[6909] Correctly equip all possible amount non stackable items from custom initial...
[getmangos.git] / src / game / Player.cpp
blob60f89f5ce1e700c73ed11bf71bb011dff9b50d4d
1 /*
2 * Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "Common.h"
20 #include "Language.h"
21 #include "Database/DatabaseEnv.h"
22 #include "Log.h"
23 #include "Opcodes.h"
24 #include "ObjectMgr.h"
25 #include "SpellMgr.h"
26 #include "World.h"
27 #include "WorldPacket.h"
28 #include "WorldSession.h"
29 #include "UpdateMask.h"
30 #include "Player.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 "SpellAuras.h"
51 #include "Util.h"
52 #include "Transports.h"
53 #include "Weather.h"
54 #include "BattleGround.h"
55 #include "BattleGroundMgr.h"
56 #include "ArenaTeam.h"
57 #include "Chat.h"
58 #include "Database/DatabaseImpl.h"
59 #include "Spell.h"
60 #include "SocialMgr.h"
62 #include <cmath>
64 #define ZONE_UPDATE_INTERVAL 1000
66 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
67 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
68 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
70 #define SKILL_VALUE(x) PAIR32_LOPART(x)
71 #define SKILL_MAX(x) PAIR32_HIPART(x)
72 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
74 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
75 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
76 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
78 enum CharacterFlags
80 CHARACTER_FLAG_NONE = 0x00000000,
81 CHARACTER_FLAG_UNK1 = 0x00000001,
82 CHARACTER_FLAG_UNK2 = 0x00000002,
83 CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
84 CHARACTER_FLAG_UNK4 = 0x00000008,
85 CHARACTER_FLAG_UNK5 = 0x00000010,
86 CHARACTER_FLAG_UNK6 = 0x00000020,
87 CHARACTER_FLAG_UNK7 = 0x00000040,
88 CHARACTER_FLAG_UNK8 = 0x00000080,
89 CHARACTER_FLAG_UNK9 = 0x00000100,
90 CHARACTER_FLAG_UNK10 = 0x00000200,
91 CHARACTER_FLAG_HIDE_HELM = 0x00000400,
92 CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
93 CHARACTER_FLAG_UNK13 = 0x00001000,
94 CHARACTER_FLAG_GHOST = 0x00002000,
95 CHARACTER_FLAG_RENAME = 0x00004000,
96 CHARACTER_FLAG_UNK16 = 0x00008000,
97 CHARACTER_FLAG_UNK17 = 0x00010000,
98 CHARACTER_FLAG_UNK18 = 0x00020000,
99 CHARACTER_FLAG_UNK19 = 0x00040000,
100 CHARACTER_FLAG_UNK20 = 0x00080000,
101 CHARACTER_FLAG_UNK21 = 0x00100000,
102 CHARACTER_FLAG_UNK22 = 0x00200000,
103 CHARACTER_FLAG_UNK23 = 0x00400000,
104 CHARACTER_FLAG_UNK24 = 0x00800000,
105 CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
106 CHARACTER_FLAG_DECLINED = 0x02000000,
107 CHARACTER_FLAG_UNK27 = 0x04000000,
108 CHARACTER_FLAG_UNK28 = 0x08000000,
109 CHARACTER_FLAG_UNK29 = 0x10000000,
110 CHARACTER_FLAG_UNK30 = 0x20000000,
111 CHARACTER_FLAG_UNK31 = 0x40000000,
112 CHARACTER_FLAG_UNK32 = 0x80000000
115 // corpse reclaim times
116 #define DEATH_EXPIRE_STEP (5*MINUTE)
117 #define MAX_DEATH_COUNT 3
119 static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
121 //== PlayerTaxi ================================================
123 PlayerTaxi::PlayerTaxi()
125 // Taxi nodes
126 memset(m_taximask, 0, sizeof(m_taximask));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 level)
131 // capital and taxi hub masks
132 switch(race)
134 case RACE_HUMAN: SetTaximaskNode(2); break; // Human
135 case RACE_ORC: SetTaximaskNode(23); break; // Orc
136 case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
137 case RACE_NIGHTELF: SetTaximaskNode(26);
138 SetTaximaskNode(27); break; // Night Elf
139 case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
140 case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
141 case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
142 case RACE_TROLL: SetTaximaskNode(23); break; // Troll
143 case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
144 case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
146 // new continent starting masks (It will be accessible only at new map)
147 switch(Player::TeamForRace(race))
149 case ALLIANCE: SetTaximaskNode(100); break;
150 case HORDE: SetTaximaskNode(99); break;
152 // level dependent taxi hubs
153 if(level>=68)
154 SetTaximaskNode(213); //Shattered Sun Staging Area
157 void PlayerTaxi::LoadTaxiMask(const char* data)
159 Tokens tokens = StrSplit(data, " ");
161 int index;
162 Tokens::iterator iter;
163 for (iter = tokens.begin(), index = 0;
164 (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
166 // load and set bits only for existed taxi nodes
167 m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
171 void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
173 if(all)
175 for (uint8 i=0; i<TaxiMaskSize; i++)
176 data << uint32(sTaxiNodesMask[i]); // all existed nodes
178 else
180 for (uint8 i=0; i<TaxiMaskSize; i++)
181 data << uint32(m_taximask[i]); // known nodes
185 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values )
187 ClearTaxiDestinations();
189 Tokens tokens = StrSplit(values," ");
191 for(Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
193 uint32 node = uint32(atol(iter->c_str()));
194 AddTaxiDestination(node);
197 if(m_TaxiDestinations.empty())
198 return true;
200 // Check integrity
201 if(m_TaxiDestinations.size() < 2)
202 return false;
204 for(size_t i = 1; i < m_TaxiDestinations.size(); ++i)
206 uint32 cost;
207 uint32 path;
208 objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
209 if(!path)
210 return false;
213 return true;
216 std::string PlayerTaxi::SaveTaxiDestinationsToString()
218 if(m_TaxiDestinations.empty())
219 return "";
221 std::ostringstream ss;
223 for(size_t i=0; i < m_TaxiDestinations.size(); ++i)
224 ss << m_TaxiDestinations[i] << " ";
226 return ss.str();
229 uint32 PlayerTaxi::GetCurrentTaxiPath() const
231 if(m_TaxiDestinations.size() < 2)
232 return 0;
234 uint32 path;
235 uint32 cost;
237 objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
239 return path;
242 //== Player ====================================================
244 const int32 Player::ReputationRank_Length[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
246 UpdateMask Player::updateVisualBits;
248 Player::Player (WorldSession *session): Unit()
250 m_transport = 0;
252 m_speakTime = 0;
253 m_speakCount = 0;
255 m_objectType |= TYPEMASK_PLAYER;
256 m_objectTypeId = TYPEID_PLAYER;
258 m_valuesCount = PLAYER_END;
260 m_session = session;
262 m_divider = 0;
264 m_ExtraFlags = 0;
265 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER)
266 SetAcceptTicket(true);
268 // players always accept
269 if(GetSession()->GetSecurity() == SEC_PLAYER)
270 SetAcceptWhispers(true);
272 m_curSelection = 0;
273 m_lootGuid = 0;
275 m_comboTarget = 0;
276 m_comboPoints = 0;
278 m_usedTalentCount = 0;
280 m_regenTimer = 0;
281 m_weaponChangeTimer = 0;
283 m_zoneUpdateId = 0;
284 m_zoneUpdateTimer = 0;
286 m_areaUpdateId = 0;
288 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
290 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
291 // this must help in case next save after mass player load after server startup
292 m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
294 clearResurrectRequestData();
296 m_SpellModRemoveCount = 0;
298 memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
300 m_social = NULL;
302 // group is initialized in the reference constructor
303 SetGroupInvite(NULL);
304 m_groupUpdateMask = 0;
305 m_auraUpdateMask = 0;
307 duel = NULL;
309 m_GuildIdInvited = 0;
310 m_ArenaTeamIdInvited = 0;
312 m_atLoginFlags = AT_LOGIN_NONE;
314 m_dontMove = false;
316 pTrader = 0;
317 ClearTrade();
319 m_cinematic = 0;
321 PlayerTalkClass = new PlayerMenu( GetSession() );
322 m_currentBuybackSlot = BUYBACK_SLOT_START;
324 for ( int aX = 0 ; aX < 8 ; aX++ )
325 m_Tutorials[ aX ] = 0x00;
326 m_TutorialsChanged = false;
328 m_DailyQuestChanged = false;
329 m_lastDailyQuestTime = 0;
331 m_regenTimer = 0;
332 m_weaponChangeTimer = 0;
333 m_breathTimer = 0;
334 m_isunderwater = 0;
335 m_isInWater = false;
336 m_drunkTimer = 0;
337 m_drunk = 0;
338 m_restTime = 0;
339 m_deathTimer = 0;
340 m_deathExpireTime = 0;
342 m_swingErrorMsg = 0;
344 m_DetectInvTimer = 1000;
346 m_bgBattleGroundID = 0;
347 for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++)
349 m_bgBattleGroundQueueID[j].bgType = 0;
350 m_bgBattleGroundQueueID[j].invited = false;
352 m_bgTeam = 0;
354 m_logintime = time(NULL);
355 m_Last_tick = m_logintime;
356 m_WeaponProficiency = 0;
357 m_ArmorProficiency = 0;
358 m_canParry = false;
359 m_canBlock = false;
360 m_canDualWield = false;
361 m_ammoDPS = 0.0f;
363 m_temporaryUnsummonedPetNumber = 0;
364 //cache for UNIT_CREATED_BY_SPELL to allow
365 //returning reagents for temporarily removed pets
366 //when dying/logging out
367 m_oldpetspell = 0;
369 ////////////////////Rest System/////////////////////
370 time_inn_enter=0;
371 inn_pos_mapid=0;
372 inn_pos_x=0;
373 inn_pos_y=0;
374 inn_pos_z=0;
375 m_rest_bonus=0;
376 rest_type=REST_TYPE_NO;
377 ////////////////////Rest System/////////////////////
379 m_mailsLoaded = false;
380 m_mailsUpdated = false;
381 unReadMails = 0;
382 m_nextMailDelivereTime = 0;
384 m_resetTalentsCost = 0;
385 m_resetTalentsTime = 0;
386 m_itemUpdateQueueBlocked = false;
388 for (int i = 0; i < MAX_MOVE_TYPE; ++i)
389 m_forced_speed_changes[i] = 0;
391 m_stableSlots = 0;
393 /////////////////// Instance System /////////////////////
395 m_HomebindTimer = 0;
396 m_InstanceValid = true;
397 m_dungeonDifficulty = DIFFICULTY_NORMAL;
399 for (int i = 0; i < BASEMOD_END; i++)
401 m_auraBaseMod[i][FLAT_MOD] = 0.0f;
402 m_auraBaseMod[i][PCT_MOD] = 1.0f;
405 // Honor System
406 m_lastHonorUpdateTime = time(NULL);
408 // Player summoning
409 m_summon_expire = 0;
410 m_summon_mapid = 0;
411 m_summon_x = 0.0f;
412 m_summon_y = 0.0f;
413 m_summon_z = 0.0f;
415 //Default movement to run mode
416 m_unit_movement_flags = 0;
418 m_miniPet = 0;
419 m_bgAfkReportedTimer = 0;
420 m_contestedPvPTimer = 0;
422 m_declinedname = NULL;
425 Player::~Player ()
427 CleanupsBeforeDelete();
429 // it must be unloaded already in PlayerLogout and accessed only for loggined player
430 //m_social = NULL;
432 // Note: buy back item already deleted from DB when player was saved
433 for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
435 if(m_items[i])
436 delete m_items[i];
438 CleanupChannels();
440 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
441 delete itr->second;
443 //all mailed items should be deleted, also all mail should be deallocated
444 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
445 delete *itr;
447 for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
448 delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
450 delete PlayerTalkClass;
452 if (m_transport)
454 m_transport->RemovePassenger(this);
457 for(size_t x = 0; x < ItemSetEff.size(); x++)
458 if(ItemSetEff[x])
459 delete ItemSetEff[x];
461 // clean up player-instance binds, may unload some instance saves
462 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
463 for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
464 itr->second.save->RemovePlayer(this);
466 delete m_declinedname;
469 void Player::CleanupsBeforeDelete()
471 if(m_uint32Values) // only for fully created Object
473 TradeCancel(false);
474 DuelComplete(DUEL_INTERUPTED);
476 Unit::CleanupsBeforeDelete();
479 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 )
481 //FIXME: outfitId not used in player creating
483 Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
485 m_name = name;
487 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
488 if(!info)
490 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
491 return false;
494 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
495 m_items[i] = NULL;
497 m_race = race;
498 m_class = class_;
500 SetMapId(info->mapId);
501 Relocate(info->positionX,info->positionY,info->positionZ);
503 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
504 if(!cEntry)
506 sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
507 return false;
510 uint8 powertype = cEntry->powerType;
512 uint32 unitfield;
514 switch(powertype)
516 case POWER_ENERGY:
517 case POWER_MANA:
518 unitfield = 0x00000000;
519 break;
520 case POWER_RAGE:
521 unitfield = 0x00110000;
522 break;
523 default:
524 sLog.outError("Invalid default powertype %u for player (class %u)",powertype,class_);
525 return false;
528 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE );
529 SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f );
531 switch(gender)
533 case GENDER_FEMALE:
534 SetDisplayId(info->displayId_f );
535 SetNativeDisplayId(info->displayId_f );
536 break;
537 case GENDER_MALE:
538 SetDisplayId(info->displayId_m );
539 SetNativeDisplayId(info->displayId_m );
540 break;
541 default:
542 sLog.outError("Invalid gender %u for player",gender);
543 return false;
544 break;
547 setFactionForRace(m_race);
549 uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
551 SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
552 SetUInt32Value(UNIT_FIELD_BYTES_1, unitfield);
553 SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_UNK3 | UNIT_BYTE2_FLAG_UNK5 );
554 SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
555 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
557 //-1 is default value
558 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
560 SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
561 SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
562 SetByteValue(PLAYER_BYTES_3, 0, gender);
564 SetUInt32Value( PLAYER_GUILDID, 0 );
565 SetUInt32Value( PLAYER_GUILDRANK, 0 );
566 SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
568 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled
569 SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
570 SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
571 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 );
572 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
573 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
575 // set starting level
576 if (GetSession()->GetSecurity() >= SEC_MODERATOR)
577 SetUInt32Value (UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_START_GM_LEVEL));
578 else
579 SetUInt32Value (UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_START_PLAYER_LEVEL));
581 SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
582 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
583 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
585 // Played time
586 m_Last_tick = time(NULL);
587 m_Played_time[0] = 0;
588 m_Played_time[1] = 0;
590 // base stats and related field values
591 InitStatsForLevel();
592 InitTaxiNodesForLevel();
593 InitTalentForLevel();
594 InitPrimaryProffesions(); // to max set before any spell added
596 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
597 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
598 SetHealth(GetMaxHealth());
599 if (getPowerType()==POWER_MANA)
601 UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
602 SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
605 // original spells
606 learnDefaultSpells(true);
608 // original action bar
609 std::list<uint16>::const_iterator action_itr[4];
610 for(int i=0; i<4; i++)
611 action_itr[i] = info->action[i].begin();
613 for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();)
615 uint16 taction[4];
616 for(int i=0; i<4 ;i++)
617 taction[i] = (*action_itr[i]);
619 addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]);
621 for(int i=0; i<4 ;i++)
622 ++action_itr[i];
625 // original items
626 CharStartOutfitEntry const* oEntry = NULL;
627 for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
629 if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
631 if(entry->RaceClassGender == RaceClassGender)
633 oEntry = entry;
634 break;
639 if(oEntry)
641 for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
643 if(oEntry->ItemId[j] <= 0)
644 continue;
646 uint32 item_id = oEntry->ItemId[j];
648 ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
649 if(!iProto)
651 sLog.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id,getRace(),getClass());
652 continue;
655 uint32 count = iProto->Stackable; // max stack by default (mostly 1)
656 if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
658 switch(iProto->Spells[0].SpellCategory)
660 case 11: // food
661 if(iProto->Stackable > 4)
662 count = 4;
663 break;
664 case 59: // drink
665 if(iProto->Stackable > 2)
666 count = 2;
667 break;
671 StoreNewItemInBestSlots(item_id, count);
675 for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
676 StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
678 // bags and main-hand weapon must equipped at this moment
679 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
680 // or ammo not equipped in special bag
681 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
683 if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
685 uint16 eDest;
686 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
687 uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
688 if( msg == EQUIP_ERR_OK )
690 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
691 EquipItem( eDest, pItem, true);
693 // move other items to more appropriate slots (ammo not equipped in special bag)
694 else
696 ItemPosCountVec sDest;
697 msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
698 if( msg == EQUIP_ERR_OK )
700 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
701 pItem = StoreItem( sDest, pItem, true);
704 // if this is ammo then use it
705 uint8 msg = CanUseAmmo( pItem->GetProto()->ItemId );
706 if( msg == EQUIP_ERR_OK )
707 SetAmmo( pItem->GetProto()->ItemId );
711 // all item positions resolved
713 return true;
716 bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
718 sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
720 // attempt equip by one
721 while(titem_amount > 0)
723 uint16 eDest;
724 uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false );
725 if( msg != EQUIP_ERR_OK )
726 break;
728 EquipNewItem( eDest, titem_id, true);
729 AutoUnequipOffhandIfNeed();
730 --titem_amount;
733 if(titem_amount == 0)
734 return true; // equipped
736 // attempt store
737 ItemPosCountVec sDest;
738 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
739 uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
740 if( msg == EQUIP_ERR_OK )
742 StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
743 return true; // stored
746 // item can't be added
747 sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
748 return false;
751 void Player::StartMirrorTimer(MirrorTimerType Type, uint32 MaxValue)
753 uint32 BreathRegen = (uint32)-1;
755 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
756 data << (uint32)Type;
757 data << MaxValue;
758 data << MaxValue;
759 data << BreathRegen;
760 data << (uint8)0;
761 data << (uint32)0; // spell id
762 GetSession()->SendPacket(&data);
765 void Player::ModifyMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, uint32 Regen)
767 if(Type==BREATH_TIMER)
768 m_breathTimer = ((MaxValue + 1000) - CurrentValue) / Regen;
770 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
771 data << (uint32)Type;
772 data << CurrentValue;
773 data << MaxValue;
774 data << Regen;
775 data << (uint8)0;
776 data << (uint32)0; // spell id
777 GetSession()->SendPacket( &data );
780 void Player::StopMirrorTimer(MirrorTimerType Type)
782 if(Type==BREATH_TIMER)
783 m_breathTimer = 0;
785 WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
786 data << (uint32)Type;
787 GetSession()->SendPacket( &data );
790 void Player::EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 damage)
792 WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
793 data << (uint64)guid;
794 data << (uint8)(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
795 data << (uint32)damage;
796 data << (uint32)0;
797 data << (uint32)0;
798 SendMessageToSet(&data, true);
800 DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
802 if(type==DAMAGE_FALL && !isAlive()) // DealDamage not apply item durability loss at self damage
804 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
805 DurabilityLossAll(0.10f,false);
806 // durability lost message
807 WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
808 GetSession()->SendPacket(&data);
812 void Player::HandleDrowning()
814 if(!m_isunderwater)
815 return;
817 //if player is GM, have waterbreath, is dead or if breathing is disabled then return
818 if(waterbreath || isGameMaster() || !isAlive() || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
820 StopMirrorTimer(BREATH_TIMER);
821 m_isunderwater = 0;
822 return;
825 uint32 UnderWaterTime = 1*MINUTE*1000; // default length 1 min
827 AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
828 for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
829 UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
831 if ((m_isunderwater & 0x01) && !(m_isunderwater & 0x80) && isAlive())
833 //single trigger timer
834 if (!(m_isunderwater & 0x02))
836 m_isunderwater|= 0x02;
837 m_breathTimer = UnderWaterTime + 1000;
839 //single trigger "Breathbar"
840 if ( m_breathTimer <= UnderWaterTime && !(m_isunderwater & 0x04))
842 m_isunderwater|= 0x04;
843 StartMirrorTimer(BREATH_TIMER, UnderWaterTime);
845 //continuous trigger drowning "Damage"
846 if ((m_breathTimer == 0) && (m_isunderwater & 0x01))
848 //TODO: Check this formula
849 uint64 guid = GetGUID();
850 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
852 EnvironmentalDamage(guid, DAMAGE_DROWNING,damage);
853 m_breathTimer = 2000;
856 //single trigger retract bar
857 else if (!(m_isunderwater & 0x01) && !(m_isunderwater & 0x08) && (m_isunderwater & 0x02) && (m_breathTimer > 0) && isAlive())
859 m_isunderwater = 0x08;
861 uint32 BreathRegen = 10;
862 ModifyMirrorTimer(BREATH_TIMER, UnderWaterTime, m_breathTimer,BreathRegen);
863 m_isunderwater = 0x10;
865 //remove bar
866 else if ((m_breathTimer < 50) && !(m_isunderwater & 0x01) && (m_isunderwater == 0x10))
868 StopMirrorTimer(BREATH_TIMER);
869 m_isunderwater = 0;
873 void Player::HandleLava()
875 bool ValidArea = false;
877 if ((m_isunderwater & 0x80) && isAlive())
879 //Single trigger Set BreathTimer
880 if (!(m_isunderwater & 0x80))
882 m_isunderwater|= 0x04;
883 m_breathTimer = 1000;
885 //Reset BreathTimer and still in the lava
886 if (!m_breathTimer)
888 uint64 guid = GetGUID();
889 uint32 damage = urand(600, 700); // TODO: Get more detailed information about lava damage
890 uint32 dmgZone = GetZoneId(); // TODO: Find correct "lava dealing zone" flag in Area Table
892 // Deal lava damage only in lava zones.
893 switch(dmgZone)
895 case 0x8D:
896 ValidArea = false;
897 break;
898 case 0x94:
899 ValidArea = false;
900 break;
901 case 0x2CE:
902 ValidArea = false;
903 break;
904 case 0x2CF:
905 ValidArea = false;
906 break;
907 default:
908 if (dmgZone / 5 & 0x408)
909 ValidArea = true;
912 // if is valid area and is not gamemaster then deal damage
913 if ( ValidArea && !isGameMaster() )
914 EnvironmentalDamage(guid, DAMAGE_LAVA, damage);
916 m_breathTimer = 1000;
920 //Death timer disabled and WaterFlags reset
921 else if (m_deathState == DEAD)
923 m_breathTimer = 0;
924 m_isunderwater = 0;
928 ///The player sobers by 256 every 10 seconds
929 void Player::HandleSobering()
931 m_drunkTimer = 0;
933 uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
934 SetDrunkValue(drunk);
937 DrunkenState Player::GetDrunkenstateByValue(uint16 value)
939 if(value >= 23000)
940 return DRUNKEN_SMASHED;
941 if(value >= 12800)
942 return DRUNKEN_DRUNK;
943 if(value & 0xFFFE)
944 return DRUNKEN_TIPSY;
945 return DRUNKEN_SOBER;
948 void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
950 uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
952 m_drunk = newDrunkenValue;
953 SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
955 uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
957 // special drunk invisibility detection
958 if(newDrunkenState >= DRUNKEN_DRUNK)
959 m_detectInvisibilityMask |= (1<<6);
960 else
961 m_detectInvisibilityMask &= ~(1<<6);
963 if(newDrunkenState == oldDrunkenState)
964 return;
966 WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
967 data << uint64(GetGUID());
968 data << uint32(newDrunkenState);
969 data << uint32(itemId);
971 SendMessageToSet(&data, true);
974 void Player::Update( uint32 p_time )
976 if(!IsInWorld())
977 return;
979 // undelivered mail
980 if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
982 SendNewMail();
983 ++unReadMails;
985 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
986 m_nextMailDelivereTime = 0;
989 Unit::Update( p_time );
991 // update player only attacks
992 if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
994 setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
997 if(uint32 off_att = getAttackTimer(OFF_ATTACK))
999 setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
1002 time_t now = time (NULL);
1004 UpdatePvPFlag(now);
1006 UpdateContestedPvP(p_time);
1008 UpdateDuelFlag(now);
1010 CheckDuelDistance(now);
1012 UpdateAfkReport(now);
1014 CheckExploreSystem();
1016 // Update items that have just a limited lifetime
1017 if (now>m_Last_tick)
1018 UpdateItemDuration(uint32(now- m_Last_tick));
1020 if (!m_timedquests.empty())
1022 std::set<uint32>::iterator iter = m_timedquests.begin();
1023 while (iter != m_timedquests.end())
1025 QuestStatusData& q_status = mQuestStatus[*iter];
1026 if( q_status.m_timer <= p_time )
1028 uint32 quest_id = *iter;
1029 ++iter; // current iter will be removed in FailTimedQuest
1030 FailTimedQuest( quest_id );
1032 else
1034 q_status.m_timer -= p_time;
1035 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
1036 ++iter;
1041 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
1043 Unit *pVictim = getVictim();
1044 if( !IsNonMeleeSpellCasted(false) && pVictim)
1046 // default combat reach 10
1047 // TODO add weapon,skill check
1049 float pldistance = ATTACK_DISTANCE;
1051 if (isAttackReady(BASE_ATTACK))
1053 if(!IsWithinDistInMap(pVictim, pldistance))
1055 setAttackTimer(BASE_ATTACK,100);
1056 if(m_swingErrorMsg != 1) // send single time (client auto repeat)
1058 SendAttackSwingNotInRange();
1059 m_swingErrorMsg = 1;
1062 //120 degrees of radiant range
1063 else if( !HasInArc( 2*M_PI/3, pVictim ))
1065 setAttackTimer(BASE_ATTACK,100);
1066 if(m_swingErrorMsg != 2) // send single time (client auto repeat)
1068 SendAttackSwingBadFacingAttack();
1069 m_swingErrorMsg = 2;
1072 else
1074 m_swingErrorMsg = 0; // reset swing error state
1076 // prevent base and off attack in same time, delay attack at 0.2 sec
1077 if(haveOffhandWeapon())
1079 uint32 off_att = getAttackTimer(OFF_ATTACK);
1080 if(off_att < ATTACK_DISPLAY_DELAY)
1081 setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
1083 AttackerStateUpdate(pVictim, BASE_ATTACK);
1084 resetAttackTimer(BASE_ATTACK);
1088 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
1090 if(!IsWithinDistInMap(pVictim, pldistance))
1092 setAttackTimer(OFF_ATTACK,100);
1094 else if( !HasInArc( 2*M_PI/3, pVictim ))
1096 setAttackTimer(OFF_ATTACK,100);
1098 else
1100 // prevent base and off attack in same time, delay attack at 0.2 sec
1101 uint32 base_att = getAttackTimer(BASE_ATTACK);
1102 if(base_att < ATTACK_DISPLAY_DELAY)
1103 setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
1104 // do attack
1105 AttackerStateUpdate(pVictim, OFF_ATTACK);
1106 resetAttackTimer(OFF_ATTACK);
1110 Unit *owner = pVictim->GetOwner();
1111 Unit *u = owner ? owner : pVictim;
1112 if(u->IsPvP() && (!duel || duel->opponent != u))
1114 UpdatePvP(true);
1115 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
1120 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
1122 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1124 int time_inn = time(NULL)-GetTimeInnEnter();
1125 if (time_inn >= 10) //freeze update
1127 float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
1128 //speed collect rest bonus (section/in hour)
1129 SetRestBonus( GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble );
1130 UpdateInnerTime(time(NULL));
1135 if(m_regenTimer > 0)
1137 if(p_time >= m_regenTimer)
1138 m_regenTimer = 0;
1139 else
1140 m_regenTimer -= p_time;
1143 if (m_weaponChangeTimer > 0)
1145 if(p_time >= m_weaponChangeTimer)
1146 m_weaponChangeTimer = 0;
1147 else
1148 m_weaponChangeTimer -= p_time;
1151 if (m_zoneUpdateTimer > 0)
1153 if(p_time >= m_zoneUpdateTimer)
1155 uint32 newzone = GetZoneId();
1156 if( m_zoneUpdateId != newzone )
1157 UpdateZone(newzone); // also update area
1158 else
1160 // use area updates as well
1161 // needed for free far all arenas for example
1162 uint32 newarea = GetAreaId();
1163 if( m_areaUpdateId != newarea )
1164 UpdateArea(newarea);
1166 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
1169 else
1170 m_zoneUpdateTimer -= p_time;
1173 if (isAlive())
1175 RegenerateAll();
1178 if (m_deathState == JUST_DIED)
1180 KillPlayer();
1183 if(m_nextSave > 0)
1185 if(p_time >= m_nextSave)
1187 // m_nextSave reseted in SaveToDB call
1188 SaveToDB();
1189 sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1191 else
1193 m_nextSave -= p_time;
1197 //Breathtimer
1198 if(m_breathTimer > 0)
1200 if(p_time >= m_breathTimer)
1201 m_breathTimer = 0;
1202 else
1203 m_breathTimer -= p_time;
1207 //Handle Water/drowning
1208 HandleDrowning();
1210 //Handle lava
1211 HandleLava();
1213 //Handle detect stealth players
1214 if (m_DetectInvTimer > 0)
1216 if (p_time >= m_DetectInvTimer)
1218 m_DetectInvTimer = 3000;
1219 HandleStealthedUnitsDetection();
1221 else
1222 m_DetectInvTimer -= p_time;
1225 // Played time
1226 if (now > m_Last_tick)
1228 uint32 elapsed = uint32(now - m_Last_tick);
1229 m_Played_time[0] += elapsed; // Total played time
1230 m_Played_time[1] += elapsed; // Level played time
1231 m_Last_tick = now;
1234 if (m_drunk)
1236 m_drunkTimer += p_time;
1238 if (m_drunkTimer > 10000)
1239 HandleSobering();
1242 // not auto-free ghost from body in instances
1243 if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
1245 if(p_time >= m_deathTimer)
1247 m_deathTimer = 0;
1248 BuildPlayerRepop();
1249 RepopAtGraveyard();
1251 else
1252 m_deathTimer -= p_time;
1255 UpdateEnchantTime(p_time);
1256 UpdateHomebindTime(p_time);
1258 // group update
1259 SendUpdateToOutOfRangeGroupMembers();
1261 Pet* pet = GetPet();
1262 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
1264 RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
1265 return;
1269 void Player::setDeathState(DeathState s)
1271 uint32 ressSpellId = 0;
1273 bool cur = isAlive();
1275 if(s == JUST_DIED && cur)
1277 // drunken state is cleared on death
1278 SetDrunkValue(0);
1279 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1280 ClearComboPoints();
1282 clearResurrectRequestData();
1284 // remove form before other mods to prevent incorrect stats calculation
1285 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
1287 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1288 RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
1290 // remove uncontrolled pets
1291 RemoveMiniPet();
1292 RemoveGuardians();
1294 // save value before aura remove in Unit::setDeathState
1295 ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
1297 // passive spell
1298 if(!ressSpellId)
1299 ressSpellId = GetResurrectionSpellId();
1301 Unit::setDeathState(s);
1303 // restore resurrection spell id for player after aura remove
1304 if(s == JUST_DIED && cur && ressSpellId)
1305 SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
1307 if(isAlive() && !cur)
1309 //clear aura case after resurrection by another way (spells will be applied before next death)
1310 SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
1312 // restore default warrior stance
1313 if(getClass()== CLASS_WARRIOR)
1314 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
1318 void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
1320 *p_data << GetGUID();
1321 *p_data << m_name;
1323 *p_data << getRace();
1324 uint8 pClass = getClass();
1325 *p_data << pClass;
1326 *p_data << getGender();
1328 uint32 bytes = GetUInt32Value(PLAYER_BYTES);
1329 *p_data << uint8(bytes);
1330 *p_data << uint8(bytes >> 8);
1331 *p_data << uint8(bytes >> 16);
1332 *p_data << uint8(bytes >> 24);
1334 bytes = GetUInt32Value(PLAYER_BYTES_2);
1335 *p_data << uint8(bytes);
1337 *p_data << uint8(getLevel()); // player level
1338 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1339 uint32 zoneId = MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY());
1340 sLog.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId);
1341 *p_data << zoneId;
1342 *p_data << GetMapId();
1344 *p_data << GetPositionX();
1345 *p_data << GetPositionY();
1346 *p_data << GetPositionZ();
1348 *p_data << (result ? result->Fetch()[13].GetUInt32() : 0);
1350 uint32 char_flags = 0;
1351 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
1352 char_flags |= CHARACTER_FLAG_HIDE_HELM;
1353 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
1354 char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
1355 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
1356 char_flags |= CHARACTER_FLAG_GHOST;
1357 if(HasAtLoginFlag(AT_LOGIN_RENAME))
1358 char_flags |= CHARACTER_FLAG_RENAME;
1359 // always send the flag if declined names aren't used
1360 // to let the client select a default method of declining the name
1361 if(!sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) || (result && result->Fetch()[14].GetCppString() != ""))
1362 char_flags |= CHARACTER_FLAG_DECLINED;
1364 *p_data << (uint32)char_flags; // character flags
1366 *p_data << (uint8)1; // unknown
1368 // Pets info
1370 uint32 petDisplayId = 0;
1371 uint32 petLevel = 0;
1372 uint32 petFamily = 0;
1374 // show pet at selection character in character list only for non-ghost character
1375 if(result && isAlive() && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER))
1377 Field* fields = result->Fetch();
1379 uint32 entry = fields[10].GetUInt32();
1380 CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
1381 if(cInfo)
1383 petDisplayId = fields[11].GetUInt32();
1384 petLevel = fields[12].GetUInt32();
1385 petFamily = cInfo->family;
1389 *p_data << (uint32)petDisplayId;
1390 *p_data << (uint32)petLevel;
1391 *p_data << (uint32)petFamily;
1394 /*ItemPrototype const *items[EQUIPMENT_SLOT_END];
1395 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
1396 items[i] = NULL;
1398 QueryResult *result = CharacterDatabase.PQuery("SELECT slot,item_template FROM character_inventory WHERE guid = '%u' AND bag = 0",GetGUIDLow());
1399 if (result)
1403 Field *fields = result->Fetch();
1404 uint8 slot = fields[0].GetUInt8() & 255;
1405 uint32 item_id = fields[1].GetUInt32();
1406 if( slot >= EQUIPMENT_SLOT_END )
1407 continue;
1409 items[slot] = objmgr.GetItemPrototype(item_id);
1410 if(!items[slot])
1412 sLog.outError( "Player::BuildEnumData: Player %s have unknown item (id: #%u) in inventory, skipped.", GetName(),item_id );
1413 continue;
1415 } while (result->NextRow());
1416 delete result;
1419 for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
1421 uint32 visualbase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
1422 uint32 item_id = GetUInt32Value(visualbase);
1423 const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
1424 SpellItemEnchantmentEntry const *enchant = NULL;
1426 for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot<=TEMP_ENCHANTMENT_SLOT; enchantSlot++)
1428 uint32 enchantId = GetUInt32Value(visualbase+1+enchantSlot);
1429 if(enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))
1430 break;
1433 if (proto != NULL)
1435 *p_data << (uint32)proto->DisplayInfoID;
1436 *p_data << (uint8)proto->InventoryType;
1437 *p_data << (uint32)(enchant?enchant->aura_id:0);
1439 else
1441 *p_data << (uint32)0;
1442 *p_data << (uint8)0;
1443 *p_data << (uint32)0; // enchant?
1446 *p_data << (uint32)0; // first bag display id
1447 *p_data << (uint8)0; // first bag inventory type
1448 *p_data << (uint32)0; // enchant?
1451 bool Player::ToggleAFK()
1453 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1455 bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1457 // afk player not allowed in battleground
1458 if(state && InBattleGround())
1459 LeaveBattleground();
1461 return state;
1464 bool Player::ToggleDND()
1466 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1468 return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1471 uint8 Player::chatTag() const
1473 // it's bitmask
1474 // 0x8 - ??
1475 // 0x4 - gm
1476 // 0x2 - dnd
1477 // 0x1 - afk
1478 if(isGMChat())
1479 return 4;
1480 else if(isDND())
1481 return 3;
1482 if(isAFK())
1483 return 1;
1484 else
1485 return 0;
1488 bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
1490 if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
1492 sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
1493 return false;
1496 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1497 Pet* pet = GetPet();
1499 MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
1501 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1502 if(!InBattleGround() && mEntry->IsBattleGround() && !GetSession()->GetSecurity())
1503 return false;
1505 // client without expansion support
1506 if(GetSession()->Expansion() < mEntry->Expansion())
1508 sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
1510 if(GetTransport())
1511 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1513 SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL1);
1515 return false; // normal client can't teleport to this map...
1517 else
1519 sLog.outDebug("Player %s will teleported to map %u", GetName(), mapid);
1522 // if we were on a transport, leave
1523 if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
1525 m_transport->RemovePassenger(this);
1526 m_transport = NULL;
1527 m_movementInfo.t_x = 0.0f;
1528 m_movementInfo.t_y = 0.0f;
1529 m_movementInfo.t_z = 0.0f;
1530 m_movementInfo.t_o = 0.0f;
1531 m_movementInfo.t_time = 0;
1534 SetSemaphoreTeleport(true);
1536 // The player was ported to another map and looses the duel immediately.
1537 // We have to perform this check before the teleport, otherwise the
1538 // ObjectAccessor won't find the flag.
1539 if (duel && GetMapId()!=mapid)
1541 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
1542 if (obj)
1543 DuelComplete(DUEL_FLED);
1546 // reset movement flags at teleport, because player will continue move with these flags after teleport
1547 SetUnitMovementFlags(0);
1549 if ((GetMapId() == mapid) && (!m_transport))
1551 // prepare zone change detect
1552 uint32 old_zone = GetZoneId();
1554 // near teleport
1555 if(!GetSession()->PlayerLogout())
1557 WorldPacket data;
1558 BuildTeleportAckMsg(&data, x, y, z, orientation);
1559 GetSession()->SendPacket(&data);
1560 SetPosition( x, y, z, orientation, true);
1562 else
1563 // this will be used instead of the current location in SaveToDB
1564 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1565 SetFallInformation(0, z);
1567 //BuildHeartBeatMsg(&data);
1568 //SendMessageToSet(&data, true);
1569 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1571 //same map, only remove pet if out of range
1572 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
1574 if(pet->isControlled() && !pet->isTemporarySummoned() )
1575 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1576 else
1577 m_temporaryUnsummonedPetNumber = 0;
1579 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1583 if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
1584 CombatStop();
1586 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1588 // resummon pet
1589 if(pet && m_temporaryUnsummonedPetNumber)
1591 Pet* NewPet = new Pet;
1592 if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
1593 delete NewPet;
1595 m_temporaryUnsummonedPetNumber = 0;
1599 if(!GetSession()->PlayerLogout())
1601 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1602 SetSemaphoreTeleport(false);
1604 UpdateZone(GetZoneId());
1607 // new zone
1608 if(old_zone != GetZoneId())
1610 // honorless target
1611 if(pvpInfo.inHostileArea)
1612 CastSpell(this, 2479, true);
1615 else
1617 // far teleport to another map
1618 Map* oldmap = IsInWorld() ? GetMap() : NULL;
1619 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1621 // Check enter rights before map getting to avoid creating instance copy for player
1622 // this check not dependent from map instance copy and same for all instance copies of selected map
1623 if (!MapManager::Instance().CanPlayerEnter(mapid, this))
1625 SetSemaphoreTeleport(false);
1626 return false;
1629 // If the map is not created, assume it is possible to enter it.
1630 // It will be created in the WorldPortAck.
1631 Map *map = MapManager::Instance().FindMap(mapid);
1632 if (!map || map->CanEnter(this))
1634 SetSelection(0);
1636 CombatStop();
1638 ResetContestedPvP();
1640 // remove player from battleground on far teleport (when changing maps)
1641 if(BattleGround const* bg = GetBattleGround())
1643 // Note: at battleground join battleground id set before teleport
1644 // and we already will found "current" battleground
1645 // just need check that this is targeted map or leave
1646 if(bg->GetMapId() != mapid)
1647 LeaveBattleground(false); // don't teleport to entry point
1650 // remove pet on map change
1651 if (pet)
1653 //leaving map -> delete pet right away (doing this later will cause problems)
1654 if(pet->isControlled() && !pet->isTemporarySummoned())
1655 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1656 else
1657 m_temporaryUnsummonedPetNumber = 0;
1659 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1662 // remove all dyn objects
1663 RemoveAllDynObjects();
1665 // stop spellcasting
1666 // not attempt interrupt teleportation spell at caster teleport
1667 if(!(options & TELE_TO_SPELL))
1668 if(IsNonMeleeSpellCasted(true))
1669 InterruptNonMeleeSpells(true);
1671 if(!GetSession()->PlayerLogout())
1673 // send transfer packets
1674 WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
1675 data << uint32(mapid);
1676 if (m_transport)
1678 data << m_transport->GetEntry() << GetMapId();
1680 GetSession()->SendPacket(&data);
1682 data.Initialize(SMSG_NEW_WORLD, (20));
1683 if (m_transport)
1685 data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
1687 else
1689 data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
1691 GetSession()->SendPacket( &data );
1692 SendSavedInstances();
1694 // remove from old map now
1695 if(oldmap) oldmap->Remove(this, false);
1698 // new final coordinates
1699 float final_x = x;
1700 float final_y = y;
1701 float final_z = z;
1702 float final_o = orientation;
1704 if(m_transport)
1706 final_x += m_movementInfo.t_x;
1707 final_y += m_movementInfo.t_y;
1708 final_z += m_movementInfo.t_z;
1709 final_o += m_movementInfo.t_o;
1712 m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
1713 SetFallInformation(0, final_z);
1714 // if the player is saved before worldportack (at logout for example)
1715 // this will be used instead of the current location in SaveToDB
1717 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
1719 // move packet sent by client always after far teleport
1720 // SetPosition(final_x, final_y, final_z, final_o, true);
1721 SetDontMove(true);
1723 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1725 else
1726 return false;
1728 return true;
1731 void Player::AddToWorld()
1733 ///- Do not add/remove the player from the object storage
1734 ///- It will crash when updating the ObjectAccessor
1735 ///- The player should only be added when logging in
1736 Unit::AddToWorld();
1738 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1740 if(m_items[i])
1741 m_items[i]->AddToWorld();
1745 void Player::RemoveFromWorld()
1747 // cleanup
1748 if(IsInWorld())
1750 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1751 Uncharm();
1752 UnsummonAllTotems();
1753 RemoveMiniPet();
1754 RemoveGuardians();
1757 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1759 if(m_items[i])
1760 m_items[i]->RemoveFromWorld();
1763 ///- Do not add/remove the player from the object storage
1764 ///- It will crash when updating the ObjectAccessor
1765 ///- The player should only be removed when logging out
1766 Unit::RemoveFromWorld();
1769 void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
1771 float addRage;
1773 float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1775 if(attacker)
1777 addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2);
1779 // talent who gave more rage on attack
1780 addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
1782 else
1784 addRage = damage/rageconversion*2.5;
1786 // Berserker Rage effect
1787 if(HasAura(18499,0))
1788 addRage *= 1.3;
1791 addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME);
1793 ModifyPower(POWER_RAGE, uint32(addRage*10));
1796 void Player::RegenerateAll()
1798 if (m_regenTimer != 0)
1799 return;
1800 uint32 regenDelay = 2000;
1802 // Not in combat or they have regeneration
1803 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
1804 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
1806 RegenerateHealth();
1807 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
1808 Regenerate(POWER_RAGE);
1811 Regenerate( POWER_ENERGY );
1813 Regenerate( POWER_MANA );
1815 m_regenTimer = regenDelay;
1818 void Player::Regenerate(Powers power)
1820 uint32 curValue = GetPower(power);
1821 uint32 maxValue = GetMaxPower(power);
1823 float addvalue = 0.0f;
1825 switch (power)
1827 case POWER_MANA:
1829 bool recentCast = IsUnderLastManaUseEffect();
1830 float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
1831 if (recentCast)
1833 // Mangos Updates Mana in intervals of 2s, which is correct
1834 addvalue = GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT) * ManaIncreaseRate * 2.00f;
1836 else
1838 addvalue = GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN) * ManaIncreaseRate * 2.00f;
1840 } break;
1841 case POWER_RAGE: // Regenerate rage
1843 float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
1844 addvalue = 30 * RageDecreaseRate; // 3 rage by tick
1845 } break;
1846 case POWER_ENERGY: // Regenerate energy (rogue)
1847 addvalue = 20;
1848 break;
1849 case POWER_FOCUS:
1850 case POWER_HAPPINESS:
1851 break;
1854 // Mana regen calculated in Player::UpdateManaRegen()
1855 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1856 if(power != POWER_MANA)
1858 AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
1859 for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
1860 if ((*i)->GetModifier()->m_miscvalue == power)
1861 addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
1864 if (power != POWER_RAGE)
1866 curValue += uint32(addvalue);
1867 if (curValue > maxValue)
1868 curValue = maxValue;
1870 else
1872 if(curValue <= uint32(addvalue))
1873 curValue = 0;
1874 else
1875 curValue -= uint32(addvalue);
1877 SetPower(power, curValue);
1880 void Player::RegenerateHealth()
1882 uint32 curValue = GetHealth();
1883 uint32 maxValue = GetMaxHealth();
1885 if (curValue >= maxValue) return;
1887 float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
1889 float addvalue = 0.0f;
1891 // polymorphed case
1892 if ( IsPolymorphed() )
1893 addvalue = GetMaxHealth()/3;
1894 // normal regen case (maybe partly in combat case)
1895 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) )
1897 addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
1898 if (!isInCombat())
1900 AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
1901 for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
1902 addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
1904 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
1905 addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
1907 if(!IsStandState())
1908 addvalue *= 1.5;
1911 // always regeneration bonus (including combat)
1912 addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
1914 if(addvalue < 0)
1915 addvalue = 0;
1917 ModifyHealth(int32(addvalue));
1920 bool Player::CanInteractWithNPCs(bool alive) const
1922 if(alive && !isAlive())
1923 return false;
1924 if(isInFlight())
1925 return false;
1927 return true;
1930 bool Player::IsUnderWater() const
1932 return IsInWater() &&
1933 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1936 void Player::SetInWater(bool apply)
1938 if(m_isInWater==apply)
1939 return;
1941 //define player in water by opcodes
1942 //move player's guid into HateOfflineList of those mobs
1943 //which can't swim and move guid back into ThreatList when
1944 //on surface.
