPacket( &data );
2988 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2989 itr2->second->active = false;
2990 if(itr2->second->state != PLAYERSPELL_NEW)
2991 itr2->second->state = PLAYERSPELL_CHANGED;
2992 superceded_old = true; // new spell replace old in action bars and spell book.
2994 else if(spellmgr.IsHighRankOfSpell(itr2->first,spell_id))
2996 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2998 WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
2999 data << uint32(spell_id);
3000 data << uint32(itr2->first);
3001 GetSession()->SendPacket( &data );
3004 // mark new spell as disable (not learned yet for client and will not learned)
3005 newspell->active = false;
3006 if(newspell->state != PLAYERSPELL_NEW)
3007 newspell->state = PLAYERSPELL_CHANGED;
3014 m_spells[spell_id] = newspell;
3016 // return false if spell disabled
3017 if (newspell->disabled)
3018 return false;
3021 uint32 talentCost = GetTalentSpellCost(spell_id);
3023 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
3024 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
3025 if (talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL))
3027 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
3028 CastSpell(this, spell_id, true);
3030 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
3031 else if (IsPassiveSpell(spell_id))
3033 if (IsNeedCastPassiveSpellAtLearn(spellInfo))
3034 CastSpell(this, spell_id, true);
3036 else if (IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP))
3038 CastSpell(this, spell_id, true);
3039 return false;
3042 // update used talent points count
3043 m_usedTalentCount += talentCost;
3045 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
3046 if (uint32 freeProfs = GetFreePrimaryProfessionPoints())
3048 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
3049 SetFreePrimaryProfessions(freeProfs-1);
3052 // add dependent skills
3053 uint16 maxskill = GetMaxSkillValueForLevel();
3055 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
3057 SkillLineAbilityMapBounds skill_bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
3059 if (spellLearnSkill)
3061 uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
3062 uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
3064 if (skill_value < spellLearnSkill->value)
3065 skill_value = spellLearnSkill->value;
3067 uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
3069 if (skill_max_value < new_skill_max_value)
3070 skill_max_value = new_skill_max_value;
3072 SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
3074 else
3076 // not ranked skills
3077 for(SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
3079 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
3080 if (!pSkill)
3081 continue;
3083 if (HasSkill(pSkill->id))
3084 continue;
3086 if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
3087 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3088 ((pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0))
3090 switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
3092 case SKILL_RANGE_LANGUAGE:
3093 SetSkill(pSkill->id, 300, 300 );
3094 break;
3095 case SKILL_RANGE_LEVEL:
3096 SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
3097 break;
3098 case SKILL_RANGE_MONO:
3099 SetSkill(pSkill->id, 1, 1 );
3100 break;
3101 default:
3102 break;
3108 // learn dependent spells
3109 SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id);
3111 for(SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
3113 if (!itr2->second.autoLearned)
3115 if (!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save
3116 addSpell(itr2->second.spell,itr2->second.active,true,true,false);
3117 else // at normal learning
3118 learnSpell(itr2->second.spell,true);
3122 if (!GetSession()->PlayerLoading())
3124 // not ranked skills
3125 for(SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
3127 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE,_spell_idx->second->skillId);
3128 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,_spell_idx->second->skillId);
3131 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id);
3134 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
3135 return active && !disabled && !superceded_old;
3138 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const
3140 // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
3141 // talent dependent passives activated at form apply have proper stance data
3142 bool need_cast = (!spellInfo->Stances || (m_form != 0 && (spellInfo->Stances & (1<<(m_form-1)))));
3144 //Check CasterAuraStates
3145 return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)));
3148 void Player::learnSpell(uint32 spell_id, bool dependent)
3150 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3152 bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
3153 bool active = disabled ? itr->second->active : true;
3155 bool learning = addSpell(spell_id,active,true,dependent,false);
3157 // learn all disabled higher ranks (recursive)
3158 if(disabled)
3160 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
3161 for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
3163 PlayerSpellMap::iterator iter = m_spells.find(i->second);
3164 if (iter != m_spells.end() && iter->second->disabled)
3165 learnSpell(i->second,false);
3169 // prevent duplicated entires in spell book, also not send if not in world (loading)
3170 if(!learning || !IsInWorld ())
3171 return;
3173 WorldPacket data(SMSG_LEARNED_SPELL, 4);
3174 data << uint32(spell_id);
3175 GetSession()->SendPacket(&data);
3178 void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
3180 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3181 if (itr == m_spells.end())
3182 return;
3184 if (itr->second->state == PLAYERSPELL_REMOVED || (disabled && itr->second->disabled))
3185 return;
3187 // unlearn non talent higher ranks (recursive)
3188 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
3189 for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
3190 if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
3191 removeSpell(itr2->second,disabled,false);
3193 // re-search, it can be corrupted in prev loop
3194 itr = m_spells.find(spell_id);
3195 if (itr == m_spells.end())
3196 return; // already unleared
3198 bool cur_active = itr->second->active;
3199 bool cur_dependent = itr->second->dependent;
3201 if (disabled)
3203 itr->second->disabled = disabled;
3204 if(itr->second->state != PLAYERSPELL_NEW)
3205 itr->second->state = PLAYERSPELL_CHANGED;
3207 else
3209 if(itr->second->state == PLAYERSPELL_NEW)
3211 delete itr->second;
3212 m_spells.erase(itr);
3214 else
3215 itr->second->state = PLAYERSPELL_REMOVED;
3218 RemoveAurasDueToSpell(spell_id);
3220 // remove pet auras
3221 for(int i = 0; i < 3; ++i)
3222 if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id, i))
3223 RemovePetAura(petSpell);
3225 // free talent points
3226 uint32 talentCosts = GetTalentSpellCost(spell_id);
3227 if(talentCosts > 0)
3229 if(talentCosts < m_usedTalentCount)
3230 m_usedTalentCount -= talentCosts;
3231 else
3232 m_usedTalentCount = 0;
3235 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3236 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
3238 uint32 freeProfs = GetFreePrimaryProfessionPoints()+1;
3239 if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
3240 SetFreePrimaryProfessions(freeProfs);
3243 // remove dependent skill
3244 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
3245 if(spellLearnSkill)
3247 uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
3248 if(!prev_spell) // first rank, remove skill
3249 SetSkill(spellLearnSkill->skill,0,0);
3250 else
3252 // search prev. skill setting by spell ranks chain
3253 SpellLearnSkillNode const* prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
3254 while(!prevSkill && prev_spell)
3256 prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
3257 prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
3260 if (!prevSkill) // not found prev skill setting, remove skill
3261 SetSkill(spellLearnSkill->skill,0,0);
3262 else // set to prev. skill setting values
3264 uint32 skill_value = GetPureSkillValue(prevSkill->skill);
3265 uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
3267 if (skill_value > prevSkill->value)
3268 skill_value = prevSkill->value;
3270 uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
3272 if (skill_max_value > new_skill_max_value)
3273 skill_max_value = new_skill_max_value;
3275 SetSkill(prevSkill->skill,skill_value,skill_max_value);
3280 else
3282 // not ranked skills
3283 SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
3285 for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
3287 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
3288 if (!pSkill)
3289 continue;
3291 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL &&
3292 pSkill->categoryId != SKILL_CATEGORY_CLASS ||// not unlearn class skills (spellbook/talent pages)
3293 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3294 ((pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0))
3296 // not reset skills for professions and racial abilities
3297 if ((pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
3298 (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0))
3299 continue;
3301 SetSkill(pSkill->id, 0, 0 );
3306 // remove dependent spells
3307 SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id);
3309 for(SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
3310 removeSpell(itr2->second.spell, disabled);
3312 // activate lesser rank in spellbook/action bar, and cast it if need
3313 bool prev_activate = false;
3315 if (uint32 prev_id = spellmgr.GetPrevSpellInChain (spell_id))
3317 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
3319 // if talent then lesser rank also talent and need learn
3320 if (talentCosts)
3322 if(learn_low_rank)
3323 learnSpell (prev_id,false);
3325 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3326 else if (cur_active && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
3328 // need manually update dependence state (learn spell ignore like attempts)
3329 PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
3330 if (prev_itr != m_spells.end())
3332 if (prev_itr->second->dependent != cur_dependent)
3334 prev_itr->second->dependent = cur_dependent;
3335 if (prev_itr->second->state != PLAYERSPELL_NEW)
3336 prev_itr->second->state = PLAYERSPELL_CHANGED;
3339 // now re-learn if need re-activate
3340 if (cur_active && !prev_itr->second->active && learn_low_rank)
3342 if (addSpell(prev_id,true,false,prev_itr->second->dependent,prev_itr->second->disabled))
3344 // downgrade spell ranks in spellbook and action bar
3345 WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
3346 data << uint32(spell_id);
3347 data << uint32(prev_id);
3348 GetSession()->SendPacket( &data );
3349 prev_activate = true;
3356 // remove from spell book if not replaced by lesser rank
3357 if(!prev_activate)
3359 WorldPacket data(SMSG_REMOVED_SPELL, 4);
3360 data << uint32(spell_id);
3361 GetSession()->SendPacket(&data);
3365 void Player::RemoveSpellCooldown( uint32 spell_id, bool update /* = false */ )
3367 m_spellCooldowns.erase(spell_id);
3369 if(update)
3370 SendClearCooldown(spell_id, this);
3373 void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */)
3375 SpellCategoryStore::const_iterator ct = sSpellCategoryStore.find(cat);
3376 if (ct == sSpellCategoryStore.end())
3377 return;
3379 const SpellCategorySet& ct_set = ct->second;
3380 for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();)
3382 if (ct_set.find(i->first) != ct_set.end())
3383 RemoveSpellCooldown((i++)->first, update);
3384 else
3385 ++i;
3389 void Player::RemoveArenaSpellCooldowns()
3391 // remove cooldowns on spells that has < 15 min CD
3392 SpellCooldowns::iterator itr, next;
3393 // iterate spell cooldowns
3394 for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next)
3396 next = itr;
3397 ++next;
3398 SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
3399 // check if spellentry is present and if the cooldown is less than 15 mins
3400 if( entry &&
3401 entry->RecoveryTime <= 15 * MINUTE * IN_MILISECONDS &&
3402 entry->CategoryRecoveryTime <= 15 * MINUTE * IN_MILISECONDS )
3404 // remove & notify
3405 RemoveSpellCooldown(itr->first, true);
3410 void Player::RemoveAllSpellCooldown()
3412 if(!m_spellCooldowns.empty())
3414 for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
3415 SendClearCooldown(itr->first, this);
3417 m_spellCooldowns.clear();
3421 void Player::_LoadSpellCooldowns(QueryResult *result)
3423 // some cooldowns can be already set at aura loading...
3425 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3427 if(result)
3429 time_t curTime = time(NULL);
3433 Field *fields = result->Fetch();
3435 uint32 spell_id = fields[0].GetUInt32();
3436 uint32 item_id = fields[1].GetUInt32();
3437 time_t db_time = (time_t)fields[2].GetUInt64();
3439 if(!sSpellStore.LookupEntry(spell_id))
3441 sLog.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
3442 continue;
3445 // skip outdated cooldown
3446 if(db_time <= curTime)
3447 continue;
3449 AddSpellCooldown(spell_id, item_id, db_time);
3451 sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
3453 while( result->NextRow() );
3455 delete result;
3459 void Player::_SaveSpellCooldowns()
3461 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3463 time_t curTime = time(NULL);
3464 time_t infTime = curTime + infinityCooldownDelayCheck;
3466 // remove outdated and save active
3467 for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
3469 if(itr->second.end <= curTime)
3470 m_spellCooldowns.erase(itr++);
3471 else if(itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload
3473 CharacterDatabase.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" UI64FMTD "')", GetGUIDLow(), itr->first, itr->second.itemid, uint64(itr->second.end));
3474 ++itr;
3476 else
3477 ++itr;
3481 uint32 Player::resetTalentsCost() const
3483 // The first time reset costs 1 gold
3484 if(m_resetTalentsCost < 1*GOLD)
3485 return 1*GOLD;
3486 // then 5 gold
3487 else if(m_resetTalentsCost < 5*GOLD)
3488 return 5*GOLD;
3489 // After that it increases in increments of 5 gold
3490 else if(m_resetTalentsCost < 10*GOLD)
3491 return 10*GOLD;
3492 else
3494 uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
3495 if(months > 0)
3497 // This cost will be reduced by a rate of 5 gold per month
3498 int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
3499 // to a minimum of 10 gold.
3500 return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
3502 else
3504 // After that it increases in increments of 5 gold
3505 int32 new_cost = m_resetTalentsCost + 5*GOLD;
3506 // until it hits a cap of 50 gold.
3507 if(new_cost > 50*GOLD)
3508 new_cost = 50*GOLD;
3509 return new_cost;
3514 bool Player::resetTalents(bool no_cost)
3516 // not need after this call
3517 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
3518 RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS,true);
3520 uint32 talentPointsForLevel = CalculateTalentsPoints();
3522 if (m_usedTalentCount == 0)
3524 SetFreeTalentPoints(talentPointsForLevel);
3525 return false;
3528 uint32 cost = 0;
3530 if(!no_cost)
3532 cost = resetTalentsCost();
3534 if (GetMoney() < cost)
3536 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
3537 return false;
3541 for (unsigned int i = 0; i < sTalentStore.GetNumRows(); ++i)
3543 TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
3545 if (!talentInfo) continue;
3547 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
3549 if(!talentTabInfo)
3550 continue;
3552 // unlearn only talents for character class
3553 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3554 // to prevent unexpected lost normal learned spell skip another class talents
3555 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
3556 continue;
3558 for (int j = 0; j < MAX_TALENT_RANK; ++j)
3560 for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
3562 if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
3564 ++itr;
3565 continue;
3568 // remove learned spells (all ranks)
3569 uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
3571 // unlearn if first rank is talent or learned by talent
3572 if (itrFirstId == talentInfo->RankID[j])
3574 removeSpell(itr->first,!IsPassiveSpell(itr->first),false);
3575 itr = GetSpellMap().begin();
3576 continue;
3578 else if (spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId))
3580 removeSpell(itr->first,!IsPassiveSpell(itr->first));
3581 itr = GetSpellMap().begin();
3582 continue;
3584 else
3585 ++itr;
3590 SetFreeTalentPoints(talentPointsForLevel);
3592 if(!no_cost)
3594 ModifyMoney(-(int32)cost);
3595 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
3596 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1);
3598 m_resetTalentsCost = cost;
3599 m_resetTalentsTime = time(NULL);
3602 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3603 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3604 /* when prev line will dropped use next line
3605 if(Pet* pet = GetPet())
3607 if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
3608 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3613 if(m_canTitanGrip)
3615 m_canTitanGrip = false;
3616 if(sWorld.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET))
3617 AutoUnequipOffhandIfNeed();
3620 return true;
3623 Mail* Player::GetMail(uint32 id)
3625 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
3627 if ((*itr)->messageID == id)
3629 return (*itr);
3632 return NULL;
3635 void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
3637 if(target == this)
3639 Object::_SetCreateBits(updateMask, target);
3641 else
3643 for(uint16 index = 0; index < m_valuesCount; index++)
3645 if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
3646 updateMask->SetBit(index);
3651 void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
3653 if(target == this)
3655 Object::_SetUpdateBits(updateMask, target);
3657 else
3659 Object::_SetUpdateBits(updateMask, target);
3660 *updateMask &= updateVisualBits;
3664 void Player::InitVisibleBits()
3666 updateVisualBits.SetCount(PLAYER_END);
3668 updateVisualBits.SetBit(OBJECT_FIELD_GUID);
3669 updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
3670 updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
3671 updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
3672 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
3673 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
3674 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
3675 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
3676 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
3677 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
3678 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
3679 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
3680 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
3681 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
3682 updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
3683 updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
3684 updateVisualBits.SetBit(UNIT_FIELD_POWER1);
3685 updateVisualBits.SetBit(UNIT_FIELD_POWER2);
3686 updateVisualBits.SetBit(UNIT_FIELD_POWER3);
3687 updateVisualBits.SetBit(UNIT_FIELD_POWER4);
3688 updateVisualBits.SetBit(UNIT_FIELD_POWER5);
3689 updateVisualBits.SetBit(UNIT_FIELD_POWER6);
3690 updateVisualBits.SetBit(UNIT_FIELD_POWER7);
3691 updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
3692 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
3693 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
3694 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
3695 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
3696 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
3697 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
3698 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
3699 updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
3700 updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
3701 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
3702 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
3703 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
3704 updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
3705 updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
3706 updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
3707 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
3708 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
3709 updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
3710 updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
3711 updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
3712 updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
3713 updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
3714 updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
3715 updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
3716 updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
3717 updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
3718 updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
3719 updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
3720 updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
3721 updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
3722 updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
3724 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
3725 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
3726 updateVisualBits.SetBit(PLAYER_FLAGS);
3727 updateVisualBits.SetBit(PLAYER_GUILDID);
3728 updateVisualBits.SetBit(PLAYER_GUILDRANK);
3729 updateVisualBits.SetBit(PLAYER_BYTES);
3730 updateVisualBits.SetBit(PLAYER_BYTES_2);
3731 updateVisualBits.SetBit(PLAYER_BYTES_3);
3732 updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
3733 updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
3735 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3736 for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += 4)
3737 updateVisualBits.SetBit(i);
3739 // Players visible items are not inventory stuff
3740 for(uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i)
3742 uint32 offset = i * 2;
3744 // item entry
3745 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID + offset);
3746 // enchant
3747 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + offset);
3750 updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
3753 void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
3755 for(int i = 0; i < EQUIPMENT_SLOT_END; ++i)
3757 if(m_items[i] == NULL)
3758 continue;
3760 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3763 if(target == this)
3765 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
3767 if(m_items[i] == NULL)
3768 continue;
3770 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3772 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
3774 if(m_items[i] == NULL)
3775 continue;
3777 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3781 Unit::BuildCreateUpdateBlockForPlayer( data, target );
3784 void Player::DestroyForPlayer( Player *target, bool anim ) const
3786 Unit::DestroyForPlayer( target, anim );
3788 for(int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
3790 if(m_items[i] == NULL)
3791 continue;
3793 m_items[i]->DestroyForPlayer( target );
3796 if(target == this)
3798 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
3800 if(m_items[i] == NULL)
3801 continue;
3803 m_items[i]->DestroyForPlayer( target );
3805 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
3807 if(m_items[i] == NULL)
3808 continue;
3810 m_items[i]->DestroyForPlayer( target );
3815 bool Player::HasSpell(uint32 spell) const
3817 PlayerSpellMap::const_iterator itr = m_spells.find(spell);
3818 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
3819 !itr->second->disabled);
3822 bool Player::HasActiveSpell(uint32 spell) const
3824 PlayerSpellMap::const_iterator itr = m_spells.find(spell);
3825 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
3826 itr->second->active && !itr->second->disabled);
3829 TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
3831 if (!trainer_spell)
3832 return TRAINER_SPELL_RED;
3834 if (!trainer_spell->learnedSpell)
3835 return TRAINER_SPELL_RED;
3837 // known spell
3838 if(HasSpell(trainer_spell->learnedSpell))
3839 return TRAINER_SPELL_GRAY;
3841 // check race/class requirement
3842 if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell))
3843 return TRAINER_SPELL_RED;
3845 // check level requirement
3846 if(getLevel() < trainer_spell->reqLevel)
3847 return TRAINER_SPELL_RED;
3849 if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell))
3851 // check prev.rank requirement
3852 if(spell_chain->prev && !HasSpell(spell_chain->prev))
3853 return TRAINER_SPELL_RED;
3855 // check additional spell requirement
3856 if(spell_chain->req && !HasSpell(spell_chain->req))
3857 return TRAINER_SPELL_RED;
3860 // check skill requirement
3861 if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
3862 return TRAINER_SPELL_RED;
3864 // exist, already checked at loading
3865 SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learnedSpell);
3867 // secondary prof. or not prof. spell
3868 uint32 skill = spell->EffectMiscValue[1];
3870 if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
3871 return TRAINER_SPELL_GREEN;
3873 // check primary prof. limit
3874 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProfessionPoints() == 0)
3875 return TRAINER_SPELL_GREEN_DISABLED;
3877 return TRAINER_SPELL_GREEN;
3880 void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
3882 uint32 guid = GUID_LOPART(playerguid);
3884 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3885 // bones will be deleted by corpse/bones deleting thread shortly
3886 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
3888 // remove from guild
3889 uint32 guildId = GetGuildIdFromDB(playerguid);
3890 if(guildId != 0)
3892 Guild* guild = objmgr.GetGuildById(guildId);
3893 if(guild)
3894 guild->DelMember(guid);
3897 // remove from arena teams
3898 LeaveAllArenaTeams(playerguid);
3900 // the player was uninvited already on logout so just remove from group
3901 QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
3902 if(resultGroup)
3904 uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
3905 delete resultGroup;
3906 Group* group = objmgr.GetGroupByLeader(leaderGuid);
3907 if(group)
3909 RemoveFromGroup(group, playerguid);
3913 // remove signs from petitions (also remove petitions if owner);
3914 RemovePetitionsAndSigns(playerguid, 10);
3916 // return back all mails with COD and Item 0 1 2 3 4 5 6
3917 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);
3918 if(resultMail)
3922 Field *fields = resultMail->Fetch();
3924 uint32 mail_id = fields[0].GetUInt32();
3925 uint16 mailTemplateId= fields[1].GetUInt16();
3926 uint32 sender = fields[2].GetUInt32();
3927 std::string subject = fields[3].GetCppString();
3928 uint32 itemTextId = fields[4].GetUInt32();
3929 uint32 money = fields[5].GetUInt32();
3930 bool has_items = fields[6].GetBool();
3932 //we can return mail now
3933 //so firstly delete the old one
3934 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
3936 MailItemsInfo mi;
3937 if(has_items)
3939 // data needs to be at first place for Item::LoadFromDB
3940 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);
3941 if(resultItems)
3945 Field *fields2 = resultItems->Fetch();
3947 uint32 item_guidlow = fields2[1].GetUInt32();
3948 uint32 item_template = fields2[2].GetUInt32();
3950 ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
3951 if(!itemProto)
3953 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
3954 continue;
3957 Item *pItem = NewItemOrBag(itemProto);
3958 if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems))
3960 pItem->FSetState(ITEM_REMOVED);
3961 pItem->SaveToDB(); // it also deletes item object !
3962 continue;
3965 mi.AddItem(item_guidlow, item_template, pItem);
3967 while (resultItems->NextRow());
3969 delete resultItems;
3973 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
3975 uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
3977 WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, mailTemplateId);
3979 while (resultMail->NextRow());
3981 delete resultMail;
3984 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3985 // Get guids of character's pets, will deleted in transaction
3986 QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
3988 // NOW we can finally clear other DB data related to character
3989 CharacterDatabase.BeginTransaction();
3990 if (resultPets)
3994 Field *fields3 = resultPets->Fetch();
3995 uint32 petguidlow = fields3[0].GetUInt32();
3996 Pet::DeleteFromDB(petguidlow);
3997 } while (resultPets->NextRow());
3998 delete resultPets;
4001 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
4002 CharacterDatabase.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid);
4003 CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
4004 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
4005 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
4006 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
4007 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
4008 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
4009 CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
4010 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
4011 CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
4012 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
4013 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
4014 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
4015 CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid);
4016 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
4017 CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
4018 CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
4019 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
4020 CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
4021 CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
4022 CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid);
4023 CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid);
4024 CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid);
4025 CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u'",guid);
4026 CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid2 = '%u'",guid);
4027 CharacterDatabase.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid);
4028 CharacterDatabase.CommitTransaction();
4030 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
4031 if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
4034 void Player::SetMovement(PlayerMovementType pType)
4036 WorldPacket data;
4037 switch(pType)
4039 case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
4040 case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
4041 case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
4042 case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
4043 default:
4044 sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
4045 return;
4047 data.append(GetPackGUID());
4048 data << uint32(0);
4049 GetSession()->SendPacket( &data );
4052 /* Preconditions:
4053 - a resurrectable corpse must not be loaded for the player (only bones)
4054 - the player must be in world
4056 void Player::BuildPlayerRepop()
4058 WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
4059 data.append(GetPackGUID());
4060 GetSession()->SendPacket(&data);
4062 if(getRace() == RACE_NIGHTELF)
4063 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)
4064 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
4066 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
4067 // there must be SMSG.STOP_MIRROR_TIMER
4068 // there we must send 888 opcode
4070 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
4071 if(GetCorpse())
4073 sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
4074 assert(false);
4077 // create a corpse and place it at the player's location
4078 CreateCorpse();
4079 Corpse *corpse = GetCorpse();
4080 if(!corpse)
4082 sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
4083 return;
4085 GetMap()->Add(corpse);
4087 // convert player body to ghost
4088 SetHealth( 1 );
4090 SetMovement(MOVE_WATER_WALK);
4091 if(!GetSession()->isLogingOut())
4092 SetMovement(MOVE_UNROOT);
4094 // BG - remove insignia related
4095 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
4097 SendCorpseReclaimDelay();
4099 // to prevent cheating
4100 corpse->ResetGhostTime();
4102 StopMirrorTimers(); //disable timers(bars)
4104 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
4106 // set and clear other
4107 SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
4110 void Player::SendDelayResponse(const uint32 ml_seconds)
4112 //FIXME: is this delay time arg really need? 50msec by default in code
4113 WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 );
4114 data << (uint32)time(NULL);
4115 data << (uint32)0;
4116 GetSession()->SendPacket( &data );
4119 void Player::ResurrectPlayer(float restore_percent, bool applySickness)
4121 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
4122 data << uint32(-1);
4123 data << float(0);
4124 data << float(0);
4125 data << float(0);
4126 GetSession()->SendPacket(&data);
4128 // speed change, land walk
4130 // remove death flag + set aura
4131 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
4132 if(getRace() == RACE_NIGHTELF)
4133 RemoveAurasDueToSpell(20584); // speed bonuses
4134 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
4136 setDeathState(ALIVE);
4138 SetMovement(MOVE_LAND_WALK);
4139 SetMovement(MOVE_UNROOT);
4141 m_deathTimer = 0;
4143 // set health/powers (0- will be set in caller)
4144 if(restore_percent>0.0f)
4146 SetHealth(uint32(GetMaxHealth()*restore_percent));
4147 SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
4148 SetPower(POWER_RAGE, 0);
4149 SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
4152 // trigger update zone for alive state zone updates
4153 uint32 newzone, newarea;
4154 GetZoneAndAreaId(newzone,newarea);
4155 UpdateZone(newzone,newarea);
4157 // update visibility
4158 UpdateVisibilityForPlayer();
4160 if(!applySickness)
4161 return;
4163 //Characters from level 1-10 are not affected by resurrection sickness.
4164 //Characters from level 11-19 will suffer from one minute of sickness
4165 //for each level they are above 10.
4166 //Characters level 20 and up suffer from ten minutes of sickness.
4167 int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
4169 if(int32(getLevel()) >= startLevel)
4171 // set resurrection sickness
4172 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
4174 // not full duration
4175 if(int32(getLevel()) < startLevel+9)
4177 int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
4179 for(int i =0; i < 3; ++i)
4181 if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i))
4183 Aur->SetAuraDuration(delta*IN_MILISECONDS);
4184 Aur->SendAuraUpdate(false);
4191 void Player::KillPlayer()
4193 SetMovement(MOVE_ROOT);
4195 StopMirrorTimers(); //disable timers(bars)
4197 setDeathState(CORPSE);
4198 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4200 SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
4201 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
4203 // 6 minutes until repop at graveyard
4204 m_deathTimer = 6*MINUTE*IN_MILISECONDS;
4206 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4208 // don't create corpse at this moment, player might be falling
4210 // update visibility
4211 UpdateObjectVisibility();
4214 void Player::CreateCorpse()
4216 // prevent existence 2 corpse for player
4217 SpawnCorpseBones();
4219 uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
4221 Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
4222 SetPvPDeath(false);
4224 if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this))
4226 delete corpse;
4227 return;
4230 _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
4231 _pb = GetUInt32Value(PLAYER_BYTES);
4232 _pb2 = GetUInt32Value(PLAYER_BYTES_2);
4234 uint8 race = (uint8)(_uf);
4235 uint8 skin = (uint8)(_pb);
4236 uint8 face = (uint8)(_pb >> 8);
4237 uint8 hairstyle = (uint8)(_pb >> 16);
4238 uint8 haircolor = (uint8)(_pb >> 24);
4239 uint8 facialhair = (uint8)(_pb2);
4241 _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
4242 _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
4244 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
4245 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
4247 uint32 flags = CORPSE_FLAG_UNK2;
4248 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
4249 flags |= CORPSE_FLAG_HIDE_HELM;
4250 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
4251 flags |= CORPSE_FLAG_HIDE_CLOAK;
4252 if(InBattleGround() && !InArena())
4253 flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
4254 corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
4256 corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
4258 corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
4260 uint32 iDisplayID;
4261 uint32 iIventoryType;
4262 uint32 _cfi;
4263 for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
4265 if(m_items[i])
4267 iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
4268 iIventoryType = m_items[i]->GetProto()->InventoryType;
4270 _cfi = iDisplayID | (iIventoryType << 24);
4271 corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi);
4275 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4276 const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
4277 assert(entry);
4278 if(entry->map_type != MAP_BATTLEGROUND)
4279 corpse->SaveToDB();
4281 // register for player, but not show
4282 ObjectAccessor::Instance().AddCorpse(corpse);
4285 void Player::SpawnCorpseBones()
4287 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4288 SaveToDB(); // prevent loading as ghost without corpse
4291 Corpse* Player::GetCorpse() const
4293 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4296 void Player::DurabilityLossAll(double percent, bool inventory)
4298 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
4299 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4300 DurabilityLoss(pItem,percent);
4302 if(inventory)
4304 // bags not have durability
4305 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4307 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
4308 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4309 DurabilityLoss(pItem,percent);
4311 // keys not have durability
4312 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4314 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4315 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4316 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
4317 if(Item* pItem = GetItemByPos( i, j ))
4318 DurabilityLoss(pItem,percent);
4322 void Player::DurabilityLoss(Item* item, double percent)
4324 if(!item )
4325 return;
4327 uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4329 if(!pMaxDurability)
4330 return;
4332 uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
4334 if(pDurabilityLoss < 1 )
4335 pDurabilityLoss = 1;
4337 DurabilityPointsLoss(item,pDurabilityLoss);
4340 void Player::DurabilityPointsLossAll(int32 points, bool inventory)
4342 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
4343 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4344 DurabilityPointsLoss(pItem,points);
4346 if(inventory)
4348 // bags not have durability
4349 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4351 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
4352 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4353 DurabilityPointsLoss(pItem,points);
4355 // keys not have durability
4356 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4358 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4359 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4360 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
4361 if(Item* pItem = GetItemByPos( i, j ))
4362 DurabilityPointsLoss(pItem,points);
4366 void Player::DurabilityPointsLoss(Item* item, int32 points)
4368 int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4369 int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4370 int32 pNewDurability = pOldDurability - points;
4372 if (pNewDurability < 0)
4373 pNewDurability = 0;
4374 else if (pNewDurability > pMaxDurability)
4375 pNewDurability = pMaxDurability;
4377 if (pOldDurability != pNewDurability)
4379 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4380 if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
4381 _ApplyItemMods(item,item->GetSlot(), false);
4383 item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
4385 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4386 if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
4387 _ApplyItemMods(item,item->GetSlot(), true);
4389 item->SetState(ITEM_CHANGED, this);
4393 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
4395 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
4396 DurabilityPointsLoss(pItem,1);
4399 uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
4401 uint32 TotalCost = 0;
4402 // equipped, backpack, bags itself
4403 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
4404 TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
4406 // bank, buyback and keys not repaired
4408 // items in inventory bags
4409 for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; ++j)
4410 for(int i = 0; i < MAX_BAG_SIZE; ++i)
4411 TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
4412 return TotalCost;
4415 uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
4417 Item* item = GetItemByPos(pos);
4419 uint32 TotalCost = 0;
4420 if(!item)
4421 return TotalCost;
4423 uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4424 if(!maxDurability)
4425 return TotalCost;
4427 uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4429 if(cost)
4431 uint32 LostDurability = maxDurability - curDurability;
4432 if(LostDurability>0)
4434 ItemPrototype const *ditemProto = item->GetProto();
4436 DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
4437 if(!dcost)
4439 sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
4440 return TotalCost;
4443 uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
4444 DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
4445 if(!dQualitymodEntry)
4447 sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
4448 return TotalCost;
4451 uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
4452 uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
4454 costs = uint32(costs * discountMod);
4456 if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
4457 costs = 1;
4459 if (guildBank)
4461 if (GetGuildId()==0)
4463 DEBUG_LOG("You are not member of a guild");
4464 return TotalCost;
4467 Guild *pGuild = objmgr.GetGuildById(GetGuildId());
4468 if (!pGuild)
4469 return TotalCost;
4471 if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
4473 DEBUG_LOG("You do not have rights to withdraw for repairs");
4474 return TotalCost;
4477 if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
4479 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4480 return TotalCost;
4483 if (pGuild->GetGuildBankMoney() < costs)
4485 DEBUG_LOG("There is not enough money in bank");
4486 return TotalCost;
4489 pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
4490 TotalCost = costs;
4492 else if (GetMoney() < costs)
4494 DEBUG_LOG("You do not have enough money");
4495 return TotalCost;
4497 else
4498 ModifyMoney( -int32(costs) );
4502 item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
4503 item->SetState(ITEM_CHANGED, this);
4505 // reapply mods for total broken and repaired item if equipped
4506 if(IsEquipmentPos(pos) && !curDurability)
4507 _ApplyItemMods(item,pos & 255, true);
4508 return TotalCost;
4511 void Player::RepopAtGraveyard()
4513 // note: this can be called also when the player is alive
4514 // for example from WorldSession::HandleMovementOpcodes
4516 AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
4518 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4519 if ((!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport())
4521 ResurrectPlayer(0.5f);
4522 SpawnCorpseBones();
4525 WorldSafeLocsEntry const *ClosestGrave = NULL;
4527 // Special handle for battleground maps
4528 if( BattleGround *bg = GetBattleGround() )
4529 ClosestGrave = bg->GetClosestGraveYard(this);
4530 else
4531 ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4533 // stop countdown until repop
4534 m_deathTimer = 0;
4536 // if no grave found, stay at the current location
4537 // and don't show spirit healer location
4538 if(ClosestGrave)
4540 TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
4541 if(isDead()) // not send if alive, because it used in TeleportTo()
4543 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
4544 data << ClosestGrave->map_id;
4545 data << ClosestGrave->x;
4546 data << ClosestGrave->y;
4547 data << ClosestGrave->z;
4548 GetSession()->SendPacket(&data);
4553 void Player::JoinedChannel(Channel *c)
4555 m_channels.push_back(c);
4558 void Player::LeftChannel(Channel *c)
4560 m_channels.remove(c);
4563 void Player::CleanupChannels()
4565 while(!m_channels.empty())
4567 Channel* ch = *m_channels.begin();
4568 m_channels.erase(m_channels.begin()); // remove from player's channel list
4569 ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4570 if (ChannelMgr* cMgr = channelMgr(GetTeam()))
4571 cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
4574 sLog.outDebug("Player: channels cleaned up!");
4577 void Player::UpdateLocalChannels(uint32 newZone )
4579 if(m_channels.empty())
4580 return;
4582 AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
4583 if(!current_zone)
4584 return;
4586 ChannelMgr* cMgr = channelMgr(GetTeam());
4587 if(!cMgr)
4588 return;
4590 std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
4592 for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
4594 next = i; ++next;
4596 // skip non built-in channels
4597 if(!(*i)->IsConstant())
4598 continue;
4600 ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
4601 if(!ch)
4602 continue;
4604 if((ch->flags & 4) == 4) // global channel without zone name in pattern
4605 continue;
4607 // new channel
4608 char new_channel_name_buf[100];
4609 snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
4610 Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
4612 if((*i)!=new_channel)
4614 new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
4616 // leave old channel
4617 (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4618 std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
4619 LeftChannel(*i); // remove from player's channel list
4620 cMgr->LeftChannel(name); // delete if empty
4623 sLog.outDebug("Player: channels cleaned up!");
4626 void Player::LeaveLFGChannel()
4628 for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
4630 if((*i)->IsLFG())
4632 (*i)->Leave(GetGUID());
4633 break;
4638 void Player::UpdateDefense()
4640 uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
4642 if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
4644 // update dependent from defense skill part
4645 UpdateDefenseBonusesMod();
4649 void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
4651 if(modGroup >= BASEMOD_END || modType >= MOD_END)
4653 sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4654 return;
4657 float val = 1.0f;
4659 switch(modType)
4661 case FLAT_MOD:
4662 m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
4663 break;
4664 case PCT_MOD:
4665 if(amount <= -100.0f)
4666 amount = -200.0f;
4668 val = (100.0f + amount) / 100.0f;
4669 m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
4670 break;
4673 if(!CanModifyStats())
4674 return;
4676 switch(modGroup)
4678 case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
4679 case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
4680 case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
4681 case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
4682 default: break;
4686 float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
4688 if(modGroup >= BASEMOD_END || modType > MOD_END)
4690 sLog.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4691 return 0.0f;
4694 if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4695 return 0.0f;
4697 return m_auraBaseMod[modGroup][modType];
4700 float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
4702 if(modGroup >= BASEMOD_END)
4704 sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4705 return 0.0f;
4708 if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4709 return 0.0f;
4711 return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
4714 uint32 Player::GetShieldBlockValue() const
4716 float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD];
4718 value = (value < 0) ? 0 : value;
4720 return uint32(value);
4723 float Player::GetMeleeCritFromAgility()
4725 uint32 level = getLevel();
4726 uint32 pclass = getClass();
4728 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4730 GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
4731 GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4732 if (critBase==NULL || critRatio==NULL)
4733 return 0.0f;
4735 float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
4736 return crit*100.0f;
4739 float Player::GetDodgeFromAgility()
4741 // Table for base dodge values
4742 float dodge_base[MAX_CLASSES] = {
4743 0.0075f, // Warrior
4744 0.00652f, // Paladin
4745 -0.0545f, // Hunter
4746 -0.0059f, // Rogue
4747 0.03183f, // Priest
4748 0.0114f, // DK
4749 0.0167f, // Shaman
4750 0.034575f, // Mage
4751 0.02011f, // Warlock
4752 0.0f, // ??
4753 -0.0187f // Druid
4755 // Crit/agility to dodge/agility coefficient multipliers
4756 float crit_to_dodge[MAX_CLASSES] = {
4757 1.1f, // Warrior
4758 1.0f, // Paladin
4759 1.6f, // Hunter
4760 2.0f, // Rogue
4761 1.0f, // Priest
4762 1.0f, // DK?
4763 1.0f, // Shaman
4764 1.0f, // Mage
4765 1.0f, // Warlock
4766 0.0f, // ??
4767 1.7f // Druid
4770 uint32 level = getLevel();
4771 uint32 pclass = getClass();
4773 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4775 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4776 GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4777 if (dodgeRatio==NULL || pclass > MAX_CLASSES)
4778 return 0.0f;
4780 float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
4781 return dodge*100.0f;
4784 float Player::GetSpellCritFromIntellect()
4786 uint32 level = getLevel();
4787 uint32 pclass = getClass();
4789 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4791 GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
4792 GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4793 if (critBase==NULL || critRatio==NULL)
4794 return 0.0f;
4796 float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
4797 return crit*100.0f;
4800 float Player::GetRatingCoefficient(CombatRating cr) const
4802 uint32 level = getLevel();
4804 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4806 GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
4807 if (Rating == NULL)
4808 return 1.0f; // By default use minimum coefficient (not must be called)
4810 return Rating->ratio;
4813 float Player::GetRatingBonusValue(CombatRating cr) const
4815 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
4818 uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
4820 float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.2f;
4821 if (melee>33.0f) melee = 33.0f;
4822 return uint32 (melee * damage /100.0f);
4825 uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
4827 float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.2f;
4828 if (ranged>33.0f) ranged=33.0f;
4829 return uint32 (ranged * damage /100.0f);
4832 uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
4834 float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.2f;
4835 // In wow script resilience limited to 33%
4836 if (spell>33.0f)
4837 spell = 33.0f;
4838 return uint32 (spell * damage / 100.0f);
4841 uint32 Player::GetDotDamageReduction(uint32 damage) const
4843 float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
4844 // Dot resilience not limited (limit it by 100%)
4845 if (spellDot > 100.0f)
4846 spellDot = 100.0f;
4847 return uint32 (spellDot * damage / 100.0f);
4850 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
4852 switch (attType)
4854 case BASE_ATTACK:
4855 return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
4856 case OFF_ATTACK:
4857 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
4858 default:
4859 break;
4861 return 0.0f;
4864 float Player::OCTRegenHPPerSpirit()
4866 uint32 level = getLevel();
4867 uint32 pclass = getClass();
4869 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4871 GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4872 GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4873 if (baseRatio==NULL || moreRatio==NULL)
4874 return 0.0f;
4876 // Formula from PaperDollFrame script
4877 float spirit = GetStat(STAT_SPIRIT);
4878 float baseSpirit = spirit;
4879 if (baseSpirit>50) baseSpirit = 50;
4880 float moreSpirit = spirit - baseSpirit;
4881 float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
4882 return regen;
4885 float Player::OCTRegenMPPerSpirit()
4887 uint32 level = getLevel();
4888 uint32 pclass = getClass();
4890 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4892 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4893 GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4894 if (moreRatio==NULL)
4895 return 0.0f;
4897 // Formula get from PaperDollFrame script
4898 float spirit = GetStat(STAT_SPIRIT);
4899 float regen = spirit * moreRatio->ratio;
4900 return regen;
4903 void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
4905 m_baseRatingValue[cr]+=(apply ? value : -value);
4907 int32 amount = uint32(m_baseRatingValue[cr]);
4908 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4909 // stat used stored in miscValueB for this aura
4910 AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
4911 for(AuraList::const_iterator i = modRatingFromStat.begin();i != modRatingFromStat.end(); ++i)
4912 if ((*i)->GetMiscValue() & (1<<cr))
4913 amount += int32(GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetModifier()->m_amount / 100.0f);
4914 if (amount < 0)
4915 amount = 0;
4916 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
4918 float RatingCoeffecient = GetRatingCoefficient(cr);
4919 float RatingChange = 0.0f;
4921 bool affectStats = CanModifyStats();
4923 switch (cr)
4925 case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
4926 case CR_DEFENSE_SKILL:
4927 UpdateDefenseBonusesMod();
4928 break;
4929 case CR_DODGE:
4930 UpdateDodgePercentage();
4931 break;
4932 case CR_PARRY:
4933 UpdateParryPercentage();
4934 break;
4935 case CR_BLOCK:
4936 UpdateBlockPercentage();
4937 break;
4938 case CR_HIT_MELEE:
4939 UpdateMeleeHitChances();
4940 break;
4941 case CR_HIT_RANGED:
4942 UpdateRangedHitChances();
4943 break;
4944 case CR_HIT_SPELL:
4945 UpdateSpellHitChances();
4946 break;
4947 case CR_CRIT_MELEE:
4948 if(affectStats)
4950 UpdateCritPercentage(BASE_ATTACK);
4951 UpdateCritPercentage(OFF_ATTACK);
4953 break;
4954 case CR_CRIT_RANGED:
4955 if(affectStats)
4956 UpdateCritPercentage(RANGED_ATTACK);
4957 break;
4958 case CR_CRIT_SPELL:
4959 if(affectStats)
4960 UpdateAllSpellCritChances();
4961 break;
4962 case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
4963 case CR_HIT_TAKEN_RANGED:
4964 break;
4965 case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
4966 break;
4967 case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4968 case CR_CRIT_TAKEN_RANGED:
4969 break;
4970 case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4971 break;
4972 case CR_HASTE_MELEE:
4973 RatingChange = value / RatingCoeffecient;
4974 ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
4975 ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
4976 break;
4977 case CR_HASTE_RANGED:
4978 RatingChange = value / RatingCoeffecient;
4979 ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
4980 break;
4981 case CR_HASTE_SPELL:
4982 RatingChange = value / RatingCoeffecient;
4983 ApplyCastTimePercentMod(RatingChange,apply);
4984 break;
4985 case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
4986 case CR_WEAPON_SKILL_OFFHAND:
4987 case CR_WEAPON_SKILL_RANGED:
4988 break;
4989 case CR_EXPERTISE:
4990 if(affectStats)
4992 UpdateExpertise(BASE_ATTACK);
4993 UpdateExpertise(OFF_ATTACK);
4995 break;
4996 case CR_ARMOR_PENETRATION:
4997 if(affectStats)
4998 UpdateArmorPenetration();
4999 break;
5003 void Player::SetRegularAttackTime()
5005 for(int i = 0; i < MAX_ATTACK; ++i)
5007 Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
5008 if(tmpitem && !tmpitem->IsBroken())
5010 ItemPrototype const *proto = tmpitem->GetProto();
5011 if(proto->Delay)
5012 SetAttackTime(WeaponAttackType(i), proto->Delay);
5013 else
5014 SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
5019 //skill+step, checking for max value
5020 bool Player::UpdateSkill(uint32 skill_id, uint32 step)
5022 if(!skill_id)
5023 return false;
5025 uint16 i=0;
5026 for (; i < PLAYER_MAX_SKILLS; ++i)
5027 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
5028 break;
5030 if(i>=PLAYER_MAX_SKILLS)
5031 return false;
5033 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
5034 uint32 value = SKILL_VALUE(data);
5035 uint32 max = SKILL_MAX(data);
5037 if ((!max) || (!value) || (value >= max))
5038 return false;
5040 if (value*512 < max*urand(0,512))
5042 uint32 new_value = value+step;
5043 if(new_value > max)
5044 new_value = max;
5046 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
5047 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,skill_id);
5048 return true;
5051 return false;
5054 inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
5056 if ( SkillValue >= GrayLevel )
5057 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
5058 if ( SkillValue >= GreenLevel )
5059 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
5060 if ( SkillValue >= YellowLevel )
5061 return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
5062 return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
5065 bool Player::UpdateCraftSkill(uint32 spellid)
5067 sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
5069 SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellid);
5071 for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
5073 if (_spell_idx->second->skillId)
5075 uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
5077 // Alchemy Discoveries here
5078 SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
5079 if (spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
5081 if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
5082 learnSpell(discoveredSpell,false);
5085 uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
5087 return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
5088 _spell_idx->second->max_value,
5089 (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
5090 _spell_idx->second->min_value),
5091 craft_skill_gain);
5094 return false;
5097 bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
5099 sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
5101 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
5103 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
5104 switch (SkillId)
5106 case SKILL_HERBALISM:
5107 case SKILL_LOCKPICKING:
5108 case SKILL_JEWELCRAFTING:
5109 case SKILL_INSCRIPTION:
5110 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
5111 case SKILL_SKINNING:
5112 if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0)
5113 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
5114 else
5115 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
5116 case SKILL_MINING:
5117 if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0)
5118 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
5119 else
5120 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
5122 return false;
5125 bool Player::UpdateFishingSkill()
5127 sLog.outDebug("UpdateFishingSkill");
5129 uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
5131 int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
5133 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
5135 return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
5138 // levels sync. with spell requirement for skill levels to learn
5139 // bonus abilities in sSkillLineAbilityStore
5140 // Used only to avoid scan DBC at each skill grow
5141 static uint32 bonusSkillLevels[] = {75,150,225,300,375,450};
5143 bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
5145 sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
5146 if ( !SkillId )
5147 return false;
5149 if(Chance <= 0) // speedup in 0 chance case
5151 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
5152 return false;
5155 uint16 i=0;
5156 for (; i < PLAYER_MAX_SKILLS; ++i)
5157 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
5158 if ( i >= PLAYER_MAX_SKILLS )
5159 return false;
5161 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
5162 uint16 SkillValue = SKILL_VALUE(data);
5163 uint16 MaxValue = SKILL_MAX(data);
5165 if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
5166 return false;
5168 int32 Roll = irand(1,1000);
5170 if ( Roll <= Chance )
5172 uint32 new_value = SkillValue+step;
5173 if(new_value > MaxValue)
5174 new_value = MaxValue;
5176 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
5177 for(uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl)
5179 if((SkillValue < *bsl && new_value >= *bsl))
5181 learnSkillRewardedSpells( SkillId, new_value);
5182 break;
5185 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,SkillId);
5186 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
5187 return true;
5190 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
5191 return false;
5194 void Player::UpdateWeaponSkill (WeaponAttackType attType)
5196 // no skill gain in pvp
5197 Unit *pVictim = getVictim();
5198 if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
5199 return;
5201 if(IsInFeralForm())
5202 return; // always maximized SKILL_FERAL_COMBAT in fact
5204 if(m_form == FORM_TREE)
5205 return; // use weapon but not skill up
5207 uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
5209 switch(attType)
5211 case BASE_ATTACK:
5213 Item *tmpitem = GetWeaponForAttack(attType,true);
5215 if (!tmpitem)
5216 UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
5217 else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
5218 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
5219 break;
5221 case OFF_ATTACK:
5222 case RANGED_ATTACK:
5224 Item *tmpitem = GetWeaponForAttack(attType,true);
5225 if (tmpitem)
5226 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
5227 break;
5230 UpdateAllCritPercentages();
5233 void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence)
5235 uint32 plevel = getLevel(); // if defense than pVictim == attacker
5236 uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel);
5237 uint32 moblevel = pVictim->getLevelForTarget(this);
5238 if(moblevel < greylevel)
5239 return;
5241 if (moblevel > plevel + 5)
5242 moblevel = plevel + 5;
5244 uint32 lvldif = moblevel - greylevel;
5245 if(lvldif < 3)
5246 lvldif = 3;
5248 uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
5249 if(skilldif <= 0)
5250 return;
5252 float chance = float(3 * lvldif * skilldif) / plevel;
5253 if(!defence)
5255 if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
5256 chance *= 0.1f * GetStat(STAT_INTELLECT);
5259 chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
5261 if(roll_chance_f(chance))
5263 if(defence)
5264 UpdateDefense();
5265 else
5266 UpdateWeaponSkill(attType);
5268 else
5269 return;
5272 void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
5274 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5275 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid)
5277 uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5278 int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
5279 int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
5281 if(talent) // permanent bonus stored in high part
5282 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
5283 else // temporary/item bonus stored in low part
5284 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
5285 return;
5289 void Player::UpdateSkillsForLevel()
5291 uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
5292 uint32 maxSkill = GetMaxSkillValueForLevel();
5294 bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
5296 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5297 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5299 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
5301 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
5302 if(!pSkill)
5303 continue;
5305 if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
5306 continue;
5308 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
5309 uint32 max = SKILL_MAX(data);
5310 uint32 val = SKILL_VALUE(data);
5312 /// update only level dependent max skill values
5313 if(max!=1)
5315 /// miximize skill always
5316 if(alwaysMaxSkill)
5317 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(maxSkill,maxSkill));
5318 /// update max skill value if current max skill not maximized
5319 else if(max != maxconfskill)
5320 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,maxSkill));
5325 void Player::UpdateSkillsToMaxSkillsForLevel()
5327 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5328 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5330 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
5331 if( IsProfessionOrRidingSkill(pskill))
5332 continue;
5333 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
5335 uint32 max = SKILL_MAX(data);
5337 if(max > 1)
5338 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
5340 if(pskill == SKILL_DEFENSE)
5341 UpdateDefenseBonusesMod();
5345 // This functions sets a skill line value (and adds if doesn't exist yet)
5346 // To "remove" a skill line, set it's values to zero
5347 void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
5349 if(!id)
5350 return;
5352 uint16 i=0;
5353 for (; i < PLAYER_MAX_SKILLS; ++i)
5354 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break;
5356 if(i<PLAYER_MAX_SKILLS) //has skill
5358 if(currVal)
5360 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5361 learnSkillRewardedSpells(id, currVal);
5362 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
5363 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
5365 else //remove
5367 // clear skill fields
5368 SetUInt32Value(PLAYER_SKILL_INDEX(i),0);
5369 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0);
5370 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5372 // remove all spells that related to this skill
5373 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
5374 if(SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j))
5375 if (pAbility->skillId==id)
5376 removeSpell(spellmgr.GetFirstSpellInChain(pAbility->spellId));
5379 else if(currVal) //add
5381 for (i=0; i < PLAYER_MAX_SKILLS; ++i)
5382 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5384 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
5385 if(!pSkill)
5387 sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
5388 return;
5390 // enable unlearn button for primary professions only
5391 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
5392 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
5393 else
5394 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
5395 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5396 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
5397 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
5399 // apply skill bonuses
5400 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5402 // temporary bonuses
5403 AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
5404 for(AuraList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
5405 if ((*j)->GetModifier()->m_miscvalue == int32(id))
5406 (*j)->ApplyModifier(true);
5408 // permanent bonuses
5409 AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
5410 for(AuraList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
5411 if ((*j)->GetModifier()->m_miscvalue == int32(id))
5412 (*j)->ApplyModifier(true);
5414 // Learn all spells for skill
5415 learnSkillRewardedSpells(id, currVal);
5416 return;
5421 bool Player::HasSkill(uint32 skill) const
5423 if(!skill)return false;
5424 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5426 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5428 return true;
5431 return false;
5434 uint16 Player::GetSkillValue(uint32 skill) const
5436 if(!skill)
5437 return 0;
5439 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5441 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5443 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5445 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5446 result += SKILL_TEMP_BONUS(bonus);
5447 result += SKILL_PERM_BONUS(bonus);
5448 return result < 0 ? 0 : result;
5451 return 0;
5454 uint16 Player::GetMaxSkillValue(uint32 skill) const
5456 if(!skill)return 0;
5457 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5459 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5461 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5463 int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5464 result += SKILL_TEMP_BONUS(bonus);
5465 result += SKILL_PERM_BONUS(bonus);
5466 return result < 0 ? 0 : result;
5469 return 0;
5472 uint16 Player::GetPureMaxSkillValue(uint32 skill) const
5474 if(!skill)return 0;
5475 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5477 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5479 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5482 return 0;
5485 uint16 Player::GetBaseSkillValue(uint32 skill) const
5487 if(!skill)return 0;
5488 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5490 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5492 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5493 result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5494 return result < 0 ? 0 : result;
5497 return 0;
5500 uint16 Player::GetPureSkillValue(uint32 skill) const
5502 if(!skill)return 0;
5503 for (uint16 i=0; i < PLAYER_MAX_SKILLS; ++i)
5505 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5507 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5510 return 0;
5513 int16 Player::GetSkillPermBonusValue(uint32 skill) const
5515 if(!skill)
5516 return 0;
5518 for (int i = 0; i < PLAYER_MAX_SKILLS; ++i)
5520 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5522 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5526 return 0;
5529 int16 Player::GetSkillTempBonusValue(uint32 skill) const
5531 if(!skill)
5532 return 0;
5534 for (int i = 0; i < PLAYER_MAX_SKILLS; ++i)
5536 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5538 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5542 return 0;
5545 void Player::SendInitialActionButtons() const
5547 sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5549 WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4));
5550 data << uint8(0); // can be 0, 1, 2 (talent spec)
5551 for(int button = 0; button < MAX_ACTION_BUTTONS; ++button)
5553 ActionButtonList::const_iterator itr = m_actionButtons.find(button);
5554 if(itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
5555 data << uint32(itr->second.packedData);
5556 else
5557 data << uint32(0);
5560 GetSession()->SendPacket( &data );
5561 sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5564 ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type)
5566 if(button >= MAX_ACTION_BUTTONS)
5568 sLog.outError( "Action %u not added into button %u for player %s: button must be < 144", action, button, GetName() );
5569 return NULL;
5572 if(action >= MAX_ACTION_BUTTON_ACTION_VALUE)
5574 sLog.outError( "Action %u not added into button %u for player %s: action must be < %u", action, button, GetName(), MAX_ACTION_BUTTON_ACTION_VALUE );
5575 return NULL;
5578 switch(type)
5580 case ACTION_BUTTON_SPELL:
5581 if(!sSpellStore.LookupEntry(action))
5583 sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
5584 return NULL;
5587 if(!HasSpell(action))
5589 sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
5590 return NULL;
5592 break;
5593 case ACTION_BUTTON_ITEM:
5594 if(!objmgr.GetItemPrototype(action))
5596 sLog.outError( "Action %u not added into button %u for player %s: item not exist", action, button, GetName() );
5597 return NULL;
5599 break;
5600 default:
5601 break; // pther cases not checked at this moment
5605 // it create new button (NEW state) if need or return existed
5606 ActionButton& ab = m_actionButtons[button];
5608 // set data and update to CHANGED if not NEW
5609 ab.SetActionAndType(action,ActionButtonType(type));
5611 sLog.outDetail( "Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action, uint32(type), button );
5612 return &ab;
5615 void Player::removeActionButton(uint8 button)
5617 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5618 if (buttonItr==m_actionButtons.end())
5619 return;
5621 if(buttonItr->second.uState==ACTIONBUTTON_NEW)
5622 m_actionButtons.erase(buttonItr); // new and not saved
5623 else
5624 buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
5626 sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() );
5629 bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
5631 // prevent crash when a bad coord is sent by the client
5632 if(!MaNGOS::IsValidMapCoord(x,y,z,orientation))
5634 sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
5635 return false;
5638 Map *m = GetMap();
5640 const float old_x = GetPositionX();
5641 const float old_y = GetPositionY();
5642 const float old_z = GetPositionZ();
5643 const float old_r = GetOrientation();
5645 if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation )
5647 if (teleport || old_x != x || old_y != y || old_z != z)
5648 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
5649 else
5650 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
5652 // move and update visible state if need
5653 m->PlayerRelocation(this, x, y, z, orientation);
5655 // reread after Map::Relocation
5656 m = GetMap();
5657 x = GetPositionX();
5658 y = GetPositionY();
5659 z = GetPositionZ();
5661 // group update
5662 if(GetGroup() && (old_x != x || old_y != y))
5663 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
5666 // code block for underwater state update
5667 UpdateUnderwaterState(m, x, y, z);
5669 CheckExploreSystem();
5671 return true;
5674 void Player::SaveRecallPosition()
5676 m_recallMap = GetMapId();
5677 m_recallX = GetPositionX();
5678 m_recallY = GetPositionY();
5679 m_recallZ = GetPositionZ();
5680 m_recallO = GetOrientation();
5683 void Player::SendMessageToSet(WorldPacket *data, bool self)
5685 Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5686 if(_map)
5688 _map->MessageBroadcast(this, data, self);
5689 return;
5692 //if player is not in world and map in not created/already destroyed
5693 //no need to create one, just send packet for itself!