1945 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1946 m_isInWater = apply;
1948 // remove auras that need water/land
1949 RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
1951 getHostilRefManager().updateThreatTables();
1954 void Player::SetGameMaster(bool on)
1956 if(on)
1958 m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
1959 setFaction(35);
1960 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
1962 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
1963 ResetContestedPvP();
1965 getHostilRefManager().setOnlineOfflineState(false);
1966 CombatStop();
1968 else
1970 m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
1971 setFactionForRace(getRace());
1972 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
1974 // restore FFA PvP Server state
1975 if(sWorld.IsFFAPvPRealm())
1976 SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
1978 // restore FFA PvP area state, remove not allowed for GM mounts
1979 UpdateArea(m_areaUpdateId);
1981 getHostilRefManager().setOnlineOfflineState(true);
1984 ObjectAccessor::UpdateVisibilityForPlayer(this);
1987 void Player::SetGMVisible(bool on)
1989 if(on)
1991 m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
1993 // Reapply stealth/invisibility if active or show if not any
1994 if(HasAuraType(SPELL_AURA_MOD_STEALTH))
1995 SetVisibility(VISIBILITY_GROUP_STEALTH);
1996 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
1997 SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
1998 else
1999 SetVisibility(VISIBILITY_ON);
2001 else
2003 m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
2005 SetAcceptWhispers(false);
2006 SetGameMaster(true);
2008 SetVisibility(VISIBILITY_OFF);
2012 bool Player::IsGroupVisibleFor(Player* p) const
2014 switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
2016 default: return IsInSameGroupWith(p);
2017 case 1: return IsInSameRaidWith(p);
2018 case 2: return GetTeam()==p->GetTeam();
2022 bool Player::IsInSameGroupWith(Player const* p) const
2024 return p==this || GetGroup() != NULL &&
2025 GetGroup() == p->GetGroup() &&
2026 GetGroup()->SameSubGroup((Player*)this, (Player*)p);
2029 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2030 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2031 void Player::UninviteFromGroup()
2033 Group* group = GetGroupInvite();
2034 if(!group)
2035 return;
2037 group->RemoveInvite(this);
2039 if(group->GetMembersCount() <= 1) // group has just 1 member => disband
2041 if(group->IsCreated())
2043 group->Disband(true);
2044 objmgr.RemoveGroup(group);
2046 else
2047 group->RemoveAllInvites();
2049 delete group;
2053 void Player::RemoveFromGroup(Group* group, uint64 guid)
2055 if(group)
2057 if (group->RemoveMember(guid, 0) <= 1)
2059 // group->Disband(); already disbanded in RemoveMember
2060 objmgr.RemoveGroup(group);
2061 delete group;
2062 // removemember sets the player's group pointer to NULL
2067 void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
2069 WorldPacket data(SMSG_LOG_XPGAIN, 21);
2070 data << uint64(victim ? victim->GetGUID() : 0); // guid
2071 data << uint32(GivenXP+RestXP); // given experience
2072 data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2073 if(victim)
2075 data << uint32(GivenXP); // experience without rested bonus
2076 data << float(1); // 1 - none 0 - 100% group bonus output
2078 data << uint8(0); // new 2.4.0
2079 GetSession()->SendPacket(&data);
2082 void Player::GiveXP(uint32 xp, Unit* victim)
2084 if ( xp < 1 )
2085 return;
2087 if(!isAlive())
2088 return;
2090 uint32 level = getLevel();
2092 // XP to money conversion processed in Player::RewardQuest
2093 if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
2094 return;
2096 // handle SPELL_AURA_MOD_XP_PCT auras
2097 Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
2098 for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
2099 xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
2101 // XP resting bonus for kill
2102 uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
2104 SendLogXPGain(xp,victim,rested_bonus_xp);
2106 uint32 curXP = GetUInt32Value(PLAYER_XP);
2107 uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2108 uint32 newXP = curXP + xp + rested_bonus_xp;
2110 while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2112 newXP -= nextLvlXP;
2114 if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2115 GiveLevel(level + 1);
2117 level = getLevel();
2118 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2121 SetUInt32Value(PLAYER_XP, newXP);
2124 // Update player to next level
2125 // Current player experience not update (must be update by caller)
2126 void Player::GiveLevel(uint32 level)
2128 if ( level == getLevel() )
2129 return;
2131 PlayerLevelInfo info;
2132 objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
2134 PlayerClassLevelInfo classInfo;
2135 objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
2137 // send levelup info to client
2138 WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
2139 data << uint32(level);
2140 data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
2141 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2142 data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
2143 data << uint32(0);
2144 data << uint32(0);
2145 data << uint32(0);
2146 data << uint32(0);
2147 // end for
2148 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
2149 data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
2151 GetSession()->SendPacket(&data);
2153 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, MaNGOS::XP::xp_to_level(level));
2155 //update level, max level of skills
2156 if(getLevel()!= level)
2157 m_Played_time[1] = 0; // Level Played Time reset
2158 SetLevel(level);
2159 UpdateSkillsForLevel ();
2161 // save base values (bonuses already included in stored stats
2162 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2163 SetCreateStat(Stats(i), info.stats[i]);
2165 SetCreateHealth(classInfo.basehealth);
2166 SetCreateMana(classInfo.basemana);
2168 InitTalentForLevel();
2169 InitTaxiNodesForLevel();
2171 UpdateAllStats();
2173 // set current level health and mana/energy to maximum after applying all mods.
2174 SetHealth(GetMaxHealth());
2175 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2176 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2177 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2178 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2179 SetPower(POWER_FOCUS, 0);
2180 SetPower(POWER_HAPPINESS, 0);
2182 // give level to summoned pet
2183 Pet* pet = GetPet();
2184 if(pet && pet->getPetType()==SUMMON_PET)
2185 pet->GivePetLevel(level);
2188 void Player::InitTalentForLevel()
2190 uint32 level = getLevel();
2191 // talents base at level diff ( talents = level - 9 but some can be used already)
2192 if(level < 10)
2194 // Remove all talent points
2195 if(m_usedTalentCount > 0) // Free any used talents
2197 resetTalents(true);
2198 SetFreeTalentPoints(0);
2201 else
2203 uint32 talentPointsForLevel = uint32((level-9)*sWorld.getRate(RATE_TALENT));
2204 // if used more that have then reset
2205 if(m_usedTalentCount > talentPointsForLevel)
2207 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
2208 resetTalents(true);
2209 else
2210 SetFreeTalentPoints(0);
2212 // else update amount of free points
2213 else
2214 SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
2218 void Player::InitStatsForLevel(bool reapplyMods)
2220 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2221 _RemoveAllStatBonuses();
2223 PlayerClassLevelInfo classInfo;
2224 objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
2226 PlayerLevelInfo info;
2227 objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
2229 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
2230 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, MaNGOS::XP::xp_to_level(getLevel()));
2232 UpdateSkillsForLevel ();
2234 // set default cast time multiplier
2235 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
2237 // reset size before reapply auras
2238 SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
2240 // save base values (bonuses already included in stored stats
2241 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2242 SetCreateStat(Stats(i), info.stats[i]);
2244 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2245 SetStat(Stats(i), info.stats[i]);
2247 SetCreateHealth(classInfo.basehealth);
2249 //set create powers
2250 SetCreateMana(classInfo.basemana);
2252 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2254 InitStatBuffMods();
2256 //reset rating fields values
2257 for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
2258 SetUInt32Value(index, 0);
2260 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
2261 for (int i = 0; i < 7; i++)
2263 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
2264 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
2265 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
2268 //reset attack power, damage and attack speed fields
2269 SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f );
2270 SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time
2271 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f );
2273 SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f );
2274 SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f );
2275 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f );
2276 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f );
2277 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f );
2278 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f );
2280 SetUInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
2281 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
2282 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
2283 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
2284 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 );
2285 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
2287 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2288 SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
2289 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
2290 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
2292 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2293 for (uint8 i = 0; i < 7; ++i)
2294 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
2296 SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
2297 SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
2298 SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
2300 // Dodge percentage
2301 SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
2303 // set armor (resistance 0) to original value (create_agility*2)
2304 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2305 SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
2306 SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
2307 // set other resistance to original value (0)
2308 for (int i = 1; i < MAX_SPELL_SCHOOL; i++)
2310 SetResistance(SpellSchools(i), 0);
2311 SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
2312 SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
2315 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
2316 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
2317 for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
2319 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f);
2320 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
2322 // Init data for form but skip reapply item mods for form
2323 InitDataForForm(reapplyMods);
2325 // save new stats
2326 for (int i = POWER_MANA; i < MAX_POWERS; i++)
2327 SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
2329 SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
2331 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2332 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
2334 // cleanup unit flags (will be re-applied if need at aura load).
2335 RemoveFlag( UNIT_FIELD_FLAGS,
2336 UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
2337 UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
2338 UNIT_FLAG_DISABLE_ROTATE | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
2339 UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
2340 UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
2341 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
2343 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2344 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_FLAGS_FFA_PVP);
2346 SetByteValue(UNIT_FIELD_BYTES_1, 2, 0x00); // one form stealth modified bytes
2348 // restore if need some important flags
2349 SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default
2351 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2352 _ApplyAllStatBonuses();
2354 // set current level health and mana/energy to maximum after applying all mods.
2355 SetHealth(GetMaxHealth());
2356 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2357 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2358 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2359 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2360 SetPower(POWER_FOCUS, 0);
2361 SetPower(POWER_HAPPINESS, 0);
2364 void Player::SendInitialSpells()
2366 uint16 spellCount = 0;
2368 WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
2369 data << uint8(0);
2371 size_t countPos = data.wpos();
2372 data << uint16(spellCount); // spell count placeholder
2374 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2376 if(itr->second->state == PLAYERSPELL_REMOVED)
2377 continue;
2379 if(!itr->second->active || itr->second->disabled)
2380 continue;
2382 data << uint16(itr->first);
2383 data << uint16(0); // it's not slot id
2385 spellCount +=1;
2388 data.put<uint16>(countPos,spellCount); // write real count value
2390 uint16 spellCooldowns = m_spellCooldowns.size();
2391 data << uint16(spellCooldowns);
2392 for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr)
2394 SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
2395 if(!sEntry)
2396 continue;
2398 data << uint16(itr->first);
2400 time_t cooldown = 0;
2401 time_t curTime = time(NULL);
2402 if(itr->second.end > curTime)
2403 cooldown = (itr->second.end-curTime)*1000;
2405 data << uint16(itr->second.itemid); // cast item id
2406 data << uint16(sEntry->Category); // spell category
2407 if(sEntry->Category) // may be wrong, but anyway better than nothing...
2409 data << uint32(0); // cooldown
2410 data << uint32(cooldown); // category cooldown
2412 else
2414 data << uint32(cooldown); // cooldown
2415 data << uint32(0); // category cooldown
2419 GetSession()->SendPacket(&data);
2421 sLog.outDetail( "CHARACTER: Sent Initial Spells" );
2424 void Player::RemoveMail(uint32 id)
2426 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
2428 if ((*itr)->messageID == id)
2430 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2431 m_mail.erase(itr);
2432 return;
2437 void Player::SendMailResult(uint32 mailId, uint32 mailAction, uint32 mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
2439 WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_BAG_FULL?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
2440 data << (uint32) mailId;
2441 data << (uint32) mailAction;
2442 data << (uint32) mailError;
2443 if ( mailError == MAIL_ERR_BAG_FULL )
2444 data << (uint32) equipError;
2445 else if( mailAction == MAIL_ITEM_TAKEN )
2447 data << (uint32) item_guid; // item guid low?
2448 data << (uint32) item_count; // item count?
2450 GetSession()->SendPacket(&data);
2453 void Player::SendNewMail()
2455 // deliver undelivered mail
2456 WorldPacket data(SMSG_RECEIVED_MAIL, 4);
2457 data << (uint32) 0;
2458 GetSession()->SendPacket(&data);
2461 void Player::UpdateNextMailTimeAndUnreads()
2463 // calculate next delivery time (min. from non-delivered mails
2464 // and recalculate unReadMail
2465 time_t cTime = time(NULL);
2466 m_nextMailDelivereTime = 0;
2467 unReadMails = 0;
2468 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
2470 if((*itr)->deliver_time > cTime)
2472 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
2473 m_nextMailDelivereTime = (*itr)->deliver_time;
2475 else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
2476 ++unReadMails;
2480 void Player::AddNewMailDeliverTime(time_t deliver_time)
2482 if(deliver_time <= time(NULL)) // ready now
2484 ++unReadMails;
2485 SendNewMail();
2487 else // not ready and no have ready mails
2489 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
2490 m_nextMailDelivereTime = deliver_time;
2494 bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool loading, uint16 slot_id, bool disabled)
2496 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
2497 if (!spellInfo)
2499 // do character spell book cleanup (all characters)
2500 if(loading && !learning) // spell load case
2502 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
2503 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2505 else
2506 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
2508 return false;
2511 if(!SpellMgr::IsSpellValid(spellInfo,this,false))
2513 // do character spell book cleanup (all characters)
2514 if(loading && !learning) // spell load case
2516 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
2517 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2519 else
2520 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
2522 return false;
2525 PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
2527 bool disabled_case = false;
2528 bool superceded_old = false;
2530 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2531 if (itr != m_spells.end())
2533 // update active state for known spell
2534 if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
2536 itr->second->active = active;
2538 // loading && !learning == explicitly load from DB and then exist in it already and set correctly
2539 if(loading && !learning)
2540 itr->second->state = PLAYERSPELL_UNCHANGED;
2541 else if(itr->second->state != PLAYERSPELL_NEW)
2542 itr->second->state = PLAYERSPELL_CHANGED;
2544 if(!active)
2546 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2547 data << uint16(spell_id);
2548 GetSession()->SendPacket(&data);
2550 return active; // learn (show in spell book if active now)
2553 if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
2555 if(itr->second->state != PLAYERSPELL_NEW)
2556 itr->second->state = PLAYERSPELL_CHANGED;
2557 itr->second->disabled = disabled;
2559 if(disabled)
2560 return false;
2562 disabled_case = true;
2564 else switch(itr->second->state)
2566 case PLAYERSPELL_UNCHANGED: // known saved spell
2567 return false;
2568 case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
2570 delete itr->second;
2571 m_spells.erase(itr);
2572 state = PLAYERSPELL_CHANGED;
2573 break; // need re-add
2575 default: // known not saved yet spell (new or modified)
2577 // can be in case spell loading but learned at some previous spell loading
2578 if(loading && !learning)
2579 itr->second->state = PLAYERSPELL_UNCHANGED;
2581 return false;
2586 if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
2588 // talent: unlearn all other talent ranks (high and low)
2589 if(TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id))
2591 if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
2593 for(int i=0; i <5; ++i)
2595 // skip learning spell and no rank spell case
2596 uint32 rankSpellId = talentInfo->RankID[i];
2597 if(!rankSpellId || rankSpellId==spell_id)
2598 continue;
2600 // skip unknown ranks
2601 if(!HasSpell(rankSpellId))
2602 continue;
2604 removeSpell(rankSpellId);
2608 // non talent spell: learn low ranks (recursive call)
2609 else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
2611 if(loading) // at spells loading, no output, but allow save
2612 addSpell(prev_spell,active,true,loading,SPELL_WITHOUT_SLOT_ID,disabled);
2613 else // at normal learning
2614 learnSpell(prev_spell);
2617 PlayerSpell *newspell = new PlayerSpell;
2618 newspell->active = active;
2619 newspell->state = state;
2620 newspell->disabled = disabled;
2622 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2623 if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2625 for( PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr )
2627 if(itr->second->state == PLAYERSPELL_REMOVED) continue;
2628 SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr->first);
2629 if(!i_spellInfo) continue;
2631 if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr->first) )
2633 if(itr->second->active)
2635 if(spellmgr.IsHighRankOfSpell(spell_id,itr->first))
2637 if(!loading) // not send spell (re-/over-)learn packets at loading
2639 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2640 data << uint16(itr->first);
2641 data << uint16(spell_id);
2642 GetSession()->SendPacket( &data );
2645 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2646 itr->second->active = false;
2647 itr->second->state = PLAYERSPELL_CHANGED;
2648 superceded_old = true; // new spell replace old in action bars and spell book.
2650 else if(spellmgr.IsHighRankOfSpell(itr->first,spell_id))
2652 if(!loading) // not send spell (re-/over-)learn packets at loading
2654 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2655 data << uint16(spell_id);
2656 data << uint16(itr->first);
2657 GetSession()->SendPacket( &data );
2660 // mark new spell as disable (not learned yet for client and will not learned)
2661 newspell->active = false;
2662 if(newspell->state != PLAYERSPELL_NEW)
2663 newspell->state = PLAYERSPELL_CHANGED;
2670 uint16 tmpslot=slot_id;
2672 if (tmpslot == SPELL_WITHOUT_SLOT_ID)
2674 uint16 maxid = 0;
2675 PlayerSpellMap::iterator itr;
2676 for (itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2678 if(itr->second->state == PLAYERSPELL_REMOVED)
2679 continue;
2680 if (itr->second->slotId > maxid)
2681 maxid = itr->second->slotId;
2683 tmpslot = maxid + 1;
2686 newspell->slotId = tmpslot;
2687 m_spells[spell_id] = newspell;
2689 // return false if spell disabled
2690 if (newspell->disabled)
2691 return false;
2694 uint32 talentCost = GetTalentSpellCost(spell_id);
2696 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2697 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2698 if( talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL) )
2700 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2701 CastSpell(this, spell_id, true);
2703 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2704 else if (IsPassiveSpell(spell_id))
2706 // if spell doesn't require a stance or the player is in the required stance
2707 if( ( !spellInfo->Stances &&
2708 spell_id != 5420 && spell_id != 5419 && spell_id != 7376 &&
2709 spell_id != 7381 && spell_id != 21156 && spell_id != 21009 &&
2710 spell_id != 21178 && spell_id != 33948 && spell_id != 40121 ) ||
2711 m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))) ||
2712 (spell_id == 5420 && m_form == FORM_TREE) ||
2713 (spell_id == 5419 && m_form == FORM_TRAVEL) ||
2714 (spell_id == 7376 && m_form == FORM_DEFENSIVESTANCE) ||
2715 (spell_id == 7381 && m_form == FORM_BERSERKERSTANCE) ||
2716 (spell_id == 21156 && m_form == FORM_BATTLESTANCE)||
2717 (spell_id == 21178 && (m_form == FORM_BEAR || m_form == FORM_DIREBEAR) ) ||
2718 (spell_id == 33948 && m_form == FORM_FLIGHT) ||
2719 (spell_id == 40121 && m_form == FORM_FLIGHT_EPIC) )
2720 //Check CasterAuraStates
2721 if (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)))
2722 CastSpell(this, spell_id, true);
2724 else if( IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP) )
2726 CastSpell(this, spell_id, true);
2727 return false;
2730 // update used talent points count
2731 m_usedTalentCount += talentCost;
2733 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2734 if(uint32 freeProfs = GetFreePrimaryProffesionPoints())
2736 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2737 SetFreePrimaryProffesions(freeProfs-1);
2740 // add dependent skills
2741 uint16 maxskill = GetMaxSkillValueForLevel();
2743 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2745 if(spellLearnSkill)
2747 uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
2748 uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
2750 if(skill_value < spellLearnSkill->value)
2751 skill_value = spellLearnSkill->value;
2753 uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
2755 if(skill_max_value < new_skill_max_value)
2756 skill_max_value = new_skill_max_value;
2758 SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
2760 else
2762 // not ranked skills
2763 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2764 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2766 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2768 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2769 if(!pSkill)
2770 continue;
2772 if(HasSkill(pSkill->id))
2773 continue;
2775 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
2776 // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2777 pSkill->id==SKILL_POISONS && _spell_idx->second->max_value==0 ||
2778 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2779 pSkill->id==SKILL_LOCKPICKING && _spell_idx->second->max_value==0 )
2781 switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
2783 case SKILL_RANGE_LANGUAGE:
2784 SetSkill(pSkill->id, 300, 300 );
2785 break;
2786 case SKILL_RANGE_LEVEL:
2787 SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
2788 break;
2789 case SKILL_RANGE_MONO:
2790 SetSkill(pSkill->id, 1, 1 );
2791 break;
2792 default:
2793 break;
2799 // learn dependent spells
2800 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
2801 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
2803 for(SpellLearnSpellMap::const_iterator itr = spell_begin; itr != spell_end; ++itr)
2805 if(!itr->second.autoLearned)
2807 if(loading) // at spells loading, no output, but allow save
2808 addSpell(itr->second.spell,true,true,loading);
2809 else // at normal learning
2810 learnSpell(itr->second.spell);
2814 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2815 return active && !disabled && !superceded_old;
2818 void Player::learnSpell(uint32 spell_id)
2820 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2822 bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
2823 bool active = disabled ? itr->second->active : true;
2825 bool learning = addSpell(spell_id,active);
2827 // learn all disabled higher ranks (recursive)
2828 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2829 for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
2831 PlayerSpellMap::iterator iter = m_spells.find(i->second);
2832 if (disabled && iter != m_spells.end() && iter->second->disabled)
2833 learnSpell(i->second);
2836 // prevent duplicated entires in spell book
2837 if(!learning)
2838 return;
2840 WorldPacket data(SMSG_LEARNED_SPELL, 4);
2841 data << uint32(spell_id);
2842 GetSession()->SendPacket(&data);
2845 void Player::removeSpell(uint32 spell_id, bool disabled)
2847 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2848 if (itr == m_spells.end())
2849 return;
2851 if(itr->second->state == PLAYERSPELL_REMOVED || disabled && itr->second->disabled)
2852 return;
2854 // unlearn non talent higher ranks (recursive)
2855 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2856 for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
2857 if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
2858 removeSpell(itr2->second,disabled);
2860 // removing
2861 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2862 data << uint16(spell_id);
2863 GetSession()->SendPacket(&data);
2865 if (disabled)
2867 itr->second->disabled = disabled;
2868 if(itr->second->state != PLAYERSPELL_NEW)
2869 itr->second->state = PLAYERSPELL_CHANGED;
2871 else
2873 if(itr->second->state == PLAYERSPELL_NEW)
2875 delete itr->second;
2876 m_spells.erase(itr);
2878 else
2879 itr->second->state = PLAYERSPELL_REMOVED;
2882 RemoveAurasDueToSpell(spell_id);
2884 // remove pet auras
2885 if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id))
2886 RemovePetAura(petSpell);
2888 // free talent points
2889 uint32 talentCosts = GetTalentSpellCost(spell_id);
2890 if(talentCosts > 0)
2892 if(talentCosts < m_usedTalentCount)
2893 m_usedTalentCount -= talentCosts;
2894 else
2895 m_usedTalentCount = 0;
2898 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2899 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2901 uint32 freeProfs = GetFreePrimaryProffesionPoints()+1;
2902 if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
2903 SetFreePrimaryProffesions(freeProfs);
2906 // remove dependent skill
2907 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2908 if(spellLearnSkill)
2910 uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
2911 if(!prev_spell) // first rank, remove skill
2912 SetSkill(spellLearnSkill->skill,0,0);
2913 else
2915 // search prev. skill setting by spell ranks chain
2916 SpellLearnSkillNode const* prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
2917 while(!prevSkill && prev_spell)
2919 prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
2920 prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
2923 if(!prevSkill) // not found prev skill setting, remove skill
2924 SetSkill(spellLearnSkill->skill,0,0);
2925 else // set to prev. skill setting values
2927 uint32 skill_value = GetPureSkillValue(prevSkill->skill);
2928 uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
2930 if(skill_value > prevSkill->value)
2931 skill_value = prevSkill->value;
2933 uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
2935 if(skill_max_value > new_skill_max_value)
2936 skill_max_value = new_skill_max_value;
2938 SetSkill(prevSkill->skill,skill_value,skill_max_value);
2943 else
2945 // not ranked skills
2946 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2947 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2949 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2951 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2952 if(!pSkill)
2953 continue;
2955 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
2956 // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2957 pSkill->id==SKILL_POISONS && _spell_idx->second->max_value==0 ||
2958 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2959 pSkill->id==SKILL_LOCKPICKING && _spell_idx->second->max_value==0 )
2961 // not reset skills for professions and racial abilities
2962 if( (pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
2963 (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0) )
2964 continue;
2966 SetSkill(pSkill->id, 0, 0 );
2971 // remove dependent spells
2972 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
2973 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
2975 for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
2976 removeSpell(itr2->second.spell, disabled);
2979 void Player::RemoveArenaSpellCooldowns()
2981 // remove cooldowns on spells that has < 15 min CD
2982 SpellCooldowns::iterator itr, next;
2983 // iterate spell cooldowns
2984 for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next)
2986 next = itr;
2987 ++next;
2988 SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
2989 // check if spellentry is present and if the cooldown is less than 15 mins
2990 if( entry &&
2991 entry->RecoveryTime <= 15 * MINUTE * 1000 &&
2992 entry->CategoryRecoveryTime <= 15 * MINUTE * 1000 )
2994 // notify player
2995 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
2996 data << uint32(itr->first);
2997 data << GetGUID();
2998 GetSession()->SendPacket(&data);
2999 // remove cooldown
3000 m_spellCooldowns.erase(itr);
3005 void Player::RemoveAllSpellCooldown()
3007 if(!m_spellCooldowns.empty())
3009 for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
3011 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3012 data << uint32(itr->first);
3013 data << uint64(GetGUID());
3014 GetSession()->SendPacket(&data);
3016 m_spellCooldowns.clear();
3020 void Player::_LoadSpellCooldowns(QueryResult *result)
3022 m_spellCooldowns.clear();
3024 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3026 if(result)
3028 time_t curTime = time(NULL);
3032 Field *fields = result->Fetch();
3034 uint32 spell_id = fields[0].GetUInt32();
3035 uint32 item_id = fields[1].GetUInt32();
3036 time_t db_time = (time_t)fields[2].GetUInt64();
3038 if(!sSpellStore.LookupEntry(spell_id))
3040 sLog.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
3041 continue;
3044 // skip outdated cooldown
3045 if(db_time <= curTime)
3046 continue;
3048 AddSpellCooldown(spell_id, item_id, db_time);
3050 sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
3052 while( result->NextRow() );
3054 delete result;
3058 void Player::_SaveSpellCooldowns()
3060 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3062 time_t curTime = time(NULL);
3064 // remove outdated and save active
3065 for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
3067 if(itr->second.end <= curTime)
3068 m_spellCooldowns.erase(itr++);
3069 else
3071 CharacterDatabase.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD "')", GetGUIDLow(), itr->first, itr->second.itemid, uint64(itr->second.end));
3072 ++itr;
3077 uint32 Player::resetTalentsCost() const
3079 // The first time reset costs 1 gold
3080 if(m_resetTalentsCost < 1*GOLD)
3081 return 1*GOLD;
3082 // then 5 gold
3083 else if(m_resetTalentsCost < 5*GOLD)
3084 return 5*GOLD;
3085 // After that it increases in increments of 5 gold
3086 else if(m_resetTalentsCost < 10*GOLD)
3087 return 10*GOLD;
3088 else
3090 uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
3091 if(months > 0)
3093 // This cost will be reduced by a rate of 5 gold per month
3094 int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
3095 // to a minimum of 10 gold.
3096 return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
3098 else
3100 // After that it increases in increments of 5 gold
3101 int32 new_cost = m_resetTalentsCost + 5*GOLD;
3102 // until it hits a cap of 50 gold.
3103 if(new_cost > 50*GOLD)
3104 new_cost = 50*GOLD;
3105 return new_cost;
3110 bool Player::resetTalents(bool no_cost)
3112 // not need after this call
3113 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
3115 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_TALENTS;
3116 CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS), GetGUIDLow());
3119 uint32 level = getLevel();
3120 uint32 talentPointsForLevel = level < 10 ? 0 : uint32((level-9)*sWorld.getRate(RATE_TALENT));
3122 if (m_usedTalentCount == 0)
3124 SetFreeTalentPoints(talentPointsForLevel);
3125 return false;
3128 uint32 cost = 0;
3130 if(!no_cost)
3132 cost = resetTalentsCost();
3134 if (GetMoney() < cost)
3136 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
3137 return false;
3141 for (unsigned int i = 0; i < sTalentStore.GetNumRows(); i++)
3143 TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
3145 if (!talentInfo) continue;
3147 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
3149 if(!talentTabInfo)
3150 continue;
3152 // unlearn only talents for character class
3153 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3154 // to prevent unexpected lost normal learned spell skip another class talents
3155 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
3156 continue;
3158 for (int j = 0; j < 5; j++)
3160 for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
3162 if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
3164 ++itr;
3165 continue;
3168 // remove learned spells (all ranks)
3169 uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
3171 // unlearn if first rank is talent or learned by talent
3172 if (itrFirstId == talentInfo->RankID[j] || spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId))
3174 removeSpell(itr->first,!IsPassiveSpell(itr->first));
3175 itr = GetSpellMap().begin();
3176 continue;
3178 else
3179 ++itr;
3184 SetFreeTalentPoints(talentPointsForLevel);
3186 if(!no_cost)
3188 ModifyMoney(-(int32)cost);
3190 m_resetTalentsCost = cost;
3191 m_resetTalentsTime = time(NULL);
3194 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3195 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3197 return true;
3200 bool Player::_removeSpell(uint16 spell_id)
3202 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3203 if (itr != m_spells.end())
3205 delete itr->second;
3206 m_spells.erase(itr);
3207 return true;
3209 return false;
3212 Mail* Player::GetMail(uint32 id)
3214 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
3216 if ((*itr)->messageID == id)
3218 return (*itr);
3221 return NULL;
3224 void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
3226 if(target == this)
3228 Object::_SetCreateBits(updateMask, target);
3230 else
3232 for(uint16 index = 0; index < m_valuesCount; index++)
3234 if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
3235 updateMask->SetBit(index);
3240 void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
3242 if(target == this)
3244 Object::_SetUpdateBits(updateMask, target);
3246 else
3248 Object::_SetUpdateBits(updateMask, target);
3249 *updateMask &= updateVisualBits;
3253 void Player::InitVisibleBits()
3255 updateVisualBits.SetCount(PLAYER_END);
3257 // TODO: really implement OWNER_ONLY and GROUP_ONLY. Flags can be found in UpdateFields.h
3259 updateVisualBits.SetBit(OBJECT_FIELD_GUID);
3260 updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
3261 updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
3263 updateVisualBits.SetBit(UNIT_FIELD_CHARM);
3264 updateVisualBits.SetBit(UNIT_FIELD_CHARM+1);
3266 updateVisualBits.SetBit(UNIT_FIELD_SUMMON);
3267 updateVisualBits.SetBit(UNIT_FIELD_SUMMON+1);
3269 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY);
3270 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY+1);
3272 updateVisualBits.SetBit(UNIT_FIELD_TARGET);
3273 updateVisualBits.SetBit(UNIT_FIELD_TARGET+1);
3275 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT);
3276 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT+1);
3278 updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
3279 updateVisualBits.SetBit(UNIT_FIELD_POWER1);
3280 updateVisualBits.SetBit(UNIT_FIELD_POWER2);
3281 updateVisualBits.SetBit(UNIT_FIELD_POWER3);
3282 updateVisualBits.SetBit(UNIT_FIELD_POWER4);
3283 updateVisualBits.SetBit(UNIT_FIELD_POWER5);
3285 updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
3286 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
3287 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
3288 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
3289 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
3290 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
3292 updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
3293 updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
3294 updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
3295 updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
3296 updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
3297 for(uint16 i = UNIT_FIELD_AURA; i < UNIT_FIELD_AURASTATE; ++i)
3298 updateVisualBits.SetBit(i);
3299 updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
3300 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME);
3301 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
3302 updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
3303 updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
3304 updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
3305 updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
3306 updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
3307 updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
3308 updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
3309 updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
3310 updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
3311 updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
3312 updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
3313 updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
3315 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER);
3316 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER+1);
3317 updateVisualBits.SetBit(PLAYER_FLAGS);
3318 updateVisualBits.SetBit(PLAYER_GUILDID);
3319 updateVisualBits.SetBit(PLAYER_GUILDRANK);
3320 updateVisualBits.SetBit(PLAYER_BYTES);
3321 updateVisualBits.SetBit(PLAYER_BYTES_2);
3322 updateVisualBits.SetBit(PLAYER_BYTES_3);
3323 updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
3324 updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
3326 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3327 for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i+=4)
3328 updateVisualBits.SetBit(i);
3330 //Players visible items are not inventory stuff
3331 //431) = 884 (0x374) = main weapon
3332 for(uint16 i = 0; i < EQUIPMENT_SLOT_END; i++)
3334 // item creator
3335 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + (i*MAX_VISIBLE_ITEM_OFFSET) + 0);
3336 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + (i*MAX_VISIBLE_ITEM_OFFSET) + 1);
3338 uint16 visual_base = PLAYER_VISIBLE_ITEM_1_0 + (i*MAX_VISIBLE_ITEM_OFFSET);
3340 // item entry
3341 updateVisualBits.SetBit(visual_base + 0);
3343 // item enchantment IDs
3344 for(uint8 j = 0; j < MAX_INSPECTED_ENCHANTMENT_SLOT; ++j)
3345 updateVisualBits.SetBit(visual_base + 1 + j);
3347 // random properties
3348 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (i*MAX_VISIBLE_ITEM_OFFSET));
3349 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (i*MAX_VISIBLE_ITEM_OFFSET));
3352 updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
3355 void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
3357 for(int i = 0; i < EQUIPMENT_SLOT_END; i++)
3359 if(m_items[i] == NULL)
3360 continue;
3362 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3365 if(target == this)
3368 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3370 if(m_items[i] == NULL)
3371 continue;
3373 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3375 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3377 if(m_items[i] == NULL)
3378 continue;
3380 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3384 Unit::BuildCreateUpdateBlockForPlayer( data, target );
3387 void Player::DestroyForPlayer( Player *target ) const
3389 Unit::DestroyForPlayer( target );
3391 for(int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
3393 if(m_items[i] == NULL)
3394 continue;
3396 m_items[i]->DestroyForPlayer( target );
3399 if(target == this)
3401 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3403 if(m_items[i] == NULL)
3404 continue;
3406 m_items[i]->DestroyForPlayer( target );
3408 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3410 if(m_items[i] == NULL)
3411 continue;
3413 m_items[i]->DestroyForPlayer( target );
3418 bool Player::HasSpell(uint32 spell) const
3420 PlayerSpellMap::const_iterator itr = m_spells.find((uint16)spell);
3421 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled);
3424 TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
3426 if (!trainer_spell)
3427 return TRAINER_SPELL_RED;
3429 if (!trainer_spell->spell)
3430 return TRAINER_SPELL_RED;
3432 // known spell
3433 if(HasSpell(trainer_spell->spell))
3434 return TRAINER_SPELL_GRAY;
3436 // check race/class requirement
3437 if(!IsSpellFitByClassAndRace(trainer_spell->spell))
3438 return TRAINER_SPELL_RED;
3440 // check level requirement
3441 if(getLevel() < trainer_spell->reqlevel)
3442 return TRAINER_SPELL_RED;
3444 if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->spell))
3446 // check prev.rank requirement
3447 if(spell_chain->prev && !HasSpell(spell_chain->prev))
3448 return TRAINER_SPELL_RED;
3450 // check additional spell requirement
3451 if(spell_chain->req && !HasSpell(spell_chain->req))
3452 return TRAINER_SPELL_RED;
3455 // check skill requirement
3456 if(trainer_spell->reqskill && GetBaseSkillValue(trainer_spell->reqskill) < trainer_spell->reqskillvalue)
3457 return TRAINER_SPELL_RED;
3459 // exist, already checked at loading
3460 SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->spell);
3462 // secondary prof. or not prof. spell
3463 uint32 skill = spell->EffectMiscValue[1];
3465 if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
3466 return TRAINER_SPELL_GREEN;
3468 // check primary prof. limit
3469 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProffesionPoints() == 0)
3470 return TRAINER_SPELL_RED;
3472 return TRAINER_SPELL_GREEN;
3475 void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
3477 uint32 guid = GUID_LOPART(playerguid);
3479 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3480 // bones will be deleted by corpse/bones deleting thread shortly
3481 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
3483 // remove from guild
3484 uint32 guildId = GetGuildIdFromDB(playerguid);
3485 if(guildId != 0)
3487 Guild* guild = objmgr.GetGuildById(guildId);
3488 if(guild)
3489 guild->DelMember(guid);
3492 // the player was uninvited already on logout so just remove from group
3493 QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
3494 if(resultGroup)
3496 uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
3497 delete resultGroup;
3498 Group* group = objmgr.GetGroupByLeader(leaderGuid);
3499 if(group)
3501 RemoveFromGroup(group, playerguid);
3505 // remove signs from petitions (also remove petitions if owner);
3506 RemovePetitionsAndSigns(playerguid, 10);
3508 // return back all mails with COD and Item 0 1 2 3 4 5 6
3509 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);
3510 if(resultMail)
3514 Field *fields = resultMail->Fetch();
3516 uint32 mail_id = fields[0].GetUInt32();
3517 uint16 mailTemplateId= fields[1].GetUInt16();
3518 uint32 sender = fields[2].GetUInt32();
3519 std::string subject = fields[3].GetCppString();
3520 uint32 itemTextId = fields[4].GetUInt32();
3521 uint32 money = fields[5].GetUInt32();
3522 bool has_items = fields[6].GetBool();
3524 //we can return mail now
3525 //so firstly delete the old one
3526 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
3528 MailItemsInfo mi;
3529 if(has_items)
3531 QueryResult *resultItems = CharacterDatabase.PQuery("SELECT item_guid,item_template FROM mail_items WHERE mail_id='%u'", mail_id);
3532 if(resultItems)
3536 Field *fields2 = resultItems->Fetch();
3538 uint32 item_guidlow = fields2[0].GetUInt32();
3539 uint32 item_template = fields2[1].GetUInt32();
3541 ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
3542 if(!itemProto)
3544 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
3545 continue;
3548 Item *pItem = NewItemOrBag(itemProto);
3549 if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)))
3551 pItem->FSetState(ITEM_REMOVED);
3552 pItem->SaveToDB(); // it also deletes item object !
3553 continue;
3556 mi.AddItem(item_guidlow, item_template, pItem);
3558 while (resultItems->NextRow());
3560 delete resultItems;
3564 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
3566 uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
3568 WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, mailTemplateId);
3570 while (resultMail->NextRow());
3572 delete resultMail;
3575 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3576 // Get guids of character's pets, will deleted in transaction
3577 QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
3579 // NOW we can finally clear other DB data related to character
3580 CharacterDatabase.BeginTransaction();
3581 if (resultPets)
3585 Field *fields3 = resultPets->Fetch();
3586 uint32 petguidlow = fields3[0].GetUInt32();
3587 Pet::DeleteFromDB(petguidlow);
3588 } while (resultPets->NextRow());
3589 delete resultPets;
3592 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
3593 CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
3594 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
3595 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
3596 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
3597 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
3598 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
3599 CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
3600 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
3601 CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
3602 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
3603 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
3604 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
3605 CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid);
3606 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
3607 CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
3608 CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
3609 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
3610 CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
3611 CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
3612 CharacterDatabase.CommitTransaction();
3614 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3615 if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
3618 void Player::SetMovement(PlayerMovementType pType)
3620 WorldPacket data;
3621 switch(pType)
3623 case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
3624 case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
3625 case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
3626 case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
3627 default:
3628 sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
3629 return;
3631 data.append(GetPackGUID());
3632 data << uint32(0);
3633 GetSession()->SendPacket( &data );
3636 /* Preconditions:
3637 - a resurrectable corpse must not be loaded for the player (only bones)
3638 - the player must be in world
3640 void Player::BuildPlayerRepop()
3642 if(getRace() == RACE_NIGHTELF)
3643 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)
3644 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3646 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3647 // there must be SMSG.STOP_MIRROR_TIMER
3648 // there we must send 888 opcode
3650 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3651 if(GetCorpse())
3653 sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3654 assert(false);
3657 // create a corpse and place it at the player's location
3658 CreateCorpse();
3659 Corpse *corpse = GetCorpse();
3660 if(!corpse)
3662 sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3663 return;
3665 GetMap()->Add(corpse);
3667 // convert player body to ghost
3668 SetHealth( 1 );
3670 SetMovement(MOVE_WATER_WALK);
3671 if(!GetSession()->isLogingOut())
3672 SetMovement(MOVE_UNROOT);
3674 // BG - remove insignia related
3675 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
3677 SendCorpseReclaimDelay();
3679 // to prevent cheating
3680 corpse->ResetGhostTime();
3682 StopMirrorTimers(); //disable timers(bars)
3684 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
3686 SetByteValue(UNIT_FIELD_BYTES_1, 3, PLAYER_STATE_FLAG_ALWAYS_STAND);
3689 void Player::SendDelayResponse(const uint32 ml_seconds)
3691 //FIXME: is this delay time arg really need? 50msec by default in code
3692 WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 );
3693 data << (uint32)time(NULL);
3694 data << (uint32)0;
3695 GetSession()->SendPacket( &data );
3698 void Player::ResurrectPlayer(float restore_percent, bool applySickness)
3700 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
3701 data << uint32(-1);
3702 data << float(0);
3703 data << float(0);
3704 data << float(0);
3705 GetSession()->SendPacket(&data);
3707 // speed change, land walk
3709 // remove death flag + set aura
3710 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
3711 if(getRace() == RACE_NIGHTELF)
3712 RemoveAurasDueToSpell(20584); // speed bonuses
3713 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3715 setDeathState(ALIVE);
3717 SetMovement(MOVE_LAND_WALK);
3718 SetMovement(MOVE_UNROOT);
3720 m_deathTimer = 0;
3722 // set health/powers (0- will be set in caller)
3723 if(restore_percent>0.0f)
3725 SetHealth(uint32(GetMaxHealth()*restore_percent));
3726 SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
3727 SetPower(POWER_RAGE, 0);
3728 SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
3731 // update visibility
3732 ObjectAccessor::UpdateVisibilityForPlayer(this);
3734 // some items limited to specific map
3735 DestroyZoneLimitedItem( true, GetZoneId());
3737 if(!applySickness)
3738 return;
3740 //Characters from level 1-10 are not affected by resurrection sickness.
3741 //Characters from level 11-19 will suffer from one minute of sickness
3742 //for each level they are above 10.
3743 //Characters level 20 and up suffer from ten minutes of sickness.