5694 if(self)
5695 GetSession()->SendPacket(data);
5698 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
5700 Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5701 if(_map)
5703 _map->MessageDistBroadcast(this, data, dist, self);
5704 return;
5707 if(self)
5708 GetSession()->SendPacket(data);
5711 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
5713 Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5714 if(_map)
5716 _map->MessageDistBroadcast(this, data, dist, self, own_team_only);
5717 return;
5720 if(self)
5721 GetSession()->SendPacket(data);
5724 void Player::SendDirectMessage(WorldPacket *data)
5726 GetSession()->SendPacket(data);
5729 void Player::SendCinematicStart(uint32 CinematicSequenceId)
5731 WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
5732 data << uint32(CinematicSequenceId);
5733 SendDirectMessage(&data);
5736 void Player::SendMovieStart(uint32 MovieId)
5738 WorldPacket data(SMSG_TRIGGER_MOVIE, 4);
5739 data << uint32(MovieId);
5740 SendDirectMessage(&data);
5743 void Player::CheckExploreSystem()
5745 if (!isAlive())
5746 return;
5748 if (isInFlight())
5749 return;
5751 uint16 areaFlag = GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5752 if(areaFlag==0xffff)
5753 return;
5754 int offset = areaFlag / 32;
5756 if(offset >= 128)
5758 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);
5759 return;
5762 uint32 val = (uint32)(1 << (areaFlag % 32));
5763 uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
5765 if( !(currFields & val) )
5767 SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
5769 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
5771 AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
5772 if(!p)
5774 sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5776 else if(p->area_level > 0)
5778 uint32 area = p->ID;
5779 if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
5781 SendExplorationExperience(area,0);
5783 else
5785 int32 diff = int32(getLevel()) - p->area_level;
5786 uint32 XP = 0;
5787 if (diff < -5)
5789 XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
5791 else if (diff > 5)
5793 int32 exploration_percent = (100-((diff-5)*5));
5794 if (exploration_percent > 100)
5795 exploration_percent = 100;
5796 else if (exploration_percent < 0)
5797 exploration_percent = 0;
5799 XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
5801 else
5803 XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
5806 GiveXP( XP, NULL );
5807 SendExplorationExperience(area,XP);
5809 sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
5814 uint32 Player::TeamForRace(uint8 race)
5816 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5817 if(!rEntry)
5819 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5820 return ALLIANCE;
5823 switch(rEntry->TeamID)
5825 case 7: return ALLIANCE;
5826 case 1: return HORDE;
5829 sLog.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
5830 return ALLIANCE;
5833 uint32 Player::getFactionForRace(uint8 race)
5835 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5836 if(!rEntry)
5838 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5839 return 0;
5842 return rEntry->FactionID;
5845 void Player::setFactionForRace(uint8 race)
5847 m_team = TeamForRace(race);
5848 setFaction( getFactionForRace(race) );
5851 ReputationRank Player::GetReputationRank(uint32 faction) const
5853 FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
5854 return GetReputationMgr().GetRank(factionEntry);
5857 //Calculate total reputation percent player gain with quest/creature level
5858 int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest)
5860 float percent = 100.0f;
5862 float rate = for_quest ? sWorld.getRate(RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld.getRate(RATE_REPUTATION_LOWLEVEL_KILL);
5864 if (rate != 1.0f && creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))
5865 percent *= rate;
5867 float repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
5869 if (!for_quest)
5870 repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction);
5872 percent += rep > 0 ? repMod : -repMod;
5874 if (percent <= 0.0f)
5875 return 0;
5877 return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*rep*percent/100.0f);
5880 //Calculates how many reputation points player gains in victim's enemy factions
5881 void Player::RewardReputation(Unit *pVictim, float rate)
5883 if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
5884 return;
5886 ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
5888 if(!Rep)
5889 return;
5891 if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
5893 int32 donerep1 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue1, Rep->repfaction1, false);
5894 donerep1 = int32(donerep1*rate);
5895 FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
5896 uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
5897 if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
5898 GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
5900 // Wiki: Team factions value divided by 2
5901 if (factionEntry1 && Rep->is_teamaward1)
5903 FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
5904 if(team1_factionEntry)
5905 GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2);
5909 if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
5911 int32 donerep2 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue2, Rep->repfaction2, false);
5912 donerep2 = int32(donerep2*rate);
5913 FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
5914 uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
5915 if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
5916 GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
5918 // Wiki: Team factions value divided by 2
5919 if (factionEntry2 && Rep->is_teamaward2)
5921 FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
5922 if(team2_factionEntry)
5923 GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2);
5928 //Calculate how many reputation points player gain with the quest
5929 void Player::RewardReputation(Quest const *pQuest)
5931 // quest reputation reward/loss
5932 for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
5934 if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] )
5936 int32 rep = CalculateReputationGain(GetQuestLevel(pQuest), pQuest->RewRepValue[i], pQuest->RewRepFaction[i], true);
5937 FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
5938 if(factionEntry)
5939 GetReputationMgr().ModifyReputation(factionEntry, rep);
5943 // TODO: implement reputation spillover
5946 void Player::UpdateArenaFields(void)
5948 /* arena calcs go here */
5951 void Player::UpdateHonorFields()
5953 /// called when rewarding honor and at each save
5954 uint64 now = time(NULL);
5955 uint64 today = uint64(time(NULL) / DAY) * DAY;
5957 if(m_lastHonorUpdateTime < today)
5959 uint64 yesterday = today - DAY;
5961 uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
5963 // update yesterday's contribution
5964 if(m_lastHonorUpdateTime >= yesterday )
5966 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
5968 // this is the first update today, reset today's contribution
5969 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
5970 SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
5972 else
5974 // no honor/kills yesterday or today, reset
5975 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
5976 SetUInt32Value(PLAYER_FIELD_KILLS, 0);
5980 m_lastHonorUpdateTime = now;
5983 ///Calculate the amount of honor gained based on the victim
5984 ///and the size of the group for which the honor is divided
5985 ///An exact honor value can also be given (overriding the calcs)
5986 bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor)
5988 // do not reward honor in arenas, but enable onkill spellproc
5989 if(InArena())
5991 if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
5992 return false;
5994 if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
5995 return false;
5997 return true;
6000 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
6001 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
6002 return false;
6004 uint64 victim_guid = 0;
6005 uint32 victim_rank = 0;
6007 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
6008 UpdateHonorFields();
6010 if(honor <= 0)
6012 if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
6013 return false;
6015 victim_guid = uVictim->GetGUID();
6017 if( uVictim->GetTypeId() == TYPEID_PLAYER )
6019 Player *pVictim = (Player *)uVictim;
6021 if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
6022 return false;
6024 float f = 1; //need for total kills (?? need more info)
6025 uint32 k_grey = 0;
6026 uint32 k_level = getLevel();
6027 uint32 v_level = pVictim->getLevel();
6030 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6031 // [0] Just name
6032 // [1..14] Alliance honor titles and player name
6033 // [15..28] Horde honor titles and player name
6034 // [29..38] Other title and player name
6035 // [39+] Nothing
6036 uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
6037 // Get Killer titles, CharTitlesEntry::bit_index
6038 // Ranks:
6039 // title[1..14] -> rank[5..18]
6040 // title[15..28] -> rank[5..18]
6041 // title[other] -> 0
6042 if (victim_title == 0)
6043 victim_guid = 0; // Don't show HK: <rank> message, only log.
6044 else if (victim_title < 15)
6045 victim_rank = victim_title + 4;
6046 else if (victim_title < 29)
6047 victim_rank = victim_title - 14 + 4;
6048 else
6049 victim_guid = 0; // Don't show HK: <rank> message, only log.
6052 k_grey = MaNGOS::XP::GetGrayLevel(k_level);
6054 if(v_level<=k_grey)
6055 return false;
6057 float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
6059 int32 v_rank =1; //need more info
6061 honor = ((f * diff_level * (190 + v_rank*10))/6);
6062 honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
6064 // count the number of playerkills in one day
6065 ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
6066 // and those in a lifetime
6067 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true);
6068 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL);
6069 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, pVictim->getClass());
6070 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, pVictim->getRace());
6072 else
6074 Creature *cVictim = (Creature *)uVictim;
6076 if (!cVictim->isRacialLeader())
6077 return false;
6079 honor = 100; // ??? need more info
6080 victim_rank = 19; // HK: Leader
6084 if (uVictim != NULL)
6086 honor *= sWorld.getRate(RATE_HONOR);
6088 if(groupsize > 1)
6089 honor /= groupsize;
6091 honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6094 // honor - for show honor points in log
6095 // victim_guid - for show victim name in log
6096 // victim_rank [1..4] HK: <dishonored rank>
6097 // victim_rank [5..19] HK: <alliance\horde rank>
6098 // victim_rank [0,20+] HK: <>
6099 WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
6100 data << (uint32) honor;
6101 data << (uint64) victim_guid;
6102 data << (uint32) victim_rank;
6104 GetSession()->SendPacket(&data);
6106 // add honor points
6107 ModifyHonorPoints(int32(honor));
6109 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
6110 return true;
6113 void Player::ModifyHonorPoints( int32 value )
6115 if(value < 0)
6117 if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
6118 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
6119 else
6120 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
6122 else
6123 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
6126 void Player::ModifyArenaPoints( int32 value )
6128 if(value < 0)
6130 if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
6131 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
6132 else
6133 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
6135 else
6136 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
6139 uint32 Player::GetGuildIdFromDB(uint64 guid)
6141 QueryResult* result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
6142 if(!result)
6143 return 0;
6145 uint32 id = result->Fetch()[0].GetUInt32();
6146 delete result;
6147 return id;
6150 uint32 Player::GetRankFromDB(uint64 guid)
6152 QueryResult *result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) );
6153 if( result )
6155 uint32 v = result->Fetch()[0].GetUInt32();
6156 delete result;
6157 return v;
6159 else
6160 return 0;
6163 uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
6165 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);
6166 if(!result)
6167 return 0;
6169 uint32 id = (*result)[0].GetUInt32();
6170 delete result;
6171 return id;
6174 uint32 Player::GetZoneIdFromDB(uint64 guid)
6176 uint32 guidLow = GUID_LOPART(guid);
6177 QueryResult *result = CharacterDatabase.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow );
6178 if (!result)
6179 return 0;
6180 Field* fields = result->Fetch();
6181 uint32 zone = fields[0].GetUInt32();
6182 delete result;
6184 if (!zone)
6186 // stored zone is zero, use generic and slow zone detection
6187 result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow);
6188 if( !result )
6189 return 0;
6190 fields = result->Fetch();
6191 uint32 map = fields[0].GetUInt32();
6192 float posx = fields[1].GetFloat();
6193 float posy = fields[2].GetFloat();
6194 float posz = fields[3].GetFloat();
6195 delete result;
6197 zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
6199 if (zone > 0)
6200 CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
6203 return zone;
6206 uint32 Player::GetLevelFromDB(uint64 guid)
6208 QueryResult *result = CharacterDatabase.PQuery( "SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid) );
6209 if (!result)
6210 return 0;
6212 Field* fields = result->Fetch();
6213 uint32 level = fields[0].GetUInt32();
6214 delete result;
6216 return level;
6219 void Player::UpdateArea(uint32 newArea)
6221 // FFA_PVP flags are area and not zone id dependent
6222 // so apply them accordingly
6223 m_areaUpdateId = newArea;
6225 AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
6227 if(area && (area->flags & AREA_FLAG_ARENA))
6229 if(!isGameMaster())
6230 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6232 else
6234 // remove ffa flag only if not ffapvp realm
6235 // removal in sanctuaries and capitals is handled in zone update
6236 if(HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP) && !sWorld.IsFFAPvPRealm())
6237 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6240 UpdateAreaDependentAuras(newArea);
6243 void Player::UpdateZone(uint32 newZone, uint32 newArea)
6245 AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
6246 if(!zone)
6247 return;
6249 if(m_zoneUpdateId != newZone)
6251 SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange...
6253 if (sWorld.getConfig(CONFIG_WEATHER))
6255 if(Weather *wth = sWorld.FindWeather(zone->ID))
6256 wth->SendWeatherUpdateToPlayer(this);
6257 else if(!sWorld.AddWeather(zone->ID))
6259 // send fine weather packet to remove old zone's weather
6260 Weather::SendFineWeatherUpdateToPlayer(this);
6265 m_zoneUpdateId = newZone;
6266 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
6268 // zone changed, so area changed as well, update it
6269 UpdateArea(newArea);
6271 // in PvP, any not controlled zone (except zone->team == 6, default case)
6272 // in PvE, only opposition team capital
6273 switch(zone->team)
6275 case AREATEAM_ALLY:
6276 pvpInfo.inHostileArea = GetTeam() != ALLIANCE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
6277 break;
6278 case AREATEAM_HORDE:
6279 pvpInfo.inHostileArea = GetTeam() != HORDE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
6280 break;
6281 case AREATEAM_NONE:
6282 // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6283 pvpInfo.inHostileArea = sWorld.IsPvPRealm() || InBattleGround();
6284 break;
6285 default: // 6 in fact
6286 pvpInfo.inHostileArea = false;
6287 break;
6290 if(pvpInfo.inHostileArea) // in hostile area
6292 if(!IsPvP() || pvpInfo.endTimer != 0)
6293 UpdatePvP(true, true);
6295 else // in friendly area
6297 if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
6298 pvpInfo.endTimer = time(0); // start toggle-off
6301 if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary
6303 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6304 if(sWorld.IsFFAPvPRealm())
6305 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6307 else
6309 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6312 if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
6314 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6315 SetRestType(REST_TYPE_IN_CITY);
6316 InnEnter(time(0),GetMapId(),0,0,0);
6318 if(sWorld.IsFFAPvPRealm())
6319 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6321 else // anywhere else
6323 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6325 if(GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
6327 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6329 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6330 SetRestType(REST_TYPE_NO);
6332 if(sWorld.IsFFAPvPRealm())
6333 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6336 else // not in tavern (leave city then)
6338 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6339 SetRestType(REST_TYPE_NO);
6341 // Set player to FFA PVP when not in rested environment.
6342 if(sWorld.IsFFAPvPRealm())
6343 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6348 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6349 // if player resurrected at teleport this will be applied in resurrect code
6350 if(isAlive())
6351 DestroyZoneLimitedItem( true, newZone );
6353 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6354 AutoUnequipOffhandIfNeed();
6356 // recent client version not send leave/join channel packets for built-in local channels
6357 UpdateLocalChannels( newZone );
6359 // group update
6360 if(GetGroup())
6361 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
6363 UpdateZoneDependentAuras(newZone);
6366 //If players are too far way of duel flag... then player loose the duel
6367 void Player::CheckDuelDistance(time_t currTime)
6369 if(!duel)
6370 return;
6372 uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
6373 GameObject* obj = GetMap()->GetGameObject(duelFlagGUID);
6374 if(!obj)
6375 return;
6377 if(duel->outOfBound == 0)
6379 if(!IsWithinDistInMap(obj, 50))
6381 duel->outOfBound = currTime;
6383 WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
6384 GetSession()->SendPacket(&data);
6387 else
6389 if(IsWithinDistInMap(obj, 40))
6391 duel->outOfBound = 0;
6393 WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
6394 GetSession()->SendPacket(&data);
6396 else if(currTime >= (duel->outOfBound+10))
6398 DuelComplete(DUEL_FLED);
6403 void Player::DuelComplete(DuelCompleteType type)
6405 // duel not requested
6406 if(!duel)
6407 return;
6409 WorldPacket data(SMSG_DUEL_COMPLETE, (1));
6410 data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
6411 GetSession()->SendPacket(&data);
6412 duel->opponent->GetSession()->SendPacket(&data);
6414 if(type != DUEL_INTERUPTED)
6416 data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
6417 data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled
6418 data << duel->opponent->GetName();
6419 data << GetName();
6420 SendMessageToSet(&data,true);
6423 if (type == DUEL_WON)
6425 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1);
6426 if (duel->opponent)
6427 duel->opponent->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1);
6430 //Remove Duel Flag object
6431 GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
6432 if(obj)
6433 duel->initiator->RemoveGameObject(obj,true);
6435 /* remove auras */
6436 std::vector<uint32> auras2remove;
6437 AuraMap const& vAuras = duel->opponent->GetAuras();
6438 for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); ++i)
6440 if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6441 auras2remove.push_back(i->second->GetId());
6444 for(size_t i=0; i<auras2remove.size(); ++i)
6445 duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
6447 auras2remove.clear();
6448 AuraMap const& auras = GetAuras();
6449 for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); ++i)
6451 if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6452 auras2remove.push_back(i->second->GetId());
6454 for(size_t i=0; i<auras2remove.size(); ++i)
6455 RemoveAurasDueToSpell(auras2remove[i]);
6457 // cleanup combo points
6458 if(GetComboTarget()==duel->opponent->GetGUID())
6459 ClearComboPoints();
6460 else if(GetComboTarget()==duel->opponent->GetPetGUID())
6461 ClearComboPoints();
6463 if(duel->opponent->GetComboTarget()==GetGUID())
6464 duel->opponent->ClearComboPoints();
6465 else if(duel->opponent->GetComboTarget()==GetPetGUID())
6466 duel->opponent->ClearComboPoints();
6468 //cleanups
6469 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6470 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6471 duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6472 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6474 delete duel->opponent->duel;
6475 duel->opponent->duel = NULL;
6476 delete duel;
6477 duel = NULL;
6480 //---------------------------------------------------------//
6482 void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
6484 if(slot >= INVENTORY_SLOT_BAG_END || !item)
6485 return;
6487 // not apply/remove mods for broken item
6488 if(item->IsBroken())
6489 return;
6491 ItemPrototype const *proto = item->GetProto();
6493 if(!proto)
6494 return;
6496 sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
6498 uint32 attacktype = Player::GetAttackBySlot(slot);
6499 if(attacktype < MAX_ATTACK)
6500 _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
6502 _ApplyItemBonuses(proto,slot,apply);
6504 if( slot==EQUIPMENT_SLOT_RANGED )
6505 _ApplyAmmoBonuses();
6507 ApplyItemEquipSpell(item,apply);
6508 ApplyEnchantment(item, apply);
6510 if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6511 CorrectMetaGemEnchants(slot, apply);
6513 sLog.outDebug("_ApplyItemMods complete.");
6516 void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply, bool only_level_scale /*= false*/)
6518 if (slot >= INVENTORY_SLOT_BAG_END || !proto)
6519 return;
6521 ScalingStatDistributionEntry const *ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL;
6522 if (only_level_scale && !ssd)
6523 return;
6525 // req. check at equip, but allow use for extended range if range limit max level, set proper level
6526 uint32 ssd_level = getLevel();
6527 if (ssd && ssd_level > ssd->MaxLevel)
6528 ssd_level = ssd->MaxLevel;
6530 ScalingStatValuesEntry const *ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL;
6531 if (only_level_scale && !ssv)
6532 return;
6534 for (int i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
6536 uint32 statType = 0;
6537 int32 val = 0;
6538 // If set ScalingStatDistribution need get stats and values from it
6539 if (ssd && ssv)
6541 if (ssd->StatMod[i] < 0)
6542 continue;
6543 statType = ssd->StatMod[i];
6544 val = (ssv->getssdMultiplier(proto->ScalingStatValue) * ssd->Modifier[i]) / 10000;
6546 else
6548 if (i >= proto->StatsCount)
6549 continue;
6550 statType = proto->ItemStat[i].ItemStatType;
6551 val = proto->ItemStat[i].ItemStatValue;
6554 if(val == 0)
6555 continue;
6557 switch (statType)
6559 case ITEM_MOD_MANA:
6560 HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
6561 break;
6562 case ITEM_MOD_HEALTH: // modify HP
6563 HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
6564 break;
6565 case ITEM_MOD_AGILITY: // modify agility
6566 HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
6567 ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
6568 break;
6569 case ITEM_MOD_STRENGTH: //modify strength
6570 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
6571 ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
6572 break;
6573 case ITEM_MOD_INTELLECT: //modify intellect
6574 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
6575 ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
6576 break;
6577 case ITEM_MOD_SPIRIT: //modify spirit
6578 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
6579 ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
6580 break;
6581 case ITEM_MOD_STAMINA: //modify stamina
6582 HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
6583 ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
6584 break;
6585 case ITEM_MOD_DEFENSE_SKILL_RATING:
6586 ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
6587 break;
6588 case ITEM_MOD_DODGE_RATING:
6589 ApplyRatingMod(CR_DODGE, int32(val), apply);
6590 break;
6591 case ITEM_MOD_PARRY_RATING:
6592 ApplyRatingMod(CR_PARRY, int32(val), apply);
6593 break;
6594 case ITEM_MOD_BLOCK_RATING:
6595 ApplyRatingMod(CR_BLOCK, int32(val), apply);
6596 break;
6597 case ITEM_MOD_HIT_MELEE_RATING:
6598 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6599 break;
6600 case ITEM_MOD_HIT_RANGED_RATING:
6601 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6602 break;
6603 case ITEM_MOD_HIT_SPELL_RATING:
6604 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6605 break;
6606 case ITEM_MOD_CRIT_MELEE_RATING:
6607 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6608 break;
6609 case ITEM_MOD_CRIT_RANGED_RATING:
6610 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6611 break;
6612 case ITEM_MOD_CRIT_SPELL_RATING:
6613 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6614 break;
6615 case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
6616 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6617 break;
6618 case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
6619 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6620 break;
6621 case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
6622 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6623 break;
6624 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
6625 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6626 break;
6627 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
6628 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6629 break;
6630 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
6631 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6632 break;
6633 case ITEM_MOD_HASTE_MELEE_RATING:
6634 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6635 break;
6636 case ITEM_MOD_HASTE_RANGED_RATING:
6637 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6638 break;
6639 case ITEM_MOD_HASTE_SPELL_RATING:
6640 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6641 break;
6642 case ITEM_MOD_HIT_RATING:
6643 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6644 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6645 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6646 break;
6647 case ITEM_MOD_CRIT_RATING:
6648 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6649 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6650 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6651 break;
6652 case ITEM_MOD_HIT_TAKEN_RATING:
6653 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6654 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6655 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6656 break;
6657 case ITEM_MOD_CRIT_TAKEN_RATING:
6658 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6659 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6660 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6661 break;
6662 case ITEM_MOD_RESILIENCE_RATING:
6663 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6664 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6665 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6666 break;
6667 case ITEM_MOD_HASTE_RATING:
6668 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6669 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6670 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6671 break;
6672 case ITEM_MOD_EXPERTISE_RATING:
6673 ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
6674 break;
6675 case ITEM_MOD_ATTACK_POWER:
6676 HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
6677 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
6678 break;
6679 case ITEM_MOD_RANGED_ATTACK_POWER:
6680 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
6681 break;
6682 case ITEM_MOD_FERAL_ATTACK_POWER:
6683 ApplyFeralAPBonus(int32(val), apply);
6684 break;
6685 case ITEM_MOD_MANA_REGENERATION:
6686 ApplyManaRegenBonus(int32(val), apply);
6687 break;
6688 case ITEM_MOD_ARMOR_PENETRATION_RATING:
6689 ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
6690 break;
6691 case ITEM_MOD_SPELL_POWER:
6692 ApplySpellPowerBonus(int32(val), apply);
6693 break;
6694 // depricated item mods
6695 case ITEM_MOD_SPELL_HEALING_DONE:
6696 case ITEM_MOD_SPELL_DAMAGE_DONE:
6697 break;
6701 // Apply Spell Power from ScalingStatValue if set
6702 if(ssv)
6704 if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue))
6705 ApplySpellPowerBonus(spellbonus, apply);
6708 // If set ScalingStatValue armor get it or use item armor
6709 uint32 armor = proto->Armor;
6710 if (ssv)
6712 if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue))
6713 armor = ssvarmor;
6715 // Add armor bonus from ArmorDamageModifier if > 0
6716 if (proto->ArmorDamageModifier > 0)
6717 armor += uint32(proto->ArmorDamageModifier);
6719 if (armor)
6720 HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(armor), apply);
6722 if (proto->Block)
6723 HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
6725 if (proto->HolyRes)
6726 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
6728 if (proto->FireRes)
6729 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
6731 if (proto->NatureRes)
6732 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
6734 if (proto->FrostRes)
6735 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
6737 if (proto->ShadowRes)
6738 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
6740 if (proto->ArcaneRes)
6741 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
6743 WeaponAttackType attType = BASE_ATTACK;
6744 float damage = 0.0f;
6746 if( slot == EQUIPMENT_SLOT_RANGED && (
6747 proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
6748 proto->InventoryType == INVTYPE_RANGEDRIGHT ))
6750 attType = RANGED_ATTACK;
6752 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6754 attType = OFF_ATTACK;
6757 float minDamage = proto->Damage[0].DamageMin;
6758 float maxDamage = proto->Damage[0].DamageMax;
6759 int32 extraDPS = 0;
6760 // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
6761 if (ssv)
6763 if ((extraDPS = ssv->getDPSMod(proto->ScalingStatValue)))
6765 float average = extraDPS * proto->Delay / 1000.0f;
6766 minDamage = 0.7f * average;
6767 maxDamage = 1.3f * average;
6770 if (minDamage > 0 )
6772 damage = apply ? minDamage : BASE_MINDAMAGE;
6773 SetBaseWeaponDamage(attType, MINDAMAGE, damage);
6774 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6777 if (maxDamage > 0 )
6779 damage = apply ? maxDamage : BASE_MAXDAMAGE;
6780 SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
6783 // Apply feral bonus from ScalingStatValue if set
6784 if (ssv)
6786 if (int32 feral_bonus = ssv->getFeralBonus(proto->ScalingStatValue))
6787 ApplyFeralAPBonus(feral_bonus, apply);
6789 // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
6790 if(getClass() == CLASS_DRUID)
6792 int32 feral_bonus = proto->getFeralBonus(extraDPS);
6793 if (feral_bonus > 0)
6794 ApplyFeralAPBonus(feral_bonus, apply);
6797 if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
6798 return;
6800 if (proto->Delay)
6802 if(slot == EQUIPMENT_SLOT_RANGED)
6803 SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6804 else if(slot==EQUIPMENT_SLOT_MAINHAND)
6805 SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6806 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6807 SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6810 if(CanModifyStats() && (damage || proto->Delay))
6811 UpdateDamagePhysical(attType);
6814 void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
6816 AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
6817 for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
6818 _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
6820 AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
6821 for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
6822 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6824 AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
6825 for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
6826 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6829 void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6831 // generic not weapon specific case processes in aura code
6832 if(aura->GetSpellProto()->EquippedItemClass == -1)
6833 return;
6835 BaseModGroup mod = BASEMOD_END;
6836 switch(attackType)
6838 case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
6839 case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
6840 case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
6841 default: return;
6844 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6846 HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
6850 void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6852 // ignore spell mods for not wands
6853 Modifier const* modifier = aura->GetModifier();
6854 if((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
6855 return;
6857 // generic not weapon specific case processes in aura code
6858 if(aura->GetSpellProto()->EquippedItemClass == -1)
6859 return;
6861 UnitMods unitMod = UNIT_MOD_END;
6862 switch(attackType)
6864 case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
6865 case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
6866 case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
6867 default: return;
6870 UnitModifierType unitModType = TOTAL_VALUE;
6871 switch(modifier->m_auraname)
6873 case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
6874 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
6875 default: return;
6878 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6880 HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
6884 void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
6886 if(!item)
6887 return;
6889 ItemPrototype const *proto = item->GetProto();
6890 if(!proto)
6891 return;
6893 for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
6895 _Spell const& spellData = proto->Spells[i];
6897 // no spell
6898 if(!spellData.SpellId )
6899 continue;
6901 // wrong triggering type
6902 if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
6903 continue;
6905 // check if it is valid spell
6906 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
6907 if(!spellproto)
6908 continue;
6910 ApplyEquipSpell(spellproto,item,apply,form_change);
6914 void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
6916 if(apply)
6918 // Cannot be used in this stance/form
6919 if(GetErrorAtShapeshiftedCast(spellInfo, m_form) != SPELL_CAST_OK)
6920 return;
6922 if(form_change) // check aura active state from other form
6924 bool found = false;
6925 for (int k=0; k < 3; ++k)
6927 spellEffectPair spair = spellEffectPair(spellInfo->Id, k);
6928 for (AuraMap::const_iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
6930 if(!item || iter->second->GetCastItemGUID() == item->GetGUID())
6932 found = true;
6933 break;
6936 if(found)
6937 break;
6940 if(found) // and skip re-cast already active aura at form change
6941 return;
6944 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
6946 CastSpell(this,spellInfo,true,item);
6948 else
6950 if(form_change) // check aura compatibility
6952 // Cannot be used in this stance/form
6953 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==SPELL_CAST_OK)
6954 return; // and remove only not compatible at form change
6957 if(item)
6958 RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped
6959 else
6960 RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
6964 void Player::UpdateEquipSpellsAtFormChange()
6966 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
6968 if(m_items[i] && !m_items[i]->IsBroken())
6970 ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
6971 ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
6975 // item set bonuses not dependent from item broken state
6976 for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
6978 ItemSetEffect* eff = ItemSetEff[setindex];
6979 if(!eff)
6980 continue;
6982 for(uint32 y=0;y<8; ++y)
6984 SpellEntry const* spellInfo = eff->spells[y];
6985 if(!spellInfo)
6986 continue;
6988 ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
6989 ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
6994 void Player::CastItemCombatSpell(Unit* Target, WeaponAttackType attType)
6996 Item *item = GetWeaponForAttack(attType, false);
6997 if(!item || item->IsBroken())
6998 return;
7000 ItemPrototype const *proto = item->GetProto();
7001 if(!proto)
7002 return;
7004 if (!Target || Target == this )
7005 return;
7007 for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
7009 _Spell const& spellData = proto->Spells[i];
7011 // no spell
7012 if(!spellData.SpellId )
7013 continue;
7015 // wrong triggering type
7016 if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
7017 continue;
7019 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
7020 if(!spellInfo)
7022 sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
7023 continue;
7026 // not allow proc extra attack spell at extra attack
7027 if( m_extraAttacks && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
7028 return;
7030 float chance = spellInfo->procChance;
7032 if(spellData.SpellPPMRate)
7034 uint32 WeaponSpeed = proto->Delay;
7035 chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
7037 else if(chance > 100.0f)
7039 chance = GetWeaponProcChance();
7042 if (roll_chance_f(chance))
7043 CastSpell(Target, spellInfo->Id, true, item);
7046 // item combat enchantments
7047 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
7049 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
7050 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
7051 if(!pEnchant) continue;
7052 for (int s=0;s<3;s++)
7054 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
7055 continue;
7057 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
7058 if (!spellInfo)
7060 sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
7061 continue;
7064 // Use first rank to access spell item enchant procs
7065 float ppmRate = spellmgr.GetItemEnchantProcChance(spellInfo->Id);
7067 float chance = ppmRate
7068 ? GetPPMProcChance(proto->Delay, ppmRate)
7069 : pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
7072 ApplySpellMod(spellInfo->Id,SPELLMOD_CHANCE_OF_SUCCESS,chance);
7073 ApplySpellMod(spellInfo->Id,SPELLMOD_FREQUENCY_OF_SUCCESS,chance);
7075 if (roll_chance_f(chance))
7077 if(IsPositiveSpell(pEnchant->spellid[s]))
7078 CastSpell(this, pEnchant->spellid[s], true, item);
7079 else
7080 CastSpell(Target, pEnchant->spellid[s], true, item);
7086 void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
7088 ItemPrototype const* proto = item->GetProto();
7089 // special learning case
7090 if(proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN || proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN_PET)
7092 uint32 learn_spell_id = proto->Spells[0].SpellId;
7093 uint32 learning_spell_id = proto->Spells[1].SpellId;
7095 SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
7096 if(!spellInfo)
7098 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id);
7099 SendEquipError(EQUIP_ERR_NONE,item,NULL);
7100 return;
7103 Spell *spell = new Spell(this, spellInfo, false);
7104 spell->m_CastItem = item;
7105 spell->m_cast_count = cast_count; //set count of casts
7106 spell->m_currentBasePoints[0] = learning_spell_id;
7107 spell->prepare(&targets);
7108 return;
7111 // use triggered flag only for items with many spell casts and for not first cast
7112 int count = 0;
7114 // item spells casted at use
7115 for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
7117 _Spell const& spellData = proto->Spells[i];
7119 // no spell
7120 if(!spellData.SpellId)
7121 continue;
7123 // wrong triggering type
7124 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
7125 continue;
7127 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
7128 if(!spellInfo)
7130 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
7131 continue;
7134 Spell *spell = new Spell(this, spellInfo, (count > 0));
7135 spell->m_CastItem = item;
7136 spell->m_cast_count = cast_count; // set count of casts
7137 spell->m_glyphIndex = glyphIndex; // glyph index
7138 spell->prepare(&targets);
7140 ++count;
7143 // Item enchantments spells casted at use
7144 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
7146 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
7147 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
7148 if(!pEnchant) continue;
7149 for (int s=0;s<3;s++)
7151 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL)
7152 continue;
7154 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
7155 if (!spellInfo)
7157 sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
7158 continue;
7161 Spell *spell = new Spell(this, spellInfo, (count > 0));
7162 spell->m_CastItem = item;
7163 spell->m_cast_count = cast_count; // set count of casts
7164 spell->m_glyphIndex = glyphIndex; // glyph index
7165 spell->prepare(&targets);
7167 ++count;
7172 void Player::_RemoveAllItemMods()
7174 sLog.outDebug("_RemoveAllItemMods start.");
7176 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
7178 if(m_items[i])
7180 ItemPrototype const *proto = m_items[i]->GetProto();
7181 if(!proto)
7182 continue;
7184 // item set bonuses not dependent from item broken state
7185 if(proto->ItemSet)
7186 RemoveItemsSetItem(this,proto);
7188 if(m_items[i]->IsBroken())
7189 continue;
7191 ApplyItemEquipSpell(m_items[i],false);
7192 ApplyEnchantment(m_items[i], false);
7196 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
7198 if(m_items[i])
7200 if(m_items[i]->IsBroken())
7201 continue;
7202 ItemPrototype const *proto = m_items[i]->GetProto();
7203 if(!proto)
7204 continue;
7206 uint32 attacktype = Player::GetAttackBySlot(i);
7207 if(attacktype < MAX_ATTACK)
7208 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
7210 _ApplyItemBonuses(proto,i, false);
7212 if( i == EQUIPMENT_SLOT_RANGED )
7213 _ApplyAmmoBonuses();
7217 sLog.outDebug("_RemoveAllItemMods complete.");
7220 void Player::_ApplyAllItemMods()
7222 sLog.outDebug("_ApplyAllItemMods start.");
7224 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
7226 if(m_items[i])
7228 if(m_items[i]->IsBroken())
7229 continue;
7231 ItemPrototype const *proto = m_items[i]->GetProto();
7232 if(!proto)
7233 continue;
7235 uint32 attacktype = Player::GetAttackBySlot(i);
7236 if(attacktype < MAX_ATTACK)
7237 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
7239 _ApplyItemBonuses(proto,i, true);
7241 if( i == EQUIPMENT_SLOT_RANGED )
7242 _ApplyAmmoBonuses();
7246 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
7248 if(m_items[i])
7250 ItemPrototype const *proto = m_items[i]->GetProto();
7251 if(!proto)
7252 continue;
7254 // item set bonuses not dependent from item broken state
7255 if(proto->ItemSet)
7256 AddItemsSetItem(this,m_items[i]);
7258 if(m_items[i]->IsBroken())
7259 continue;
7261 ApplyItemEquipSpell(m_items[i],true);
7262 ApplyEnchantment(m_items[i], true);
7266 sLog.outDebug("_ApplyAllItemMods complete.");
7269 void Player::_ApplyAllLevelScaleItemMods(bool apply)
7271 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
7273 if(m_items[i])
7275 if(m_items[i]->IsBroken())
7276 continue;
7278 ItemPrototype const *proto = m_items[i]->GetProto();
7279 if(!proto)
7280 continue;
7282 _ApplyItemBonuses(proto,i, apply, true);
7287 void Player::_ApplyAmmoBonuses()
7289 // check ammo
7290 uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
7291 if(!ammo_id)
7292 return;
7294 float currentAmmoDPS;
7296 ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
7297 if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
7298 currentAmmoDPS = 0.0f;
7299 else
7300 currentAmmoDPS = ammo_proto->Damage[0].DamageMin;
7302 if(currentAmmoDPS == GetAmmoDPS())
7303 return;
7305 m_ammoDPS = currentAmmoDPS;
7307 if(CanModifyStats())
7308 UpdateDamagePhysical(RANGED_ATTACK);
7311 bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
7313 if(!ammo_proto)
7314 return false;
7316 // check ranged weapon
7317 Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
7318 if(!weapon || weapon->IsBroken() )
7319 return false;
7321 ItemPrototype const* weapon_proto = weapon->GetProto();
7322 if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
7323 return false;
7325 // check ammo ws. weapon compatibility
7326 switch(weapon_proto->SubClass)
7328 case ITEM_SUBCLASS_WEAPON_BOW:
7329 case ITEM_SUBCLASS_WEAPON_CROSSBOW:
7330 if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
7331 return false;
7332 break;
7333 case ITEM_SUBCLASS_WEAPON_GUN:
7334 if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
7335 return false;
7336 break;
7337 default:
7338 return false;
7341 return true;
7344 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7345 Called by remove insignia spell effect */
7346 void Player::RemovedInsignia(Player* looterPlr)
7348 if (!GetBattleGroundId())
7349 return;
7351 // If not released spirit, do it !
7352 if(m_deathTimer > 0)
7354 m_deathTimer = 0;
7355 BuildPlayerRepop();
7356 RepopAtGraveyard();
7359 Corpse *corpse = GetCorpse();
7360 if (!corpse)
7361 return;
7363 // We have to convert player corpse to bones, not to be able to resurrect there
7364 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7365 Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7366 if (!bones)
7367 return;
7369 // Now we must make bones lootable, and send player loot
7370 bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
7372 // We store the level of our player in the gold field
7373 // We retrieve this information at Player::SendLoot()
7374 bones->loot.gold = getLevel();
7375 bones->lootRecipient = looterPlr;
7376 looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
7379 void Player::SendLootRelease( uint64 guid )
7381 WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
7382 data << uint64(guid) << uint8(1);
7383 SendDirectMessage( &data );
7386 void Player::SendLoot(uint64 guid, LootType loot_type)
7388 if (uint64 lguid = GetLootGUID())
7389 m_session->DoLootRelease(lguid);
7391 Loot *loot = 0;
7392 PermissionTypes permission = ALL_PERMISSION;
7394 sLog.outDebug("Player::SendLoot");
7395 if (IS_GAMEOBJECT_GUID(guid))
7397 sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7398 GameObject *go = GetMap()->GetGameObject(guid);
7400 // not check distance for GO in case owned GO (fishing bobber case, for example)
7401 // And permit out of range GO with no owner in case fishing hole
7402 if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
7404 SendLootRelease(guid);
7405 return;
7408 loot = &go->loot;
7410 if (go->getLootState() == GO_READY)
7412 uint32 lootid = go->GetGOInfo()->GetLootId();
7414 if (lootid)
7416 sLog.outDebug(" if(lootid)");
7417 loot->clear();
7418 loot->FillLoot(lootid, LootTemplates_Gameobject, this, false);
7421 if (loot_type == LOOT_FISHING)
7422 go->getFishLoot(loot,this);
7424 go->SetLootState(GO_ACTIVATED);
7427 else if (IS_ITEM_GUID(guid))
7429 Item *item = GetItemByGuid( guid );
7431 if (!item)
7433 SendLootRelease(guid);
7434 return;
7437 loot = &item->loot;
7439 if (!item->m_lootGenerated)
7441 item->m_lootGenerated = true;
7442 loot->clear();
7444 switch(loot_type)
7446 case LOOT_DISENCHANTING:
7447 loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this,true);
7448 break;
7449 case LOOT_PROSPECTING:
7450 loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this,true);
7451 break;
7452 case LOOT_MILLING:
7453 loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this,true);
7454 break;
7455 default:
7456 loot->FillLoot(item->GetEntry(), LootTemplates_Item, this,true);
7457 loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
7458 break;
7462 else if (IS_CORPSE_GUID(guid)) // remove insignia
7464 Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
7466 if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
7468 SendLootRelease(guid);
7469 return;
7472 loot = &bones->loot;
7474 if (!bones->lootForBody)
7476 bones->lootForBody = true;
7477 uint32 pLevel = bones->loot.gold;
7478 bones->loot.clear();
7479 // It may need a better formula
7480 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7481 bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) );
7484 if (bones->lootRecipient != this)
7485 permission = NONE_PERMISSION;
7487 else
7489 Creature *creature = GetMap()->GetCreature(guid);
7491 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7492 if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
7494 SendLootRelease(guid);
7495 return;
7498 if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
7500 SendLootRelease(guid);
7501 return;
7504 loot = &creature->loot;
7506 if (loot_type == LOOT_PICKPOCKETING)
7508 if (!creature->lootForPickPocketed)
7510 creature->lootForPickPocketed = true;
7511 loot->clear();
7513 if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
7514 loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false);
7516 // Generate extra money for pick pocket loot
7517 const uint32 a = urand(0, creature->getLevel()/2);
7518 const uint32 b = urand(0, getLevel()/2);
7519 loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
7522 else
7524 // the player whose group may loot the corpse
7525 Player *recipient = creature->GetLootRecipient();
7526 if (!recipient)
7528 creature->SetLootRecipient(this);
7529 recipient = this;
7532 if (creature->lootForPickPocketed)
7534 creature->lootForPickPocketed = false;
7535 loot->clear();
7538 if (!creature->lootForBody)
7540 creature->lootForBody = true;
7541 loot->clear();
7543 if (uint32 lootid = creature->GetCreatureInfo()->lootid)
7544 loot->FillLoot(lootid, LootTemplates_Creature, recipient, false);
7546 loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
7548 if (Group* group = recipient->GetGroup())
7550 group->UpdateLooterGuid(creature,true);
7552 switch (group->GetLootMethod())
7554 case GROUP_LOOT:
7555 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7556 group->GroupLoot(recipient->GetGUID(), loot, creature);
7557 break;
7558 case NEED_BEFORE_GREED:
7559 group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
7560 break;
7561 case MASTER_LOOT:
7562 group->MasterLoot(recipient->GetGUID(), loot, creature);
7563 break;
7564 default:
7565 break;
7570 // possible only if creature->lootForBody && loot->empty() at spell cast check
7571 if (loot_type == LOOT_SKINNING)
7573 loot->clear();
7574 loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false);
7576 // set group rights only for loot_type != LOOT_SKINNING
7577 else
7579 if(Group* group = GetGroup())
7581 if (group == recipient->GetGroup())
7583 if (group->GetLootMethod() == FREE_FOR_ALL)
7584 permission = ALL_PERMISSION;
7585 else if (group->GetLooterGuid() == GetGUID())
7587 if (group->GetLootMethod() == MASTER_LOOT)
7588 permission = MASTER_PERMISSION;
7589 else
7590 permission = ALL_PERMISSION;
7592 else
7593 permission = GROUP_PERMISSION;
7595 else
7596 permission = NONE_PERMISSION;
7598 else if (recipient == this)
7599 permission = ALL_PERMISSION;
7600 else
7601 permission = NONE_PERMISSION;
7606 SetLootGUID(guid);
7608 // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
7609 switch(loot_type)
7611 case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break;
7612 case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break;
7613 default: break;
7616 // need know merged fishing/corpse loot type for achievements
7617 loot->loot_type = loot_type;
7619 WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
7621 data << uint64(guid);
7622 data << uint8(loot_type);
7623 data << LootView(*loot, this, permission);
7625 SendDirectMessage(&data);
7627 // add 'this' player as one of the players that are looting 'loot'
7628 if (permission != NONE_PERMISSION)
7629 loot->AddLooter(GetGUID());
7631 if (loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid))
7632 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
7635 void Player::SendNotifyLootMoneyRemoved()
7637 WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
7638 GetSession()->SendPacket( &data );
7641 void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
7643 WorldPacket data(SMSG_LOOT_REMOVED, 1);
7644 data << uint8(lootSlot);
7645 GetSession()->SendPacket( &data );
7648 void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
7650 WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
7651 data << Field;
7652 data << Value;
7653 GetSession()->SendPacket(&data);
7656 void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
7658 // data depends on zoneid/mapid...