3744 int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
3746 if(int32(getLevel()) >= startLevel)
3748 // set resurrection sickness
3749 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
3751 // not full duration
3752 if(int32(getLevel()) < startLevel+9)
3754 int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
3756 for(int i =0; i < 3; ++i)
3758 if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i))
3760 Aur->SetAuraDuration(delta*1000);
3761 Aur->UpdateAuraDuration();
3768 void Player::KillPlayer()
3770 SetMovement(MOVE_ROOT);
3772 StopMirrorTimers(); //disable timers(bars)
3774 setDeathState(CORPSE);
3775 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3777 SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
3778 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
3780 // 6 minutes until repop at graveyard
3781 m_deathTimer = 6*MINUTE*1000;
3783 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3785 // don't create corpse at this moment, player might be falling
3787 // update visibility
3788 ObjectAccessor::UpdateObjectVisibility(this);
3791 void Player::CreateCorpse()
3793 // prevent existence 2 corpse for player
3794 SpawnCorpseBones();
3796 uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
3798 Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
3799 SetPvPDeath(false);
3801 if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this, GetMapId(), GetPositionX(),
3802 GetPositionY(), GetPositionZ(), GetOrientation()))
3804 delete corpse;
3805 return;
3808 _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
3809 _pb = GetUInt32Value(PLAYER_BYTES);
3810 _pb2 = GetUInt32Value(PLAYER_BYTES_2);
3812 uint8 race = (uint8)(_uf);
3813 uint8 skin = (uint8)(_pb);
3814 uint8 face = (uint8)(_pb >> 8);
3815 uint8 hairstyle = (uint8)(_pb >> 16);
3816 uint8 haircolor = (uint8)(_pb >> 24);
3817 uint8 facialhair = (uint8)(_pb2);
3819 _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
3820 _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
3822 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
3823 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
3825 uint32 flags = CORPSE_FLAG_UNK2;
3826 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
3827 flags |= CORPSE_FLAG_HIDE_HELM;
3828 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
3829 flags |= CORPSE_FLAG_HIDE_CLOAK;
3830 if(InBattleGround())
3831 flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
3832 corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
3834 corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
3836 corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
3838 uint32 iDisplayID;
3839 uint16 iIventoryType;
3840 uint32 _cfi;
3841 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
3843 if(m_items[i])
3845 iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
3846 iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType;
3848 _cfi = (uint16(iDisplayID)) | (iIventoryType)<< 24;
3849 corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi);
3853 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3854 const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
3855 assert(entry);
3856 if(entry->map_type != MAP_BATTLEGROUND)
3857 corpse->SaveToDB();
3859 // register for player, but not show
3860 ObjectAccessor::Instance().AddCorpse(corpse);
3863 void Player::SpawnCorpseBones()
3865 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
3866 SaveToDB(); // prevent loading as ghost without corpse
3869 Corpse* Player::GetCorpse() const
3871 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
3874 void Player::DurabilityLossAll(double percent, bool inventory)
3876 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
3877 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3878 DurabilityLoss(pItem,percent);
3880 if(inventory)
3882 // bags not have durability
3883 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3885 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
3886 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3887 DurabilityLoss(pItem,percent);
3889 // keys not have durability
3890 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3892 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3893 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3894 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
3895 if(Item* pItem = GetItemByPos( i, j ))
3896 DurabilityLoss(pItem,percent);
3900 void Player::DurabilityLoss(Item* item, double percent)
3902 if(!item )
3903 return;
3905 uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
3907 if(!pMaxDurability)
3908 return;
3910 uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
3912 if(pDurabilityLoss < 1 )
3913 pDurabilityLoss = 1;
3915 DurabilityPointsLoss(item,pDurabilityLoss);
3918 void Player::DurabilityPointsLossAll(int32 points, bool inventory)
3920 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
3921 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3922 DurabilityPointsLoss(pItem,points);
3924 if(inventory)
3926 // bags not have durability
3927 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3929 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
3930 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3931 DurabilityPointsLoss(pItem,points);
3933 // keys not have durability
3934 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3936 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3937 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3938 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
3939 if(Item* pItem = GetItemByPos( i, j ))
3940 DurabilityPointsLoss(pItem,points);
3944 void Player::DurabilityPointsLoss(Item* item, int32 points)
3946 int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
3947 int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
3948 int32 pNewDurability = pOldDurability - points;
3950 if (pNewDurability < 0)
3951 pNewDurability = 0;
3952 else if (pNewDurability > pMaxDurability)
3953 pNewDurability = pMaxDurability;
3955 if (pOldDurability != pNewDurability)
3957 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
3958 if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
3959 _ApplyItemMods(item,item->GetSlot(), false);
3961 item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
3963 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
3964 if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
3965 _ApplyItemMods(item,item->GetSlot(), true);
3967 item->SetState(ITEM_CHANGED, this);
3971 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
3973 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
3974 DurabilityPointsLoss(pItem,1);
3977 uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
3979 uint32 TotalCost = 0;
3980 // equipped, backpack, bags itself
3981 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
3982 TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
3984 // bank, buyback and keys not repaired
3986 // items in inventory bags
3987 for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
3988 for(int i = 0; i < MAX_BAG_SIZE; i++)
3989 TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
3990 return TotalCost;
3993 uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
3995 Item* item = GetItemByPos(pos);
3997 uint32 TotalCost = 0;
3998 if(!item)
3999 return TotalCost;
4001 uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4002 if(!maxDurability)
4003 return TotalCost;
4005 uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4007 if(cost)
4009 uint32 LostDurability = maxDurability - curDurability;
4010 if(LostDurability>0)
4012 ItemPrototype const *ditemProto = item->GetProto();
4014 DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
4015 if(!dcost)
4017 sLog.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
4018 return TotalCost;
4021 uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
4022 DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
4023 if(!dQualitymodEntry)
4025 sLog.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
4026 return TotalCost;
4029 uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
4030 uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
4032 costs = uint32(costs * discountMod);
4034 if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
4035 costs = 1;
4037 if (guildBank)
4039 if (GetGuildId()==0)
4041 DEBUG_LOG("You are not member of a guild");
4042 return TotalCost;
4045 Guild *pGuild = objmgr.GetGuildById(GetGuildId());
4046 if (!pGuild)
4047 return TotalCost;
4049 if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
4051 DEBUG_LOG("You do not have rights to withdraw for repairs");
4052 return TotalCost;
4055 if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
4057 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4058 return TotalCost;
4061 if (pGuild->GetGuildBankMoney() < costs)
4063 DEBUG_LOG("There is not enough money in bank");
4064 return TotalCost;
4067 pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
4068 TotalCost = costs;
4070 else if (GetMoney() < costs)
4072 DEBUG_LOG("You do not have enough money");
4073 return TotalCost;
4075 else
4076 ModifyMoney( -int32(costs) );
4080 item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
4081 item->SetState(ITEM_CHANGED, this);
4083 // reapply mods for total broken and repaired item if equipped
4084 if(IsEquipmentPos(pos) && !curDurability)
4085 _ApplyItemMods(item,pos & 255, true);
4086 return TotalCost;
4089 void Player::RepopAtGraveyard()
4091 // note: this can be called also when the player is alive
4092 // for example from WorldSession::HandleMovementOpcodes
4094 AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
4096 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4097 if(!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY || GetTransport())
4099 ResurrectPlayer(0.5f);
4100 SpawnCorpseBones();
4103 WorldSafeLocsEntry const *ClosestGrave = NULL;
4105 // Special handle for battleground maps
4106 BattleGround *bg = sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
4108 if(bg && (bg->GetTypeID() == BATTLEGROUND_AB || bg->GetTypeID() == BATTLEGROUND_EY))
4109 ClosestGrave = bg->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4110 else
4111 ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4113 // stop countdown until repop
4114 m_deathTimer = 0;
4116 // if no grave found, stay at the current location
4117 // and don't show spirit healer location
4118 if(ClosestGrave)
4120 TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
4121 if(isDead()) // not send if alive, because it used in TeleportTo()
4123 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
4124 data << ClosestGrave->map_id;
4125 data << ClosestGrave->x;
4126 data << ClosestGrave->y;
4127 data << ClosestGrave->z;
4128 GetSession()->SendPacket(&data);
4133 void Player::JoinedChannel(Channel *c)
4135 m_channels.push_back(c);
4138 void Player::LeftChannel(Channel *c)
4140 m_channels.remove(c);
4143 void Player::CleanupChannels()
4145 while(!m_channels.empty())
4147 Channel* ch = *m_channels.begin();
4148 m_channels.erase(m_channels.begin()); // remove from player's channel list
4149 ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4150 if (ChannelMgr* cMgr = channelMgr(GetTeam()))
4151 cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
4154 sLog.outDebug("Player: channels cleaned up!");
4157 void Player::UpdateLocalChannels(uint32 newZone )
4159 if(m_channels.empty())
4160 return;
4162 AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
4163 if(!current_zone)
4164 return;
4166 ChannelMgr* cMgr = channelMgr(GetTeam());
4167 if(!cMgr)
4168 return;
4170 std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
4172 for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
4174 next = i; ++next;
4176 // skip non built-in channels
4177 if(!(*i)->IsConstant())
4178 continue;
4180 ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
4181 if(!ch)
4182 continue;
4184 if((ch->flags & 4) == 4) // global channel without zone name in pattern
4185 continue;
4187 // new channel
4188 char new_channel_name_buf[100];
4189 snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
4190 Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
4192 if((*i)!=new_channel)
4194 new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
4196 // leave old channel
4197 (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4198 std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
4199 LeftChannel(*i); // remove from player's channel list
4200 cMgr->LeftChannel(name); // delete if empty
4203 sLog.outDebug("Player: channels cleaned up!");
4206 void Player::LeaveLFGChannel()
4208 for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
4210 if((*i)->IsLFG())
4212 (*i)->Leave(GetGUID());
4213 break;
4218 void Player::UpdateDefense()
4220 uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
4222 if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
4224 // update dependent from defense skill part
4225 UpdateDefenseBonusesMod();
4229 void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
4231 if(modGroup >= BASEMOD_END || modType >= MOD_END)
4233 sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4234 return;
4237 float val = 1.0f;
4239 switch(modType)
4241 case FLAT_MOD:
4242 m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
4243 break;
4244 case PCT_MOD:
4245 if(amount <= -100.0f)
4246 amount = -200.0f;
4248 val = (100.0f + amount) / 100.0f;
4249 m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
4250 break;
4253 if(!CanModifyStats())
4254 return;
4256 switch(modGroup)
4258 case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
4259 case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
4260 case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
4261 case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
4262 default: break;
4266 float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
4268 if(modGroup >= BASEMOD_END || modType > MOD_END)
4270 sLog.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4271 return 0.0f;
4274 if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4275 return 0.0f;
4277 return m_auraBaseMod[modGroup][modType];
4280 float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
4282 if(modGroup >= BASEMOD_END)
4284 sLog.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4285 return 0.0f;
4288 if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4289 return 0.0f;
4291 return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
4294 uint32 Player::GetShieldBlockValue() const
4296 BaseModGroup modGroup = SHIELD_BLOCK_VALUE;
4298 float value = GetTotalBaseModValue(modGroup) + GetStat(STAT_STRENGTH)/20 - 1;
4300 value = (value < 0) ? 0 : value;
4302 return uint32(value);
4305 float Player::GetMeleeCritFromAgility()
4307 uint32 level = getLevel();
4308 uint32 pclass = getClass();
4310 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4312 GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
4313 GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4314 if (critBase==NULL || critRatio==NULL)
4315 return 0.0f;
4317 float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
4318 return crit*100.0f;
4321 float Player::GetDodgeFromAgility()
4323 // Table for base dodge values
4324 float dodge_base[MAX_CLASSES] = {
4325 0.0075f, // Warrior
4326 0.00652f, // Paladin
4327 -0.0545f, // Hunter
4328 -0.0059f, // Rogue
4329 0.03183f, // Priest
4330 0.0114f, // DK
4331 0.0167f, // Shaman
4332 0.034575f, // Mage
4333 0.02011f, // Warlock
4334 0.0f, // ??
4335 -0.0187f // Druid
4337 // Crit/agility to dodge/agility coefficient multipliers
4338 float crit_to_dodge[MAX_CLASSES] = {
4339 1.1f, // Warrior
4340 1.0f, // Paladin
4341 1.6f, // Hunter
4342 2.0f, // Rogue
4343 1.0f, // Priest
4344 1.0f, // DK?
4345 1.0f, // Shaman
4346 1.0f, // Mage
4347 1.0f, // Warlock
4348 0.0f, // ??
4349 1.7f // Druid
4352 uint32 level = getLevel();
4353 uint32 pclass = getClass();
4355 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4357 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4358 GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4359 if (dodgeRatio==NULL || pclass > MAX_CLASSES)
4360 return 0.0f;
4362 float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
4363 return dodge*100.0f;
4366 float Player::GetSpellCritFromIntellect()
4368 uint32 level = getLevel();
4369 uint32 pclass = getClass();
4371 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4373 GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
4374 GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4375 if (critBase==NULL || critRatio==NULL)
4376 return 0.0f;
4378 float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
4379 return crit*100.0f;
4382 float Player::GetRatingCoefficient(CombatRating cr) const
4384 uint32 level = getLevel();
4386 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4388 GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
4389 if (Rating == NULL)
4390 return 1.0f; // By default use minimum coefficient (not must be called)
4392 return Rating->ratio;
4395 float Player::GetRatingBonusValue(CombatRating cr) const
4397 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
4400 uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
4402 float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.0f;
4403 if (melee>25.0f) melee = 25.0f;
4404 return uint32 (melee * damage /100.0f);
4407 uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
4409 float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.0f;
4410 if (ranged>25.0f) ranged=25.0f;
4411 return uint32 (ranged * damage /100.0f);
4414 uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
4416 float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.0f;
4417 // In wow script resilience limited to 25%
4418 if (spell>25.0f)
4419 spell = 25.0f;
4420 return uint32 (spell * damage / 100.0f);
4423 uint32 Player::GetDotDamageReduction(uint32 damage) const
4425 float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
4426 // Dot resilience not limited (limit it by 100%)
4427 if (spellDot > 100.0f)
4428 spellDot = 100.0f;
4429 return uint32 (spellDot * damage / 100.0f);
4432 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
4434 switch (attType)
4436 case BASE_ATTACK:
4437 return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
4438 case OFF_ATTACK:
4439 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
4440 default:
4441 break;
4443 return 0.0f;
4446 float Player::OCTRegenHPPerSpirit()
4448 uint32 level = getLevel();
4449 uint32 pclass = getClass();
4451 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4453 GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4454 GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4455 if (baseRatio==NULL || moreRatio==NULL)
4456 return 0.0f;
4458 // Formula from PaperDollFrame script
4459 float spirit = GetStat(STAT_SPIRIT);
4460 float baseSpirit = spirit;
4461 if (baseSpirit>50) baseSpirit = 50;
4462 float moreSpirit = spirit - baseSpirit;
4463 float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
4464 return regen;
4467 float Player::OCTRegenMPPerSpirit()
4469 uint32 level = getLevel();
4470 uint32 pclass = getClass();
4472 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4474 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4475 GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4476 if (moreRatio==NULL)
4477 return 0.0f;
4479 // Formula get from PaperDollFrame script
4480 float spirit = GetStat(STAT_SPIRIT);
4481 float regen = spirit * moreRatio->ratio;
4482 return regen;
4485 void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
4487 ApplyModUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, value, apply);
4489 float RatingCoeffecient = GetRatingCoefficient(cr);
4490 float RatingChange = 0.0f;
4492 bool affectStats = CanModifyStats();
4494 switch (cr)
4496 case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
4497 case CR_DEFENSE_SKILL:
4498 UpdateDefenseBonusesMod();
4499 break;
4500 case CR_DODGE:
4501 UpdateDodgePercentage();
4502 break;
4503 case CR_PARRY:
4504 UpdateParryPercentage();
4505 break;
4506 case CR_BLOCK:
4507 UpdateBlockPercentage();
4508 break;
4509 case CR_HIT_MELEE:
4510 RatingChange = value / RatingCoeffecient;
4511 m_modMeleeHitChance += apply ? RatingChange : -RatingChange;
4512 break;
4513 case CR_HIT_RANGED:
4514 RatingChange = value / RatingCoeffecient;
4515 m_modRangedHitChance += apply ? RatingChange : -RatingChange;
4516 break;
4517 case CR_HIT_SPELL:
4518 RatingChange = value / RatingCoeffecient;
4519 m_modSpellHitChance += apply ? RatingChange : -RatingChange;
4520 break;
4521 case CR_CRIT_MELEE:
4522 if(affectStats)
4524 UpdateCritPercentage(BASE_ATTACK);
4525 UpdateCritPercentage(OFF_ATTACK);
4527 break;
4528 case CR_CRIT_RANGED:
4529 if(affectStats)
4530 UpdateCritPercentage(RANGED_ATTACK);
4531 break;
4532 case CR_CRIT_SPELL:
4533 if(affectStats)
4534 UpdateAllSpellCritChances();
4535 break;
4536 case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
4537 case CR_HIT_TAKEN_RANGED:
4538 break;
4539 case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
4540 break;
4541 case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4542 case CR_CRIT_TAKEN_RANGED:
4543 break;
4544 case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4545 break;
4546 case CR_HASTE_MELEE:
4547 RatingChange = value / RatingCoeffecient;
4548 ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
4549 ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
4550 break;
4551 case CR_HASTE_RANGED:
4552 RatingChange = value / RatingCoeffecient;
4553 ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
4554 break;
4555 case CR_HASTE_SPELL:
4556 RatingChange = value / RatingCoeffecient;
4557 ApplyCastTimePercentMod(RatingChange,apply);
4558 break;
4559 case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
4560 case CR_WEAPON_SKILL_OFFHAND:
4561 case CR_WEAPON_SKILL_RANGED:
4562 break;
4563 case CR_EXPERTISE:
4564 if(affectStats)
4566 UpdateExpertise(BASE_ATTACK);
4567 UpdateExpertise(OFF_ATTACK);
4569 break;
4573 void Player::SetRegularAttackTime()
4575 for(int i = 0; i < MAX_ATTACK; ++i)
4577 Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
4578 if(tmpitem && !tmpitem->IsBroken())
4580 ItemPrototype const *proto = tmpitem->GetProto();
4581 if(proto->Delay)
4582 SetAttackTime(WeaponAttackType(i), proto->Delay);
4583 else
4584 SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
4589 //skill+step, checking for max value
4590 bool Player::UpdateSkill(uint32 skill_id, uint32 step)
4592 if(!skill_id)
4593 return false;
4595 uint16 i=0;
4596 for (; i < PLAYER_MAX_SKILLS; i++)
4597 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
4598 break;
4600 if(i>=PLAYER_MAX_SKILLS)
4601 return false;
4603 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4604 uint32 value = SKILL_VALUE(data);
4605 uint32 max = SKILL_MAX(data);
4607 if ((!max) || (!value) || (value >= max))
4608 return false;
4610 if (value*512 < max*urand(0,512))
4612 uint32 new_value = value+step;
4613 if(new_value > max)
4614 new_value = max;
4616 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
4617 return true;
4620 return false;
4623 inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
4625 if ( SkillValue >= GrayLevel )
4626 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
4627 if ( SkillValue >= GreenLevel )
4628 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
4629 if ( SkillValue >= YellowLevel )
4630 return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
4631 return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
4634 bool Player::UpdateCraftSkill(uint32 spellid)
4636 sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
4638 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellid);
4639 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellid);
4641 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4643 if(_spell_idx->second->skillId)
4645 uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
4647 // Alchemy Discoveries here
4648 SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
4649 if(spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
4651 if(uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
4652 learnSpell(discoveredSpell);
4655 uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
4657 return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
4658 _spell_idx->second->max_value,
4659 (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
4660 _spell_idx->second->min_value),
4661 craft_skill_gain);
4664 return false;
4667 bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
4669 sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
4671 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4673 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4674 switch (SkillId)
4676 case SKILL_HERBALISM:
4677 case SKILL_LOCKPICKING:
4678 case SKILL_JEWELCRAFTING:
4679 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4680 case SKILL_SKINNING:
4681 if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0)
4682 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4683 else
4684 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
4685 case SKILL_MINING:
4686 if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0)
4687 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4688 else
4689 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
4691 return false;
4694 bool Player::UpdateFishingSkill()
4696 sLog.outDebug("UpdateFishingSkill");
4698 uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
4700 int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
4702 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4704 return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
4707 bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
4709 sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
4710 if ( !SkillId )
4711 return false;
4713 if(Chance <= 0) // speedup in 0 chance case
4715 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4716 return false;
4719 uint16 i=0;
4720 for (; i < PLAYER_MAX_SKILLS; i++)
4721 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
4722 if ( i >= PLAYER_MAX_SKILLS )
4723 return false;
4725 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4726 uint16 SkillValue = SKILL_VALUE(data);
4727 uint16 MaxValue = SKILL_MAX(data);
4729 if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
4730 return false;
4732 int32 Roll = irand(1,1000);
4734 if ( Roll <= Chance )
4736 uint32 new_value = SkillValue+step;
4737 if(new_value > MaxValue)
4738 new_value = MaxValue;
4740 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
4741 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
4742 return true;
4745 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4746 return false;
4749 void Player::UpdateWeaponSkill (WeaponAttackType attType)
4751 // no skill gain in pvp
4752 Unit *pVictim = getVictim();
4753 if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
4754 return;
4756 if(IsInFeralForm())
4757 return; // always maximized SKILL_FERAL_COMBAT in fact
4759 if(m_form == FORM_TREE)
4760 return; // use weapon but not skill up
4762 uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
4764 switch(attType)
4766 case BASE_ATTACK:
4768 Item *tmpitem = GetWeaponForAttack(attType,true);
4770 if (!tmpitem)
4771 UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
4772 else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
4773 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
4774 break;
4776 case OFF_ATTACK:
4777 case RANGED_ATTACK:
4779 Item *tmpitem = GetWeaponForAttack(attType,true);
4780 if (tmpitem)
4781 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
4782 break;
4785 UpdateAllCritPercentages();
4788 void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, MeleeHitOutcome outcome, bool defence)
4790 switch(outcome)
4792 case MELEE_HIT_CRIT:
4793 case MELEE_HIT_DODGE:
4794 case MELEE_HIT_PARRY:
4795 case MELEE_HIT_BLOCK:
4796 case MELEE_HIT_BLOCK_CRIT:
4797 return;
4799 default:
4800 break;
4803 uint32 plevel = getLevel(); // if defense than pVictim == attacker
4804 uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel);
4805 uint32 moblevel = pVictim->getLevelForTarget(this);
4806 if(moblevel < greylevel)
4807 return;
4809 if (moblevel > plevel + 5)
4810 moblevel = plevel + 5;
4812 uint32 lvldif = moblevel - greylevel;
4813 if(lvldif < 3)
4814 lvldif = 3;
4816 uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
4817 if(skilldif <= 0)
4818 return;
4820 float chance = float(3 * lvldif * skilldif) / plevel;
4821 if(!defence)
4823 if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
4824 chance *= 0.1f * GetStat(STAT_INTELLECT);
4827 chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
4829 if(roll_chance_f(chance))
4831 if(defence)
4832 UpdateDefense();
4833 else
4834 UpdateWeaponSkill(attType);
4836 else
4837 return;
4840 void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
4842 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4843 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid)
4845 uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
4846 int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
4847 int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
4849 if(talent) // permanent bonus stored in high part
4850 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
4851 else // temporary/item bonus stored in low part
4852 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
4853 return;
4857 void Player::UpdateSkillsForLevel()
4859 uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
4860 uint32 maxSkill = GetMaxSkillValueForLevel();
4862 bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
4864 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4865 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4867 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
4869 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
4870 if(!pSkill)
4871 continue;
4873 if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
4874 continue;
4876 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4877 uint32 max = SKILL_MAX(data);
4878 uint32 val = SKILL_VALUE(data);
4880 /// update only level dependent max skill values
4881 if(max!=1)
4883 /// miximize skill always
4884 if(alwaysMaxSkill)
4885 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(maxSkill,maxSkill));
4886 /// update max skill value if current max skill not maximized
4887 else if(max != maxconfskill)
4888 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,maxSkill));
4893 void Player::UpdateSkillsToMaxSkillsForLevel()
4895 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4896 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4898 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
4899 if( IsProfessionSkill(pskill) || pskill == SKILL_RIDING )
4900 continue;
4901 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4903 uint32 max = SKILL_MAX(data);
4905 if(max > 1)
4906 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
4908 if(pskill == SKILL_DEFENSE)
4909 UpdateDefenseBonusesMod();
4913 // This functions sets a skill line value (and adds if doesn't exist yet)
4914 // To "remove" a skill line, set it's values to zero
4915 void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
4917 if(!id)
4918 return;
4920 uint16 i=0;
4921 for (; i < PLAYER_MAX_SKILLS; i++)
4922 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break;
4924 if(i<PLAYER_MAX_SKILLS) //has skill
4926 if(currVal)
4927 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
4928 else //remove
4930 // clear skill fields
4931 SetUInt32Value(PLAYER_SKILL_INDEX(i),0);
4932 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0);
4933 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
4935 // remove spells that depend on this skill when removing the skill
4936 for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
4938 ++next;
4939 if(itr->second->state == PLAYERSPELL_REMOVED)
4940 continue;
4942 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(itr->first);
4943 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(itr->first);
4945 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4947 if (_spell_idx->second->skillId == id)
4949 // this may remove more than one spell (dependents)
4950 removeSpell(itr->first);
4951 next = m_spells.begin();
4952 break;
4958 else if(currVal) //add
4960 for (i=0; i < PLAYER_MAX_SKILLS; i++)
4961 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4963 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
4964 if(!pSkill)
4966 sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
4967 return;
4969 // enable unlearn button for primary professions only
4970 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
4971 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
4972 else
4973 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
4974 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
4976 // apply skill bonuses
4977 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
4979 // temporary bonuses
4980 AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
4981 for(AuraList::const_iterator i = mModSkill.begin(); i != mModSkill.end(); ++i)
4982 if ((*i)->GetModifier()->m_miscvalue == int32(id))
4983 (*i)->ApplyModifier(true);
4985 // permanent bonuses
4986 AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
4987 for(AuraList::const_iterator i = mModSkillTalent.begin(); i != mModSkillTalent.end(); ++i)
4988 if ((*i)->GetModifier()->m_miscvalue == int32(id))
4989 (*i)->ApplyModifier(true);
4991 // Learn all spells for skill
4992 learnSkillRewardedSpells(id);
4993 return;
4998 bool Player::HasSkill(uint32 skill) const
5000 if(!skill)return false;
5001 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5003 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5005 return true;
5008 return false;
5011 uint16 Player::GetSkillValue(uint32 skill) const
5013 if(!skill)
5014 return 0;
5016 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5018 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5020 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5022 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5023 result += SKILL_TEMP_BONUS(bonus);
5024 result += SKILL_PERM_BONUS(bonus);
5025 return result < 0 ? 0 : result;
5028 return 0;
5031 uint16 Player::GetMaxSkillValue(uint32 skill) const
5033 if(!skill)return 0;
5034 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5036 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5038 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5040 int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5041 result += SKILL_TEMP_BONUS(bonus);
5042 result += SKILL_PERM_BONUS(bonus);
5043 return result < 0 ? 0 : result;
5046 return 0;
5049 uint16 Player::GetPureMaxSkillValue(uint32 skill) const
5051 if(!skill)return 0;
5052 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5054 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5056 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5059 return 0;
5062 uint16 Player::GetBaseSkillValue(uint32 skill) const
5064 if(!skill)return 0;
5065 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5067 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5069 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5070 result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5071 return result < 0 ? 0 : result;
5074 return 0;
5077 uint16 Player::GetPureSkillValue(uint32 skill) const
5079 if(!skill)return 0;
5080 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5082 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5084 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5087 return 0;
5090 int16 Player::GetSkillTempBonusValue(uint32 skill) const
5092 if(!skill)
5093 return 0;
5095 for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
5097 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5099 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5103 return 0;
5106 void Player::SendInitialActionButtons()
5108 sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5110 WorldPacket data(SMSG_ACTION_BUTTONS, (MAX_ACTION_BUTTONS*4));
5111 for(int button = 0; button < MAX_ACTION_BUTTONS; ++button)
5113 ActionButtonList::const_iterator itr = m_actionButtons.find(button);
5114 if(itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
5116 data << uint16(itr->second.action);
5117 data << uint8(itr->second.misc);
5118 data << uint8(itr->second.type);
5120 else
5122 data << uint32(0);
5126 GetSession()->SendPacket( &data );
5127 sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5130 void Player::addActionButton(const uint8 button, const uint16 action, const uint8 type, const uint8 misc)
5132 if(button >= MAX_ACTION_BUTTONS)
5134 sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() );
5135 return;
5138 // check cheating with adding non-known spells to action bar
5139 if(type==ACTION_BUTTON_SPELL)
5141 if(!sSpellStore.LookupEntry(action))
5143 sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
5144 return;
5147 if(!HasSpell(action))
5149 sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
5150 return;
5154 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5156 if (buttonItr==m_actionButtons.end())
5157 { // just add new button
5158 m_actionButtons[button] = ActionButton(action,type,misc);
5160 else
5161 { // change state of current button
5162 ActionButtonUpdateState uState = buttonItr->second.uState;
5163 buttonItr->second = ActionButton(action,type,misc);
5164 if (uState != ACTIONBUTTON_NEW) buttonItr->second.uState = ACTIONBUTTON_CHANGED;
5167 sLog.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action, button );
5170 void Player::removeActionButton(uint8 button)
5172 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5173 if (buttonItr==m_actionButtons.end())
5174 return;
5176 if(buttonItr->second.uState==ACTIONBUTTON_NEW)
5177 m_actionButtons.erase(buttonItr); // new and not saved
5178 else
5179 buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
5181 sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() );
5184 void Player::SetDontMove(bool dontMove)
5186 m_dontMove = dontMove;
5189 bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
5191 // prevent crash when a bad coord is sent by the client
5192 if(!MaNGOS::IsValidMapCoord(x,y,z,orientation))
5194 sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
5195 return false;
5198 Map *m = GetMap();
5200 const float old_x = GetPositionX();
5201 const float old_y = GetPositionY();
5202 const float old_z = GetPositionZ();
5203 const float old_r = GetOrientation();
5205 if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation )
5207 if (teleport || old_x != x || old_y != y || old_z != z)
5208 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
5209 else
5210 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
5212 // move and update visible state if need
5213 m->PlayerRelocation(this, x, y, z, orientation);
5215 // reread after Map::Relocation
5216 m = GetMap();
5217 x = GetPositionX();
5218 y = GetPositionY();
5219 z = GetPositionZ();
5221 // group update
5222 if(GetGroup() && (old_x != x || old_y != y))
5223 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
5226 // code block for underwater state update
5227 UpdateUnderwaterState(m, x, y, z);
5229 CheckExploreSystem();
5231 return true;
5234 void Player::SaveRecallPosition()
5236 m_recallMap = GetMapId();
5237 m_recallX = GetPositionX();
5238 m_recallY = GetPositionY();
5239 m_recallZ = GetPositionZ();
5240 m_recallO = GetOrientation();
5243 void Player::SendMessageToSet(WorldPacket *data, bool self)
5245 GetMap()->MessageBroadcast(this, data, self);
5248 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
5250 GetMap()->MessageDistBroadcast(this, data, dist, self);
5253 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
5255 GetMap()->MessageDistBroadcast(this, data, dist, self,own_team_only);
5258 void Player::SendDirectMessage(WorldPacket *data)
5260 GetSession()->SendPacket(data);
5263 void Player::CheckExploreSystem()
5265 if (!isAlive())
5266 return;
5268 if (isInFlight())
5269 return;
5271 uint16 areaFlag=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY());
5272 if(areaFlag==0xffff)
5273 return;
5274 int offset = areaFlag / 32;
5276 if(offset >= 128)
5278 sLog.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 64 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset);
5279 return;
5282 uint32 val = (uint32)(1 << (areaFlag % 32));
5283 uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
5285 if( !(currFields & val) )
5287 SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
5289 AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
5290 if(!p)
5292 sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5294 else if(p->area_level > 0)
5296 uint32 area = p->ID;
5297 if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
5299 SendExplorationExperience(area,0);
5301 else
5303 int32 diff = int32(getLevel()) - p->area_level;
5304 uint32 XP = 0;
5305 if (diff < -5)
5307 XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
5309 else if (diff > 5)
5311 int32 exploration_percent = (100-((diff-5)*5));
5312 if (exploration_percent > 100)
5313 exploration_percent = 100;
5314 else if (exploration_percent < 0)
5315 exploration_percent = 0;
5317 XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
5319 else
5321 XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
5324 GiveXP( XP, NULL );
5325 SendExplorationExperience(area,XP);
5327 sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
5332 uint32 Player::TeamForRace(uint8 race)
5334 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5335 if(!rEntry)
5337 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5338 return ALLIANCE;
5341 switch(rEntry->TeamID)
5343 case 7: return ALLIANCE;
5344 case 1: return HORDE;
5347 sLog.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
5348 return ALLIANCE;
5351 uint32 Player::getFactionForRace(uint8 race)
5353 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5354 if(!rEntry)
5356 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5357 return 0;
5360 return rEntry->FactionID;
5363 void Player::setFactionForRace(uint8 race)
5365 m_team = TeamForRace(race);
5366 setFaction( getFactionForRace(race) );
5369 void Player::UpdateReputation() const
5371 sLog.outDetail( "WORLD: Player::UpdateReputation" );
5373 for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
5375 SendFactionState(&(itr->second));
5379 void Player::SendFactionState(FactionState const* faction) const
5381 if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
5383 WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
5384 data << (float) 0; // unk 2.4.0
5385 data << (uint32) 1; // count
5386 // for
5387 data << (uint32) faction->ReputationListID;
5388 data << (uint32) faction->Standing;
5389 // end for
5390 GetSession()->SendPacket(&data);
5394 void Player::SendInitialReputations()
5396 WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
5397 data << uint32 (0x00000080);
5399 RepListID a = 0;
5401 for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
5403 // fill in absent fields
5404 for (; a != itr->first; a++)
5406 data << uint8 (0x00);
5407 data << uint32 (0x00000000);
5410 // fill in encountered data
5411 data << uint8 (itr->second.Flags);
5412 data << uint32 (itr->second.Standing);
5414 ++a;
5417 // fill in absent fields
5418 for (; a != 128; a++)
5420 data << uint8 (0x00);
5421 data << uint32 (0x00000000);
5424 GetSession()->SendPacket(&data);
5427 FactionState const* Player::GetFactionState( FactionEntry const* factionEntry) const
5429 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5430 if (itr != m_factions.end())
5431 return &itr->second;
5433 return NULL;
5436 void Player::SetFactionAtWar(FactionState* faction, bool atWar)
5438 // not allow declare war to own faction
5439 if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) )
5440 return;
5442 // already set
5443 if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
5444 return;
5446 if( atWar )
5447 faction->Flags |= FACTION_FLAG_AT_WAR;
5448 else
5449 faction->Flags &= ~FACTION_FLAG_AT_WAR;
5451 faction->Changed = true;
5454 void Player::SetFactionInactive(FactionState* faction, bool inactive)
5456 // always invisible or hidden faction can't be inactive
5457 if(inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE) ) )
5458 return;
5460 // already set
5461 if(((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
5462 return;
5464 if(inactive)
5465 faction->Flags |= FACTION_FLAG_INACTIVE;
5466 else
5467 faction->Flags &= ~FACTION_FLAG_INACTIVE;
5469 faction->Changed = true;
5472 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId)
5474 FactionTemplateEntry const*factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5476 if(!factionTemplateEntry)
5477 return;
5479 SetFactionVisibleForFactionId(factionTemplateEntry->faction);
5482 void Player::SetFactionVisibleForFactionId(uint32 FactionId)
5484 FactionEntry const *factionEntry = sFactionStore.LookupEntry(FactionId);
5485 if(!factionEntry)
5486 return;
5488 if(factionEntry->reputationListID < 0)
5489 return;
5491 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5492 if (itr == m_factions.end())
5493 return;
5495 SetFactionVisible(&itr->second);
5498 void Player::SetFactionVisible(FactionState* faction)
5500 // always invisible or hidden faction can't be make visible
5501 if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
5502 return;
5504 // already set
5505 if(faction->Flags & FACTION_FLAG_VISIBLE)
5506 return;
5508 faction->Flags |= FACTION_FLAG_VISIBLE;
5509 faction->Changed = true;
5511 if(!m_session->PlayerLoading())
5513 // make faction visible in reputation list at client
5514 WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4);
5515 data << faction->ReputationListID;
5516 GetSession()->SendPacket(&data);
5520 void Player::SetInitialFactions()
5522 for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
5524 FactionEntry const *factionEntry = sFactionStore.LookupEntry(i);
5526 if( factionEntry && (factionEntry->reputationListID >= 0))
5528 FactionState newFaction;
5529 newFaction.ID = factionEntry->ID;
5530 newFaction.ReputationListID = factionEntry->reputationListID;
5531 newFaction.Standing = 0;
5532 newFaction.Flags = GetDefaultReputationFlags(factionEntry);
5533 newFaction.Changed = true;
5535 m_factions[newFaction.ReputationListID] = newFaction;
5540 uint32 Player::GetDefaultReputationFlags(const FactionEntry *factionEntry) const
5542 if (!factionEntry)
5543 return 0;
5545 uint32 raceMask = getRaceMask();
5546 uint32 classMask = getClassMask();
5547 for (int i=0; i < 4; i++)
5549 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5550 (factionEntry->BaseRepClassMask[i]==0 ||
5551 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5552 return factionEntry->ReputationFlags[i];
5554 return 0;
5557 int32 Player::GetBaseReputation(const FactionEntry *factionEntry) const
5559 if (!factionEntry)
5560 return 0;
5562 uint32 raceMask = getRaceMask();
5563 uint32 classMask = getClassMask();
5564 for (int i=0; i < 4; i++)
5566 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5567 (factionEntry->BaseRepClassMask[i]==0 ||
5568 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5569 return factionEntry->BaseRepValue[i];
5572 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5573 return 0;
5576 int32 Player::GetReputation(uint32 faction_id) const
5578 FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id);
5580 if (!factionEntry)
5582 sLog.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id);
5583 return 0;
5586 return GetReputation(factionEntry);
5589 int32 Player::GetReputation(const FactionEntry *factionEntry) const
5591 // Faction without recorded reputation. Just ignore.
5592 if(!factionEntry)
5593 return 0;
5595 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5596 if (itr != m_factions.end())
5597 return GetBaseReputation(factionEntry) + itr->second.Standing;
5599 return 0;
5602 ReputationRank Player::GetReputationRank(uint32 faction) const
5604 FactionEntry const*factionEntry = sFactionStore.LookupEntry(faction);
5605 if(!factionEntry)
5606 return MIN_REPUTATION_RANK;
5608 return GetReputationRank(factionEntry);
5611 ReputationRank Player::ReputationToRank(int32 standing) const
5613 int32 Limit = Reputation_Cap + 1;
5614 for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i)
5616 Limit -= ReputationRank_Length[i];
5617 if (standing >= Limit )
5618 return ReputationRank(i);
5620 return MIN_REPUTATION_RANK;
5623 ReputationRank Player::GetReputationRank(const FactionEntry *factionEntry) const
5625 int32 Reputation = GetReputation(factionEntry);
5626 return ReputationToRank(Reputation);
5629 ReputationRank Player::GetBaseReputationRank(const FactionEntry *factionEntry) const
5631 int32 Reputation = GetBaseReputation(factionEntry);
5632 return ReputationToRank(Reputation);
5635 bool Player::ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation)
5637 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5639 if(!factionTemplateEntry)
5641 sLog.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5642 return false;
5645 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5647 // Faction without recorded reputation. Just ignore.
5648 if(!factionEntry)
5649 return false;
5651 return ModifyFactionReputation(factionEntry, DeltaReputation);
5654 bool Player::ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing)
5656 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5657 if (flist)
5659 bool res = false;
5660 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5662 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5663 if(factionEntryCalc)
5664 res = ModifyOneFactionReputation(factionEntryCalc, standing);
5666 return res;
5668 else
5669 return ModifyOneFactionReputation(factionEntry, standing);
5672 bool Player::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5674 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5675 if (itr != m_factions.end())
5677 int32 BaseRep = GetBaseReputation(factionEntry);
5678 int32 new_rep = BaseRep + itr->second.Standing + standing;
5680 if (new_rep > Reputation_Cap)
5681 new_rep = Reputation_Cap;
5682 else
5683 if (new_rep < Reputation_Bottom)
5684 new_rep = Reputation_Bottom;
5686 if(ReputationToRank(new_rep) <= REP_HOSTILE)
5687 SetFactionAtWar(&itr->second,true);
5689 itr->second.Standing = new_rep - BaseRep;
5690 itr->second.Changed = true;
5692 SetFactionVisible(&itr->second);
5694 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
5696 if(uint32 questid = GetQuestSlotQuestId(i))
5698 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
5699 if( qInfo && qInfo->GetRepObjectiveFaction() == factionEntry->ID )
5701 QuestStatusData& q_status = mQuestStatus[questid];
5702 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
5704 if(GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
5705 if ( CanCompleteQuest( questid ) )
5706 CompleteQuest( questid );
5708 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
5710 if(GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
5711 IncompleteQuest( questid );
5717 SendFactionState(&(itr->second));
5719 return true;
5721 return false;
5724 bool Player::SetFactionReputation(uint32 FactionTemplateId, int32 standing)
5726 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5728 if(!factionTemplateEntry)
5730 sLog.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5731 return false;
5734 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5736 // Faction without recorded reputation. Just ignore.
5737 if(!factionEntry)
5738 return false;
5740 return SetFactionReputation(factionEntry, standing);
5743 bool Player::SetFactionReputation(FactionEntry const* factionEntry, int32 standing)
5745 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5746 if (flist)
5748 bool res = false;
5749 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5751 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5752 if(factionEntryCalc)
5753 res = SetOneFactionReputation(factionEntryCalc, standing);
5755 return res;
5757 else
5758 return SetOneFactionReputation(factionEntry, standing);
5761 bool Player::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5763 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5764 if (itr != m_factions.end())
5766 if (standing > Reputation_Cap)
5767 standing = Reputation_Cap;
5768 else
5769 if (standing < Reputation_Bottom)
5770 standing = Reputation_Bottom;
5772 int32 BaseRep = GetBaseReputation(factionEntry);
5773 itr->second.Standing = standing - BaseRep;
5774 itr->second.Changed = true;
5776 SetFactionVisible(&itr->second);
5778 if(ReputationToRank(standing) <= REP_HOSTILE)
5779 SetFactionAtWar(&itr->second,true);
5781 SendFactionState(&(itr->second));
5782 return true;
5784 return false;
5787 //Calculate total reputation percent player gain with quest/creature level
5788 int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest)
5790 // for grey creature kill received 20%, in other case 100.
5791 int32 percent = (!for_quest && (creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5793 int32 repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
5795 percent += rep > 0 ? repMod : -repMod;
5797 if(percent <=0)
5798 return 0;
5800 return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*rep*percent/100);
5803 //Calculates how many reputation points player gains in victim's enemy factions
5804 void Player::RewardReputation(Unit *pVictim, float rate)
5806 if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
5807 return;
5809 ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
5811 if(!Rep)
5812 return;
5814 if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
5816 int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false);
5817 donerep1 = int32(donerep1*rate);
5818 FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
5819 uint32 current_reputation_rank1 = GetReputationRank(factionEntry1);
5820 if(factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
5821 ModifyFactionReputation(factionEntry1, donerep1);
5823 // Wiki: Team factions value divided by 2
5824 if(Rep->is_teamaward1)
5826 FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
5827 if(team1_factionEntry)
5828 ModifyFactionReputation(team1_factionEntry, donerep1 / 2);
5832 if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
5834 int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false);
5835 donerep2 = int32(donerep2*rate);
5836 FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
5837 uint32 current_reputation_rank2 = GetReputationRank(factionEntry2);
5838 if(factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
5839 ModifyFactionReputation(factionEntry2, donerep2);
5841 // Wiki: Team factions value divided by 2
5842 if(Rep->is_teamaward2)
5844 FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
5845 if(team2_factionEntry)
5846 ModifyFactionReputation(team2_factionEntry, donerep2 / 2);
5851 //Calculate how many reputation points player gain with the quest
5852 void Player::RewardReputation(Quest const *pQuest)
5854 // quest reputation reward/loss
5855 for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
5857 if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] )
5859 int32 rep = CalculateReputationGain(pQuest->GetQuestLevel(),pQuest->RewRepValue[i],true);
5860 FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
5861 if(factionEntry)
5862 ModifyFactionReputation(factionEntry, rep);
5866 // TODO: implement reputation spillover
5869 void Player::UpdateArenaFields(void)
5871 /* arena calcs go here */
5874 void Player::UpdateHonorFields()
5876 /// called when rewarding honor and at each save
5877 uint64 now = time(NULL);
5878 uint64 today = uint64(time(NULL) / DAY) * DAY;
5880 if(m_lastHonorUpdateTime < today)
5882 uint64 yesterday = today - DAY;
5884 uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
5886 // update yesterday's contribution
5887 if(m_lastHonorUpdateTime >= yesterday )
5889 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
5891 // this is the first update today, reset today's contribution
5892 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
5893 SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
5895 else
5897 // no honor/kills yesterday or today, reset
5898 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
5899 SetUInt32Value(PLAYER_FIELD_KILLS, 0);
5903 m_lastHonorUpdateTime = now;
5906 ///Calculate the amount of honor gained based on the victim
5907 ///and the size of the group for which the honor is divided
5908 ///An exact honor value can also be given (overriding the calcs)
5909 bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor)
5911 // do not reward honor in arenas, but enable onkill spellproc
5912 if(InArena())
5914 if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
5915 return false;
5917 if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
5918 return false;
5920 return true;
5923 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5924 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
5925 return false;
5927 uint64 victim_guid = 0;
5928 uint32 victim_rank = 0;
5930 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5931 UpdateHonorFields();
5933 if(honor <= 0)
5935 if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
5936 return false;
5938 victim_guid = uVictim->GetGUID();
5940 if( uVictim->GetTypeId() == TYPEID_PLAYER )
5942 Player *pVictim = (Player *)uVictim;
5944 if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
5945 return false;
5947 float f = 1; //need for total kills (?? need more info)
5948 uint32 k_grey = 0;
5949 uint32 k_level = getLevel();
5950 uint32 v_level = pVictim->getLevel();
5953 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5954 // [0] Just name
5955 // [1..14] Alliance honor titles and player name
5956 // [15..28] Horde honor titles and player name
5957 // [29..38] Other title and player name
5958 // [39+] Nothing
5959 uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
5960 // Get Killer titles, CharTitlesEntry::bit_index
5961 // Ranks:
5962 // title[1..14] -> rank[5..18]
5963 // title[15..28] -> rank[5..18]
5964 // title[other] -> 0
5965 if (victim_title == 0)
5966 victim_guid = 0; // Don't show HK: <rank> message, only log.