7659 BattleGround* bg = GetBattleGround();
7660 uint16 NumberOfFields = 0;
7661 uint32 mapid = GetMapId();
7663 sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
7665 // may be exist better way to do this...
7666 switch(zoneid)
7668 case 0:
7669 case 1:
7670 case 4:
7671 case 8:
7672 case 10:
7673 case 11:
7674 case 12:
7675 case 36:
7676 case 38:
7677 case 40:
7678 case 41:
7679 case 51:
7680 case 267:
7681 case 1519:
7682 case 1537:
7683 case 2257:
7684 case 2918:
7685 NumberOfFields = 8;
7686 break;
7687 case 139:
7688 NumberOfFields = 41;
7689 break;
7690 case 1377:
7691 NumberOfFields = 15;
7692 break;
7693 case 2597:
7694 NumberOfFields = 83;
7695 break;
7696 case 3277:
7697 NumberOfFields = 16;
7698 break;
7699 case 3358:
7700 case 3820:
7701 NumberOfFields = 40;
7702 break;
7703 case 3483:
7704 NumberOfFields = 27;
7705 break;
7706 case 3518:
7707 NumberOfFields = 39;
7708 break;
7709 case 3519:
7710 NumberOfFields = 38;
7711 break;
7712 case 3521:
7713 NumberOfFields = 37;
7714 break;
7715 case 3698:
7716 case 3702:
7717 case 3968:
7718 NumberOfFields = 11;
7719 break;
7720 case 3703:
7721 NumberOfFields = 11;
7722 break;
7723 default:
7724 NumberOfFields = 12;
7725 break;
7728 WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
7729 data << uint32(mapid); // mapid
7730 data << uint32(zoneid); // zone id
7731 data << uint32(areaid); // area id, new 2.1.0
7732 data << uint16(NumberOfFields); // count of uint64 blocks
7733 data << uint32(0x8d8) << uint32(0x0); // 1
7734 data << uint32(0x8d7) << uint32(0x0); // 2
7735 data << uint32(0x8d6) << uint32(0x0); // 3
7736 data << uint32(0x8d5) << uint32(0x0); // 4
7737 data << uint32(0x8d4) << uint32(0x0); // 5
7738 data << uint32(0x8d3) << uint32(0x0); // 6
7739 // 7 1 - Arena season in progress, 0 - end of season
7740 data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
7741 // 8 Arena season id
7742 data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_ID));
7743 if(mapid == 530) // Outland
7745 data << uint32(0x9bf) << uint32(0x0); // 7
7746 data << uint32(0x9bd) << uint32(0xF); // 8
7747 data << uint32(0x9bb) << uint32(0xF); // 9
7749 switch(zoneid)
7751 case 1:
7752 case 11:
7753 case 12:
7754 case 38:
7755 case 40:
7756 case 51:
7757 case 1519:
7758 case 1537:
7759 case 2257:
7760 break;
7761 case 2597: // AV
7762 data << uint32(0x7ae) << uint32(0x1); // 7
7763 data << uint32(0x532) << uint32(0x1); // 8
7764 data << uint32(0x531) << uint32(0x0); // 9
7765 data << uint32(0x52e) << uint32(0x0); // 10
7766 data << uint32(0x571) << uint32(0x0); // 11
7767 data << uint32(0x570) << uint32(0x0); // 12
7768 data << uint32(0x567) << uint32(0x1); // 13
7769 data << uint32(0x566) << uint32(0x1); // 14
7770 data << uint32(0x550) << uint32(0x1); // 15
7771 data << uint32(0x544) << uint32(0x0); // 16
7772 data << uint32(0x536) << uint32(0x0); // 17
7773 data << uint32(0x535) << uint32(0x1); // 18
7774 data << uint32(0x518) << uint32(0x0); // 19
7775 data << uint32(0x517) << uint32(0x0); // 20
7776 data << uint32(0x574) << uint32(0x0); // 21
7777 data << uint32(0x573) << uint32(0x0); // 22
7778 data << uint32(0x572) << uint32(0x0); // 23
7779 data << uint32(0x56f) << uint32(0x0); // 24
7780 data << uint32(0x56e) << uint32(0x0); // 25
7781 data << uint32(0x56d) << uint32(0x0); // 26
7782 data << uint32(0x56c) << uint32(0x0); // 27
7783 data << uint32(0x56b) << uint32(0x0); // 28
7784 data << uint32(0x56a) << uint32(0x1); // 29
7785 data << uint32(0x569) << uint32(0x1); // 30
7786 data << uint32(0x568) << uint32(0x1); // 13
7787 data << uint32(0x565) << uint32(0x0); // 32
7788 data << uint32(0x564) << uint32(0x0); // 33
7789 data << uint32(0x563) << uint32(0x0); // 34
7790 data << uint32(0x562) << uint32(0x0); // 35
7791 data << uint32(0x561) << uint32(0x0); // 36
7792 data << uint32(0x560) << uint32(0x0); // 37
7793 data << uint32(0x55f) << uint32(0x0); // 38
7794 data << uint32(0x55e) << uint32(0x0); // 39
7795 data << uint32(0x55d) << uint32(0x0); // 40
7796 data << uint32(0x3c6) << uint32(0x4); // 41
7797 data << uint32(0x3c4) << uint32(0x6); // 42
7798 data << uint32(0x3c2) << uint32(0x4); // 43
7799 data << uint32(0x516) << uint32(0x1); // 44
7800 data << uint32(0x515) << uint32(0x0); // 45
7801 data << uint32(0x3b6) << uint32(0x6); // 46
7802 data << uint32(0x55c) << uint32(0x0); // 47
7803 data << uint32(0x55b) << uint32(0x0); // 48
7804 data << uint32(0x55a) << uint32(0x0); // 49
7805 data << uint32(0x559) << uint32(0x0); // 50
7806 data << uint32(0x558) << uint32(0x0); // 51
7807 data << uint32(0x557) << uint32(0x0); // 52
7808 data << uint32(0x556) << uint32(0x0); // 53
7809 data << uint32(0x555) << uint32(0x0); // 54
7810 data << uint32(0x554) << uint32(0x1); // 55
7811 data << uint32(0x553) << uint32(0x1); // 56
7812 data << uint32(0x552) << uint32(0x1); // 57
7813 data << uint32(0x551) << uint32(0x1); // 58
7814 data << uint32(0x54f) << uint32(0x0); // 59
7815 data << uint32(0x54e) << uint32(0x0); // 60
7816 data << uint32(0x54d) << uint32(0x1); // 61
7817 data << uint32(0x54c) << uint32(0x0); // 62
7818 data << uint32(0x54b) << uint32(0x0); // 63
7819 data << uint32(0x545) << uint32(0x0); // 64
7820 data << uint32(0x543) << uint32(0x1); // 65
7821 data << uint32(0x542) << uint32(0x0); // 66
7822 data << uint32(0x540) << uint32(0x0); // 67
7823 data << uint32(0x53f) << uint32(0x0); // 68
7824 data << uint32(0x53e) << uint32(0x0); // 69
7825 data << uint32(0x53d) << uint32(0x0); // 70
7826 data << uint32(0x53c) << uint32(0x0); // 71
7827 data << uint32(0x53b) << uint32(0x0); // 72
7828 data << uint32(0x53a) << uint32(0x1); // 73
7829 data << uint32(0x539) << uint32(0x0); // 74
7830 data << uint32(0x538) << uint32(0x0); // 75
7831 data << uint32(0x537) << uint32(0x0); // 76
7832 data << uint32(0x534) << uint32(0x0); // 77
7833 data << uint32(0x533) << uint32(0x0); // 78
7834 data << uint32(0x530) << uint32(0x0); // 79
7835 data << uint32(0x52f) << uint32(0x0); // 80
7836 data << uint32(0x52d) << uint32(0x1); // 81
7837 break;
7838 case 3277: // WS
7839 if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
7840 bg->FillInitialWorldStates(data);
7841 else
7843 data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7844 data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7845 data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7846 data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7847 data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
7848 data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7849 data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7850 data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7852 break;
7853 case 3358: // AB
7854 if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
7855 bg->FillInitialWorldStates(data);
7856 else
7858 data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7859 data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7860 data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7861 data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7862 data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7863 data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7864 data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7865 data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7866 data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7867 data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7868 data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7869 data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7870 data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7871 data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7872 data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7873 data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7874 data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7875 data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7876 data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7877 data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7878 data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7879 data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7880 data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7881 data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7882 data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7883 data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7884 data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7885 data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7886 data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7887 data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7888 data << uint32(0x745) << uint32(0x2); // 37 1861 unk
7889 data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7891 break;
7892 case 3820: // EY
7893 if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
7894 bg->FillInitialWorldStates(data);
7895 else
7897 data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7898 data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7899 data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7900 data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7901 data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7902 data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7903 data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7904 data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7905 data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7906 data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7907 data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7908 data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7909 data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7910 data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7911 data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7912 data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7913 data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7914 data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7915 data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7916 data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7917 data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7918 data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7919 data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7920 data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7921 data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7922 data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7923 data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7924 data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7925 data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7926 data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7927 data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7928 data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7929 // and some more ... unknown
7931 break;
7932 case 3483: // Hellfire Peninsula
7933 data << uint32(0x9ba) << uint32(0x1); // 10
7934 data << uint32(0x9b9) << uint32(0x1); // 11
7935 data << uint32(0x9b5) << uint32(0x0); // 12
7936 data << uint32(0x9b4) << uint32(0x1); // 13
7937 data << uint32(0x9b3) << uint32(0x0); // 14
7938 data << uint32(0x9b2) << uint32(0x0); // 15
7939 data << uint32(0x9b1) << uint32(0x1); // 16
7940 data << uint32(0x9b0) << uint32(0x0); // 17
7941 data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7942 data << uint32(0x9ac) << uint32(0x0); // 19
7943 data << uint32(0x9a8) << uint32(0x0); // 20
7944 data << uint32(0x9a7) << uint32(0x0); // 21
7945 data << uint32(0x9a6) << uint32(0x1); // 22
7946 break;
7947 case 3519: // Terokkar Forest
7948 data << uint32(0xa41) << uint32(0x0); // 10
7949 data << uint32(0xa40) << uint32(0x14); // 11
7950 data << uint32(0xa3f) << uint32(0x0); // 12
7951 data << uint32(0xa3e) << uint32(0x0); // 13
7952 data << uint32(0xa3d) << uint32(0x5); // 14
7953 data << uint32(0xa3c) << uint32(0x0); // 15
7954 data << uint32(0xa87) << uint32(0x0); // 16
7955 data << uint32(0xa86) << uint32(0x0); // 17
7956 data << uint32(0xa85) << uint32(0x0); // 18
7957 data << uint32(0xa84) << uint32(0x0); // 19
7958 data << uint32(0xa83) << uint32(0x0); // 20
7959 data << uint32(0xa82) << uint32(0x0); // 21
7960 data << uint32(0xa81) << uint32(0x0); // 22
7961 data << uint32(0xa80) << uint32(0x0); // 23
7962 data << uint32(0xa7e) << uint32(0x0); // 24
7963 data << uint32(0xa7d) << uint32(0x0); // 25
7964 data << uint32(0xa7c) << uint32(0x0); // 26
7965 data << uint32(0xa7b) << uint32(0x0); // 27
7966 data << uint32(0xa7a) << uint32(0x0); // 28
7967 data << uint32(0xa79) << uint32(0x0); // 29
7968 data << uint32(0x9d0) << uint32(0x5); // 30
7969 data << uint32(0x9ce) << uint32(0x0); // 31
7970 data << uint32(0x9cd) << uint32(0x0); // 32
7971 data << uint32(0x9cc) << uint32(0x0); // 33
7972 data << uint32(0xa88) << uint32(0x0); // 34
7973 data << uint32(0xad0) << uint32(0x0); // 35
7974 data << uint32(0xacf) << uint32(0x1); // 36
7975 break;
7976 case 3521: // Zangarmarsh
7977 data << uint32(0x9e1) << uint32(0x0); // 10
7978 data << uint32(0x9e0) << uint32(0x0); // 11
7979 data << uint32(0x9df) << uint32(0x0); // 12
7980 data << uint32(0xa5d) << uint32(0x1); // 13
7981 data << uint32(0xa5c) << uint32(0x0); // 14
7982 data << uint32(0xa5b) << uint32(0x1); // 15
7983 data << uint32(0xa5a) << uint32(0x0); // 16
7984 data << uint32(0xa59) << uint32(0x1); // 17
7985 data << uint32(0xa58) << uint32(0x0); // 18
7986 data << uint32(0xa57) << uint32(0x0); // 19
7987 data << uint32(0xa56) << uint32(0x0); // 20
7988 data << uint32(0xa55) << uint32(0x1); // 21
7989 data << uint32(0xa54) << uint32(0x0); // 22
7990 data << uint32(0x9e7) << uint32(0x0); // 23
7991 data << uint32(0x9e6) << uint32(0x0); // 24
7992 data << uint32(0x9e5) << uint32(0x0); // 25
7993 data << uint32(0xa00) << uint32(0x0); // 26
7994 data << uint32(0x9ff) << uint32(0x1); // 27
7995 data << uint32(0x9fe) << uint32(0x0); // 28
7996 data << uint32(0x9fd) << uint32(0x0); // 29
7997 data << uint32(0x9fc) << uint32(0x1); // 30
7998 data << uint32(0x9fb) << uint32(0x0); // 31
7999 data << uint32(0xa62) << uint32(0x0); // 32
8000 data << uint32(0xa61) << uint32(0x1); // 33
8001 data << uint32(0xa60) << uint32(0x1); // 34
8002 data << uint32(0xa5f) << uint32(0x0); // 35
8003 break;
8004 case 3698: // Nagrand Arena
8005 if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
8006 bg->FillInitialWorldStates(data);
8007 else
8009 data << uint32(0xa0f) << uint32(0x0); // 7
8010 data << uint32(0xa10) << uint32(0x0); // 8
8011 data << uint32(0xa11) << uint32(0x0); // 9 show
8013 break;
8014 case 3702: // Blade's Edge Arena
8015 if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
8016 bg->FillInitialWorldStates(data);
8017 else
8019 data << uint32(0x9f0) << uint32(0x0); // 7 gold
8020 data << uint32(0x9f1) << uint32(0x0); // 8 green
8021 data << uint32(0x9f3) << uint32(0x0); // 9 show
8023 break;
8024 case 3968: // Ruins of Lordaeron
8025 if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
8026 bg->FillInitialWorldStates(data);
8027 else
8029 data << uint32(0xbb8) << uint32(0x0); // 7 gold
8030 data << uint32(0xbb9) << uint32(0x0); // 8 green
8031 data << uint32(0xbba) << uint32(0x0); // 9 show
8033 break;
8034 case 3703: // Shattrath City
8035 break;
8036 default:
8037 data << uint32(0x914) << uint32(0x0); // 7
8038 data << uint32(0x913) << uint32(0x0); // 8
8039 data << uint32(0x912) << uint32(0x0); // 9
8040 data << uint32(0x915) << uint32(0x0); // 10
8041 break;
8043 GetSession()->SendPacket(&data);
8046 uint32 Player::GetXPRestBonus(uint32 xp)
8048 uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
8050 if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
8051 rested_bonus = xp;
8053 SetRestBonus( GetRestBonus() - rested_bonus);
8055 sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
8056 return rested_bonus;
8059 void Player::SetBindPoint(uint64 guid)
8061 WorldPacket data(SMSG_BINDER_CONFIRM, 8);
8062 data << uint64(guid);
8063 GetSession()->SendPacket( &data );
8066 void Player::SendTalentWipeConfirm(uint64 guid)
8068 WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
8069 data << uint64(guid);
8070 data << uint32(resetTalentsCost());
8071 GetSession()->SendPacket( &data );
8074 void Player::SendPetSkillWipeConfirm()
8076 Pet* pet = GetPet();
8077 if(!pet)
8078 return;
8079 WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
8080 data << pet->GetGUID();
8081 data << uint32(pet->resetTalentsCost());
8082 GetSession()->SendPacket( &data );
8085 /*********************************************************/
8086 /*** STORAGE SYSTEM ***/
8087 /*********************************************************/
8089 void Player::SetVirtualItemSlot( uint8 i, Item* item)
8091 assert(i < 3);
8092 if(i < 2 && item)
8094 if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
8095 return;
8096 uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
8097 if(charges == 0)
8098 return;
8099 if(charges > 1)
8100 item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
8101 else if(charges <= 1)
8103 ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
8104 item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
8109 void Player::SetSheath( SheathState sheathed )
8111 switch (sheathed)
8113 case SHEATH_STATE_UNARMED: // no prepared weapon
8114 SetVirtualItemSlot(0,NULL);
8115 SetVirtualItemSlot(1,NULL);
8116 SetVirtualItemSlot(2,NULL);
8117 break;
8118 case SHEATH_STATE_MELEE: // prepared melee weapon
8120 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
8121 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
8122 SetVirtualItemSlot(2,NULL);
8123 }; break;
8124 case SHEATH_STATE_RANGED: // prepared ranged weapon
8125 SetVirtualItemSlot(0,NULL);
8126 SetVirtualItemSlot(1,NULL);
8127 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
8128 break;
8129 default:
8130 SetVirtualItemSlot(0,NULL);
8131 SetVirtualItemSlot(1,NULL);
8132 SetVirtualItemSlot(2,NULL);
8133 break;
8135 Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players...
8138 uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
8140 uint8 pClass = getClass();
8142 uint8 slots[4];
8143 slots[0] = NULL_SLOT;
8144 slots[1] = NULL_SLOT;
8145 slots[2] = NULL_SLOT;
8146 slots[3] = NULL_SLOT;
8147 switch( proto->InventoryType )
8149 case INVTYPE_HEAD:
8150 slots[0] = EQUIPMENT_SLOT_HEAD;
8151 break;
8152 case INVTYPE_NECK:
8153 slots[0] = EQUIPMENT_SLOT_NECK;
8154 break;
8155 case INVTYPE_SHOULDERS:
8156 slots[0] = EQUIPMENT_SLOT_SHOULDERS;
8157 break;
8158 case INVTYPE_BODY:
8159 slots[0] = EQUIPMENT_SLOT_BODY;
8160 break;
8161 case INVTYPE_CHEST:
8162 slots[0] = EQUIPMENT_SLOT_CHEST;
8163 break;
8164 case INVTYPE_ROBE:
8165 slots[0] = EQUIPMENT_SLOT_CHEST;
8166 break;
8167 case INVTYPE_WAIST:
8168 slots[0] = EQUIPMENT_SLOT_WAIST;
8169 break;
8170 case INVTYPE_LEGS:
8171 slots[0] = EQUIPMENT_SLOT_LEGS;
8172 break;
8173 case INVTYPE_FEET:
8174 slots[0] = EQUIPMENT_SLOT_FEET;
8175 break;
8176 case INVTYPE_WRISTS:
8177 slots[0] = EQUIPMENT_SLOT_WRISTS;
8178 break;
8179 case INVTYPE_HANDS:
8180 slots[0] = EQUIPMENT_SLOT_HANDS;
8181 break;
8182 case INVTYPE_FINGER:
8183 slots[0] = EQUIPMENT_SLOT_FINGER1;
8184 slots[1] = EQUIPMENT_SLOT_FINGER2;
8185 break;
8186 case INVTYPE_TRINKET:
8187 slots[0] = EQUIPMENT_SLOT_TRINKET1;
8188 slots[1] = EQUIPMENT_SLOT_TRINKET2;
8189 break;
8190 case INVTYPE_CLOAK:
8191 slots[0] = EQUIPMENT_SLOT_BACK;
8192 break;
8193 case INVTYPE_WEAPON:
8195 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8197 // suggest offhand slot only if know dual wielding
8198 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8199 if(CanDualWield())
8200 slots[1] = EQUIPMENT_SLOT_OFFHAND;
8201 break;
8203 case INVTYPE_SHIELD:
8204 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8205 break;
8206 case INVTYPE_RANGED:
8207 slots[0] = EQUIPMENT_SLOT_RANGED;
8208 break;
8209 case INVTYPE_2HWEAPON:
8210 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8211 if (CanDualWield() && CanTitanGrip())
8212 slots[1] = EQUIPMENT_SLOT_OFFHAND;
8213 break;
8214 case INVTYPE_TABARD:
8215 slots[0] = EQUIPMENT_SLOT_TABARD;
8216 break;
8217 case INVTYPE_WEAPONMAINHAND:
8218 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8219 break;
8220 case INVTYPE_WEAPONOFFHAND:
8221 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8222 break;
8223 case INVTYPE_HOLDABLE:
8224 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8225 break;
8226 case INVTYPE_THROWN:
8227 slots[0] = EQUIPMENT_SLOT_RANGED;
8228 break;
8229 case INVTYPE_RANGEDRIGHT:
8230 slots[0] = EQUIPMENT_SLOT_RANGED;
8231 break;
8232 case INVTYPE_BAG:
8233 slots[0] = INVENTORY_SLOT_BAG_START + 0;
8234 slots[1] = INVENTORY_SLOT_BAG_START + 1;
8235 slots[2] = INVENTORY_SLOT_BAG_START + 2;
8236 slots[3] = INVENTORY_SLOT_BAG_START + 3;
8237 break;
8238 case INVTYPE_RELIC:
8240 switch(proto->SubClass)
8242 case ITEM_SUBCLASS_ARMOR_LIBRAM:
8243 if (pClass == CLASS_PALADIN)
8244 slots[0] = EQUIPMENT_SLOT_RANGED;
8245 break;
8246 case ITEM_SUBCLASS_ARMOR_IDOL:
8247 if (pClass == CLASS_DRUID)
8248 slots[0] = EQUIPMENT_SLOT_RANGED;
8249 break;
8250 case ITEM_SUBCLASS_ARMOR_TOTEM:
8251 if (pClass == CLASS_SHAMAN)
8252 slots[0] = EQUIPMENT_SLOT_RANGED;
8253 break;
8254 case ITEM_SUBCLASS_ARMOR_MISC:
8255 if (pClass == CLASS_WARLOCK)
8256 slots[0] = EQUIPMENT_SLOT_RANGED;
8257 break;
8258 case ITEM_SUBCLASS_ARMOR_SIGIL:
8259 if (pClass == CLASS_DEATH_KNIGHT)
8260 slots[0] = EQUIPMENT_SLOT_RANGED;
8261 break;
8263 break;
8265 default :
8266 return NULL_SLOT;
8269 if( slot != NULL_SLOT )
8271 if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
8273 for (int i = 0; i < 4; ++i)
8275 if ( slots[i] == slot )
8276 return slot;
8280 else
8282 // search free slot at first
8283 for (int i = 0; i < 4; ++i)
8285 if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
8287 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8288 if(slots[i]!=EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
8289 return slots[i];
8293 // if not found free and can swap return first appropriate from used
8294 for (int i = 0; i < 4; ++i)
8296 if ( slots[i] != NULL_SLOT && swap )
8297 return slots[i];
8301 // no free position
8302 return NULL_SLOT;
8305 uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
8307 Item *pItem;
8308 uint32 tempcount = 0;
8310 uint8 res = EQUIP_ERR_OK;
8312 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
8314 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8315 if( pItem && pItem->GetEntry() == item )
8317 uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
8318 if(ires==EQUIP_ERR_OK)
8320 tempcount += pItem->GetCount();
8321 if( tempcount >= count )
8322 return EQUIP_ERR_OK;
8324 else
8325 res = ires;
8328 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8330 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8331 if( pItem && pItem->GetEntry() == item )
8333 tempcount += pItem->GetCount();
8334 if( tempcount >= count )
8335 return EQUIP_ERR_OK;
8338 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
8340 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8341 if( pItem && pItem->GetEntry() == item )
8343 tempcount += pItem->GetCount();
8344 if( tempcount >= count )
8345 return EQUIP_ERR_OK;
8348 Bag *pBag;
8349 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8351 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8352 if( pBag )
8354 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8356 pItem = GetItemByPos( i, j );
8357 if( pItem && pItem->GetEntry() == item )
8359 tempcount += pItem->GetCount();
8360 if( tempcount >= count )
8361 return EQUIP_ERR_OK;
8367 // not found req. item count and have unequippable items
8368 return res;
8371 uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const
8373 uint32 count = 0;
8374 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8376 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8377 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8378 count += pItem->GetCount();
8380 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
8382 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8383 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8384 count += pItem->GetCount();
8386 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8388 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8389 if( pBag )
8390 count += pBag->GetItemCount(item,skipItem);
8393 if(skipItem && skipItem->GetProto()->GemProperties)
8395 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8397 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8398 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8399 count += pItem->GetGemCountWithID(item);
8403 if(inBankAlso)
8405 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
8407 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8408 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8409 count += pItem->GetCount();
8411 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
8413 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8414 if( pBag )
8415 count += pBag->GetItemCount(item,skipItem);
8418 if(skipItem && skipItem->GetProto()->GemProperties)
8420 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
8422 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8423 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8424 count += pItem->GetGemCountWithID(item);
8429 return count;
8432 Item* Player::GetItemByGuid( uint64 guid ) const
8434 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8436 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8437 if( pItem && pItem->GetGUID() == guid )
8438 return pItem;
8440 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
8442 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8443 if( pItem && pItem->GetGUID() == guid )
8444 return pItem;
8447 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8449 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8450 if( pBag )
8452 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8454 Item* pItem = pBag->GetItemByPos( j );
8455 if( pItem && pItem->GetGUID() == guid )
8456 return pItem;
8460 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
8462 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8463 if( pBag )
8465 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8467 Item* pItem = pBag->GetItemByPos( j );
8468 if( pItem && pItem->GetGUID() == guid )
8469 return pItem;
8474 return NULL;
8477 Item* Player::GetItemByPos( uint16 pos ) const
8479 uint8 bag = pos >> 8;
8480 uint8 slot = pos & 255;
8481 return GetItemByPos( bag, slot );
8484 Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
8486 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END )) )
8487 return m_items[slot];
8488 else if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
8489 || (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END) )
8491 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8492 if ( pBag )
8493 return pBag->GetItemByPos(slot);
8495 return NULL;
8498 Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) const
8500 uint16 slot;
8501 switch (attackType)
8503 case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
8504 case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
8505 case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
8506 default: return NULL;
8509 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
8510 if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
8511 return NULL;
8513 if(!useable)
8514 return item;
8516 if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
8517 return NULL;
8519 return item;
8522 Item* Player::GetShield(bool useable) const
8524 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
8525 if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
8526 return NULL;
8528 if(!useable)
8529 return item;
8531 if( item->IsBroken())
8532 return NULL;
8534 return item;
8537 uint32 Player::GetAttackBySlot( uint8 slot )
8539 switch(slot)
8541 case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
8542 case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
8543 case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
8544 default: return MAX_ATTACK;
8548 bool Player::IsInventoryPos( uint8 bag, uint8 slot )
8550 if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
8551 return true;
8552 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
8553 return true;
8554 if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
8555 return true;
8556 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END ) )
8557 return true;
8558 return false;
8561 bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
8563 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
8564 return true;
8565 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8566 return true;
8567 return false;
8570 bool Player::IsBankPos( uint8 bag, uint8 slot )
8572 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
8573 return true;
8574 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8575 return true;
8576 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8577 return true;
8578 return false;
8581 bool Player::IsBagPos( uint16 pos )
8583 uint8 bag = pos >> 8;
8584 uint8 slot = pos & 255;
8585 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8586 return true;
8587 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8588 return true;
8589 return false;
8592 bool Player::IsValidPos( uint8 bag, uint8 slot )
8594 // post selected
8595 if(bag == NULL_BAG)
8596 return true;
8598 if (bag == INVENTORY_SLOT_BAG_0)
8600 // any post selected
8601 if (slot == NULL_SLOT)
8602 return true;
8604 // equipment
8605 if (slot < EQUIPMENT_SLOT_END)
8606 return true;
8608 // bag equip slots
8609 if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
8610 return true;
8612 // backpack slots
8613 if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
8614 return true;
8616 // keyring slots
8617 if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
8618 return true;
8620 // bank main slots
8621 if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
8622 return true;
8624 // bank bag slots
8625 if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
8626 return true;
8628 return false;
8631 // bag content slots
8632 if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
8634 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8635 if(!pBag)
8636 return false;
8638 // any post selected
8639 if (slot == NULL_SLOT)
8640 return true;
8642 return slot < pBag->GetBagSize();
8645 // bank bag content slots
8646 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8648 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8649 if(!pBag)
8650 return false;
8652 // any post selected
8653 if (slot == NULL_SLOT)
8654 return true;
8656 return slot < pBag->GetBagSize();
8659 // where this?
8660 return false;
8664 bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
8666 uint32 tempcount = 0;
8667 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8669 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8670 if( pItem && pItem->GetEntry() == item )
8672 tempcount += pItem->GetCount();
8673 if( tempcount >= count )
8674 return true;
8677 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
8679 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8680 if( pItem && pItem->GetEntry() == item )
8682 tempcount += pItem->GetCount();
8683 if( tempcount >= count )
8684 return true;
8687 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8689 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8691 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8693 Item* pItem = GetItemByPos( i, j );
8694 if( pItem && pItem->GetEntry() == item )
8696 tempcount += pItem->GetCount();
8697 if( tempcount >= count )
8698 return true;
8704 if(inBankAlso)
8706 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
8708 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8709 if( pItem && pItem->GetEntry() == item )
8711 tempcount += pItem->GetCount();
8712 if( tempcount >= count )
8713 return true;
8716 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
8718 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8720 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8722 Item* pItem = GetItemByPos( i, j );
8723 if( pItem && pItem->GetEntry() == item )
8725 tempcount += pItem->GetCount();
8726 if( tempcount >= count )
8727 return true;
8734 return false;
8737 bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot ) const
8739 uint32 tempcount = 0;
8740 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8742 if(i==int(except_slot))
8743 continue;
8745 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8746 if( pItem && pItem->GetEntry() == item)
8748 tempcount += pItem->GetCount();
8749 if( tempcount >= count )
8750 return true;
8754 ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
8755 if (pProto && pProto->GemProperties)
8757 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8759 if(i==int(except_slot))
8760 continue;
8762 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8763 if( pItem && pItem->GetProto()->Socket[0].Color)
8765 tempcount += pItem->GetGemCountWithID(item);
8766 if( tempcount >= count )
8767 return true;
8772 return false;
8775 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot ) const
8777 uint32 tempcount = 0;
8778 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8780 if(i==int(except_slot))
8781 continue;
8783 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8784 if (!pItem)
8785 continue;
8787 ItemPrototype const *pProto = pItem->GetProto();
8788 if (!pProto)
8789 continue;
8791 if (pProto->ItemLimitCategory == limitCategory)
8793 tempcount += pItem->GetCount();
8794 if( tempcount >= count )
8795 return true;
8798 if( pProto->Socket[0].Color)
8800 tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
8801 if( tempcount >= count )
8802 return true;
8806 return false;
8809 uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
8811 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8812 if( !pProto )
8814 if(no_space_count)
8815 *no_space_count = count;
8816 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8819 // no maximum
8820 if(pProto->MaxCount <= 0)
8821 return EQUIP_ERR_OK;
8823 uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
8825 if (curcount + count > uint32(pProto->MaxCount))
8827 if(no_space_count)
8828 *no_space_count = count +curcount - pProto->MaxCount;
8829 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8832 return EQUIP_ERR_OK;
8835 bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
8837 Item *pItem;
8838 for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8840 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8841 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8842 return true;
8844 for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
8846 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8847 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8848 return true;
8850 for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8852 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8854 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8856 pItem = GetItemByPos( i, j );
8857 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8858 return true;
8862 return false;
8865 uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
8867 Item* pItem2 = GetItemByPos( bag, slot );
8869 // ignore move item (this slot will be empty at move)
8870 if (pItem2==pSrcItem)
8871 pItem2 = NULL;
8873 uint32 need_space;
8875 // empty specific slot - check item fit to slot
8876 if (!pItem2 || swap)
8878 if (bag == INVENTORY_SLOT_BAG_0)
8880 // keyring case
8881 if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
8882 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8884 // currencytoken case
8885 if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS))
8886 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8888 // prevent cheating
8889 if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
8890 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8892 else
8894 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8895 if (!pBag)
8896 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8898 ItemPrototype const* pBagProto = pBag->GetProto();
8899 if (!pBagProto)
8900 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8902 if (slot >= pBagProto->ContainerSlots)
8903 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8905 if (!ItemCanGoIntoBag(pProto,pBagProto))
8906 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8909 // non empty stack with space
8910 need_space = pProto->GetMaxStackSize();
8912 // non empty slot, check item type
8913 else
8915 // check item type
8916 if (pItem2->GetEntry() != pProto->ItemId)
8917 return EQUIP_ERR_ITEM_CANT_STACK;
8919 // check free space
8920 if (pItem2->GetCount() >= pProto->GetMaxStackSize())
8921 return EQUIP_ERR_ITEM_CANT_STACK;
8923 // free stack space or infinity
8924 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8927 if (need_space > count)
8928 need_space = count;
8930 ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
8931 if (!newPosition.isContainedIn(dest))
8933 dest.push_back(newPosition);
8934 count -= need_space;
8936 return EQUIP_ERR_OK;
8939 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
8941 // skip specific bag already processed in first called _CanStoreItem_InBag
8942 if (bag==skip_bag)
8943 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8945 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8946 if (!pBag)
8947 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8949 ItemPrototype const* pBagProto = pBag->GetProto();
8950 if (!pBagProto)
8951 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8953 // specialized bag mode or non-specilized
8954 if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER))
8955 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8957 if (!ItemCanGoIntoBag(pProto,pBagProto))
8958 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8960 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8962 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8963 if (j==skip_slot)
8964 continue;
8966 Item* pItem2 = GetItemByPos( bag, j );
8968 // ignore move item (this slot will be empty at move)
8969 if (pItem2==pSrcItem)
8970 pItem2 = NULL;
8972 // if merge skip empty, if !merge skip non-empty
8973 if ((pItem2!=NULL)!=merge)
8974 continue;
8976 if (pItem2)
8978 if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
8980 uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8981 if(need_space > count)
8982 need_space = count;
8984 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8985 if (!newPosition.isContainedIn(dest))
8987 dest.push_back(newPosition);
8988 count -= need_space;
8990 if (count==0)
8991 return EQUIP_ERR_OK;
8995 else
8997 uint32 need_space = pProto->GetMaxStackSize();
8998 if (need_space > count)
8999 need_space = count;
9001 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
9002 if (!newPosition.isContainedIn(dest))
9004 dest.push_back(newPosition);
9005 count -= need_space;
9007 if (count==0)
9008 return EQUIP_ERR_OK;
9012 return EQUIP_ERR_OK;
9015 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
9017 for(uint32 j = slot_begin; j < slot_end; ++j)
9019 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9020 if (INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
9021 continue;
9023 Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
9025 // ignore move item (this slot will be empty at move)
9026 if (pItem2==pSrcItem)
9027 pItem2 = NULL;
9029 // if merge skip empty, if !merge skip non-empty
9030 if ((pItem2!=NULL)!=merge)
9031 continue;
9033 if (pItem2)
9035 if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
9037 uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
9038 if (need_space > count)
9039 need_space = count;
9040 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
9041 if (!newPosition.isContainedIn(dest))
9043 dest.push_back(newPosition);
9044 count -= need_space;
9046 if (count==0)
9047 return EQUIP_ERR_OK;
9051 else
9053 uint32 need_space = pProto->GetMaxStackSize();
9054 if (need_space > count)
9055 need_space = count;
9057 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
9058 if (!newPosition.isContainedIn(dest))
9060 dest.push_back(newPosition);
9061 count -= need_space;
9063 if (count==0)
9064 return EQUIP_ERR_OK;
9068 return EQUIP_ERR_OK;
9071 uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
9073 sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
9075 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
9076 if (!pProto)
9078 if (no_space_count)
9079 *no_space_count = count;
9080 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
9083 if (pItem && pItem->IsBindedNotWith(this))
9085 if (no_space_count)
9086 *no_space_count = count;
9087 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9090 // check count of items (skip for auto move for same player from bank)
9091 uint32 no_similar_count = 0; // can't store this amount similar items
9092 uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
9093 if (res!=EQUIP_ERR_OK)
9095 if (count==no_similar_count)
9097 if (no_space_count)
9098 *no_space_count = no_similar_count;
9099 return res;
9101 count -= no_similar_count;
9104 // in specific slot
9105 if (bag != NULL_BAG && slot != NULL_SLOT)
9107 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
9108 if (res!=EQUIP_ERR_OK)
9110 if (no_space_count)
9111 *no_space_count = count + no_similar_count;
9112 return res;
9115 if (count==0)
9117 if (no_similar_count==0)
9118 return EQUIP_ERR_OK;
9120 if (no_space_count)
9121 *no_space_count = count + no_similar_count;
9122 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9126 // not specific slot or have space for partly store only in specific slot
9128 // in specific bag
9129 if (bag != NULL_BAG)
9131 // search stack in bag for merge to
9132 if (pProto->Stackable != 1)
9134 if (bag == INVENTORY_SLOT_BAG_0) // inventory
9136 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9137 if (res!=EQUIP_ERR_OK)
9139 if (no_space_count)
9140 *no_space_count = count + no_similar_count;
9141 return res;
9144 if (count==0)
9146 if (no_similar_count==0)
9147 return EQUIP_ERR_OK;
9149 if (no_space_count)
9150 *no_space_count = count + no_similar_count;
9151 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9154 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9155 if (res!=EQUIP_ERR_OK)
9157 if (no_space_count)
9158 *no_space_count = count + no_similar_count;
9159 return res;
9162 if (count==0)
9164 if (no_similar_count==0)
9165 return EQUIP_ERR_OK;
9167 if (no_space_count)
9168 *no_space_count = count + no_similar_count;
9169 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9172 else // equipped bag
9174 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
9175 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
9176 if (res!=EQUIP_ERR_OK)
9177 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
9179 if (res!=EQUIP_ERR_OK)
9181 if (no_space_count)
9182 *no_space_count = count + no_similar_count;
9183 return res;
9186 if (count==0)
9188 if (no_similar_count==0)
9189 return EQUIP_ERR_OK;
9191 if (no_space_count)
9192 *no_space_count = count + no_similar_count;
9193 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9198 // search free slot in bag for place to
9199 if(bag == INVENTORY_SLOT_BAG_0) // inventory
9201 // search free slot - keyring case
9202 if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9204 uint32 keyringSize = GetMaxKeyringSize();
9205 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9206 if (res!=EQUIP_ERR_OK)
9208 if (no_space_count)
9209 *no_space_count = count + no_similar_count;
9210 return res;
9213 if (count==0)
9215 if (no_similar_count==0)
9216 return EQUIP_ERR_OK;
9218 if (no_space_count)
9219 *no_space_count = count + no_similar_count;
9220 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9223 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9224 if (res!=EQUIP_ERR_OK)
9226 if (no_space_count)
9227 *no_space_count = count + no_similar_count;
9228 return res;
9231 if (count==0)
9233 if (no_similar_count==0)
9234 return EQUIP_ERR_OK;
9236 if (no_space_count)
9237 *no_space_count = count + no_similar_count;
9238 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9241 else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9243 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9244 if (res!=EQUIP_ERR_OK)
9246 if (no_space_count)
9247 *no_space_count = count + no_similar_count;
9248 return res;
9251 if (count==0)
9253 if (no_similar_count==0)
9254 return EQUIP_ERR_OK;
9256 if (no_space_count)
9257 *no_space_count = count + no_similar_count;
9258 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9262 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9263 if (res!=EQUIP_ERR_OK)
9265 if (no_space_count)
9266 *no_space_count = count + no_similar_count;
9267 return res;
9270 if (count==0)
9272 if (no_similar_count==0)
9273 return EQUIP_ERR_OK;
9275 if (no_space_count)
9276 *no_space_count = count + no_similar_count;
9277 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9280 else // equipped bag
9282 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9283 if (res!=EQUIP_ERR_OK)
9284 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9286 if (res!=EQUIP_ERR_OK)
9288 if (no_space_count)
9289 *no_space_count = count + no_similar_count;
9290 return res;
9293 if (count==0)
9295 if (no_similar_count==0)
9296 return EQUIP_ERR_OK;
9298 if (no_space_count)
9299 *no_space_count = count + no_similar_count;
9300 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9305 // not specific bag or have space for partly store only in specific bag
9307 // search stack for merge to
9308 if (pProto->Stackable != 1)
9310 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9311 if (res!=EQUIP_ERR_OK)
9313 if (no_space_count)
9314 *no_space_count = count + no_similar_count;
9315 return res;
9318 if (count==0)
9320 if (no_similar_count==0)
9321 return EQUIP_ERR_OK;
9323 if (no_space_count)
9324 *no_space_count = count + no_similar_count;
9325 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9328 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9329 if (res!=EQUIP_ERR_OK)
9331 if (no_space_count)
9332 *no_space_count = count + no_similar_count;
9333 return res;
9336 if (count==0)
9338 if (no_similar_count==0)
9339 return EQUIP_ERR_OK;
9341 if (no_space_count)
9342 *no_space_count = count + no_similar_count;
9343 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9346 if (pProto->BagFamily)
9348 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9350 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9351 if (res!=EQUIP_ERR_OK)
9352 continue;
9354 if (count==0)
9356 if (no_similar_count==0)
9357 return EQUIP_ERR_OK;
9359 if (no_space_count)
9360 *no_space_count = count + no_similar_count;
9361 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9366 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9368 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9369 if (res!=EQUIP_ERR_OK)
9370 continue;
9372 if (count==0)
9374 if (no_similar_count==0)
9375 return EQUIP_ERR_OK;
9377 if (no_space_count)
9378 *no_space_count = count + no_similar_count;
9379 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9384 // search free slot - special bag case
9385 if (pProto->BagFamily)
9387 if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9389 uint32 keyringSize = GetMaxKeyringSize();
9390 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9391 if (res!=EQUIP_ERR_OK)
9393 if (no_space_count)
9394 *no_space_count = count + no_similar_count;
9395 return res;
9398 if (count==0)
9400 if (no_similar_count==0)
9401 return EQUIP_ERR_OK;
9403 if (no_space_count)
9404 *no_space_count = count + no_similar_count;
9405 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9408 else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9410 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9411 if (res!=EQUIP_ERR_OK)
9413 if (no_space_count)
9414 *no_space_count = count + no_similar_count;
9415 return res;
9418 if (count==0)
9420 if (no_similar_count==0)
9421 return EQUIP_ERR_OK;
9423 if (no_space_count)
9424 *no_space_count = count + no_similar_count;
9425 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9429 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9431 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9432 if (res!=EQUIP_ERR_OK)
9433 continue;
9435 if (count==0)
9437 if (no_similar_count==0)
9438 return EQUIP_ERR_OK;
9440 if (no_space_count)
9441 *no_space_count = count + no_similar_count;
9442 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9447 // search free slot
9448 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9449 if (res!=EQUIP_ERR_OK)
9451 if (no_space_count)
9452 *no_space_count = count + no_similar_count;
9453 return res;
9456 if (count==0)
9458 if (no_similar_count==0)
9459 return EQUIP_ERR_OK;
9461 if (no_space_count)
9462 *no_space_count = count + no_similar_count;
9463 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9466 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9468 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9469 if (res!=EQUIP_ERR_OK)
9470 continue;
9472 if (count==0)
9474 if (no_similar_count==0)
9475 return EQUIP_ERR_OK;
9477 if (no_space_count)
9478 *no_space_count = count + no_similar_count;
9479 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9483 if (no_space_count)
9484 *no_space_count = count + no_similar_count;
9486 return EQUIP_ERR_INVENTORY_FULL;
9489 //////////////////////////////////////////////////////////////////////////
9490 uint8 Player::CanStoreItems( Item **pItems,int count) const
9492 Item *pItem2;
9494 // fill space table
9495 int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
9496 int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
9497 int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
9498 int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
9500 memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
9501 memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
9502 memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
9503 memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
9505 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
9507 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9509 if (pItem2 && !pItem2->IsInTrade())
9511 inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
9515 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
9517 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9519 if (pItem2 && !pItem2->IsInTrade())
9521 inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
9525 for(int i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
9527 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9529 if (pItem2 && !pItem2->IsInTrade())
9531 inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
9535 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9537 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
9539 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
9541 pItem2 = GetItemByPos( i, j );
9542 if (pItem2 && !pItem2->IsInTrade())
9544 inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
9550 // check free space for all items
9551 for (int k = 0; k < count; ++k)
9553 Item *pItem = pItems[k];
9555 // no item
9556 if (!pItem) continue;
9558 sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
9559 ItemPrototype const *pProto = pItem->GetProto();
9561 // strange item
9562 if( !pProto )
9563 return EQUIP_ERR_ITEM_NOT_FOUND;
9565 // item it 'bind'
9566 if(pItem->IsBindedNotWith(this))
9567 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9569 Bag *pBag;
9570 ItemPrototype const *pBagProto;
9572 // item is 'one item only'
9573 uint8 res = CanTakeMoreSimilarItems(pItem);
9574 if(res != EQUIP_ERR_OK)
9575 return res;
9577 // search stack for merge to
9578 if( pProto->Stackable != 1 )
9580 bool b_found = false;
9582 for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t)
9584 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9585 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9587 inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
9588 b_found = true;
9589 break;
9592 if (b_found) continue;
9594 for(int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9596 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9597 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9599 inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
9600 b_found = true;
9601 break;
9604 if (b_found) continue;
9606 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
9608 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9609 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9611 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
9612 b_found = true;
9613 break;
9616 if (b_found) continue;
9618 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
9620 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9621 if( pBag )
9623 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
9625 pItem2 = GetItemByPos( t, j );
9626 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
9628 inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
9629 b_found = true;
9630 break;
9635 if (b_found) continue;
9638 // special bag case
9639 if( pProto->BagFamily )
9641 bool b_found = false;
9642 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9644 uint32 keyringSize = GetMaxKeyringSize();
9645 for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
9647 if( inv_keys[t-KEYRING_SLOT_START] == 0 )
9649 inv_keys[t-KEYRING_SLOT_START] = 1;
9650 b_found = true;
9651 break;
9656 if (b_found) continue;
9658 if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9660 for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9662 if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
9664 inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
9665 b_found = true;
9666 break;
9671 if (b_found) continue;
9673 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
9675 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9676 if( pBag )
9678 pBagProto = pBag->GetProto();
9680 // not plain container check
9681 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
9682 ItemCanGoIntoBag(pProto,pBagProto) )
9684 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
9686 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9688 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9689 b_found = true;
9690 break;
9696 if (b_found) continue;
9699 // search free slot
9700 bool b_found = false;
9701 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
9703 if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
9705 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
9706 b_found = true;
9707 break;
9710 if (b_found) continue;
9712 // search free slot in bags
9713 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
9715 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9716 if( pBag )
9718 pBagProto = pBag->GetProto();
9720 // special bag already checked
9721 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
9722 continue;
9724 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
9726 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9728 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9729 b_found = true;
9730 break;
9736 // no free slot found?