5967 else if (victim_title < 15)
5968 victim_rank = victim_title + 4;
5969 else if (victim_title < 29)
5970 victim_rank = victim_title - 14 + 4;
5971 else
5972 victim_guid = 0; // Don't show HK: <rank> message, only log.
5975 if(k_level <= 5)
5976 k_grey = 0;
5977 else if( k_level <= 39 )
5978 k_grey = k_level - 5 - k_level/10;
5979 else
5980 k_grey = k_level - 1 - k_level/5;
5982 if(v_level<=k_grey)
5983 return false;
5985 float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
5987 int32 v_rank =1; //need more info
5989 honor = ((f * diff_level * (190 + v_rank*10))/6);
5990 honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
5992 // count the number of playerkills in one day
5993 ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
5994 // and those in a lifetime
5995 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true);
5997 else
5999 Creature *cVictim = (Creature *)uVictim;
6001 if (!cVictim->isRacialLeader())
6002 return false;
6004 honor = 100; // ??? need more info
6005 victim_rank = 19; // HK: Leader
6009 if (uVictim != NULL)
6011 honor *= sWorld.getRate(RATE_HONOR);
6013 if(groupsize > 1)
6014 honor /= groupsize;
6016 honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6019 // honor - for show honor points in log
6020 // victim_guid - for show victim name in log
6021 // victim_rank [1..4] HK: <dishonored rank>
6022 // victim_rank [5..19] HK: <alliance\horde rank>
6023 // victim_rank [0,20+] HK: <>
6024 WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
6025 data << (uint32) honor;
6026 data << (uint64) victim_guid;
6027 data << (uint32) victim_rank;
6029 GetSession()->SendPacket(&data);
6031 // add honor points
6032 ModifyHonorPoints(int32(honor));
6034 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
6035 return true;
6038 void Player::ModifyHonorPoints( int32 value )
6040 if(value < 0)
6042 if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
6043 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
6044 else
6045 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
6047 else
6048 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
6051 void Player::ModifyArenaPoints( int32 value )
6053 if(value < 0)
6055 if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
6056 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
6057 else
6058 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
6060 else
6061 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
6064 uint32 Player::GetGuildIdFromDB(uint64 guid)
6066 std::ostringstream ss;
6067 ss<<"SELECT guildid FROM guild_member WHERE guid='"<<guid<<"'";
6068 QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
6069 if( result )
6071 uint32 v = result->Fetch()[0].GetUInt32();
6072 delete result;
6073 return v;
6075 else
6076 return 0;
6079 uint32 Player::GetRankFromDB(uint64 guid)
6081 std::ostringstream ss;
6082 ss<<"SELECT rank FROM guild_member WHERE guid='"<<guid<<"'";
6083 QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
6084 if( result )
6086 uint32 v = result->Fetch()[0].GetUInt32();
6087 delete result;
6088 return v;
6090 else
6091 return 0;
6094 uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
6096 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);
6097 if(!result)
6098 return 0;
6100 uint32 id = (*result)[0].GetUInt32();
6101 delete result;
6102 return id;
6105 uint32 Player::GetZoneIdFromDB(uint64 guid)
6107 std::ostringstream ss;
6109 ss<<"SELECT zone FROM characters WHERE guid='"<<GUID_LOPART(guid)<<"'";
6110 QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
6111 if (!result)
6112 return 0;
6113 Field* fields = result->Fetch();
6114 uint32 zone = fields[0].GetUInt32();
6115 delete result;
6117 if (!zone)
6119 // stored zone is zero, use generic and slow zone detection
6120 ss.str("");
6121 ss<<"SELECT map,position_x,position_y FROM characters WHERE guid='"<<GUID_LOPART(guid)<<"'";
6122 result = CharacterDatabase.Query(ss.str().c_str());
6123 if( !result )
6124 return 0;
6125 fields = result->Fetch();
6126 uint32 map = fields[0].GetUInt32();
6127 float posx = fields[1].GetFloat();
6128 float posy = fields[2].GetFloat();
6129 delete result;
6131 zone = MapManager::Instance().GetZoneId(map,posx,posy);
6133 ss.str("");
6134 ss << "UPDATE characters SET zone='"<<zone<<"' WHERE guid='"<<GUID_LOPART(guid)<<"'";
6135 CharacterDatabase.Execute(ss.str().c_str());
6138 return zone;
6141 void Player::UpdateArea(uint32 newArea)
6143 // FFA_PVP flags are area and not zone id dependent
6144 // so apply them accordingly
6145 m_areaUpdateId = newArea;
6147 AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
6149 if(area && (area->flags & AREA_FLAG_ARENA))
6151 if(!isGameMaster())
6152 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
6154 else
6156 // remove ffa flag only if not ffapvp realm
6157 // removal in sanctuaries and capitals is handled in zone update
6158 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP) && !sWorld.IsFFAPvPRealm())
6159 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
6162 UpdateAreaDependentAuras(newArea);
6165 void Player::UpdateZone(uint32 newZone)
6167 m_zoneUpdateId = newZone;
6168 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
6170 // zone changed, so area changed as well, update it
6171 UpdateArea(GetAreaId());
6173 AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
6174 if(!zone)
6175 return;
6177 if (sWorld.getConfig(CONFIG_WEATHER))
6179 Weather *wth = sWorld.FindWeather(zone->ID);
6180 if(wth)
6182 wth->SendWeatherUpdateToPlayer(this);
6184 else
6186 if(!sWorld.AddWeather(zone->ID))
6188 // send fine weather packet to remove old zone's weather
6189 Weather::SendFineWeatherUpdateToPlayer(this);
6194 pvpInfo.inHostileArea =
6195 GetTeam() == ALLIANCE && zone->team == AREATEAM_HORDE ||
6196 GetTeam() == HORDE && zone->team == AREATEAM_ALLY ||
6197 sWorld.IsPvPRealm() && zone->team == AREATEAM_NONE ||
6198 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6200 if(pvpInfo.inHostileArea) // in hostile area
6202 if(!IsPvP() || pvpInfo.endTimer != 0)
6203 UpdatePvP(true, true);
6205 else // in friendly area
6207 if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
6208 pvpInfo.endTimer = time(0); // start toggle-off
6211 if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary
6213 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY);
6214 if(sWorld.IsFFAPvPRealm())
6215 RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6217 else
6219 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY);
6222 if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
6224 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6225 SetRestType(REST_TYPE_IN_CITY);
6226 InnEnter(time(0),GetMapId(),0,0,0);
6228 if(sWorld.IsFFAPvPRealm())
6229 RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6231 else // anywhere else
6233 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6235 if(GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
6237 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6239 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6240 SetRestType(REST_TYPE_NO);
6242 if(sWorld.IsFFAPvPRealm())
6243 SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6246 else // not in tavern (leave city then)
6248 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6249 SetRestType(REST_TYPE_NO);
6251 // Set player to FFA PVP when not in rested environment.
6252 if(sWorld.IsFFAPvPRealm())
6253 SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6258 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6259 // if player resurrected at teleport this will be applied in resurrect code
6260 if(isAlive())
6261 DestroyZoneLimitedItem( true, newZone );
6263 // recent client version not send leave/join channel packets for built-in local channels
6264 UpdateLocalChannels( newZone );
6266 // group update
6267 if(GetGroup())
6268 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
6270 UpdateZoneDependentAuras(newZone);
6273 //If players are too far way of duel flag... then player loose the duel
6274 void Player::CheckDuelDistance(time_t currTime)
6276 if(!duel)
6277 return;
6279 uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
6280 GameObject* obj = ObjectAccessor::GetGameObject(*this, duelFlagGUID);
6281 if(!obj)
6282 return;
6284 if(duel->outOfBound == 0)
6286 if(!IsWithinDistInMap(obj, 50))
6288 duel->outOfBound = currTime;
6290 WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
6291 GetSession()->SendPacket(&data);
6294 else
6296 if(IsWithinDistInMap(obj, 40))
6298 duel->outOfBound = 0;
6300 WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
6301 GetSession()->SendPacket(&data);
6303 else if(currTime >= (duel->outOfBound+10))
6305 DuelComplete(DUEL_FLED);
6310 void Player::DuelComplete(DuelCompleteType type)
6312 // duel not requested
6313 if(!duel)
6314 return;
6316 WorldPacket data(SMSG_DUEL_COMPLETE, (1));
6317 data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
6318 GetSession()->SendPacket(&data);
6319 duel->opponent->GetSession()->SendPacket(&data);
6321 if(type != DUEL_INTERUPTED)
6323 data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
6324 data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled
6325 data << duel->opponent->GetName();
6326 data << GetName();
6327 SendMessageToSet(&data,true);
6330 // cool-down duel spell
6331 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6333 data<<GetGUID();
6334 data<<uint8(0x0);
6336 data<<(uint32)7266;
6337 data<<uint32(0x0);
6338 GetSession()->SendPacket(&data);
6339 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6340 data<<duel->opponent->GetGUID();
6341 data<<uint8(0x0);
6342 data<<(uint32)7266;
6343 data<<uint32(0x0);
6344 duel->opponent->GetSession()->SendPacket(&data);*/
6346 //Remove Duel Flag object
6347 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
6348 if(obj)
6349 duel->initiator->RemoveGameObject(obj,true);
6351 /* remove auras */
6352 std::vector<uint32> auras2remove;
6353 AuraMap const& vAuras = duel->opponent->GetAuras();
6354 for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); ++i)
6356 if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6357 auras2remove.push_back(i->second->GetId());
6360 for(size_t i=0; i<auras2remove.size(); i++)
6361 duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
6363 auras2remove.clear();
6364 AuraMap const& auras = GetAuras();
6365 for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); ++i)
6367 if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6368 auras2remove.push_back(i->second->GetId());
6370 for(size_t i=0; i<auras2remove.size(); i++)
6371 RemoveAurasDueToSpell(auras2remove[i]);
6373 // cleanup combo points
6374 if(GetComboTarget()==duel->opponent->GetGUID())
6375 ClearComboPoints();
6376 else if(GetComboTarget()==duel->opponent->GetPetGUID())
6377 ClearComboPoints();
6379 if(duel->opponent->GetComboTarget()==GetGUID())
6380 duel->opponent->ClearComboPoints();
6381 else if(duel->opponent->GetComboTarget()==GetPetGUID())
6382 duel->opponent->ClearComboPoints();
6384 //cleanups
6385 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6386 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6387 duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6388 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6390 delete duel->opponent->duel;
6391 duel->opponent->duel = NULL;
6392 delete duel;
6393 duel = NULL;
6396 //---------------------------------------------------------//
6398 void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
6400 if(slot >= INVENTORY_SLOT_BAG_END || !item)
6401 return;
6403 // not apply/remove mods for broken item
6404 if(item->IsBroken())
6405 return;
6407 ItemPrototype const *proto = item->GetProto();
6409 if(!proto)
6410 return;
6412 sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
6414 uint32 attacktype = Player::GetAttackBySlot(slot);
6415 if(attacktype < MAX_ATTACK)
6416 _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
6418 _ApplyItemBonuses(proto,slot,apply);
6420 if( slot==EQUIPMENT_SLOT_RANGED )
6421 _ApplyAmmoBonuses();
6423 ApplyItemEquipSpell(item,apply);
6424 ApplyEnchantment(item, apply);
6426 if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6427 CorrectMetaGemEnchants(slot, apply);
6429 sLog.outDebug("_ApplyItemMods complete.");
6432 void Player::_ApplyItemBonuses(ItemPrototype const *proto,uint8 slot,bool apply)
6434 if(slot >= INVENTORY_SLOT_BAG_END || !proto)
6435 return;
6437 for (int i = 0; i < 10; i++)
6439 float val = float (proto->ItemStat[i].ItemStatValue);
6441 if(val==0)
6442 continue;
6444 switch (proto->ItemStat[i].ItemStatType)
6446 case ITEM_MOD_MANA:
6447 HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
6448 break;
6449 case ITEM_MOD_HEALTH: // modify HP
6450 HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
6451 break;
6452 case ITEM_MOD_AGILITY: // modify agility
6453 HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
6454 ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
6455 break;
6456 case ITEM_MOD_STRENGTH: //modify strength
6457 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
6458 ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
6459 break;
6460 case ITEM_MOD_INTELLECT: //modify intellect
6461 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
6462 ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
6463 break;
6464 case ITEM_MOD_SPIRIT: //modify spirit
6465 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
6466 ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
6467 break;
6468 case ITEM_MOD_STAMINA: //modify stamina
6469 HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
6470 ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
6471 break;
6472 case ITEM_MOD_DEFENSE_SKILL_RATING:
6473 ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
6474 break;
6475 case ITEM_MOD_DODGE_RATING:
6476 ApplyRatingMod(CR_DODGE, int32(val), apply);
6477 break;
6478 case ITEM_MOD_PARRY_RATING:
6479 ApplyRatingMod(CR_PARRY, int32(val), apply);
6480 break;
6481 case ITEM_MOD_BLOCK_RATING:
6482 ApplyRatingMod(CR_BLOCK, int32(val), apply);
6483 break;
6484 case ITEM_MOD_HIT_MELEE_RATING:
6485 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6486 break;
6487 case ITEM_MOD_HIT_RANGED_RATING:
6488 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6489 break;
6490 case ITEM_MOD_HIT_SPELL_RATING:
6491 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6492 break;
6493 case ITEM_MOD_CRIT_MELEE_RATING:
6494 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6495 break;
6496 case ITEM_MOD_CRIT_RANGED_RATING:
6497 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6498 break;
6499 case ITEM_MOD_CRIT_SPELL_RATING:
6500 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6501 break;
6502 case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
6503 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6504 break;
6505 case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
6506 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6507 break;
6508 case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
6509 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6510 break;
6511 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
6512 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6513 break;
6514 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
6515 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6516 break;
6517 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
6518 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6519 break;
6520 case ITEM_MOD_HASTE_MELEE_RATING:
6521 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6522 break;
6523 case ITEM_MOD_HASTE_RANGED_RATING:
6524 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6525 break;
6526 case ITEM_MOD_HASTE_SPELL_RATING:
6527 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6528 break;
6529 case ITEM_MOD_HIT_RATING:
6530 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6531 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6532 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6533 break;
6534 case ITEM_MOD_CRIT_RATING:
6535 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6536 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6537 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6538 break;
6539 case ITEM_MOD_HIT_TAKEN_RATING:
6540 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6541 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6542 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6543 break;
6544 case ITEM_MOD_CRIT_TAKEN_RATING:
6545 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6546 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6547 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6548 break;
6549 case ITEM_MOD_RESILIENCE_RATING:
6550 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6551 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6552 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6553 break;
6554 case ITEM_MOD_HASTE_RATING:
6555 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6556 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6557 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6558 break;
6559 case ITEM_MOD_EXPERTISE_RATING:
6560 ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
6561 break;
6565 if (proto->Armor)
6566 HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->Armor), apply);
6568 if (proto->Block)
6569 HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
6571 if (proto->HolyRes)
6572 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
6574 if (proto->FireRes)
6575 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
6577 if (proto->NatureRes)
6578 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
6580 if (proto->FrostRes)
6581 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
6583 if (proto->ShadowRes)
6584 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
6586 if (proto->ArcaneRes)
6587 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
6589 WeaponAttackType attType = BASE_ATTACK;
6590 float damage = 0.0f;
6592 if( slot == EQUIPMENT_SLOT_RANGED && (
6593 proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
6594 proto->InventoryType == INVTYPE_RANGEDRIGHT ))
6596 attType = RANGED_ATTACK;
6598 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6600 attType = OFF_ATTACK;
6603 if (proto->Damage[0].DamageMin > 0 )
6605 damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE;
6606 SetBaseWeaponDamage(attType, MINDAMAGE, damage);
6607 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6610 if (proto->Damage[0].DamageMax > 0 )
6612 damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE;
6613 SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
6616 if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
6617 return;
6619 if (proto->Delay)
6621 if(slot == EQUIPMENT_SLOT_RANGED)
6622 SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6623 else if(slot==EQUIPMENT_SLOT_MAINHAND)
6624 SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6625 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6626 SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6629 if(CanModifyStats() && (damage || proto->Delay))
6630 UpdateDamagePhysical(attType);
6633 void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
6635 AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
6636 for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
6637 _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
6639 AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
6640 for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
6641 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6643 AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
6644 for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
6645 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6648 void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6650 // generic not weapon specific case processes in aura code
6651 if(aura->GetSpellProto()->EquippedItemClass == -1)
6652 return;
6654 BaseModGroup mod = BASEMOD_END;
6655 switch(attackType)
6657 case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
6658 case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
6659 case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
6660 default: return;
6663 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6665 HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
6669 void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6671 // ignore spell mods for not wands
6672 Modifier const* modifier = aura->GetModifier();
6673 if((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
6674 return;
6676 // generic not weapon specific case processes in aura code
6677 if(aura->GetSpellProto()->EquippedItemClass == -1)
6678 return;
6680 UnitMods unitMod = UNIT_MOD_END;
6681 switch(attackType)
6683 case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
6684 case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
6685 case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
6686 default: return;
6689 UnitModifierType unitModType = TOTAL_VALUE;
6690 switch(modifier->m_auraname)
6692 case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
6693 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
6694 default: return;
6697 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6699 HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
6703 void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
6705 if(!item)
6706 return;
6708 ItemPrototype const *proto = item->GetProto();
6709 if(!proto)
6710 return;
6712 for (int i = 0; i < 5; i++)
6714 _Spell const& spellData = proto->Spells[i];
6716 // no spell
6717 if(!spellData.SpellId )
6718 continue;
6720 // wrong triggering type
6721 if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
6722 continue;
6724 // check if it is valid spell
6725 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
6726 if(!spellproto)
6727 continue;
6729 ApplyEquipSpell(spellproto,item,apply,form_change);
6733 void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
6735 if(apply)
6737 // Cannot be used in this stance/form
6738 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)!=0)
6739 return;
6741 if(form_change) // check aura active state from other form
6743 bool found = false;
6744 for (int k=0; k < 3; ++k)
6746 spellEffectPair spair = spellEffectPair(spellInfo->Id, k);
6747 for (AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
6749 if(!item || iter->second->GetCastItemGUID() == item->GetGUID())
6751 found = true;
6752 break;
6755 if(found)
6756 break;
6759 if(found) // and skip re-cast already active aura at form change
6760 return;
6763 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
6765 CastSpell(this,spellInfo,true,item);
6767 else
6769 if(form_change) // check aura compatibility
6771 // Cannot be used in this stance/form
6772 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==0)
6773 return; // and remove only not compatible at form change
6776 if(item)
6777 RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped
6778 else
6779 RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
6783 void Player::UpdateEquipSpellsAtFormChange()
6785 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6787 if(m_items[i] && !m_items[i]->IsBroken())
6789 ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
6790 ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
6794 // item set bonuses not dependent from item broken state
6795 for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
6797 ItemSetEffect* eff = ItemSetEff[setindex];
6798 if(!eff)
6799 continue;
6801 for(uint32 y=0;y<8; ++y)
6803 SpellEntry const* spellInfo = eff->spells[y];
6804 if(!spellInfo)
6805 continue;
6807 ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
6808 ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
6813 void Player::CastItemCombatSpell(Item *item,Unit* Target, WeaponAttackType attType)
6815 if(!item || item->IsBroken())
6816 return;
6818 ItemPrototype const *proto = item->GetProto();
6819 if(!proto)
6820 return;
6822 if (!Target || Target == this )
6823 return;
6825 for (int i = 0; i < 5; i++)
6827 _Spell const& spellData = proto->Spells[i];
6829 // no spell
6830 if(!spellData.SpellId )
6831 continue;
6833 // wrong triggering type
6834 if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
6835 continue;
6837 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
6838 if(!spellInfo)
6840 sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
6841 continue;
6844 // not allow proc extra attack spell at extra attack
6845 if( m_extraAttacks && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
6846 return;
6848 float chance = spellInfo->procChance;
6850 if(spellData.SpellPPMRate)
6852 uint32 WeaponSpeed = GetAttackTime(attType);
6853 chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
6855 else if(chance > 100.0f)
6857 chance = GetWeaponProcChance();
6860 if (roll_chance_f(chance))
6861 CastSpell(Target, spellInfo->Id, true, item);
6864 // item combat enchantments
6865 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
6867 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
6868 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
6869 if(!pEnchant) continue;
6870 for (int s=0;s<3;s++)
6872 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
6873 continue;
6875 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
6876 if (!spellInfo)
6878 sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
6879 continue;
6882 float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
6883 if (roll_chance_f(chance))
6885 if(IsPositiveSpell(pEnchant->spellid[s]))
6886 CastSpell(this, pEnchant->spellid[s], true, item);
6887 else
6888 CastSpell(Target, pEnchant->spellid[s], true, item);
6894 void Player::_RemoveAllItemMods()
6896 sLog.outDebug("_RemoveAllItemMods start.");
6898 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6900 if(m_items[i])
6902 ItemPrototype const *proto = m_items[i]->GetProto();
6903 if(!proto)
6904 continue;
6906 // item set bonuses not dependent from item broken state
6907 if(proto->ItemSet)
6908 RemoveItemsSetItem(this,proto);
6910 if(m_items[i]->IsBroken())
6911 continue;
6913 ApplyItemEquipSpell(m_items[i],false);
6914 ApplyEnchantment(m_items[i], false);
6918 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6920 if(m_items[i])
6922 if(m_items[i]->IsBroken())
6923 continue;
6924 ItemPrototype const *proto = m_items[i]->GetProto();
6925 if(!proto)
6926 continue;
6928 uint32 attacktype = Player::GetAttackBySlot(i);
6929 if(attacktype < MAX_ATTACK)
6930 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
6932 _ApplyItemBonuses(proto,i, false);
6934 if( i == EQUIPMENT_SLOT_RANGED )
6935 _ApplyAmmoBonuses();
6939 sLog.outDebug("_RemoveAllItemMods complete.");
6942 void Player::_ApplyAllItemMods()
6944 sLog.outDebug("_ApplyAllItemMods start.");
6946 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6948 if(m_items[i])
6950 if(m_items[i]->IsBroken())
6951 continue;
6953 ItemPrototype const *proto = m_items[i]->GetProto();
6954 if(!proto)
6955 continue;
6957 uint32 attacktype = Player::GetAttackBySlot(i);
6958 if(attacktype < MAX_ATTACK)
6959 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
6961 _ApplyItemBonuses(proto,i, true);
6963 if( i == EQUIPMENT_SLOT_RANGED )
6964 _ApplyAmmoBonuses();
6968 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6970 if(m_items[i])
6972 ItemPrototype const *proto = m_items[i]->GetProto();
6973 if(!proto)
6974 continue;
6976 // item set bonuses not dependent from item broken state
6977 if(proto->ItemSet)
6978 AddItemsSetItem(this,m_items[i]);
6980 if(m_items[i]->IsBroken())
6981 continue;
6983 ApplyItemEquipSpell(m_items[i],true);
6984 ApplyEnchantment(m_items[i], true);
6988 sLog.outDebug("_ApplyAllItemMods complete.");
6991 void Player::_ApplyAmmoBonuses()
6993 // check ammo
6994 uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
6995 if(!ammo_id)
6996 return;
6998 float currentAmmoDPS;
7000 ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
7001 if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
7002 currentAmmoDPS = 0.0f;
7003 else
7004 currentAmmoDPS = ammo_proto->Damage[0].DamageMin;
7006 if(currentAmmoDPS == GetAmmoDPS())
7007 return;
7009 m_ammoDPS = currentAmmoDPS;
7011 if(CanModifyStats())
7012 UpdateDamagePhysical(RANGED_ATTACK);
7015 bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
7017 if(!ammo_proto)
7018 return false;
7020 // check ranged weapon
7021 Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
7022 if(!weapon || weapon->IsBroken() )
7023 return false;
7025 ItemPrototype const* weapon_proto = weapon->GetProto();
7026 if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
7027 return false;
7029 // check ammo ws. weapon compatibility
7030 switch(weapon_proto->SubClass)
7032 case ITEM_SUBCLASS_WEAPON_BOW:
7033 case ITEM_SUBCLASS_WEAPON_CROSSBOW:
7034 if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
7035 return false;
7036 break;
7037 case ITEM_SUBCLASS_WEAPON_GUN:
7038 if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
7039 return false;
7040 break;
7041 default:
7042 return false;
7045 return true;
7048 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7049 Called by remove insignia spell effect */
7050 void Player::RemovedInsignia(Player* looterPlr)
7052 if (!GetBattleGroundId())
7053 return;
7055 // If not released spirit, do it !
7056 if(m_deathTimer > 0)
7058 m_deathTimer = 0;
7059 BuildPlayerRepop();
7060 RepopAtGraveyard();
7063 Corpse *corpse = GetCorpse();
7064 if (!corpse)
7065 return;
7067 // We have to convert player corpse to bones, not to be able to resurrect there
7068 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7069 Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
7070 if (!bones)
7071 return;
7073 // Now we must make bones lootable, and send player loot
7074 bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
7076 // We store the level of our player in the gold field
7077 // We retrieve this information at Player::SendLoot()
7078 bones->loot.gold = getLevel();
7079 bones->lootRecipient = looterPlr;
7080 looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
7083 /*Loot type MUST be
7084 1-corpse, go
7085 2-skinning
7086 3-Fishing
7089 void Player::SendLootRelease( uint64 guid )
7091 WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
7092 data << uint64(guid) << uint8(1);
7093 SendDirectMessage( &data );
7096 void Player::SendLoot(uint64 guid, LootType loot_type)
7098 Loot *loot = 0;
7099 PermissionTypes permission = ALL_PERMISSION;
7101 sLog.outDebug("Player::SendLoot");
7102 if (IS_GAMEOBJECT_GUID(guid))
7104 sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7105 GameObject *go =
7106 ObjectAccessor::GetGameObject(*this, guid);
7108 // not check distance for GO in case owned GO (fishing bobber case, for example)
7109 // And permit out of range GO with no owner in case fishing hole
7110 if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
7112 SendLootRelease(guid);
7113 return;
7116 loot = &go->loot;
7118 if(go->getLootState() == GO_READY)
7120 uint32 lootid = go->GetLootId();
7122 if(lootid)
7124 sLog.outDebug(" if(lootid)");
7125 loot->clear();
7126 loot->FillLoot(lootid, LootTemplates_Gameobject, this);
7129 if(loot_type == LOOT_FISHING)
7130 go->getFishLoot(loot);
7132 go->SetLootState(GO_ACTIVATED);
7135 else if (IS_ITEM_GUID(guid))
7137 Item *item = GetItemByGuid( guid );
7139 if (!item)
7141 SendLootRelease(guid);
7142 return;
7145 if(loot_type == LOOT_DISENCHANTING)
7147 loot = &item->loot;
7149 if(!item->m_lootGenerated)
7151 item->m_lootGenerated = true;
7152 loot->clear();
7153 loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this);
7156 else if(loot_type == LOOT_PROSPECTING)
7158 loot = &item->loot;
7160 if(!item->m_lootGenerated)
7162 item->m_lootGenerated = true;
7163 loot->clear();
7164 loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this);
7167 else
7169 loot = &item->loot;
7171 if(!item->m_lootGenerated)
7173 item->m_lootGenerated = true;
7174 loot->clear();
7175 loot->FillLoot(item->GetEntry(), LootTemplates_Item, this);
7177 loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
7181 else if (IS_CORPSE_GUID(guid)) // remove insignia
7183 Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
7185 if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
7187 SendLootRelease(guid);
7188 return;
7191 loot = &bones->loot;
7193 if (!bones->lootForBody)
7195 bones->lootForBody = true;
7196 uint32 pLevel = bones->loot.gold;
7197 bones->loot.clear();
7198 // It may need a better formula
7199 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7200 bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) );
7203 if (bones->lootRecipient != this)
7204 permission = NONE_PERMISSION;
7206 else
7208 Creature *creature = ObjectAccessor::GetCreature(*this, guid);
7210 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7211 if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
7213 SendLootRelease(guid);
7214 return;
7217 if(loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
7219 SendLootRelease(guid);
7220 return;
7223 loot = &creature->loot;
7225 if(loot_type == LOOT_PICKPOCKETING)
7227 if ( !creature->lootForPickPocketed )
7229 creature->lootForPickPocketed = true;
7230 loot->clear();
7232 if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
7233 loot->FillLoot(lootid, LootTemplates_Pickpocketing, this);
7235 // Generate extra money for pick pocket loot
7236 const uint32 a = urand(0, creature->getLevel()/2);
7237 const uint32 b = urand(0, getLevel()/2);
7238 loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
7241 else
7243 // the player whose group may loot the corpse
7244 Player *recipient = creature->GetLootRecipient();
7245 if (!recipient)
7247 creature->SetLootRecipient(this);
7248 recipient = this;
7251 if (creature->lootForPickPocketed)
7253 creature->lootForPickPocketed = false;
7254 loot->clear();
7257 if(!creature->lootForBody)
7259 creature->lootForBody = true;
7260 loot->clear();
7262 if (uint32 lootid = creature->GetCreatureInfo()->lootid)
7263 loot->FillLoot(lootid, LootTemplates_Creature, recipient);
7265 loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
7267 if(Group* group = recipient->GetGroup())
7269 group->UpdateLooterGuid(creature,true);
7271 switch (group->GetLootMethod())
7273 case GROUP_LOOT:
7274 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7275 group->GroupLoot(recipient->GetGUID(), loot, creature);
7276 break;
7277 case NEED_BEFORE_GREED:
7278 group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
7279 break;
7280 case MASTER_LOOT:
7281 group->MasterLoot(recipient->GetGUID(), loot, creature);
7282 break;
7283 default:
7284 break;
7289 // possible only if creature->lootForBody && loot->empty() at spell cast check
7290 if (loot_type == LOOT_SKINNING)
7292 loot->clear();
7293 loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this);
7295 // set group rights only for loot_type != LOOT_SKINNING
7296 else
7298 if(Group* group = GetGroup())
7300 if( group == recipient->GetGroup() )
7302 if(group->GetLootMethod() == FREE_FOR_ALL)
7303 permission = ALL_PERMISSION;
7304 else if(group->GetLooterGuid() == GetGUID())
7306 if(group->GetLootMethod() == MASTER_LOOT)
7307 permission = MASTER_PERMISSION;
7308 else
7309 permission = ALL_PERMISSION;
7311 else
7312 permission = GROUP_PERMISSION;
7314 else
7315 permission = NONE_PERMISSION;
7317 else if(recipient == this)
7318 permission = ALL_PERMISSION;
7319 else
7320 permission = NONE_PERMISSION;
7325 SetLootGUID(guid);
7327 QuestItemList *q_list = 0;
7328 if (permission != NONE_PERMISSION)
7330 QuestItemMap const& lootPlayerQuestItems = loot->GetPlayerQuestItems();
7331 QuestItemMap::const_iterator itr = lootPlayerQuestItems.find(GetGUIDLow());
7332 if (itr == lootPlayerQuestItems.end())
7333 q_list = loot->FillQuestLoot(this);
7334 else
7335 q_list = itr->second;
7338 QuestItemList *ffa_list = 0;
7339 if (permission != NONE_PERMISSION)
7341 QuestItemMap const& lootPlayerFFAItems = loot->GetPlayerFFAItems();
7342 QuestItemMap::const_iterator itr = lootPlayerFFAItems.find(GetGUIDLow());
7343 if (itr == lootPlayerFFAItems.end())
7344 ffa_list = loot->FillFFALoot(this);
7345 else
7346 ffa_list = itr->second;
7349 QuestItemList *conditional_list = 0;
7350 if (permission != NONE_PERMISSION)
7352 QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = loot->GetPlayerNonQuestNonFFAConditionalItems();
7353 QuestItemMap::const_iterator itr = lootPlayerNonQuestNonFFAConditionalItems.find(GetGUIDLow());
7354 if (itr == lootPlayerNonQuestNonFFAConditionalItems.end())
7355 conditional_list = loot->FillNonQuestNonFFAConditionalLoot(this);
7356 else
7357 conditional_list = itr->second;
7360 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING and LOOT_INSIGNIA unsupported by client, sending LOOT_SKINNING instead
7361 if(loot_type == LOOT_PICKPOCKETING || loot_type == LOOT_DISENCHANTING || loot_type == LOOT_PROSPECTING || loot_type == LOOT_INSIGNIA)
7362 loot_type = LOOT_SKINNING;
7364 if(loot_type == LOOT_FISHINGHOLE)
7365 loot_type = LOOT_FISHING;
7367 WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
7369 data << uint64(guid);
7370 data << uint8(loot_type);
7371 data << LootView(*loot, q_list, ffa_list, conditional_list, this, permission);
7373 SendDirectMessage(&data);
7375 // add 'this' player as one of the players that are looting 'loot'
7376 if (permission != NONE_PERMISSION)
7377 loot->AddLooter(GetGUID());
7379 if ( loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid) )
7380 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
7383 void Player::SendNotifyLootMoneyRemoved()
7385 WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
7386 GetSession()->SendPacket( &data );
7389 void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
7391 WorldPacket data(SMSG_LOOT_REMOVED, 1);
7392 data << uint8(lootSlot);
7393 GetSession()->SendPacket( &data );
7396 void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
7398 WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
7399 data << Field;
7400 data << Value;
7401 GetSession()->SendPacket(&data);
7404 void Player::SendInitWorldStates()
7406 // data depends on zoneid/mapid...
7407 BattleGround* bg = GetBattleGround();
7408 uint16 NumberOfFields = 0;
7409 uint32 mapid = GetMapId();
7410 uint32 zoneid = GetZoneId();
7411 uint32 areaid = GetAreaId();
7412 sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
7413 // may be exist better way to do this...
7414 switch(zoneid)
7416 case 0:
7417 case 1:
7418 case 4:
7419 case 8:
7420 case 10:
7421 case 11:
7422 case 12:
7423 case 36:
7424 case 38:
7425 case 40:
7426 case 41:
7427 case 51:
7428 case 267:
7429 case 1519:
7430 case 1537:
7431 case 2257:
7432 case 2918:
7433 NumberOfFields = 6;
7434 break;
7435 case 2597:
7436 NumberOfFields = 81;
7437 break;
7438 case 3277:
7439 NumberOfFields = 14;
7440 break;
7441 case 3358:
7442 case 3820:
7443 NumberOfFields = 38;
7444 break;
7445 case 3483:
7446 NumberOfFields = 22;
7447 break;
7448 case 3519:
7449 NumberOfFields = 36;
7450 break;
7451 case 3521:
7452 NumberOfFields = 35;
7453 break;
7454 case 3698:
7455 case 3702:
7456 case 3968:
7457 NumberOfFields = 9;
7458 break;
7459 case 3703:
7460 NumberOfFields = 9;
7461 break;
7462 default:
7463 NumberOfFields = 10;
7464 break;
7467 WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
7468 data << uint32(mapid); // mapid
7469 data << uint32(zoneid); // zone id
7470 data << uint32(areaid); // area id, new 2.1.0
7471 data << uint16(NumberOfFields); // count of uint64 blocks
7472 data << uint32(0x8d8) << uint32(0x0); // 1
7473 data << uint32(0x8d7) << uint32(0x0); // 2
7474 data << uint32(0x8d6) << uint32(0x0); // 3
7475 data << uint32(0x8d5) << uint32(0x0); // 4
7476 data << uint32(0x8d4) << uint32(0x0); // 5
7477 data << uint32(0x8d3) << uint32(0x0); // 6
7478 if(mapid == 530) // Outland
7480 data << uint32(0x9bf) << uint32(0x0); // 7
7481 data << uint32(0x9bd) << uint32(0xF); // 8
7482 data << uint32(0x9bb) << uint32(0xF); // 9
7484 switch(zoneid)
7486 case 1:
7487 case 11:
7488 case 12:
7489 case 38:
7490 case 40:
7491 case 51:
7492 case 1519:
7493 case 1537:
7494 case 2257:
7495 break;
7496 case 2597: // AV
7497 data << uint32(0x7ae) << uint32(0x1); // 7
7498 data << uint32(0x532) << uint32(0x1); // 8
7499 data << uint32(0x531) << uint32(0x0); // 9
7500 data << uint32(0x52e) << uint32(0x0); // 10
7501 data << uint32(0x571) << uint32(0x0); // 11
7502 data << uint32(0x570) << uint32(0x0); // 12
7503 data << uint32(0x567) << uint32(0x1); // 13
7504 data << uint32(0x566) << uint32(0x1); // 14
7505 data << uint32(0x550) << uint32(0x1); // 15
7506 data << uint32(0x544) << uint32(0x0); // 16
7507 data << uint32(0x536) << uint32(0x0); // 17
7508 data << uint32(0x535) << uint32(0x1); // 18
7509 data << uint32(0x518) << uint32(0x0); // 19
7510 data << uint32(0x517) << uint32(0x0); // 20
7511 data << uint32(0x574) << uint32(0x0); // 21
7512 data << uint32(0x573) << uint32(0x0); // 22
7513 data << uint32(0x572) << uint32(0x0); // 23
7514 data << uint32(0x56f) << uint32(0x0); // 24
7515 data << uint32(0x56e) << uint32(0x0); // 25
7516 data << uint32(0x56d) << uint32(0x0); // 26
7517 data << uint32(0x56c) << uint32(0x0); // 27
7518 data << uint32(0x56b) << uint32(0x0); // 28
7519 data << uint32(0x56a) << uint32(0x1); // 29
7520 data << uint32(0x569) << uint32(0x1); // 30
7521 data << uint32(0x568) << uint32(0x1); // 13
7522 data << uint32(0x565) << uint32(0x0); // 32
7523 data << uint32(0x564) << uint32(0x0); // 33
7524 data << uint32(0x563) << uint32(0x0); // 34
7525 data << uint32(0x562) << uint32(0x0); // 35
7526 data << uint32(0x561) << uint32(0x0); // 36
7527 data << uint32(0x560) << uint32(0x0); // 37
7528 data << uint32(0x55f) << uint32(0x0); // 38
7529 data << uint32(0x55e) << uint32(0x0); // 39
7530 data << uint32(0x55d) << uint32(0x0); // 40
7531 data << uint32(0x3c6) << uint32(0x4); // 41
7532 data << uint32(0x3c4) << uint32(0x6); // 42
7533 data << uint32(0x3c2) << uint32(0x4); // 43
7534 data << uint32(0x516) << uint32(0x1); // 44
7535 data << uint32(0x515) << uint32(0x0); // 45
7536 data << uint32(0x3b6) << uint32(0x6); // 46
7537 data << uint32(0x55c) << uint32(0x0); // 47
7538 data << uint32(0x55b) << uint32(0x0); // 48
7539 data << uint32(0x55a) << uint32(0x0); // 49
7540 data << uint32(0x559) << uint32(0x0); // 50
7541 data << uint32(0x558) << uint32(0x0); // 51
7542 data << uint32(0x557) << uint32(0x0); // 52
7543 data << uint32(0x556) << uint32(0x0); // 53
7544 data << uint32(0x555) << uint32(0x0); // 54
7545 data << uint32(0x554) << uint32(0x1); // 55
7546 data << uint32(0x553) << uint32(0x1); // 56
7547 data << uint32(0x552) << uint32(0x1); // 57
7548 data << uint32(0x551) << uint32(0x1); // 58
7549 data << uint32(0x54f) << uint32(0x0); // 59
7550 data << uint32(0x54e) << uint32(0x0); // 60
7551 data << uint32(0x54d) << uint32(0x1); // 61
7552 data << uint32(0x54c) << uint32(0x0); // 62
7553 data << uint32(0x54b) << uint32(0x0); // 63
7554 data << uint32(0x545) << uint32(0x0); // 64
7555 data << uint32(0x543) << uint32(0x1); // 65
7556 data << uint32(0x542) << uint32(0x0); // 66
7557 data << uint32(0x540) << uint32(0x0); // 67
7558 data << uint32(0x53f) << uint32(0x0); // 68
7559 data << uint32(0x53e) << uint32(0x0); // 69
7560 data << uint32(0x53d) << uint32(0x0); // 70
7561 data << uint32(0x53c) << uint32(0x0); // 71
7562 data << uint32(0x53b) << uint32(0x0); // 72
7563 data << uint32(0x53a) << uint32(0x1); // 73
7564 data << uint32(0x539) << uint32(0x0); // 74
7565 data << uint32(0x538) << uint32(0x0); // 75
7566 data << uint32(0x537) << uint32(0x0); // 76
7567 data << uint32(0x534) << uint32(0x0); // 77
7568 data << uint32(0x533) << uint32(0x0); // 78
7569 data << uint32(0x530) << uint32(0x0); // 79
7570 data << uint32(0x52f) << uint32(0x0); // 80
7571 data << uint32(0x52d) << uint32(0x1); // 81
7572 break;
7573 case 3277: // WS
7574 if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
7575 bg->FillInitialWorldStates(data);
7576 else
7578 data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7579 data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7580 data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7581 data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7582 data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
7583 data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7584 data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7585 data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7587 break;
7588 case 3358: // AB
7589 if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
7590 bg->FillInitialWorldStates(data);
7591 else
7593 data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7594 data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7595 data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7596 data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7597 data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7598 data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7599 data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7600 data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7601 data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7602 data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7603 data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7604 data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7605 data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7606 data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7607 data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7608 data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7609 data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7610 data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7611 data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7612 data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7613 data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7614 data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7615 data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7616 data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7617 data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7618 data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7619 data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7620 data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7621 data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7622 data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7623 data << uint32(0x745) << uint32(0x2); // 37 1861 unk
7624 data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7626 break;
7627 case 3820: // EY
7628 if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
7629 bg->FillInitialWorldStates(data);
7630 else
7632 data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7633 data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7634 data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7635 data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7636 data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7637 data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7638 data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7639 data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7640 data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7641 data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7642 data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7643 data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7644 data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7645 data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7646 data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7647 data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7648 data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7649 data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7650 data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7651 data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7652 data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7653 data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7654 data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7655 data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7656 data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7657 data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7658 data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7659 data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7660 data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7661 data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7662 data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7663 data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7664 // and some more ... unknown
7666 break;
7667 case 3483: // Hellfire Peninsula
7668 data << uint32(0x9ba) << uint32(0x1); // 10
7669 data << uint32(0x9b9) << uint32(0x1); // 11
7670 data << uint32(0x9b5) << uint32(0x0); // 12
7671 data << uint32(0x9b4) << uint32(0x1); // 13
7672 data << uint32(0x9b3) << uint32(0x0); // 14
7673 data << uint32(0x9b2) << uint32(0x0); // 15
7674 data << uint32(0x9b1) << uint32(0x1); // 16
7675 data << uint32(0x9b0) << uint32(0x0); // 17
7676 data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7677 data << uint32(0x9ac) << uint32(0x0); // 19
7678 data << uint32(0x9a8) << uint32(0x0); // 20
7679 data << uint32(0x9a7) << uint32(0x0); // 21
7680 data << uint32(0x9a6) << uint32(0x1); // 22
7681 break;
7682 case 3519: // Terokkar Forest
7683 data << uint32(0xa41) << uint32(0x0); // 10
7684 data << uint32(0xa40) << uint32(0x14); // 11
7685 data << uint32(0xa3f) << uint32(0x0); // 12
7686 data << uint32(0xa3e) << uint32(0x0); // 13
7687 data << uint32(0xa3d) << uint32(0x5); // 14
7688 data << uint32(0xa3c) << uint32(0x0); // 15
7689 data << uint32(0xa87) << uint32(0x0); // 16
7690 data << uint32(0xa86) << uint32(0x0); // 17
7691 data << uint32(0xa85) << uint32(0x0); // 18
7692 data << uint32(0xa84) << uint32(0x0); // 19
7693 data << uint32(0xa83) << uint32(0x0); // 20
7694 data << uint32(0xa82) << uint32(0x0); // 21
7695 data << uint32(0xa81) << uint32(0x0); // 22
7696 data << uint32(0xa80) << uint32(0x0); // 23
7697 data << uint32(0xa7e) << uint32(0x0); // 24
7698 data << uint32(0xa7d) << uint32(0x0); // 25
7699 data << uint32(0xa7c) << uint32(0x0); // 26
7700 data << uint32(0xa7b) << uint32(0x0); // 27
7701 data << uint32(0xa7a) << uint32(0x0); // 28
7702 data << uint32(0xa79) << uint32(0x0); // 29
7703 data << uint32(0x9d0) << uint32(0x5); // 30
7704 data << uint32(0x9ce) << uint32(0x0); // 31
7705 data << uint32(0x9cd) << uint32(0x0); // 32
7706 data << uint32(0x9cc) << uint32(0x0); // 33
7707 data << uint32(0xa88) << uint32(0x0); // 34
7708 data << uint32(0xad0) << uint32(0x0); // 35
7709 data << uint32(0xacf) << uint32(0x1); // 36
7710 break;
7711 case 3521: // Zangarmarsh
7712 data << uint32(0x9e1) << uint32(0x0); // 10
7713 data << uint32(0x9e0) << uint32(0x0); // 11
7714 data << uint32(0x9df) << uint32(0x0); // 12
7715 data << uint32(0xa5d) << uint32(0x1); // 13
7716 data << uint32(0xa5c) << uint32(0x0); // 14
7717 data << uint32(0xa5b) << uint32(0x1); // 15
7718 data << uint32(0xa5a) << uint32(0x0); // 16
7719 data << uint32(0xa59) << uint32(0x1); // 17
7720 data << uint32(0xa58) << uint32(0x0); // 18
7721 data << uint32(0xa57) << uint32(0x0); // 19
7722 data << uint32(0xa56) << uint32(0x0); // 20
7723 data << uint32(0xa55) << uint32(0x1); // 21
7724 data << uint32(0xa54) << uint32(0x0); // 22
7725 data << uint32(0x9e7) << uint32(0x0); // 23
7726 data << uint32(0x9e6) << uint32(0x0); // 24
7727 data << uint32(0x9e5) << uint32(0x0); // 25
7728 data << uint32(0xa00) << uint32(0x0); // 26
7729 data << uint32(0x9ff) << uint32(0x1); // 27
7730 data << uint32(0x9fe) << uint32(0x0); // 28
7731 data << uint32(0x9fd) << uint32(0x0); // 29
7732 data << uint32(0x9fc) << uint32(0x1); // 30
7733 data << uint32(0x9fb) << uint32(0x0); // 31
7734 data << uint32(0xa62) << uint32(0x0); // 32
7735 data << uint32(0xa61) << uint32(0x1); // 33
7736 data << uint32(0xa60) << uint32(0x1); // 34
7737 data << uint32(0xa5f) << uint32(0x0); // 35
7738 break;
7739 case 3698: // Nagrand Arena
7740 data << uint32(0xa0f) << uint32(0x0); // 7
7741 data << uint32(0xa10) << uint32(0x0); // 8
7742 data << uint32(0xa11) << uint32(0x0); // 9
7743 break;
7744 case 3702: // Blade's Edge Arena
7745 data << uint32(0x9f0) << uint32(0x0); // 7
7746 data << uint32(0x9f1) << uint32(0x0); // 8
7747 data << uint32(0x9f3) << uint32(0x0); // 9
7748 break;
7749 case 3968: // Ruins of Lordaeron
7750 data << uint32(0xbb8) << uint32(0x0); // 7
7751 data << uint32(0xbb9) << uint32(0x0); // 8
7752 data << uint32(0xbba) << uint32(0x0); // 9
7753 break;
7754 case 3703: // Shattrath City
7755 break;
7756 default:
7757 data << uint32(0x914) << uint32(0x0); // 7
7758 data << uint32(0x913) << uint32(0x0); // 8
7759 data << uint32(0x912) << uint32(0x0); // 9
7760 data << uint32(0x915) << uint32(0x0); // 10
7761 break;
7763 GetSession()->SendPacket(&data);
7766 uint32 Player::GetXPRestBonus(uint32 xp)
7768 uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
7770 if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
7771 rested_bonus = xp;
7773 SetRestBonus( GetRestBonus() - rested_bonus);
7775 sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
7776 return rested_bonus;
7779 void Player::SetBindPoint(uint64 guid)
7781 WorldPacket data(SMSG_BINDER_CONFIRM, 8);
7782 data << uint64(guid);
7783 GetSession()->SendPacket( &data );
7786 void Player::SendTalentWipeConfirm(uint64 guid)
7788 WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
7789 data << uint64(guid);
7790 data << uint32(resetTalentsCost());
7791 GetSession()->SendPacket( &data );
7794 void Player::SendPetSkillWipeConfirm()
7796 Pet* pet = GetPet();
7797 if(!pet)
7798 return;
7799 WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
7800 data << pet->GetGUID();
7801 data << uint32(pet->resetTalentsCost());
7802 GetSession()->SendPacket( &data );
7805 /*********************************************************/
7806 /*** STORAGE SYSTEM ***/
7807 /*********************************************************/
7809 void Player::SetVirtualItemSlot( uint8 i, Item* item)
7811 assert(i < 3);
7812 if(i < 2 && item)
7814 if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
7815 return;
7816 uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
7817 if(charges == 0)
7818 return;
7819 if(charges > 1)
7820 item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
7821 else if(charges <= 1)
7823 ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
7824 item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
7829 void Player::SetSheath( uint32 sheathed )
7831 switch (sheathed)
7833 case SHEATH_STATE_UNARMED: // no prepared weapon
7834 SetVirtualItemSlot(0,NULL);
7835 SetVirtualItemSlot(1,NULL);
7836 SetVirtualItemSlot(2,NULL);
7837 break;
7838 case SHEATH_STATE_MELEE: // prepared melee weapon
7840 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
7841 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
7842 SetVirtualItemSlot(2,NULL);
7843 }; break;
7844 case SHEATH_STATE_RANGED: // prepared ranged weapon
7845 SetVirtualItemSlot(0,NULL);
7846 SetVirtualItemSlot(1,NULL);
7847 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
7848 break;
7849 default:
7850 SetVirtualItemSlot(0,NULL);
7851 SetVirtualItemSlot(1,NULL);
7852 SetVirtualItemSlot(2,NULL);
7853 break;
7855 SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); // this must visualize Sheath changing for other players...
7858 uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
7860 uint8 pClass = getClass();
7862 uint8 slots[4];
7863 slots[0] = NULL_SLOT;
7864 slots[1] = NULL_SLOT;
7865 slots[2] = NULL_SLOT;
7866 slots[3] = NULL_SLOT;
7867 switch( proto->InventoryType )
7869 case INVTYPE_HEAD:
7870 slots[0] = EQUIPMENT_SLOT_HEAD;
7871 break;
7872 case INVTYPE_NECK:
7873 slots[0] = EQUIPMENT_SLOT_NECK;
7874 break;
7875 case INVTYPE_SHOULDERS:
7876 slots[0] = EQUIPMENT_SLOT_SHOULDERS;
7877 break;
7878 case INVTYPE_BODY:
7879 slots[0] = EQUIPMENT_SLOT_BODY;
7880 break;
7881 case INVTYPE_CHEST:
7882 slots[0] = EQUIPMENT_SLOT_CHEST;
7883 break;
7884 case INVTYPE_ROBE:
7885 slots[0] = EQUIPMENT_SLOT_CHEST;
7886 break;
7887 case INVTYPE_WAIST:
7888 slots[0] = EQUIPMENT_SLOT_WAIST;
7889 break;
7890 case INVTYPE_LEGS:
7891 slots[0] = EQUIPMENT_SLOT_LEGS;
7892 break;
7893 case INVTYPE_FEET:
7894 slots[0] = EQUIPMENT_SLOT_FEET;
7895 break;
7896 case INVTYPE_WRISTS:
7897 slots[0] = EQUIPMENT_SLOT_WRISTS;
7898 break;
7899 case INVTYPE_HANDS:
7900 slots[0] = EQUIPMENT_SLOT_HANDS;
7901 break;
7902 case INVTYPE_FINGER:
7903 slots[0] = EQUIPMENT_SLOT_FINGER1;
7904 slots[1] = EQUIPMENT_SLOT_FINGER2;
7905 break;
7906 case INVTYPE_TRINKET:
7907 slots[0] = EQUIPMENT_SLOT_TRINKET1;
7908 slots[1] = EQUIPMENT_SLOT_TRINKET2;
7909 break;
7910 case INVTYPE_CLOAK:
7911 slots[0] = EQUIPMENT_SLOT_BACK;
7912 break;
7913 case INVTYPE_WEAPON:
7915 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7917 // suggest offhand slot only if know dual wielding
7918 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
7919 if(CanDualWield())
7920 slots[1] = EQUIPMENT_SLOT_OFFHAND;
7921 };break;
7922 case INVTYPE_SHIELD:
7923 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7924 break;
7925 case INVTYPE_RANGED:
7926 slots[0] = EQUIPMENT_SLOT_RANGED;
7927 break;
7928 case INVTYPE_2HWEAPON:
7929 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7930 break;
7931 case INVTYPE_TABARD:
7932 slots[0] = EQUIPMENT_SLOT_TABARD;
7933 break;
7934 case INVTYPE_WEAPONMAINHAND:
7935 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7936 break;
7937 case INVTYPE_WEAPONOFFHAND:
7938 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7939 break;
7940 case INVTYPE_HOLDABLE:
7941 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7942 break;
7943 case INVTYPE_THROWN:
7944 slots[0] = EQUIPMENT_SLOT_RANGED;
7945 break;
7946 case INVTYPE_RANGEDRIGHT:
7947 slots[0] = EQUIPMENT_SLOT_RANGED;
7948 break;
7949 case INVTYPE_BAG:
7950 slots[0] = INVENTORY_SLOT_BAG_1;
7951 slots[1] = INVENTORY_SLOT_BAG_2;
7952 slots[2] = INVENTORY_SLOT_BAG_3;
7953 slots[3] = INVENTORY_SLOT_BAG_4;
7954 break;
7955 case INVTYPE_RELIC:
7957 switch(proto->SubClass)
7959 case ITEM_SUBCLASS_ARMOR_LIBRAM:
7960 if (pClass == CLASS_PALADIN)
7961 slots[0] = EQUIPMENT_SLOT_RANGED;
7962 break;
7963 case ITEM_SUBCLASS_ARMOR_IDOL:
7964 if (pClass == CLASS_DRUID)
7965 slots[0] = EQUIPMENT_SLOT_RANGED;
7966 break;
7967 case ITEM_SUBCLASS_ARMOR_TOTEM:
7968 if (pClass == CLASS_SHAMAN)
7969 slots[0] = EQUIPMENT_SLOT_RANGED;
7970 break;
7971 case ITEM_SUBCLASS_ARMOR_MISC:
7972 if (pClass == CLASS_WARLOCK)
7973 slots[0] = EQUIPMENT_SLOT_RANGED;
7974 break;
7976 break;
7978 default :
7979 return NULL_SLOT;
7982 if( slot != NULL_SLOT )
7984 if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
7986 for (int i = 0; i < 4; i++)
7988 if ( slots[i] == slot )
7989 return slot;
7993 else
7995 // search free slot at first
7996 for (int i = 0; i < 4; i++)
7998 if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
8000 // in case 2hand equipped weapon offhand slot empty but not free
8001 if(slots[i]==EQUIPMENT_SLOT_OFFHAND)
8003 Item* mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
8004 if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON)
8005 return slots[i];
8007 else
8008 return slots[i];
8012 // if not found free and can swap return first appropriate from used
8013 for (int i = 0; i < 4; i++)
8015 if ( slots[i] != NULL_SLOT && swap )
8016 return slots[i];
8020 // no free position
8021 return NULL_SLOT;
8024 uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
8026 Item *pItem;
8027 uint32 tempcount = 0;
8029 uint8 res = EQUIP_ERR_OK;
8031 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
8033 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8034 if( pItem && pItem->GetEntry() == item )
8036 uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
8037 if(ires==EQUIP_ERR_OK)
8039 tempcount += pItem->GetCount();
8040 if( tempcount >= count )
8041 return EQUIP_ERR_OK;
8043 else
8044 res = ires;
8047 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
8049 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8050 if( pItem && pItem->GetEntry() == item )
8052 tempcount += pItem->GetCount();
8053 if( tempcount >= count )
8054 return EQUIP_ERR_OK;
8057 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
8059 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8060 if( pItem && pItem->GetEntry() == item )
8062 tempcount += pItem->GetCount();
8063 if( tempcount >= count )
8064 return EQUIP_ERR_OK;
8067 Bag *pBag;
8068 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8070 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8071 if( pBag )
8073 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8075 pItem = GetItemByPos( i, j );
8076 if( pItem && pItem->GetEntry() == item )
8078 tempcount += pItem->GetCount();
8079 if( tempcount >= count )
8080 return EQUIP_ERR_OK;
8086 // not found req. item count and have unequippable items
8087 return res;
8090 uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const
8092 uint32 count = 0;
8093 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8095 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8096 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8097 count += pItem->GetCount();
8099 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
8101 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8102 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8103 count += pItem->GetCount();
8105 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8107 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8108 if( pBag )
8109 count += pBag->GetItemCount(item,skipItem);
8112 if(skipItem && skipItem->GetProto()->GemProperties)
8114 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8116 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8117 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8118 count += pItem->GetGemCountWithID(item);
8122 if(inBankAlso)
8124 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8126 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8127 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8128 count += pItem->GetCount();
8130 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8132 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8133 if( pBag )
8134 count += pBag->GetItemCount(item,skipItem);
8137 if(skipItem && skipItem->GetProto()->GemProperties)
8139 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8141 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8142 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8143 count += pItem->GetGemCountWithID(item);
8148 return count;
8151 Item* Player::GetItemByGuid( uint64 guid ) const
8153 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8155 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8156 if( pItem && pItem->GetGUID() == guid )
8157 return pItem;
8159 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
8161 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8162 if( pItem && pItem->GetGUID() == guid )
8163 return pItem;
8166 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8168 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8169 if( pBag )
8171 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8173 Item* pItem = pBag->GetItemByPos( j );
8174 if( pItem && pItem->GetGUID() == guid )
8175 return pItem;
8179 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8181 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8182 if( pBag )
8184 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8186 Item* pItem = pBag->GetItemByPos( j );
8187 if( pItem && pItem->GetGUID() == guid )
8188 return pItem;
8193 return NULL;
8196 Item* Player::GetItemByPos( uint16 pos ) const
8198 uint8 bag = pos >> 8;
8199 uint8 slot = pos & 255;
8200 return GetItemByPos( bag, slot );
8203 Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
8205 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END ) )
8206 return m_items[slot];
8207 else if(bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END
8208 || bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8210 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8211 if ( pBag )
8212 return pBag->GetItemByPos(slot);
8214 return NULL;
8217 Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) const
8219 uint16 slot;
8220 switch (attackType)
8222 case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
8223 case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
8224 case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
8225 default: return NULL;
8228 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
8229 if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
8230 return NULL;
8232 if(!useable)
8233 return item;
8235 if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
8236 return NULL;
8238 return item;
8241 Item* Player::GetShield(bool useable) const
8243 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
8244 if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
8245 return NULL;
8247 if(!useable)
8248 return item;
8250 if( item->IsBroken())
8251 return NULL;
8253 return item;
8256 uint32 Player::GetAttackBySlot( uint8 slot )
8258 switch(slot)
8260 case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
8261 case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
8262 case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
8263 default: return MAX_ATTACK;
8267 bool Player::HasBankBagSlot( uint8 slot ) const
8269 uint32 maxslot = GetByteValue(PLAYER_BYTES_2, 2) + BANK_SLOT_BAG_START;
8270 if( slot < maxslot )
8271 return true;
8272 return false;
8275 bool Player::IsInventoryPos( uint8 bag, uint8 slot )
8277 if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
8278 return true;
8279 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
8280 return true;
8281 if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
8282 return true;
8283 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END ) )
8284 return true;
8285 return false;
8288 bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
8290 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
8291 return true;
8292 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8293 return true;
8294 return false;
8297 bool Player::IsBankPos( uint8 bag, uint8 slot )
8299 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
8300 return true;
8301 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8302 return true;
8303 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8304 return true;
8305 return false;
8308 bool Player::IsBagPos( uint16 pos )
8310 uint8 bag = pos >> 8;
8311 uint8 slot = pos & 255;
8312 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8313 return true;
8314 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8315 return true;
8316 return false;
8319 bool Player::IsValidPos( uint8 bag, uint8 slot )
8321 // post selected
8322 if(bag == NULL_BAG)
8323 return true;
8325 if (bag == INVENTORY_SLOT_BAG_0)
8327 // any post selected
8328 if (slot == NULL_SLOT)
8329 return true;
8331 // equipment
8332 if (slot < EQUIPMENT_SLOT_END)
8333 return true;
8335 // bag equip slots
8336 if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
8337 return true;
8339 // backpack slots
8340 if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
8341 return true;
8343 // keyring slots
8344 if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
8345 return true;
8347 // bank main slots
8348 if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
8349 return true;
8351 // bank bag slots
8352 if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
8353 return true;
8355 return false;
8358 // bag content slots
8359 if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
8361 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8362 if(!pBag)
8363 return false;
8365 // any post selected
8366 if (slot == NULL_SLOT)
8367 return true;
8369 return slot < pBag->GetBagSize();
8372 // bank bag content slots
8373 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8375 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8376 if(!pBag)
8377 return false;
8379 // any post selected
8380 if (slot == NULL_SLOT)
8381 return true;
8383 return slot < pBag->GetBagSize();
8386 // where this?
8387 return false;
8391 bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
8393 uint32 tempcount = 0;
8394 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8396 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8397 if( pItem && pItem->GetEntry() == item )
8399 tempcount += pItem->GetCount();
8400 if( tempcount >= count )
8401 return true;
8404 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
8406 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8407 if( pItem && pItem->GetEntry() == item )
8409 tempcount += pItem->GetCount();
8410 if( tempcount >= count )
8411 return true;
8414 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8416 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8418 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8420 Item* pItem = GetItemByPos( i, j );
8421 if( pItem && pItem->GetEntry() == item )
8423 tempcount += pItem->GetCount();
8424 if( tempcount >= count )
8425 return true;
8431 if(inBankAlso)
8433 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8435 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8436 if( pItem && pItem->GetEntry() == item )
8438 tempcount += pItem->GetCount();
8439 if( tempcount >= count )
8440 return true;
8443 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8445 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8447 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8449 Item* pItem = GetItemByPos( i, j );
8450 if( pItem && pItem->GetEntry() == item )
8452 tempcount += pItem->GetCount();
8453 if( tempcount >= count )
8454 return true;
8461 return false;
8464 Item* Player::GetItemOrItemWithGemEquipped( uint32 item ) const
8466 Item *pItem;
8467 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
8469 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8470 if( pItem && pItem->GetEntry() == item )
8471 return pItem;
8474 ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
8475 if (pProto && pProto->GemProperties)
8477 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
8479 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8480 if( pItem && pItem->GetProto()->Socket[0].Color )
8482 if (pItem->GetGemCountWithID(item) > 0 )
8483 return pItem;
8488 return NULL;
8491 uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
8493 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8494 if( !pProto )
8496 if(no_space_count)
8497 *no_space_count = count;
8498 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8501 // no maximum
8502 if(pProto->MaxCount == 0)
8503 return EQUIP_ERR_OK;
8505 uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
8507 if( curcount + count > pProto->MaxCount )
8509 if(no_space_count)
8510 *no_space_count = count +curcount - pProto->MaxCount;
8511 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8514 return EQUIP_ERR_OK;
8517 bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
8519 Item *pItem;
8520 for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8522 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8523 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8524 return true;
8526 for(uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
8528 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8529 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8530 return true;
8532 for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8534 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8536 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8538 pItem = GetItemByPos( i, j );
8539 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8540 return true;
8544 return false;
8547 uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
8549 Item* pItem2 = GetItemByPos( bag, slot );
8551 // ignore move item (this slot will be empty at move)
8552 if(pItem2==pSrcItem)
8553 pItem2 = NULL;
8555 uint32 need_space;
8557 // empty specific slot - check item fit to slot
8558 if( !pItem2 || swap )
8560 if( bag == INVENTORY_SLOT_BAG_0 )
8562 // keyring case
8563 if(slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
8564 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8566 // prevent cheating
8567 if(slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
8568 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8570 else
8572 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8573 if( !pBag )
8574 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8576 ItemPrototype const* pBagProto = pBag->GetProto();
8577 if( !pBagProto )
8578 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8580 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8581 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8584 // non empty stack with space
8585 need_space = pProto->Stackable;
8587 // non empty slot, check item type
8588 else
8590 // check item type
8591 if(pItem2->GetEntry() != pProto->ItemId)
8592 return EQUIP_ERR_ITEM_CANT_STACK;
8594 // check free space
8595 if(pItem2->GetCount() >= pProto->Stackable)
8596 return EQUIP_ERR_ITEM_CANT_STACK;
8598 need_space = pProto->Stackable - pItem2->GetCount();
8601 if(need_space > count)
8602 need_space = count;
8604 ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
8605 if(!newPosition.isContainedIn(dest))
8607 dest.push_back(newPosition);
8608 count -= need_space;
8610 return EQUIP_ERR_OK;
8613 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
8615 // skip specific bag already processed in first called _CanStoreItem_InBag
8616 if(bag==skip_bag)
8617 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8619 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8620 if( !pBag )
8621 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8623 ItemPrototype const* pBagProto = pBag->GetProto();
8624 if( !pBagProto )
8625 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8627 // specialized bag mode or non-specilized
8628 if( non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER) )
8629 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8631 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8632 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8634 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8636 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8637 if(j==skip_slot)
8638 continue;
8640 Item* pItem2 = GetItemByPos( bag, j );
8642 // ignore move item (this slot will be empty at move)
8643 if(pItem2==pSrcItem)
8644 pItem2 = NULL;
8646 // if merge skip empty, if !merge skip non-empty
8647 if((pItem2!=NULL)!=merge)
8648 continue;
8650 if( pItem2 )
8652 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->Stackable )
8654 uint32 need_space = pProto->Stackable - pItem2->GetCount();
8655 if(need_space > count)
8656 need_space = count;
8658 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8659 if(!newPosition.isContainedIn(dest))
8661 dest.push_back(newPosition);
8662 count -= need_space;
8664 if(count==0)
8665 return EQUIP_ERR_OK;
8669 else
8671 uint32 need_space = pProto->Stackable;
8672 if(need_space > count)
8673 need_space = count;
8675 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8676 if(!newPosition.isContainedIn(dest))
8678 dest.push_back(newPosition);
8679 count -= need_space;
8681 if(count==0)
8682 return EQUIP_ERR_OK;
8686 return EQUIP_ERR_OK;
8689 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
8691 for(uint32 j = slot_begin; j < slot_end; j++)
8693 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8694 if(INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
8695 continue;
8697 Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
8699 // ignore move item (this slot will be empty at move)
8700 if(pItem2==pSrcItem)
8701 pItem2 = NULL;
8703 // if merge skip empty, if !merge skip non-empty
8704 if((pItem2!=NULL)!=merge)
8705 continue;
8707 if( pItem2 )
8709 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->Stackable )
8711 uint32 need_space = pProto->Stackable - pItem2->GetCount();
8712 if(need_space > count)
8713 need_space = count;
8714 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8715 if(!newPosition.isContainedIn(dest))
8717 dest.push_back(newPosition);
8718 count -= need_space;
8720 if(count==0)
8721 return EQUIP_ERR_OK;
8725 else
8727 uint32 need_space = pProto->Stackable;
8728 if(need_space > count)
8729 need_space = count;
8731 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8732 if(!newPosition.isContainedIn(dest))
8734 dest.push_back(newPosition);
8735 count -= need_space;
8737 if(count==0)
8738 return EQUIP_ERR_OK;
8742 return EQUIP_ERR_OK;
8745 uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
8747 sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
8749 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8750 if( !pProto )
8752 if(no_space_count)
8753 *no_space_count = count;
8754 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
8757 if(pItem && pItem->IsBindedNotWith(GetGUID()))
8759 if(no_space_count)
8760 *no_space_count = count;
8761 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
8764 // check count of items (skip for auto move for same player from bank)
8765 uint32 no_similar_count = 0; // can't store this amount similar items
8766 uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
8767 if(res!=EQUIP_ERR_OK)
8769 if(count==no_similar_count)
8771 if(no_space_count)
8772 *no_space_count = no_similar_count;
8773 return res;
8775 count -= no_similar_count;
8778 // in specific slot
8779 if( bag != NULL_BAG && slot != NULL_SLOT )
8781 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
8782 if(res!=EQUIP_ERR_OK)
8784 if(no_space_count)
8785 *no_space_count = count + no_similar_count;
8786 return res;
8789 if(count==0)
8791 if(no_similar_count==0)
8792 return EQUIP_ERR_OK;
8794 if(no_space_count)
8795 *no_space_count = count + no_similar_count;
8796 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8800 // not specific slot or have space for partly store only in specific slot
8802 // in specific bag
8803 if( bag != NULL_BAG )
8805 // search stack in bag for merge to
8806 if( pProto->Stackable > 1 )
8808 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
8810 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
8811 if(res!=EQUIP_ERR_OK)
8813 if(no_space_count)
8814 *no_space_count = count + no_similar_count;
8815 return res;
8818 if(count==0)
8820 if(no_similar_count==0)
8821 return EQUIP_ERR_OK;
8823 if(no_space_count)
8824 *no_space_count = count + no_similar_count;
8825 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8828 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
8829 if(res!=EQUIP_ERR_OK)
8831 if(no_space_count)
8832 *no_space_count = count + no_similar_count;
8833 return res;
8836 if(count==0)
8838 if(no_similar_count==0)
8839 return EQUIP_ERR_OK;
8841 if(no_space_count)
8842 *no_space_count = count + no_similar_count;
8843 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8846 else // equipped bag
8848 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8849 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
8850 if(res!=EQUIP_ERR_OK)
8851 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
8853 if(res!=EQUIP_ERR_OK)
8855 if(no_space_count)
8856 *no_space_count = count + no_similar_count;
8857 return res;
8860 if(count==0)
8862 if(no_similar_count==0)
8863 return EQUIP_ERR_OK;
8865 if(no_space_count)
8866 *no_space_count = count + no_similar_count;
8867 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8872 // search free slot in bag for place to
8873 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
8875 // search free slot - keyring case
8876 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
8878 uint32 keyringSize = GetMaxKeyringSize();
8879 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
8880 if(res!=EQUIP_ERR_OK)
8882 if(no_space_count)
8883 *no_space_count = count + no_similar_count;
8884 return res;
8887 if(count==0)
8889 if(no_similar_count==0)
8890 return EQUIP_ERR_OK;
8892 if(no_space_count)
8893 *no_space_count = count + no_similar_count;
8894 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8898 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
8899 if(res!=EQUIP_ERR_OK)
8901 if(no_space_count)
8902 *no_space_count = count + no_similar_count;
8903 return res;
8906 if(count==0)
8908 if(no_similar_count==0)
8909 return EQUIP_ERR_OK;
8911 if(no_space_count)
8912 *no_space_count = count + no_similar_count;
8913 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8916 else // equipped bag
8918 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
8919 if(res!=EQUIP_ERR_OK)
8920 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
8922 if(res!=EQUIP_ERR_OK)
8924 if(no_space_count)
8925 *no_space_count = count + no_similar_count;
8926 return res;
8929 if(count==0)
8931 if(no_similar_count==0)
8932 return EQUIP_ERR_OK;
8934 if(no_space_count)
8935 *no_space_count = count + no_similar_count;
8936 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8941 // not specific bag or have space for partly store only in specific bag
8943 // search stack for merge to
8944 if( pProto->Stackable > 1 )
8946 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
8947 if(res!=EQUIP_ERR_OK)
8949 if(no_space_count)
8950 *no_space_count = count + no_similar_count;
8951 return res;
8954 if(count==0)
8956 if(no_similar_count==0)
8957 return EQUIP_ERR_OK;
8959 if(no_space_count)
8960 *no_space_count = count + no_similar_count;
8961 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8964 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
8965 if(res!=EQUIP_ERR_OK)
8967 if(no_space_count)
8968 *no_space_count = count + no_similar_count;
8969 return res;
8972 if(count==0)
8974 if(no_similar_count==0)
8975 return EQUIP_ERR_OK;
8977 if(no_space_count)
8978 *no_space_count = count + no_similar_count;
8979 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8982 if( pProto->BagFamily )
8984 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8986 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
8987 if(res!=EQUIP_ERR_OK)
8988 continue;
8990 if(count==0)
8992 if(no_similar_count==0)
8993 return EQUIP_ERR_OK;
8995 if(no_space_count)
8996 *no_space_count = count + no_similar_count;
8997 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9002 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9004 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9005 if(res!=EQUIP_ERR_OK)
9006 continue;
9008 if(count==0)
9010 if(no_similar_count==0)
9011 return EQUIP_ERR_OK;
9013 if(no_space_count)
9014 *no_space_count = count + no_similar_count;
9015 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9020 // search free slot - special bag case
9021 if( pProto->BagFamily )
9023 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9025 uint32 keyringSize = GetMaxKeyringSize();
9026 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9027 if(res!=EQUIP_ERR_OK)
9029 if(no_space_count)
9030 *no_space_count = count + no_similar_count;
9031 return res;
9034 if(count==0)
9036 if(no_similar_count==0)
9037 return EQUIP_ERR_OK;
9039 if(no_space_count)
9040 *no_space_count = count + no_similar_count;
9041 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9045 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9047 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9048 if(res!=EQUIP_ERR_OK)
9049 continue;
9051 if(count==0)
9053 if(no_similar_count==0)
9054 return EQUIP_ERR_OK;
9056 if(no_space_count)
9057 *no_space_count = count + no_similar_count;
9058 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9063 // search free slot
9064 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9065 if(res!=EQUIP_ERR_OK)
9067 if(no_space_count)
9068 *no_space_count = count + no_similar_count;
9069 return res;
9072 if(count==0)
9074 if(no_similar_count==0)
9075 return EQUIP_ERR_OK;
9077 if(no_space_count)
9078 *no_space_count = count + no_similar_count;
9079 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9082 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9084 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9085 if(res!=EQUIP_ERR_OK)
9086 continue;
9088 if(count==0)
9090 if(no_similar_count==0)
9091 return EQUIP_ERR_OK;
9093 if(no_space_count)
9094 *no_space_count = count + no_similar_count;
9095 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9099 if(no_space_count)
9100 *no_space_count = count + no_similar_count;
9102 return EQUIP_ERR_INVENTORY_FULL;
9105 //////////////////////////////////////////////////////////////////////////
9106 uint8 Player::CanStoreItems( Item **pItems,int count) const
9108 Item *pItem2;
9110 // fill space table
9111 int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
9112 int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
9113 int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
9115 memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
9116 memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
9117 memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
9119 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
9121 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9123 if (pItem2 && !pItem2->IsInTrade())
9125 inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
9129 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
9131 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9133 if (pItem2 && !pItem2->IsInTrade())
9135 inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
9139 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9141 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
9143 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9145 pItem2 = GetItemByPos( i, j );
9146 if (pItem2 && !pItem2->IsInTrade())
9148 inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
9154 // check free space for all items
9155 for (int k=0;k<count;k++)
9157 Item *pItem = pItems[k];
9159 // no item
9160 if (!pItem) continue;
9162 sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
9163 ItemPrototype const *pProto = pItem->GetProto();
9165 // strange item
9166 if( !pProto )
9167 return EQUIP_ERR_ITEM_NOT_FOUND;
9169 // item it 'bind'
9170 if(pItem->IsBindedNotWith(GetGUID()))
9171 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9173 Bag *pBag;
9174 ItemPrototype const *pBagProto;
9176 // item is 'one item only'
9177 uint8 res = CanTakeMoreSimilarItems(pItem);
9178 if(res != EQUIP_ERR_OK)
9179 return res;
9181 // search stack for merge to
9182 if( pProto->Stackable > 1 )
9184 bool b_found = false;
9186 for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; t++)
9188 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9189 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->Stackable )
9191 inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
9192 b_found = true;
9193 break;
9196 if (b_found) continue;
9198 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9200 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9201 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->Stackable )
9203 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
9204 b_found = true;
9205 break;
9208 if (b_found) continue;
9210 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9212 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9213 if( pBag )
9215 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9217 pItem2 = GetItemByPos( t, j );
9218 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->Stackable )
9220 inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
9221 b_found = true;
9222 break;
9227 if (b_found) continue;
9230 // special bag case
9231 if( pProto->BagFamily )
9233 bool b_found = false;
9234 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9236 uint32 keyringSize = GetMaxKeyringSize();
9237 for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
9239 if( inv_keys[t-KEYRING_SLOT_START] == 0 )
9241 inv_keys[t-KEYRING_SLOT_START] = 1;
9242 b_found = true;
9243 break;
9248 if (b_found) continue;
9250 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9252 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9253 if( pBag )
9255 pBagProto = pBag->GetProto();
9257 // not plain container check
9258 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
9259 ItemCanGoIntoBag(pProto,pBagProto) )
9261 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9263 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9265 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9266 b_found = true;
9267 break;
9273 if (b_found) continue;
9276 // search free slot
9277 bool b_found = false;
9278 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9280 if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
9282 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
9283 b_found = true;
9284 break;
9287 if (b_found) continue;
9289 // search free slot in bags
9290 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9292 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9293 if( pBag )
9295 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9297 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9299 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9300 b_found = true;
9301 break;
9307 // no free slot found?