9737 if (!b_found)
9738 return EQUIP_ERR_INVENTORY_FULL;
9741 return EQUIP_ERR_OK;
9744 //////////////////////////////////////////////////////////////////////////
9745 uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const
9747 dest = 0;
9748 Item *pItem = Item::CreateItem( item, 1, this );
9749 if( pItem )
9751 uint8 result = CanEquipItem(slot, dest, pItem, swap );
9752 delete pItem;
9753 return result;
9756 return EQUIP_ERR_ITEM_NOT_FOUND;
9759 uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
9761 dest = 0;
9762 if( pItem )
9764 sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
9765 ItemPrototype const *pProto = pItem->GetProto();
9766 if( pProto )
9768 if(pItem->IsBindedNotWith(this))
9769 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9771 // check count of items (skip for auto move for same player from bank)
9772 uint8 res = CanTakeMoreSimilarItems(pItem);
9773 if(res != EQUIP_ERR_OK)
9774 return res;
9776 // check this only in game
9777 if(not_loading)
9779 // May be here should be more stronger checks; STUNNED checked
9780 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9781 if (hasUnitState(UNIT_STAT_STUNNED))
9782 return EQUIP_ERR_YOU_ARE_STUNNED;
9784 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9785 // - combat
9786 // - in-progress arenas
9787 if( !pProto->CanChangeEquipStateInCombat() )
9789 if( isInCombat() )
9790 return EQUIP_ERR_NOT_IN_COMBAT;
9792 if(BattleGround* bg = GetBattleGround())
9793 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9794 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9797 if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
9798 return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
9800 if(IsNonMeleeSpellCasted(false))
9801 return EQUIP_ERR_CANT_DO_RIGHT_NOW;
9804 ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0;
9805 // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
9806 if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel())
9807 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9809 uint8 eslot = FindEquipSlot( pProto, slot, swap );
9810 if (eslot == NULL_SLOT)
9811 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9813 uint8 msg = CanUseItem(pItem , not_loading);
9814 if (msg != EQUIP_ERR_OK)
9815 return msg;
9816 if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot))
9817 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
9819 // if swap ignore item (equipped also)
9820 if (uint8 res2 = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT))
9821 return res2;
9823 // check unique-equipped special item classes
9824 if (pProto->Class == ITEM_CLASS_QUIVER)
9826 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9828 if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
9830 if (pBag != pItem)
9832 if (ItemPrototype const* pBagProto = pBag->GetProto())
9834 if (pBagProto->Class==pProto->Class && (!swap || pBag->GetSlot() != eslot))
9835 return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
9836 ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
9837 : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
9844 uint32 type = pProto->InventoryType;
9846 if (eslot == EQUIPMENT_SLOT_OFFHAND)
9848 if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
9850 if (!CanDualWield())
9851 return EQUIP_ERR_CANT_DUAL_WIELD;
9853 else if (type == INVTYPE_2HWEAPON)
9855 if (!CanDualWield() || !CanTitanGrip())
9856 return EQUIP_ERR_CANT_DUAL_WIELD;
9859 if (IsTwoHandUsed())
9860 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
9863 // equip two-hand weapon case (with possible unequip 2 items)
9864 if (type == INVTYPE_2HWEAPON)
9866 if (eslot == EQUIPMENT_SLOT_OFFHAND)
9868 if (!CanTitanGrip())
9869 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9871 else if (eslot != EQUIPMENT_SLOT_MAINHAND)
9872 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9874 if (!CanTitanGrip())
9876 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9877 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
9878 ItemPosCountVec off_dest;
9879 if (offItem && (!not_loading ||
9880 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
9881 CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ))
9882 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
9885 dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
9886 return EQUIP_ERR_OK;
9890 return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
9893 uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
9895 // Applied only to equipped items and bank bags
9896 if(!IsEquipmentPos(pos) && !IsBagPos(pos))
9897 return EQUIP_ERR_OK;
9899 Item* pItem = GetItemByPos(pos);
9901 // Applied only to existed equipped item
9902 if( !pItem )
9903 return EQUIP_ERR_OK;
9905 sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
9907 ItemPrototype const *pProto = pItem->GetProto();
9908 if( !pProto )
9909 return EQUIP_ERR_ITEM_NOT_FOUND;
9911 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9912 // - combat
9913 // - in-progress arenas
9914 if( !pProto->CanChangeEquipStateInCombat() )
9916 if( isInCombat() )
9917 return EQUIP_ERR_NOT_IN_COMBAT;
9919 if(BattleGround* bg = GetBattleGround())
9920 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9921 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9924 if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
9925 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
9927 return EQUIP_ERR_OK;
9930 uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
9932 if (!pItem)
9933 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9935 uint32 count = pItem->GetCount();
9937 sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
9938 ItemPrototype const *pProto = pItem->GetProto();
9939 if (!pProto)
9940 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9942 if (pItem->IsBindedNotWith(this))
9943 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9945 // check count of items (skip for auto move for same player from bank)
9946 uint8 res = CanTakeMoreSimilarItems(pItem);
9947 if (res != EQUIP_ERR_OK)
9948 return res;
9950 // in specific slot
9951 if (bag != NULL_BAG && slot != NULL_SLOT)
9953 if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
9955 if (!pItem->IsBag())
9956 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
9958 if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount())
9959 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
9961 if (uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK)
9962 return cantuse;
9965 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
9966 if (res!=EQUIP_ERR_OK)
9967 return res;
9969 if (count==0)
9970 return EQUIP_ERR_OK;
9973 // not specific slot or have space for partly store only in specific slot
9975 // in specific bag
9976 if( bag != NULL_BAG )
9978 if( pProto->InventoryType == INVTYPE_BAG )
9980 Bag *pBag = (Bag*)pItem;
9981 if( pBag && !pBag->IsEmpty() )
9982 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
9985 // search stack in bag for merge to
9986 if( pProto->Stackable != 1 )
9988 if( bag == INVENTORY_SLOT_BAG_0 )
9990 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9991 if(res!=EQUIP_ERR_OK)
9992 return res;
9994 if(count==0)
9995 return EQUIP_ERR_OK;
9997 else
9999 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
10000 if(res!=EQUIP_ERR_OK)
10001 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
10003 if(res!=EQUIP_ERR_OK)
10004 return res;
10006 if(count==0)
10007 return EQUIP_ERR_OK;
10011 // search free slot in bag
10012 if( bag == INVENTORY_SLOT_BAG_0 )
10014 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
10015 if(res!=EQUIP_ERR_OK)
10016 return res;
10018 if(count==0)
10019 return EQUIP_ERR_OK;
10021 else
10023 res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
10024 if(res != EQUIP_ERR_OK)
10025 res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);
10027 if(res != EQUIP_ERR_OK)
10028 return res;
10030 if(count == 0)
10031 return EQUIP_ERR_OK;
10035 // not specific bag or have space for partly store only in specific bag
10037 // search stack for merge to
10038 if( pProto->Stackable != 1 )
10040 // in slots
10041 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
10042 if(res != EQUIP_ERR_OK)
10043 return res;
10045 if(count == 0)
10046 return EQUIP_ERR_OK;
10048 // in special bags
10049 if( pProto->BagFamily )
10051 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
10053 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
10054 if(res!=EQUIP_ERR_OK)
10055 continue;
10057 if(count==0)
10058 return EQUIP_ERR_OK;
10062 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
10064 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
10065 if(res!=EQUIP_ERR_OK)
10066 continue;
10068 if(count==0)
10069 return EQUIP_ERR_OK;
10073 // search free place in special bag
10074 if( pProto->BagFamily )
10076 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
10078 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
10079 if(res!=EQUIP_ERR_OK)
10080 continue;
10082 if(count==0)
10083 return EQUIP_ERR_OK;
10087 // search free space
10088 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
10089 if(res!=EQUIP_ERR_OK)
10090 return res;
10092 if(count==0)
10093 return EQUIP_ERR_OK;
10095 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
10097 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
10098 if(res!=EQUIP_ERR_OK)
10099 continue;
10101 if(count==0)
10102 return EQUIP_ERR_OK;
10104 return EQUIP_ERR_BANK_FULL;
10107 uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
10109 if (pItem)
10111 sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
10113 if (!isAlive() && not_loading)
10114 return EQUIP_ERR_YOU_ARE_DEAD;
10116 //if (isStunned())
10117 // return EQUIP_ERR_YOU_ARE_STUNNED;
10119 ItemPrototype const *pProto = pItem->GetProto();
10120 if (pProto)
10122 if (pItem->IsBindedNotWith(this))
10123 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
10125 if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0)
10126 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
10128 if (uint32 item_use_skill = pItem->GetSkill())
10130 if (GetSkillValue(item_use_skill) == 0)
10132 // armor items with scaling stats can downgrade armor skill reqs if related class can learn armor use at some level
10133 if (pProto->Class != ITEM_CLASS_ARMOR)
10134 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10136 ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : NULL;
10137 if (!ssd)
10138 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10140 bool allowScaleSkill = false;
10141 for (uint32 i = 0; i < sSkillLineAbilityStore.GetNumRows(); ++i)
10143 SkillLineAbilityEntry const *skillInfo = sSkillLineAbilityStore.LookupEntry(i);
10144 if (!skillInfo)
10145 continue;
10147 if (skillInfo->skillId != item_use_skill)
10148 continue;
10150 // can't learn
10151 if (skillInfo->classmask && (skillInfo->classmask & getClassMask()) == 0)
10152 continue;
10154 if (skillInfo->racemask && (skillInfo->racemask & getRaceMask()) == 0)
10155 continue;
10157 allowScaleSkill = true;
10158 break;
10161 if (!allowScaleSkill)
10162 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10166 if (pProto->RequiredSkill != 0)
10168 if (GetSkillValue( pProto->RequiredSkill ) == 0)
10169 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10171 if (GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank)
10172 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
10175 if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell))
10176 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10178 if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
10179 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10181 if (getLevel() < pProto->RequiredLevel)
10182 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10184 return EQUIP_ERR_OK;
10187 return EQUIP_ERR_ITEM_NOT_FOUND;
10190 bool Player::CanUseItem( ItemPrototype const *pProto )
10192 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10194 if( pProto )
10196 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10197 return false;
10198 if( pProto->RequiredSkill != 0 )
10200 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10201 return false;
10202 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10203 return false;
10205 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10206 return false;
10207 if( getLevel() < pProto->RequiredLevel )
10208 return false;
10209 return true;
10211 return false;
10214 uint8 Player::CanUseAmmo( uint32 item ) const
10216 sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
10217 if( !isAlive() )
10218 return EQUIP_ERR_YOU_ARE_DEAD;
10219 //if( isStunned() )
10220 // return EQUIP_ERR_YOU_ARE_STUNNED;
10221 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
10222 if( pProto )
10224 if( pProto->InventoryType!= INVTYPE_AMMO )
10225 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
10226 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10227 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
10228 if( pProto->RequiredSkill != 0 )
10230 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10231 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10232 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10233 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
10235 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10236 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10237 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
10238 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10240 if( getLevel() < pProto->RequiredLevel )
10241 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10243 // Requires No Ammo
10244 if(GetDummyAura(46699))
10245 return EQUIP_ERR_BAG_FULL6;
10247 return EQUIP_ERR_OK;
10249 return EQUIP_ERR_ITEM_NOT_FOUND;
10252 void Player::SetAmmo( uint32 item )
10254 if(!item)
10255 return;
10257 // already set
10258 if( GetUInt32Value(PLAYER_AMMO_ID) == item )
10259 return;
10261 // check ammo
10262 if(item)
10264 uint8 msg = CanUseAmmo( item );
10265 if( msg != EQUIP_ERR_OK )
10267 SendEquipError( msg, NULL, NULL );
10268 return;
10272 SetUInt32Value(PLAYER_AMMO_ID, item);
10274 _ApplyAmmoBonuses();
10277 void Player::RemoveAmmo()
10279 SetUInt32Value(PLAYER_AMMO_ID, 0);
10281 m_ammoDPS = 0.0f;
10283 if(CanModifyStats())
10284 UpdateDamagePhysical(RANGED_ATTACK);
10287 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10288 Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
10290 uint32 count = 0;
10291 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
10292 count += itr->count;
10294 Item *pItem = Item::CreateItem( item, count, this );
10295 if( pItem )
10297 ItemAddedQuestCheck( item, count );
10298 if(randomPropertyId)
10299 pItem->SetItemRandomProperties(randomPropertyId);
10300 pItem = StoreItem( dest, pItem, update );
10302 return pItem;
10305 Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
10307 if( !pItem )
10308 return NULL;
10310 Item* lastItem = pItem;
10311 uint32 entry = pItem->GetEntry();
10312 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); )
10314 uint16 pos = itr->pos;
10315 uint32 count = itr->count;
10317 ++itr;
10319 if(itr == dest.end())
10321 lastItem = _StoreItem(pos,pItem,count,false,update);
10322 break;
10325 lastItem = _StoreItem(pos,pItem,count,true,update);
10327 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
10328 return lastItem;
10331 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10332 Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
10334 if( !pItem )
10335 return NULL;
10337 uint8 bag = pos >> 8;
10338 uint8 slot = pos & 255;
10340 sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count);
10342 Item *pItem2 = GetItemByPos( bag, slot );
10344 if (!pItem2)
10346 if (clone)
10347 pItem = pItem->CloneItem(count, this);
10348 else
10349 pItem->SetCount(count);
10351 if (!pItem)
10352 return NULL;
10354 if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10355 pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
10356 (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
10357 pItem->SetBinding( true );
10359 if (bag == INVENTORY_SLOT_BAG_0)
10361 m_items[slot] = pItem;
10362 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() );
10363 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10364 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10366 pItem->SetSlot( slot );
10367 pItem->SetContainer( NULL );
10369 // need update known currency
10370 if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
10371 UpdateKnownCurrencies(pItem->GetEntry(), true);
10373 if (IsInWorld() && update)
10375 pItem->AddToWorld();
10376 pItem->SendUpdateToPlayer( this );
10379 pItem->SetState(ITEM_CHANGED, this);
10381 else if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
10383 pBag->StoreItem( slot, pItem, update );
10384 if( IsInWorld() && update )
10386 pItem->AddToWorld();
10387 pItem->SendUpdateToPlayer( this );
10389 pItem->SetState(ITEM_CHANGED, this);
10390 pBag->SetState(ITEM_CHANGED, this);
10393 AddEnchantmentDurations(pItem);
10394 AddItemDurations(pItem);
10396 return pItem;
10398 else
10400 if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10401 pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
10402 (pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
10403 pItem2->SetBinding( true );
10405 pItem2->SetCount( pItem2->GetCount() + count );
10406 if (IsInWorld() && update)
10407 pItem2->SendUpdateToPlayer( this );
10409 if (!clone)
10411 // delete item (it not in any slot currently)
10412 if (IsInWorld() && update)
10414 pItem->RemoveFromWorld();
10415 pItem->DestroyForPlayer( this );
10418 RemoveEnchantmentDurations(pItem);
10419 RemoveItemDurations(pItem);
10421 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10422 pItem->SetState(ITEM_REMOVED, this);
10425 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10426 AddEnchantmentDurations(pItem2);
10428 pItem2->SetState(ITEM_CHANGED, this);
10430 return pItem2;
10434 Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
10436 if (Item *pItem = Item::CreateItem( item, 1, this ))
10438 ItemAddedQuestCheck( item, 1 );
10439 return EquipItem( pos, pItem, update );
10442 return NULL;
10445 Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
10447 AddEnchantmentDurations(pItem);
10448 AddItemDurations(pItem);
10450 uint8 bag = pos >> 8;
10451 uint8 slot = pos & 255;
10453 Item *pItem2 = GetItemByPos( bag, slot );
10455 if( !pItem2 )
10457 VisualizeItem( slot, pItem);
10459 if(isAlive())
10461 ItemPrototype const *pProto = pItem->GetProto();
10463 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10464 if(pProto && pProto->ItemSet)
10465 AddItemsSetItem(this, pItem);
10467 _ApplyItemMods(pItem, slot, true);
10469 if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
10471 uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
10473 if (getClass() == CLASS_ROGUE)
10474 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
10476 SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
10478 if (!spellProto)
10479 sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
10480 else
10482 m_weaponChangeTimer = spellProto->StartRecoveryTime;
10484 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
10485 data << uint64(GetGUID());
10486 data << uint8(1);
10487 data << uint32(cooldownSpell);
10488 data << uint32(0);
10489 GetSession()->SendPacket(&data);
10494 if( IsInWorld() && update )
10496 pItem->AddToWorld();
10497 pItem->SendUpdateToPlayer( this );
10500 ApplyEquipCooldown(pItem);
10502 if( slot == EQUIPMENT_SLOT_MAINHAND )
10504 UpdateExpertise(BASE_ATTACK);
10505 UpdateArmorPenetration();
10507 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10509 UpdateExpertise(OFF_ATTACK);
10510 UpdateArmorPenetration();
10513 else
10515 pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
10516 if( IsInWorld() && update )
10517 pItem2->SendUpdateToPlayer( this );
10519 // delete item (it not in any slot currently)
10520 //pItem->DeleteFromDB();
10521 if( IsInWorld() && update )
10523 pItem->RemoveFromWorld();
10524 pItem->DestroyForPlayer( this );
10527 RemoveEnchantmentDurations(pItem);
10528 RemoveItemDurations(pItem);
10530 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10531 pItem->SetState(ITEM_REMOVED, this);
10532 pItem2->SetState(ITEM_CHANGED, this);
10534 ApplyEquipCooldown(pItem2);
10536 return pItem2;
10539 // only for full equip instead adding to stack
10540 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
10542 return pItem;
10545 void Player::QuickEquipItem( uint16 pos, Item *pItem)
10547 if( pItem )
10549 AddEnchantmentDurations(pItem);
10550 AddItemDurations(pItem);
10552 uint8 slot = pos & 255;
10553 VisualizeItem( slot, pItem);
10555 if( IsInWorld() )
10557 pItem->AddToWorld();
10558 pItem->SendUpdateToPlayer( this );
10561 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
10565 void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
10567 if(pItem)
10569 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry());
10570 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT));
10571 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT));
10573 else
10575 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0);
10576 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0);
10580 void Player::VisualizeItem( uint8 slot, Item *pItem)
10582 if(!pItem)
10583 return;
10585 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10586 if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
10587 pItem->SetBinding( true );
10589 sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
10591 m_items[slot] = pItem;
10592 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() );
10593 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10594 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10595 pItem->SetSlot( slot );
10596 pItem->SetContainer( NULL );
10598 if( slot < EQUIPMENT_SLOT_END )
10599 SetVisibleItemSlot(slot, pItem);
10601 pItem->SetState(ITEM_CHANGED, this);
10604 void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
10606 // note: removeitem does not actually change the item
10607 // it only takes the item out of storage temporarily
10608 // note2: if removeitem is to be used for delinking
10609 // the item must be removed from the player's updatequeue
10611 Item *pItem = GetItemByPos( bag, slot );
10612 if( pItem )
10614 sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10616 RemoveEnchantmentDurations(pItem);
10617 RemoveItemDurations(pItem);
10619 if( bag == INVENTORY_SLOT_BAG_0 )
10621 if ( slot < INVENTORY_SLOT_BAG_END )
10623 ItemPrototype const *pProto = pItem->GetProto();
10624 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10626 if(pProto && pProto->ItemSet)
10627 RemoveItemsSetItem(this, pProto);
10629 _ApplyItemMods(pItem, slot, false);
10631 // remove item dependent auras and casts (only weapon and armor slots)
10632 if(slot < EQUIPMENT_SLOT_END)
10634 RemoveItemDependentAurasAndCasts(pItem);
10636 // remove held enchantments, update expertise
10637 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10639 if (pItem->GetItemSuffixFactor())
10641 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
10642 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
10644 else
10646 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
10647 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
10650 UpdateExpertise(BASE_ATTACK);
10651 UpdateArmorPenetration();
10653 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10655 UpdateExpertise(OFF_ATTACK);
10656 UpdateArmorPenetration();
10660 // need update known currency
10661 else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
10662 UpdateKnownCurrencies(pItem->GetEntry(), false);
10664 m_items[slot] = NULL;
10665 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
10667 if ( slot < EQUIPMENT_SLOT_END )
10668 SetVisibleItemSlot(slot, NULL);
10670 else
10672 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10673 if( pBag )
10674 pBag->RemoveItem(slot, update);
10676 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10677 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10678 pItem->SetSlot( NULL_SLOT );
10679 if( IsInWorld() && update )
10680 pItem->SendUpdateToPlayer( this );
10684 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10685 void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
10687 if(Item* it = GetItemByPos(bag,slot))
10689 ItemRemovedQuestCheck(it->GetEntry(), it->GetCount());
10690 RemoveItem(bag, slot, update);
10691 it->RemoveFromUpdateQueueOf(this);
10692 if(it->IsInWorld())
10694 it->RemoveFromWorld();
10695 it->DestroyForPlayer( this );
10700 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10701 void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
10703 // update quest counters
10704 ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
10706 // store item
10707 Item* pLastItem = StoreItem(dest, pItem, update);
10709 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10710 if(pLastItem == pItem)
10712 // update owner for last item (this can be original item with wrong owner
10713 if(pLastItem->GetOwnerGUID() != GetGUID())
10714 pLastItem->SetOwnerGUID(GetGUID());
10716 // if this original item then it need create record in inventory
10717 // in case trade we already have item in other player inventory
10718 pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
10722 void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
10724 Item *pItem = GetItemByPos( bag, slot );
10725 if( pItem )
10727 sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10729 // start from destroy contained items (only equipped bag can have its)
10730 if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10732 for (int i = 0; i < MAX_BAG_SIZE; ++i)
10733 DestroyItem(slot, i, update);
10736 if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
10737 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
10739 RemoveEnchantmentDurations(pItem);
10740 RemoveItemDurations(pItem);
10742 ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
10744 if( bag == INVENTORY_SLOT_BAG_0 )
10746 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
10748 // equipment and equipped bags can have applied bonuses
10749 if ( slot < INVENTORY_SLOT_BAG_END )
10751 ItemPrototype const *pProto = pItem->GetProto();
10753 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10754 if(pProto && pProto->ItemSet)
10755 RemoveItemsSetItem(this, pProto);
10757 _ApplyItemMods(pItem, slot, false);
10760 if ( slot < EQUIPMENT_SLOT_END )
10762 // remove item dependent auras and casts (only weapon and armor slots)
10763 RemoveItemDependentAurasAndCasts(pItem);
10765 // update expertise
10766 if( slot == EQUIPMENT_SLOT_MAINHAND )
10768 UpdateExpertise(BASE_ATTACK);
10769 UpdateArmorPenetration();
10771 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10773 UpdateExpertise(OFF_ATTACK);
10774 UpdateArmorPenetration();
10777 // equipment visual show
10778 SetVisibleItemSlot(slot, NULL);
10780 // need update known currency
10781 else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
10782 UpdateKnownCurrencies(pItem->GetEntry(), false);
10784 m_items[slot] = NULL;
10786 else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
10787 pBag->RemoveItem(slot, update);
10789 if( IsInWorld() && update )
10791 pItem->RemoveFromWorld();
10792 pItem->DestroyForPlayer(this);
10795 //pItem->SetOwnerGUID(0);
10796 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10797 pItem->SetSlot( NULL_SLOT );
10798 pItem->SetState(ITEM_REMOVED, this);
10802 void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
10804 sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
10805 uint32 remcount = 0;
10807 // in inventory
10808 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
10810 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10812 if (pItem->GetEntry() == item)
10814 if (pItem->GetCount() + remcount <= count)
10816 // all items in inventory can unequipped
10817 remcount += pItem->GetCount();
10818 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10820 if (remcount >= count)
10821 return;
10823 else
10825 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10826 pItem->SetCount( pItem->GetCount() - count + remcount );
10827 if (IsInWorld() & update)
10828 pItem->SendUpdateToPlayer( this );
10829 pItem->SetState(ITEM_CHANGED, this);
10830 return;
10836 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
10838 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10840 if (pItem->GetEntry() == item)
10842 if (pItem->GetCount() + remcount <= count)
10844 // all keys can be unequipped
10845 remcount += pItem->GetCount();
10846 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10848 if (remcount >= count)
10849 return;
10851 else
10853 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10854 pItem->SetCount( pItem->GetCount() - count + remcount );
10855 if (IsInWorld() & update)
10856 pItem->SendUpdateToPlayer( this );
10857 pItem->SetState(ITEM_CHANGED, this);
10858 return;
10864 // in inventory bags
10865 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
10867 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10869 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
10871 if(Item* pItem = pBag->GetItemByPos(j))
10873 if (pItem->GetEntry() == item)
10875 // all items in bags can be unequipped
10876 if (pItem->GetCount() + remcount <= count)
10878 remcount += pItem->GetCount();
10879 DestroyItem( i, j, update );
10881 if (remcount >= count)
10882 return;
10884 else
10886 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10887 pItem->SetCount( pItem->GetCount() - count + remcount );
10888 if (IsInWorld() && update)
10889 pItem->SendUpdateToPlayer( this );
10890 pItem->SetState(ITEM_CHANGED, this);
10891 return;
10899 // in equipment and bag list
10900 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
10902 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10904 if (pItem && pItem->GetEntry() == item)
10906 if (pItem->GetCount() + remcount <= count)
10908 if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false) == EQUIP_ERR_OK )
10910 remcount += pItem->GetCount();
10911 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10913 if (remcount >= count)
10914 return;
10917 else
10919 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10920 pItem->SetCount( pItem->GetCount() - count + remcount );
10921 if (IsInWorld() & update)
10922 pItem->SendUpdateToPlayer( this );
10923 pItem->SetState(ITEM_CHANGED, this);
10924 return;
10931 void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
10933 sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
10935 // in inventory
10936 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
10937 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10938 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
10939 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10941 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
10942 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10943 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
10944 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10946 // in inventory bags
10947 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
10948 if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10949 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
10950 if (Item* pItem = pBag->GetItemByPos(j))
10951 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
10952 DestroyItem(i, j, update);
10954 // in equipment and bag list
10955 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
10956 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10957 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
10958 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10961 void Player::DestroyConjuredItems( bool update )
10963 // used when entering arena
10964 // destroys all conjured items
10965 sLog.outDebug( "STORAGE: DestroyConjuredItems" );
10967 // in inventory
10968 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
10969 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10970 if (pItem->IsConjuredConsumable())
10971 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10973 // in inventory bags
10974 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
10975 if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10976 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
10977 if (Item* pItem = pBag->GetItemByPos(j))
10978 if (pItem->IsConjuredConsumable())
10979 DestroyItem( i, j, update);
10981 // in equipment and bag list
10982 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
10983 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10984 if (pItem->IsConjuredConsumable())
10985 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10988 void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
10990 if(!pItem)
10991 return;
10993 sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
10995 if( pItem->GetCount() <= count )
10997 count -= pItem->GetCount();
10999 DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
11001 else
11003 ItemRemovedQuestCheck( pItem->GetEntry(), count);
11004 pItem->SetCount( pItem->GetCount() - count );
11005 count = 0;
11006 if( IsInWorld() & update )
11007 pItem->SendUpdateToPlayer( this );
11008 pItem->SetState(ITEM_CHANGED, this);
11012 void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
11014 uint8 srcbag = src >> 8;
11015 uint8 srcslot = src & 255;
11017 uint8 dstbag = dst >> 8;
11018 uint8 dstslot = dst & 255;
11020 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
11021 if( !pSrcItem )
11023 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
11024 return;
11027 // not let split all items (can be only at cheating)
11028 if(pSrcItem->GetCount() == count)
11030 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
11031 return;
11034 // not let split more existed items (can be only at cheating)
11035 if(pSrcItem->GetCount() < count)
11037 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
11038 return;
11041 if(pSrcItem->m_lootGenerated) // prevent split looting item (item
11043 //best error message found for attempting to split while looting
11044 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
11045 return;
11048 sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
11049 Item *pNewItem = pSrcItem->CloneItem( count, this );
11050 if( !pNewItem )
11052 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
11053 return;
11056 if( IsInventoryPos( dst ) )
11058 // change item amount before check (for unique max count check)
11059 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11061 ItemPosCountVec dest;
11062 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
11063 if( msg != EQUIP_ERR_OK )
11065 delete pNewItem;
11066 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11067 SendEquipError( msg, pSrcItem, NULL );
11068 return;
11071 if( IsInWorld() )
11072 pSrcItem->SendUpdateToPlayer( this );
11073 pSrcItem->SetState(ITEM_CHANGED, this);
11074 StoreItem( dest, pNewItem, true);
11076 else if( IsBankPos ( dst ) )
11078 // change item amount before check (for unique max count check)
11079 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11081 ItemPosCountVec dest;
11082 uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
11083 if( msg != EQUIP_ERR_OK )
11085 delete pNewItem;
11086 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11087 SendEquipError( msg, pSrcItem, NULL );
11088 return;
11091 if( IsInWorld() )
11092 pSrcItem->SendUpdateToPlayer( this );
11093 pSrcItem->SetState(ITEM_CHANGED, this);
11094 BankItem( dest, pNewItem, true);
11096 else if( IsEquipmentPos ( dst ) )
11098 // change item amount before check (for unique max count check), provide space for splitted items
11099 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11101 uint16 dest;
11102 uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
11103 if( msg != EQUIP_ERR_OK )
11105 delete pNewItem;
11106 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11107 SendEquipError( msg, pSrcItem, NULL );
11108 return;
11111 if( IsInWorld() )
11112 pSrcItem->SendUpdateToPlayer( this );
11113 pSrcItem->SetState(ITEM_CHANGED, this);
11114 EquipItem( dest, pNewItem, true);
11115 AutoUnequipOffhandIfNeed();
11119 void Player::SwapItem( uint16 src, uint16 dst )
11121 uint8 srcbag = src >> 8;
11122 uint8 srcslot = src & 255;
11124 uint8 dstbag = dst >> 8;
11125 uint8 dstslot = dst & 255;
11127 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
11128 Item *pDstItem = GetItemByPos( dstbag, dstslot );
11130 if( !pSrcItem )
11131 return;
11133 sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
11135 if(!isAlive() )
11137 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
11138 return;
11141 // SRC checks
11143 if(pSrcItem->m_lootGenerated) // prevent swap looting item
11145 //best error message found for attempting to swap while looting
11146 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
11147 return;
11150 // check unequip potability for equipped items and bank bags
11151 if(IsEquipmentPos ( src ) || IsBagPos ( src ))
11153 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11154 uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ) || (pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty()));
11155 if(msg != EQUIP_ERR_OK)
11157 SendEquipError( msg, pSrcItem, pDstItem );
11158 return;
11162 // prevent put equipped/bank bag in self
11163 if( IsBagPos ( src ) && srcslot == dstbag)
11165 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
11166 return;
11169 // DST checks
11171 if (pDstItem)
11173 if(pDstItem->m_lootGenerated) // prevent swap looting item
11175 //best error message found for attempting to swap while looting
11176 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
11177 return;
11180 // check unequip potability for equipped items and bank bags
11181 if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
11183 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11184 uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) || (pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty()));
11185 if(msg != EQUIP_ERR_OK)
11187 SendEquipError( msg, pSrcItem, pDstItem );
11188 return;
11193 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
11194 // or swap empty bag with another empty or not empty bag (with items exchange)
11196 // Move case
11197 if( !pDstItem )
11199 if( IsInventoryPos( dst ) )
11201 ItemPosCountVec dest;
11202 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
11203 if( msg != EQUIP_ERR_OK )
11205 SendEquipError( msg, pSrcItem, NULL );
11206 return;
11209 RemoveItem(srcbag, srcslot, true);
11210 StoreItem( dest, pSrcItem, true);
11212 else if( IsBankPos ( dst ) )
11214 ItemPosCountVec dest;
11215 uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
11216 if( msg != EQUIP_ERR_OK )
11218 SendEquipError( msg, pSrcItem, NULL );
11219 return;
11222 RemoveItem(srcbag, srcslot, true);
11223 BankItem( dest, pSrcItem, true);
11225 else if( IsEquipmentPos ( dst ) )
11227 uint16 dest;
11228 uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
11229 if( msg != EQUIP_ERR_OK )
11231 SendEquipError( msg, pSrcItem, NULL );
11232 return;
11235 RemoveItem(srcbag, srcslot, true);
11236 EquipItem(dest, pSrcItem, true);
11237 AutoUnequipOffhandIfNeed();
11240 return;
11243 // attempt merge to / fill target item
11244 if(!pSrcItem->IsBag() && !pDstItem->IsBag())
11246 uint8 msg;
11247 ItemPosCountVec sDest;
11248 uint16 eDest;
11249 if( IsInventoryPos( dst ) )
11250 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
11251 else if( IsBankPos ( dst ) )
11252 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
11253 else if( IsEquipmentPos ( dst ) )
11254 msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
11255 else
11256 return;
11258 // can be merge/fill
11259 if(msg == EQUIP_ERR_OK)
11261 if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
11263 RemoveItem(srcbag, srcslot, true);
11265 if( IsInventoryPos( dst ) )
11266 StoreItem( sDest, pSrcItem, true);
11267 else if( IsBankPos ( dst ) )
11268 BankItem( sDest, pSrcItem, true);
11269 else if( IsEquipmentPos ( dst ) )
11271 EquipItem( eDest, pSrcItem, true);
11272 AutoUnequipOffhandIfNeed();
11275 else
11277 pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize());
11278 pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize());
11279 pSrcItem->SetState(ITEM_CHANGED, this);
11280 pDstItem->SetState(ITEM_CHANGED, this);
11281 if( IsInWorld() )
11283 pSrcItem->SendUpdateToPlayer( this );
11284 pDstItem->SendUpdateToPlayer( this );
11287 return;
11291 // impossible merge/fill, do real swap
11292 uint8 msg;
11294 // check src->dest move possibility
11295 ItemPosCountVec sDest;
11296 uint16 eDest = 0;
11297 if( IsInventoryPos( dst ) )
11298 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
11299 else if( IsBankPos( dst ) )
11300 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
11301 else if( IsEquipmentPos( dst ) )
11303 msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
11304 if( msg == EQUIP_ERR_OK )
11305 msg = CanUnequipItem( eDest, true );
11308 if( msg != EQUIP_ERR_OK )
11310 SendEquipError( msg, pSrcItem, pDstItem );
11311 return;
11314 // check dest->src move possibility
11315 ItemPosCountVec sDest2;
11316 uint16 eDest2 = 0;
11317 if( IsInventoryPos( src ) )
11318 msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
11319 else if( IsBankPos( src ) )
11320 msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
11321 else if( IsEquipmentPos( src ) )
11323 msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
11324 if( msg == EQUIP_ERR_OK )
11325 msg = CanUnequipItem( eDest2, true);
11328 if( msg != EQUIP_ERR_OK )
11330 SendEquipError( msg, pDstItem, pSrcItem );
11331 return;
11334 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11335 if(pSrcItem->IsBag() && pDstItem->IsBag())
11337 Bag* emptyBag = NULL;
11338 Bag* fullBag = NULL;
11339 if(((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src))
11341 emptyBag = (Bag*)pSrcItem;
11342 fullBag = (Bag*)pDstItem;
11344 else if(((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst))
11346 emptyBag = (Bag*)pDstItem;
11347 fullBag = (Bag*)pSrcItem;
11350 // bag swap (with items exchange) case
11351 if(emptyBag && fullBag)
11353 ItemPrototype const* emotyProto = emptyBag->GetProto();
11355 uint32 count = 0;
11357 for(int i=0; i < fullBag->GetBagSize(); ++i)
11359 Item *bagItem = fullBag->GetItemByPos(i);
11360 if (!bagItem)
11361 continue;
11363 ItemPrototype const* bagItemProto = bagItem->GetProto();
11364 if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emotyProto))
11366 // one from items not go to empty target bag
11367 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
11368 return;
11371 ++count;
11375 if (count > emptyBag->GetBagSize())
11377 // too small targeted bag
11378 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem );
11379 return;
11382 // Items swap
11383 count = 0; // will pos in new bag
11384 for(int i = 0; i< fullBag->GetBagSize(); ++i)
11386 Item *bagItem = fullBag->GetItemByPos(i);
11387 if (!bagItem)
11388 continue;
11390 fullBag->RemoveItem(i, true);
11391 emptyBag->StoreItem(count, bagItem, true);
11392 bagItem->SetState(ITEM_CHANGED, this);
11394 ++count;
11399 // now do moves, remove...
11400 RemoveItem(dstbag, dstslot, false);
11401 RemoveItem(srcbag, srcslot, false);
11403 // add to dest
11404 if (IsInventoryPos(dst))
11405 StoreItem(sDest, pSrcItem, true);
11406 else if (IsBankPos(dst))
11407 BankItem(sDest, pSrcItem, true);
11408 else if (IsEquipmentPos(dst))
11409 EquipItem(eDest, pSrcItem, true);
11411 // add to src
11412 if (IsInventoryPos(src))
11413 StoreItem(sDest2, pDstItem, true);
11414 else if (IsBankPos(src))
11415 BankItem(sDest2, pDstItem, true);
11416 else if (IsEquipmentPos(src))
11417 EquipItem(eDest2, pDstItem, true);
11419 AutoUnequipOffhandIfNeed();
11422 void Player::AddItemToBuyBackSlot( Item *pItem )
11424 if (pItem)
11426 uint32 slot = m_currentBuybackSlot;
11427 // if current back slot non-empty search oldest or free
11428 if (m_items[slot])
11430 uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
11431 uint32 oldest_slot = BUYBACK_SLOT_START;
11433 for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
11435 // found empty
11436 if (!m_items[i])
11438 slot = i;
11439 break;
11442 uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
11444 if (oldest_time > i_time)
11446 oldest_time = i_time;
11447 oldest_slot = i;
11451 // find oldest
11452 slot = oldest_slot;
11455 RemoveItemFromBuyBackSlot( slot, true );
11456 sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
11458 m_items[slot] = pItem;
11459 time_t base = time(NULL);
11460 uint32 etime = uint32(base - m_logintime + (30 * 3600));
11461 uint32 eslot = slot - BUYBACK_SLOT_START;
11463 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID() );
11464 if (ItemPrototype const *pProto = pItem->GetProto())
11465 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
11466 else
11467 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11468 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
11470 // move to next (for non filled list is move most optimized choice)
11471 if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1)
11472 ++m_currentBuybackSlot;
11476 Item* Player::GetItemFromBuyBackSlot( uint32 slot )
11478 sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
11479 if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
11480 return m_items[slot];
11481 return NULL;
11484 void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
11486 sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
11487 if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
11489 Item *pItem = m_items[slot];
11490 if (pItem)
11492 pItem->RemoveFromWorld();
11493 if(del) pItem->SetState(ITEM_REMOVED, this);
11496 m_items[slot] = NULL;
11498 uint32 eslot = slot - BUYBACK_SLOT_START;
11499 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0 );
11500 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11501 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
11503 // if current backslot is filled set to now free slot
11504 if (m_items[m_currentBuybackSlot])
11505 m_currentBuybackSlot = slot;
11509 void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
11511 sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg);
11512 WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : (msg == EQUIP_ERR_OK ? 1 : 18)));
11513 data << uint8(msg);
11515 if (msg != EQUIP_ERR_OK)
11517 data << uint64(pItem ? pItem->GetGUID() : 0);
11518 data << uint64(pItem2 ? pItem2->GetGUID() : 0);
11519 data << uint8(0); // not 0 there...
11521 if (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
11523 uint32 level = 0;
11525 if (pItem)
11526 if (ItemPrototype const* proto = pItem->GetProto())
11527 level = proto->RequiredLevel;
11529 data << uint32(level); // new 2.4.0
11532 GetSession()->SendPacket(&data);
11535 void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
11537 sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11538 WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
11539 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11540 data << uint32(item);
11541 if (param > 0)
11542 data << uint32(param);
11543 data << uint8(msg);
11544 GetSession()->SendPacket(&data);
11547 void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
11549 sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11550 WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
11551 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11552 data << uint64(guid);
11553 if (param > 0)
11554 data << uint32(param);
11555 data << uint8(msg);
11556 GetSession()->SendPacket(&data);
11559 void Player::ClearTrade()
11561 tradeGold = 0;
11562 acceptTrade = false;
11563 for(int i = 0; i < TRADE_SLOT_COUNT; ++i)
11564 tradeItems[i] = NULL_SLOT;
11567 void Player::TradeCancel(bool sendback)
11569 if (pTrader)
11571 // send yellow "Trade canceled" message to both traders
11572 WorldSession* ws;
11573 ws = GetSession();
11574 if (sendback)
11575 ws->SendCancelTrade();
11576 ws = pTrader->GetSession();
11577 if (!ws->PlayerLogout())
11578 ws->SendCancelTrade();
11580 // cleanup
11581 ClearTrade();
11582 pTrader->ClearTrade();
11583 // prevent loss of reference
11584 pTrader->pTrader = NULL;
11585 pTrader = NULL;
11589 void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
11591 if (m_itemDuration.empty())
11592 return;
11594 sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time, realtimeonly);
11596 for(ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); )
11598 Item* item = *itr;
11599 ++itr; // current element can be erased in UpdateDuration
11601 if ((realtimeonly && item->GetProto()->Duration < 0) || !realtimeonly)
11602 item->UpdateDuration(this,time);
11606 void Player::UpdateEnchantTime(uint32 time)
11608 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11610 assert(itr->item);
11611 next = itr;
11612 if (!itr->item->GetEnchantmentId(itr->slot))
11614 next = m_enchantDuration.erase(itr);
11616 else if (itr->leftduration <= time)
11618 ApplyEnchantment(itr->item, itr->slot, false, false);
11619 itr->item->ClearEnchantment(itr->slot);
11620 next = m_enchantDuration.erase(itr);
11622 else if (itr->leftduration > time)
11624 itr->leftduration -= time;
11625 ++next;
11630 void Player::AddEnchantmentDurations(Item *item)
11632 for(int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x)
11634 if (!item->GetEnchantmentId(EnchantmentSlot(x)))
11635 continue;
11637 uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
11638 if (duration > 0)
11639 AddEnchantmentDuration(item, EnchantmentSlot(x), duration);
11643 void Player::RemoveEnchantmentDurations(Item *item)
11645 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();)
11647 if (itr->item == item)
11649 // save duration in item
11650 item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration);
11651 itr = m_enchantDuration.erase(itr);
11653 else
11654 ++itr;
11658 void Player::RemoveAllEnchantments(EnchantmentSlot slot)
11660 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11661 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next)
11663 next = itr;
11664 if (itr->slot == slot)
11666 if (itr->item && itr->item->GetEnchantmentId(slot))
11668 // remove from stats
11669 ApplyEnchantment(itr->item, slot, false, false);
11670 // remove visual
11671 itr->item->ClearEnchantment(slot);
11673 // remove from update list
11674 next = m_enchantDuration.erase(itr);
11676 else
11677 ++next;
11680 // remove enchants from inventory items
11681 // NOTE: no need to remove these from stats, since these aren't equipped
11682 // in inventory
11683 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
11684 if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
11685 if (pItem->GetEnchantmentId(slot))
11686 pItem->ClearEnchantment(slot);
11688 // in inventory bags
11689 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
11690 if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11691 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
11692 if (Item* pItem = pBag->GetItemByPos(j))
11693 if (pItem->GetEnchantmentId(slot))
11694 pItem->ClearEnchantment(slot);
11697 // duration == 0 will remove item enchant
11698 void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
11700 if (!item)
11701 return;
11703 if (slot >= MAX_ENCHANTMENT_SLOT)
11704 return;
11706 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
11708 if (itr->item == item && itr->slot == slot)
11710 itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration);
11711 m_enchantDuration.erase(itr);
11712 break;
11715 if (item && duration > 0 )
11717 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(), slot, uint32(duration/1000));
11718 m_enchantDuration.push_back(EnchantDuration(item, slot, duration));
11722 void Player::ApplyEnchantment(Item *item,bool apply)
11724 for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
11725 ApplyEnchantment(item, EnchantmentSlot(slot), apply);
11728 void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition)
11730 if (!item)
11731 return;
11733 if (!item->IsEquipped())
11734 return;
11736 if (slot >= MAX_ENCHANTMENT_SLOT)
11737 return;
11739 uint32 enchant_id = item->GetEnchantmentId(slot);
11740 if (!enchant_id)
11741 return;
11743 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
11744 if (!pEnchant)
11745 return;
11747 if (!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
11748 return;
11750 if (!item->IsBroken())
11752 for (int s = 0; s < 3; ++s)
11754 uint32 enchant_display_type = pEnchant->type[s];
11755 uint32 enchant_amount = pEnchant->amount[s];
11756 uint32 enchant_spell_id = pEnchant->spellid[s];
11758 switch(enchant_display_type)
11760 case ITEM_ENCHANTMENT_TYPE_NONE:
11761 break;
11762 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
11763 // processed in Player::CastItemCombatSpell
11764 break;
11765 case ITEM_ENCHANTMENT_TYPE_DAMAGE:
11766 if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11767 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
11768 else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
11769 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
11770 else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
11771 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11772 break;
11773 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
11774 if (enchant_spell_id)
11776 if (apply)
11778 int32 basepoints = 0;
11779 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11780 if (item->GetItemRandomPropertyId())
11782 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11783 if (item_rand)
11785 // Search enchant_amount
11786 for (int k = 0; k < 3; ++k)
11788 if(item_rand->enchant_id[k] == enchant_id)
11790 basepoints = int32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
11791 break;
11796 // Cast custom spell vs all equal basepoints getted from enchant_amount
11797 if (basepoints)
11798 CastCustomSpell(this, enchant_spell_id, &basepoints, &basepoints, &basepoints, true, item);
11799 else
11800 CastSpell(this, enchant_spell_id, true, item);
11802 else
11803 RemoveAurasDueToItemSpell(item, enchant_spell_id);
11805 break;
11806 case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
11807 if (!enchant_amount)
11809 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11810 if(item_rand)
11812 for (int k = 0; k < 3; ++k)
11814 if(item_rand->enchant_id[k] == enchant_id)
11816 enchant_amount = uint32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
11817 break;
11823 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
11824 break;
11825 case ITEM_ENCHANTMENT_TYPE_STAT:
11827 if (!enchant_amount)
11829 ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11830 if(item_rand_suffix)
11832 for (int k = 0; k < 3; ++k)
11834 if(item_rand_suffix->enchant_id[k] == enchant_id)
11836 enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
11837 break;
11843 sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
11844 switch (enchant_spell_id)
11846 case ITEM_MOD_MANA:
11847 sLog.outDebug("+ %u MANA",enchant_amount);
11848 HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply);
11849 break;
11850 case ITEM_MOD_HEALTH:
11851 sLog.outDebug("+ %u HEALTH",enchant_amount);
11852 HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply);
11853 break;
11854 case ITEM_MOD_AGILITY:
11855 sLog.outDebug("+ %u AGILITY",enchant_amount);
11856 HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
11857 ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
11858 break;
11859 case ITEM_MOD_STRENGTH:
11860 sLog.outDebug("+ %u STRENGTH",enchant_amount);
11861 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
11862 ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
11863 break;
11864 case ITEM_MOD_INTELLECT:
11865 sLog.outDebug("+ %u INTELLECT",enchant_amount);
11866 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
11867 ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
11868 break;
11869 case ITEM_MOD_SPIRIT:
11870 sLog.outDebug("+ %u SPIRIT",enchant_amount);
11871 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
11872 ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
11873 break;
11874 case ITEM_MOD_STAMINA:
11875 sLog.outDebug("+ %u STAMINA",enchant_amount);
11876 HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
11877 ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
11878 break;
11879 case ITEM_MOD_DEFENSE_SKILL_RATING:
11880 ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
11881 sLog.outDebug("+ %u DEFENCE", enchant_amount);
11882 break;
11883 case ITEM_MOD_DODGE_RATING:
11884 ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
11885 sLog.outDebug("+ %u DODGE", enchant_amount);
11886 break;
11887 case ITEM_MOD_PARRY_RATING:
11888 ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
11889 sLog.outDebug("+ %u PARRY", enchant_amount);
11890 break;
11891 case ITEM_MOD_BLOCK_RATING:
11892 ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
11893 sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
11894 break;
11895 case ITEM_MOD_HIT_MELEE_RATING:
11896 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11897 sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
11898 break;
11899 case ITEM_MOD_HIT_RANGED_RATING:
11900 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11901 sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
11902 break;
11903 case ITEM_MOD_HIT_SPELL_RATING:
11904 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11905 sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
11906 break;
11907 case ITEM_MOD_CRIT_MELEE_RATING:
11908 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11909 sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
11910 break;
11911 case ITEM_MOD_CRIT_RANGED_RATING:
11912 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11913 sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
11914 break;
11915 case ITEM_MOD_CRIT_SPELL_RATING:
11916 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11917 sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
11918 break;
11919 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11920 // in Enchantments
11921 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11922 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11923 // break;
11924 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11925 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11926 // break;
11927 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11928 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11929 // break;
11930 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11931 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11932 // break;
11933 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11934 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11935 // break;
11936 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11937 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11938 // break;
11939 // case ITEM_MOD_HASTE_MELEE_RATING:
11940 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11941 // break;
11942 // case ITEM_MOD_HASTE_RANGED_RATING:
11943 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11944 // break;
11945 case ITEM_MOD_HASTE_SPELL_RATING:
11946 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11947 break;
11948 case ITEM_MOD_HIT_RATING:
11949 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11950 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11951 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11952 sLog.outDebug("+ %u HIT", enchant_amount);
11953 break;
11954 case ITEM_MOD_CRIT_RATING:
11955 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11956 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11957 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11958 sLog.outDebug("+ %u CRITICAL", enchant_amount);
11959 break;
11960 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11961 // case ITEM_MOD_HIT_TAKEN_RATING:
11962 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11963 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11964 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11965 // break;
11966 // case ITEM_MOD_CRIT_TAKEN_RATING:
11967 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11968 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11969 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11970 // break;
11971 case ITEM_MOD_RESILIENCE_RATING:
11972 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11973 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11974 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11975 sLog.outDebug("+ %u RESILIENCE", enchant_amount);
11976 break;
11977 case ITEM_MOD_HASTE_RATING:
11978 ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11979 ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11980 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11981 sLog.outDebug("+ %u HASTE", enchant_amount);
11982 break;
11983 case ITEM_MOD_EXPERTISE_RATING:
11984 ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
11985 sLog.outDebug("+ %u EXPERTISE", enchant_amount);
11986 break;
11987 case ITEM_MOD_ATTACK_POWER:
11988 HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
11989 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11990 sLog.outDebug("+ %u ATTACK_POWER", enchant_amount);
11991 break;
11992 case ITEM_MOD_RANGED_ATTACK_POWER:
11993 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11994 sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount);
11995 break;
11996 case ITEM_MOD_FERAL_ATTACK_POWER:
11997 ((Player*)this)->ApplyFeralAPBonus(enchant_amount, apply);
11998 sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount);
11999 break;
12000 case ITEM_MOD_MANA_REGENERATION:
12001 ((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply);
12002 sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount);
12003 break;
12004 case ITEM_MOD_ARMOR_PENETRATION_RATING:
12005 ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
12006 sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
12007 break;
12008 case ITEM_MOD_SPELL_POWER:
12009 ((Player*)this)->ApplySpellPowerBonus(enchant_amount, apply);
12010 sLog.outDebug("+ %u SPELL_POWER", enchant_amount);
12011 break;
12012 case ITEM_MOD_SPELL_HEALING_DONE: // deprecated
12013 case ITEM_MOD_SPELL_DAMAGE_DONE: // deprecated
12014 default:
12015 break;
12017 break;
12019 case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
12021 if(getClass() == CLASS_SHAMAN)
12023 float addValue = 0.0f;
12024 if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
12026 addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
12027 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
12029 else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
12031 addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
12032 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
12035 break;
12037 case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
12038 // processed in Player::CastItemUseSpell
12039 break;
12040 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
12041 // nothing do..