9308 if (!b_found)
9309 return EQUIP_ERR_INVENTORY_FULL;
9312 return EQUIP_ERR_OK;
9315 //////////////////////////////////////////////////////////////////////////
9316 uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const
9318 dest = 0;
9319 Item *pItem = Item::CreateItem( item, 1, this );
9320 if( pItem )
9322 uint8 result = CanEquipItem(slot, dest, pItem, swap );
9323 delete pItem;
9324 return result;
9327 return EQUIP_ERR_ITEM_NOT_FOUND;
9330 uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
9332 dest = 0;
9333 if( pItem )
9335 sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
9336 ItemPrototype const *pProto = pItem->GetProto();
9337 if( pProto )
9339 // May be here should be more stronger checks; STUNNED checked
9340 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9341 if (not_loading && hasUnitState(UNIT_STAT_STUNNED))
9342 return EQUIP_ERR_YOU_ARE_STUNNED;
9344 if(pItem->IsBindedNotWith(GetGUID()))
9345 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9347 // check count of items (skip for auto move for same player from bank)
9348 uint8 res = CanTakeMoreSimilarItems(pItem);
9349 if(res != EQUIP_ERR_OK)
9350 return res;
9352 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9353 // - combat
9354 // - in-progress arenas
9355 if( !pProto->CanChangeEquipStateInCombat() )
9357 if( isInCombat() )
9358 return EQUIP_ERR_NOT_IN_COMBAT;
9360 if(BattleGround* bg = GetBattleGround())
9361 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9362 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9365 if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
9366 return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
9368 if(IsNonMeleeSpellCasted(false))
9369 return EQUIP_ERR_CANT_DO_RIGHT_NOW;
9371 uint8 eslot = FindEquipSlot( pProto, slot, swap );
9372 if( eslot == NULL_SLOT )
9373 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9375 uint8 msg = CanUseItem( pItem , not_loading );
9376 if( msg != EQUIP_ERR_OK )
9377 return msg;
9378 if( !swap && GetItemByPos( INVENTORY_SLOT_BAG_0, eslot ) )
9379 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
9381 // check unique-equipped on item
9382 if (pProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
9384 // there is an equip limit on this item
9385 Item* tItem = GetItemOrItemWithGemEquipped(pProto->ItemId);
9386 if (tItem && (!swap || tItem->GetSlot() != eslot ) )
9387 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
9390 // check unique-equipped on gems
9391 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
9393 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
9394 if(!enchant_id)
9395 continue;
9396 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
9397 if(!enchantEntry)
9398 continue;
9400 ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
9401 if(pGem && (pGem->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED))
9403 Item* tItem = GetItemOrItemWithGemEquipped(enchantEntry->GemID);
9404 if(tItem && (!swap || tItem->GetSlot() != eslot ))
9405 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
9409 // check unique-equipped special item classes
9410 if (pProto->Class == ITEM_CLASS_QUIVER)
9412 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9414 if( Item* pBag = GetItemByPos( INVENTORY_SLOT_BAG_0, i ) )
9416 if( ItemPrototype const* pBagProto = pBag->GetProto() )
9418 if( pBagProto->Class==pProto->Class && pBagProto->SubClass==pProto->SubClass &&
9419 (!swap || pBag->GetSlot() != eslot ) )
9421 if(pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
9422 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH;
9423 else
9424 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
9431 uint32 type = pProto->InventoryType;
9433 if(eslot == EQUIPMENT_SLOT_OFFHAND)
9435 if( type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND )
9437 if(!CanDualWield())
9438 return EQUIP_ERR_CANT_DUAL_WIELD;
9441 Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
9442 if(mainItem)
9444 if(mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON)
9445 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
9449 // equip two-hand weapon case (with possible unequip 2 items)
9450 if( type == INVTYPE_2HWEAPON )
9452 if(eslot != EQUIPMENT_SLOT_MAINHAND)
9453 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9455 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9456 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
9457 ItemPosCountVec off_dest;
9458 if( offItem && (!not_loading ||
9459 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
9460 CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ) )
9461 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
9463 dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
9464 return EQUIP_ERR_OK;
9467 if( !swap )
9468 return EQUIP_ERR_ITEM_NOT_FOUND;
9469 else
9470 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
9473 uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
9475 // Applied only to equipped items and bank bags
9476 if(!IsEquipmentPos(pos) && !IsBagPos(pos))
9477 return EQUIP_ERR_OK;
9479 Item* pItem = GetItemByPos(pos);
9481 // Applied only to existed equipped item
9482 if( !pItem )
9483 return EQUIP_ERR_OK;
9485 sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
9487 ItemPrototype const *pProto = pItem->GetProto();
9488 if( !pProto )
9489 return EQUIP_ERR_ITEM_NOT_FOUND;
9491 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9492 // - combat
9493 // - in-progress arenas
9494 if( !pProto->CanChangeEquipStateInCombat() )
9496 if( isInCombat() )
9497 return EQUIP_ERR_NOT_IN_COMBAT;
9499 if(BattleGround* bg = GetBattleGround())
9500 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9501 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9504 if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
9505 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
9507 return EQUIP_ERR_OK;
9510 uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
9512 if( !pItem )
9513 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9515 uint32 count = pItem->GetCount();
9517 sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
9518 ItemPrototype const *pProto = pItem->GetProto();
9519 if( !pProto )
9520 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9522 if( pItem->IsBindedNotWith(GetGUID()) )
9523 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9525 // check count of items (skip for auto move for same player from bank)
9526 uint8 res = CanTakeMoreSimilarItems(pItem);
9527 if(res != EQUIP_ERR_OK)
9528 return res;
9530 // in specific slot
9531 if( bag != NULL_BAG && slot != NULL_SLOT )
9533 if( pProto->InventoryType == INVTYPE_BAG )
9535 Bag *pBag = (Bag*)pItem;
9536 if( pBag )
9538 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
9540 if( !HasBankBagSlot( slot ) )
9541 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
9542 if( uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK )
9543 return cantuse;
9545 else
9547 if( !pBag->IsEmpty() )
9548 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
9552 else
9554 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
9555 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
9558 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
9559 if(res!=EQUIP_ERR_OK)
9560 return res;
9562 if(count==0)
9563 return EQUIP_ERR_OK;
9566 // not specific slot or have space for partly store only in specific slot
9568 // in specific bag
9569 if( bag != NULL_BAG )
9571 if( pProto->InventoryType == INVTYPE_BAG )
9573 Bag *pBag = (Bag*)pItem;
9574 if( pBag && !pBag->IsEmpty() )
9575 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
9578 // search stack in bag for merge to
9579 if( pProto->Stackable > 1 )
9581 if( bag == INVENTORY_SLOT_BAG_0 )
9583 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9584 if(res!=EQUIP_ERR_OK)
9585 return res;
9587 if(count==0)
9588 return EQUIP_ERR_OK;
9590 else
9592 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
9593 if(res!=EQUIP_ERR_OK)
9594 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
9596 if(res!=EQUIP_ERR_OK)
9597 return res;
9599 if(count==0)
9600 return EQUIP_ERR_OK;
9604 // search free slot in bag
9605 if( bag == INVENTORY_SLOT_BAG_0 )
9607 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9608 if(res!=EQUIP_ERR_OK)
9609 return res;
9611 if(count==0)
9612 return EQUIP_ERR_OK;
9614 else
9616 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9617 if(res!=EQUIP_ERR_OK)
9618 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9620 if(res!=EQUIP_ERR_OK)
9621 return res;
9623 if(count==0)
9624 return EQUIP_ERR_OK;
9628 // not specific bag or have space for partly store only in specific bag
9630 // search stack for merge to
9631 if( pProto->Stackable > 1 )
9633 // in slots
9634 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9635 if(res!=EQUIP_ERR_OK)
9636 return res;
9638 if(count==0)
9639 return EQUIP_ERR_OK;
9641 // in special bags
9642 if( pProto->BagFamily )
9644 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9646 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9647 if(res!=EQUIP_ERR_OK)
9648 continue;
9650 if(count==0)
9651 return EQUIP_ERR_OK;
9655 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9657 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9658 if(res!=EQUIP_ERR_OK)
9659 continue;
9661 if(count==0)
9662 return EQUIP_ERR_OK;
9666 // search free place in special bag
9667 if( pProto->BagFamily )
9669 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9671 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9672 if(res!=EQUIP_ERR_OK)
9673 continue;
9675 if(count==0)
9676 return EQUIP_ERR_OK;
9680 // search free space
9681 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9682 if(res!=EQUIP_ERR_OK)
9683 return res;
9685 if(count==0)
9686 return EQUIP_ERR_OK;
9688 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9690 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9691 if(res!=EQUIP_ERR_OK)
9692 continue;
9694 if(count==0)
9695 return EQUIP_ERR_OK;
9697 return EQUIP_ERR_BANK_FULL;
9700 uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
9702 if( pItem )
9704 sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
9705 if( !isAlive() && not_loading )
9706 return EQUIP_ERR_YOU_ARE_DEAD;
9707 //if( isStunned() )
9708 // return EQUIP_ERR_YOU_ARE_STUNNED;
9709 ItemPrototype const *pProto = pItem->GetProto();
9710 if( pProto )
9712 if( pItem->IsBindedNotWith(GetGUID()) )
9713 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9714 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9715 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
9716 if( pItem->GetSkill() != 0 )
9718 if( GetSkillValue( pItem->GetSkill() ) == 0 )
9719 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9721 if( pProto->RequiredSkill != 0 )
9723 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9724 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9725 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9726 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
9728 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9729 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9730 if( pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank )
9731 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9732 if( getLevel() < pProto->RequiredLevel )
9733 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
9734 return EQUIP_ERR_OK;
9737 return EQUIP_ERR_ITEM_NOT_FOUND;
9740 bool Player::CanUseItem( ItemPrototype const *pProto )
9742 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9744 if( pProto )
9746 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9747 return false;
9748 if( pProto->RequiredSkill != 0 )
9750 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9751 return false;
9752 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9753 return false;
9755 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9756 return false;
9757 if( getLevel() < pProto->RequiredLevel )
9758 return false;
9759 return true;
9761 return false;
9764 uint8 Player::CanUseAmmo( uint32 item ) const
9766 sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
9767 if( !isAlive() )
9768 return EQUIP_ERR_YOU_ARE_DEAD;
9769 //if( isStunned() )
9770 // return EQUIP_ERR_YOU_ARE_STUNNED;
9771 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
9772 if( pProto )
9774 if( pProto->InventoryType!= INVTYPE_AMMO )
9775 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
9776 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9777 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
9778 if( pProto->RequiredSkill != 0 )
9780 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9781 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9782 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9783 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
9785 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9786 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9787 /*if( GetReputation() < pProto->RequiredReputation )
9788 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9790 if( getLevel() < pProto->RequiredLevel )
9791 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
9793 // Requires No Ammo
9794 if(GetDummyAura(46699))
9795 return EQUIP_ERR_BAG_FULL6;
9797 return EQUIP_ERR_OK;
9799 return EQUIP_ERR_ITEM_NOT_FOUND;
9802 void Player::SetAmmo( uint32 item )
9804 if(!item)
9805 return;
9807 // already set
9808 if( GetUInt32Value(PLAYER_AMMO_ID) == item )
9809 return;
9811 // check ammo
9812 if(item)
9814 uint8 msg = CanUseAmmo( item );
9815 if( msg != EQUIP_ERR_OK )
9817 SendEquipError( msg, NULL, NULL );
9818 return;
9822 SetUInt32Value(PLAYER_AMMO_ID, item);
9824 _ApplyAmmoBonuses();
9827 void Player::RemoveAmmo()
9829 SetUInt32Value(PLAYER_AMMO_ID, 0);
9831 m_ammoDPS = 0.0f;
9833 if(CanModifyStats())
9834 UpdateDamagePhysical(RANGED_ATTACK);
9837 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9838 Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
9840 uint32 count = 0;
9841 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
9842 count += itr->count;
9844 Item *pItem = Item::CreateItem( item, count, this );
9845 if( pItem )
9847 ItemAddedQuestCheck( item, count );
9848 if(randomPropertyId)
9849 pItem->SetItemRandomProperties(randomPropertyId);
9850 pItem = StoreItem( dest, pItem, update );
9852 return pItem;
9855 Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
9857 if( !pItem )
9858 return NULL;
9860 Item* lastItem = pItem;
9862 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); )
9864 uint16 pos = itr->pos;
9865 uint32 count = itr->count;
9867 ++itr;
9869 if(itr == dest.end())
9871 lastItem = _StoreItem(pos,pItem,count,false,update);
9872 break;
9875 lastItem = _StoreItem(pos,pItem,count,true,update);
9878 return lastItem;
9881 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9882 Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
9884 if( !pItem )
9885 return NULL;
9887 uint8 bag = pos >> 8;
9888 uint8 slot = pos & 255;
9890 sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count);
9892 Item *pItem2 = GetItemByPos( bag, slot );
9894 if( !pItem2 )
9896 if(clone)
9897 pItem = pItem->CloneItem(count,this);
9898 else
9899 pItem->SetCount(count);
9901 if(!pItem)
9902 return NULL;
9904 if( pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
9905 pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
9906 pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
9907 pItem->SetBinding( true );
9909 if( bag == INVENTORY_SLOT_BAG_0 )
9911 m_items[slot] = pItem;
9912 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
9913 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
9914 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
9916 pItem->SetSlot( slot );
9917 pItem->SetContainer( NULL );
9919 if( IsInWorld() && update )
9921 pItem->AddToWorld();
9922 pItem->SendUpdateToPlayer( this );
9925 pItem->SetState(ITEM_CHANGED, this);
9927 else
9929 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
9930 if( pBag )
9932 pBag->StoreItem( slot, pItem, update );
9933 if( IsInWorld() && update )
9935 pItem->AddToWorld();
9936 pItem->SendUpdateToPlayer( this );
9938 pItem->SetState(ITEM_CHANGED, this);
9939 pBag->SetState(ITEM_CHANGED, this);
9943 AddEnchantmentDurations(pItem);
9944 AddItemDurations(pItem);
9946 return pItem;
9948 else
9950 if( pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
9951 pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
9952 pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
9953 pItem2->SetBinding( true );
9955 pItem2->SetCount( pItem2->GetCount() + count );
9956 if( IsInWorld() && update )
9957 pItem2->SendUpdateToPlayer( this );
9959 if(!clone)
9961 // delete item (it not in any slot currently)
9962 if( IsInWorld() && update )
9964 pItem->RemoveFromWorld();
9965 pItem->DestroyForPlayer( this );
9968 RemoveEnchantmentDurations(pItem);
9969 RemoveItemDurations(pItem);
9971 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
9972 pItem->SetState(ITEM_REMOVED, this);
9974 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
9975 AddEnchantmentDurations(pItem2);
9977 pItem2->SetState(ITEM_CHANGED, this);
9979 return pItem2;
9983 Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
9985 Item *pItem = Item::CreateItem( item, 1, this );
9986 if( pItem )
9988 ItemAddedQuestCheck( item, 1 );
9989 Item * retItem = EquipItem( pos, pItem, update );
9991 return retItem;
9993 return NULL;
9996 Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
9998 if( pItem )
10000 AddEnchantmentDurations(pItem);
10001 AddItemDurations(pItem);
10003 uint8 bag = pos >> 8;
10004 uint8 slot = pos & 255;
10006 Item *pItem2 = GetItemByPos( bag, slot );
10008 if( !pItem2 )
10010 VisualizeItem( slot, pItem);
10012 if(isAlive())
10014 ItemPrototype const *pProto = pItem->GetProto();
10016 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10017 if(pProto && pProto->ItemSet)
10018 AddItemsSetItem(this,pItem);
10020 _ApplyItemMods(pItem, slot, true);
10022 if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
10024 uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
10026 if (getClass() == CLASS_ROGUE)
10027 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
10029 SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
10031 if (!spellProto)
10032 sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
10033 else
10035 m_weaponChangeTimer = spellProto->StartRecoveryTime;
10037 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
10038 data << uint64(GetGUID());
10039 data << uint8(1);
10040 data << uint32(cooldownSpell);
10041 data << uint32(0);
10042 GetSession()->SendPacket(&data);
10047 if( IsInWorld() && update )
10049 pItem->AddToWorld();
10050 pItem->SendUpdateToPlayer( this );
10053 ApplyEquipCooldown(pItem);
10055 if( slot == EQUIPMENT_SLOT_MAINHAND )
10056 UpdateExpertise(BASE_ATTACK);
10057 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10058 UpdateExpertise(OFF_ATTACK);
10060 else
10062 pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
10063 if( IsInWorld() && update )
10064 pItem2->SendUpdateToPlayer( this );
10066 // delete item (it not in any slot currently)
10067 //pItem->DeleteFromDB();
10068 if( IsInWorld() && update )
10070 pItem->RemoveFromWorld();
10071 pItem->DestroyForPlayer( this );
10074 RemoveEnchantmentDurations(pItem);
10075 RemoveItemDurations(pItem);
10077 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10078 pItem->SetState(ITEM_REMOVED, this);
10079 pItem2->SetState(ITEM_CHANGED, this);
10081 ApplyEquipCooldown(pItem2);
10083 return pItem2;
10087 return pItem;
10090 void Player::QuickEquipItem( uint16 pos, Item *pItem)
10092 if( pItem )
10094 AddEnchantmentDurations(pItem);
10095 AddItemDurations(pItem);
10097 uint8 slot = pos & 255;
10098 VisualizeItem( slot, pItem);
10100 if( IsInWorld() )
10102 pItem->AddToWorld();
10103 pItem->SendUpdateToPlayer( this );
10108 void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
10110 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10111 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10112 // entry // Size: 1
10113 // inspected enchantments // Size: 6
10114 // ? // Size: 5
10115 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10116 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10117 // // = 16
10119 if(pItem)
10121 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetUInt64Value(ITEM_FIELD_CREATOR));
10123 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10124 SetUInt32Value(VisibleBase + 0, pItem->GetEntry());
10126 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10127 SetUInt32Value(VisibleBase + 1 + i, pItem->GetEnchantmentId(EnchantmentSlot(i)));
10129 // Use SetInt16Value to prevent set high part to FFFF for negative value
10130 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES + (slot * MAX_VISIBLE_ITEM_OFFSET), 0, pItem->GetItemRandomPropertyId());
10131 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetItemSuffixFactor());
10133 else
10135 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10137 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10138 SetUInt32Value(VisibleBase + 0, 0);
10140 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10141 SetUInt32Value(VisibleBase + 1 + i, 0);
10143 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10144 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10148 void Player::VisualizeItem( uint8 slot, Item *pItem)
10150 if(!pItem)
10151 return;
10153 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10154 if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
10155 pItem->SetBinding( true );
10157 sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
10159 m_items[slot] = pItem;
10160 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10161 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10162 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10163 pItem->SetSlot( slot );
10164 pItem->SetContainer( NULL );
10166 if( slot < EQUIPMENT_SLOT_END )
10167 SetVisibleItemSlot(slot,pItem);
10169 pItem->SetState(ITEM_CHANGED, this);
10172 void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
10174 // note: removeitem does not actually change the item
10175 // it only takes the item out of storage temporarily
10176 // note2: if removeitem is to be used for delinking
10177 // the item must be removed from the player's updatequeue
10179 Item *pItem = GetItemByPos( bag, slot );
10180 if( pItem )
10182 sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10184 RemoveEnchantmentDurations(pItem);
10185 RemoveItemDurations(pItem);
10187 if( bag == INVENTORY_SLOT_BAG_0 )
10189 if ( slot < INVENTORY_SLOT_BAG_END )
10191 ItemPrototype const *pProto = pItem->GetProto();
10192 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10194 if(pProto && pProto->ItemSet)
10195 RemoveItemsSetItem(this,pProto);
10197 _ApplyItemMods(pItem, slot, false);
10199 // remove item dependent auras and casts (only weapon and armor slots)
10200 if(slot < EQUIPMENT_SLOT_END)
10201 RemoveItemDependentAurasAndCasts(pItem);
10203 // remove held enchantments
10204 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10206 if (pItem->GetItemSuffixFactor())
10208 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
10209 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
10211 else
10213 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
10214 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
10219 m_items[slot] = NULL;
10220 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10222 if ( slot < EQUIPMENT_SLOT_END )
10223 SetVisibleItemSlot(slot,NULL);
10225 else
10227 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10228 if( pBag )
10229 pBag->RemoveItem(slot, update);
10231 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10232 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10233 pItem->SetSlot( NULL_SLOT );
10234 if( IsInWorld() && update )
10235 pItem->SendUpdateToPlayer( this );
10237 if( slot == EQUIPMENT_SLOT_MAINHAND )
10238 UpdateExpertise(BASE_ATTACK);
10239 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10240 UpdateExpertise(OFF_ATTACK);
10244 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10245 void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
10247 if(Item* it = GetItemByPos(bag,slot))
10249 ItemRemovedQuestCheck(it->GetEntry(),it->GetCount());
10250 RemoveItem( bag,slot,update);
10251 it->RemoveFromUpdateQueueOf(this);
10252 if(it->IsInWorld())
10254 it->RemoveFromWorld();
10255 it->DestroyForPlayer( this );
10260 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10261 void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
10263 // update quest counters
10264 ItemAddedQuestCheck(pItem->GetEntry(),pItem->GetCount());
10266 // store item
10267 Item* pLastItem = StoreItem( dest, pItem, update);
10269 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10270 if(pLastItem==pItem)
10272 // update owner for last item (this can be original item with wrong owner
10273 if(pLastItem->GetOwnerGUID() != GetGUID())
10274 pLastItem->SetOwnerGUID(GetGUID());
10276 // if this original item then it need create record in inventory
10277 // in case trade we already have item in other player inventory
10278 pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
10282 void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
10284 Item *pItem = GetItemByPos( bag, slot );
10285 if( pItem )
10287 sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10289 // start from destroy contained items (only equipped bag can have its)
10290 if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10292 for (int i = 0; i < MAX_BAG_SIZE; i++)
10293 DestroyItem(slot,i,update);
10296 if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
10297 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
10299 RemoveEnchantmentDurations(pItem);
10300 RemoveItemDurations(pItem);
10302 ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
10304 if( bag == INVENTORY_SLOT_BAG_0 )
10306 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10308 // equipment and equipped bags can have applied bonuses
10309 if ( slot < INVENTORY_SLOT_BAG_END )
10311 ItemPrototype const *pProto = pItem->GetProto();
10313 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10314 if(pProto && pProto->ItemSet)
10315 RemoveItemsSetItem(this,pProto);
10317 _ApplyItemMods(pItem, slot, false);
10320 if ( slot < EQUIPMENT_SLOT_END )
10322 // remove item dependent auras and casts (only weapon and armor slots)
10323 RemoveItemDependentAurasAndCasts(pItem);
10325 // equipment visual show
10326 SetVisibleItemSlot(slot,NULL);
10329 m_items[slot] = NULL;
10331 else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
10332 pBag->RemoveItem(slot, update);
10334 if( IsInWorld() && update )
10336 pItem->RemoveFromWorld();
10337 pItem->DestroyForPlayer(this);
10340 //pItem->SetOwnerGUID(0);
10341 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10342 pItem->SetSlot( NULL_SLOT );
10343 pItem->SetState(ITEM_REMOVED, this);
10347 void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
10349 sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
10350 Item *pItem;
10351 ItemPrototype const *pProto;
10352 uint32 remcount = 0;
10354 // in inventory
10355 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10357 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10358 if( pItem && pItem->GetEntry() == item )
10360 if( pItem->GetCount() + remcount <= count )
10362 // all items in inventory can unequipped
10363 remcount += pItem->GetCount();
10364 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10366 if(remcount >=count)
10367 return;
10369 else
10371 pProto = pItem->GetProto();
10372 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10373 pItem->SetCount( pItem->GetCount() - count + remcount );
10374 if( IsInWorld() & update )
10375 pItem->SendUpdateToPlayer( this );
10376 pItem->SetState(ITEM_CHANGED, this);
10377 return;
10381 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
10383 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10384 if( pItem && pItem->GetEntry() == item )
10386 if( pItem->GetCount() + remcount <= count )
10388 // all keys can be unequipped
10389 remcount += pItem->GetCount();
10390 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10392 if(remcount >=count)
10393 return;
10395 else
10397 pProto = pItem->GetProto();
10398 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10399 pItem->SetCount( pItem->GetCount() - count + remcount );
10400 if( IsInWorld() & update )
10401 pItem->SendUpdateToPlayer( this );
10402 pItem->SetState(ITEM_CHANGED, this);
10403 return;
10408 // in inventory bags
10409 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10411 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10413 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10415 pItem = pBag->GetItemByPos(j);
10416 if( pItem && pItem->GetEntry() == item )
10418 // all items in bags can be unequipped
10419 if( pItem->GetCount() + remcount <= count )
10421 remcount += pItem->GetCount();
10422 DestroyItem( i, j, update );
10424 if(remcount >=count)
10425 return;
10427 else
10429 pProto = pItem->GetProto();
10430 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10431 pItem->SetCount( pItem->GetCount() - count + remcount );
10432 if( IsInWorld() && update )
10433 pItem->SendUpdateToPlayer( this );
10434 pItem->SetState(ITEM_CHANGED, this);
10435 return;
10442 // in equipment and bag list
10443 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10445 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10446 if( pItem && pItem->GetEntry() == item )
10448 if( pItem->GetCount() + remcount <= count )
10450 if(!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i,false) == EQUIP_ERR_OK )
10452 remcount += pItem->GetCount();
10453 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10455 if(remcount >=count)
10456 return;
10459 else
10461 pProto = pItem->GetProto();
10462 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10463 pItem->SetCount( pItem->GetCount() - count + remcount );
10464 if( IsInWorld() & update )
10465 pItem->SendUpdateToPlayer( this );
10466 pItem->SetState(ITEM_CHANGED, this);
10467 return;
10473 void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
10475 sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
10477 // in inventory
10478 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10480 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10481 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10482 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10484 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
10486 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10487 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10488 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10491 // in inventory bags
10492 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10494 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10495 if( pBag )
10497 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10499 Item* pItem = pBag->GetItemByPos(j);
10500 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10501 DestroyItem( i, j, update);
10506 // in equipment and bag list
10507 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10509 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10510 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10511 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10515 void Player::DestroyConjuredItems( bool update )
10517 // used when entering arena
10518 // destroys all conjured items
10519 sLog.outDebug( "STORAGE: DestroyConjuredItems" );
10521 // in inventory
10522 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10524 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10525 if( pItem && pItem->GetProto() &&
10526 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10527 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
10528 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10531 // in inventory bags
10532 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10534 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10535 if( pBag )
10537 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10539 Item* pItem = pBag->GetItemByPos(j);
10540 if( pItem && pItem->GetProto() &&
10541 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10542 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
10543 DestroyItem( i, j, update);
10548 // in equipment and bag list
10549 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10551 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10552 if( pItem && pItem->GetProto() &&
10553 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10554 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
10555 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10559 void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
10561 if(!pItem)
10562 return;
10564 sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
10566 if( pItem->GetCount() <= count )
10568 count-= pItem->GetCount();
10570 DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
10572 else
10574 ItemRemovedQuestCheck( pItem->GetEntry(), count);
10575 pItem->SetCount( pItem->GetCount() - count );
10576 count = 0;
10577 if( IsInWorld() & update )
10578 pItem->SendUpdateToPlayer( this );
10579 pItem->SetState(ITEM_CHANGED, this);
10583 void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
10585 uint8 srcbag = src >> 8;
10586 uint8 srcslot = src & 255;
10588 uint8 dstbag = dst >> 8;
10589 uint8 dstslot = dst & 255;
10591 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
10592 if( !pSrcItem )
10594 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
10595 return;
10598 // not let split all items (can be only at cheating)
10599 if(pSrcItem->GetCount() == count)
10601 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
10602 return;
10605 // not let split more existed items (can be only at cheating)
10606 if(pSrcItem->GetCount() < count)
10608 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
10609 return;
10612 if(pSrcItem->m_lootGenerated) // prevent split looting item (item
10614 //best error message found for attempting to split while looting
10615 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
10616 return;
10619 sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
10620 Item *pNewItem = pSrcItem->CloneItem( count, this );
10621 if( !pNewItem )
10623 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
10624 return;
10627 if( IsInventoryPos( dst ) )
10629 // change item amount before check (for unique max count check)
10630 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10632 ItemPosCountVec dest;
10633 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
10634 if( msg != EQUIP_ERR_OK )
10636 delete pNewItem;
10637 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10638 SendEquipError( msg, pSrcItem, NULL );
10639 return;
10642 if( IsInWorld() )
10643 pSrcItem->SendUpdateToPlayer( this );
10644 pSrcItem->SetState(ITEM_CHANGED, this);
10645 StoreItem( dest, pNewItem, true);
10647 else if( IsBankPos ( dst ) )
10649 // change item amount before check (for unique max count check)
10650 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10652 ItemPosCountVec dest;
10653 uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
10654 if( msg != EQUIP_ERR_OK )
10656 delete pNewItem;
10657 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10658 SendEquipError( msg, pSrcItem, NULL );
10659 return;
10662 if( IsInWorld() )
10663 pSrcItem->SendUpdateToPlayer( this );
10664 pSrcItem->SetState(ITEM_CHANGED, this);
10665 BankItem( dest, pNewItem, true);
10667 else if( IsEquipmentPos ( dst ) )
10669 // change item amount before check (for unique max count check), provide space for splitted items
10670 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10672 uint16 dest;
10673 uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
10674 if( msg != EQUIP_ERR_OK )
10676 delete pNewItem;
10677 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10678 SendEquipError( msg, pSrcItem, NULL );
10679 return;
10682 if( IsInWorld() )
10683 pSrcItem->SendUpdateToPlayer( this );
10684 pSrcItem->SetState(ITEM_CHANGED, this);
10685 EquipItem( dest, pNewItem, true);
10686 AutoUnequipOffhandIfNeed();
10690 void Player::SwapItem( uint16 src, uint16 dst )
10692 uint8 srcbag = src >> 8;
10693 uint8 srcslot = src & 255;
10695 uint8 dstbag = dst >> 8;
10696 uint8 dstslot = dst & 255;
10698 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
10699 Item *pDstItem = GetItemByPos( dstbag, dstslot );
10701 if( !pSrcItem )
10702 return;
10704 sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
10706 if(!isAlive() )
10708 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
10709 return;
10712 if(pSrcItem->m_lootGenerated) // prevent swap looting item
10714 //best error message found for attempting to swap while looting
10715 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
10716 return;
10719 // check unequip potability for equipped items and bank bags
10720 if(IsEquipmentPos ( src ) || IsBagPos ( src ))
10722 // bags can be swapped with empty bag slots
10723 uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ));
10724 if(msg != EQUIP_ERR_OK)
10726 SendEquipError( msg, pSrcItem, pDstItem );
10727 return;
10731 // prevent put equipped/bank bag in self
10732 if( IsBagPos ( src ) && srcslot == dstbag)
10734 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
10735 return;
10738 if( !pDstItem )
10740 if( IsInventoryPos( dst ) )
10742 ItemPosCountVec dest;
10743 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
10744 if( msg != EQUIP_ERR_OK )
10746 SendEquipError( msg, pSrcItem, NULL );
10747 return;
10750 RemoveItem(srcbag, srcslot, true);
10751 StoreItem( dest, pSrcItem, true);
10753 else if( IsBankPos ( dst ) )
10755 ItemPosCountVec dest;
10756 uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
10757 if( msg != EQUIP_ERR_OK )
10759 SendEquipError( msg, pSrcItem, NULL );
10760 return;
10763 RemoveItem(srcbag, srcslot, true);
10764 BankItem( dest, pSrcItem, true);
10766 else if( IsEquipmentPos ( dst ) )
10768 uint16 dest;
10769 uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
10770 if( msg != EQUIP_ERR_OK )
10772 SendEquipError( msg, pSrcItem, NULL );
10773 return;
10776 RemoveItem(srcbag, srcslot, true);
10777 EquipItem( dest, pSrcItem, true);
10778 AutoUnequipOffhandIfNeed();
10781 else // if (!pDstItem)
10783 if(pDstItem->m_lootGenerated) // prevent swap looting item
10785 //best error message found for attempting to swap while looting
10786 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
10787 return;
10790 // check unequip potability for equipped items and bank bags
10791 if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
10793 // bags can be swapped with empty bag slots
10794 uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) );
10795 if(msg != EQUIP_ERR_OK)
10797 SendEquipError( msg, pSrcItem, pDstItem );
10798 return;
10802 // attempt merge to / fill target item
10804 uint8 msg;
10805 ItemPosCountVec sDest;
10806 uint16 eDest;
10807 if( IsInventoryPos( dst ) )
10808 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
10809 else if( IsBankPos ( dst ) )
10810 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
10811 else if( IsEquipmentPos ( dst ) )
10812 msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
10813 else
10814 return;
10816 // can be merge/fill
10817 if(msg == EQUIP_ERR_OK)
10819 if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->Stackable )
10821 RemoveItem(srcbag, srcslot, true);
10823 if( IsInventoryPos( dst ) )
10824 StoreItem( sDest, pSrcItem, true);
10825 else if( IsBankPos ( dst ) )
10826 BankItem( sDest, pSrcItem, true);
10827 else if( IsEquipmentPos ( dst ) )
10829 EquipItem( eDest, pSrcItem, true);
10830 AutoUnequipOffhandIfNeed();
10833 else
10835 pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->Stackable );
10836 pDstItem->SetCount( pSrcItem->GetProto()->Stackable );
10837 pSrcItem->SetState(ITEM_CHANGED, this);
10838 pDstItem->SetState(ITEM_CHANGED, this);
10839 if( IsInWorld() )
10841 pSrcItem->SendUpdateToPlayer( this );
10842 pDstItem->SendUpdateToPlayer( this );
10845 return;
10849 // impossible merge/fill, do real swap
10850 uint8 msg;
10852 // check src->dest move possibility
10853 ItemPosCountVec sDest;
10854 uint16 eDest;
10855 if( IsInventoryPos( dst ) )
10856 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
10857 else if( IsBankPos( dst ) )
10858 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
10859 else if( IsEquipmentPos( dst ) )
10861 msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
10862 if( msg == EQUIP_ERR_OK )
10863 msg = CanUnequipItem( eDest, true );
10866 if( msg != EQUIP_ERR_OK )
10868 SendEquipError( msg, pSrcItem, pDstItem );
10869 return;
10872 // check dest->src move possibility
10873 ItemPosCountVec sDest2;
10874 uint16 eDest2;
10875 if( IsInventoryPos( src ) )
10876 msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
10877 else if( IsBankPos( src ) )
10878 msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
10879 else if( IsEquipmentPos( src ) )
10881 msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
10882 if( msg == EQUIP_ERR_OK )
10883 msg = CanUnequipItem( eDest2, true);
10886 if( msg != EQUIP_ERR_OK )
10888 SendEquipError( msg, pDstItem, pSrcItem );
10889 return;
10892 // now do moves, remove...
10893 RemoveItem(dstbag, dstslot, false);
10894 RemoveItem(srcbag, srcslot, false);
10896 // add to dest
10897 if( IsInventoryPos( dst ) )
10898 StoreItem(sDest, pSrcItem, true);
10899 else if( IsBankPos( dst ) )
10900 BankItem(sDest, pSrcItem, true);
10901 else if( IsEquipmentPos( dst ) )
10902 EquipItem(eDest, pSrcItem, true);
10904 // add to src
10905 if( IsInventoryPos( src ) )
10906 StoreItem(sDest2, pDstItem, true);
10907 else if( IsBankPos( src ) )
10908 BankItem(sDest2, pDstItem, true);
10909 else if( IsEquipmentPos( src ) )
10910 EquipItem(eDest2, pDstItem, true);
10912 AutoUnequipOffhandIfNeed();
10916 void Player::AddItemToBuyBackSlot( Item *pItem )
10918 if( pItem )
10920 uint32 slot = m_currentBuybackSlot;
10921 // if current back slot non-empty search oldest or free
10922 if(m_items[slot])
10924 uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
10925 uint32 oldest_slot = BUYBACK_SLOT_START;
10927 for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
10929 // found empty
10930 if(!m_items[i])
10932 slot = i;
10933 break;
10936 uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
10938 if(oldest_time > i_time)
10940 oldest_time = i_time;
10941 oldest_slot = i;
10945 // find oldest
10946 slot = oldest_slot;
10949 RemoveItemFromBuyBackSlot( slot, true );
10950 sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
10952 m_items[slot] = pItem;
10953 time_t base = time(NULL);
10954 uint32 etime = uint32(base - m_logintime + (30 * 3600));
10955 uint32 eslot = slot - BUYBACK_SLOT_START;
10957 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, pItem->GetGUID() );
10958 ItemPrototype const *pProto = pItem->GetProto();
10959 if( pProto )
10960 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
10961 else
10962 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
10963 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
10965 // move to next (for non filled list is move most optimized choice)
10966 if(m_currentBuybackSlot < BUYBACK_SLOT_END-1)
10967 ++m_currentBuybackSlot;
10971 Item* Player::GetItemFromBuyBackSlot( uint32 slot )
10973 sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
10974 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
10975 return m_items[slot];
10976 return NULL;
10979 void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
10981 sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
10982 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
10984 Item *pItem = m_items[slot];
10985 if( pItem )
10987 pItem->RemoveFromWorld();
10988 if(del) pItem->SetState(ITEM_REMOVED, this);
10991 m_items[slot] = NULL;
10993 uint32 eslot = slot - BUYBACK_SLOT_START;
10994 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, 0 );
10995 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
10996 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
10998 // if current backslot is filled set to now free slot
10999 if(m_items[m_currentBuybackSlot])
11000 m_currentBuybackSlot = slot;
11004 void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
11006 sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg);
11007 WorldPacket data( SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18) );
11008 data << uint8(msg);
11010 if(msg)
11012 data << uint64(pItem ? pItem->GetGUID() : 0);
11013 data << uint64(pItem2 ? pItem2->GetGUID() : 0);
11014 data << uint8(0); // not 0 there...
11016 if(msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
11018 uint32 level = 0;
11020 if(pItem)
11021 if(ItemPrototype const* proto = pItem->GetProto())
11022 level = proto->RequiredLevel;
11024 data << uint32(level); // new 2.4.0
11027 GetSession()->SendPacket(&data);
11030 void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
11032 sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11033 WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
11034 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11035 data << uint32(item);
11036 if( param > 0 )
11037 data << uint32(param);
11038 data << uint8(msg);
11039 GetSession()->SendPacket(&data);
11042 void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
11044 sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11045 WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
11046 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11047 data << uint64(guid);
11048 if( param > 0 )
11049 data << uint32(param);
11050 data << uint8(msg);
11051 GetSession()->SendPacket(&data);
11054 void Player::ClearTrade()
11056 tradeGold = 0;
11057 acceptTrade = false;
11058 for(int i = 0; i < TRADE_SLOT_COUNT; i++)
11059 tradeItems[i] = NULL_SLOT;
11062 void Player::TradeCancel(bool sendback)
11064 if(pTrader)
11066 // send yellow "Trade canceled" message to both traders
11067 WorldSession* ws;
11068 ws = GetSession();
11069 if(sendback)
11070 ws->SendCancelTrade();
11071 ws = pTrader->GetSession();
11072 if(!ws->PlayerLogout())
11073 ws->SendCancelTrade();
11075 // cleanup
11076 ClearTrade();
11077 pTrader->ClearTrade();
11078 // prevent loss of reference
11079 pTrader->pTrader = NULL;
11080 pTrader = NULL;
11084 void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
11086 if(m_itemDuration.empty())
11087 return;
11089 sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time,realtimeonly);
11091 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); )
11093 Item* item = *itr;
11094 ++itr; // current element can be erased in UpdateDuration
11096 if (realtimeonly && item->GetProto()->Duration < 0 || !realtimeonly)
11097 item->UpdateDuration(this,time);
11101 void Player::UpdateEnchantTime(uint32 time)
11103 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11105 assert(itr->item);
11106 next=itr;
11107 if(!itr->item->GetEnchantmentId(itr->slot))
11109 next = m_enchantDuration.erase(itr);
11111 else if(itr->leftduration <= time)
11113 ApplyEnchantment(itr->item,itr->slot,false,false);
11114 itr->item->ClearEnchantment(itr->slot);
11115 next = m_enchantDuration.erase(itr);
11117 else if(itr->leftduration > time)
11119 itr->leftduration -= time;
11120 ++next;
11125 void Player::AddEnchantmentDurations(Item *item)
11127 for(int x=0;x<MAX_ENCHANTMENT_SLOT;++x)
11129 if(!item->GetEnchantmentId(EnchantmentSlot(x)))
11130 continue;
11132 uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
11133 if( duration > 0 )
11134 AddEnchantmentDuration(item,EnchantmentSlot(x),duration);
11138 void Player::RemoveEnchantmentDurations(Item *item)
11140 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();)
11142 if(itr->item == item)
11144 // save duration in item
11145 item->SetEnchantmentDuration(EnchantmentSlot(itr->slot),itr->leftduration);
11146 itr = m_enchantDuration.erase(itr);
11148 else
11149 ++itr;
11153 void Player::RemoveAllEnchantments(EnchantmentSlot slot)
11155 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11156 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11158 next = itr;
11159 if(itr->slot==slot)
11161 if(itr->item && itr->item->GetEnchantmentId(slot))
11163 // remove from stats
11164 ApplyEnchantment(itr->item,slot,false,false);
11165 // remove visual
11166 itr->item->ClearEnchantment(slot);
11168 // remove from update list
11169 next = m_enchantDuration.erase(itr);
11171 else
11172 ++next;
11175 // remove enchants from inventory items
11176 // NOTE: no need to remove these from stats, since these aren't equipped
11177 // in inventory
11178 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
11180 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11181 if( pItem && pItem->GetEnchantmentId(slot) )
11182 pItem->ClearEnchantment(slot);
11185 // in inventory bags
11186 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11188 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11189 if( pBag )
11191 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11193 Item* pItem = pBag->GetItemByPos(j);
11194 if( pItem && pItem->GetEnchantmentId(slot) )
11195 pItem->ClearEnchantment(slot);
11201 // duration == 0 will remove item enchant
11202 void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
11204 if(!item)
11205 return;
11207 if(slot >= MAX_ENCHANTMENT_SLOT)
11208 return;
11210 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11212 if(itr->item == item && itr->slot == slot)
11214 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
11215 m_enchantDuration.erase(itr);
11216 break;
11219 if(item && duration > 0 )
11221 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(),slot,uint32(duration/1000));
11222 m_enchantDuration.push_back(EnchantDuration(item,slot,duration));
11226 void Player::ApplyEnchantment(Item *item,bool apply)
11228 for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
11229 ApplyEnchantment(item, EnchantmentSlot(slot), apply);
11232 void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur, bool ignore_condition)
11234 if(!item)
11235 return;
11237 if(!item->IsEquipped())
11238 return;
11240 if(slot >= MAX_ENCHANTMENT_SLOT)
11241 return;
11243 uint32 enchant_id = item->GetEnchantmentId(slot);
11244 if(!enchant_id)
11245 return;
11247 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
11248 if(!pEnchant)
11249 return;
11251 if(!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
11252 return;
11254 for (int s=0; s<3; s++)
11256 uint32 enchant_display_type = pEnchant->type[s];
11257 uint32 enchant_amount = pEnchant->amount[s];
11258 uint32 enchant_spell_id = pEnchant->spellid[s];
11260 switch(enchant_display_type)
11262 case ITEM_ENCHANTMENT_TYPE_NONE:
11263 break;
11264 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
11265 // processed in Player::CastItemCombatSpell
11266 break;
11267 case ITEM_ENCHANTMENT_TYPE_DAMAGE:
11268 if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11269 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
11270 else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
11271 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
11272 else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
11273 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11274 break;
11275 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
11276 if(enchant_spell_id)
11278 if(apply)
11280 int32 basepoints = int32(enchant_amount);
11281 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11282 if (item->GetItemRandomPropertyId() !=0 && !enchant_amount)
11284 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11285 if (item_rand)
11287 // Search enchant_amount
11288 for (int k=0; k<3; k++)
11290 if(item_rand->enchant_id[k] == enchant_id)
11292 basepoints = int32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11293 break;
11298 // Cast custom spell vs all equal basepoints getted from enchant_amount
11299 if (basepoints)
11300 CastCustomSpell(this,enchant_spell_id,&basepoints,&basepoints,&basepoints,true,item);
11301 else
11302 CastSpell(this,enchant_spell_id,true,item);
11304 else
11305 RemoveAurasDueToItemSpell(item,enchant_spell_id);
11307 break;
11308 case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
11309 if (!enchant_amount)
11311 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11312 if(item_rand)
11314 for (int k=0; k<3; k++)
11316 if(item_rand->enchant_id[k] == enchant_id)
11318 enchant_amount = uint32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11319 break;
11325 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
11326 break;
11327 case ITEM_ENCHANTMENT_TYPE_STAT:
11329 if (!enchant_amount)
11331 ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11332 if(item_rand_suffix)
11334 for (int k=0; k<3; k++)
11336 if(item_rand_suffix->enchant_id[k] == enchant_id)
11338 enchant_amount = uint32((item_rand_suffix->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11339 break;
11345 sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
11346 switch (enchant_spell_id)
11348 case ITEM_MOD_AGILITY:
11349 sLog.outDebug("+ %u AGILITY",enchant_amount);
11350 HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
11351 ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
11352 break;
11353 case ITEM_MOD_STRENGTH:
11354 sLog.outDebug("+ %u STRENGTH",enchant_amount);
11355 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
11356 ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
11357 break;
11358 case ITEM_MOD_INTELLECT:
11359 sLog.outDebug("+ %u INTELLECT",enchant_amount);
11360 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
11361 ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
11362 break;
11363 case ITEM_MOD_SPIRIT:
11364 sLog.outDebug("+ %u SPIRIT",enchant_amount);
11365 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
11366 ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
11367 break;
11368 case ITEM_MOD_STAMINA:
11369 sLog.outDebug("+ %u STAMINA",enchant_amount);
11370 HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
11371 ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
11372 break;
11373 case ITEM_MOD_DEFENSE_SKILL_RATING:
11374 ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
11375 sLog.outDebug("+ %u DEFENCE", enchant_amount);
11376 break;
11377 case ITEM_MOD_DODGE_RATING:
11378 ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
11379 sLog.outDebug("+ %u DODGE", enchant_amount);
11380 break;
11381 case ITEM_MOD_PARRY_RATING:
11382 ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
11383 sLog.outDebug("+ %u PARRY", enchant_amount);
11384 break;
11385 case ITEM_MOD_BLOCK_RATING:
11386 ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
11387 sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
11388 break;
11389 case ITEM_MOD_HIT_MELEE_RATING:
11390 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11391 sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
11392 break;
11393 case ITEM_MOD_HIT_RANGED_RATING:
11394 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11395 sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
11396 break;
11397 case ITEM_MOD_HIT_SPELL_RATING:
11398 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11399 sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
11400 break;
11401 case ITEM_MOD_CRIT_MELEE_RATING:
11402 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11403 sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
11404 break;
11405 case ITEM_MOD_CRIT_RANGED_RATING:
11406 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11407 sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
11408 break;
11409 case ITEM_MOD_CRIT_SPELL_RATING:
11410 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11411 sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
11412 break;
11413 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11414 // in Enchantments
11415 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11416 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11417 // break;
11418 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11419 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11420 // break;
11421 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11422 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11423 // break;
11424 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11425 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11426 // break;
11427 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11428 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11429 // break;
11430 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11431 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11432 // break;
11433 // case ITEM_MOD_HASTE_MELEE_RATING:
11434 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11435 // break;
11436 // case ITEM_MOD_HASTE_RANGED_RATING:
11437 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11438 // break;
11439 case ITEM_MOD_HASTE_SPELL_RATING:
11440 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11441 break;
11442 case ITEM_MOD_HIT_RATING:
11443 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11444 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11445 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11446 sLog.outDebug("+ %u HIT", enchant_amount);
11447 break;
11448 case ITEM_MOD_CRIT_RATING:
11449 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11450 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11451 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11452 sLog.outDebug("+ %u CRITICAL", enchant_amount);
11453 break;
11454 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11455 // case ITEM_MOD_HIT_TAKEN_RATING:
11456 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11457 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11458 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11459 // break;
11460 // case ITEM_MOD_CRIT_TAKEN_RATING:
11461 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11462 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11463 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11464 // break;
11465 case ITEM_MOD_RESILIENCE_RATING:
11466 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11467 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11468 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11469 sLog.outDebug("+ %u RESILIENCE", enchant_amount);
11470 break;
11471 case ITEM_MOD_HASTE_RATING:
11472 ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11473 ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11474 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11475 sLog.outDebug("+ %u HASTE", enchant_amount);
11476 break;
11477 case ITEM_MOD_EXPERTISE_RATING:
11478 ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
11479 sLog.outDebug("+ %u EXPERTISE", enchant_amount);
11480 break;
11481 default:
11482 break;
11484 break;
11486 case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
11488 if(getClass() == CLASS_SHAMAN)
11490 float addValue = 0.0f;
11491 if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11493 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11494 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
11496 else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
11498 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11499 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
11502 break;
11504 default:
11505 sLog.outError("Unknown item enchantment display type: %d",enchant_display_type);
11506 break;
11507 } /*switch(enchant_display_type)*/
11508 } /*for*/
11510 // visualize enchantment at player and equipped items
11511 if(slot < MAX_INSPECTED_ENCHANTMENT_SLOT)
11513 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (item->GetSlot() * MAX_VISIBLE_ITEM_OFFSET);
11514 SetUInt32Value(VisibleBase + 1 + slot, apply? item->GetEnchantmentId(slot) : 0);
11517 if(apply_dur)
11519 if(apply)
11521 // set duration
11522 uint32 duration = item->GetEnchantmentDuration(slot);
11523 if(duration > 0)
11524 AddEnchantmentDuration(item,slot,duration);
11526 else
11528 // duration == 0 will remove EnchantDuration
11529 AddEnchantmentDuration(item,slot,0);
11534 void Player::SendEnchantmentDurations()
11536 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11538 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(),itr->slot,uint32(itr->leftduration)/1000);
11542 void Player::SendItemDurations()
11544 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end();++itr)
11546 (*itr)->SendTimeUpdate(this);
11550 void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
11552 if(!item) // prevent crash
11553 return;
11555 // last check 2.0.10
11556 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
11557 data << GetGUID(); // player GUID
11558 data << uint32(received); // 0=looted, 1=from npc
11559 data << uint32(created); // 0=received, 1=created
11560 data << uint32(1); // always 0x01 (probably meant to be count of listed items)
11561 data << (uint8)item->GetBagSlot(); // bagslot
11562 // item slot, but when added to stack: 0xFFFFFFFF
11563 data << (uint32) ((item->GetCount()==count) ? item->GetSlot() : -1);
11564 data << uint32(item->GetEntry()); // item id
11565 data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
11566 data << uint32(item->GetItemRandomPropertyId()); // random item property id
11567 data << uint32(count); // count of items
11568 data << GetItemCount(item->GetEntry()); // count of items in inventory
11570 if (broadcast && GetGroup())
11571 GetGroup()->BroadcastPacket(&data);
11572 else
11573 GetSession()->SendPacket(&data);
11576 /*********************************************************/
11577 /*** QUEST SYSTEM ***/
11578 /*********************************************************/
11580 void Player::PrepareQuestMenu( uint64 guid )
11582 Object *pObject;
11583 QuestRelations* pObjectQR;
11584 QuestRelations* pObjectQIR;
11585 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
11586 if( pCreature )
11588 pObject = (Object*)pCreature;
11589 pObjectQR = &objmgr.mCreatureQuestRelations;
11590 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
11592 else
11594 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
11595 if( pGameObject )
11597 pObject = (Object*)pGameObject;
11598 pObjectQR = &objmgr.mGOQuestRelations;
11599 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
11601 else
11602 return;
11605 QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
11606 qm.ClearMenu();
11608 for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
11610 uint32 quest_id = i->second;
11611 QuestStatus status = GetQuestStatus( quest_id );
11612 if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
11613 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
11614 else if ( status == QUEST_STATUS_INCOMPLETE )
11615 qm.AddMenuItem(quest_id, DIALOG_STATUS_INCOMPLETE);
11616 else if (status == QUEST_STATUS_AVAILABLE )
11617 qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
11620 for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
11622 uint32 quest_id = i->second;
11623 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
11624 if(!pQuest) continue;
11626 QuestStatus status = GetQuestStatus( quest_id );
11628 if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
11629 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
11630 else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
11631 qm.AddMenuItem(quest_id, DIALOG_STATUS_AVAILABLE);
11635 void Player::SendPreparedQuest( uint64 guid )
11637 QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
11638 if( questMenu.Empty() )
11639 return;
11641 QuestMenuItem const& qmi0 = questMenu.GetItem( 0 );
11643 uint32 status = qmi0.m_qIcon;
11645 // single element case
11646 if ( questMenu.MenuItemCount() == 1 )
11648 // Auto open -- maybe also should verify there is no greeting
11649 uint32 quest_id = qmi0.m_qId;
11650 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
11651 if ( pQuest )
11653 if( status == DIALOG_STATUS_REWARD_REP && !GetQuestRewardStatus( quest_id ) )
11654 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanRewardQuest(pQuest,false), true );
11655 else if( status == DIALOG_STATUS_INCOMPLETE )
11656 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, false, true );
11657 // Send completable on repeatable quest if player don't have quest
11658 else if( pQuest->IsRepeatable() && !pQuest->IsDaily() )
11659 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanCompleteRepeatableQuest(pQuest), true );
11660 else
11661 PlayerTalkClass->SendQuestGiverQuestDetails( pQuest, guid, true );
11664 // multiply entries
11665 else
11667 QEmote qe;
11668 qe._Delay = 0;
11669 qe._Emote = 0;
11670 std::string title = "";
11671 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
11672 if( pCreature )
11674 uint32 textid = pCreature->GetNpcTextId();
11675 GossipText * gossiptext = objmgr.GetGossipText(textid);
11676 if( !gossiptext )
11678 qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11679 qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
11680 title = "";
11682 else
11684 qe = gossiptext->Options[0].Emotes[0];
11686 if(!gossiptext->Options[0].Text_0.empty())
11688 title = gossiptext->Options[0].Text_0;
11690 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
11691 if (loc_idx >= 0)
11693 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
11694 if (nl)
11696 if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
11697 title = nl->Text_0[0][loc_idx];
11701 else
11703 title = gossiptext->Options[0].Text_1;
11705 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
11706 if (loc_idx >= 0)
11708 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
11709 if (nl)
11711 if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
11712 title = nl->Text_1[0][loc_idx];
11718 PlayerTalkClass->SendQuestGiverQuestList( qe, title, guid );
11722 bool Player::IsActiveQuest( uint32 quest_id ) const
11724 QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
11726 return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
11729 Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
11731 Object *pObject;
11732 QuestRelations* pObjectQR;
11733 QuestRelations* pObjectQIR;
11735 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
11736 if( pCreature )
11738 pObject = (Object*)pCreature;
11739 pObjectQR = &objmgr.mCreatureQuestRelations;
11740 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
11742 else
11744 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
11745 if( pGameObject )
11747 pObject = (Object*)pGameObject;
11748 pObjectQR = &objmgr.mGOQuestRelations;
11749 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
11751 else
11752 return NULL;
11755 uint32 nextQuestID = pQuest->GetNextQuestInChain();
11756 for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
11758 if (itr->second == nextQuestID)
11759 return objmgr.GetQuestTemplate(nextQuestID);
11762 return NULL;
11765 bool Player::CanSeeStartQuest( Quest const *pQuest )
11767 if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
11768 SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
11769 SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
11770 SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
11772 return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
11775 return false;
11778 bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
11780 return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
11781 && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
11782 && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
11783 && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
11784 && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
11785 && SatisfyQuestDay( pQuest, msg );
11788 bool Player::CanAddQuest( Quest const *pQuest, bool msg )
11790 if( !SatisfyQuestLog( msg ) )
11791 return false;
11793 uint32 srcitem = pQuest->GetSrcItemId();
11794 if( srcitem > 0 )
11796 uint32 count = pQuest->GetSrcItemCount();
11797 ItemPosCountVec dest;
11798 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
11800 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
11801 if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
11802 return true;
11803 else if( msg != EQUIP_ERR_OK )
11805 SendEquipError( msg, NULL, NULL );
11806 return false;
11809 return true;
11812 bool Player::CanCompleteQuest( uint32 quest_id )
11814 if( quest_id )
11816 QuestStatusData& q_status = mQuestStatus[quest_id];
11817 if( q_status.m_status == QUEST_STATUS_COMPLETE )
11818 return false; // not allow re-complete quest
11820 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
11822 if(!qInfo)
11823 return false;
11825 // auto complete quest
11826 if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
11827 return true;
11829 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
11832 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
11834 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
11836 if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
11837 return false;
11841 if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
11843 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
11845 if( qInfo->ReqCreatureOrGOId[i] == 0 )
11846 continue;
11848 if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
11849 return false;
11853 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
11854 return false;
11856 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && q_status.m_timer == 0 )
11857 return false;
11859 if ( qInfo->GetRewOrReqMoney() < 0 )
11861 if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
11862 return false;
11865 uint32 repFacId = qInfo->GetRepObjectiveFaction();
11866 if ( repFacId && GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
11867 return false;
11869 return true;
11872 return false;
11875 bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
11877 // Solve problem that player don't have the quest and try complete it.
11878 // if repeatable she must be able to complete event if player don't have it.