12042 break;
12043 default:
12044 sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
12045 break;
12046 } /*switch(enchant_display_type)*/
12047 } /*for*/
12050 // visualize enchantment at player and equipped items
12051 if(slot == PERM_ENCHANTMENT_SLOT)
12052 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0);
12054 if(slot == TEMP_ENCHANTMENT_SLOT)
12055 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0);
12058 if(apply_dur)
12060 if(apply)
12062 // set duration
12063 uint32 duration = item->GetEnchantmentDuration(slot);
12064 if(duration > 0)
12065 AddEnchantmentDuration(item, slot, duration);
12067 else
12069 // duration == 0 will remove EnchantDuration
12070 AddEnchantmentDuration(item, slot, 0);
12075 void Player::SendEnchantmentDurations()
12077 for(EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
12079 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(), itr->slot, uint32(itr->leftduration) / 1000);
12083 void Player::SendItemDurations()
12085 for(ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
12087 (*itr)->SendTimeUpdate(this);
12091 void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
12093 if(!item) // prevent crash
12094 return;
12096 // last check 2.0.10
12097 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
12098 data << uint64(GetGUID()); // player GUID
12099 data << uint32(received); // 0=looted, 1=from npc
12100 data << uint32(created); // 0=received, 1=created
12101 data << uint32(1); // always 0x01 (probably meant to be count of listed items)
12102 data << uint8(item->GetBagSlot()); // bagslot
12103 // item slot, but when added to stack: 0xFFFFFFFF
12104 data << uint32((item->GetCount() == count) ? item->GetSlot() : -1);
12105 data << uint32(item->GetEntry()); // item id
12106 data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
12107 data << uint32(item->GetItemRandomPropertyId()); // random item property id
12108 data << uint32(count); // count of items
12109 data << uint32(GetItemCount(item->GetEntry())); // count of items in inventory
12111 if (broadcast && GetGroup())
12112 GetGroup()->BroadcastPacket(&data, true);
12113 else
12114 GetSession()->SendPacket(&data);
12117 /*********************************************************/
12118 /*** QUEST SYSTEM ***/
12119 /*********************************************************/
12121 void Player::PrepareQuestMenu( uint64 guid )
12123 Object *pObject;
12124 QuestRelations* pObjectQR;
12125 QuestRelations* pObjectQIR;
12127 // pets also can have quests
12128 Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
12129 if( pCreature )
12131 pObject = (Object*)pCreature;
12132 pObjectQR = &objmgr.mCreatureQuestRelations;
12133 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
12135 else
12137 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12138 //only for quests which cast teleport spells on player
12139 Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
12140 ASSERT(_map);
12141 GameObject *pGameObject = _map->GetGameObject(guid);
12142 if( pGameObject )
12144 pObject = (Object*)pGameObject;
12145 pObjectQR = &objmgr.mGOQuestRelations;
12146 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
12148 else
12149 return;
12152 QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
12153 qm.ClearMenu();
12155 for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
12157 uint32 quest_id = i->second;
12158 QuestStatus status = GetQuestStatus( quest_id );
12159 if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
12160 qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2);
12161 else if ( status == QUEST_STATUS_INCOMPLETE )
12162 qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2);
12163 else if (status == QUEST_STATUS_AVAILABLE )
12164 qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
12167 for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
12169 uint32 quest_id = i->second;
12170 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
12171 if(!pQuest) continue;
12173 QuestStatus status = GetQuestStatus( quest_id );
12175 if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
12176 qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2);
12177 else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
12178 qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
12182 void Player::SendPreparedQuest(uint64 guid)
12184 QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
12186 if (questMenu.Empty())
12187 return;
12189 QuestMenuItem const& qmi0 = questMenu.GetItem(0);
12191 uint32 status = qmi0.m_qIcon;
12193 // single element case
12194 if (questMenu.MenuItemCount() == 1)
12196 // Auto open -- maybe also should verify there is no greeting
12197 uint32 quest_id = qmi0.m_qId;
12198 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
12200 if (pQuest)
12202 if (status == DIALOG_STATUS_UNK2 && !GetQuestRewardStatus(quest_id))
12203 PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
12204 else if (status == DIALOG_STATUS_UNK2)
12205 PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
12206 // Send completable on repeatable and autoCompletable quest if player don't have quest
12207 // TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not)
12208 else if (pQuest->IsAutoComplete() && pQuest->IsRepeatable() && !pQuest->IsDaily())
12209 PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanCompleteRepeatableQuest(pQuest), true);
12210 else
12211 PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, guid, true);
12214 // multiply entries
12215 else
12217 QEmote qe;
12218 qe._Delay = 0;
12219 qe._Emote = 0;
12220 std::string title = "";
12222 // need pet case for some quests
12223 Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
12224 if (pCreature)
12226 uint32 textid = pCreature->GetNpcTextId();
12227 GossipText const* gossiptext = objmgr.GetGossipText(textid);
12228 if (!gossiptext)
12230 qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12231 qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12232 title = "";
12234 else
12236 qe = gossiptext->Options[0].Emotes[0];
12238 if(!gossiptext->Options[0].Text_0.empty())
12240 title = gossiptext->Options[0].Text_0;
12242 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12243 if (loc_idx >= 0)
12245 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
12246 if (nl)
12248 if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
12249 title = nl->Text_0[0][loc_idx];
12253 else
12255 title = gossiptext->Options[0].Text_1;
12257 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12258 if (loc_idx >= 0)
12260 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
12261 if (nl)
12263 if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
12264 title = nl->Text_1[0][loc_idx];
12270 PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid);
12274 bool Player::IsActiveQuest( uint32 quest_id ) const
12276 QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
12278 return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
12281 Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
12283 Object *pObject;
12284 QuestRelations* pObjectQR;
12285 QuestRelations* pObjectQIR;
12287 Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
12288 if( pCreature )
12290 pObject = (Object*)pCreature;
12291 pObjectQR = &objmgr.mCreatureQuestRelations;
12292 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
12294 else
12296 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12297 //only for quests which cast teleport spells on player
12298 Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
12299 ASSERT(_map);
12300 GameObject *pGameObject = _map->GetGameObject(guid);
12301 if( pGameObject )
12303 pObject = (Object*)pGameObject;
12304 pObjectQR = &objmgr.mGOQuestRelations;
12305 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
12307 else
12308 return NULL;
12311 uint32 nextQuestID = pQuest->GetNextQuestInChain();
12312 for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
12314 if (itr->second == nextQuestID)
12315 return objmgr.GetQuestTemplate(nextQuestID);
12318 return NULL;
12321 bool Player::CanSeeStartQuest( Quest const *pQuest )
12323 if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
12324 SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
12325 SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
12326 SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
12328 return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
12331 return false;
12334 bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
12336 return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
12337 && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
12338 && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
12339 && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
12340 && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
12341 && SatisfyQuestDay( pQuest, msg );
12344 bool Player::CanAddQuest( Quest const *pQuest, bool msg )
12346 if( !SatisfyQuestLog( msg ) )
12347 return false;
12349 uint32 srcitem = pQuest->GetSrcItemId();
12350 if( srcitem > 0 )
12352 uint32 count = pQuest->GetSrcItemCount();
12353 ItemPosCountVec dest;
12354 uint8 msg2 = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12356 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12357 if( msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12358 return true;
12359 else if( msg2 != EQUIP_ERR_OK )
12361 SendEquipError( msg2, NULL, NULL );
12362 return false;
12365 return true;
12368 bool Player::CanCompleteQuest( uint32 quest_id )
12370 if( quest_id )
12372 QuestStatusData& q_status = mQuestStatus[quest_id];
12373 if( q_status.m_status == QUEST_STATUS_COMPLETE )
12374 return false; // not allow re-complete quest
12376 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12378 if(!qInfo)
12379 return false;
12381 // auto complete quest
12382 if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
12383 return true;
12385 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
12388 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12390 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12392 if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
12393 return false;
12397 if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12399 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12401 if( qInfo->ReqCreatureOrGOId[i] == 0 )
12402 continue;
12404 if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
12405 return false;
12409 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
12410 return false;
12412 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && q_status.m_timer == 0 )
12413 return false;
12415 if ( qInfo->GetRewOrReqMoney() < 0 )
12417 if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
12418 return false;
12421 uint32 repFacId = qInfo->GetRepObjectiveFaction();
12422 if ( repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
12423 return false;
12425 return true;
12428 return false;
12431 bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
12433 // Solve problem that player don't have the quest and try complete it.
12434 // if repeatable she must be able to complete event if player don't have it.
12435 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12436 if( !CanTakeQuest(pQuest, false) )
12437 return false;
12439 if (pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER) )
12440 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12441 if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
12442 return false;
12444 if( !CanRewardQuest(pQuest, false) )
12445 return false;
12447 return true;
12450 bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
12452 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12453 if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
12454 return false;
12456 // daily quest can't be rewarded (25 daily quest already completed)
12457 if(!SatisfyQuestDay(pQuest,true))
12458 return false;
12460 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12461 if(GetQuestRewardStatus(pQuest->GetQuestId()))
12462 return false;
12464 // prevent receive reward with quest items in bank
12465 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12467 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12469 if( pQuest->ReqItemCount[i]!= 0 &&
12470 GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
12472 if(msg)
12473 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
12474 return false;
12479 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12480 if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
12481 return false;
12483 return true;
12486 bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
12488 // prevent receive reward with quest items in bank or for not completed quest
12489 if(!CanRewardQuest(pQuest,msg))
12490 return false;
12492 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12494 if( pQuest->RewChoiceItemId[reward] )
12496 ItemPosCountVec dest;
12497 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
12498 if( res != EQUIP_ERR_OK )
12500 SendEquipError( res, NULL, NULL );
12501 return false;
12506 if ( pQuest->GetRewItemsCount() > 0 )
12508 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
12510 if( pQuest->RewItemId[i] )
12512 ItemPosCountVec dest;
12513 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
12514 if( res != EQUIP_ERR_OK )
12516 SendEquipError( res, NULL, NULL );
12517 return false;
12523 return true;
12526 void Player::AddQuest( Quest const *pQuest, Object *questGiver )
12528 uint16 log_slot = FindQuestSlot( 0 );
12529 assert(log_slot < MAX_QUEST_LOG_SIZE);
12531 uint32 quest_id = pQuest->GetQuestId();
12533 // if not exist then created with set uState==NEW and rewarded=false
12534 QuestStatusData& questStatusData = mQuestStatus[quest_id];
12536 // check for repeatable quests status reset
12537 questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
12538 questStatusData.m_explored = false;
12540 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12542 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12543 questStatusData.m_itemcount[i] = 0;
12546 if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12548 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12549 questStatusData.m_creatureOrGOcount[i] = 0;
12552 GiveQuestSourceItem( pQuest );
12553 AdjustQuestReqItemCount( pQuest, questStatusData );
12555 if( pQuest->GetRepObjectiveFaction() )
12556 if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction()))
12557 GetReputationMgr().SetVisible(factionEntry);
12559 uint32 qtime = 0;
12560 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
12562 uint32 limittime = pQuest->GetLimitTime();
12564 // shared timed quest
12565 if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
12566 limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILISECONDS;
12568 AddTimedQuest( quest_id );
12569 questStatusData.m_timer = limittime * IN_MILISECONDS;
12570 qtime = static_cast<uint32>(time(NULL)) + limittime;
12572 else
12573 questStatusData.m_timer = 0;
12575 SetQuestSlot(log_slot, quest_id, qtime);
12577 if (questStatusData.uState != QUEST_NEW)
12578 questStatusData.uState = QUEST_CHANGED;
12580 //starting initial quest script
12581 if(questGiver && pQuest->GetQuestStartScript()!=0)
12582 GetMap()->ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
12584 // Some spells applied at quest activation
12585 SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,true);
12586 if(saBounds.first != saBounds.second)
12588 uint32 zone, area;
12589 GetZoneAndAreaId(zone,area);
12591 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
12592 if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
12593 if( !HasAura(itr->second->spellId,0) )
12594 CastSpell(this,itr->second->spellId,true);
12597 UpdateForQuestWorldObjects();
12600 void Player::CompleteQuest( uint32 quest_id )
12602 if( quest_id )
12604 SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
12606 uint16 log_slot = FindQuestSlot( quest_id );
12607 if( log_slot < MAX_QUEST_LOG_SIZE)
12608 SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12610 if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
12612 if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
12613 RewardQuest(qInfo,0,this,false);
12614 else
12615 SendQuestComplete( quest_id );
12620 void Player::IncompleteQuest( uint32 quest_id )
12622 if( quest_id )
12624 SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
12626 uint16 log_slot = FindQuestSlot( quest_id );
12627 if( log_slot < MAX_QUEST_LOG_SIZE)
12628 RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12632 void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
12634 //this THING should be here to protect code from quest, which cast on player far teleport as a reward
12635 //should work fine, cause far teleport will be executed in Player::Update()
12636 SetCanDelayTeleport(true);
12638 uint32 quest_id = pQuest->GetQuestId();
12640 for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i )
12642 if (pQuest->ReqItemId[i])
12643 DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
12646 RemoveTimedQuest(quest_id);
12648 if (pQuest->GetRewChoiceItemsCount() > 0)
12650 if (uint32 itemId = pQuest->RewChoiceItemId[reward])
12652 ItemPosCountVec dest;
12653 if (CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK)
12655 Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
12656 SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
12661 if (pQuest->GetRewItemsCount() > 0)
12663 for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
12665 if (uint32 itemId = pQuest->RewItemId[i])
12667 ItemPosCountVec dest;
12668 if (CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewItemCount[i] ) == EQUIP_ERR_OK)
12670 Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
12671 SendNewItem(item, pQuest->RewItemCount[i], true, false);
12677 RewardReputation( pQuest );
12679 uint16 log_slot = FindQuestSlot( quest_id );
12680 if (log_slot < MAX_QUEST_LOG_SIZE)
12681 SetQuestSlot(log_slot,0);
12683 QuestStatusData& q_status = mQuestStatus[quest_id];
12685 // Not give XP in case already completed once repeatable quest
12686 uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
12688 if (getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
12689 GiveXP( XP , NULL );
12690 else
12692 uint32 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY));
12693 ModifyMoney( money );
12694 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money);
12697 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12698 if (pQuest->GetRewOrReqMoney())
12700 ModifyMoney( pQuest->GetRewOrReqMoney() );
12702 if (pQuest->GetRewOrReqMoney() > 0)
12703 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney());
12706 // honor reward
12707 if (pQuest->GetRewHonorableKills())
12708 RewardHonor(NULL, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
12710 // title reward
12711 if (pQuest->GetCharTitleId())
12713 if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
12714 SetTitle(titleEntry);
12717 if (pQuest->GetBonusTalents())
12719 m_questRewardTalentCount+=pQuest->GetBonusTalents();
12720 InitTalentForLevel();
12723 // Send reward mail
12724 if (pQuest->GetRewMailTemplateId())
12726 MailMessageType mailType;
12727 uint32 senderGuidOrEntry;
12728 switch(questGiver->GetTypeId())
12730 case TYPEID_UNIT:
12731 mailType = MAIL_CREATURE;
12732 senderGuidOrEntry = questGiver->GetEntry();
12733 break;
12734 case TYPEID_GAMEOBJECT:
12735 mailType = MAIL_GAMEOBJECT;
12736 senderGuidOrEntry = questGiver->GetEntry();
12737 break;
12738 case TYPEID_ITEM:
12739 mailType = MAIL_ITEM;
12740 senderGuidOrEntry = questGiver->GetEntry();
12741 break;
12742 case TYPEID_PLAYER:
12743 mailType = MAIL_NORMAL;
12744 senderGuidOrEntry = questGiver->GetGUIDLow();
12745 break;
12746 default:
12747 mailType = MAIL_NORMAL;
12748 senderGuidOrEntry = GetGUIDLow();
12749 break;
12752 Loot questMailLoot;
12754 questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this,true);
12756 // fill mail
12757 MailItemsInfo mi; // item list preparing
12759 uint32 max_slot = questMailLoot.GetMaxSlotInLootFor(this);
12760 for(uint32 i = 0; mi.size() < MAX_MAIL_ITEMS && i < max_slot; ++i)
12762 if (LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
12764 if (Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12766 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12767 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12772 WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
12775 if (pQuest->IsDaily())
12777 SetDailyQuestStatus(quest_id);
12778 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
12781 if (!pQuest->IsRepeatable())
12782 SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
12783 else
12784 SetQuestStatus(quest_id, QUEST_STATUS_NONE);
12786 q_status.m_rewarded = true;
12787 if (q_status.uState != QUEST_NEW)
12788 q_status.uState = QUEST_CHANGED;
12790 if (announce)
12791 SendQuestReward( pQuest, XP, questGiver );
12793 // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
12794 if (pQuest->GetRewSpellCast() > 0)
12795 CastSpell( this, pQuest->GetRewSpellCast(), true);
12796 else if ( pQuest->GetRewSpell() > 0)
12797 CastSpell( this, pQuest->GetRewSpell(), true);
12799 if (pQuest->GetZoneOrSort() > 0)
12800 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort());
12801 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
12802 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId());
12804 uint32 zone = 0;
12805 uint32 area = 0;
12807 // remove auras from spells with quest reward state limitations
12808 SpellAreaForQuestMapBounds saEndBounds = spellmgr.GetSpellAreaForQuestEndMapBounds(quest_id);
12809 if(saEndBounds.first != saEndBounds.second)
12811 GetZoneAndAreaId(zone,area);
12813 for(SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr)
12814 if(!itr->second->IsFitToRequirements(this,zone,area))
12815 RemoveAurasDueToSpell(itr->second->spellId);
12818 // Some spells applied at quest reward
12819 SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,false);
12820 if(saBounds.first != saBounds.second)
12822 if(!zone || !area)
12823 GetZoneAndAreaId(zone,area);
12825 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
12826 if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
12827 if( !HasAura(itr->second->spellId,0) )
12828 CastSpell(this,itr->second->spellId,true);
12831 //lets remove flag for delayed teleports
12832 SetCanDelayTeleport(false);
12835 void Player::FailQuest(uint32 questId)
12837 if (Quest const* pQuest = objmgr.GetQuestTemplate(questId))
12839 SetQuestStatus(questId, QUEST_STATUS_FAILED);
12841 uint16 log_slot = FindQuestSlot(questId);
12843 if (log_slot < MAX_QUEST_LOG_SIZE)
12845 SetQuestSlotTimer(log_slot, 1);
12846 SetQuestSlotState(log_slot, QUEST_STATE_FAIL);
12849 if (pQuest->HasFlag(QUEST_MANGOS_FLAGS_TIMED))
12851 QuestStatusData& q_status = mQuestStatus[questId];
12853 RemoveTimedQuest(questId);
12854 q_status.m_timer = 0;
12856 SendQuestTimerFailed(questId);
12858 else
12859 SendQuestFailed(questId);
12863 bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
12865 int32 zoneOrSort = qInfo->GetZoneOrSort();
12866 int32 skillOrClass = qInfo->GetSkillOrClass();
12868 // skip zone zoneOrSort and 0 case skillOrClass
12869 if( zoneOrSort >= 0 && skillOrClass == 0 )
12870 return true;
12872 int32 questSort = -zoneOrSort;
12873 uint8 reqSortClass = ClassByQuestSort(questSort);
12875 // check class sort cases in zoneOrSort
12876 if( reqSortClass != 0 && getClass() != reqSortClass)
12878 if( msg )
12879 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12880 return false;
12883 // check class
12884 if( skillOrClass < 0 )
12886 uint8 reqClass = -int32(skillOrClass);
12887 if(getClass() != reqClass)
12889 if( msg )
12890 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12891 return false;
12894 // check skill
12895 else if( skillOrClass > 0 )
12897 uint32 reqSkill = skillOrClass;
12898 if( GetSkillValue( reqSkill ) < qInfo->GetRequiredSkillValue() )
12900 if( msg )
12901 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12902 return false;
12906 return true;
12909 bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
12911 if( getLevel() < qInfo->GetMinLevel() )
12913 if( msg )
12914 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12915 return false;
12917 return true;
12920 bool Player::SatisfyQuestLog( bool msg )
12922 // exist free slot
12923 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE )
12924 return true;
12926 if( msg )
12928 WorldPacket data( SMSG_QUESTLOG_FULL, 0 );
12929 GetSession()->SendPacket( &data );
12930 sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12932 return false;
12935 bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
12937 // No previous quest (might be first quest in a series)
12938 if( qInfo->prevQuests.empty())
12939 return true;
12941 for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter )
12943 uint32 prevId = abs(*iter);
12945 QuestStatusMap::const_iterator i_prevstatus = mQuestStatus.find( prevId );
12946 Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
12948 if( qPrevInfo && i_prevstatus != mQuestStatus.end() )
12950 // If any of the positive previous quests completed, return true
12951 if( *iter > 0 && i_prevstatus->second.m_rewarded )
12953 // skip one-from-all exclusive group
12954 if(qPrevInfo->GetExclusiveGroup() >= 0)
12955 return true;
12957 // each-from-all exclusive group ( < 0)
12958 // can be start if only all quests in prev quest exclusive group completed and rewarded
12959 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12960 ObjectMgr::ExclusiveQuestGroups::const_iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12962 assert(iter2!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12964 for(; iter2 != end; ++iter2)
12966 uint32 exclude_Id = iter2->second;
12968 // skip checked quest id, only state of other quests in group is interesting
12969 if(exclude_Id == prevId)
12970 continue;
12972 QuestStatusMap::const_iterator i_exstatus = mQuestStatus.find( exclude_Id );
12974 // alternative quest from group also must be completed and rewarded(reported)
12975 if( i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded )
12977 if( msg )
12978 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12979 return false;
12982 return true;
12984 // If any of the negative previous quests active, return true
12985 if( *iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12986 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
12988 // skip one-from-all exclusive group
12989 if(qPrevInfo->GetExclusiveGroup() >= 0)
12990 return true;
12992 // each-from-all exclusive group ( < 0)
12993 // can be start if only all quests in prev quest exclusive group active
12994 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12995 ObjectMgr::ExclusiveQuestGroups::const_iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12997 assert(iter2!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12999 for(; iter2 != end; ++iter2)
13001 uint32 exclude_Id = iter2->second;
13003 // skip checked quest id, only state of other quests in group is interesting
13004 if(exclude_Id == prevId)
13005 continue;
13007 QuestStatusMap::const_iterator i_exstatus = mQuestStatus.find( exclude_Id );
13009 // alternative quest from group also must be active
13010 if( i_exstatus == mQuestStatus.end() ||
13011 i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
13012 (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)) )
13014 if( msg )
13015 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13016 return false;
13019 return true;
13024 // Has only positive prev. quests in non-rewarded state
13025 // and negative prev. quests in non-active state
13026 if( msg )
13027 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13029 return false;
13032 bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
13034 uint32 reqraces = qInfo->GetRequiredRaces();
13035 if ( reqraces == 0 )
13036 return true;
13037 if( (reqraces & getRaceMask()) == 0 )
13039 if( msg )
13040 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
13041 return false;
13043 return true;
13046 bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
13048 uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
13049 if(fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
13051 if( msg )
13052 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13053 return false;
13056 uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
13057 if(fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
13059 if( msg )
13060 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13061 return false;
13064 return true;
13067 bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
13069 QuestStatusMap::const_iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
13070 if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
13072 if( msg )
13073 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
13074 return false;
13076 return true;
13079 bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg)
13081 if (!m_timedquests.empty() && qInfo->HasFlag(QUEST_MANGOS_FLAGS_TIMED))
13083 if (msg)
13084 SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED);
13086 return false;
13088 return true;
13091 bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
13093 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
13094 if(qInfo->GetExclusiveGroup() <= 0)
13095 return true;
13097 ObjectMgr::ExclusiveQuestGroups::const_iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
13098 ObjectMgr::ExclusiveQuestGroups::const_iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
13100 assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
13102 for(; iter != end; ++iter)
13104 uint32 exclude_Id = iter->second;
13106 // skip checked quest id, only state of other quests in group is interesting
13107 if(exclude_Id == qInfo->GetQuestId())
13108 continue;
13110 // not allow have daily quest if daily quest from exclusive group already recently completed
13111 Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
13112 if( !SatisfyQuestDay(Nquest, false) )
13114 if( msg )
13115 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13116 return false;
13119 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
13121 // alternative quest already started or completed
13122 if( i_exstatus != mQuestStatus.end()
13123 && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
13125 if( msg )
13126 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13127 return false;
13130 return true;
13133 bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
13135 if(!qInfo->GetNextQuestInChain())
13136 return true;
13138 // next quest in chain already started or completed
13139 QuestStatusMap::const_iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
13140 if( itr != mQuestStatus.end()
13141 && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) )
13143 if( msg )
13144 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13145 return false;
13148 // check for all quests further up the chain
13149 // only necessary if there are quest chains with more than one quest that can be skipped
13150 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
13151 return true;
13154 bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
13156 // No previous quest in chain
13157 if( qInfo->prevChainQuests.empty())
13158 return true;
13160 for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
13162 uint32 prevId = *iter;
13164 QuestStatusMap::const_iterator i_prevstatus = mQuestStatus.find( prevId );
13166 if( i_prevstatus != mQuestStatus.end() )
13168 // If any of the previous quests in chain active, return false
13169 if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
13170 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
13172 if( msg )
13173 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13174 return false;
13178 // check for all quests further down the chain
13179 // only necessary if there are quest chains with more than one quest that can be skipped
13180 //if( !SatisfyQuestPrevChain( prevId, msg ) )
13181 // return false;
13184 // No previous quest in chain active
13185 return true;
13188 bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
13190 if(!qInfo->IsDaily())
13191 return true;
13193 bool have_slot = false;
13194 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
13196 uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
13197 if(qInfo->GetQuestId()==id)
13198 return false;
13200 if(!id)
13201 have_slot = true;
13204 if(!have_slot)
13206 if( msg )
13207 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
13208 return false;
13211 return true;
13214 bool Player::GiveQuestSourceItem( Quest const *pQuest )
13216 uint32 srcitem = pQuest->GetSrcItemId();
13217 if( srcitem > 0 )
13219 uint32 count = pQuest->GetSrcItemCount();
13220 if( count <= 0 )
13221 count = 1;
13223 ItemPosCountVec dest;
13224 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
13225 if( msg == EQUIP_ERR_OK )
13227 Item * item = StoreNewItem(dest, srcitem, true);
13228 SendNewItem(item, count, true, false);
13229 return true;
13231 // player already have max amount required item, just report success
13232 else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
13233 return true;
13234 else
13235 SendEquipError( msg, NULL, NULL );
13236 return false;
13239 return true;
13242 bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
13244 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13245 if( qInfo )
13247 uint32 srcitem = qInfo->GetSrcItemId();
13248 if( srcitem > 0 )
13250 uint32 count = qInfo->GetSrcItemCount();
13251 if( count <= 0 )
13252 count = 1;
13254 // exist one case when destroy source quest item not possible:
13255 // non un-equippable item (equipped non-empty bag, for example)
13256 uint8 res = CanUnequipItems(srcitem,count);
13257 if(res != EQUIP_ERR_OK)
13259 if(msg)
13260 SendEquipError( res, NULL, NULL );
13261 return false;
13264 DestroyItemCount(srcitem, count, true, true);
13267 return true;
13270 bool Player::GetQuestRewardStatus( uint32 quest_id ) const
13272 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13273 if( qInfo )
13275 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13276 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13277 if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
13278 && !qInfo->IsRepeatable() )
13279 return itr->second.m_rewarded;
13281 return false;
13283 return false;
13286 QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
13288 if( quest_id )
13290 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13291 if( itr != mQuestStatus.end() )
13292 return itr->second.m_status;
13294 return QUEST_STATUS_NONE;
13297 bool Player::CanShareQuest(uint32 quest_id) const
13299 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13300 if( qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) )
13302 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13303 if( itr != mQuestStatus.end() )
13304 return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
13306 return false;
13309 void Player::SetQuestStatus(uint32 quest_id, QuestStatus status)
13311 if (Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
13313 QuestStatusData& q_status = mQuestStatus[quest_id];
13315 q_status.m_status = status;
13317 if (q_status.uState != QUEST_NEW)
13318 q_status.uState = QUEST_CHANGED;
13321 UpdateForQuestWorldObjects();
13324 // not used in MaNGOS, but used in scripting code
13325 uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
13327 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13328 if( !qInfo )
13329 return 0;
13331 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13332 if ( qInfo->ReqCreatureOrGOId[j] == entry )
13333 return mQuestStatus[quest_id].m_creatureOrGOcount[j];
13335 return 0;
13338 void Player::AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData )
13340 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13342 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
13344 uint32 reqitemcount = pQuest->ReqItemCount[i];
13345 if( reqitemcount != 0 )
13347 uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
13349 questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount);
13350 if (questStatusData.uState != QUEST_NEW) questStatusData.uState = QUEST_CHANGED;
13356 uint16 Player::FindQuestSlot( uint32 quest_id ) const
13358 for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13359 if ( GetQuestSlotQuestId(i) == quest_id )
13360 return i;
13362 return MAX_QUEST_LOG_SIZE;
13365 void Player::AreaExploredOrEventHappens( uint32 questId )
13367 if( questId )
13369 uint16 log_slot = FindQuestSlot( questId );
13370 if( log_slot < MAX_QUEST_LOG_SIZE)
13372 QuestStatusData& q_status = mQuestStatus[questId];
13374 if(!q_status.m_explored)
13376 q_status.m_explored = true;
13377 if (q_status.uState != QUEST_NEW)
13378 q_status.uState = QUEST_CHANGED;
13381 if( CanCompleteQuest( questId ) )
13382 CompleteQuest( questId );
13386 //not used in mangosd, function for external script library
13387 void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
13389 if( Group *pGroup = GetGroup() )
13391 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
13393 Player *pGroupGuy = itr->getSource();
13395 // for any leave or dead (with not released body) group member at appropriate distance
13396 if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse() )
13397 pGroupGuy->AreaExploredOrEventHappens(questId);
13400 else
13401 AreaExploredOrEventHappens(questId);
13404 void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
13406 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13408 uint32 questid = GetQuestSlotQuestId(i);
13409 if ( questid == 0 )
13410 continue;
13412 QuestStatusData& q_status = mQuestStatus[questid];
13414 if ( q_status.m_status != QUEST_STATUS_INCOMPLETE )
13415 continue;
13417 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13418 if( !qInfo || !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13419 continue;
13421 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13423 uint32 reqitem = qInfo->ReqItemId[j];
13424 if ( reqitem == entry )
13426 uint32 reqitemcount = qInfo->ReqItemCount[j];
13427 uint32 curitemcount = q_status.m_itemcount[j];
13428 if ( curitemcount < reqitemcount )
13430 uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
13431 q_status.m_itemcount[j] += additemcount;
13432 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13434 SendQuestUpdateAddItem( qInfo, j, additemcount );
13436 if ( CanCompleteQuest( questid ) )
13437 CompleteQuest( questid );
13438 return;
13442 UpdateForQuestWorldObjects();
13445 void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
13447 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13449 uint32 questid = GetQuestSlotQuestId(i);
13450 if(!questid)
13451 continue;
13452 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13453 if ( !qInfo )
13454 continue;
13455 if( !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13456 continue;
13458 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13460 uint32 reqitem = qInfo->ReqItemId[j];
13461 if ( reqitem == entry )
13463 QuestStatusData& q_status = mQuestStatus[questid];
13465 uint32 reqitemcount = qInfo->ReqItemCount[j];
13466 uint32 curitemcount;
13467 if( q_status.m_status != QUEST_STATUS_COMPLETE )
13468 curitemcount = q_status.m_itemcount[j];
13469 else
13470 curitemcount = GetItemCount(entry,true);
13471 if ( curitemcount < reqitemcount + count )
13473 uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
13474 q_status.m_itemcount[j] = curitemcount - remitemcount;
13475 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13477 IncompleteQuest( questid );
13479 return;
13483 UpdateForQuestWorldObjects();
13486 void Player::KilledMonster( CreatureInfo const* cInfo, uint64 guid )
13488 if(cInfo->Entry)
13489 KilledMonsterCredit(cInfo->Entry,guid);
13491 for(int i = 0; i < MAX_KILL_CREDIT; ++i)
13492 if(cInfo->KillCredit[i])
13493 KilledMonsterCredit(cInfo->KillCredit[i],guid);
13496 void Player::KilledMonsterCredit( uint32 entry, uint64 guid )
13498 uint32 addkillcount = 1;
13499 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, entry, addkillcount);
13500 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13502 uint32 questid = GetQuestSlotQuestId(i);
13503 if(!questid)
13504 continue;
13506 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13507 if( !qInfo )
13508 continue;
13509 // just if !ingroup || !noraidgroup || raidgroup
13510 QuestStatusData& q_status = mQuestStatus[questid];
13511 if( q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
13513 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST) )
13515 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13517 // skip GO activate objective or none
13518 if(qInfo->ReqCreatureOrGOId[j] <=0)
13519 continue;
13521 // skip Cast at creature objective
13522 if(qInfo->ReqSpell[j] !=0 )
13523 continue;
13525 uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
13527 if ( reqkill == entry )
13529 uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
13530 uint32 curkillcount = q_status.m_creatureOrGOcount[j];
13531 if ( curkillcount < reqkillcount )
13533 q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
13534 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13536 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
13538 if ( CanCompleteQuest( questid ) )
13539 CompleteQuest( questid );
13541 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13542 continue;
13550 void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
13552 bool isCreature = IS_CREATURE_GUID(guid);
13554 uint32 addCastCount = 1;
13555 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
13557 uint32 questid = GetQuestSlotQuestId(i);
13558 if(!questid)
13559 continue;
13561 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13562 if ( !qInfo )
13563 continue;
13565 QuestStatusData& q_status = mQuestStatus[questid];
13567 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13569 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST ) )
13571 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13573 // skip kill creature objective (0) or wrong spell casts
13574 if(qInfo->ReqSpell[j] != spell_id )
13575 continue;
13577 uint32 reqTarget = 0;
13579 if(isCreature)
13581 // creature activate objectives
13582 if(qInfo->ReqCreatureOrGOId[j] > 0)
13583 // checked at quest_template loading
13584 reqTarget = qInfo->ReqCreatureOrGOId[j];
13586 else
13588 // GO activate objective
13589 if(qInfo->ReqCreatureOrGOId[j] < 0)
13590 // checked at quest_template loading
13591 reqTarget = - qInfo->ReqCreatureOrGOId[j];
13594 // other not this creature/GO related objectives
13595 if( reqTarget != entry )
13596 continue;
13598 uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
13599 uint32 curCastCount = q_status.m_creatureOrGOcount[j];
13600 if ( curCastCount < reqCastCount )
13602 q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
13603 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13605 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount);
13608 if ( CanCompleteQuest( questid ) )
13609 CompleteQuest( questid );
13611 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13612 break;
13619 void Player::TalkedToCreature( uint32 entry, uint64 guid )
13621 uint32 addTalkCount = 1;
13622 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13624 uint32 questid = GetQuestSlotQuestId(i);
13625 if(!questid)
13626 continue;
13628 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13629 if ( !qInfo )
13630 continue;
13632 QuestStatusData& q_status = mQuestStatus[questid];
13634 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13636 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) )
13638 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13640 // skip spell casts and Gameobject objectives
13641 if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
13642 continue;
13644 uint32 reqTarget = 0;
13646 if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
13647 // checked at quest_template loading
13648 reqTarget = qInfo->ReqCreatureOrGOId[j];
13649 else
13650 continue;
13652 if ( reqTarget == entry )
13654 uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
13655 uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
13656 if ( curTalkCount < reqTalkCount )
13658 q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
13659 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13661 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount);
13663 if ( CanCompleteQuest( questid ) )
13664 CompleteQuest( questid );
13666 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13667 continue;
13675 void Player::MoneyChanged( uint32 count )
13677 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13679 uint32 questid = GetQuestSlotQuestId(i);
13680 if (!questid)
13681 continue;
13683 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13684 if( qInfo && qInfo->GetRewOrReqMoney() < 0 )
13686 QuestStatusData& q_status = mQuestStatus[questid];
13688 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13690 if(int32(count) >= -qInfo->GetRewOrReqMoney())
13692 if ( CanCompleteQuest( questid ) )
13693 CompleteQuest( questid );
13696 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13698 if(int32(count) < -qInfo->GetRewOrReqMoney())
13699 IncompleteQuest( questid );
13705 void Player::ReputationChanged(FactionEntry const* factionEntry )
13707 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13709 if(uint32 questid = GetQuestSlotQuestId(i))
13711 if(Quest const* qInfo = objmgr.GetQuestTemplate(questid))
13713 if(qInfo->GetRepObjectiveFaction() == factionEntry->ID )
13715 QuestStatusData& q_status = mQuestStatus[questid];
13716 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13718 if(GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
13719 if ( CanCompleteQuest( questid ) )
13720 CompleteQuest( questid );
13722 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13724 if(GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
13725 IncompleteQuest( questid );
13733 bool Player::HasQuestForItem( uint32 itemid ) const
13735 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13737 uint32 questid = GetQuestSlotQuestId(i);
13738 if ( questid == 0 )
13739 continue;
13741 QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
13742 if(qs_itr == mQuestStatus.end())
13743 continue;
13745 QuestStatusData const& q_status = qs_itr->second;
13747 if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
13749 Quest const* qinfo = objmgr.GetQuestTemplate(questid);
13750 if(!qinfo)
13751 continue;
13753 // hide quest if player is in raid-group and quest is no raid quest
13754 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
13755 continue;
13757 // There should be no mixed ReqItem/ReqSource drop
13758 // This part for ReqItem drop
13759 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13761 if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] )
13762 return true;
13764 // This part - for ReqSource
13765 for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j)
13767 // examined item is a source item
13768 if (qinfo->ReqSourceId[j] == itemid)
13770 ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
13772 // 'unique' item
13773 if (pProto->MaxCount && GetItemCount(itemid,true) < pProto->MaxCount)
13774 return true;
13776 // allows custom amount drop when not 0
13777 if (qinfo->ReqSourceCount[j])
13779 if (GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
13780 return true;
13781 } else if (GetItemCount(itemid,true) < pProto->Stackable)
13782 return true;
13787 return false;
13790 void Player::SendQuestComplete( uint32 quest_id )
13792 if( quest_id )
13794 WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 );
13795 data << uint32(quest_id);
13796 GetSession()->SendPacket( &data );
13797 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id );
13801 void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
13803 uint32 questid = pQuest->GetQuestId();
13804 sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
13805 WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) );
13806 data << uint32(questid);
13808 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
13810 data << uint32(XP);
13811 data << uint32(pQuest->GetRewOrReqMoney());
13813 else
13815 data << uint32(0);
13816 data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
13819 data << uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
13820 data << uint32(pQuest->GetBonusTalents()); // bonus talents
13821 GetSession()->SendPacket( &data );
13823 if (pQuest->GetQuestCompleteScript() != 0)
13824 GetMap()->ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
13827 void Player::SendQuestFailed( uint32 quest_id )
13829 if( quest_id )
13831 WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 );
13832 data << uint32(quest_id);
13833 data << uint32(0); // failed reason (4 for inventory is full)
13834 GetSession()->SendPacket( &data );
13835 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13839 void Player::SendQuestTimerFailed( uint32 quest_id )
13841 if( quest_id )
13843 WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
13844 data << uint32(quest_id);
13845 GetSession()->SendPacket( &data );
13846 sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13850 void Player::SendCanTakeQuestResponse( uint32 msg )
13852 WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
13853 data << uint32(msg);
13854 GetSession()->SendPacket( &data );
13855 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13858 void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
13860 if( pPlayer )
13862 WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
13863 data << uint64(pPlayer->GetGUID());
13864 data << uint8(msg); // valid values: 0-8
13865 GetSession()->SendPacket( &data );
13866 sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13870 void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
13872 WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 );
13873 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13874 //data << pQuest->ReqItemId[item_idx];
13875 //data << count;
13876 GetSession()->SendPacket( &data );
13879 void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
13881 assert(old_count + add_count < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13883 int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
13884 if (entry < 0)
13885 // client expected gameobject template id in form (id|0x80000000)
13886 entry = (-entry) | 0x80000000;
13888 WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
13889 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13890 data << uint32(pQuest->GetQuestId());
13891 data << uint32(entry);
13892 data << uint32(old_count + add_count);
13893 data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
13894 data << uint64(guid);
13895 GetSession()->SendPacket(&data);
13897 uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
13898 if( log_slot < MAX_QUEST_LOG_SIZE)
13899 SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
13902 /*********************************************************/
13903 /*** LOAD SYSTEM ***/
13904 /*********************************************************/
13906 void Player::_LoadDeclinedNames(QueryResult* result)
13908 if(!result)
13909 return;
13911 if(m_declinedname)
13912 delete m_declinedname;
13914 m_declinedname = new DeclinedName;
13915 Field *fields = result->Fetch();
13916 for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
13917 m_declinedname->name[i] = fields[i].GetCppString();
13919 delete result;
13922 void Player::_LoadArenaTeamInfo(QueryResult *result)
13924 // arenateamid, played_week, played_season, personal_rating
13925 memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32) * MAX_ARENA_SLOT * ARENA_TEAM_END);
13926 if (!result)
13927 return;
13931 Field *fields = result->Fetch();
13933 uint32 arenateamid = fields[0].GetUInt32();
13934 uint32 played_week = fields[1].GetUInt32();
13935 uint32 played_season = fields[2].GetUInt32();
13936 uint32 wons_season = fields[3].GetUInt32();
13937 uint32 personal_rating = fields[4].GetUInt32();
13939 ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid);
13940 if(!aTeam)
13942 sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid);
13943 continue;
13945 uint8 arenaSlot = aTeam->GetSlot();
13947 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_ID] = arenateamid; // TeamID
13948 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_TYPE] = aTeam->GetType(); // team type
13949 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_MEMBER] = ((aTeam->GetCaptain() == GetGUID()) ? (uint32)0 : (uint32)1); // Captain 0, member 1
13950 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_GAMES_WEEK] = played_week; // Played Week
13951 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_GAMES_SEASON] = played_season; // Played Season
13952 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_WINS_SEASON] = wons_season; // wins season
13953 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING] = personal_rating; // Personal Rating
13955 } while (result->NextRow());
13956 delete result;
13959 void Player::_LoadEquipmentSets(QueryResult *result)
13961 // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
13962 if (!result)
13963 return;
13965 uint32 count = 0;
13968 Field *fields = result->Fetch();
13970 EquipmentSet eqSet;
13972 eqSet.Guid = fields[0].GetUInt64();
13973 uint32 index = fields[1].GetUInt32();
13974 eqSet.Name = fields[2].GetCppString();
13975 eqSet.IconName = fields[3].GetCppString();
13976 eqSet.state = EQUIPMENT_SET_UNCHANGED;
13978 for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
13979 eqSet.Items[i] = fields[4+i].GetUInt32();
13981 m_EquipmentSets[index] = eqSet;
13983 ++count;
13985 if(count >= MAX_EQUIPMENT_SET_INDEX) // client limit
13986 break;
13987 } while (result->NextRow());
13988 delete result;
13991 void Player::_LoadBGData(QueryResult* result)
13993 if (!result)
13994 return;
13996 // Expecting only one row
13997 Field *fields = result->Fetch();
13998 /* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
13999 m_bgData.bgInstanceID = fields[0].GetUInt32();
14000 m_bgData.bgTeam = fields[1].GetUInt32();
14001 m_bgData.joinPos = WorldLocation(fields[6].GetUInt32(), // Map
14002 fields[2].GetFloat(), // X
14003 fields[3].GetFloat(), // Y
14004 fields[4].GetFloat(), // Z
14005 fields[5].GetFloat()); // Orientation
14006 m_bgData.taxiPath[0] = fields[7].GetUInt32();
14007 m_bgData.taxiPath[1] = fields[8].GetUInt32();
14008 m_bgData.mountSpell = fields[9].GetUInt32();
14010 delete result;
14013 bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
14015 QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
14016 if(!result)
14017 return false;
14019 Field *fields = result->Fetch();
14021 x = fields[0].GetFloat();
14022 y = fields[1].GetFloat();
14023 z = fields[2].GetFloat();
14024 o = fields[3].GetFloat();
14025 mapid = fields[4].GetUInt32();
14026 in_flight = !fields[5].GetCppString().empty();
14028 delete result;
14029 return true;
14032 bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
14034 QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
14035 if( !result )
14036 return false;
14038 Field *fields = result->Fetch();
14040 data = StrSplit(fields[0].GetCppString(), " ");
14042 delete result;
14044 return true;
14047 uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
14049 if(index >= data.size())
14050 return 0;
14052 return (uint32)atoi(data[index].c_str());
14055 float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
14057 float result;
14058 uint32 temp = Player::GetUInt32ValueFromArray(data,index);
14059 memcpy(&result, &temp, sizeof(result));
14061 return result;
14064 uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
14066 Tokens data;
14067 if(!LoadValuesArrayFromDB(data,guid))
14068 return 0;
14070 return GetUInt32ValueFromArray(data,index);
14073 float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
14075 float result;
14076 uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
14077 memcpy(&result, &temp, sizeof(result));
14079 return result;
14082 bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
14084 //// 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
14085 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags, 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 FROM characters WHERE guid = '%u'", guid);
14086 QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
14088 if(!result)
14090 sLog.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid);
14091 return false;
14094 Field *fields = result->Fetch();
14096 uint32 dbAccountId = fields[1].GetUInt32();
14098 // check if the character's account in the db and the logged in account match.
14099 // player should be able to load/delete character only with correct account!
14100 if( dbAccountId != GetSession()->GetAccountId() )
14102 sLog.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
14103 delete result;
14104 return false;
14107 Object::_Create( guid, 0, HIGHGUID_PLAYER );
14109 m_name = fields[3].GetCppString();
14111 // check name limitations
14112 if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS ||
14113 (GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name)))
14115 delete result;
14116 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
14117 return false;
14120 if(!LoadValues( fields[2].GetString()))
14122 sLog.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid));
14123 delete result;
14124 return false;
14127 // overwrite possible wrong/corrupted guid
14128 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
14130 // overwrite some data fields
14131 uint32 bytes0 = GetUInt32Value(UNIT_FIELD_BYTES_0) & 0xFF000000;
14132 bytes0 |= fields[4].GetUInt8(); // race
14133 bytes0 |= fields[5].GetUInt8() << 8; // class
14134 bytes0 |= fields[6].GetUInt8() << 16; // gender
14135 SetUInt32Value(UNIT_FIELD_BYTES_0, bytes0);
14137 SetUInt32Value(UNIT_FIELD_LEVEL, fields[7].GetUInt8());
14138 SetUInt32Value(PLAYER_XP, fields[8].GetUInt32());
14139 SetUInt32Value(PLAYER_FIELD_COINAGE, fields[9].GetUInt32());
14140 SetUInt32Value(PLAYER_BYTES, fields[10].GetUInt32());
14141 SetUInt32Value(PLAYER_BYTES_2, fields[11].GetUInt32());
14142 SetUInt32Value(PLAYER_BYTES_3, (GetUInt32Value(PLAYER_BYTES_3) & ~1) | fields[6].GetUInt8());
14143 SetUInt32Value(PLAYER_FLAGS, fields[12].GetUInt32());
14145 InitDisplayIds();
14147 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
14148 for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
14150 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0 );
14151 SetVisibleItemSlot(slot, NULL);
14153 if (m_items[slot])
14155 delete m_items[slot];
14156 m_items[slot] = NULL;
14160 // update money limits
14161 if(GetMoney() > MAX_MONEY_AMOUNT)
14162 SetMoney(MAX_MONEY_AMOUNT);
14164 sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
14165 outDebugValues();
14167 //Need to call it to initialize m_team (m_team can be calculated from race)
14168 //Other way is to saves m_team into characters table.
14169 setFactionForRace(getRace());
14170 SetCharm(NULL);
14172 // load home bind and check in same time class/race pair, it used later for restore broken positions
14173 if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
14175 delete result;
14176 return false;
14179 InitPrimaryProfessions(); // to max set before any spell loaded
14181 // init saved position, and fix it later if problematic
14182 uint32 transGUID = fields[31].GetUInt32();
14183 Relocate(fields[13].GetFloat(),fields[14].GetFloat(),fields[15].GetFloat(),fields[17].GetFloat());
14184 SetLocationMapId(fields[16].GetUInt32());
14186 uint32 difficulty = fields[39].GetUInt32();
14187 if(difficulty >= MAX_DUNGEON_DIFFICULTY)
14188 difficulty = DUNGEON_DIFFICULTY_NORMAL;
14189 SetDungeonDifficulty(Difficulty(difficulty)); // may be changed in _LoadGroup
14191 _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
14193 _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
14195 uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[40].GetUInt32();
14196 if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
14197 arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS);
14199 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
14201 // check arena teams integrity
14202 for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
14204 uint32 arena_team_id = GetArenaTeamId(arena_slot);
14205 if(!arena_team_id)
14206 continue;
14208 if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
14209 if(at->HaveMember(GetGUID()))
14210 continue;
14212 // arena team not exist or not member, cleanup fields
14213 for(int j = 0; j < ARENA_TEAM_END; ++j)
14214 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arena_slot * ARENA_TEAM_END) + j, 0);
14217 _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
14219 if(!IsPositionValid())
14221 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());
14222 RelocateToHomebind();
14224 transGUID = 0;
14226 m_movementInfo.t_x = 0.0f;
14227 m_movementInfo.t_y = 0.0f;
14228 m_movementInfo.t_z = 0.0f;
14229 m_movementInfo.t_o = 0.0f;
14230 m_movementInfo.t_time = 0;
14231 m_movementInfo.t_seat = -1;
14234 _LoadBGData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA));
14236 if(m_bgData.bgInstanceID) //saved in BattleGround
14238 BattleGround *currentBg = sBattleGroundMgr.GetBattleGround(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE);
14240 if(currentBg && currentBg->IsPlayerInBattleGround(GetGUID()))
14242 BattleGroundQueueTypeId bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType());
14243 AddBattleGroundQueueId(bgQueueTypeId);
14245 m_bgData.bgTypeID = currentBg->GetTypeID();
14247 //join player to battleground group
14248 currentBg->EventPlayerLoggedIn(this, GetGUID());
14249 currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData.bgTeam);
14251 SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID());
14253 else
14255 const WorldLocation& _loc = GetBattleGroundEntryPoint();
14256 SetLocationMapId(_loc.mapid);
14257 Relocate(_loc.coord_x, _loc.coord_y, _loc.coord_z, _loc.orientation);
14259 // We are not in BG anymore
14260 m_bgData.bgInstanceID = 0;
14263 else
14265 MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId());
14266 // if server restart after player save in BG or area
14267 // player can have current coordinates in to BG/Arena map, fix this
14268 if(!mapEntry || mapEntry->IsBattleGroundOrArena())
14270 const WorldLocation& _loc = GetBattleGroundEntryPoint();
14271 SetLocationMapId(_loc.mapid);
14272 Relocate(_loc.coord_x, _loc.coord_y, _loc.coord_z, _loc.orientation);
14276 if (transGUID != 0)
14278 m_movementInfo.t_x = fields[27].GetFloat();
14279 m_movementInfo.t_y = fields[28].GetFloat();
14280 m_movementInfo.t_z = fields[29].GetFloat();
14281 m_movementInfo.t_o = fields[30].GetFloat();
14283 if( !MaNGOS::IsValidMapCoord(
14284 GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
14285 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
14286 // transport size limited
14287 m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
14289 sLog.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14290 guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
14291 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
14293 RelocateToHomebind();
14295 m_movementInfo.t_x = 0.0f;
14296 m_movementInfo.t_y = 0.0f;
14297 m_movementInfo.t_z = 0.0f;
14298 m_movementInfo.t_o = 0.0f;
14299 m_movementInfo.t_time = 0;
14300 m_movementInfo.t_seat = -1;
14302 transGUID = 0;
14306 if (transGUID != 0)
14308 for (MapManager::TransportSet::const_iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
14310 if( (*iter)->GetGUIDLow() == transGUID)
14312 MapEntry const* transMapEntry = sMapStore.LookupEntry((*iter)->GetMapId());
14313 // client without expansion support
14314 if(GetSession()->Expansion() < transMapEntry->Expansion())
14316 sLog.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter)->GetMapId());
14317 break;
14320 m_transport = *iter;
14321 m_transport->AddPassenger(this);
14322 SetLocationMapId(m_transport->GetMapId());
14323 break;
14327 if(!m_transport)
14329 sLog.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14330 guid,transGUID);
14332 RelocateToHomebind();
14334 m_movementInfo.t_x = 0.0f;
14335 m_movementInfo.t_y = 0.0f;
14336 m_movementInfo.t_z = 0.0f;
14337 m_movementInfo.t_o = 0.0f;
14338 m_movementInfo.t_time = 0;
14339 m_movementInfo.t_seat = -1;
14341 transGUID = 0;
14344 else // not transport case
14346 MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId());
14347 // client without expansion support
14348 if(GetSession()->Expansion() < mapEntry->Expansion())
14350 sLog.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14351 RelocateToHomebind();
14355 // NOW player must have valid map
14356 // load the player's map here if it's not already loaded
14357 SetMap(MapManager::Instance().CreateMap(GetMapId(), this));
14359 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14360 if(GetInstanceId() && !sInstanceSaveManager.GetInstanceSave(GetInstanceId()))
14362 AreaTrigger const* at = objmgr.GetMapEntranceTrigger(GetMapId());
14363 if(at)
14364 Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
14365 else
14366 sLog.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
14369 SaveRecallPosition();
14371 time_t now = time(NULL);
14372 time_t logoutTime = time_t(fields[23].GetUInt64());
14374 // since last logout (in seconds)
14375 uint64 time_diff = uint64(now - logoutTime);
14377 // set value, including drunk invisibility detection
14378 // calculate sobering. after 15 minutes logged out, the player will be sober again
14379 float soberFactor;
14380 if(time_diff > 15*MINUTE)
14381 soberFactor = 0;
14382 else
14383 soberFactor = 1-time_diff/(15.0f*MINUTE);
14384 uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
14385 SetDrunkValue(newDrunkenValue);
14387 m_rest_bonus = fields[22].GetFloat();
14388 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14389 float bubble0 = 0.031;
14390 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14391 float bubble1 = 0.125;
14393 if(time_diff > 0)
14395 float bubble = fields[24].GetUInt32() > 0
14396 ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
14397 : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
14399 SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
14402 m_cinematic = fields[19].GetUInt32();
14403 m_Played_time[PLAYED_TIME_TOTAL]= fields[20].GetUInt32();
14404 m_Played_time[PLAYED_TIME_LEVEL]= fields[21].GetUInt32();
14406 m_resetTalentsCost = fields[25].GetUInt32();
14407 m_resetTalentsTime = time_t(fields[26].GetUInt64());
14409 // reserve some flags
14410 uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
14412 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) )
14413 SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
14415 m_taxi.LoadTaxiMask( fields[18].GetString() ); // must be before InitTaxiNodesForLevel
14417 uint32 extraflags = fields[32].GetUInt32();
14419 m_stableSlots = fields[33].GetUInt32();
14420 if(m_stableSlots > MAX_PET_STABLES)
14422 sLog.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES,uint32(m_stableSlots));
14423 m_stableSlots = MAX_PET_STABLES;
14426 m_atLoginFlags = fields[34].GetUInt32();
14428 // Honor system
14429 // Update Honor kills data
14430 m_lastHonorUpdateTime = logoutTime;
14431 UpdateHonorFields();
14433 m_deathExpireTime = (time_t)fields[37].GetUInt64();
14434 if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
14435 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
14437 std::string taxi_nodes = fields[38].GetCppString();
14439 delete result;
14441 // clear channel spell data (if saved at channel spell casting)
14442 SetChannelObjectGUID(0);
14443 SetUInt32Value(UNIT_CHANNEL_SPELL,0);
14445 // clear charm/summon related fields
14446 SetCharm(NULL);
14447 SetPet(NULL);
14448 SetCharmerGUID(0);
14449 SetOwnerGUID(0);
14450 SetCreatorGUID(0);
14452 // reset some aura modifiers before aura apply
14453 SetFarSightGUID(0);
14454 SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
14455 SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
14457 _LoadSkills();
14459 // make sure the unit is considered out of combat for proper loading
14460 ClearInCombat();
14462 // make sure the unit is considered not in duel for proper loading
14463 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
14464 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
14466 // remember loaded power/health values to restore after stats initialization and modifier applying
14467 uint32 savedHealth = GetHealth();
14468 uint32 savedPower[MAX_POWERS];
14469 for(uint32 i = 0; i < MAX_POWERS; ++i)
14470 savedPower[i] = GetPower(Powers(i));
14472 // reset stats before loading any modifiers
14473 InitStatsForLevel();
14474 InitTaxiNodesForLevel();
14475 InitGlyphsForLevel();
14476 InitRunes();
14478 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14480 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14481 //_LoadMail();
14483 _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
14484 _LoadGlyphAuras();
14486 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14487 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
14488 m_deathState = DEAD;
14490 _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
14492 // after spell load, learn rewarded spell if need also
14493 _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
14494 _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
14496 // after spell and quest load
14497 InitTalentForLevel();
14498 learnDefaultSpells();
14500 // must be before inventory (some items required reputation check)
14501 m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
14503 _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
14505 // update items with duration and realtime
14506 UpdateItemDuration(time_diff, true);
14508 _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
14510 // unread mails and next delivery time, actual mails not loaded
14511 _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
14513 m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
14515 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14516 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14517 if(uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
14519 if(!HasTitle(curTitle))
14520 SetUInt32Value(PLAYER_CHOSEN_TITLE, 0);
14523 // Not finish taxi flight path
14524 if(m_bgData.HasTaxiPath())
14526 m_taxi.ClearTaxiDestinations();
14527 for (int i = 0; i < 2; ++i)
14528 m_taxi.AddTaxiDestination(m_bgData.taxiPath[i]);
14530 else if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam()))
14532 // problems with taxi path loading
14533 TaxiNodesEntry const* nodeEntry = NULL;
14534 if(uint32 node_id = m_taxi.GetTaxiSource())
14535 nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14537 if(!nodeEntry) // don't know taxi start node, to homebind
14539 sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14540 RelocateToHomebind();
14542 else // have start node, to it
14544 sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14545 SetLocationMapId(nodeEntry->map_id);
14546 Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
14549 //we can be relocated from taxi and still have an outdated Map pointer!
14550 //so we need to get a new Map pointer!
14551 SetMap(MapManager::Instance().CreateMap(GetMapId(), this));
14552 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14554 m_taxi.ClearTaxiDestinations();
14557 if(uint32 node_id = m_taxi.GetTaxiSource())
14559 // save source node as recall coord to prevent recall and fall from sky
14560 TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14561 assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
14562 m_recallMap = nodeEntry->map_id;
14563 m_recallX = nodeEntry->x;
14564 m_recallY = nodeEntry->y;
14565 m_recallZ = nodeEntry->z;
14567 // flight will started later
14570 // has to be called after last Relocate() in Player::LoadFromDB
14571 SetFallInformation(0, GetPositionZ());
14573 _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
14575 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14576 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14577 if(!isAlive())
14578 RemoveAllAurasOnDeath();
14580 //apply all stat bonuses from items and auras
14581 SetCanModifyStats(true);
14582 UpdateAllStats();
14584 // restore remembered power/health values (but not more max values)
14585 SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
14586 for(uint32 i = 0; i < MAX_POWERS; ++i)
14587 SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
14589 sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
14590 outDebugValues();
14592 // GM state
14593 if(GetSession()->GetSecurity() > SEC_PLAYER)
14595 switch(sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
14597 default:
14598 case 0: break; // disable
14599 case 1: SetGameMaster(true); break; // enable
14600 case 2: // save state
14601 if(extraflags & PLAYER_EXTRA_GM_ON)
14602 SetGameMaster(true);
14603 break;
14606 switch(sWorld.getConfig(CONFIG_GM_VISIBLE_STATE))
14608 default:
14609 case 0: SetGMVisible(false); break; // invisible
14610 case 1: break; // visible
14611 case 2: // save state
14612 if(extraflags & PLAYER_EXTRA_GM_INVISIBLE)
14613 SetGMVisible(false);
14614 break;
14617 switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
14619 default:
14620 case 0: break; // disable
14621 case 1: SetAcceptTicket(true); break; // enable
14622 case 2: // save state
14623 if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
14624 SetAcceptTicket(true);
14625 break;
14628 switch(sWorld.getConfig(CONFIG_GM_CHAT))
14630 default:
14631 case 0: break; // disable
14632 case 1: SetGMChat(true); break; // enable
14633 case 2: // save state
14634 if(extraflags & PLAYER_EXTRA_GM_CHAT)
14635 SetGMChat(true);
14636 break;
14639 switch(sWorld.getConfig(CONFIG_GM_WISPERING_TO))
14641 default:
14642 case 0: break; // disable
14643 case 1: SetAcceptWhispers(true); break; // enable
14644 case 2: // save state
14645 if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
14646 SetAcceptWhispers(true);
14647 break;
14651 _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
14653 m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
14654 m_achievementMgr.CheckAllAchievementCriteria();
14656 _LoadEquipmentSets(holder->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS));
14658 return true;
14661 bool Player::isAllowedToLoot(Creature* creature)
14663 if(Player* recipient = creature->GetLootRecipient())
14665 if (recipient == this)
14666 return true;
14667 if( Group* otherGroup = recipient->GetGroup())
14669 Group* thisGroup = GetGroup();
14670 if(!thisGroup)
14671 return false;
14672 return thisGroup == otherGroup;
14674 return false;
14676 else
14677 // prevent other players from looting if the recipient got disconnected
14678 return !creature->hasLootRecipient();
14681 void Player::_LoadActions(QueryResult *result)
14683 m_actionButtons.clear();
14685 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14687 if(result)
14691 Field *fields = result->Fetch();
14693 uint8 button = fields[0].GetUInt8();
14694 uint32 action = fields[1].GetUInt32();
14695 uint8 type = fields[2].GetUInt8();
14697 if(ActionButton* ab = addActionButton(button, action, type))
14698 ab->uState = ACTIONBUTTON_UNCHANGED;
14699 else
14701 sLog.outError( " ...at loading, and will deleted in DB also");
14703 // Will deleted in DB at next save (it can create data until save but marked as deleted)
14704 m_actionButtons[button].uState = ACTIONBUTTON_DELETED;
14707 while( result->NextRow() );
14709 delete result;
14713 void Player::_LoadAuras(QueryResult *result, uint32 timediff)
14715 m_Auras.clear();
14716 for (int i = 0; i < TOTAL_AURAS; ++i)
14717 m_modAuras[i].clear();
14719 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14721 if(result)
14725 Field *fields = result->Fetch();
14726 uint64 caster_guid = fields[0].GetUInt64();
14727 uint32 spellid = fields[1].GetUInt32();
14728 uint32 effindex = fields[2].GetUInt32();
14729 uint32 stackcount = fields[3].GetUInt32();
14730 int32 damage = (int32)fields[4].GetUInt32();
14731 int32 maxduration = (int32)fields[5].GetUInt32();
14732 int32 remaintime = (int32)fields[6].GetUInt32();
14733 int32 remaincharges = (int32)fields[7].GetUInt32();
14735 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
14736 if(!spellproto)
14738 sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex);
14739 continue;
14742 if(effindex >= 3)
14744 sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex);
14745 continue;
14748 // negative effects should continue counting down after logout
14749 if (remaintime != -1 && !IsPositiveEffect(spellid, effindex))
14751 if(remaintime <= int32(timediff))
14752 continue;
14754 remaintime -= timediff;
14757 // prevent wrong values of remaincharges
14758 if(spellproto->procCharges)
14760 if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
14761 remaincharges = spellproto->procCharges;
14763 else
14764 remaincharges = 0;
14767 for(uint32 i=0; i<stackcount; ++i)
14769 Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
14770 if(!damage)
14771 damage = aura->GetModifier()->m_amount;
14773 // reset stolen single target auras
14774 if (caster_guid != GetGUID() && aura->IsSingleTarget())
14775 aura->SetIsSingleTarget(false);
14777 aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
14778 AddAura(aura);
14779 sLog.outDetail("Added aura spellid %u, effect %u", spellproto->Id, effindex);
14782 while( result->NextRow() );
14784 delete result;
14787 if(getClass() == CLASS_WARRIOR && !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT))
14788 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
14791 void Player::_LoadGlyphAuras()
14793 for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
14795 if (uint32 glyph = GetGlyph(i))
14797 if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
14799 if (GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i)))
14801 if(gp->TypeFlags == gs->TypeFlags)
14803 CastSpell(this, gp->SpellId, true);
14804 continue;
14806 else
14807 sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags);
14809 else
14810 sLog.outError("Player %s has not existing glyph slot entry %u on index %u", m_name.c_str(), GetGlyphSlot(i), i);
14812 else
14813 sLog.outError("Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i);
14815 // On any error remove glyph
14816 SetGlyph(i, 0);
14821 void Player::LoadCorpse()
14823 if( isAlive() )
14825 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14827 else
14829 if(Corpse *corpse = GetCorpse())
14831 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
14833 else
14835 //Prevent Dead Player login without corpse
14836 ResurrectPlayer(0.5f);
14841 void Player::_LoadInventory(QueryResult *result, uint32 timediff)
14843 //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());
14844 std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
14845 //NOTE: the "order by `bag`" is important because it makes sure
14846 //the bagMap is filled before items in the bags are loaded
14847 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14848 //expected to be equipped before offhand items (TODO: fixme)
14850 uint32 zone = GetZoneId();
14852 if (result)
14854 std::list<Item*> problematicItems;
14856 // prevent items from being added to the queue when stored
14857 m_itemUpdateQueueBlocked = true;
14860 Field *fields = result->Fetch();
14861 uint32 bag_guid = fields[1].GetUInt32();
14862 uint8 slot = fields[2].GetUInt8();
14863 uint32 item_guid = fields[3].GetUInt32();
14864 uint32 item_id = fields[4].GetUInt32();
14866 ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
14868 if(!proto)
14870 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14871 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
14872 sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
14873 continue;
14876 Item *item = NewItemOrBag(proto);
14878 if(!item->LoadFromDB(item_guid, GetGUID(), result))
14880 sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
14881 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14882 item->FSetState(ITEM_REMOVED);
14883 item->SaveToDB(); // it also deletes item object !
14884 continue;
14887 // not allow have in alive state item limited to another map/zone
14888 if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
14890 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14891 item->FSetState(ITEM_REMOVED);
14892 item->SaveToDB(); // it also deletes item object !
14893 continue;
14896 // "Conjured items disappear if you are logged out for more than 15 minutes"
14897 if ((timediff > 15*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED)))
14899 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14900 item->FSetState(ITEM_REMOVED);
14901 item->SaveToDB(); // it also deletes item object !
14902 continue;
14905 bool success = true;
14907 if (!bag_guid)
14909 // the item is not in a bag
14910 item->SetContainer( NULL );
14911 item->SetSlot(slot);
14913 if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
14915 ItemPosCountVec dest;
14916 if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK )
14917 item = StoreItem(dest, item, true);
14918 else
14919 success = false;
14921 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) )
14923 uint16 dest;
14924 if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK )
14925 QuickEquipItem(dest, item);
14926 else
14927 success = false;
14929 else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) )
14931 ItemPosCountVec dest;
14932 if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK )
14933 item = BankItem(dest, item, true);
14934 else
14935 success = false;
14938 if(success)
14940 // store bags that may contain items in them
14941 if(item->IsBag() && IsBagPos(item->GetPos()))
14942 bagMap[item_guid] = (Bag*)item;
14945 else
14947 item->SetSlot(NULL_SLOT);
14948 // the item is in a bag, find the bag
14949 std::map<uint64, Bag*>::const_iterator itr = bagMap.find(bag_guid);
14950 if(itr != bagMap.end() && slot < itr->second->GetBagSize())
14951 itr->second->StoreItem(slot, item, true );
14952 else
14953 success = false;
14956 // item's state may have changed after stored
14957 if (success)
14958 item->SetState(ITEM_UNCHANGED, this);
14959 else
14961 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);
14962 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14963 problematicItems.push_back(item);
14965 } while (result->NextRow());
14967 delete result;
14968 m_itemUpdateQueueBlocked = false;
14970 // send by mail problematic items
14971 while(!problematicItems.empty())
14973 // fill mail
14974 MailItemsInfo mi; // item list preparing
14976 for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
14978 Item* item = problematicItems.front();
14979 problematicItems.pop_front();
14981 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
14984 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
14986 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
14989 //if(isAlive())
14990 _ApplyAllItemMods();
14993 // load mailed item which should receive current player
14994 void Player::_LoadMailedItems(Mail *mail)
14996 // data needs to be at first place for Item::LoadFromDB
14997 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);
14998 if(!result)
14999 return;
15003 Field *fields = result->Fetch();
15004 uint32 item_guid_low = fields[1].GetUInt32();
15005 uint32 item_template = fields[2].GetUInt32();
15007 mail->AddItem(item_guid_low, item_template);
15009 ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
15011 if(!proto)
15013 sLog.outError( "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID);
15014 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
15015 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
15016 continue;
15019 Item *item = NewItemOrBag(proto);
15021 if(!item->LoadFromDB(item_guid_low, 0, result))
15023 sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
15024 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
15025 item->FSetState(ITEM_REMOVED);
15026 item->SaveToDB(); // it also deletes item object !
15027 continue;
15030 AddMItem(item);
15031 } while (result->NextRow());
15033 delete result;
15036 void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery)
15038 //set a count of unread mails
15039 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
15040 if (resultUnread)
15042 Field *fieldMail = resultUnread->Fetch();
15043 unReadMails = fieldMail[0].GetUInt8();
15044 delete resultUnread;
15047 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
15048 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
15049 if (resultDelivery)
15051 Field *fieldMail = resultDelivery->Fetch();
15052 m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
15053 delete resultDelivery;
15057 void Player::_LoadMail()
15059 m_mail.clear();
15060 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
15061 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());
15062 if(result)
15066 Field *fields = result->Fetch();
15067 Mail *m = new Mail;
15068 m->messageID = fields[0].GetUInt32();
15069 m->messageType = fields[1].GetUInt8();
15070 m->sender = fields[2].GetUInt32();
15071 m->receiver = fields[3].GetUInt32();
15072 m->subject = fields[4].GetCppString();
15073 m->itemTextId = fields[5].GetUInt32();
15074 bool has_items = fields[6].GetBool();
15075 m->expire_time = (time_t)fields[7].GetUInt64();
15076 m->deliver_time = (time_t)fields[8].GetUInt64();
15077 m->money = fields[9].GetUInt32();
15078 m->COD = fields[10].GetUInt32();
15079 m->checked = fields[11].GetUInt32();
15080 m->stationery = fields[12].GetUInt8();
15081 m->mailTemplateId = fields[13].GetInt16();
15083 if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
15085 sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
15086 m->mailTemplateId = 0;
15089 m->state = MAIL_STATE_UNCHANGED;
15091 if (has_items)
15092 _LoadMailedItems(m);
15094 m_mail.push_back(m);
15095 } while( result->NextRow() );
15096 delete result;
15098 m_mailsLoaded = true;
15101 void Player::LoadPet()
15103 //fixme: the pet should still be loaded if the player is not in world
15104 // just not added to the map
15105 if(IsInWorld())
15107 Pet *pet = new Pet;
15108 if(!pet->LoadPetFromDB(this,0,0,true))
15109 delete pet;
15113 void Player::_LoadQuestStatus(QueryResult *result)
15115 mQuestStatus.clear();
15117 uint32 slot = 0;
15119 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
15120 //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());
15122 if(result)
15126 Field *fields = result->Fetch();
15128 uint32 quest_id = fields[0].GetUInt32();
15129 // used to be new, no delete?
15130 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
15131 if( pQuest )
15133 // find or create
15134 QuestStatusData& questStatusData = mQuestStatus[quest_id];
15136 uint32 qstatus = fields[1].GetUInt32();
15137 if(qstatus < MAX_QUEST_STATUS)
15138 questStatusData.m_status = QuestStatus(qstatus);
15139 else
15141 questStatusData.m_status = QUEST_STATUS_NONE;
15142 sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
15145 questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
15146 questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
15148 time_t quest_time = time_t(fields[4].GetUInt64());
15150 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE )
15152 AddTimedQuest( quest_id );
15154 if (quest_time <= sWorld.GetGameTime())
15155 questStatusData.m_timer = 1;
15156 else
15157 questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * IN_MILISECONDS;
15159 else
15160 quest_time = 0;
15162 questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
15163 questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
15164 questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
15165 questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
15166 questStatusData.m_itemcount[0] = fields[9].GetUInt32();
15167 questStatusData.m_itemcount[1] = fields[10].GetUInt32();
15168 questStatusData.m_itemcount[2] = fields[11].GetUInt32();
15169 questStatusData.m_itemcount[3] = fields[12].GetUInt32();
15171 questStatusData.uState = QUEST_UNCHANGED;
15173 // add to quest log
15174 if (slot < MAX_QUEST_LOG_SIZE &&
15175 ((questStatusData.m_status == QUEST_STATUS_INCOMPLETE ||
15176 questStatusData.m_status == QUEST_STATUS_COMPLETE ||
15177 questStatusData.m_status == QUEST_STATUS_FAILED) &&
15178 (!questStatusData.m_rewarded || pQuest->IsRepeatable())))
15180 SetQuestSlot(slot, quest_id, quest_time);
15182 if (questStatusData.m_status == QUEST_STATUS_COMPLETE)
15183 SetQuestSlotState(slot, QUEST_STATE_COMPLETE);
15185 if (questStatusData.m_status == QUEST_STATUS_FAILED)
15186 SetQuestSlotState(slot, QUEST_STATE_FAIL);
15188 for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
15189 if(questStatusData.m_creatureOrGOcount[idx])
15190 SetQuestSlotCounter(slot, idx, questStatusData.m_creatureOrGOcount[idx]);
15192 ++slot;
15195 if(questStatusData.m_rewarded)
15197 // learn rewarded spell if unknown
15198 learnQuestRewardedSpells(pQuest);
15200 // set rewarded title if any
15201 if(pQuest->GetCharTitleId())
15203 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
15204 SetTitle(titleEntry);
15207 if(pQuest->GetBonusTalents())
15208 m_questRewardTalentCount += pQuest->GetBonusTalents();
15211 sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
15214 while( result->NextRow() );
15216 delete result;
15219 // clear quest log tail
15220 for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
15221 SetQuestSlot(i, 0);
15224 void Player::_LoadDailyQuestStatus(QueryResult *result)
15226 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15227 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
15229 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
15231 if(result)
15233 uint32 quest_daily_idx = 0;
15237 if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
15239 sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15240 break;
15243 Field *fields = result->Fetch();
15245 uint32 quest_id = fields[0].GetUInt32();
15247 // save _any_ from daily quest times (it must be after last reset anyway)
15248 m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
15250 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
15251 if( !pQuest )
15252 continue;
15254 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
15255 ++quest_daily_idx;
15257 sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
15259 while( result->NextRow() );
15261 delete result;
15264 m_DailyQuestChanged = false;
15267 void Player::_LoadSpells(QueryResult *result)
15269 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15271 if(result)
15275 Field *fields = result->Fetch();
15277 addSpell(fields[0].GetUInt32(), fields[1].GetBool(), false, false, fields[2].GetBool());
15279 while( result->NextRow() );
15281 delete result;
15285 void Player::_LoadGroup(QueryResult *result)
15287 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15288 if (result)
15290 uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
15291 delete result;
15293 if (Group* group = objmgr.GetGroupByLeader(leaderGuid))
15295 uint8 subgroup = group->GetMemberGroup(GetGUID());
15296 SetGroup(group, subgroup);
15297 if (getLevel() >= LEVELREQUIREMENT_HEROIC)
15299 // the group leader may change the instance difficulty while the player is offline
15300 SetDungeonDifficulty(group->GetDungeonDifficulty());
15301 SetRaidDifficulty(group->GetRaidDifficulty());
15307 void Player::_LoadBoundInstances(QueryResult *result)
15309 for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
15310 m_boundInstances[i].clear();
15312 Group *group = GetGroup();
15314 //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));
15315 if(result)
15319 Field *fields = result->Fetch();
15320 bool perm = fields[1].GetBool();
15321 uint32 mapId = fields[2].GetUInt32();
15322 uint32 instanceId = fields[0].GetUInt32();
15323 uint8 difficulty = fields[3].GetUInt8();
15325 time_t resetTime = (time_t)fields[4].GetUInt64();
15326 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15327 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15328 // and in that case it is not used
15330 MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
15331 if(!mapEntry || !mapEntry->IsDungeon())
15333 sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId);
15334 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
15335 continue;
15338 if(difficulty >= MAX_DIFFICULTY)
15340 sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId);
15341 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
15342 continue;
15345 MapDifficulty const* mapDiff = GetMapDifficultyData(mapId,Difficulty(difficulty));
15346 if(!mapDiff)
15348 sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId);
15349 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
15350 continue;
15353 if(!perm && group)
15355 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);
15356 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
15357 continue;
15360 // since non permanent binds are always solo bind, they can always be reset
15361 InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, Difficulty(difficulty), resetTime, !perm, true);
15362 if(save) BindToInstance(save, perm, true);
15363 } while(result->NextRow());
15364 delete result;
15368 InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, Difficulty difficulty)
15370 // some instances only have one difficulty
15371 MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
15372 if(!mapDiff)
15373 return NULL;
15375 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15376 if(itr != m_boundInstances[difficulty].end())
15377 return &itr->second;
15378 else
15379 return NULL;
15382 void Player::UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload)
15384 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15385 UnbindInstance(itr, difficulty, unload);
15388 void Player::UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload)
15390 if(itr != m_boundInstances[difficulty].end())
15392 if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
15393 itr->second.save->RemovePlayer(this); // save can become invalid
15394 m_boundInstances[difficulty].erase(itr++);
15398 InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
15400 if(save)
15402 InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
15403 if(bind.save)
15405 // update the save when the group kills a boss
15406 if(permanent != bind.perm || save != bind.save)
15407 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());
15409 else
15410 if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
15412 if(bind.save != save)
15414 if(bind.save) bind.save->RemovePlayer(this);
15415 save->AddPlayer(this);
15418 if(permanent) save->SetCanReset(false);
15420 bind.save = save;
15421 bind.perm = permanent;
15422 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());
15423 return &bind;
15425 else
15426 return NULL;
15429 void Player::SendRaidInfo()
15431 uint32 counter = 0;
15433 WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
15435 size_t p_counter = data.wpos();
15436 data << uint32(counter); // placeholder
15438 time_t now = time(NULL);
15440 for(int i = 0; i < MAX_DIFFICULTY; ++i)
15442 for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15444 if(itr->second.perm)
15446 InstanceSave *save = itr->second.save;
15447 data << uint32(save->GetMapId()); // map id
15448 data << uint32(save->GetDifficulty()); // difficulty
15449 data << uint64(save->GetInstanceId()); // instance id
15450 data << uint8(1); // expired = 0
15451 data << uint8(0); // extended = 1
15452 data << uint32(save->GetResetTime() - now); // reset time
15453 ++counter;
15457 data.put<uint32>(p_counter, counter);
15458 GetSession()->SendPacket(&data);
15462 - called on every successful teleportation to a map
15464 void Player::SendSavedInstances()
15466 bool hasBeenSaved = false;
15467 WorldPacket data;
15469 for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
15471 for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15473 if(itr->second.perm) // only permanent binds are sent
15475 hasBeenSaved = true;
15476 break;
15481 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15482 data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
15483 data << uint32(hasBeenSaved);
15484 GetSession()->SendPacket(&data);
15486 if(!hasBeenSaved)
15487 return;
15489 for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
15491 for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15493 if(itr->second.perm)
15495 data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
15496 data << uint32(itr->second.save->GetMapId());
15497 GetSession()->SendPacket(&data);
15503 /// convert the player's binds to the group
15504 void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
15506 bool has_binds = false;
15507 bool has_solo = false;
15509 if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); }
15510 assert(player_guid);
15512 // copy all binds to the group, when changing leader it's assumed the character
15513 // will not have any solo binds
15515 if(player)
15517 for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
15519 for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
15521 has_binds = true;
15522 if(group) group->BindToInstance(itr->second.save, itr->second.perm, true);
15523 // permanent binds are not removed
15524 if(!itr->second.perm)
15526 // increments itr in call
15527 player->UnbindInstance(itr, Difficulty(i), true);
15528 has_solo = true;
15530 else
15531 ++itr;
15536 // if the player's not online we don't know what binds it has
15537 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));
15538 // the following should not get executed when changing leaders
15539 if(!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
15542 bool Player::_LoadHomeBind(QueryResult *result)
15544 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
15545 if(!info)
15547 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
15548 return false;
15551 bool ok = false;
15552 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15553 if (result)
15555 Field *fields = result->Fetch();
15556 m_homebindMapId = fields[0].GetUInt32();
15557 m_homebindZoneId = fields[1].GetUInt16();
15558 m_homebindX = fields[2].GetFloat();
15559 m_homebindY = fields[3].GetFloat();
15560 m_homebindZ = fields[4].GetFloat();
15561 delete result;
15563 MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);
15565 // accept saved data only for valid position (and non instanceable), and accessable
15566 if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
15567 !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
15569 ok = true;
15571 else
15572 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15575 if(!ok)
15577 m_homebindMapId = info->mapId;
15578 m_homebindZoneId = info->zoneId;
15579 m_homebindX = info->positionX;
15580 m_homebindY = info->positionY;
15581 m_homebindZ = info->positionZ;
15583 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);
15586 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
15587 m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
15589 return true;
15592 /*********************************************************/
15593 /*** SAVE SYSTEM ***/
15594 /*********************************************************/
15596 void Player::SaveToDB()
15598 // delay auto save at any saves (manual, in code, or autosave)
15599 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
15601 //lets allow only players in world to be saved
15602 if(IsBeingTeleportedFar())
15604 ScheduleDelayedOperation(DELAYED_SAVE_PLAYER);
15605 return;
15608 // first save/honor gain after midnight will also update the player's honor fields
15609 UpdateHonorFields();
15611 sLog.outDebug("The value of player %s at save: ", m_name.c_str());
15612 outDebugValues();
15614 CharacterDatabase.BeginTransaction();
15616 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15618 std::string sql_name = m_name;
15619 CharacterDatabase.escape_string(sql_name);
15621 std::ostringstream ss;
15622 ss << "INSERT INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
15623 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15624 "taximask, online, cinematic, "
15625 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15626 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15627 "death_expire_time, taxi_path, arena_pending_points) VALUES ("
15628 << GetGUIDLow() << ", "
15629 << GetSession()->GetAccountId() << ", '"
15630 << sql_name << "', "
15631 << (uint32)getRace() << ", "
15632 << (uint32)getClass() << ", "
15633 << (uint32)getGender() << ", "
15634 << getLevel() << ", "
15635 << GetUInt32Value(PLAYER_XP) << ", "
15636 << GetMoney() << ", "
15637 << GetUInt32Value(PLAYER_BYTES) << ", "
15638 << GetUInt32Value(PLAYER_BYTES_2) << ", "
15639 << GetUInt32Value(PLAYER_FLAGS) << ", ";
15641 if(!IsBeingTeleported())
15643 ss << GetMapId() << ", "
15644 << (uint32)GetDungeonDifficulty() << ", "
15645 << finiteAlways(GetPositionX()) << ", "
15646 << finiteAlways(GetPositionY()) << ", "
15647 << finiteAlways(GetPositionZ()) << ", "
15648 << finiteAlways(GetOrientation()) << ", '";
15650 else
15652 ss << GetTeleportDest().mapid << ", "
15653 << (uint32)GetDungeonDifficulty() << ", "
15654 << finiteAlways(GetTeleportDest().coord_x) << ", "
15655 << finiteAlways(GetTeleportDest().coord_y) << ", "
15656 << finiteAlways(GetTeleportDest().coord_z) << ", "
15657 << finiteAlways(GetTeleportDest().orientation) << ", '";
15660 uint16 i;
15661 for( i = 0; i < m_valuesCount; ++i )
15663 ss << GetUInt32Value(i) << " ";
15666 ss << "', ";
15668 ss << m_taxi << ", "; // string with TaxiMaskSize numbers
15670 ss << (IsInWorld() ? 1 : 0) << ", ";
15672 ss << m_cinematic << ", ";
15674 ss << m_Played_time[PLAYED_TIME_TOTAL] << ", ";
15675 ss << m_Played_time[PLAYED_TIME_LEVEL] << ", ";
15677 ss << finiteAlways(m_rest_bonus) << ", ";
15678 ss << (uint64)time(NULL) << ", ";
15679 ss << (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0) << ", ";
15680 //save, far from tavern/city
15681 //save, but in tavern/city
15682 ss << m_resetTalentsCost << ", ";
15683 ss << (uint64)m_resetTalentsTime << ", ";
15685 ss << finiteAlways(m_movementInfo.t_x) << ", ";
15686 ss << finiteAlways(m_movementInfo.t_y) << ", ";
15687 ss << finiteAlways(m_movementInfo.t_z) << ", ";
15688 ss << finiteAlways(m_movementInfo.t_o) << ", ";
15689 if (m_transport)
15690 ss << m_transport->GetGUIDLow();
15691 else
15692 ss << "0";
15693 ss << ", ";
15695 ss << m_ExtraFlags << ", ";
15697 ss << uint32(m_stableSlots) << ", "; // to prevent save uint8 as char
15699 ss << uint32(m_atLoginFlags) << ", ";
15701 ss << GetZoneId() << ", ";
15703 ss << (uint64)m_deathExpireTime << ", '";
15705 ss << m_taxi.SaveTaxiDestinationsToString() << "', ";
15706 ss << "'0' "; // arena_pending_points
15707 ss << ")";
15709 CharacterDatabase.Execute( ss.str().c_str() );
15711 if(m_mailsUpdated) //save mails only when needed
15712 _SaveMail();
15714 _SaveBGData();
15715 _SaveInventory();
15716 _SaveQuestStatus();
15717 _SaveDailyQuestStatus();
15718 _SaveSpells();
15719 _SaveSpellCooldowns();
15720 _SaveActions();
15721 _SaveAuras();
15722 m_achievementMgr.SaveToDB();
15723 m_reputationMgr.SaveToDB();
15724 _SaveEquipmentSets();
15725 GetSession()->SaveTutorialsData(); // changed only while character in game
15727 CharacterDatabase.CommitTransaction();
15729 // save pet (hunter pet level and experience and all type pets health/mana).
15730 if(Pet* pet = GetPet())
15731 pet->SavePetToDB(PET_SAVE_AS_CURRENT);
15734 // fast save function for item/money cheating preventing - save only inventory and money state
15735 void Player::SaveInventoryAndGoldToDB()
15737 _SaveInventory();
15738 SaveGoldToDB();
15741 void Player::SaveGoldToDB()
15743 CharacterDatabase.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow());
15746 void Player::_SaveActions()
15748 for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); )
15750 switch (itr->second.uState)
15752 case ACTIONBUTTON_NEW:
15753 CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type) VALUES ('%u', '%u', '%u', '%u')",
15754 GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.GetAction(), (uint32)itr->second.GetType() );
15755 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15756 ++itr;
15757 break;
15758 case ACTIONBUTTON_CHANGED:
15759 CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid= '%u' AND button= '%u' ",
15760 (uint32)itr->second.GetAction(), (uint32)itr->second.GetType(), GetGUIDLow(), (uint32)itr->first );
15761 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15762 ++itr;
15763 break;
15764 case ACTIONBUTTON_DELETED:
15765 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first );
15766 m_actionButtons.erase(itr++);
15767 break;
15768 default:
15769 ++itr;
15770 break;
15775 void Player::_SaveAuras()
15777 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15779 AuraMap const& auras = GetAuras();
15781 if (auras.empty())
15782 return;
15784 spellEffectPair lastEffectPair = auras.begin()->first;
15785 uint32 stackCounter = 1;
15787 for(AuraMap::const_iterator itr = auras.begin(); ; ++itr)
15789 if(itr == auras.end() || lastEffectPair != itr->first)
15791 AuraMap::const_iterator itr2 = itr;
15792 // save previous spellEffectPair to db
15793 itr2--;
15795 //skip all auras from spells that are passive
15796 //do not save single target auras (unless they were cast by the player)
15797 if (!itr2->second->IsPassive() && (itr2->second->GetCasterGUID() == GetGUID() || !itr2->second->IsSingleTarget()))
15799 CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15800 "VALUES ('%u', '" UI64FMTD "' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15801 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()));
15804 if(itr == auras.end())
15805 break;
15808 if (lastEffectPair == itr->first)
15809 stackCounter++;
15810 else
15812 lastEffectPair = itr->first;
15813 stackCounter = 1;
15818 void Player::_SaveInventory()
15820 // force items in buyback slots to new state
15821 // and remove those that aren't already
15822 for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; ++i)
15824 Item *item = m_items[i];
15825 if (!item || item->GetState() == ITEM_NEW) continue;
15826 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15827 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
15828 m_items[i]->FSetState(ITEM_NEW);
15831 // update enchantment durations
15832 for(EnchantDurationList::const_iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
15834 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
15837 // if no changes
15838 if (m_itemUpdateQueue.empty()) return;
15840 // do not save if the update queue is corrupt
15841 bool error = false;
15842 for(size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
15844 Item *item = m_itemUpdateQueue[i];
15845 if(!item || item->GetState() == ITEM_REMOVED) continue;
15846 Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
15848 if (test == NULL)
15850 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());
15851 error = true;
15853 else if (test != item)
15855 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());
15856 error = true;
15860 if (error)
15862 sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15863 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
15864 return;
15867 for(size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
15869 Item *item = m_itemUpdateQueue[i];
15870 if(!item) continue;
15872 Bag *container = item->GetContainer();
15873 uint32 bag_guid = container ? container->GetGUIDLow() : 0;
15875 switch(item->GetState())
15877 case ITEM_NEW:
15878 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());
15879 break;
15880 case ITEM_CHANGED:
15881 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());
15882 break;
15883 case ITEM_REMOVED:
15884 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15885 break;
15886 case ITEM_UNCHANGED:
15887 break;
15890 item->SaveToDB(); // item have unchanged inventory record and can be save standalone
15892 m_itemUpdateQueue.clear();
15895 void Player::_SaveMail()
15897 if (!m_mailsLoaded)
15898 return;
15900 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
15902 Mail *m = (*itr);
15903 if (m->state == MAIL_STATE_CHANGED)
15905 CharacterDatabase.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" UI64FMTD "', deliver_time = '" UI64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15906 m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
15907 if(m->removedItems.size())
15909 for(std::vector<uint32>::const_iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
15910 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
15911 m->removedItems.clear();
15913 m->state = MAIL_STATE_UNCHANGED;
15915 else if (m->state == MAIL_STATE_DELETED)
15917 if (m->HasItems())
15918 for(std::vector<MailItemInfo>::const_iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
15919 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
15920 if (m->itemTextId)
15921 CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
15922 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
15923 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
15927 //deallocate deleted mails...
15928 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); )
15930 if ((*itr)->state == MAIL_STATE_DELETED)
15932 Mail* m = *itr;
15933 m_mail.erase(itr);
15934 delete m;
15935 itr = m_mail.begin();
15937 else
15938 ++itr;
15941 m_mailsUpdated = false;
15944 void Player::_SaveQuestStatus()
15946 // we don't need transactions here.
15947 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
15949 switch (i->second.uState)
15951 case QUEST_NEW :
15952 CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15953 "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15954 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]);
15955 break;
15956 case QUEST_CHANGED :
15957 CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15958 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 );
15959 break;
15960 case QUEST_UNCHANGED:
15961 break;
15963 i->second.uState = QUEST_UNCHANGED;
15967 void Player::_SaveDailyQuestStatus()
15969 if(!m_DailyQuestChanged)
15970 return;
15972 m_DailyQuestChanged = false;
15974 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15976 // we don't need transactions here.
15977 CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15978 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15979 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
15980 CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD "')",
15981 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
15984 void Player::_SaveSpells()
15986 for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();)
15988 if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
15989 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
15991 // add only changed/new not dependent spells
15992 if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED))
15993 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);
15995 if (itr->second->state == PLAYERSPELL_REMOVED)
15997 delete itr->second;
15998 m_spells.erase(itr++);
16000 else
16002 itr->second->state = PLAYERSPELL_UNCHANGED;
16003 ++itr;
16009 void Player::outDebugValues() const
16011 if(!sLog.IsOutDebug()) // optimize disabled debug output
16012 return;
16014 sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
16015 sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
16016 sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
16017 sLog.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA));
16018 sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
16019 sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
16020 sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
16021 sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
16022 sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
16023 sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
16024 sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
16025 sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
16028 /*********************************************************/
16029 /*** FLOOD FILTER SYSTEM ***/
16030 /*********************************************************/
16032 void Player::UpdateSpeakTime()
16034 // ignore chat spam protection for GMs in any mode
16035 if(GetSession()->GetSecurity() > SEC_PLAYER)
16036 return;
16038 time_t current = time (NULL);
16039 if(m_speakTime > current)
16041 uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
16042 if(!max_count)
16043 return;
16045 ++m_speakCount;
16046 if(m_speakCount >= max_count)
16048 // prevent overwrite mute time, if message send just before mutes set, for example.
16049 time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
16050 if(GetSession()->m_muteTime < new_mute)
16051 GetSession()->m_muteTime = new_mute;
16053 m_speakCount = 0;
16056 else
16057 m_speakCount = 0;
16059 m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
16062 bool Player::CanSpeak() const
16064 return GetSession()->m_muteTime <= time (NULL);
16067 /*********************************************************/
16068 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
16069 /*********************************************************/
16071 void Player::SendAttackSwingNotInRange()
16073 WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
16074 GetSession()->SendPacket( &data );
16077 void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
16079 std::ostringstream ss;
16080 ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
16081 << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
16082 << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
16083 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
16084 sLog.outDebug(ss.str().c_str());
16085 CharacterDatabase.Execute(ss.str().c_str());
16088 void Player::SaveDataFieldToDB()
16090 std::ostringstream ss;
16091 ss<<"UPDATE characters SET data='";
16093 for(uint16 i = 0; i < m_valuesCount; ++i )
16095 ss << GetUInt32Value(i) << " ";
16097 ss<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
16099 CharacterDatabase.Execute(ss.str().c_str());
16102 bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
16104 std::ostringstream ss2;
16105 ss2<<"UPDATE characters SET data='";
16106 int i=0;
16107 for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i)
16109 ss2<<tokens[i]<<" ";
16111 ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'";
16113 return CharacterDatabase.Execute(ss2.str().c_str());
16116 void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
16118 char buf[11];
16119 snprintf(buf,11,"%u",value);
16121 if(index >= tokens.size())
16122 return;
16124 tokens[index] = buf;
16127 void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
16129 Tokens tokens;
16130 if(!LoadValuesArrayFromDB(tokens,guid))
16131 return;
16133 if(index >= tokens.size())
16134 return;
16136 char buf[11];
16137 snprintf(buf,11,"%u",value);
16138 tokens[index] = buf;
16140 SaveValuesArrayInDB(tokens,guid);
16143 void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
16145 uint32 temp;
16146 memcpy(&temp, &value, sizeof(value));
16147 Player::SetUInt32ValueInDB(index, temp, guid);
16150 void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
16152 // 0
16153 QueryResult* result = CharacterDatabase.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid));
16154 if(!result)
16155 return;
16157 Field* fields = result->Fetch();
16159 uint32 player_bytes2 = fields[0].GetUInt32();
16160 player_bytes2 &= ~0xFF;
16161 player_bytes2 |= facialHair;
16163 CharacterDatabase.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24), player_bytes2, GUID_LOPART(guid));
16165 delete result;
16168 void Player::SendAttackSwingDeadTarget()
16170 WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
16171 GetSession()->SendPacket( &data );
16174 void Player::SendAttackSwingCantAttack()
16176 WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
16177 GetSession()->SendPacket( &data );
16180 void Player::SendAttackSwingCancelAttack()
16182 WorldPacket data(SMSG_CANCEL_COMBAT, 0);
16183 GetSession()->SendPacket( &data );
16186 void Player::SendAttackSwingBadFacingAttack()
16188 WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
16189 GetSession()->SendPacket( &data );
16192 void Player::SendAutoRepeatCancel(Unit *target)
16194 WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size());
16195 data.append(target->GetPackGUID()); // may be it's target guid
16196 GetSession()->SendPacket( &data );
16199 void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
16201 WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
16202 data << Area;
16203 data << Experience;
16204 GetSession()->SendPacket(&data);
16207 void Player::SendDungeonDifficulty(bool IsInGroup)
16209 uint8 val = 0x00000001;
16210 WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
16211 data << (uint32)GetDungeonDifficulty();
16212 data << uint32(val);
16213 data << uint32(IsInGroup);
16214 GetSession()->SendPacket(&data);
16217 void Player::SendRaidDifficulty(bool IsInGroup)
16219 uint8 val = 0x00000001;
16220 WorldPacket data(MSG_SET_RAID_DIFFICULTY, 12);
16221 data << uint32(GetRaidDifficulty());
16222 data << uint32(val);
16223 data << uint32(IsInGroup);
16224 GetSession()->SendPacket(&data);
16227 void Player::SendResetFailedNotify(uint32 mapid)
16229 WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
16230 data << uint32(mapid);
16231 GetSession()->SendPacket(&data);
16234 /// Reset all solo instances and optionally send a message on success for each
16235 void Player::ResetInstances(uint8 method, bool isRaid)
16237 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16239 // we assume that when the difficulty changes, all instances that can be reset will be
16240 Difficulty diff = GetDifficulty(isRaid);
16242 for (BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end();)
16244 InstanceSave *p = itr->second.save;
16245 const MapEntry *entry = sMapStore.LookupEntry(itr->first);
16246 if(!entry || entry->IsRaid() != isRaid || !p->CanReset())
16248 ++itr;
16249 continue;
16252 if(method == INSTANCE_RESET_ALL)
16254 // the "reset all instances" method can only reset normal maps
16255 if(entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC)
16257 ++itr;
16258 continue;
16262 // if the map is loaded, reset it
16263 Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
16264 if(map && map->IsDungeon())
16265 ((InstanceMap*)map)->Reset(method);
16267 // since this is a solo instance there should not be any players inside
16268 if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
16269 SendResetInstanceSuccess(p->GetMapId());
16271 p->DeleteFromDB();
16272 m_boundInstances[diff].erase(itr++);
16274 // the following should remove the instance save from the manager and delete it as well
16275 p->RemovePlayer(this);
16279 void Player::SendResetInstanceSuccess(uint32 MapId)
16281 WorldPacket data(SMSG_INSTANCE_RESET, 4);
16282 data << MapId;
16283 GetSession()->SendPacket(&data);
16286 void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
16288 // TODO: find what other fail reasons there are besides players in the instance
16289 WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
16290 data << reason;
16291 data << MapId;
16292 GetSession()->SendPacket(&data);
16295 /*********************************************************/
16296 /*** Update timers ***/
16297 /*********************************************************/
16299 ///checks the 15 afk reports per 5 minutes limit
16300 void Player::UpdateAfkReport(time_t currTime)
16302 if(m_bgData.bgAfkReportedTimer <= currTime)
16304 m_bgData.bgAfkReportedCount = 0;
16305 m_bgData.bgAfkReportedTimer = currTime+5*MINUTE;
16309 void Player::UpdateContestedPvP(uint32 diff)
16311 if(!m_contestedPvPTimer||isInCombat())
16312 return;
16313 if(m_contestedPvPTimer <= diff)
16315 ResetContestedPvP();
16317 else
16318 m_contestedPvPTimer -= diff;
16321 void Player::UpdatePvPFlag(time_t currTime)
16323 if(!IsPvP())
16324 return;
16325 if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
16326 return;
16328 UpdatePvP(false);
16331 void Player::UpdateDuelFlag(time_t currTime)
16333 if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
16334 return;
16336 SetUInt32Value(PLAYER_DUEL_TEAM, 1);
16337 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
16339 duel->startTimer = 0;
16340 duel->startTime = currTime;
16341 duel->opponent->duel->startTimer = 0;
16342 duel->opponent->duel->startTime = currTime;
16345 void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
16347 if(!pet)
16348 pet = GetPet();
16350 if(returnreagent && (pet || m_temporaryUnsummonedPetNumber))
16352 //returning of reagents only for players, so best done here
16353 uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
16354 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16356 if(spellInfo)
16358 for(uint32 i = 0; i < 7; ++i)
16360 if(spellInfo->Reagent[i] > 0)
16362 ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16363 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
16364 if( msg == EQUIP_ERR_OK )
16366 Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
16367 if(IsInWorld())
16368 SendNewItem(item,spellInfo->ReagentCount[i],true,false);
16373 m_temporaryUnsummonedPetNumber = 0;
16376 if(!pet || pet->GetOwnerGUID()!=GetGUID())
16377 return;
16379 // only if current pet in slot
16380 switch(pet->getPetType())
16382 case MINI_PET:
16383 m_miniPet = 0;
16384 break;
16385 case GUARDIAN_PET:
16386 RemoveGuardian(pet);
16387 break;
16388 default:
16389 if(GetPetGUID() == pet->GetGUID())
16390 SetPet(NULL);
16391 break;
16394 pet->CombatStop();
16396 if(returnreagent)
16398 switch(pet->GetEntry())
16400 //warlock pets except imp are removed(?) when logging out
16401 case 1860:
16402 case 1863:
16403 case 417:
16404 case 17252:
16405 mode = PET_SAVE_NOT_IN_SLOT;
16406 break;
16410 pet->SavePetToDB(mode);
16412 pet->AddObjectToRemoveList();
16413 pet->m_removed = true;
16415 if(pet->isControlled())
16417 RemovePetActionBar();
16419 if(GetGroup())
16420 SetGroupUpdateFlag(GROUP_UPDATE_PET);
16424 void Player::RemoveMiniPet()
16426 if(Pet* pet = GetMiniPet())
16428 pet->Remove(PET_SAVE_AS_DELETED);
16429 m_miniPet = 0;
16433 Pet* Player::GetMiniPet()
16435 if(!m_miniPet)
16436 return NULL;
16437 return ObjectAccessor::GetPet(m_miniPet);
16440 void Player::Uncharm()
16442 Unit* charm = GetCharm();
16443 if(!charm)
16444 return;
16446 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
16447 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
16450 void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
16452 *data << (uint8)msgtype;
16453 *data << (uint32)language;
16454 *data << (uint64)GetGUID();
16455 *data << (uint32)language; //language 2.1.0 ?
16456 *data << (uint64)GetGUID();
16457 *data << (uint32)(text.length()+1);
16458 *data << text;
16459 *data << (uint8)chatTag();
16462 void Player::Say(const std::string& text, const uint32 language)
16464 WorldPacket data(SMSG_MESSAGECHAT, 200);
16465 BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
16466 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
16469 void Player::Yell(const std::string& text, const uint32 language)
16471 WorldPacket data(SMSG_MESSAGECHAT, 200);
16472 BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
16473 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
16476 void Player::TextEmote(const std::string& text)
16478 WorldPacket data(SMSG_MESSAGECHAT, 200);
16479 BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
16480 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT) );
16483 void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
16485 if (language != LANG_ADDON) // if not addon data
16486 language = LANG_UNIVERSAL; // whispers should always be readable
16488 Player *rPlayer = objmgr.GetPlayer(receiver);
16490 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16491 if(!rPlayer->isDND() || isGameMaster())
16493 WorldPacket data(SMSG_MESSAGECHAT, 200);
16494 BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
16495 rPlayer->GetSession()->SendPacket(&data);
16497 data.Initialize(SMSG_MESSAGECHAT, 200);
16498 rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, text, language);
16499 GetSession()->SendPacket(&data);
16501 else
16503 // announce to player that player he is whispering to is dnd and cannot receive his message
16504 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
16507 if(!isAcceptWhispers())
16509 SetAcceptWhispers(true);
16510 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
16513 // announce to player that player he is whispering to is afk
16514 if(rPlayer->isAFK())
16515 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
16517 // if player whisper someone, auto turn of dnd to be able to receive an answer
16518 if(isDND() && !rPlayer->isGameMaster())
16519 ToggleDND();
16522 void Player::PetSpellInitialize()
16524 Pet* pet = GetPet();
16526 if(!pet)
16527 return;
16529 sLog.outDebug("Pet Spells Groups");
16531 CharmInfo *charmInfo = pet->GetCharmInfo();
16533 WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
16534 data << uint64(pet->GetGUID());
16535 data << uint16(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
16536 data << uint32(0);
16537 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
16539 // action bar loop
16540 charmInfo->BuildActionBar(&data);
16542 size_t spellsCountPos = data.wpos();
16544 // spells count
16545 uint8 addlist = 0;
16546 data << uint8(addlist); // placeholder
16548 if (pet->IsPermanentPetFor(this))
16550 // spells loop
16551 for (PetSpellMap::const_iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
16553 if(itr->second.state == PETSPELL_REMOVED)
16554 continue;
16556 data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first,itr->second.active));
16557 ++addlist;
16561 data.put<uint8>(spellsCountPos, addlist);
16563 uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
16564 data << uint8(cooldownsCount);
16566 time_t curTime = time(NULL);
16568 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
16570 time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
16572 data << uint32(itr->first); // spellid
16573 data << uint16(0); // spell category?
16574 data << uint32(cooldown); // cooldown
16575 data << uint32(0); // category cooldown
16578 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
16580 time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
16582 data << uint32(itr->first); // spellid
16583 data << uint16(0); // spell category?