11879 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
11880 if( !CanTakeQuest(pQuest, false) )
11881 return false;
11883 if (pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER) )
11884 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
11885 if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
11886 return false;
11888 if( !CanRewardQuest(pQuest, false) )
11889 return false;
11891 return true;
11894 bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
11896 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
11897 if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
11898 return false;
11900 // daily quest can't be rewarded (25 daily quest already completed)
11901 if(!SatisfyQuestDay(pQuest,true))
11902 return false;
11904 // rewarded and not repeatable quest (only cheating case, then ignore without message)
11905 if(GetQuestRewardStatus(pQuest->GetQuestId()))
11906 return false;
11908 // prevent receive reward with quest items in bank
11909 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
11911 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
11913 if( pQuest->ReqItemCount[i]!= 0 &&
11914 GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
11916 if(msg)
11917 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
11918 return false;
11923 // prevent receive reward with low money and GetRewOrReqMoney() < 0
11924 if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
11925 return false;
11927 return true;
11930 bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
11932 // prevent receive reward with quest items in bank or for not completed quest
11933 if(!CanRewardQuest(pQuest,msg))
11934 return false;
11936 if ( pQuest->GetRewChoiceItemsCount() > 0 )
11938 if( pQuest->RewChoiceItemId[reward] )
11940 ItemPosCountVec dest;
11941 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
11942 if( res != EQUIP_ERR_OK )
11944 SendEquipError( res, NULL, NULL );
11945 return false;
11950 if ( pQuest->GetRewItemsCount() > 0 )
11952 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
11954 if( pQuest->RewItemId[i] )
11956 ItemPosCountVec dest;
11957 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
11958 if( res != EQUIP_ERR_OK )
11960 SendEquipError( res, NULL, NULL );
11961 return false;
11967 return true;
11970 void Player::AddQuest( Quest const *pQuest, Object *questGiver )
11972 uint16 log_slot = FindQuestSlot( 0 );
11973 assert(log_slot < MAX_QUEST_LOG_SIZE);
11975 uint32 quest_id = pQuest->GetQuestId();
11977 // if not exist then created with set uState==NEW and rewarded=false
11978 QuestStatusData& questStatusData = mQuestStatus[quest_id];
11979 if (questStatusData.uState != QUEST_NEW)
11980 questStatusData.uState = QUEST_CHANGED;
11982 // check for repeatable quests status reset
11983 questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
11984 questStatusData.m_explored = false;
11986 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
11988 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
11989 questStatusData.m_itemcount[i] = 0;
11992 if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
11994 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
11995 questStatusData.m_creatureOrGOcount[i] = 0;
11998 GiveQuestSourceItem( pQuest );
11999 AdjustQuestReqItemCount( pQuest );
12001 if( pQuest->GetRepObjectiveFaction() )
12002 SetFactionVisibleForFactionId(pQuest->GetRepObjectiveFaction());
12004 uint32 qtime = 0;
12005 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
12007 uint32 limittime = pQuest->GetLimitTime();
12009 // shared timed quest
12010 if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
12011 limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / 1000;
12013 AddTimedQuest( quest_id );
12014 questStatusData.m_timer = limittime * 1000;
12015 qtime = static_cast<uint32>(time(NULL)) + limittime;
12017 else
12018 questStatusData.m_timer = 0;
12020 SetQuestSlot(log_slot, quest_id, qtime);
12022 //starting initial quest script
12023 if(questGiver && pQuest->GetQuestStartScript()!=0)
12024 sWorld.ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
12026 UpdateForQuestsGO();
12029 void Player::CompleteQuest( uint32 quest_id )
12031 if( quest_id )
12033 SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
12035 uint16 log_slot = FindQuestSlot( quest_id );
12036 if( log_slot < MAX_QUEST_LOG_SIZE)
12037 SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12039 if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
12041 if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
12042 RewardQuest(qInfo,0,this,false);
12043 else
12044 SendQuestComplete( quest_id );
12049 void Player::IncompleteQuest( uint32 quest_id )
12051 if( quest_id )
12053 SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
12055 uint16 log_slot = FindQuestSlot( quest_id );
12056 if( log_slot < MAX_QUEST_LOG_SIZE)
12057 RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12061 void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
12063 uint32 quest_id = pQuest->GetQuestId();
12065 for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++ )
12067 if ( pQuest->ReqItemId[i] )
12068 DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
12071 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12072 // SetTimedQuest( 0 );
12073 m_timedquests.erase(pQuest->GetQuestId());
12075 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12077 if( pQuest->RewChoiceItemId[reward] )
12079 ItemPosCountVec dest;
12080 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK )
12082 Item* item = StoreNewItem( dest, pQuest->RewChoiceItemId[reward], true);
12083 SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
12088 if ( pQuest->GetRewItemsCount() > 0 )
12090 for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
12092 if( pQuest->RewItemId[i] )
12094 ItemPosCountVec dest;
12095 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ) == EQUIP_ERR_OK )
12097 Item* item = StoreNewItem( dest, pQuest->RewItemId[i], true);
12098 SendNewItem(item, pQuest->RewItemCount[i], true, false);
12104 RewardReputation( pQuest );
12106 if( pQuest->GetRewSpellCast() > 0 )
12107 CastSpell( this, pQuest->GetRewSpellCast(), true);
12108 else if( pQuest->GetRewSpell() > 0)
12109 CastSpell( this, pQuest->GetRewSpell(), true);
12111 uint16 log_slot = FindQuestSlot( quest_id );
12112 if( log_slot < MAX_QUEST_LOG_SIZE)
12113 SetQuestSlot(log_slot,0);
12115 QuestStatusData& q_status = mQuestStatus[quest_id];
12117 // Not give XP in case already completed once repeatable quest
12118 uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
12120 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
12121 GiveXP( XP , NULL );
12122 else
12123 ModifyMoney( int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)) );
12125 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12126 ModifyMoney( pQuest->GetRewOrReqMoney() );
12128 // honor reward
12129 if(pQuest->GetRewHonorableKills())
12130 RewardHonor(NULL, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
12132 // title reward
12133 if(pQuest->GetCharTitleId())
12135 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
12136 SetTitle(titleEntry);
12139 // Send reward mail
12140 if(pQuest->GetRewMailTemplateId())
12142 MailMessageType mailType;
12143 uint32 senderGuidOrEntry;
12144 switch(questGiver->GetTypeId())
12146 case TYPEID_UNIT:
12147 mailType = MAIL_CREATURE;
12148 senderGuidOrEntry = questGiver->GetEntry();
12149 break;
12150 case TYPEID_GAMEOBJECT:
12151 mailType = MAIL_GAMEOBJECT;
12152 senderGuidOrEntry = questGiver->GetEntry();
12153 break;
12154 case TYPEID_ITEM:
12155 mailType = MAIL_ITEM;
12156 senderGuidOrEntry = questGiver->GetEntry();
12157 break;
12158 case TYPEID_PLAYER:
12159 mailType = MAIL_NORMAL;
12160 senderGuidOrEntry = questGiver->GetGUIDLow();
12161 break;
12162 default:
12163 mailType = MAIL_NORMAL;
12164 senderGuidOrEntry = GetGUIDLow();
12165 break;
12168 Loot questMailLoot;
12170 questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this);
12172 // fill mail
12173 MailItemsInfo mi; // item list preparing
12175 for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.items.size(); ++i)
12177 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
12179 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12181 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12182 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12187 for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.quest_items.size(); ++i)
12189 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i+questMailLoot.items.size(),this))
12191 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12193 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12194 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12199 WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
12202 if(pQuest->IsDaily())
12203 SetDailyQuestStatus(quest_id);
12205 if ( !pQuest->IsRepeatable() )
12206 SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
12207 else
12208 SetQuestStatus(quest_id, QUEST_STATUS_NONE);
12210 q_status.m_rewarded = true;
12212 if(announce)
12213 SendQuestReward( pQuest, XP, questGiver );
12215 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12218 void Player::FailQuest( uint32 quest_id )
12220 if( quest_id )
12222 IncompleteQuest( quest_id );
12224 uint16 log_slot = FindQuestSlot( quest_id );
12225 if( log_slot < MAX_QUEST_LOG_SIZE)
12227 SetQuestSlotTimer(log_slot, 1 );
12228 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12230 SendQuestFailed( quest_id );
12234 void Player::FailTimedQuest( uint32 quest_id )
12236 if( quest_id )
12238 QuestStatusData& q_status = mQuestStatus[quest_id];
12240 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12241 q_status.m_timer = 0;
12243 IncompleteQuest( quest_id );
12245 uint16 log_slot = FindQuestSlot( quest_id );
12246 if( log_slot < MAX_QUEST_LOG_SIZE)
12248 SetQuestSlotTimer(log_slot, 1 );
12249 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12251 SendQuestTimerFailed( quest_id );
12255 bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
12257 int32 zoneOrSort = qInfo->GetZoneOrSort();
12258 int32 skillOrClass = qInfo->GetSkillOrClass();
12260 // skip zone zoneOrSort and 0 case skillOrClass
12261 if( zoneOrSort >= 0 && skillOrClass == 0 )
12262 return true;
12264 int32 questSort = -zoneOrSort;
12265 uint8 reqSortClass = ClassByQuestSort(questSort);
12267 // check class sort cases in zoneOrSort
12268 if( reqSortClass != 0 && getClass() != reqSortClass)
12270 if( msg )
12271 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12272 return false;
12275 // check class
12276 if( skillOrClass < 0 )
12278 uint8 reqClass = -int32(skillOrClass);
12279 if(getClass() != reqClass)
12281 if( msg )
12282 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12283 return false;
12286 // check skill
12287 else if( skillOrClass > 0 )
12289 uint32 reqSkill = skillOrClass;
12290 if( GetSkillValue( reqSkill ) < qInfo->GetRequiredSkillValue() )
12292 if( msg )
12293 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12294 return false;
12298 return true;
12301 bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
12303 if( getLevel() < qInfo->GetMinLevel() )
12305 if( msg )
12306 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12307 return false;
12309 return true;
12312 bool Player::SatisfyQuestLog( bool msg )
12314 // exist free slot
12315 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE )
12316 return true;
12318 if( msg )
12320 WorldPacket data( SMSG_QUESTLOG_FULL, 0 );
12321 GetSession()->SendPacket( &data );
12322 sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12324 return false;
12327 bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
12329 // No previous quest (might be first quest in a series)
12330 if( qInfo->prevQuests.empty())
12331 return true;
12333 for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter )
12335 uint32 prevId = abs(*iter);
12337 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
12338 Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
12340 if( qPrevInfo && i_prevstatus != mQuestStatus.end() )
12342 // If any of the positive previous quests completed, return true
12343 if( *iter > 0 && i_prevstatus->second.m_rewarded )
12345 // skip one-from-all exclusive group
12346 if(qPrevInfo->GetExclusiveGroup() >= 0)
12347 return true;
12349 // each-from-all exclusive group ( < 0)
12350 // can be start if only all quests in prev quest exclusive group completed and rewarded
12351 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12352 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12354 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12356 for(; iter != end; ++iter)
12358 uint32 exclude_Id = iter->second;
12360 // skip checked quest id, only state of other quests in group is interesting
12361 if(exclude_Id == prevId)
12362 continue;
12364 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12366 // alternative quest from group also must be completed and rewarded(reported)
12367 if( i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded )
12369 if( msg )
12370 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12371 return false;
12374 return true;
12376 // If any of the negative previous quests active, return true
12377 if( *iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12378 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
12380 // skip one-from-all exclusive group
12381 if(qPrevInfo->GetExclusiveGroup() >= 0)
12382 return true;
12384 // each-from-all exclusive group ( < 0)
12385 // can be start if only all quests in prev quest exclusive group active
12386 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12387 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12389 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12391 for(; iter != end; ++iter)
12393 uint32 exclude_Id = iter->second;
12395 // skip checked quest id, only state of other quests in group is interesting
12396 if(exclude_Id == prevId)
12397 continue;
12399 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12401 // alternative quest from group also must be active
12402 if( i_exstatus == mQuestStatus.end() ||
12403 i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
12404 (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)) )
12406 if( msg )
12407 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12408 return false;
12411 return true;
12416 // Has only positive prev. quests in non-rewarded state
12417 // and negative prev. quests in non-active state
12418 if( msg )
12419 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12421 return false;
12424 bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
12426 uint32 reqraces = qInfo->GetRequiredRaces();
12427 if ( reqraces == 0 )
12428 return true;
12429 if( (reqraces & getRaceMask()) == 0 )
12431 if( msg )
12432 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
12433 return false;
12435 return true;
12438 bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
12440 uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
12441 if(fIdMin && GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
12443 if( msg )
12444 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12445 return false;
12448 uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
12449 if(fIdMax && GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
12451 if( msg )
12452 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12453 return false;
12456 return true;
12459 bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
12461 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
12462 if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
12464 if( msg )
12465 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
12466 return false;
12468 return true;
12471 bool Player::SatisfyQuestTimed( Quest const* qInfo, bool msg )
12473 if ( (find(m_timedquests.begin(), m_timedquests.end(), qInfo->GetQuestId()) != m_timedquests.end()) && qInfo->HasFlag(QUEST_MANGOS_FLAGS_TIMED) )
12475 if( msg )
12476 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED );
12477 return false;
12479 return true;
12482 bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
12484 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12485 if(qInfo->GetExclusiveGroup() <= 0)
12486 return true;
12488 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
12489 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
12491 assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
12493 for(; iter != end; ++iter)
12495 uint32 exclude_Id = iter->second;
12497 // skip checked quest id, only state of other quests in group is interesting
12498 if(exclude_Id == qInfo->GetQuestId())
12499 continue;
12501 // not allow have daily quest if daily quest from exclusive group already recently completed
12502 Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
12503 if( !SatisfyQuestDay(Nquest, false) )
12505 if( msg )
12506 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12507 return false;
12510 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12512 // alternative quest already started or completed
12513 if( i_exstatus != mQuestStatus.end()
12514 && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
12516 if( msg )
12517 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12518 return false;
12521 return true;
12524 bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
12526 if(!qInfo->GetNextQuestInChain())
12527 return true;
12529 // next quest in chain already started or completed
12530 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
12531 if( itr != mQuestStatus.end()
12532 && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) )
12534 if( msg )
12535 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12536 return false;
12539 // check for all quests further up the chain
12540 // only necessary if there are quest chains with more than one quest that can be skipped
12541 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12542 return true;
12545 bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
12547 // No previous quest in chain
12548 if( qInfo->prevChainQuests.empty())
12549 return true;
12551 for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
12553 uint32 prevId = *iter;
12555 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
12557 if( i_prevstatus != mQuestStatus.end() )
12559 // If any of the previous quests in chain active, return false
12560 if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12561 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
12563 if( msg )
12564 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12565 return false;
12569 // check for all quests further down the chain
12570 // only necessary if there are quest chains with more than one quest that can be skipped
12571 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12572 // return false;
12575 // No previous quest in chain active
12576 return true;
12579 bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
12581 if(!qInfo->IsDaily())
12582 return true;
12584 bool have_slot = false;
12585 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
12587 uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
12588 if(qInfo->GetQuestId()==id)
12589 return false;
12591 if(!id)
12592 have_slot = true;
12595 if(!have_slot)
12597 if( msg )
12598 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
12599 return false;
12602 return true;
12605 bool Player::GiveQuestSourceItem( Quest const *pQuest )
12607 uint32 srcitem = pQuest->GetSrcItemId();
12608 if( srcitem > 0 )
12610 uint32 count = pQuest->GetSrcItemCount();
12611 if( count <= 0 )
12612 count = 1;
12614 ItemPosCountVec dest;
12615 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12616 if( msg == EQUIP_ERR_OK )
12618 Item * item = StoreNewItem(dest, srcitem, true);
12619 SendNewItem(item, count, true, false);
12620 return true;
12622 // player already have max amount required item, just report success
12623 else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12624 return true;
12625 else
12626 SendEquipError( msg, NULL, NULL );
12627 return false;
12630 return true;
12633 bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
12635 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12636 if( qInfo )
12638 uint32 srcitem = qInfo->GetSrcItemId();
12639 if( srcitem > 0 )
12641 uint32 count = qInfo->GetSrcItemCount();
12642 if( count <= 0 )
12643 count = 1;
12645 // exist one case when destroy source quest item not possible:
12646 // non un-equippable item (equipped non-empty bag, for example)
12647 uint8 res = CanUnequipItems(srcitem,count);
12648 if(res != EQUIP_ERR_OK)
12650 if(msg)
12651 SendEquipError( res, NULL, NULL );
12652 return false;
12655 DestroyItemCount(srcitem, count, true, true);
12658 return true;
12661 bool Player::GetQuestRewardStatus( uint32 quest_id ) const
12663 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12664 if( qInfo )
12666 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
12667 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
12668 if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
12669 && !qInfo->IsRepeatable() )
12670 return itr->second.m_rewarded;
12672 return false;
12674 return false;
12677 QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
12679 if( quest_id )
12681 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
12682 if( itr != mQuestStatus.end() )
12683 return itr->second.m_status;
12685 return QUEST_STATUS_NONE;
12688 bool Player::CanShareQuest(uint32 quest_id) const
12690 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12691 if( qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) )
12693 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
12694 if( itr != mQuestStatus.end() )
12695 return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
12697 return false;
12700 void Player::SetQuestStatus( uint32 quest_id, QuestStatus status )
12702 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12703 if( qInfo )
12705 if( status == QUEST_STATUS_NONE || status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE )
12707 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
12708 m_timedquests.erase(qInfo->GetQuestId());
12711 QuestStatusData& q_status = mQuestStatus[quest_id];
12713 q_status.m_status = status;
12714 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12717 UpdateForQuestsGO();
12720 // not used in MaNGOS, but used in scripting code
12721 uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
12723 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12724 if( !qInfo )
12725 return 0;
12727 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
12728 if ( qInfo->ReqCreatureOrGOId[j] == entry )
12729 return mQuestStatus[quest_id].m_creatureOrGOcount[j];
12731 return 0;
12734 void Player::AdjustQuestReqItemCount( Quest const* pQuest )
12736 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12738 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12740 uint32 reqitemcount = pQuest->ReqItemCount[i];
12741 if( reqitemcount != 0 )
12743 uint32 quest_id = pQuest->GetQuestId();
12744 uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
12746 QuestStatusData& q_status = mQuestStatus[quest_id];
12747 q_status.m_itemcount[i] = std::min(curitemcount, reqitemcount);
12748 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12754 uint16 Player::FindQuestSlot( uint32 quest_id ) const
12756 for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
12757 if ( GetQuestSlotQuestId(i) == quest_id )
12758 return i;
12760 return MAX_QUEST_LOG_SIZE;
12763 void Player::AreaExploredOrEventHappens( uint32 questId )
12765 if( questId )
12767 uint16 log_slot = FindQuestSlot( questId );
12768 if( log_slot < MAX_QUEST_LOG_SIZE)
12770 QuestStatusData& q_status = mQuestStatus[questId];
12772 if(!q_status.m_explored)
12774 q_status.m_explored = true;
12775 if (q_status.uState != QUEST_NEW)
12776 q_status.uState = QUEST_CHANGED;
12779 if( CanCompleteQuest( questId ) )
12780 CompleteQuest( questId );
12784 //not used in mangosd, function for external script library
12785 void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
12787 if( Group *pGroup = GetGroup() )
12789 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
12791 Player *pGroupGuy = itr->getSource();
12793 // for any leave or dead (with not released body) group member at appropriate distance
12794 if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse() )
12795 pGroupGuy->AreaExploredOrEventHappens(questId);
12798 else
12799 AreaExploredOrEventHappens(questId);
12802 void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
12804 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
12806 uint32 questid = GetQuestSlotQuestId(i);
12807 if ( questid == 0 )
12808 continue;
12810 QuestStatusData& q_status = mQuestStatus[questid];
12812 if ( q_status.m_status != QUEST_STATUS_INCOMPLETE )
12813 continue;
12815 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
12816 if( !qInfo || !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12817 continue;
12819 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
12821 uint32 reqitem = qInfo->ReqItemId[j];
12822 if ( reqitem == entry )
12824 uint32 reqitemcount = qInfo->ReqItemCount[j];
12825 uint32 curitemcount = q_status.m_itemcount[j];
12826 if ( curitemcount < reqitemcount )
12828 uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
12829 q_status.m_itemcount[j] += additemcount;
12830 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12832 SendQuestUpdateAddItem( qInfo, j, additemcount );
12834 if ( CanCompleteQuest( questid ) )
12835 CompleteQuest( questid );
12836 return;
12840 UpdateForQuestsGO();
12843 void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
12845 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
12847 uint32 questid = GetQuestSlotQuestId(i);
12848 if(!questid)
12849 continue;
12850 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
12851 if ( !qInfo )
12852 continue;
12853 if( !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12854 continue;
12856 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
12858 uint32 reqitem = qInfo->ReqItemId[j];
12859 if ( reqitem == entry )
12861 QuestStatusData& q_status = mQuestStatus[questid];
12863 uint32 reqitemcount = qInfo->ReqItemCount[j];
12864 uint32 curitemcount;
12865 if( q_status.m_status != QUEST_STATUS_COMPLETE )
12866 curitemcount = q_status.m_itemcount[j];
12867 else
12868 curitemcount = GetItemCount(entry,true);
12869 if ( curitemcount < reqitemcount + count )
12871 uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
12872 q_status.m_itemcount[j] = curitemcount - remitemcount;
12873 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12875 IncompleteQuest( questid );
12877 return;
12881 UpdateForQuestsGO();
12884 void Player::KilledMonster( uint32 entry, uint64 guid )
12886 uint32 addkillcount = 1;
12887 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
12889 uint32 questid = GetQuestSlotQuestId(i);
12890 if(!questid)
12891 continue;
12893 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
12894 if( !qInfo )
12895 continue;
12896 // just if !ingroup || !noraidgroup || raidgroup
12897 QuestStatusData& q_status = mQuestStatus[questid];
12898 if( q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
12900 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST) )
12902 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
12904 // skip GO activate objective or none
12905 if(qInfo->ReqCreatureOrGOId[j] <=0)
12906 continue;
12908 // skip Cast at creature objective
12909 if(qInfo->ReqSpell[j] !=0 )
12910 continue;
12912 uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
12914 if ( reqkill == entry )
12916 uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
12917 uint32 curkillcount = q_status.m_creatureOrGOcount[j];
12918 if ( curkillcount < reqkillcount )
12920 q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
12921 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12923 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
12925 if ( CanCompleteQuest( questid ) )
12926 CompleteQuest( questid );
12928 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
12929 continue;
12937 void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
12939 bool isCreature = IS_CREATURE_GUID(guid);
12941 uint32 addCastCount = 1;
12942 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
12944 uint32 questid = GetQuestSlotQuestId(i);
12945 if(!questid)
12946 continue;
12948 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
12949 if ( !qInfo )
12950 continue;
12952 QuestStatusData& q_status = mQuestStatus[questid];
12954 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
12956 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST ) )
12958 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
12960 // skip kill creature objective (0) or wrong spell casts
12961 if(qInfo->ReqSpell[j] != spell_id )
12962 continue;
12964 uint32 reqTarget = 0;
12966 if(isCreature)
12968 // creature activate objectives
12969 if(qInfo->ReqCreatureOrGOId[j] > 0)
12970 // checked at quest_template loading
12971 reqTarget = qInfo->ReqCreatureOrGOId[j];
12973 else
12975 // GO activate objective
12976 if(qInfo->ReqCreatureOrGOId[j] < 0)
12977 // checked at quest_template loading
12978 reqTarget = - qInfo->ReqCreatureOrGOId[j];
12981 // other not this creature/GO related objectives
12982 if( reqTarget != entry )
12983 continue;
12985 uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
12986 uint32 curCastCount = q_status.m_creatureOrGOcount[j];
12987 if ( curCastCount < reqCastCount )
12989 q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
12990 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12992 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount);
12995 if ( CanCompleteQuest( questid ) )
12996 CompleteQuest( questid );
12998 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
12999 break;
13006 void Player::TalkedToCreature( uint32 entry, uint64 guid )
13008 uint32 addTalkCount = 1;
13009 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13011 uint32 questid = GetQuestSlotQuestId(i);
13012 if(!questid)
13013 continue;
13015 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13016 if ( !qInfo )
13017 continue;
13019 QuestStatusData& q_status = mQuestStatus[questid];
13021 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13023 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) )
13025 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13027 // skip spell casts and Gameobject objectives
13028 if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
13029 continue;
13031 uint32 reqTarget = 0;
13033 if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
13034 // checked at quest_template loading
13035 reqTarget = qInfo->ReqCreatureOrGOId[j];
13036 else
13037 continue;
13039 if ( reqTarget == entry )
13041 uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
13042 uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
13043 if ( curTalkCount < reqTalkCount )
13045 q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
13046 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13048 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount);
13050 if ( CanCompleteQuest( questid ) )
13051 CompleteQuest( questid );
13053 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13054 continue;
13062 void Player::MoneyChanged( uint32 count )
13064 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13066 uint32 questid = GetQuestSlotQuestId(i);
13067 if (!questid)
13068 continue;
13070 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13071 if( qInfo && qInfo->GetRewOrReqMoney() < 0 )
13073 QuestStatusData& q_status = mQuestStatus[questid];
13075 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13077 if(int32(count) >= -qInfo->GetRewOrReqMoney())
13079 if ( CanCompleteQuest( questid ) )
13080 CompleteQuest( questid );
13083 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13085 if(int32(count) < -qInfo->GetRewOrReqMoney())
13086 IncompleteQuest( questid );
13092 bool Player::HasQuestForItem( uint32 itemid ) const
13094 for( QuestStatusMap::const_iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
13096 QuestStatusData const& q_status = i->second;
13098 if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
13100 Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
13101 if(!qinfo)
13102 continue;
13104 // hide quest if player is in raid-group and quest is no raid quest
13105 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
13106 continue;
13108 // There should be no mixed ReqItem/ReqSource drop
13109 // This part for ReqItem drop
13110 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13112 if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] )
13113 return true;
13115 // This part - for ReqSource
13116 for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; j++)
13118 // examined item is a source item
13119 if (qinfo->ReqSourceId[j] == itemid && qinfo->ReqSourceRef[j] > 0 && qinfo->ReqSourceRef[j] <= QUEST_OBJECTIVES_COUNT)
13121 uint32 idx = qinfo->ReqSourceRef[j]-1;
13123 // total count of created ReqItems and SourceItems is less than ReqItemCount
13124 if(qinfo->ReqItemId[idx] != 0 &&
13125 q_status.m_itemcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqItemCount[idx] * qinfo->ReqSourceCount[j])
13126 return true;
13128 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13129 if (qinfo->ReqCreatureOrGOId[idx] != 0)
13131 if(q_status.m_creatureOrGOcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqCreatureOrGOCount[idx] * qinfo->ReqSourceCount[j])
13132 return true;
13134 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13135 else if(qinfo->ReqSpell[idx] != 0)
13137 // not casted and need more reagents/item for use.
13138 if(!q_status.m_explored && GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
13139 return true;
13145 return false;
13148 void Player::SendQuestComplete( uint32 quest_id )
13150 if( quest_id )
13152 WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 );
13153 data << uint32(quest_id);
13154 GetSession()->SendPacket( &data );
13155 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id );
13159 void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
13161 uint32 questid = pQuest->GetQuestId();
13162 sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
13163 WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4+4+pQuest->GetRewItemsCount()*8) );
13164 data << questid;
13165 data << uint32(0x03);
13167 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
13169 data << XP;
13170 data << uint32(pQuest->GetRewOrReqMoney());
13172 else
13174 data << uint32(0);
13175 data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
13177 data << uint32(0); // new 2.3.0, HonorPoints?
13178 data << uint32( pQuest->GetRewItemsCount() ); // max is 5
13180 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
13182 if ( pQuest->RewItemId[i] > 0 )
13183 data << pQuest->RewItemId[i] << pQuest->RewItemCount[i];
13184 else
13185 data << uint32(0) << uint32(0);
13187 GetSession()->SendPacket( &data );
13189 if (pQuest->GetQuestCompleteScript() != 0)
13190 sWorld.ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
13193 void Player::SendQuestFailed( uint32 quest_id )
13195 if( quest_id )
13197 WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4 );
13198 data << quest_id;
13199 GetSession()->SendPacket( &data );
13200 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13204 void Player::SendQuestTimerFailed( uint32 quest_id )
13206 if( quest_id )
13208 WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
13209 data << quest_id;
13210 GetSession()->SendPacket( &data );
13211 sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13215 void Player::SendCanTakeQuestResponse( uint32 msg )
13217 WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
13218 data << uint32(msg);
13219 GetSession()->SendPacket( &data );
13220 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13223 void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
13225 if( pPlayer )
13227 WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
13228 data << uint64(pPlayer->GetGUID());
13229 data << uint8(msg); // valid values: 0-8
13230 GetSession()->SendPacket( &data );
13231 sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13235 void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
13237 WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, (4+4) );
13238 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13239 data << pQuest->ReqItemId[item_idx];
13240 data << count;
13241 GetSession()->SendPacket( &data );
13244 void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
13246 assert(old_count + add_count < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13248 int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
13249 if (entry < 0)
13250 // client expected gameobject template id in form (id|0x80000000)
13251 entry = (-entry) | 0x80000000;
13253 WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
13254 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13255 data << uint32(pQuest->GetQuestId());
13256 data << uint32(entry);
13257 data << uint32(old_count + add_count);
13258 data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
13259 data << uint64(guid);
13260 GetSession()->SendPacket(&data);
13262 uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
13263 if( log_slot < MAX_QUEST_LOG_SIZE)
13264 SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
13267 /*********************************************************/
13268 /*** LOAD SYSTEM ***/
13269 /*********************************************************/
13271 bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
13273 bool delete_result = true;
13274 if(!result)
13276 // 0 1 2 3 4 5 6 7 8 9
13277 result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid);
13278 if(!result) return false;
13280 else delete_result = false;
13282 Field *fields = result->Fetch();
13284 if(!LoadValues( fields[1].GetString()))
13286 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
13287 if(delete_result) delete result;
13288 return false;
13291 // overwrite possible wrong/corrupted guid
13292 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13294 m_name = fields[2].GetCppString();
13296 Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat());
13297 SetMapId(fields[6].GetUInt32());
13298 // the instance id is not needed at character enum
13300 m_Played_time[0] = fields[7].GetUInt32();
13301 m_Played_time[1] = fields[8].GetUInt32();
13303 m_atLoginFlags = fields[9].GetUInt32();
13305 // I don't see these used anywhere ..
13306 /*_LoadGroup();
13308 _LoadBoundInstances();*/
13310 if (delete_result) delete result;
13312 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
13313 m_items[i] = NULL;
13315 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
13316 m_deathState = DEAD;
13318 return true;
13321 void Player::_LoadDeclinedNames(QueryResult* result)
13323 if(!result)
13324 return;
13326 if(m_declinedname)
13327 delete m_declinedname;
13329 m_declinedname = new DeclinedName;
13330 Field *fields = result->Fetch();
13331 for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
13332 m_declinedname->name[i] = fields[i].GetCppString();
13334 delete result;
13337 bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
13339 QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
13340 if(!result)
13341 return false;
13343 Field *fields = result->Fetch();
13345 x = fields[0].GetFloat();
13346 y = fields[1].GetFloat();
13347 z = fields[2].GetFloat();
13348 o = fields[3].GetFloat();
13349 mapid = fields[4].GetUInt32();
13350 in_flight = !fields[5].GetCppString().empty();
13352 delete result;
13353 return true;
13356 bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
13358 QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
13359 if( !result )
13360 return false;
13362 Field *fields = result->Fetch();
13364 data = StrSplit(fields[0].GetCppString(), " ");
13366 delete result;
13368 return true;
13371 uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
13373 if(index >= data.size())
13374 return 0;
13376 return (uint32)atoi(data[index].c_str());
13379 float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
13381 float result;
13382 uint32 temp = Player::GetUInt32ValueFromArray(data,index);
13383 memcpy(&result, &temp, sizeof(result));
13385 return result;
13388 uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
13390 Tokens data;
13391 if(!LoadValuesArrayFromDB(data,guid))
13392 return 0;
13394 return GetUInt32ValueFromArray(data,index);
13397 float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
13399 float result;
13400 uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
13401 memcpy(&result, &temp, sizeof(result));
13403 return result;
13406 bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
13408 //// 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
13409 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty FROM characters WHERE guid = '%u'", guid);
13410 QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
13412 if(!result)
13414 sLog.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid);
13415 return false;
13418 Field *fields = result->Fetch();
13420 uint32 dbAccountId = fields[1].GetUInt32();
13422 // check if the character's account in the db and the logged in account match.
13423 // player should be able to load/delete character only with correct account!
13424 if( dbAccountId != GetSession()->GetAccountId() )
13426 sLog.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
13427 delete result;
13428 return false;
13431 Object::_Create( guid, 0, HIGHGUID_PLAYER );
13433 m_name = fields[3].GetCppString();
13435 // check name limitations
13436 if(!ObjectMgr::IsValidName(m_name) || GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name))
13438 delete result;
13439 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
13440 return false;
13443 if(!LoadValues( fields[2].GetString()))
13445 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
13446 delete result;
13447 return false;
13450 // overwrite possible wrong/corrupted guid
13451 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13453 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13454 for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
13456 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), 0 );
13457 SetVisibleItemSlot(slot,NULL);
13459 if (m_items[slot])
13461 delete m_items[slot];
13462 m_items[slot] = NULL;
13466 // update money limits
13467 if(GetMoney() > MAX_MONEY_AMOUNT)
13468 SetMoney(MAX_MONEY_AMOUNT);
13470 sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
13471 outDebugValues();
13473 m_race = fields[4].GetUInt8();
13474 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13475 //Other way is to saves m_team into characters table.
13476 setFactionForRace(m_race);
13477 SetCharm(0);
13479 m_class = fields[5].GetUInt8();
13481 PlayerInfo const *info = objmgr.GetPlayerInfo(m_race, m_class);
13482 if(!info)
13484 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
13485 delete result;
13486 return false;
13489 InitPrimaryProffesions(); // to max set before any spell loaded
13491 uint32 transGUID = fields[24].GetUInt32();
13492 Relocate(fields[6].GetFloat(),fields[7].GetFloat(),fields[8].GetFloat(),fields[10].GetFloat());
13493 SetFallInformation(0, fields[8].GetFloat());
13494 SetMapId(fields[9].GetUInt32());
13495 SetDifficulty(fields[32].GetUInt32()); // may be changed in _LoadGroup
13497 _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
13499 // check arena teams integrity
13500 for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
13502 uint32 arena_team_id = GetArenaTeamId(arena_slot);
13503 if(!arena_team_id)
13504 continue;
13506 if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
13507 if(at->HaveMember(GetGUID()))
13508 continue;
13510 // arena team not exist or not member, cleanup fields
13511 for(int j =0; j < 6; ++j)
13512 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arena_slot * 6 + j, 0);
13515 _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
13517 if(!IsPositionValid())
13519 sLog.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
13521 SetMapId(info->mapId);
13522 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
13524 transGUID = 0;
13526 m_movementInfo.t_x = 0.0f;
13527 m_movementInfo.t_y = 0.0f;
13528 m_movementInfo.t_z = 0.0f;
13529 m_movementInfo.t_o = 0.0f;
13532 // load the player's map here if it's not already loaded
13533 Map *map = GetMap();
13534 // since the player may not be bound to the map yet, make sure subsequent
13535 // getmap calls won't create new maps
13536 SetInstanceId(map->GetInstanceId());
13538 SaveRecallPosition();
13540 if (transGUID != 0)
13542 m_movementInfo.t_x = fields[20].GetFloat();
13543 m_movementInfo.t_y = fields[21].GetFloat();
13544 m_movementInfo.t_z = fields[22].GetFloat();
13545 m_movementInfo.t_o = fields[23].GetFloat();
13547 if( !MaNGOS::IsValidMapCoord(
13548 GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
13549 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
13550 // transport size limited
13551 m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
13553 sLog.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13554 guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
13555 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
13557 SetMapId(info->mapId);
13558 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
13560 m_movementInfo.t_x = 0.0f;
13561 m_movementInfo.t_y = 0.0f;
13562 m_movementInfo.t_z = 0.0f;
13563 m_movementInfo.t_o = 0.0f;
13565 transGUID = 0;
13569 if (transGUID != 0)
13571 for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
13573 if( (*iter)->GetGUIDLow() == transGUID)
13575 m_transport = *iter;
13576 m_transport->AddPassenger(this);
13577 SetMapId(m_transport->GetMapId());
13578 break;
13582 if(!m_transport)
13584 sLog.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
13585 guid,transGUID);
13587 SetMapId(info->mapId);
13588 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
13590 m_movementInfo.t_x = 0.0f;
13591 m_movementInfo.t_y = 0.0f;
13592 m_movementInfo.t_z = 0.0f;
13593 m_movementInfo.t_o = 0.0f;
13595 transGUID = 0;
13599 time_t now = time(NULL);
13600 time_t logoutTime = time_t(fields[16].GetUInt64());
13602 // since last logout (in seconds)
13603 uint64 time_diff = uint64(now - logoutTime);
13605 // set value, including drunk invisibility detection
13606 // calculate sobering. after 15 minutes logged out, the player will be sober again
13607 float soberFactor;
13608 if(time_diff > 15*MINUTE)
13609 soberFactor = 0;
13610 else
13611 soberFactor = 1-time_diff/(15.0f*MINUTE);
13612 uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
13613 SetDrunkValue(newDrunkenValue);
13615 m_rest_bonus = fields[15].GetFloat();
13616 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
13617 float bubble0 = 0.031;
13618 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
13619 float bubble1 = 0.125;
13621 if((int32)fields[16].GetUInt32() > 0)
13623 float bubble = fields[17].GetUInt32() > 0
13624 ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
13625 : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
13627 SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
13630 m_cinematic = fields[12].GetUInt32();
13631 m_Played_time[0]= fields[13].GetUInt32();
13632 m_Played_time[1]= fields[14].GetUInt32();
13634 m_resetTalentsCost = fields[18].GetUInt32();
13635 m_resetTalentsTime = time_t(fields[19].GetUInt64());
13637 // reserve some flags
13638 uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
13640 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) )
13641 SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
13643 m_taxi.LoadTaxiMask( fields[11].GetString() ); // must be before InitTaxiNodesForLevel
13645 uint32 extraflags = fields[25].GetUInt32();
13647 m_stableSlots = fields[26].GetUInt32();
13648 if(m_stableSlots > 2)
13650 sLog.outError("Player can have not more 2 stable slots, but have in DB %u",uint32(m_stableSlots));
13651 m_stableSlots = 2;
13654 m_atLoginFlags = fields[27].GetUInt32();
13656 // Honor system
13657 // Update Honor kills data
13658 m_lastHonorUpdateTime = logoutTime;
13659 UpdateHonorFields();
13661 m_deathExpireTime = (time_t)fields[30].GetUInt64();
13662 if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
13663 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
13665 std::string taxi_nodes = fields[31].GetCppString();
13667 delete result;
13669 // clear channel spell data (if saved at channel spell casting)
13670 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
13671 SetUInt32Value(UNIT_CHANNEL_SPELL,0);
13673 // clear charm/summon related fields
13674 SetCharm(NULL);
13675 SetPet(NULL);
13676 SetCharmerGUID(NULL);
13677 SetOwnerGUID(NULL);
13678 SetCreatorGUID(NULL);
13680 // reset some aura modifiers before aura apply
13681 SetFarSight(NULL);
13682 SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
13683 SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
13685 // reset skill modifiers and set correct unlearn flags
13686 for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++)
13688 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
13690 // set correct unlearn bit
13691 uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
13692 if(!id) continue;
13694 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
13695 if(!pSkill) continue;
13697 // enable unlearn button for primary professions only
13698 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
13699 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
13700 else
13701 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
13704 // make sure the unit is considered out of combat for proper loading
13705 ClearInCombat();
13707 // make sure the unit is considered not in duel for proper loading
13708 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
13709 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
13711 // remember loaded power/health values to restore after stats initialization and modifier applying
13712 uint32 savedHealth = GetHealth();
13713 uint32 savedPower[MAX_POWERS];
13714 for(uint32 i = 0; i < MAX_POWERS; ++i)
13715 savedPower[i] = GetPower(Powers(i));
13717 // reset stats before loading any modifiers
13718 InitStatsForLevel();
13719 InitTaxiNodesForLevel();
13721 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
13723 //mails are loaded only when needed ;-) - when player in game click on mailbox.
13724 //_LoadMail();
13726 _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
13728 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
13729 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
13730 m_deathState = DEAD;
13732 _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
13734 // after spell load
13735 InitTalentForLevel();
13736 learnSkillRewardedSpells();
13738 // after spell load, learn rewarded spell if need also
13739 _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
13740 _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
13742 _LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS));
13744 // must be before inventory (some items required reputation check)
13745 _LoadReputation(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
13747 _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
13749 // update items with duration and realtime
13750 UpdateItemDuration(time_diff, true);
13752 _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
13754 // unread mails and next delivery time, actual mails not loaded
13755 _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
13757 m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
13759 if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
13760 return false;
13762 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
13763 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
13764 if(uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
13766 if(!HasTitle(curTitle))
13767 SetUInt32Value(PLAYER_CHOSEN_TITLE,0);
13770 // Not finish taxi flight path
13771 if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes))
13773 // problems with taxi path loading
13774 TaxiNodesEntry const* nodeEntry = NULL;
13775 if(uint32 node_id = m_taxi.GetTaxiSource())
13776 nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
13778 if(!nodeEntry) // don't know taxi start node, to homebind
13780 sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
13781 SetMapId(m_homebindMapId);
13782 Relocate( m_homebindX, m_homebindY, m_homebindZ,0.0f);
13783 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
13785 else // have start node, to it
13787 sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
13788 SetMapId(nodeEntry->map_id);
13789 Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
13790 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
13792 m_taxi.ClearTaxiDestinations();
13794 else if(uint32 node_id = m_taxi.GetTaxiSource())
13796 // save source node as recall coord to prevent recall and fall from sky
13797 TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
13798 assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
13799 m_recallMap = nodeEntry->map_id;
13800 m_recallX = nodeEntry->x;
13801 m_recallY = nodeEntry->y;
13802 m_recallZ = nodeEntry->z;
13804 // flight will started later
13807 _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
13809 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
13810 // Do now before stats re-calculation cleanup for ghost state unexpected auras
13811 if(!isAlive())
13812 RemoveAllAurasOnDeath();
13814 //apply all stat bonuses from items and auras
13815 SetCanModifyStats(true);
13816 UpdateAllStats();
13818 // restore remembered power/health values (but not more max values)
13819 SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
13820 for(uint32 i = 0; i < MAX_POWERS; ++i)
13821 SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
13823 sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
13824 outDebugValues();
13826 // GM state
13827 if(GetSession()->GetSecurity() > SEC_PLAYER)
13829 switch(sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
13831 default:
13832 case 0: break; // disable
13833 case 1: SetGameMaster(true); break; // enable
13834 case 2: // save state
13835 if(extraflags & PLAYER_EXTRA_GM_ON)
13836 SetGameMaster(true);
13837 break;
13840 switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
13842 default:
13843 case 0: break; // disable
13844 case 1: SetAcceptTicket(true); break; // enable
13845 case 2: // save state
13846 if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
13847 SetAcceptTicket(true);
13848 break;
13851 switch(sWorld.getConfig(CONFIG_GM_CHAT))
13853 default:
13854 case 0: break; // disable
13855 case 1: SetGMChat(true); break; // enable
13856 case 2: // save state
13857 if(extraflags & PLAYER_EXTRA_GM_CHAT)
13858 SetGMChat(true);
13859 break;
13862 switch(sWorld.getConfig(CONFIG_GM_WISPERING_TO))
13864 default:
13865 case 0: break; // disable
13866 case 1: SetAcceptWhispers(true); break; // enable
13867 case 2: // save state
13868 if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
13869 SetAcceptWhispers(true);
13870 break;
13874 _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
13876 return true;
13879 bool Player::isAllowedToLoot(Creature* creature)
13881 if(Player* recipient = creature->GetLootRecipient())
13883 if (recipient == this)
13884 return true;
13885 if( Group* otherGroup = recipient->GetGroup())
13887 Group* thisGroup = GetGroup();
13888 if(!thisGroup)
13889 return false;
13890 return thisGroup == otherGroup;
13892 return false;
13894 else
13895 // prevent other players from looting if the recipient got disconnected
13896 return !creature->hasLootRecipient();
13899 void Player::_LoadActions(QueryResult *result)
13901 m_actionButtons.clear();
13903 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
13905 if(result)
13909 Field *fields = result->Fetch();
13911 uint8 button = fields[0].GetUInt8();
13913 addActionButton(button, fields[1].GetUInt16(), fields[2].GetUInt8(), fields[3].GetUInt8());
13915 m_actionButtons[button].uState = ACTIONBUTTON_UNCHANGED;
13917 while( result->NextRow() );
13919 delete result;
13923 void Player::_LoadAuras(QueryResult *result, uint32 timediff)
13925 m_Auras.clear();
13926 for (int i = 0; i < TOTAL_AURAS; i++)
13927 m_modAuras[i].clear();
13929 // all aura related fields
13930 for(int i = UNIT_FIELD_AURA; i <= UNIT_FIELD_AURASTATE; ++i)
13931 SetUInt32Value(i, 0);
13933 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
13935 if(result)
13939 Field *fields = result->Fetch();
13940 uint64 caster_guid = fields[0].GetUInt64();
13941 uint32 spellid = fields[1].GetUInt32();
13942 uint32 effindex = fields[2].GetUInt32();
13943 uint32 stackcount = fields[3].GetUInt32();
13944 int32 damage = (int32)fields[4].GetUInt32();
13945 int32 maxduration = (int32)fields[5].GetUInt32();
13946 int32 remaintime = (int32)fields[6].GetUInt32();
13947 int32 remaincharges = (int32)fields[7].GetUInt32();
13949 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
13950 if(!spellproto)
13952 sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex);
13953 continue;
13956 if(effindex >= 3)
13958 sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex);
13959 continue;
13962 // negative effects should continue counting down after logout
13963 if (remaintime != -1 && !IsPositiveEffect(spellid, effindex))
13965 if(remaintime <= int32(timediff))
13966 continue;
13968 remaintime -= timediff;
13971 // prevent wrong values of remaincharges
13972 if(spellproto->procCharges)
13974 if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
13975 remaincharges = spellproto->procCharges;
13977 else
13978 remaincharges = -1;
13980 //do not load single target auras (unless they were cast by the player)
13981 if (caster_guid != GetGUID() && IsSingleTargetSpell(spellproto))
13982 continue;
13984 for(uint32 i=0; i<stackcount; i++)
13986 Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
13987 if(!damage)
13988 damage = aura->GetModifier()->m_amount;
13989 aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
13990 AddAura(aura);
13991 sLog.outString("Added aura spellid %u, effect %u", spellproto->Id, effindex);
13994 while( result->NextRow() );
13996 delete result;
13999 if(m_class == CLASS_WARRIOR)
14000 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
14003 void Player::LoadCorpse()
14005 if( isAlive() )
14007 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14009 else
14011 if(Corpse *corpse = GetCorpse())
14013 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
14015 else
14017 //Prevent Dead Player login without corpse
14018 ResurrectPlayer(0.5f);
14023 void Player::_LoadInventory(QueryResult *result, uint32 timediff)
14025 //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());
14026 std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
14027 //NOTE: the "order by `bag`" is important because it makes sure
14028 //the bagMap is filled before items in the bags are loaded
14029 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14030 //expected to be equipped before offhand items (TODO: fixme)
14032 uint32 zone = GetZoneId();
14034 if (result)
14036 std::list<Item*> problematicItems;
14038 // prevent items from being added to the queue when stored
14039 m_itemUpdateQueueBlocked = true;
14042 Field *fields = result->Fetch();
14043 uint32 bag_guid = fields[1].GetUInt32();
14044 uint8 slot = fields[2].GetUInt8();
14045 uint32 item_guid = fields[3].GetUInt32();
14046 uint32 item_id = fields[4].GetUInt32();
14048 ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
14050 if(!proto)
14052 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14053 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
14054 sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
14055 continue;
14058 Item *item = NewItemOrBag(proto);
14060 if(!item->LoadFromDB(item_guid, GetGUID(), result))
14062 sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
14063 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14064 item->FSetState(ITEM_REMOVED);
14065 item->SaveToDB(); // it also deletes item object !