16584 data << uint32(0); // cooldown
16585 data << uint32(cooldown); // category cooldown
16588 GetSession()->SendPacket(&data);
16591 void Player::PossessSpellInitialize()
16593 Unit* charm = GetCharm();
16595 if(!charm)
16596 return;
16598 CharmInfo *charmInfo = charm->GetCharmInfo();
16600 if(!charmInfo)
16602 sLog.outError("Player::PossessSpellInitialize(): charm (GUID: %u TypeId: %u) has no charminfo!", charm->GetGUIDLow(),charm->GetTypeId());
16603 return;
16606 WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
16607 data << uint64(charm->GetGUID());
16608 data << uint16(0);
16609 data << uint32(0);
16610 data << uint32(0);
16612 charmInfo->BuildActionBar(&data);
16614 data << uint8(0); // spells count
16615 data << uint8(0); // cooldowns count
16617 GetSession()->SendPacket(&data);
16620 void Player::CharmSpellInitialize()
16622 Unit* charm = GetCharm();
16624 if(!charm)
16625 return;
16627 CharmInfo *charmInfo = charm->GetCharmInfo();
16628 if(!charmInfo)
16630 sLog.outError("Player::CharmSpellInitialize(): the player's charm (GUID: %u TypeId: %u) has no charminfo!", charm->GetGUIDLow(),charm->GetTypeId());
16631 return;
16634 uint8 addlist = 0;
16636 if(charm->GetTypeId() != TYPEID_PLAYER)
16638 CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
16640 if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
16642 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16644 if(charmInfo->GetCharmSpell(i)->GetAction())
16645 ++addlist;
16650 WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+4*addlist+1);
16651 data << uint64(charm->GetGUID());
16652 data << uint16(0);
16653 data << uint32(0);
16655 if(charm->GetTypeId() != TYPEID_PLAYER)
16656 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
16657 else
16658 data << uint8(0) << uint8(0) << uint16(0);
16660 charmInfo->BuildActionBar(&data);
16662 data << uint8(addlist);
16664 if(addlist)
16666 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16668 CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
16669 if(cspell->GetAction())
16670 data << uint32(cspell->packedData);
16674 data << uint8(0); // cooldowns count
16676 GetSession()->SendPacket(&data);
16679 void Player::RemovePetActionBar()
16681 WorldPacket data(SMSG_PET_SPELLS, 8);
16682 data << uint64(0);
16683 SendDirectMessage(&data);
16686 bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell)
16688 if (!mod || !spellInfo)
16689 return false;
16691 if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish
16693 // prevent apply to any spell except spell that trigger expire
16694 if(spell)
16696 if(mod->lastAffected != spell)
16697 return false;
16699 else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id))
16700 return false;
16703 return spellmgr.IsAffectedByMod(spellInfo, mod);
16706 void Player::AddSpellMod(SpellModifier* mod, bool apply)
16708 uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
16710 for(int eff=0;eff<96;++eff)
16712 uint64 _mask = 0;
16713 uint64 _mask2= 0;
16714 if (eff<64) _mask = uint64(1) << (eff- 0);
16715 else _mask2= uint64(1) << (eff-64);
16716 if ( mod->mask & _mask || mod->mask2 & _mask2)
16718 int32 val = 0;
16719 for (SpellModList::const_iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
16721 if ((*itr)->type == mod->type && ((*itr)->mask & _mask || (*itr)->mask2 & _mask2))
16722 val += (*itr)->value;
16724 val += apply ? mod->value : -(mod->value);
16725 WorldPacket data(Opcode, (1+1+4));
16726 data << uint8(eff);
16727 data << uint8(mod->op);
16728 data << int32(val);
16729 SendDirectMessage(&data);
16733 if (apply)
16734 m_spellMods[mod->op].push_back(mod);
16735 else
16737 if (mod->charges == -1)
16738 --m_SpellModRemoveCount;
16739 m_spellMods[mod->op].remove(mod);
16740 delete mod;
16744 void Player::RemoveSpellMods(Spell const* spell)
16746 if(!spell || (m_SpellModRemoveCount == 0))
16747 return;
16749 for(int i=0;i<MAX_SPELLMOD;++i)
16751 for (SpellModList::const_iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
16753 SpellModifier *mod = *itr;
16754 ++itr;
16756 if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
16758 RemoveAurasDueToSpell(mod->spellId);
16759 if (m_spellMods[i].empty())
16760 break;
16761 else
16762 itr = m_spellMods[i].begin();
16768 // send Proficiency
16769 void Player::SendProficiency(uint8 pr1, uint32 pr2)
16771 WorldPacket data(SMSG_SET_PROFICIENCY, 8);
16772 data << pr1 << pr2;
16773 GetSession()->SendPacket (&data);
16776 void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
16778 QueryResult *result = NULL;
16779 if(type==10)
16780 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16781 else
16782 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16783 if(result)
16785 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.
16786 { // and SendPetitionQueryOpcode reads data from the DB
16787 Field *fields = result->Fetch();
16788 uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
16789 uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
16791 // send update if charter owner in game
16792 Player* owner = objmgr.GetPlayer(ownerguid);
16793 if(owner)
16794 owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
16796 } while ( result->NextRow() );
16798 delete result;
16800 if(type==10)
16801 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16802 else
16803 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16806 CharacterDatabase.BeginTransaction();
16807 if(type == 10)
16809 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
16810 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
16812 else
16814 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16815 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16817 CharacterDatabase.CommitTransaction();
16820 void Player::LeaveAllArenaTeams(uint64 guid)
16822 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));
16823 if(!result)
16824 return;
16828 Field *fields = result->Fetch();
16829 uint32 at_id = fields[0].GetUInt32();
16830 if(at_id != 0)
16832 ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
16833 if(at)
16834 at->DelMember(guid);
16836 } while (result->NextRow());
16838 delete result;
16841 void Player::SetRestBonus (float rest_bonus_new)
16843 // Prevent resting on max level
16844 if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
16845 rest_bonus_new = 0;
16847 if(rest_bonus_new < 0)
16848 rest_bonus_new = 0;
16850 float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
16852 if(rest_bonus_new > rest_bonus_max)
16853 m_rest_bonus = rest_bonus_max;
16854 else
16855 m_rest_bonus = rest_bonus_new;
16857 // update data for client
16858 if(m_rest_bonus>10)
16859 SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
16860 else if(m_rest_bonus<=1)
16861 SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
16863 //RestTickUpdate
16864 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
16867 void Player::HandleStealthedUnitsDetection()
16869 std::list<Unit*> stealthedUnits;
16871 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16872 Cell cell(p);
16873 cell.data.Part.reserved = ALL_DISTRICT;
16874 cell.SetNoCreate();
16876 MaNGOS::AnyStealthedCheck u_check;
16877 MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(this,stealthedUnits, u_check);
16879 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher);
16880 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher);
16882 CellLock<GridReadGuard> cell_lock(cell, p);
16883 cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE);
16884 cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE);
16886 WorldObject const* viewPoint = GetViewPoint();
16888 for (std::list<Unit*>::const_iterator i = stealthedUnits.begin(); i != stealthedUnits.end(); ++i)
16890 if((*i)==this)
16891 continue;
16893 bool hasAtClient = HaveAtClient((*i));
16894 bool hasDetected = (*i)->isVisibleForOrDetect(this, viewPoint, true);
16896 if (hasDetected)
16898 if(!hasAtClient)
16900 (*i)->SendUpdateToPlayer(this);
16901 m_clientGUIDs.insert((*i)->GetGUID());
16903 #ifdef MANGOS_DEBUG
16904 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
16905 sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
16906 #endif
16908 // target aura duration for caster show only if target exist at caster client
16909 // send data at target visibility change (adding to client)
16910 if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
16911 SendAurasForTarget(*i);
16914 else
16916 if(hasAtClient)
16918 (*i)->DestroyForPlayer(this);
16919 m_clientGUIDs.erase((*i)->GetGUID());
16925 bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 0*/)
16927 if(nodes.size() < 2)
16928 return false;
16930 // 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
16931 if(GetSession()->isLogingOut() || isInCombat())
16933 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16934 data << uint32(ERR_TAXIPLAYERBUSY);
16935 GetSession()->SendPacket(&data);
16936 return false;
16939 if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
16940 return false;
16942 // taximaster case
16943 if(npc)
16945 // not let cheating with start flight mounted
16946 if(IsMounted())
16948 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16949 data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
16950 GetSession()->SendPacket(&data);
16951 return false;
16954 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
16956 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16957 data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
16958 GetSession()->SendPacket(&data);
16959 return false;
16962 // 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
16963 if(IsNonMeleeSpellCasted(false))
16965 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16966 data << uint32(ERR_TAXIPLAYERBUSY);
16967 GetSession()->SendPacket(&data);
16968 return false;
16971 // cast case or scripted call case
16972 else
16974 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
16976 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
16977 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
16979 if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL))
16980 if (spell->m_spellInfo->Id != spellid)
16981 InterruptSpell(CURRENT_GENERIC_SPELL,false);
16983 InterruptSpell(CURRENT_AUTOREPEAT_SPELL,false);
16985 if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL))
16986 if (spell->m_spellInfo->Id != spellid)
16987 InterruptSpell(CURRENT_CHANNELED_SPELL,true);
16990 uint32 sourcenode = nodes[0];
16992 // starting node too far away (cheat?)
16993 TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
16994 if (!node)
16996 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16997 data << uint32(ERR_TAXINOSUCHPATH);
16998 GetSession()->SendPacket(&data);
16999 return false;
17002 // check node starting pos data set case if provided
17003 if (node->x != 0.0f || node->y != 0.0f || node->z != 0.0f)
17005 if (node->map_id != GetMapId() ||
17006 (node->x - GetPositionX())*(node->x - GetPositionX())+
17007 (node->y - GetPositionY())*(node->y - GetPositionY())+
17008 (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
17009 (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE))
17011 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17012 data << uint32(ERR_TAXITOOFARAWAY);
17013 GetSession()->SendPacket(&data);
17014 return false;
17017 // node must have pos if taxi master case (npc != NULL)
17018 else if (npc)
17020 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17021 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
17022 GetSession()->SendPacket(&data);
17023 return false;
17026 // Prepare to flight start now
17028 // stop combat at start taxi flight if any
17029 CombatStop();
17031 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
17032 TradeCancel(true);
17034 // clean not finished taxi path if any
17035 m_taxi.ClearTaxiDestinations();
17037 // 0 element current node
17038 m_taxi.AddTaxiDestination(sourcenode);
17040 // fill destinations path tail
17041 uint32 sourcepath = 0;
17042 uint32 totalcost = 0;
17044 uint32 prevnode = sourcenode;
17045 uint32 lastnode = 0;
17047 for(uint32 i = 1; i < nodes.size(); ++i)
17049 uint32 path, cost;
17051 lastnode = nodes[i];
17052 objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
17054 if(!path)
17056 m_taxi.ClearTaxiDestinations();
17057 return false;
17060 totalcost += cost;
17062 if(prevnode == sourcenode)
17063 sourcepath = path;
17065 m_taxi.AddTaxiDestination(lastnode);
17067 prevnode = lastnode;
17070 // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
17071 uint32 mount_display_id = objmgr.GetTaxiMountDisplayId(sourcenode, GetTeam(), npc == NULL);
17073 // in spell case allow 0 model
17074 if ((mount_display_id == 0 && spellid == 0) || sourcepath == 0)
17076 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17077 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
17078 GetSession()->SendPacket(&data);
17079 m_taxi.ClearTaxiDestinations();
17080 return false;
17083 uint32 money = GetMoney();
17085 if (npc)
17086 totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
17088 if(money < totalcost)
17090 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17091 data << uint32(ERR_TAXINOTENOUGHMONEY);
17092 GetSession()->SendPacket(&data);
17093 m_taxi.ClearTaxiDestinations();
17094 return false;
17097 //Checks and preparations done, DO FLIGHT
17098 ModifyMoney(-(int32)totalcost);
17099 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
17100 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1);
17102 // prevent stealth flight
17103 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
17105 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17106 data << uint32(ERR_TAXIOK);
17107 GetSession()->SendPacket(&data);
17109 sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
17111 GetSession()->SendDoFlight(mount_display_id, sourcepath);
17113 return true;
17116 bool Player::ActivateTaxiPathTo( uint32 taxi_path_id, uint32 spellid /*= 0*/ )
17118 TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id);
17119 if(!entry)
17120 return false;
17122 std::vector<uint32> nodes;
17124 nodes.resize(2);
17125 nodes[0] = entry->from;
17126 nodes[1] = entry->to;
17128 return ActivateTaxiPathTo(nodes,NULL,spellid);
17131 void Player::ContinueTaxiFlight()
17133 uint32 sourceNode = m_taxi.GetTaxiSource();
17134 if (!sourceNode)
17135 return;
17137 sLog.outDebug( "WORLD: Restart character %u taxi flight", GetGUIDLow() );
17139 uint32 mountDisplayId = objmgr.GetTaxiMountDisplayId(sourceNode, GetTeam(),true);
17140 uint32 path = m_taxi.GetCurrentTaxiPath();
17142 // search appropriate start path node
17143 uint32 startNode = 0;
17145 TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path];
17147 float distPrev = MAP_SIZE*MAP_SIZE;
17148 float distNext =
17149 (nodeList[0].x-GetPositionX())*(nodeList[0].x-GetPositionX())+
17150 (nodeList[0].y-GetPositionY())*(nodeList[0].y-GetPositionY())+
17151 (nodeList[0].z-GetPositionZ())*(nodeList[0].z-GetPositionZ());
17153 for(uint32 i = 1; i < nodeList.size(); ++i)
17155 TaxiPathNode const& node = nodeList[i];
17156 TaxiPathNode const& prevNode = nodeList[i-1];
17158 // skip nodes at another map
17159 if(node.mapid != GetMapId())
17160 continue;
17162 distPrev = distNext;
17164 distNext =
17165 (node.x-GetPositionX())*(node.x-GetPositionX())+
17166 (node.y-GetPositionY())*(node.y-GetPositionY())+
17167 (node.z-GetPositionZ())*(node.z-GetPositionZ());
17169 float distNodes =
17170 (node.x-prevNode.x)*(node.x-prevNode.x)+
17171 (node.y-prevNode.y)*(node.y-prevNode.y)+
17172 (node.z-prevNode.z)*(node.z-prevNode.z);
17174 if(distNext + distPrev < distNodes)
17176 startNode = i;
17177 break;
17181 GetSession()->SendDoFlight(mountDisplayId, path, startNode);
17184 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
17186 // last check 2.0.10
17187 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
17188 data << GetGUID();
17189 data << uint8(0x0); // flags (0x1, 0x2)
17190 time_t curTime = time(NULL);
17191 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
17193 if (itr->second->state == PLAYERSPELL_REMOVED)
17194 continue;
17195 uint32 unSpellId = itr->first;
17196 SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
17197 if (!spellInfo)
17199 ASSERT(spellInfo);
17200 continue;
17203 // Not send cooldown for this spells
17204 if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
17205 continue;
17207 if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
17209 data << uint32(unSpellId);
17210 data << uint32(unTimeMs); // in m.secs
17211 AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILISECONDS);
17214 GetSession()->SendPacket(&data);
17217 void Player::InitDataForForm(bool reapplyMods)
17219 SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
17220 if(ssEntry && ssEntry->attackSpeed)
17222 SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
17223 SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
17224 SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
17226 else
17227 SetRegularAttackTime();
17229 switch(m_form)
17231 case FORM_CAT:
17233 if(getPowerType()!=POWER_ENERGY)
17234 setPowerType(POWER_ENERGY);
17235 break;
17237 case FORM_BEAR:
17238 case FORM_DIREBEAR:
17240 if(getPowerType()!=POWER_RAGE)
17241 setPowerType(POWER_RAGE);
17242 break;
17244 default: // 0, for example
17246 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
17247 if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
17248 setPowerType(Powers(cEntry->powerType));
17249 break;
17253 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17254 if (!reapplyMods)
17255 UpdateEquipSpellsAtFormChange();
17257 UpdateAttackPowerAndDamage();
17258 UpdateAttackPowerAndDamage(true);
17261 void Player::InitDisplayIds()
17263 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
17264 if(!info)
17266 sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
17267 return;
17270 uint8 gender = getGender();
17271 switch(gender)
17273 case GENDER_FEMALE:
17274 SetDisplayId(info->displayId_f );
17275 SetNativeDisplayId(info->displayId_f );
17276 break;
17277 case GENDER_MALE:
17278 SetDisplayId(info->displayId_m );
17279 SetNativeDisplayId(info->displayId_m );
17280 break;
17281 default:
17282 sLog.outError("Invalid gender %u for player",gender);
17283 return;
17287 // Return true is the bought item has a max count to force refresh of window by caller
17288 bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint8 bag, uint8 slot)
17290 // cheating attempt
17291 if (count < 1) count = 1;
17293 if (!isAlive())
17294 return false;
17296 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
17297 if (!pProto)
17299 SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
17300 return false;
17303 Creature *pCreature = GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR);
17304 if (!pCreature)
17306 sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
17307 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
17308 return false;
17311 VendorItemData const* vItems = pCreature->GetVendorItems();
17312 if(!vItems || vItems->Empty())
17314 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
17315 return false;
17318 size_t vendor_slot = vItems->FindItemSlot(item);
17319 if (vendor_slot >= vItems->GetItemCount())
17321 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
17322 return false;
17325 VendorItem const* crItem = vItems->m_items[vendor_slot];
17327 // check current item amount if it limited
17328 if (crItem->maxcount != 0)
17330 if (pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
17332 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
17333 return false;
17337 if (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
17339 SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
17340 return false;
17343 if (crItem->ExtendedCost)
17345 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17346 if (!iece)
17348 sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
17349 return false;
17352 // honor points price
17353 if (GetHonorPoints() < (iece->reqhonorpoints * count))
17355 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
17356 return false;
17359 // arena points price
17360 if (GetArenaPoints() < (iece->reqarenapoints * count))
17362 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
17363 return false;
17366 // item base price
17367 for (uint8 i = 0; i < 5; ++i)
17369 if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
17371 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
17372 return false;
17376 // check for personal arena rating requirement
17377 if( GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating )
17379 // probably not the proper equip err
17380 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
17381 return false;
17385 uint32 price = pProto->BuyPrice * count;
17387 // reputation discount
17388 price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
17390 if (GetMoney() < price)
17392 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
17393 return false;
17396 if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot))
17398 ItemPosCountVec dest;
17399 uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
17400 if (msg != EQUIP_ERR_OK)
17402 SendEquipError( msg, NULL, NULL );
17403 return false;
17406 ModifyMoney( -(int32)price );
17407 if (crItem->ExtendedCost) // case for new honor system
17409 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17410 if (iece->reqhonorpoints)
17411 ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
17412 if (iece->reqarenapoints)
17413 ModifyArenaPoints( - int32(iece->reqarenapoints * count));
17414 for (uint8 i = 0; i < 5; ++i)
17416 if (iece->reqitem[i])
17417 DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
17421 if (Item *it = StoreNewItem( dest, item, true ))
17423 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17425 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17426 data << uint64(pCreature->GetGUID());
17427 data << uint32(vendor_slot+1); // numbered from 1 at client
17428 data << uint32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17429 data << uint32(count);
17430 GetSession()->SendPacket(&data);
17432 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17435 else if (IsEquipmentPos(bag, slot))
17437 if (pProto->BuyCount * count != 1)
17439 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL );
17440 return false;
17443 uint16 dest;
17444 uint8 msg = CanEquipNewItem( slot, dest, item, false );
17445 if (msg != EQUIP_ERR_OK)
17447 SendEquipError( msg, NULL, NULL );
17448 return false;
17451 ModifyMoney( -(int32)price );
17452 if (crItem->ExtendedCost) // case for new honor system
17454 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17455 if (iece->reqhonorpoints)
17456 ModifyHonorPoints( - int32(iece->reqhonorpoints));
17457 if (iece->reqarenapoints)
17458 ModifyArenaPoints( - int32(iece->reqarenapoints));
17459 for (uint8 i = 0; i < 5; ++i)
17461 if(iece->reqitem[i])
17462 DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
17466 if (Item *it = EquipNewItem( dest, item, true ))
17468 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17470 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17471 data << uint64(pCreature->GetGUID());
17472 data << uint32(vendor_slot + 1); // numbered from 1 at client
17473 data << uint32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17474 data << uint32(count);
17475 GetSession()->SendPacket(&data);
17477 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17479 AutoUnequipOffhandIfNeed();
17482 else
17484 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
17485 return false;
17488 return crItem->maxcount != 0;
17491 uint32 Player::GetMaxPersonalArenaRatingRequirement()
17493 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17494 // the personal rating of the arena team must match the required limit as well
17495 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17496 uint32 max_personal_rating = 0;
17497 for(int i = 0; i < MAX_ARENA_SLOT; ++i)
17499 if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
17501 uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING);
17502 uint32 t_rating = at->GetRating();
17503 p_rating = p_rating < t_rating ? p_rating : t_rating;
17504 if(max_personal_rating < p_rating)
17505 max_personal_rating = p_rating;
17508 return max_personal_rating;
17511 void Player::UpdateHomebindTime(uint32 time)
17513 // GMs never get homebind timer online
17514 if (m_InstanceValid || isGameMaster())
17516 if(m_HomebindTimer) // instance valid, but timer not reset
17518 // hide reminder
17519 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17520 data << uint32(0);
17521 data << uint32(0);
17522 GetSession()->SendPacket(&data);
17524 // instance is valid, reset homebind timer
17525 m_HomebindTimer = 0;
17527 else if (m_HomebindTimer > 0)
17529 if (time >= m_HomebindTimer)
17531 // teleport to nearest graveyard
17532 RepopAtGraveyard();
17534 else
17535 m_HomebindTimer -= time;
17537 else
17539 // instance is invalid, start homebind timer
17540 m_HomebindTimer = 60000;
17541 // send message to player
17542 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17543 data << uint32(m_HomebindTimer);
17544 data << uint32(1);
17545 GetSession()->SendPacket(&data);
17546 sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17550 void Player::UpdatePvP(bool state, bool ovrride)
17552 if(!state || ovrride)
17554 SetPvP(state);
17555 pvpInfo.endTimer = 0;
17557 else
17559 if(pvpInfo.endTimer != 0)
17560 pvpInfo.endTimer = time(NULL);
17561 else
17562 SetPvP(state);
17566 void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
17568 // init cooldown values
17569 uint32 cat = 0;
17570 int32 rec = -1;
17571 int32 catrec = -1;
17573 // some special item spells without correct cooldown in SpellInfo
17574 // cooldown information stored in item prototype
17575 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17577 if(itemId)
17579 if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId))
17581 for(int idx = 0; idx < 5; ++idx)
17583 if(proto->Spells[idx].SpellId == spellInfo->Id)
17585 cat = proto->Spells[idx].SpellCategory;
17586 rec = proto->Spells[idx].SpellCooldown;
17587 catrec = proto->Spells[idx].SpellCategoryCooldown;
17588 break;
17594 // if no cooldown found above then base at DBC data
17595 if(rec < 0 && catrec < 0)
17597 cat = spellInfo->Category;
17598 rec = spellInfo->RecoveryTime;
17599 catrec = spellInfo->CategoryRecoveryTime;
17602 time_t curTime = time(NULL);
17604 time_t catrecTime;
17605 time_t recTime;
17607 // overwrite time for selected category
17608 if(infinityCooldown)
17610 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17611 // but not allow ignore until reset or re-login
17612 catrecTime = catrec > 0 ? curTime+infinityCooldownDelay : 0;
17613 recTime = rec > 0 ? curTime+infinityCooldownDelay : catrecTime;
17615 else
17617 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17618 // prevent 0 cooldowns set by another way
17619 if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != SPELL_ID_AUTOSHOT))
17620 rec = GetAttackTime(RANGED_ATTACK);
17622 // Now we have cooldown data (if found any), time to apply mods
17623 if(rec > 0)
17624 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
17626 if(catrec > 0)
17627 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
17629 // replace negative cooldowns by 0
17630 if (rec < 0) rec = 0;
17631 if (catrec < 0) catrec = 0;
17633 // no cooldown after applying spell mods
17634 if( rec == 0 && catrec == 0)
17635 return;
17637 catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0;
17638 recTime = rec ? curTime+rec/IN_MILISECONDS : catrecTime;
17641 // self spell cooldown
17642 if(recTime > 0)
17643 AddSpellCooldown(spellInfo->Id, itemId, recTime);
17645 // category spells
17646 if (cat && catrec > 0)
17648 SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
17649 if(i_scstore != sSpellCategoryStore.end())
17651 for(SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
17653 if(*i_scset == spellInfo->Id) // skip main spell, already handled above
17654 continue;
17656 AddSpellCooldown(*i_scset, itemId, catrecTime);
17662 void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
17664 SpellCooldown sc;
17665 sc.end = end_time;
17666 sc.itemid = itemid;
17667 m_spellCooldowns[spellid] = sc;
17670 void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell)
17672 // start cooldowns at server side, if any
17673 AddSpellAndCategoryCooldowns(spellInfo, itemId, spell);
17675 // Send activate cooldown timer (possible 0) at client side
17676 WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
17677 data << uint32(spellInfo->Id);
17678 data << uint64(GetGUID());
17679 SendDirectMessage(&data);
17682 void Player::UpdatePotionCooldown(Spell* spell)
17684 // no potion used i combat or still in combat
17685 if(!m_lastPotionId || isInCombat())
17686 return;
17688 // Call not from spell cast, send cooldown event for item spells if no in combat
17689 if(!spell)
17691 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17692 if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId))
17693 for(int idx = 0; idx < 5; ++idx)
17694 if(proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
17695 if(SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId))
17696 SendCooldownEvent(spellInfo,m_lastPotionId);
17698 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17699 else
17700 SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell);
17702 m_lastPotionId = 0;
17705 //slot to be excluded while counting
17706 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
17708 if(!enchantmentcondition)
17709 return true;
17711 SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
17713 if(!Condition)
17714 return true;
17716 uint8 curcount[4] = {0, 0, 0, 0};
17718 //counting current equipped gem colors
17719 for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
17721 if(i == slot)
17722 continue;
17723 Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
17724 if(pItem2 && pItem2->GetProto()->Socket[0].Color)
17726 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17728 uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17729 if(!enchant_id)
17730 continue;
17732 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17733 if(!enchantEntry)
17734 continue;
17736 uint32 gemid = enchantEntry->GemID;
17737 if(!gemid)
17738 continue;
17740 ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
17741 if(!gemProto)
17742 continue;
17744 GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
17745 if(!gemProperty)
17746 continue;
17748 uint8 GemColor = gemProperty->color;
17750 for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
17752 if(tmpcolormask & GemColor)
17753 ++curcount[b];
17759 bool activate = true;
17761 for(int i = 0; i < 5; ++i)
17763 if(!Condition->Color[i])
17764 continue;
17766 uint32 _cur_gem = curcount[Condition->Color[i] - 1];
17768 // if have <CompareColor> use them as count, else use <value> from Condition
17769 uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
17771 switch(Condition->Comparator[i])
17773 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17774 activate &= (_cur_gem < _cmp_gem) ? true : false;
17775 break;
17776 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17777 activate &= (_cur_gem > _cmp_gem) ? true : false;
17778 break;
17779 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17780 activate &= (_cur_gem >= _cmp_gem) ? true : false;
17781 break;
17785 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");
17787 return activate;
17790 void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
17792 //cycle all equipped items
17793 for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17795 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17796 if(slot == exceptslot)
17797 continue;
17799 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17801 if(!pItem || !pItem->GetProto()->Socket[0].Color)
17802 continue;
17804 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17806 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17807 if(!enchant_id)
17808 continue;
17810 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17811 if(!enchantEntry)
17812 continue;
17814 uint32 condition = enchantEntry->EnchantmentCondition;
17815 if(condition)
17817 //was enchant active with/without item?
17818 bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
17819 //should it now be?
17820 if(wasactive != EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
17822 // ignore item gem conditions
17823 //if state changed, (dis)apply enchant
17824 ApplyEnchantment(pItem, EnchantmentSlot(enchant_slot), !wasactive, true, true);
17831 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17832 void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
17834 //cycle all equipped items
17835 for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17837 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17838 if(slot == exceptslot)
17839 continue;
17841 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17843 if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
17844 continue;
17846 //cycle all (gem)enchants
17847 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17849 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17850 if(!enchant_id) //if no enchant go to next enchant(slot)
17851 continue;
17853 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17854 if(!enchantEntry)
17855 continue;
17857 //only metagems to be (de)activated, so only enchants with condition
17858 uint32 condition = enchantEntry->EnchantmentCondition;
17859 if(condition)
17860 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
17865 void Player::SetBattleGroundEntryPoint()
17867 // Taxi path store
17868 if (!m_taxi.empty())
17870 m_bgData.mountSpell = 0;
17871 m_bgData.taxiPath[0] = m_taxi.GetTaxiSource();
17872 m_bgData.taxiPath[1] = m_taxi.GetTaxiDestination();
17874 // On taxi we don't need check for dungeon
17875 m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
17876 return;
17878 else
17880 m_bgData.ClearTaxiPath();
17882 // Mount spell id storing
17883 if (IsMounted())
17885 AuraList const& auras = GetAurasByType(SPELL_AURA_MOUNTED);
17886 if (!auras.empty())
17887 m_bgData.mountSpell = (*auras.begin())->GetId();
17889 else
17890 m_bgData.mountSpell = 0;
17892 // If map is dungeon find linked graveyard
17893 if(GetMap()->IsDungeon())
17895 if (const WorldSafeLocsEntry* entry = objmgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
17897 m_bgData.joinPos = WorldLocation(entry->map_id, entry->x, entry->y, entry->z, 0.0f);
17898 return;
17900 else
17901 sLog.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId());
17903 // If new entry point is not BG or arena set it
17904 else if (!GetMap()->IsBattleGroundOrArena())
17906 m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
17907 return;
17911 // In error cases use homebind position
17912 m_bgData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f);
17915 void Player::LeaveBattleground(bool teleportToEntryPoint)
17917 if(BattleGround *bg = GetBattleGround())
17919 bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
17921 // call after remove to be sure that player resurrected for correct cast
17922 if( bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER) )
17924 if( bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN )
17926 //lets check if player was teleported from BG and schedule delayed Deserter spell cast
17927 if(IsBeingTeleportedFar())
17929 ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER);
17930 return;
17933 CastSpell(this, 26013, true); // Deserter
17939 bool Player::CanJoinToBattleground() const
17941 // check Deserter debuff
17942 if(GetDummyAura(26013))
17943 return false;
17945 return true;
17948 bool Player::CanReportAfkDueToLimit()
17950 // a player can complain about 15 people per 5 minutes
17951 if(m_bgData.bgAfkReportedCount++ >= 15)
17952 return false;
17954 return true;
17957 ///This player has been blamed to be inactive in a battleground
17958 void Player::ReportedAfkBy(Player* reporter)
17960 BattleGround *bg = GetBattleGround();
17961 if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
17962 return;
17964 // check if player has 'Idle' or 'Inactive' debuff
17965 if(m_bgData.bgAfkReporter.find(reporter->GetGUIDLow()) == m_bgData.bgAfkReporter.end() && !HasAura(43680, 0) && !HasAura(43681, 0) && reporter->CanReportAfkDueToLimit())
17967 m_bgData.bgAfkReporter.insert(reporter->GetGUIDLow());
17968 // 3 players have to complain to apply debuff
17969 if(m_bgData.bgAfkReporter.size() >= 3)
17971 // cast 'Idle' spell
17972 CastSpell(this, 43680, true);
17973 m_bgData.bgAfkReporter.clear();
17978 WorldObject const* Player::GetViewPoint() const
17980 if(uint64 far_sight = GetFarSight())
17982 WorldObject const* viewPoint = ObjectAccessor::GetWorldObject(*this,far_sight);
17983 return viewPoint ? viewPoint : this; // always expected not NULL
17985 else
17986 return this;
17989 bool Player::IsVisibleInGridForPlayer( Player* pl ) const
17991 // gamemaster in GM mode see all, including ghosts
17992 if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
17993 return true;
17995 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17996 if (InBattleGround())
17998 if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
17999 return false;
18000 return true;
18003 // Live player see live player or dead player with not realized corpse
18004 if(pl->isAlive() || pl->m_deathTimer > 0)
18006 return isAlive() || m_deathTimer > 0;
18009 // Ghost see other friendly ghosts, that's for sure
18010 if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
18011 return true;
18013 // Dead player see live players near own corpse
18014 if(isAlive())
18016 Corpse *corpse = pl->GetCorpse();
18017 if(corpse)
18019 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
18020 if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
18021 return true;
18025 // and not see any other
18026 return false;
18029 bool Player::IsVisibleGloballyFor( Player* u ) const
18031 if(!u)
18032 return false;
18034 // Always can see self
18035 if (u==this)
18036 return true;
18038 // Visible units, always are visible for all players
18039 if (GetVisibility() == VISIBILITY_ON)
18040 return true;
18042 // GMs are visible for higher gms (or players are visible for gms)
18043 if (u->GetSession()->GetSecurity() > SEC_PLAYER)
18044 return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
18046 // non faction visibility non-breakable for non-GMs
18047 if (GetVisibility() == VISIBILITY_OFF)
18048 return false;
18050 // non-gm stealth/invisibility not hide from global player lists
18051 return true;
18054 void Player::UpdateVisibilityOf(WorldObject const* viewPoint, WorldObject* target)
18056 if(HaveAtClient(target))
18058 if(!target->isVisibleForInState(this, viewPoint, true))
18060 target->DestroyForPlayer(this);
18061 m_clientGUIDs.erase(target->GetGUID());
18063 #ifdef MANGOS_DEBUG
18064 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
18065 sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
18066 #endif
18069 else
18071 if(target->isVisibleForInState(this, viewPoint, false))
18073 target->SendUpdateToPlayer(this);
18074 if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
18075 m_clientGUIDs.insert(target->GetGUID());
18077 #ifdef MANGOS_DEBUG
18078 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
18079 sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
18080 #endif
18082 // target aura duration for caster show only if target exist at caster client
18083 // send data at target visibility change (adding to client)
18084 if(target!=this && target->isType(TYPEMASK_UNIT))
18085 SendAurasForTarget((Unit*)target);
18087 if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
18088 ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
18093 template<class T>
18094 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target)
18096 s64.insert(target->GetGUID());
18099 template<>
18100 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target)
18102 if(!target->IsTransport())
18103 s64.insert(target->GetGUID());
18106 template<class T>
18107 void Player::UpdateVisibilityOf(WorldObject const* viewPoint, T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow)
18109 if(HaveAtClient(target))
18111 if(!target->isVisibleForInState(this,viewPoint,true))
18113 target->BuildOutOfRangeUpdateBlock(&data);
18114 m_clientGUIDs.erase(target->GetGUID());
18116 #ifdef MANGOS_DEBUG
18117 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
18118 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));
18119 #endif
18122 else
18124 if(target->isVisibleForInState(this,viewPoint,false))
18126 visibleNow.insert(target);
18127 target->BuildUpdate(data_updates);
18128 target->BuildCreateUpdateBlockForPlayer(&data, this);
18129 UpdateVisibilityOf_helper(m_clientGUIDs,target);
18131 #ifdef MANGOS_DEBUG
18132 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
18133 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));
18134 #endif
18139 template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Player* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
18140 template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
18141 template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
18142 template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
18143 template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
18145 void Player::InitPrimaryProfessions()
18147 SetFreePrimaryProfessions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
18150 void Player::SendComboPoints()
18152 Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
18153 if (combotarget)
18155 WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
18156 data.append(combotarget->GetPackGUID());
18157 data << uint8(m_comboPoints);
18158 GetSession()->SendPacket(&data);
18162 void Player::AddComboPoints(Unit* target, int8 count)
18164 if(!count)
18165 return;
18167 // without combo points lost (duration checked in aura)
18168 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
18170 if(target->GetGUID() == m_comboTarget)
18172 m_comboPoints += count;
18174 else
18176 if(m_comboTarget)
18177 if(Unit* target2 = ObjectAccessor::GetUnit(*this,m_comboTarget))
18178 target2->RemoveComboPointHolder(GetGUIDLow());
18180 m_comboTarget = target->GetGUID();
18181 m_comboPoints = count;
18183 target->AddComboPointHolder(GetGUIDLow());
18186 if (m_comboPoints > 5) m_comboPoints = 5;
18187 if (m_comboPoints < 0) m_comboPoints = 0;
18189 SendComboPoints();
18192 void Player::ClearComboPoints()
18194 if(!m_comboTarget)
18195 return;
18197 // without combopoints lost (duration checked in aura)
18198 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
18200 m_comboPoints = 0;
18202 SendComboPoints();
18204 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
18205 target->RemoveComboPointHolder(GetGUIDLow());
18207 m_comboTarget = 0;
18210 void Player::SetGroup(Group *group, int8 subgroup)
18212 if(group == NULL)
18213 m_group.unlink();
18214 else
18216 // never use SetGroup without a subgroup unless you specify NULL for group
18217 assert(subgroup >= 0);
18218 m_group.link(group, this);
18219 m_group.setSubGroup((uint8)subgroup);
18223 void Player::SendInitialPacketsBeforeAddToMap()
18225 GetSocial()->SendSocialList();
18227 // guild bank list wtf?
18229 // Homebind
18230 WorldPacket data(SMSG_BINDPOINTUPDATE, 5*4);
18231 data << m_homebindX << m_homebindY << m_homebindZ;
18232 data << (uint32) m_homebindMapId;
18233 data << (uint32) m_homebindZoneId;
18234 GetSession()->SendPacket(&data);
18236 // SMSG_SET_PROFICIENCY
18237 // SMSG_SET_PCT_SPELL_MODIFIER
18238 // SMSG_SET_FLAT_SPELL_MODIFIER
18239 // SMSG_UPDATE_AURA_DURATION
18241 SendTalentsInfoData(false);
18243 // SMSG_INSTANCE_DIFFICULTY
18245 SendInitialSpells();
18247 data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
18248 data << uint32(0); // count, for(count) uint32;
18249 GetSession()->SendPacket(&data);
18251 SendInitialActionButtons();
18252 m_reputationMgr.SendInitialReputations();
18253 // SMSG_INIT_WORLD_STATES
18254 m_achievementMgr.SendAllAchievementData();
18256 SendEquipmentSetList();
18258 data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4);
18259 data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
18260 data << (float)0.01666667f; // game speed
18261 data << uint32(0); // added in 3.1.2
18262 GetSession()->SendPacket( &data );
18264 // SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...)
18265 // SMSG_PET_GUIDS
18266 // SMSG_UPDATE_WORLD_STATE
18267 // SMSG_POWER_UPDATE
18269 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
18270 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || HasAuraType(SPELL_AURA_FLY) || isInFlight())
18271 m_movementInfo.AddMovementFlag(MOVEMENTFLAG_FLYING2);
18273 m_mover = this;
18276 void Player::SendInitialPacketsAfterAddToMap()
18278 // update zone
18279 uint32 newzone, newarea;
18280 GetZoneAndAreaId(newzone,newarea);
18281 UpdateZone(newzone,newarea); // also call SendInitWorldStates();
18283 WorldPacket data(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
18284 data << uint32(0x00000000); // on blizz it increments periodically
18285 GetSession()->SendPacket(&data);
18287 CastSpell(this, 836, true); // LOGINEFFECT
18289 // set some aura effects that send packet to player client after add player to map
18290 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
18291 // same auras state lost at far teleport, send it one more time in this case also
18292 static const AuraType auratypes[] =
18294 SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
18295 SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
18296 SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED, SPELL_AURA_NONE
18298 for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
18300 Unit::AuraList const& auraList = GetAurasByType(*itr);
18301 if(!auraList.empty())
18302 auraList.front()->ApplyModifier(true,true);
18305 if(HasAuraType(SPELL_AURA_MOD_STUN))
18306 SetMovement(MOVE_ROOT);
18308 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
18309 if(HasAuraType(SPELL_AURA_MOD_ROOT))
18311 WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10);
18312 data2.append(GetPackGUID());
18313 data2 << (uint32)2;
18314 SendMessageToSet(&data2,true);
18317 SendAurasForTarget(this);
18318 SendEnchantmentDurations(); // must be after add to map
18319 SendItemDurations(); // must be after add to map
18322 void Player::SendUpdateToOutOfRangeGroupMembers()
18324 if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
18325 return;
18326 if(Group* group = GetGroup())
18327 group->UpdatePlayerOutOfRange(this);
18329 m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
18330 m_auraUpdateMask = 0;
18331 if(Pet *pet = GetPet())
18332 pet->ResetAuraUpdateMask();
18335 void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
18337 WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
18338 data << uint32(mapid);
18339 data << uint8(reason); // transfer abort reason
18340 switch(reason)
18342 case TRANSFER_ABORT_INSUF_EXPAN_LVL:
18343 case TRANSFER_ABORT_DIFFICULTY:
18344 case TRANSFER_ABORT_UNIQUE_MESSAGE:
18345 data << uint8(arg);
18346 break;
18348 GetSession()->SendPacket(&data);
18351 void Player::SendInstanceResetWarning( uint32 mapid, Difficulty difficulty, uint32 time )
18353 // type of warning, based on the time remaining until reset
18354 uint32 type;
18355 if(time > 3600)
18356 type = RAID_INSTANCE_WELCOME;
18357 else if(time > 900 && time <= 3600)
18358 type = RAID_INSTANCE_WARNING_HOURS;
18359 else if(time > 300 && time <= 900)
18360 type = RAID_INSTANCE_WARNING_MIN;
18361 else
18362 type = RAID_INSTANCE_WARNING_MIN_SOON;
18364 WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4+4);
18365 data << uint32(type);
18366 data << uint32(mapid);
18367 data << uint32(difficulty); // difficulty
18368 data << uint32(time);
18369 if(type == RAID_INSTANCE_WELCOME)
18371 data << uint8(0); // is your (1)
18372 data << uint8(0); // is extended (1), ignored if prev field is 0
18374 GetSession()->SendPacket(&data);
18377 void Player::ApplyEquipCooldown( Item * pItem )
18379 for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
18381 _Spell const& spellData = pItem->GetProto()->Spells[i];
18383 // no spell
18384 if( !spellData.SpellId )
18385 continue;
18387 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
18388 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
18389 continue;
18391 AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
18393 WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
18394 data << pItem->GetGUID();
18395 data << uint32(spellData.SpellId);
18396 GetSession()->SendPacket(&data);
18400 void Player::resetSpells()
18402 // not need after this call
18403 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
18404 RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS,true);
18406 // make full copy of map (spells removed and marked as deleted at another spell remove
18407 // and we can't use original map for safe iterative with visit each spell at loop end
18408 PlayerSpellMap smap = GetSpellMap();
18410 for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
18411 removeSpell(iter->first,false,false); // only iter->first can be accessed, object by iter->second can be deleted already
18413 learnDefaultSpells();
18414 learnQuestRewardedSpells();
18417 void Player::learnDefaultSpells()
18419 // learn default race/class spells
18420 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
18421 for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr)
18423 uint32 tspell = *itr;
18424 sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell);
18425 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18426 addSpell(tspell,true,true,true,false);
18427 else // but send in normal spell in game learn case
18428 learnSpell(tspell,true);
18432 void Player::learnQuestRewardedSpells(Quest const* quest)
18434 uint32 spell_id = quest->GetRewSpellCast();
18436 // skip quests without rewarded spell
18437 if( !spell_id )
18438 return;
18440 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
18441 if(!spellInfo)
18442 return;
18444 // check learned spells state
18445 bool found = false;
18446 for(int i=0; i < 3; ++i)
18448 if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
18450 found = true;
18451 break;
18455 // skip quests with not teaching spell or already known spell
18456 if(!found)
18457 return;
18459 // prevent learn non first rank unknown profession and second specialization for same profession)
18460 uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
18461 if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
18463 // not have first rank learned (unlearned prof?)
18464 uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
18465 if( !HasSpell(first_spell) )
18466 return;
18468 SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
18469 if(!learnedInfo)
18470 return;
18472 // specialization
18473 if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0)
18475 // search other specialization for same prof
18476 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
18478 if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
18479 continue;
18481 SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
18482 if(!itrInfo)
18483 return;
18485 // compare only specializations
18486 if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
18487 continue;
18489 // compare same chain spells
18490 if(spellmgr.GetFirstSpellInChain(itr->first) != first_spell)
18491 continue;
18493 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18494 if(!spellmgr.IsHighRankOfSpell(learned_0,itr->first))
18495 return;
18500 CastSpell( this, spell_id, true);
18503 void Player::learnQuestRewardedSpells()
18505 // learn spells received from quest completing
18506 for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
18508 // skip no rewarded quests
18509 if(!itr->second.m_rewarded)
18510 continue;
18512 Quest const* quest = objmgr.GetQuestTemplate(itr->first);
18513 if( !quest )
18514 continue;
18516 learnQuestRewardedSpells(quest);
18520 void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value )
18522 uint32 raceMask = getRaceMask();
18523 uint32 classMask = getClassMask();
18524 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
18526 SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
18527 if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
18528 continue;
18529 // Check race if set
18530 if (pAbility->racemask && !(pAbility->racemask & raceMask))
18531 continue;
18532 // Check class if set
18533 if (pAbility->classmask && !(pAbility->classmask & classMask))
18534 continue;
18536 if (sSpellStore.LookupEntry(pAbility->spellId))
18538 // need unlearn spell
18539 if (skill_value < pAbility->req_skill_value)
18540 removeSpell(pAbility->spellId);
18541 // need learn
18542 else if (!IsInWorld())
18543 addSpell(pAbility->spellId,true,true,true,false);
18544 else
18545 learnSpell(pAbility->spellId,true);
18550 void Player::SendAurasForTarget(Unit *target)
18552 if(target->GetVisibleAuras()->empty()) // speedup things
18553 return;
18555 WorldPacket data(SMSG_AURA_UPDATE_ALL);
18556 data.append(target->GetPackGUID());
18558 Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
18559 for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
18561 for(uint32 j = 0; j < 3; ++j)
18563 if(Aura *aura = target->GetAura(itr->second, j))
18565 data << uint8(aura->GetAuraSlot());
18566 data << uint32(aura->GetId());
18568 if(aura->GetId())
18570 uint8 auraFlags = aura->GetAuraFlags();
18571 // flags
18572 data << uint8(auraFlags);
18573 // level
18574 data << uint8(aura->GetAuraLevel());
18575 // charges
18576 if (aura->GetAuraCharges())
18577 data << uint8(aura->GetAuraCharges() * aura->GetStackAmount());
18578 else
18579 data << uint8(aura->GetStackAmount());
18581 if(!(auraFlags & AFLAG_NOT_CASTER))
18583 data << uint8(0); // packed GUID of someone (caster?)
18586 if(auraFlags & AFLAG_DURATION) // include aura duration
18588 data << uint32(aura->GetAuraMaxDuration());
18589 data << uint32(aura->GetAuraDuration());
18592 break;
18597 GetSession()->SendPacket(&data);
18600 void Player::SetDailyQuestStatus( uint32 quest_id )
18602 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18604 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
18606 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
18607 m_lastDailyQuestTime = time(NULL); // last daily quest time
18608 m_DailyQuestChanged = true;
18609 break;
18614 void Player::ResetDailyQuestStatus()
18616 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18617 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
18619 // DB data deleted in caller
18620 m_DailyQuestChanged = false;
18621 m_lastDailyQuestTime = 0;
18624 BattleGround* Player::GetBattleGround() const
18626 if(GetBattleGroundId()==0)
18627 return NULL;
18629 return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgData.bgTypeID);
18632 bool Player::InArena() const
18634 BattleGround *bg = GetBattleGround();
18635 if(!bg || !bg->isArena())
18636 return false;
18638 return true;
18641 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const
18643 // get a template bg instead of running one
18644 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
18645 if(!bg)
18646 return false;
18648 if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
18649 return false;
18651 return true;
18654 BGQueueIdBasedOnLevel Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId) const
18656 // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 - 79, 80
18657 uint32 queue_id = ( getLevel() / 10) - 1;
18658 if( queue_id >= MAX_BATTLEGROUND_QUEUES )
18660 sLog.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id);
18661 return QUEUE_ID_MAX_LEVEL_80;
18663 return BGQueueIdBasedOnLevel(queue_id);
18666 float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
18668 FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
18669 if(!vendor_faction || !vendor_faction->faction)
18670 return 1.0f;
18672 ReputationRank rank = GetReputationRank(vendor_faction->faction);
18673 if(rank <= REP_NEUTRAL)
18674 return 1.0f;
18676 return 1.0f - 0.05f* (rank - REP_NEUTRAL);
18679 bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
18681 uint32 racemask = getRaceMask();
18682 uint32 classmask = getClassMask();
18684 SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
18685 if (bounds.first==bounds.second)
18686 return true;
18688 for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
18690 // skip wrong race skills
18691 if (_spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
18692 continue;
18694 // skip wrong class skills
18695 if (_spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
18696 continue;
18698 return true;
18701 return false;
18704 bool Player::HasQuestForGO(int32 GOId) const
18706 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
18708 uint32 questid = GetQuestSlotQuestId(i);
18709 if ( questid == 0 )
18710 continue;
18712 QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
18713 if(qs_itr == mQuestStatus.end())
18714 continue;
18716 QuestStatusData const& qs = qs_itr->second;
18718 if (qs.m_status == QUEST_STATUS_INCOMPLETE)
18720 Quest const* qinfo = objmgr.GetQuestTemplate(questid);
18721 if(!qinfo)
18722 continue;
18724 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
18725 continue;
18727 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
18729 if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case
18730 continue;
18732 if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
18733 return true;
18737 return false;
18740 void Player::UpdateForQuestWorldObjects()
18742 if(m_clientGUIDs.empty())
18743 return;
18745 UpdateData udata;
18746 WorldPacket packet;
18747 for(ClientGUIDs::const_iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
18749 if(IS_GAMEOBJECT_GUID(*itr))
18751 GameObject *obj = HashMapHolder<GameObject>::Find(*itr);
18752 if(obj)
18753 obj->BuildValuesUpdateBlockForPlayer(&udata,this);
18755 else if(IS_CREATURE_GUID(*itr) || IS_VEHICLE_GUID(*itr))
18757 Creature *obj = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr);
18758 if(!obj)
18759 continue;
18761 // check if this unit requires quest specific flags
18762 if(!obj->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
18763 continue;
18765 SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(obj->GetEntry());
18766 for(SpellClickInfoMap::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr)
18768 if(_itr->second.questStart || _itr->second.questEnd)
18770 obj->BuildCreateUpdateBlockForPlayer(&udata,this);
18771 break;
18776 udata.BuildPacket(&packet);
18777 GetSession()->SendPacket(&packet);
18780 void Player::SummonIfPossible(bool agree)
18782 if(!agree)
18784 m_summon_expire = 0;
18785 return;
18788 // expire and auto declined
18789 if(m_summon_expire < time(NULL))
18790 return;
18792 // stop taxi flight at summon
18793 if(isInFlight())
18795 GetMotionMaster()->MovementExpired();
18796 m_taxi.ClearTaxiDestinations();
18799 // drop flag at summon
18800 // 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
18801 if(BattleGround *bg = GetBattleGround())
18802 bg->EventPlayerDroppedFlag(this);
18804 m_summon_expire = 0;
18806 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1);
18808 TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
18811 void Player::RemoveItemDurations( Item *item )
18813 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr)
18815 if(*itr==item)
18817 m_itemDuration.erase(itr);
18818 break;
18823 void Player::AddItemDurations( Item *item )
18825 if(item->GetUInt32Value(ITEM_FIELD_DURATION))
18827 m_itemDuration.push_back(item);
18828 item->SendTimeUpdate(this);
18832 void Player::AutoUnequipOffhandIfNeed()
18834 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
18835 if(!offItem)
18836 return;
18838 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18839 if (CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed()))
18840 return;
18842 ItemPosCountVec off_dest;
18843 uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false );
18844 if( off_msg == EQUIP_ERR_OK )
18846 RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
18847 StoreItem( off_dest, offItem, true );
18849 else
18851 MailItemsInfo mi;
18852 mi.AddItem(offItem->GetGUIDLow(), offItem->GetEntry(), offItem);
18853 MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
18854 CharacterDatabase.BeginTransaction();
18855 offItem->DeleteFromInventoryDB(); // deletes item from character's inventory
18856 offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18857 CharacterDatabase.CommitTransaction();
18859 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
18860 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
18864 bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
18866 if(spellInfo->EquippedItemClass < 0)
18867 return true;
18869 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18870 // for optimize check 2 used cases only
18871 switch(spellInfo->EquippedItemClass)
18873 case ITEM_CLASS_WEAPON:
18875 for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
18876 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18877 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18878 return true;
18879 break;
18881 case ITEM_CLASS_ARMOR:
18883 // tabard not have dependent spells
18884 for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
18885 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18886 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18887 return true;
18889 // shields can be equipped to offhand slot
18890 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
18891 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18892 return true;
18894 // ranged slot can have some armor subclasses
18895 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
18896 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18897 return true;
18899 break;
18901 default:
18902 sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
18903 break;
18906 return false;
18909 bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
18911 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18912 if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
18913 HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
18914 return true;
18916 // Check no reagent use mask
18917 uint64 noReagentMask_0_1 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1);
18918 uint32 noReagentMask_2 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1+2);
18919 if (spellInfo->SpellFamilyFlags & noReagentMask_0_1 ||
18920 spellInfo->SpellFamilyFlags2 & noReagentMask_2)
18921 return true;
18923 return false;
18926 void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
18928 AuraMap& auras = GetAuras();
18929 for(AuraMap::const_iterator itr = auras.begin(); itr != auras.end(); )
18931 Aura* aura = itr->second;
18933 // skip passive (passive item dependent spells work in another way) and not self applied auras
18934 SpellEntry const* spellInfo = aura->GetSpellProto();
18935 if(aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
18937 ++itr;
18938 continue;
18941 // skip if not item dependent or have alternative item
18942 if(HasItemFitToSpellReqirements(spellInfo,pItem))
18944 ++itr;
18945 continue;
18948 // no alt item, remove aura, restart check
18949 RemoveAurasDueToSpell(aura->GetId());
18950 itr = auras.begin();
18953 // currently casted spells can be dependent from item
18954 for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
18955 if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i)))
18956 if (spell->getState()!=SPELL_STATE_DELAYED && !HasItemFitToSpellReqirements(spell->m_spellInfo,pItem) )
18957 InterruptSpell(CurrentSpellTypes(i));
18960 uint32 Player::GetResurrectionSpellId()
18962 // search priceless resurrection possibilities
18963 uint32 prio = 0;
18964 uint32 spell_id = 0;
18965 AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
18966 for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
18968 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18969 if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
18971 switch((*itr)->GetId())
18973 case 20707: spell_id = 3026; break; // rank 1
18974 case 20762: spell_id = 20758; break; // rank 2
18975 case 20763: spell_id = 20759; break; // rank 3
18976 case 20764: spell_id = 20760; break; // rank 4
18977 case 20765: spell_id = 20761; break; // rank 5
18978 case 27239: spell_id = 27240; break; // rank 6
18979 case 47883: spell_id = 47882; break; // rank 7
18980 default:
18981 sLog.outError("Unhandled spell %u: S.Resurrection",(*itr)->GetId());
18982 continue;
18985 prio = 3;
18987 // Twisting Nether // prio: 2 (max)
18988 else if((*itr)->GetId()==23701 && roll_chance_i(10))
18990 prio = 2;
18991 spell_id = 23700;
18995 // Reincarnation (passive spell) // prio: 1
18996 if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18997 spell_id = 21169;
18999 return spell_id;
19002 // Used in triggers for check "Only to targets that grant experience or honor" req
19003 bool Player::isHonorOrXPTarget(Unit* pVictim)
19005 uint32 v_level = pVictim->getLevel();
19006 uint32 k_grey = MaNGOS::XP::GetGrayLevel(getLevel());
19008 // Victim level less gray level
19009 if(v_level<=k_grey)
19010 return false;
19012 if(pVictim->GetTypeId() == TYPEID_UNIT)
19014 if (((Creature*)pVictim)->isTotem() ||
19015 ((Creature*)pVictim)->isPet() ||
19016 ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
19017 return false;
19019 return true;
19022 bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
19024 bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
19026 // prepare data for near group iteration (PvP and !PvP cases)
19027 uint32 xp = 0;
19028 bool honored_kill = false;
19030 if(Group *pGroup = GetGroup())
19032 uint32 count = 0;
19033 uint32 sum_level = 0;
19034 Player* member_with_max_level = NULL;
19035 Player* not_gray_member_with_max_level = NULL;
19037 pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
19039 if(member_with_max_level)
19041 /// not get Xp in PvP or no not gray players in group
19042 xp = (PvP || !not_gray_member_with_max_level) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level, pVictim);
19044 /// skip in check PvP case (for speed, not used)
19045 bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
19046 bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
19047 float group_rate = MaNGOS::XP::xp_in_group_rate(count,is_raid);
19049 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
19051 Player* pGroupGuy = itr->getSource();
19052 if(!pGroupGuy)
19053 continue;
19055 if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
19056 continue; // member (alive or dead) or his corpse at req. distance
19058 // honor can be in PvP and !PvP (racial leader) cases (for alive)
19059 if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count) && pGroupGuy==this)
19060 honored_kill = true;
19062 // xp and reputation only in !PvP case
19063 if(!PvP)
19065 float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
19067 // if is in dungeon then all receive full reputation at kill
19068 // rewarded any alive/dead/near_corpse group member
19069 pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
19071 // XP updated only for alive group member
19072 if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
19073 pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
19075 uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
19077 pGroupGuy->GiveXP(itr_xp, pVictim);
19078 if(Pet* pet = pGroupGuy->GetPet())
19079 pet->GivePetXP(itr_xp/2);
19082 // quest objectives updated only for alive group member or dead but with not released body
19083 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
19085 // normal creature (not pet/etc) can be only in !PvP case
19086 if(pVictim->GetTypeId()==TYPEID_UNIT)
19087 pGroupGuy->KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetGUID());
19093 else // if (!pGroup)
19095 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim);
19097 // honor can be in PvP and !PvP (racial leader) cases
19098 if(RewardHonor(pVictim,1))
19099 honored_kill = true;
19101 // xp and reputation only in !PvP case
19102 if(!PvP)
19104 RewardReputation(pVictim,1);
19105 GiveXP(xp, pVictim);
19107 if(Pet* pet = GetPet())
19108 pet->GivePetXP(xp);
19110 // normal creature (not pet/etc) can be only in !PvP case
19111 if(pVictim->GetTypeId()==TYPEID_UNIT)
19112 KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetGUID());
19115 return xp || honored_kill;
19118 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource)
19120 uint64 creature_guid = pRewardSource->GetTypeId()==TYPEID_UNIT ? pRewardSource->GetGUID() : uint64(0);
19122 // prepare data for near group iteration
19123 if(Group *pGroup = GetGroup())
19125 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
19127 Player* pGroupGuy = itr->getSource();
19128 if(!pGroupGuy)
19129 continue;
19131 if(!pGroupGuy->IsAtGroupRewardDistance(pRewardSource))
19132 continue; // member (alive or dead) or his corpse at req. distance
19134 // quest objectives updated only for alive group member or dead but with not released body
19135 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
19136 pGroupGuy->KilledMonsterCredit(creature_id, creature_guid);
19139 else // if (!pGroup)
19140 KilledMonsterCredit(creature_id, creature_guid);
19143 bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
19145 if (pRewardSource->IsWithinDistInMap(this,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE)))
19146 return true;
19148 if (isAlive())
19149 return false;
19151 Corpse* corpse = GetCorpse();
19152 if (!corpse)
19153 return false;
19155 return pRewardSource->IsWithinDistInMap(corpse,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE));
19158 uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
19160 Item* item = GetWeaponForAttack(attType,true);
19162 // unarmed only with base attack
19163 if(attType != BASE_ATTACK && !item)
19164 return 0;
19166 // weapon skill or (unarmed for base attack)
19167 uint32 skill = item ? item->GetSkill() : uint32(SKILL_UNARMED);
19168 return GetBaseSkillValue(skill);
19171 void Player::ResurectUsingRequestData()
19173 /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
19174 if(IS_PLAYER_GUID(m_resurrectGUID))
19175 TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
19177 //we cannot resurrect player when we triggered far teleport
19178 //player will be resurrected upon teleportation
19179 if(IsBeingTeleportedFar())
19181 ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER);
19182 return;
19185 ResurrectPlayer(0.0f,false);
19187 if(GetMaxHealth() > m_resurrectHealth)
19188 SetHealth( m_resurrectHealth );
19189 else
19190 SetHealth( GetMaxHealth() );
19192 if(GetMaxPower(POWER_MANA) > m_resurrectMana)
19193 SetPower(POWER_MANA, m_resurrectMana );
19194 else
19195 SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
19197 SetPower(POWER_RAGE, 0 );
19199 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
19201 SpawnCorpseBones();
19204 void Player::SetClientControl(Unit* target, uint8 allowMove)
19206 WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
19207 data.append(target->GetPackGUID());
19208 data << uint8(allowMove);
19209 GetSession()->SendPacket(&data);
19212 void Player::UpdateZoneDependentAuras( uint32 newZone )
19214 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
19215 SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newZone);
19216 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
19217 if(itr->second->autocast && itr->second->IsFitToRequirements(this,newZone,0))
19218 if( !HasAura(itr->second->spellId,0) )
19219 CastSpell(this,itr->second->spellId,true);
19222 void Player::UpdateAreaDependentAuras( uint32 newArea )
19224 // remove auras from spells with area limitations
19225 for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
19227 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
19228 if(spellmgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea,this) != SPELL_CAST_OK)
19229 RemoveAura(iter);
19230 else
19231 ++iter;
19234 // some auras applied at subzone enter
19235 SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newArea);
19236 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
19237 if(itr->second->autocast && itr->second->IsFitToRequirements(this,m_zoneUpdateId,newArea))
19238 if( !HasAura(itr->second->spellId,0) )
19239 CastSpell(this,itr->second->spellId,true);
19242 uint32 Player::GetCorpseReclaimDelay(bool pvp) const
19244 if ((pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
19245 (!pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) ))
19247 return copseReclaimDelay[0];
19250 time_t now = time(NULL);
19251 // 0..2 full period
19252 uint32 count = (now < m_deathExpireTime) ? (m_deathExpireTime - now)/DEATH_EXPIRE_STEP : 0;
19253 return copseReclaimDelay[count];
19256 void Player::UpdateCorpseReclaimDelay()
19258 bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
19260 if ((pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
19261 (!pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) ))
19262 return;
19264 time_t now = time(NULL);
19265 if(now < m_deathExpireTime)
19267 // full and partly periods 1..3
19268 uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
19269 if(count < MAX_DEATH_COUNT)
19270 m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
19271 else
19272 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
19274 else
19275 m_deathExpireTime = now+DEATH_EXPIRE_STEP;
19278 void Player::SendCorpseReclaimDelay(bool load)
19280 Corpse* corpse = GetCorpse();
19281 if(!corpse)
19282 return;
19284 uint32 delay;
19285 if(load)
19287 if(corpse->GetGhostTime() > m_deathExpireTime)
19288 return;
19290 bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP;
19292 uint32 count;
19293 if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
19294 !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
19296 count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
19297 if(count>=MAX_DEATH_COUNT)
19298 count = MAX_DEATH_COUNT-1;
19300 else
19301 count=0;
19303 time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
19305 time_t now = time(NULL);
19306 if(now >= expected_time)
19307 return;
19309 delay = expected_time-now;
19311 else
19312 delay = GetCorpseReclaimDelay(corpse->GetType()==CORPSE_RESURRECTABLE_PVP);
19314 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
19315 WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
19316 data << uint32(delay*IN_MILISECONDS);
19317 GetSession()->SendPacket( &data );
19320 Player* Player::GetNextRandomRaidMember(float radius)
19322 Group *pGroup = GetGroup();
19323 if(!pGroup)
19324 return NULL;
19326 std::vector<Player*> nearMembers;
19327 nearMembers.reserve(pGroup->GetMembersCount());
19329 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
19331 Player* Target = itr->getSource();
19333 // IsHostileTo check duel and controlled by enemy
19334 if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
19335 !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
19336 nearMembers.push_back(Target);
19339 if (nearMembers.empty())
19340 return NULL;
19342 uint32 randTarget = urand(0,nearMembers.size()-1);
19343 return nearMembers[randTarget];
19346 PartyResult Player::CanUninviteFromGroup() const
19348 const Group* grp = GetGroup();
19349 if(!grp)
19350 return PARTY_RESULT_YOU_NOT_IN_GROUP;
19352 if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
19353 return PARTY_RESULT_YOU_NOT_LEADER;
19355 if(InBattleGround())
19356 return PARTY_RESULT_INVITE_RESTRICTED;
19358 return PARTY_RESULT_OK;
19361 void Player::SetBattleGroundRaid(Group* group, int8 subgroup)
19363 //we must move references from m_group to m_originalGroup
19364 SetOriginalGroup(GetGroup(), GetSubGroup());
19366 m_group.unlink();
19367 m_group.link(group, this);
19368 m_group.setSubGroup((uint8)subgroup);
19371 void Player::RemoveFromBattleGroundRaid()
19373 //remove existing reference
19374 m_group.unlink();
19375 if( Group* group = GetOriginalGroup() )
19377 m_group.link(group, this);
19378 m_group.setSubGroup(GetOriginalSubGroup());
19380 SetOriginalGroup(NULL);
19383 void Player::SetOriginalGroup(Group *group, int8 subgroup)
19385 if( group == NULL )
19386 m_originalGroup.unlink();
19387 else
19389 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
19390 assert(subgroup >= 0);
19391 m_originalGroup.link(group, this);
19392 m_originalGroup.setSubGroup((uint8)subgroup);
19396 void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
19398 LiquidData liquid_status;
19399 ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
19400 if (!res)
19402 m_MirrorTimerFlags &= ~(UNDERWATER_INWATER|UNDERWATER_INLAVA|UNDERWATER_INSLIME|UNDERWARER_INDARKWATER);
19403 // Small hack for enable breath in WMO
19404 if (IsInWater())
19405 m_MirrorTimerFlags|=UNDERWATER_INWATER;
19406 return;
19409 // All liquids type - check under water position
19410 if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME))
19412 if ( res & LIQUID_MAP_UNDER_WATER)
19413 m_MirrorTimerFlags |= UNDERWATER_INWATER;
19414 else
19415 m_MirrorTimerFlags &= ~UNDERWATER_INWATER;
19418 // Allow travel in dark water on taxi or transport
19419 if ((liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER) && !isInFlight() && !GetTransport())
19420 m_MirrorTimerFlags |= UNDERWARER_INDARKWATER;
19421 else
19422 m_MirrorTimerFlags &= ~UNDERWARER_INDARKWATER;
19424 // in lava check, anywhere in lava level
19425 if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA)
19427 if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
19428 m_MirrorTimerFlags |= UNDERWATER_INLAVA;
19429 else
19430 m_MirrorTimerFlags &= ~UNDERWATER_INLAVA;
19432 // in slime check, anywhere in slime level
19433 if (liquid_status.type&MAP_LIQUID_TYPE_SLIME)
19435 if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
19436 m_MirrorTimerFlags |= UNDERWATER_INSLIME;
19437 else
19438 m_MirrorTimerFlags &= ~UNDERWATER_INSLIME;
19442 void Player::SetCanParry( bool value )
19444 if(m_canParry==value)
19445 return;
19447 m_canParry = value;
19448 UpdateParryPercentage();
19451 void Player::SetCanBlock( bool value )
19453 if(m_canBlock==value)
19454 return;
19456 m_canBlock = value;
19457 UpdateBlockPercentage();
19460 bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
19462 for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
19463 if(itr->pos == pos)
19464 return true;
19466 return false;
19469 bool Player::CanUseBattleGroundObject()
19471 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
19472 // maybe gameobject code should handle that ForceReaction usage
19473 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
19474 return ( //InBattleGround() && // in battleground - not need, check in other cases
19475 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
19476 //player cannot use object when he is invulnerable (immune)
19477 !isTotalImmune() && // not totally immune
19478 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
19479 !HasStealthAura() && // not stealthed
19480 !HasInvisibilityAura() && // not invisible
19481 !HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
19482 isAlive() // live player
19486 bool Player::CanCaptureTowerPoint()
19488 return ( !HasStealthAura() && // not stealthed
19489 !HasInvisibilityAura() && // not invisible
19490 isAlive() // live player
19494 uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair)
19496 uint32 level = getLevel();
19498 if(level > GT_MAX_LEVEL)
19499 level = GT_MAX_LEVEL; // max level in this dbc
19501 uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
19502 uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
19503 uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
19505 if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair))
19506 return 0;
19508 GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
19510 if(!bsc) // shouldn't happen
19511 return 0xFFFFFFFF;
19513 float cost = 0;
19515 if(hairstyle != newhairstyle)
19516 cost += bsc->cost; // full price
19518 if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
19519 cost += bsc->cost * 0.5f; // +1/2 of price
19521 if(facialhair != newfacialhair)
19522 cost += bsc->cost * 0.75f; // +3/4 of price
19524 return uint32(cost);
19527 void Player::InitGlyphsForLevel()
19529 for(uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
19530 if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i))
19531 if(gs->Order)
19532 SetGlyphSlot(gs->Order - 1, gs->Id);
19534 uint32 level = getLevel();
19535 uint32 value = 0;
19537 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19538 if(level >= 15)
19539 value |= (0x01 | 0x02);
19540 if(level >= 30)
19541 value |= 0x08;
19542 if(level >= 50)
19543 value |= 0x04;
19544 if(level >= 70)
19545 value |= 0x10;
19546 if(level >= 80)
19547 value |= 0x20;
19549 SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
19552 void Player::EnterVehicle(Vehicle *vehicle)
19554 VehicleEntry const *ve = sVehicleStore.LookupEntry(vehicle->GetVehicleId());
19555 if(!ve)
19556 return;
19558 VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(ve->m_seatID[0]);
19559 if(!veSeat)
19560 return;
19562 vehicle->SetCharmerGUID(GetGUID());
19563 vehicle->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
19564 vehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
19565 vehicle->setFaction(getFaction());
19567 SetCharm(vehicle); // charm
19568 SetFarSightGUID(vehicle->GetGUID()); // set view
19570 SetClientControl(vehicle, 1); // redirect controls to vehicle
19571 SetMover(vehicle);
19573 WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
19574 GetSession()->SendPacket(&data);
19576 data.Initialize(MSG_MOVE_TELEPORT_ACK, 30);
19577 data.append(GetPackGUID());
19578 data << uint32(0); // counter?
19579 data << uint32(MOVEMENTFLAG_ONTRANSPORT); // transport
19580 data << uint16(0); // special flags
19581 data << uint32(getMSTime()); // time
19582 data << vehicle->GetPositionX(); // x
19583 data << vehicle->GetPositionY(); // y
19584 data << vehicle->GetPositionZ(); // z
19585 data << vehicle->GetOrientation(); // o
19586 // transport part, TODO: load/calculate seat offsets
19587 data << uint64(vehicle->GetGUID()); // transport guid
19588 data << float(veSeat->m_attachmentOffsetX); // transport offsetX
19589 data << float(veSeat->m_attachmentOffsetY); // transport offsetY
19590 data << float(veSeat->m_attachmentOffsetZ); // transport offsetZ
19591 data << float(0); // transport orientation
19592 data << uint32(getMSTime()); // transport time
19593 data << uint8(0); // seat
19594 // end of transport part
19595 data << uint32(0); // fall time
19596 GetSession()->SendPacket(&data);
19598 data.Initialize(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
19599 data << uint64(vehicle->GetGUID());
19600 data << uint16(0);
19601 data << uint32(0);
19602 data << uint32(0x00000101);
19604 for(uint32 i = 0; i < 10; ++i)
19605 data << uint16(0) << uint8(0) << uint8(i+8);
19607 data << uint8(0);
19608 data << uint8(0);
19609 GetSession()->SendPacket(&data);
19612 void Player::ExitVehicle(Vehicle *vehicle)
19614 vehicle->SetCharmerGUID(0);
19615 vehicle->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
19616 vehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
19617 vehicle->setFaction((GetTeam() == ALLIANCE) ? vehicle->GetCreatureInfo()->faction_A : vehicle->GetCreatureInfo()->faction_H);
19619 SetCharm(NULL);
19620 SetFarSightGUID(0);
19622 SetClientControl(vehicle, 0);
19623 SetMover(NULL);
19625 WorldPacket data(MSG_MOVE_TELEPORT_ACK, 30);
19626 data.append(GetPackGUID());
19627 data << uint32(0); // counter?
19628 data << uint32(MOVEMENTFLAG_FLY_UNK1); // fly unk
19629 data << uint16(0x40); // special flags
19630 data << uint32(getMSTime()); // time
19631 data << vehicle->GetPositionX(); // x
19632 data << vehicle->GetPositionY(); // y
19633 data << vehicle->GetPositionZ(); // z
19634 data << vehicle->GetOrientation(); // o
19635 data << uint32(0); // fall time
19636 GetSession()->SendPacket(&data);
19638 RemovePetActionBar();
19640 // maybe called at dummy aura remove?
19641 // CastSpell(this, 45472, true); // Parachute
19644 bool Player::isTotalImmune()
19646 AuraList const& immune = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY);
19648 uint32 immuneMask = 0;
19649 for(AuraList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
19651 immuneMask |= (*itr)->GetModifier()->m_miscvalue;
19652 if( immuneMask & SPELL_SCHOOL_MASK_ALL ) // total immunity
19653 return true;
19655 return false;
19658 bool Player::HasTitle(uint32 bitIndex)
19660 if (bitIndex > MAX_TITLE_INDEX)
19661 return false;
19663 uint32 fieldIndexOffset = bitIndex / 32;
19664 uint32 flag = 1 << (bitIndex % 32);
19665 return HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
19668 void Player::SetTitle(CharTitlesEntry const* title, bool lost)
19670 uint32 fieldIndexOffset = title->bit_index / 32;
19671 uint32 flag = 1 << (title->bit_index % 32);
19673 if(lost)
19675 if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
19676 return;
19678 RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
19680 else
19682 if(HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
19683 return;
19685 SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
19688 WorldPacket data(SMSG_TITLE_EARNED, 4 + 4);
19689 data << uint32(title->bit_index);
19690 data << uint32(lost ? 0 : 1); // 1 - earned, 0 - lost
19691 GetSession()->SendPacket(&data);
19694 void Player::ConvertRune(uint8 index, RuneType newType)
19696 SetCurrentRune(index, newType);
19698 WorldPacket data(SMSG_CONVERT_RUNE, 2);
19699 data << uint8(index);
19700 data << uint8(newType);
19701 GetSession()->SendPacket(&data);
19704 void Player::ResyncRunes(uint8 count)
19706 WorldPacket data(SMSG_RESYNC_RUNES, count * 2);
19707 for(uint32 i = 0; i < count; ++i)
19709 data << uint8(GetCurrentRune(i)); // rune type
19710 data << uint8(255 - ((GetRuneCooldown(i) / REGEN_TIME_FULL) * 51)); // passed cooldown time (0-255)
19712 GetSession()->SendPacket(&data);
19715 void Player::AddRunePower(uint8 index)
19717 WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
19718 data << uint32(1 << index); // mask (0x00-0x3F probably)
19719 GetSession()->SendPacket(&data);
19722 static RuneType runeSlotTypes[MAX_RUNES] = {
19723 /*0*/ RUNE_BLOOD,
19724 /*1*/ RUNE_BLOOD,
19725 /*2*/ RUNE_UNHOLY,
19726 /*3*/ RUNE_UNHOLY,
19727 /*4*/ RUNE_FROST,
19728 /*5*/ RUNE_FROST
19731 void Player::InitRunes()
19733 if(getClass() != CLASS_DEATH_KNIGHT)
19734 return;
19736 m_runes = new Runes;
19738 m_runes->runeState = 0;
19740 for(uint32 i = 0; i < MAX_RUNES; ++i)
19742 SetBaseRune(i, runeSlotTypes[i]); // init base types
19743 SetCurrentRune(i, runeSlotTypes[i]); // init current types
19744 SetRuneCooldown(i, 0); // reset cooldowns
19745 m_runes->SetRuneState(i);
19748 for(uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
19749 SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
19753 bool Player::IsBaseRuneSlotsOnCooldown( RuneType runeType ) const
19755 for(uint32 i = 0; i < MAX_RUNES; ++i)
19756 if (GetBaseRune(i) == runeType && GetRuneCooldown(i) == 0)
19757 return false;
19759 return true;
19762 void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast)
19764 Loot loot;
19765 loot.FillLoot (loot_id,store,this,true);
19767 uint32 max_slot = loot.GetMaxSlotInLootFor(this);
19768 for(uint32 i = 0; i < max_slot; ++i)
19770 LootItem* lootItem = loot.LootItemInSlot(i,this);
19772 ItemPosCountVec dest;
19773 uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count);
19774 if(msg != EQUIP_ERR_OK && slot != NULL_SLOT)
19775 msg = CanStoreNewItem( bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
19776 if( msg != EQUIP_ERR_OK && bag != NULL_BAG)
19777 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
19778 if(msg != EQUIP_ERR_OK)
19780 SendEquipError( msg, NULL, NULL );
19781 continue;
19784 Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
19785 SendNewItem(pItem, lootItem->count, false, false, broadcast);
19789 uint32 Player::CalculateTalentsPoints() const
19791 uint32 base_talent = getLevel() < 10 ? 0 : getLevel()-9;
19793 if(getClass() != CLASS_DEATH_KNIGHT)
19794 return uint32(base_talent * sWorld.getRate(RATE_TALENT));
19796 uint32 talentPointsForLevel = getLevel() < 56 ? 0 : getLevel() - 55;
19797 talentPointsForLevel += m_questRewardTalentCount;
19799 if(talentPointsForLevel > base_talent)
19800 talentPointsForLevel = base_talent;
19802 return uint32(talentPointsForLevel * sWorld.getRate(RATE_TALENT));
19805 bool Player::IsKnowHowFlyIn(uint32 mapid, uint32 zone) const
19807 // continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update
19808 uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone);
19809 return v_map != 571 || HasSpell(54197); // Cold Weather Flying
19812 struct DoPlayerLearnSpell
19814 DoPlayerLearnSpell(Player& _player) : player(_player) {}
19815 void operator() (uint32 spell_id) { player.learnSpell(spell_id,false); }
19816 Player& player;
19819 void Player::learnSpellHighRank(uint32 spellid)
19821 learnSpell(spellid,false);
19823 DoPlayerLearnSpell worker(*this);
19824 spellmgr.doForHighRanks(spellid,worker);
19827 void Player::_LoadSkills()
19829 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19831 // reset skill modifiers and set correct unlearn flags
19832 for (uint32 i = 0; i < PLAYER_MAX_SKILLS; ++i)
19834 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
19836 // set correct unlearn bit
19837 uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
19838 if(!id) continue;
19840 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
19841 if(!pSkill) continue;
19843 // enable unlearn button for primary professions only
19844 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
19845 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
19846 else
19847 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
19849 // set fixed skill ranges
19850 switch(GetSkillRangeType(pSkill,false))
19852 case SKILL_RANGE_LANGUAGE: // 300..300
19853 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(300,300));
19854 break;
19855 case SKILL_RANGE_MONO: // 1..1, grey monolite bar
19856 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(1,1));
19857 break;
19858 default:
19859 break;
19862 uint32 vskill = SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
19863 learnSkillRewardedSpells(id, vskill);
19866 // special settings
19867 if(getClass()==CLASS_DEATH_KNIGHT)
19869 uint32 base_level = std::min(getLevel(),sWorld.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL));
19870 if(base_level < 1)
19871 base_level = 1;
19872 uint32 base_skill = (base_level-1)*5; // 270 at starting level 55
19873 if(base_skill < 1)
19874 base_skill = 1; // skill mast be known and then > 0 in any case
19876 if(GetPureSkillValue (SKILL_FIRST_AID) < base_skill)
19877 SetSkill(SKILL_FIRST_AID,base_skill, base_skill);
19878 if(GetPureSkillValue (SKILL_AXES) < base_skill)
19879 SetSkill(SKILL_AXES, base_skill,base_skill);
19880 if(GetPureSkillValue (SKILL_DEFENSE) < base_skill)
19881 SetSkill(SKILL_DEFENSE, base_skill,base_skill);
19882 if(GetPureSkillValue (SKILL_POLEARMS) < base_skill)
19883 SetSkill(SKILL_POLEARMS, base_skill,base_skill);
19884 if(GetPureSkillValue (SKILL_SWORDS) < base_skill)
19885 SetSkill(SKILL_SWORDS, base_skill,base_skill);
19886 if(GetPureSkillValue (SKILL_2H_AXES) < base_skill)
19887 SetSkill(SKILL_2H_AXES, base_skill,base_skill);
19888 if(GetPureSkillValue (SKILL_2H_SWORDS) < base_skill)
19889 SetSkill(SKILL_2H_SWORDS, base_skill,base_skill);
19890 if(GetPureSkillValue (SKILL_UNARMED) < base_skill)
19891 SetSkill(SKILL_UNARMED, base_skill,base_skill);
19895 uint32 Player::GetPhaseMaskForSpawn() const
19897 uint32 phase = PHASEMASK_NORMAL;
19898 if(!isGameMaster())
19899 phase = GetPhaseMask();
19900 else
19902 AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE);
19903 if(!phases.empty())
19904 phase = phases.front()->GetMiscValue();
19907 // some aura phases include 1 normal map in addition to phase itself
19908 if(uint32 n_phase = phase & ~PHASEMASK_NORMAL)
19909 return n_phase;
19911 return PHASEMASK_NORMAL;
19914 uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const
19916 ItemPrototype const* pProto = pItem->GetProto();
19918 // proto based limitations
19919 if(uint8 res = CanEquipUniqueItem(pProto,eslot,limit_count))
19920 return res;
19922 // check unique-equipped on gems
19923 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
19925 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
19926 if(!enchant_id)
19927 continue;
19928 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
19929 if(!enchantEntry)
19930 continue;
19932 ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
19933 if(!pGem)
19934 continue;
19936 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19937 uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory
19938 ? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1;
19940 if(uint8 res = CanEquipUniqueItem(pGem, eslot,gem_limit_count))
19941 return res;
19944 return EQUIP_ERR_OK;
19947 uint8 Player::CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const
19949 // check unique-equipped on item
19950 if (itemProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
19952 // there is an equip limit on this item
19953 if(HasItemOrGemWithIdEquipped(itemProto->ItemId,1,except_slot))
19954 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
19957 // check unique-equipped limit
19958 if (itemProto->ItemLimitCategory)
19960 ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory);
19961 if(!limitEntry)
19962 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
19964 if(limit_count > limitEntry->maxCount)
19965 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; // attempt add too many limit category items (gems)
19967 // there is an equip limit on this item
19968 if(HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory,limitEntry->maxCount-limit_count+1,except_slot))
19969 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
19972 return EQUIP_ERR_OK;
19975 void Player::HandleFall(MovementInfo const& movementInfo)
19977 // calculate total z distance of the fall
19978 float z_diff = m_lastFallZ - movementInfo.z;
19979 sLog.outDebug("zDiff = %f", z_diff);
19981 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
19982 // 14.57 can be calculated by resolving damageperc formula below to 0
19983 if (z_diff >= 14.57f && !isDead() && !isGameMaster() &&
19984 !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
19985 !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL) )
19987 //Safe fall, fall height reduction
19988 int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
19990 float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f;
19992 if(damageperc >0 )
19994 uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL));
19996 float height = movementInfo.z;
19997 UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height);
19999 if (damage > 0)
20001 //Prevent fall damage from being more than the player maximum health
20002 if (damage > GetMaxHealth())
20003 damage = GetMaxHealth();
20005 // Gust of Wind
20006 if (GetDummyAura(43621))
20007 damage = GetMaxHealth()/2;
20009 uint32 original_health = GetHealth();
20010 uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage);
20012 // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
20013 if (isAlive() && final_damage < original_health)
20014 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100));
20017 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
20018 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);
20023 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/*=NULL*/, uint32 time/*=0*/ )
20025 GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1,miscvalue2,unit,time);
20028 void Player::LearnTalent(uint32 talentId, uint32 talentRank)
20030 uint32 CurTalentPoints = GetFreeTalentPoints();
20032 if(CurTalentPoints == 0)
20033 return;
20035 if (talentRank >= MAX_TALENT_RANK)
20036 return;
20038 TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentId );
20040 if(!talentInfo)
20041 return;
20043 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
20045 if(!talentTabInfo)
20046 return;
20048 // prevent learn talent for different class (cheating)
20049 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
20050 return;
20052 // find current max talent rank
20053 int32 curtalent_maxrank = 0;
20054 for(int32 k = MAX_TALENT_RANK-1; k > -1; --k)
20056 if(talentInfo->RankID[k] && HasSpell(talentInfo->RankID[k]))
20058 curtalent_maxrank = k + 1;
20059 break;
20063 // we already have same or higher talent rank learned
20064 if(curtalent_maxrank >= (talentRank + 1))
20065 return;
20067 // check if we have enough talent points
20068 if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
20069 return;
20071 // Check if it requires another talent
20072 if (talentInfo->DependsOn > 0)
20074 if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
20076 bool hasEnoughRank = false;
20077 for (int i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; ++i)
20079 if (depTalentInfo->RankID[i] != 0)
20080 if (HasSpell(depTalentInfo->RankID[i]))
20081 hasEnoughRank = true;
20083 if (!hasEnoughRank)
20084 return;
20088 // Find out how many points we have in this field
20089 uint32 spentPoints = 0;
20091 uint32 tTab = talentInfo->TalentTab;
20092 if (talentInfo->Row > 0)
20094 unsigned int numRows = sTalentStore.GetNumRows();
20095 for (unsigned int i = 0; i < numRows; ++i) // Loop through all talents.
20097 // Someday, someone needs to revamp
20098 const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
20099 if (tmpTalent) // the way talents are tracked
20101 if (tmpTalent->TalentTab == tTab)
20103 for (int j = 0; j < MAX_TALENT_RANK; ++j)
20105 if (tmpTalent->RankID[j] != 0)
20107 if (HasSpell(tmpTalent->RankID[j]))
20109 spentPoints += j + 1;
20118 // not have required min points spent in talent tree
20119 if(spentPoints < (talentInfo->Row * MAX_TALENT_RANK))
20120 return;
20122 // spell not set in talent.dbc
20123 uint32 spellid = talentInfo->RankID[talentRank];
20124 if( spellid == 0 )
20126 sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
20127 return;
20130 // already known
20131 if(HasSpell(spellid))
20132 return;
20134 // learn! (other talent ranks will unlearned at learning)
20135 learnSpell(spellid, false);
20136 sLog.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
20138 // update free talent points
20139 SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
20142 void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
20144 Pet *pet = GetPet();
20146 if(!pet)
20147 return;
20149 if(petGuid != pet->GetGUID())
20150 return;
20152 uint32 CurTalentPoints = pet->GetFreeTalentPoints();
20154 if(CurTalentPoints == 0)
20155 return;
20157 if (talentRank >= MAX_PET_TALENT_RANK)
20158 return;
20160 TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
20162 if(!talentInfo)
20163 return;
20165 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
20167 if(!talentTabInfo)
20168 return;
20170 CreatureInfo const *ci = pet->GetCreatureInfo();
20172 if(!ci)
20173 return;
20175 CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
20177 if(!pet_family)
20178 return;
20180 if(pet_family->petTalentType < 0) // not hunter pet
20181 return;
20183 // prevent learn talent for different family (cheating)
20184 if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
20185 return;
20187 // find current max talent rank
20188 int32 curtalent_maxrank = 0;
20189 for(int32 k = MAX_TALENT_RANK-1; k > -1; --k)
20191 if(talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k]))
20193 curtalent_maxrank = k + 1;
20194 break;
20198 // we already have same or higher talent rank learned
20199 if(curtalent_maxrank >= (talentRank + 1))
20200 return;
20202 // check if we have enough talent points
20203 if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
20204 return;
20206 // Check if it requires another talent
20207 if (talentInfo->DependsOn > 0)
20209 if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
20211 bool hasEnoughRank = false;
20212 for (int i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; ++i)
20214 if (depTalentInfo->RankID[i] != 0)
20215 if (pet->HasSpell(depTalentInfo->RankID[i]))
20216 hasEnoughRank = true;
20218 if (!hasEnoughRank)
20219 return;
20223 // Find out how many points we have in this field
20224 uint32 spentPoints = 0;
20226 uint32 tTab = talentInfo->TalentTab;
20227 if (talentInfo->Row > 0)
20229 unsigned int numRows = sTalentStore.GetNumRows();
20230 for (unsigned int i = 0; i < numRows; ++i) // Loop through all talents.
20232 // Someday, someone needs to revamp
20233 const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
20234 if (tmpTalent) // the way talents are tracked
20236 if (tmpTalent->TalentTab == tTab)
20238 for (int j = 0; j < MAX_TALENT_RANK; ++j)
20240 if (tmpTalent->RankID[j] != 0)
20242 if (pet->HasSpell(tmpTalent->RankID[j]))
20244 spentPoints += j + 1;
20253 // not have required min points spent in talent tree
20254 if(spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK))
20255 return;
20257 // spell not set in talent.dbc
20258 uint32 spellid = talentInfo->RankID[talentRank];
20259 if( spellid == 0 )
20261 sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
20262 return;
20265 // already known
20266 if(pet->HasSpell(spellid))
20267 return;
20269 // learn! (other talent ranks will unlearned at learning)
20270 pet->learnSpell(spellid);
20271 sLog.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
20273 // update free talent points
20274 pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
20277 void Player::UpdateKnownCurrencies(uint32 itemId, bool apply)
20279 if(CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId))
20281 if(apply)
20282 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(UI64LIT(1) << (ctEntry->BitIndex-1)));
20283 else
20284 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(UI64LIT(1) << (ctEntry->BitIndex-1)));
20288 void Player::UpdateFallInformationIfNeed( MovementInfo const& minfo,uint16 opcode )
20290 if (m_lastFallTime >= minfo.fallTime || m_lastFallZ <=minfo.z || opcode == MSG_MOVE_FALL_LAND)
20291 SetFallInformation(minfo.fallTime, minfo.z);
20294 void Player::UnsummonPetTemporaryIfAny()
20296 Pet* pet = GetPet();
20297 if(!pet)
20298 return;
20300 if(!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned() )
20302 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
20303 m_oldpetspell = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL);
20306 RemovePet(pet, PET_SAVE_AS_CURRENT);
20309 void Player::ResummonPetTemporaryUnSummonedIfAny()
20311 if(!m_temporaryUnsummonedPetNumber)
20312 return;
20314 // not resummon in not appropriate state
20315 if(IsPetNeedBeTemporaryUnsummoned())
20316 return;
20318 if(GetPetGUID())
20319 return;
20321 Pet* NewPet = new Pet;
20322 if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
20323 delete NewPet;
20325 m_temporaryUnsummonedPetNumber = 0;
20328 bool Player::canSeeSpellClickOn(Creature const *c) const
20330 if(!c->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
20331 return false;
20333 SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(c->GetEntry());
20334 for(SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
20335 if(itr->second.IsFitToRequirements(this))
20336 return true;
20338 return false;
20341 void Player::BuildPlayerTalentsInfoData(WorldPacket *data)
20343 *data << uint32(GetFreeTalentPoints()); // unspentTalentPoints
20344 *data << uint8(m_specsCount); // talent group count (0, 1 or 2)
20345 *data << uint8(m_activeSpec); // talent group index (0 or 1)
20347 if(m_specsCount)
20349 // loop through all specs (only 1 for now)
20350 for(uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx)
20352 uint8 talentIdCount = 0;
20353 size_t pos = data->wpos();
20354 *data << uint8(talentIdCount); // [PH], talentIdCount
20356 // find class talent tabs (all players have 3 talent tabs)
20357 uint32 const* talentTabIds = GetTalentTabPages(getClass());
20359 for(uint32 i = 0; i < 3; ++i)
20361 uint32 talentTabId = talentTabIds[i];
20363 for(uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
20365 TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
20366 if(!talentInfo)
20367 continue;
20369 // skip another tab talents
20370 if(talentInfo->TalentTab != talentTabId)
20371 continue;
20373 // find max talent rank
20374 int32 curtalent_maxrank = -1;
20375 for(int32 k = MAX_TALENT_RANK-1; k > -1; --k)
20377 if(talentInfo->RankID[k] && HasSpell(talentInfo->RankID[k]))
20379 curtalent_maxrank = k;
20380 break;
20384 // not learned talent
20385 if(curtalent_maxrank < 0)
20386 continue;
20388 *data << uint32(talentInfo->TalentID); // Talent.dbc
20389 *data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
20391 ++talentIdCount;
20395 data->put<uint8>(pos, talentIdCount); // put real count
20397 *data << uint8(MAX_GLYPH_SLOT_INDEX); // glyphs count
20399 for(uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
20400 *data << uint16(GetGlyph(i)); // GlyphProperties.dbc
20405 void Player::BuildPetTalentsInfoData(WorldPacket *data)
20407 uint32 unspentTalentPoints = 0;
20408 size_t pointsPos = data->wpos();
20409 *data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints
20411 uint8 talentIdCount = 0;
20412 size_t countPos = data->wpos();
20413 *data << uint8(talentIdCount); // [PH], talentIdCount
20415 Pet *pet = GetPet();
20416 if(!pet)
20417 return;
20419 unspentTalentPoints = pet->GetFreeTalentPoints();
20421 data->put<uint32>(pointsPos, unspentTalentPoints); // put real points
20423 CreatureInfo const *ci = pet->GetCreatureInfo();
20424 if(!ci)
20425 return;
20427 CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
20428 if(!pet_family || pet_family->petTalentType < 0)
20429 return;
20431 for(uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
20433 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentTabId );
20434 if(!talentTabInfo)
20435 continue;
20437 if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
20438 continue;
20440 for(uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
20442 TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
20443 if(!talentInfo)
20444 continue;
20446 // skip another tab talents
20447 if(talentInfo->TalentTab != talentTabId)
20448 continue;
20450 // find max talent rank
20451 int32 curtalent_maxrank = -1;
20452 for(int32 k = 4; k > -1; --k)
20454 if(talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k]))
20456 curtalent_maxrank = k;
20457 break;
20461 // not learned talent
20462 if(curtalent_maxrank < 0)
20463 continue;
20465 *data << uint32(talentInfo->TalentID); // Talent.dbc
20466 *data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
20468 ++talentIdCount;
20471 data->put<uint8>(countPos, talentIdCount); // put real count
20473 break;
20477 void Player::SendTalentsInfoData(bool pet)
20479 WorldPacket data(SMSG_TALENTS_INFO, 50);
20480 data << uint8(pet ? 1 : 0);
20481 if(pet)
20482 BuildPetTalentsInfoData(&data);
20483 else
20484 BuildPlayerTalentsInfoData(&data);
20485 GetSession()->SendPacket(&data);
20488 void Player::BuildEnchantmentsInfoData(WorldPacket *data)
20490 uint32 slotUsedMask = 0;
20491 size_t slotUsedMaskPos = data->wpos();
20492 *data << uint32(slotUsedMask); // slotUsedMask < 0x80000
20494 for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
20496 Item *item = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
20498 if(!item)
20499 continue;
20501 slotUsedMask |= (1 << i);
20503 *data << uint32(item->GetEntry()); // item entry
20505 uint16 enchantmentMask = 0;
20506 size_t enchantmentMaskPos = data->wpos();
20507 *data << uint16(enchantmentMask); // enchantmentMask < 0x1000
20509 for(uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
20511 uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j));
20513 if(!enchId)
20514 continue;
20516 enchantmentMask |= (1 << j);
20518 *data << uint16(enchId); // enchantmentId?
20521 data->put<uint16>(enchantmentMaskPos, enchantmentMask);
20523 *data << uint16(0); // ?
20524 *data << uint8(0); // PGUID!
20525 *data << uint32(0); // seed?
20528 data->put<uint32>(slotUsedMaskPos, slotUsedMask);
20531 void Player::SendEquipmentSetList()
20533 uint32 count = 0;
20534 WorldPacket data(SMSG_EQUIPMENT_SET_LIST, 4);
20535 size_t count_pos = data.wpos();
20536 data << uint32(count); // count placeholder
20537 for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
20539 if(itr->second.state==EQUIPMENT_SET_DELETED)
20540 continue;
20541 data.appendPackGUID(itr->second.Guid);
20542 data << uint32(itr->first);
20543 data << itr->second.Name;
20544 data << itr->second.IconName;
20545 for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
20546 data.appendPackGUID(MAKE_NEW_GUID(itr->second.Items[i], 0, HIGHGUID_ITEM));
20548 ++count; // client have limit but it checked at loading and set
20550 data.put<uint32>(count_pos, count);
20551 GetSession()->SendPacket(&data);
20554 void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset)
20556 if(eqset.Guid != 0)
20558 bool found = false;
20560 for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
20562 if((itr->second.Guid == eqset.Guid) && (itr->first == index))
20564 found = true;
20565 break;
20569 if(!found) // something wrong...
20571 sLog.outError("Player %s tried to save equipment set "UI64FMTD" (index %u), but that equipment set not found!", GetName(), eqset.Guid, index);
20572 return;
20576 EquipmentSet& eqslot = m_EquipmentSets[index];
20578 EquipmentSetUpdateState old_state = eqslot.state;
20580 eqslot = eqset;
20582 if(eqset.Guid == 0)
20584 eqslot.Guid = objmgr.GenerateEquipmentSetGuid();
20586 WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4 + 1);
20587 data << uint32(index);
20588 data.appendPackGUID(eqslot.Guid);
20589 GetSession()->SendPacket(&data);
20592 eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED;
20595 void Player::_SaveEquipmentSets()
20597 for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();)
20599 uint32 index = itr->first;
20600 EquipmentSet& eqset = itr->second;
20601 switch(eqset.state)
20603 case EQUIPMENT_SET_UNCHANGED:
20604 ++itr;
20605 break; // nothing do
20606 case EQUIPMENT_SET_CHANGED:
20607 CharacterDatabase.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD"' AND setindex='%u'",
20608 eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7],
20609 eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18], GetGUIDLow(), eqset.Guid, index);
20610 eqset.state = EQUIPMENT_SET_UNCHANGED;
20611 ++itr;
20612 break;
20613 case EQUIPMENT_SET_NEW:
20614 CharacterDatabase.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
20615 GetGUIDLow(), eqset.Guid, index, eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7],
20616 eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18]);
20617 eqset.state = EQUIPMENT_SET_UNCHANGED;
20618 ++itr;
20619 break;
20620 case EQUIPMENT_SET_DELETED:
20621 CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD, eqset.Guid);
20622 m_EquipmentSets.erase(itr++);
20623 break;
20628 void Player::_SaveBGData()
20630 CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow());
20631 if (m_bgData.bgInstanceID)
20633 /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
20634 CharacterDatabase.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')",
20635 GetGUIDLow(), m_bgData.bgInstanceID, m_bgData.bgTeam, m_bgData.joinPos.coord_x, m_bgData.joinPos.coord_y, m_bgData.joinPos.coord_z,
20636 m_bgData.joinPos.orientation, m_bgData.joinPos.mapid, m_bgData.taxiPath[0], m_bgData.taxiPath[1], m_bgData.mountSpell);
20640 void Player::DeleteEquipmentSet(uint64 setGuid)
20642 for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
20644 if(itr->second.Guid == setGuid)
20646 if(itr->second.state == EQUIPMENT_SET_NEW)
20647 m_EquipmentSets.erase(itr);
20648 else
20649 itr->second.state = EQUIPMENT_SET_DELETED;
20650 break;
20655 void Player::ActivateSpec(uint32 specNum)
20657 if(GetActiveSpec() == specNum)
20658 return;
20660 resetTalents(true);
20663 void Player::RemoveAtLoginFlag( AtLoginFlags f, bool in_db_also /*= false*/ )
20665 m_atLoginFlags &= ~f;
20667 if(in_db_also)
20668 CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f), GetGUIDLow());
20671 void Player::SendClearCooldown( uint32 spell_id, Unit* target )
20673 WorldPacket data(SMSG_CLEAR_COOLDOWN, 4+8);
20674 data << uint32(spell_id);
20675 data << uint64(target->GetGUID());
20676 SendDirectMessage(&data);
20679 void Player::BuildTeleportAckMsg( WorldPacket *data, float x, float y, float z, float ang ) const
20681 data->Initialize(MSG_MOVE_TELEPORT_ACK, 41);
20682 data->append(GetPackGUID());
20683 *data << uint32(0); // this value increments every time
20684 *data << uint32(m_movementInfo.GetMovementFlags()); // movement flags
20685 *data << uint16(0); // 2.3.0
20686 *data << uint32(getMSTime()); // time
20687 *data << x;
20688 *data << y;
20689 *data << z;
20690 *data << ang;
20691 *data << uint32(0);
20694 bool Player::HasMovementFlag( MovementFlags f ) const
20696 return m_movementInfo.HasMovementFlag(f);
20699 void Player::SetFarSightGUID( uint64 guid )
20701 if(GetFarSight() == guid)
20702 return;
20704 SetUInt64Value(PLAYER_FARSIGHT, guid);
20706 // need triggering load grids around new view point
20707 UpdateVisibilityForPlayer();
20710 void Player::UpdateVisibilityForPlayer()
20712 WorldObject const* viewPoint = GetViewPoint();
20713 Map* m = GetMap();
20715 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
20716 Cell cell(p);
20718 m->UpdatePlayerVisibility(this, cell, p);
20720 if (this != viewPoint)
20722 CellPair pView(MaNGOS::ComputeCellPair(viewPoint->GetPositionX(), viewPoint->GetPositionY()));
20723 Cell cellView(pView);
20725 m->UpdateObjectsVisibilityFor(this, cellView, pView);
20727 else
20728 m->UpdateObjectsVisibilityFor(this, cell, p);
20731 void Player::SendDuelCountdown(uint32 counter)
20733 WorldPacket data(SMSG_DUEL_COUNTDOWN, 4);
20734 data << uint32(counter); // seconds
20735 GetSession()->SendPacket(&data);