14066 continue;
14069 // not allow have in alive state item limited to another map/zone
14070 if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
14072 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14073 item->FSetState(ITEM_REMOVED);
14074 item->SaveToDB(); // it also deletes item object !
14075 continue;
14078 // "Conjured items disappear if you are logged out for more than 15 minutes"
14079 if ((timediff > 15*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED)))
14081 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14082 item->FSetState(ITEM_REMOVED);
14083 item->SaveToDB(); // it also deletes item object !
14084 continue;
14087 bool success = true;
14089 if (!bag_guid)
14091 // the item is not in a bag
14092 item->SetContainer( NULL );
14093 item->SetSlot(slot);
14095 if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
14097 ItemPosCountVec dest;
14098 if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK )
14099 item = StoreItem(dest, item, true);
14100 else
14101 success = false;
14103 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) )
14105 uint16 dest;
14106 if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK )
14107 QuickEquipItem(dest, item);
14108 else
14109 success = false;
14111 else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) )
14113 ItemPosCountVec dest;
14114 if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK )
14115 item = BankItem(dest, item, true);
14116 else
14117 success = false;
14120 if(success)
14122 // store bags that may contain items in them
14123 if(item->IsBag() && IsBagPos(item->GetPos()))
14124 bagMap[item_guid] = (Bag*)item;
14127 else
14129 item->SetSlot(NULL_SLOT);
14130 // the item is in a bag, find the bag
14131 std::map<uint64, Bag*>::iterator itr = bagMap.find(bag_guid);
14132 if(itr != bagMap.end())
14133 itr->second->StoreItem(slot, item, true );
14134 else
14135 success = false;
14138 // item's state may have changed after stored
14139 if (success)
14140 item->SetState(ITEM_UNCHANGED, this);
14141 else
14143 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);
14144 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14145 problematicItems.push_back(item);
14147 } while (result->NextRow());
14149 delete result;
14150 m_itemUpdateQueueBlocked = false;
14152 // send by mail problematic items
14153 while(!problematicItems.empty())
14155 // fill mail
14156 MailItemsInfo mi; // item list preparing
14158 for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
14160 Item* item = problematicItems.front();
14161 problematicItems.pop_front();
14163 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
14166 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
14168 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
14171 //if(isAlive())
14172 _ApplyAllItemMods();
14175 // load mailed item which should receive current player
14176 void Player::_LoadMailedItems(Mail *mail)
14178 QueryResult* result = CharacterDatabase.PQuery("SELECT item_guid, item_template FROM mail_items WHERE mail_id='%u'", mail->messageID);
14179 if(!result)
14180 return;
14184 Field *fields = result->Fetch();
14185 uint32 item_guid_low = fields[0].GetUInt32();
14186 uint32 item_template = fields[1].GetUInt32();
14188 mail->AddItem(item_guid_low, item_template);
14190 ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
14192 if(!proto)
14194 sLog.outError( "Player %u have unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID);
14195 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14196 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
14197 continue;
14200 Item *item = NewItemOrBag(proto);
14202 if(!item->LoadFromDB(item_guid_low, 0))
14204 sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
14205 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14206 item->FSetState(ITEM_REMOVED);
14207 item->SaveToDB(); // it also deletes item object !
14208 continue;
14211 AddMItem(item);
14212 } while (result->NextRow());
14214 delete result;
14217 void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery)
14219 //set a count of unread mails
14220 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" I64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
14221 if (resultUnread)
14223 Field *fieldMail = resultUnread->Fetch();
14224 unReadMails = fieldMail[0].GetUInt8();
14225 delete resultUnread;
14228 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14229 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14230 if (resultDelivery)
14232 Field *fieldMail = resultDelivery->Fetch();
14233 m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
14234 delete resultDelivery;
14238 void Player::_LoadMail()
14240 m_mail.clear();
14241 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14242 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());
14243 if(result)
14247 Field *fields = result->Fetch();
14248 Mail *m = new Mail;
14249 m->messageID = fields[0].GetUInt32();
14250 m->messageType = fields[1].GetUInt8();
14251 m->sender = fields[2].GetUInt32();
14252 m->receiver = fields[3].GetUInt32();
14253 m->subject = fields[4].GetCppString();
14254 m->itemTextId = fields[5].GetUInt32();
14255 bool has_items = fields[6].GetBool();
14256 m->expire_time = (time_t)fields[7].GetUInt64();
14257 m->deliver_time = (time_t)fields[8].GetUInt64();
14258 m->money = fields[9].GetUInt32();
14259 m->COD = fields[10].GetUInt32();
14260 m->checked = fields[11].GetUInt32();
14261 m->stationery = fields[12].GetUInt8();
14262 m->mailTemplateId = fields[13].GetInt16();
14264 if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
14266 sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
14267 m->mailTemplateId = 0;
14270 m->state = MAIL_STATE_UNCHANGED;
14272 if (has_items)
14273 _LoadMailedItems(m);
14275 m_mail.push_back(m);
14276 } while( result->NextRow() );
14277 delete result;
14279 m_mailsLoaded = true;
14282 void Player::LoadPet()
14284 //fixme: the pet should still be loaded if the player is not in world
14285 // just not added to the map
14286 if(IsInWorld())
14288 Pet *pet = new Pet;
14289 if(!pet->LoadPetFromDB(this,0,0,true))
14290 delete pet;
14294 void Player::_LoadQuestStatus(QueryResult *result)
14296 mQuestStatus.clear();
14298 uint32 slot = 0;
14300 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14301 //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());
14303 if(result)
14307 Field *fields = result->Fetch();
14309 uint32 quest_id = fields[0].GetUInt32();
14310 // used to be new, no delete?
14311 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14312 if( pQuest )
14314 // find or create
14315 QuestStatusData& questStatusData = mQuestStatus[quest_id];
14317 uint32 qstatus = fields[1].GetUInt32();
14318 if(qstatus < MAX_QUEST_STATUS)
14319 questStatusData.m_status = QuestStatus(qstatus);
14320 else
14322 questStatusData.m_status = QUEST_STATUS_NONE;
14323 sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
14326 questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
14327 questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
14329 time_t quest_time = time_t(fields[4].GetUInt64());
14331 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE )
14333 AddTimedQuest( quest_id );
14335 if (quest_time <= sWorld.GetGameTime())
14336 questStatusData.m_timer = 1;
14337 else
14338 questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * 1000;
14340 else
14341 quest_time = 0;
14343 questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
14344 questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
14345 questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
14346 questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
14347 questStatusData.m_itemcount[0] = fields[9].GetUInt32();
14348 questStatusData.m_itemcount[1] = fields[10].GetUInt32();
14349 questStatusData.m_itemcount[2] = fields[11].GetUInt32();
14350 questStatusData.m_itemcount[3] = fields[12].GetUInt32();
14352 questStatusData.uState = QUEST_UNCHANGED;
14354 // add to quest log
14355 if( slot < MAX_QUEST_LOG_SIZE &&
14356 ( questStatusData.m_status==QUEST_STATUS_INCOMPLETE ||
14357 questStatusData.m_status==QUEST_STATUS_COMPLETE &&
14358 (!questStatusData.m_rewarded || pQuest->IsDaily()) ) )
14360 SetQuestSlot(slot,quest_id,quest_time);
14362 if(questStatusData.m_status == QUEST_STATUS_COMPLETE)
14363 SetQuestSlotState(slot,QUEST_STATE_COMPLETE);
14365 for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
14366 if(questStatusData.m_creatureOrGOcount[idx])
14367 SetQuestSlotCounter(slot,idx,questStatusData.m_creatureOrGOcount[idx]);
14369 ++slot;
14372 if(questStatusData.m_rewarded)
14374 // learn rewarded spell if unknown
14375 learnQuestRewardedSpells(pQuest);
14377 // set rewarded title if any
14378 if(pQuest->GetCharTitleId())
14380 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
14381 SetTitle(titleEntry);
14385 sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
14388 while( result->NextRow() );
14390 delete result;
14393 // clear quest log tail
14394 for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
14395 SetQuestSlot(i,0);
14398 void Player::_LoadDailyQuestStatus(QueryResult *result)
14400 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
14401 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
14403 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14405 if(result)
14407 uint32 quest_daily_idx = 0;
14411 if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
14413 sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14414 break;
14417 Field *fields = result->Fetch();
14419 uint32 quest_id = fields[0].GetUInt32();
14421 // save _any_ from daily quest times (it must be after last reset anyway)
14422 m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
14424 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14425 if( !pQuest )
14426 continue;
14428 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
14429 ++quest_daily_idx;
14431 sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
14433 while( result->NextRow() );
14435 delete result;
14438 m_DailyQuestChanged = false;
14441 void Player::_LoadReputation(QueryResult *result)
14443 m_factions.clear();
14445 // Set initial reputations (so everything is nifty before DB data load)
14446 SetInitialFactions();
14448 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
14450 if(result)
14454 Field *fields = result->Fetch();
14456 FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
14457 if( factionEntry && (factionEntry->reputationListID >= 0))
14459 FactionState* faction = &m_factions[factionEntry->reputationListID];
14461 // update standing to current
14462 faction->Standing = int32(fields[1].GetUInt32());
14464 uint32 dbFactionFlags = fields[2].GetUInt32();
14466 if( dbFactionFlags & FACTION_FLAG_VISIBLE )
14467 SetFactionVisible(faction); // have internal checks for forced invisibility
14469 if( dbFactionFlags & FACTION_FLAG_INACTIVE)
14470 SetFactionInactive(faction,true); // have internal checks for visibility requirement
14472 if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war
14473 SetFactionAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
14474 else // DB not at war
14476 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
14477 if( faction->Flags & FACTION_FLAG_VISIBLE )
14478 SetFactionAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
14481 // set atWar for hostile
14482 if(GetReputationRank(factionEntry) <= REP_HOSTILE)
14483 SetFactionAtWar(faction,true);
14485 // reset changed flag if values similar to saved in DB
14486 if(faction->Flags==dbFactionFlags)
14487 faction->Changed = false;
14490 while( result->NextRow() );
14492 delete result;
14496 void Player::_LoadSpells(QueryResult *result)
14498 for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
14499 delete itr->second;
14500 m_spells.clear();
14502 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14504 if(result)
14508 Field *fields = result->Fetch();
14510 addSpell(fields[0].GetUInt16(), fields[2].GetBool(), false, true, fields[1].GetUInt16(), fields[3].GetBool());
14512 while( result->NextRow() );
14514 delete result;
14518 void Player::_LoadTutorials(QueryResult *result)
14520 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14522 if(result)
14526 Field *fields = result->Fetch();
14528 for (int iI=0; iI<8; iI++)
14529 m_Tutorials[iI] = fields[iI].GetUInt32();
14531 while( result->NextRow() );
14533 delete result;
14536 m_TutorialsChanged = false;
14539 void Player::_LoadGroup(QueryResult *result)
14541 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14542 if(result)
14544 uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
14545 delete result;
14546 Group* group = objmgr.GetGroupByLeader(leaderGuid);
14547 if(group)
14549 uint8 subgroup = group->GetMemberGroup(GetGUID());
14550 SetGroup(group, subgroup);
14551 if(getLevel() >= LEVELREQUIREMENT_HEROIC)
14553 // the group leader may change the instance difficulty while the player is offline
14554 SetDifficulty(group->GetDifficulty());
14560 void Player::_LoadBoundInstances(QueryResult *result)
14562 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
14563 m_boundInstances[i].clear();
14565 Group *group = GetGroup();
14567 //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));
14568 if(result)
14572 Field *fields = result->Fetch();
14573 bool perm = fields[1].GetBool();
14574 uint32 mapId = fields[2].GetUInt32();
14575 uint32 instanceId = fields[0].GetUInt32();
14576 uint8 difficulty = fields[3].GetUInt8();
14577 time_t resetTime = (time_t)fields[4].GetUInt64();
14578 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14579 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14580 // and in that case it is not used
14582 if(!perm && group)
14584 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);
14585 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
14586 continue;
14589 // since non permanent binds are always solo bind, they can always be reset
14590 InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true);
14591 if(save) BindToInstance(save, perm, true);
14592 } while(result->NextRow());
14593 delete result;
14597 InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty)
14599 // some instances only have one difficulty
14600 const MapEntry* entry = sMapStore.LookupEntry(mapid);
14601 if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
14603 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
14604 if(itr != m_boundInstances[difficulty].end())
14605 return &itr->second;
14606 else
14607 return NULL;
14610 void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
14612 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
14613 UnbindInstance(itr, difficulty, unload);
14616 void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload)
14618 if(itr != m_boundInstances[difficulty].end())
14620 if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
14621 itr->second.save->RemovePlayer(this); // save can become invalid
14622 m_boundInstances[difficulty].erase(itr++);
14626 InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
14628 if(save)
14630 InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
14631 if(bind.save)
14633 // update the save when the group kills a boss
14634 if(permanent != bind.perm || save != bind.save)
14635 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());
14637 else
14638 if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
14640 if(bind.save != save)
14642 if(bind.save) bind.save->RemovePlayer(this);
14643 save->AddPlayer(this);
14646 if(permanent) save->SetCanReset(false);
14648 bind.save = save;
14649 bind.perm = permanent;
14650 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());
14651 return &bind;
14653 else
14654 return NULL;
14657 void Player::SendRaidInfo()
14659 WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
14661 uint32 counter = 0, i;
14662 for(i = 0; i < TOTAL_DIFFICULTIES; i++)
14663 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
14664 if(itr->second.perm) counter++;
14666 data << counter;
14667 for(i = 0; i < TOTAL_DIFFICULTIES; i++)
14669 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
14671 if(itr->second.perm)
14673 InstanceSave *save = itr->second.save;
14674 data << (save->GetMapId());
14675 data << (uint32)(save->GetResetTime() - time(NULL));
14676 data << save->GetInstanceId();
14677 data << uint32(counter);
14678 counter--;
14682 GetSession()->SendPacket(&data);
14686 - called on every successful teleportation to a map
14688 void Player::SendSavedInstances()
14690 bool hasBeenSaved = false;
14691 WorldPacket data;
14693 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
14695 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
14697 if(itr->second.perm) // only permanent binds are sent
14699 hasBeenSaved = true;
14700 break;
14705 //Send opcode 811. true or false means, whether you have current raid/heroic instances
14706 data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
14707 data << uint32(hasBeenSaved);
14708 GetSession()->SendPacket(&data);
14710 if(!hasBeenSaved)
14711 return;
14713 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
14715 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
14717 if(itr->second.perm)
14719 data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
14720 data << uint32(itr->second.save->GetMapId());
14721 GetSession()->SendPacket(&data);
14727 /// convert the player's binds to the group
14728 void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
14730 bool has_binds = false;
14731 bool has_solo = false;
14733 if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); }
14734 assert(player_guid);
14736 // copy all binds to the group, when changing leader it's assumed the character
14737 // will not have any solo binds
14739 if(player)
14741 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
14743 for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
14745 has_binds = true;
14746 if(group) group->BindToInstance(itr->second.save, itr->second.perm, true);
14747 // permanent binds are not removed
14748 if(!itr->second.perm)
14750 player->UnbindInstance(itr, i, true); // increments itr
14751 has_solo = true;
14753 else
14754 ++itr;
14759 // if the player's not online we don't know what binds it has
14760 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));
14761 // the following should not get executed when changing leaders
14762 if(!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
14765 bool Player::_LoadHomeBind(QueryResult *result)
14767 bool ok = false;
14768 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
14769 if (result)
14771 Field *fields = result->Fetch();
14772 m_homebindMapId = fields[0].GetUInt32();
14773 m_homebindZoneId = fields[1].GetUInt16();
14774 m_homebindX = fields[2].GetFloat();
14775 m_homebindY = fields[3].GetFloat();
14776 m_homebindZ = fields[4].GetFloat();
14777 delete result;
14779 // accept saved data only for valid position (and non instanceable)
14780 if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
14781 !sMapStore.LookupEntry(m_homebindMapId)->Instanceable() )
14783 ok = true;
14785 else
14786 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
14789 if(!ok)
14791 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
14792 if(!info) return false;
14794 m_homebindMapId = info->mapId;
14795 m_homebindZoneId = info->zoneId;
14796 m_homebindX = info->positionX;
14797 m_homebindY = info->positionY;
14798 m_homebindZ = info->positionZ;
14800 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);
14803 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
14804 m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
14806 return true;
14809 /*********************************************************/
14810 /*** SAVE SYSTEM ***/
14811 /*********************************************************/
14813 void Player::SaveToDB()
14815 // delay auto save at any saves (manual, in code, or autosave)
14816 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
14818 // first save/honor gain after midnight will also update the player's honor fields
14819 UpdateHonorFields();
14821 // Must saved before enter into BattleGround
14822 if(InBattleGround())
14823 return;
14825 int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0;
14826 //save, far from tavern/city
14827 //save, but in tavern/city
14828 sLog.outDebug("The value of player %s at save: ", m_name.c_str());
14829 outDebugValues();
14831 // save state (after auras removing), if aura remove some flags then it must set it back by self)
14832 uint32 tmp_bytes = GetUInt32Value(UNIT_FIELD_BYTES_1);
14833 uint32 tmp_bytes2 = GetUInt32Value(UNIT_FIELD_BYTES_2);
14834 uint32 tmp_flags = GetUInt32Value(UNIT_FIELD_FLAGS);
14835 uint32 tmp_pflags = GetUInt32Value(PLAYER_FLAGS);
14836 uint32 tmp_displayid = GetDisplayId();
14838 // Set player sit state to standing on save, also stealth and shifted form
14839 SetByteValue(UNIT_FIELD_BYTES_1, 0, 0); // stand state
14840 SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift
14841 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0); // stand flags?
14842 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_ROTATE);
14843 SetDisplayId(GetNativeDisplayId());
14845 bool inworld = IsInWorld();
14847 CharacterDatabase.BeginTransaction();
14849 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
14851 std::string sql_name = m_name;
14852 CharacterDatabase.escape_string(sql_name);
14854 std::ostringstream ss;
14855 ss << "INSERT INTO characters (guid,account,name,race,class,"
14856 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
14857 "taximask, online, cinematic, "
14858 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
14859 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
14860 "death_expire_time, taxi_path) VALUES ("
14861 << GetGUIDLow() << ", "
14862 << GetSession()->GetAccountId() << ", '"
14863 << sql_name << "', "
14864 << m_race << ", "
14865 << m_class << ", ";
14867 bool save_to_dest = false;
14868 if(IsBeingTeleported())
14870 // don't save to battlegrounds or arenas
14871 const MapEntry *entry = sMapStore.LookupEntry(GetTeleportDest().mapid);
14872 if(entry && entry->map_type != MAP_BATTLEGROUND && entry->map_type != MAP_ARENA)
14873 save_to_dest = true;
14876 if(!save_to_dest)
14878 ss << GetMapId() << ", "
14879 << (uint32)GetDifficulty() << ", "
14880 << finiteAlways(GetPositionX()) << ", "
14881 << finiteAlways(GetPositionY()) << ", "
14882 << finiteAlways(GetPositionZ()) << ", "
14883 << finiteAlways(GetOrientation()) << ", '";
14885 else
14887 ss << GetTeleportDest().mapid << ", "
14888 << (uint32)GetDifficulty() << ", "
14889 << finiteAlways(GetTeleportDest().x) << ", "
14890 << finiteAlways(GetTeleportDest().y) << ", "
14891 << finiteAlways(GetTeleportDest().z) << ", "
14892 << finiteAlways(GetTeleportDest().o) << ", '";
14895 uint16 i;
14896 for( i = 0; i < m_valuesCount; i++ )
14898 ss << GetUInt32Value(i) << " ";
14901 ss << "', '";
14903 for( i = 0; i < 8; i++ )
14904 ss << m_taxi.GetTaximask(i) << " ";
14906 ss << "', ";
14907 ss << (inworld ? 1 : 0);
14909 ss << ", ";
14910 ss << m_cinematic;
14912 ss << ", ";
14913 ss << m_Played_time[0];
14914 ss << ", ";
14915 ss << m_Played_time[1];
14917 ss << ", ";
14918 ss << finiteAlways(m_rest_bonus);
14919 ss << ", ";
14920 ss << (uint64)time(NULL);
14921 ss << ", ";
14922 ss << is_save_resting;
14923 ss << ", ";
14924 ss << m_resetTalentsCost;
14925 ss << ", ";
14926 ss << (uint64)m_resetTalentsTime;
14928 ss << ", ";
14929 ss << finiteAlways(m_movementInfo.t_x);
14930 ss << ", ";
14931 ss << finiteAlways(m_movementInfo.t_y);
14932 ss << ", ";
14933 ss << finiteAlways(m_movementInfo.t_z);
14934 ss << ", ";
14935 ss << finiteAlways(m_movementInfo.t_o);
14936 ss << ", ";
14937 if (m_transport)
14938 ss << m_transport->GetGUIDLow();
14939 else
14940 ss << "0";
14942 ss << ", ";
14943 ss << m_ExtraFlags;
14945 ss << ", ";
14946 ss << uint32(m_stableSlots); // to prevent save uint8 as char
14948 ss << ", ";
14949 ss << uint32(m_atLoginFlags);
14951 ss << ", ";
14952 ss << GetZoneId();
14954 ss << ", ";
14955 ss << (uint64)m_deathExpireTime;
14957 ss << ", '";
14958 ss << m_taxi.SaveTaxiDestinationsToString();
14959 ss << "' )";
14961 CharacterDatabase.Execute( ss.str().c_str() );
14963 if(m_mailsUpdated) //save mails only when needed
14964 _SaveMail();
14966 _SaveInventory();
14967 _SaveQuestStatus();
14968 _SaveDailyQuestStatus();
14969 _SaveTutorials();
14970 _SaveSpells();
14971 _SaveSpellCooldowns();
14972 _SaveActions();
14973 _SaveAuras();
14974 _SaveReputation();
14976 CharacterDatabase.CommitTransaction();
14978 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
14979 SetDisplayId(tmp_displayid);
14980 SetUInt32Value(UNIT_FIELD_BYTES_1, tmp_bytes);
14981 SetUInt32Value(UNIT_FIELD_BYTES_2, tmp_bytes2);
14982 SetUInt32Value(UNIT_FIELD_FLAGS, tmp_flags);
14983 SetUInt32Value(PLAYER_FLAGS, tmp_pflags);
14985 // save pet (hunter pet level and experience and all type pets health/mana).
14986 if(Pet* pet = GetPet())
14987 pet->SavePetToDB(PET_SAVE_AS_CURRENT);
14990 // fast save function for item/money cheating preventing - save only inventory and money state
14991 void Player::SaveInventoryAndGoldToDB()
14993 _SaveInventory();
14994 //money is in data field
14995 SaveDataFieldToDB();
14998 void Player::_SaveActions()
15000 for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); )
15002 switch (itr->second.uState)
15004 case ACTIONBUTTON_NEW:
15005 CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15006 GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc );
15007 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15008 ++itr;
15009 break;
15010 case ACTIONBUTTON_CHANGED:
15011 CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15012 (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc, GetGUIDLow(), (uint32)itr->first );
15013 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15014 ++itr;
15015 break;
15016 case ACTIONBUTTON_DELETED:
15017 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first );
15018 m_actionButtons.erase(itr++);
15019 break;
15020 default:
15021 ++itr;
15022 break;
15027 void Player::_SaveAuras()
15029 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15031 AuraMap const& auras = GetAuras();
15033 if (auras.empty())
15034 return;
15036 spellEffectPair lastEffectPair = auras.begin()->first;
15037 uint32 stackCounter = 1;
15039 for(AuraMap::const_iterator itr = auras.begin(); ; ++itr)
15041 if(itr == auras.end() || lastEffectPair != itr->first)
15043 AuraMap::const_iterator itr2 = itr;
15044 // save previous spellEffectPair to db
15045 itr2--;
15046 SpellEntry const *spellInfo = itr2->second->GetSpellProto();
15048 //skip all auras from spells that are passive or need a shapeshift
15049 if (!(itr2->second->IsPassive() || itr2->second->IsRemovedOnShapeLost()))
15051 //do not save single target auras (unless they were cast by the player)
15052 if (!(itr2->second->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo)))
15054 uint8 i;
15055 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15056 for (i = 0; i < 3; i++)
15057 if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT ||
15058 spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH)
15059 break;
15061 if (i == 3)
15063 CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15064 "VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15065 GetGUIDLow(), itr2->second->GetCasterGUID(), (uint32)itr2->second->GetId(), (uint32)itr2->second->GetEffIndex(), stackCounter, itr2->second->GetModifier()->m_amount,int(itr2->second->GetAuraMaxDuration()),int(itr2->second->GetAuraDuration()),int(itr2->second->m_procCharges));
15070 if(itr == auras.end())
15071 break;
15074 if (lastEffectPair == itr->first)
15075 stackCounter++;
15076 else
15078 lastEffectPair = itr->first;
15079 stackCounter = 1;
15084 void Player::_SaveInventory()
15086 // force items in buyback slots to new state
15087 // and remove those that aren't already
15088 for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; i++)
15090 Item *item = m_items[i];
15091 if (!item || item->GetState() == ITEM_NEW) continue;
15092 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15093 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
15094 m_items[i]->FSetState(ITEM_NEW);
15097 // update enchantment durations
15098 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
15100 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
15103 // if no changes
15104 if (m_itemUpdateQueue.empty()) return;
15106 // do not save if the update queue is corrupt
15107 bool error = false;
15108 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15110 Item *item = m_itemUpdateQueue[i];
15111 if(!item || item->GetState() == ITEM_REMOVED) continue;
15112 Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
15114 if (test == NULL)
15116 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());
15117 error = true;
15119 else if (test != item)
15121 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());
15122 error = true;
15126 if (error)
15128 sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15129 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
15130 return;
15133 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15135 Item *item = m_itemUpdateQueue[i];
15136 if(!item) continue;
15138 Bag *container = item->GetContainer();
15139 uint32 bag_guid = container ? container->GetGUIDLow() : 0;
15141 switch(item->GetState())
15143 case ITEM_NEW:
15144 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());
15145 break;
15146 case ITEM_CHANGED:
15147 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());
15148 break;
15149 case ITEM_REMOVED:
15150 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15151 break;
15152 case ITEM_UNCHANGED:
15153 break;
15156 item->SaveToDB(); // item have unchanged inventory record and can be save standalone
15158 m_itemUpdateQueue.clear();
15161 void Player::_SaveMail()
15163 if (!m_mailsLoaded)
15164 return;
15166 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
15168 Mail *m = (*itr);
15169 if (m->state == MAIL_STATE_CHANGED)
15171 CharacterDatabase.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" I64FMTD "', deliver_time = '" I64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15172 m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
15173 if(m->removedItems.size())
15175 for(std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
15176 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
15177 m->removedItems.clear();
15179 m->state = MAIL_STATE_UNCHANGED;
15181 else if (m->state == MAIL_STATE_DELETED)
15183 if (m->HasItems())
15184 for(std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
15185 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
15186 if (m->itemTextId)
15187 CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
15188 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
15189 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
15193 //deallocate deleted mails...
15194 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); )
15196 if ((*itr)->state == MAIL_STATE_DELETED)
15198 Mail* m = *itr;
15199 m_mail.erase(itr);
15200 delete m;
15201 itr = m_mail.begin();
15203 else
15204 ++itr;
15207 m_mailsUpdated = false;
15210 void Player::_SaveQuestStatus()
15212 // we don't need transactions here.
15213 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
15215 switch (i->second.uState)
15217 case QUEST_NEW :
15218 CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15219 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15220 GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / 1000 + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]);
15221 break;
15222 case QUEST_CHANGED :
15223 CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" I64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15224 i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / 1000 + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first );
15225 break;
15226 case QUEST_UNCHANGED:
15227 break;
15229 i->second.uState = QUEST_UNCHANGED;
15233 void Player::_SaveDailyQuestStatus()
15235 if(!m_DailyQuestChanged)
15236 return;
15238 m_DailyQuestChanged = false;
15240 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15242 // we don't need transactions here.
15243 CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15244 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15245 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
15246 CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD "')",
15247 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
15250 void Player::_SaveReputation()
15252 for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
15254 if (itr->second.Changed)
15256 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr->second.ID);
15257 CharacterDatabase.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
15258 itr->second.Changed = false;
15263 void Player::_SaveSpells()
15265 for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
15267 ++next;
15268 if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
15269 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
15270 if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)
15271 CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,slot,active,disabled) VALUES ('%u', '%u', '%u','%u','%u')", GetGUIDLow(), itr->first, itr->second->slotId,itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0);
15273 if (itr->second->state == PLAYERSPELL_REMOVED)
15274 _removeSpell(itr->first);
15275 else
15276 itr->second->state = PLAYERSPELL_UNCHANGED;
15280 void Player::_SaveTutorials()
15282 if(!m_TutorialsChanged)
15283 return;
15285 uint32 Rows=0;
15286 // it's better than rebuilding indexes multiple times
15287 QueryResult *result = CharacterDatabase.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID );
15288 if(result)
15290 Rows = result->Fetch()[0].GetUInt32();
15291 delete result;
15294 if (Rows)
15296 CharacterDatabase.PExecute("UPDATE character_tutorial SET tut0='%u', tut1='%u', tut2='%u', tut3='%u', tut4='%u', tut5='%u', tut6='%u', tut7='%u' WHERE account = '%u' AND realmid = '%u'",
15297 m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7], GetSession()->GetAccountId(), realmID );
15299 else
15301 CharacterDatabase.PExecute("INSERT INTO character_tutorial (account,realmid,tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7) VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetSession()->GetAccountId(), realmID, m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7]);
15304 m_TutorialsChanged = false;
15307 void Player::outDebugValues() const
15309 if(!sLog.IsOutDebug()) // optimize disabled debug output
15310 return;
15312 sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
15313 sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
15314 sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
15315 sLog.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA), GetStat(STAT_SPIRIT));
15316 sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
15317 sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
15318 sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
15319 sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
15320 sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
15321 sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
15322 sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
15323 sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
15326 /*********************************************************/
15327 /*** FLOOD FILTER SYSTEM ***/
15328 /*********************************************************/
15330 void Player::UpdateSpeakTime()
15332 // ignore chat spam protection for GMs in any mode
15333 if(GetSession()->GetSecurity() > SEC_PLAYER)
15334 return;
15336 time_t current = time (NULL);
15337 if(m_speakTime > current)
15339 uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
15340 if(!max_count)
15341 return;
15343 ++m_speakCount;
15344 if(m_speakCount >= max_count)
15346 // prevent overwrite mute time, if message send just before mutes set, for example.
15347 time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
15348 if(GetSession()->m_muteTime < new_mute)
15349 GetSession()->m_muteTime = new_mute;
15351 m_speakCount = 0;
15354 else
15355 m_speakCount = 0;
15357 m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
15360 bool Player::CanSpeak() const
15362 return GetSession()->m_muteTime <= time (NULL);
15365 /*********************************************************/
15366 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15367 /*********************************************************/
15369 void Player::SendAttackSwingNotInRange()
15371 WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
15372 GetSession()->SendPacket( &data );
15375 void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
15377 std::ostringstream ss;
15378 ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
15379 << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
15380 << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
15381 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15382 sLog.outDebug(ss.str().c_str());
15383 CharacterDatabase.Execute(ss.str().c_str());
15386 void Player::SaveDataFieldToDB()
15388 std::ostringstream ss;
15389 ss<<"UPDATE characters SET data='";
15391 for(uint16 i = 0; i < m_valuesCount; i++ )
15393 ss << GetUInt32Value(i) << " ";
15395 ss<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15397 CharacterDatabase.Execute(ss.str().c_str());
15400 bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
15402 std::ostringstream ss2;
15403 ss2<<"UPDATE characters SET data='";
15404 int i=0;
15405 for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i)
15407 ss2<<tokens[i]<<" ";
15409 ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15411 return CharacterDatabase.Execute(ss2.str().c_str());
15414 void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
15416 char buf[11];
15417 snprintf(buf,11,"%u",value);
15419 if(index >= tokens.size())
15420 return;
15422 tokens[index] = buf;
15425 void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
15427 Tokens tokens;
15428 if(!LoadValuesArrayFromDB(tokens,guid))
15429 return;
15431 if(index >= tokens.size())
15432 return;
15434 char buf[11];
15435 snprintf(buf,11,"%u",value);
15436 tokens[index] = buf;
15438 SaveValuesArrayInDB(tokens,guid);
15441 void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
15443 uint32 temp;
15444 memcpy(&temp, &value, sizeof(value));
15445 Player::SetUInt32ValueInDB(index, temp, guid);
15448 void Player::SendAttackSwingNotStanding()
15450 WorldPacket data(SMSG_ATTACKSWING_NOTSTANDING, 0);
15451 GetSession()->SendPacket( &data );
15454 void Player::SendAttackSwingDeadTarget()
15456 WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
15457 GetSession()->SendPacket( &data );
15460 void Player::SendAttackSwingCantAttack()
15462 WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
15463 GetSession()->SendPacket( &data );
15466 void Player::SendAttackSwingCancelAttack()
15468 WorldPacket data(SMSG_CANCEL_COMBAT, 0);
15469 GetSession()->SendPacket( &data );
15472 void Player::SendAttackSwingBadFacingAttack()
15474 WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
15475 GetSession()->SendPacket( &data );
15478 void Player::SendAutoRepeatCancel()
15480 WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, 0);
15481 GetSession()->SendPacket( &data );
15484 void Player::PlaySound(uint32 Sound, bool OnlySelf)
15486 WorldPacket data(SMSG_PLAY_SOUND, 4);
15487 data << Sound;
15488 if (OnlySelf)
15489 GetSession()->SendPacket( &data );
15490 else
15491 SendMessageToSet( &data, true );
15494 void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
15496 WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
15497 data << Area;
15498 data << Experience;
15499 GetSession()->SendPacket(&data);
15502 void Player::SendDungeonDifficulty(bool IsInGroup)
15504 uint8 val = 0x00000001;
15505 WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
15506 data << (uint32)GetDifficulty();
15507 data << uint32(val);
15508 data << uint32(IsInGroup);
15509 GetSession()->SendPacket(&data);
15512 void Player::SendResetFailedNotify(uint32 mapid)
15514 WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
15515 data << uint32(mapid);
15516 GetSession()->SendPacket(&data);
15519 /// Reset all solo instances and optionally send a message on success for each
15520 void Player::ResetInstances(uint8 method)
15522 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15524 // we assume that when the difficulty changes, all instances that can be reset will be
15525 uint8 dif = GetDifficulty();
15527 for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
15529 InstanceSave *p = itr->second.save;
15530 const MapEntry *entry = sMapStore.LookupEntry(itr->first);
15531 if(!entry || !p->CanReset())
15533 ++itr;
15534 continue;
15537 if(method == INSTANCE_RESET_ALL)
15539 // the "reset all instances" method can only reset normal maps
15540 if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
15542 ++itr;
15543 continue;
15547 // if the map is loaded, reset it
15548 Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
15549 if(map && map->IsDungeon())
15550 ((InstanceMap*)map)->Reset(method);
15552 // since this is a solo instance there should not be any players inside
15553 if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
15554 SendResetInstanceSuccess(p->GetMapId());
15556 p->DeleteFromDB();
15557 m_boundInstances[dif].erase(itr++);
15559 // the following should remove the instance save from the manager and delete it as well
15560 p->RemovePlayer(this);
15564 void Player::SendResetInstanceSuccess(uint32 MapId)
15566 WorldPacket data(SMSG_INSTANCE_RESET, 4);
15567 data << MapId;
15568 GetSession()->SendPacket(&data);
15571 void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
15573 // TODO: find what other fail reasons there are besides players in the instance
15574 WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
15575 data << reason;
15576 data << MapId;
15577 GetSession()->SendPacket(&data);
15580 /*********************************************************/
15581 /*** Update timers ***/
15582 /*********************************************************/
15584 ///checks the 15 afk reports per 5 minutes limit
15585 void Player::UpdateAfkReport(time_t currTime)
15587 if(m_bgAfkReportedTimer <= currTime)
15589 m_bgAfkReportedCount = 0;
15590 m_bgAfkReportedTimer = currTime+5*MINUTE;
15594 void Player::UpdateContestedPvP(uint32 diff)
15596 if(!m_contestedPvPTimer||isInCombat())
15597 return;
15598 if(m_contestedPvPTimer <= diff)
15600 ResetContestedPvP();
15602 else
15603 m_contestedPvPTimer -= diff;
15606 void Player::UpdatePvPFlag(time_t currTime)
15608 if(!IsPvP())
15609 return;
15610 if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
15611 return;
15613 UpdatePvP(false);
15616 void Player::UpdateDuelFlag(time_t currTime)
15618 if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
15619 return;
15621 SetUInt32Value(PLAYER_DUEL_TEAM, 1);
15622 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
15624 duel->startTimer = 0;
15625 duel->startTime = currTime;
15626 duel->opponent->duel->startTimer = 0;
15627 duel->opponent->duel->startTime = currTime;
15630 void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
15632 if(!pet)
15633 pet = GetPet();
15635 if(returnreagent && (pet || m_temporaryUnsummonedPetNumber))
15637 //returning of reagents only for players, so best done here
15638 uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
15639 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
15641 if(spellInfo)
15643 for(uint32 i = 0; i < 7; ++i)
15645 if(spellInfo->Reagent[i] > 0)
15647 ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
15648 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
15649 if( msg == EQUIP_ERR_OK )
15651 Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
15652 if(IsInWorld())
15653 SendNewItem(item,spellInfo->ReagentCount[i],true,false);
15658 m_temporaryUnsummonedPetNumber = 0;
15661 if(!pet || pet->GetOwnerGUID()!=GetGUID())
15662 return;
15664 // only if current pet in slot
15665 switch(pet->getPetType())
15667 case MINI_PET:
15668 m_miniPet = 0;
15669 break;
15670 case GUARDIAN_PET:
15671 m_guardianPets.erase(pet->GetGUID());
15672 break;
15673 default:
15674 if(GetPetGUID() == pet->GetGUID())
15675 SetPet(NULL);
15676 break;
15679 pet->CombatStop();
15681 if(returnreagent)
15683 switch(pet->GetEntry())
15685 //warlock pets except imp are removed(?) when logging out
15686 case 1860:
15687 case 1863:
15688 case 417:
15689 case 17252:
15690 mode = PET_SAVE_NOT_IN_SLOT;
15691 break;
15695 pet->SavePetToDB(mode);
15697 pet->CleanupsBeforeDelete();
15698 pet->AddObjectToRemoveList();
15699 pet->m_removed = true;
15701 if(pet->isControlled())
15703 WorldPacket data(SMSG_PET_SPELLS, 8);
15704 data << uint64(0);
15705 GetSession()->SendPacket(&data);
15707 if(GetGroup())
15708 SetGroupUpdateFlag(GROUP_UPDATE_PET);
15712 void Player::RemoveMiniPet()
15714 if(Pet* pet = GetMiniPet())
15716 pet->Remove(PET_SAVE_AS_DELETED);
15717 m_miniPet = 0;
15721 Pet* Player::GetMiniPet()
15723 if(!m_miniPet)
15724 return NULL;
15725 return ObjectAccessor::GetPet(m_miniPet);
15728 void Player::RemoveGuardians()
15730 while(!m_guardianPets.empty())
15732 uint64 guid = *m_guardianPets.begin();
15733 if(Pet* pet = ObjectAccessor::GetPet(guid))
15734 pet->Remove(PET_SAVE_AS_DELETED);
15736 m_guardianPets.erase(guid);
15740 bool Player::HasGuardianWithEntry(uint32 entry)
15742 // pet guid middle part is entry (and creature also)
15743 // and in guardian list must be guardians with same entry _always_
15744 for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
15745 if(GUID_ENPART(*itr)==entry)
15746 return true;
15748 return false;
15751 void Player::Uncharm()
15753 Unit* charm = GetCharm();
15754 if(!charm)
15755 return;
15757 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
15758 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
15761 void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
15763 *data << (uint8)msgtype;
15764 *data << (uint32)language;
15765 *data << (uint64)GetGUID();
15766 *data << (uint32)language; //language 2.1.0 ?
15767 *data << (uint64)GetGUID();
15768 *data << (uint32)(text.length()+1);
15769 *data << text;
15770 *data << (uint8)chatTag();
15773 void Player::Say(const std::string& text, const uint32 language)
15775 WorldPacket data(SMSG_MESSAGECHAT, 200);
15776 BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
15777 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
15780 void Player::Yell(const std::string& text, const uint32 language)
15782 WorldPacket data(SMSG_MESSAGECHAT, 200);
15783 BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
15784 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
15787 void Player::TextEmote(const std::string& text)
15789 WorldPacket data(SMSG_MESSAGECHAT, 200);
15790 BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
15791 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT) );
15794 void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
15796 if (language != LANG_ADDON) // if not addon data
15797 language = LANG_UNIVERSAL; // whispers should always be readable
15799 Player *rPlayer = objmgr.GetPlayer(receiver);
15801 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
15802 if(!rPlayer->isDND() || isGameMaster())
15804 WorldPacket data(SMSG_MESSAGECHAT, 200);
15805 BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
15806 rPlayer->GetSession()->SendPacket(&data);
15808 data.Initialize(SMSG_MESSAGECHAT, 200);
15809 rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, text, language);
15810 GetSession()->SendPacket(&data);
15812 else
15814 // announce to player that player he is whispering to is dnd and cannot receive his message
15815 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
15818 if(!isAcceptWhispers())
15820 SetAcceptWhispers(true);
15821 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
15824 // announce to player that player he is whispering to is afk
15825 if(rPlayer->isAFK())
15826 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
15828 // if player whisper someone, auto turn of dnd to be able to receive an answer
15829 if(isDND() && !rPlayer->isGameMaster())
15830 ToggleDND();
15833 void Player::PetSpellInitialize()
15835 Pet* pet = GetPet();
15837 if(pet)
15839 uint8 addlist = 0;
15841 sLog.outDebug("Pet Spells Groups");
15843 CreatureInfo const *cinfo = pet->GetCreatureInfo();
15845 if(pet->isControlled() && (pet->getPetType() == HUNTER_PET || cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK))
15847 for(PetSpellMap::iterator itr = pet->m_spells.begin();itr != pet->m_spells.end();++itr)
15849 if(itr->second->state == PETSPELL_REMOVED)
15850 continue;
15851 ++addlist;
15855 // first line + actionbar + spellcount + spells + last adds
15856 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);
15858 CharmInfo *charmInfo = pet->GetCharmInfo();
15860 //16
15861 data << (uint64)pet->GetGUID() << uint32(0x00000000) << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
15863 for(uint32 i = 0; i < 10; i++) //40
15865 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
15868 data << uint8(addlist); //1
15870 if(addlist && pet->isControlled())
15872 for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
15874 if(itr->second->state == PETSPELL_REMOVED)
15875 continue;
15877 data << uint16(itr->first);
15878 data << uint16(itr->second->active); // pet spell active state isn't boolean
15882 //data << uint8(0x01) << uint32(0x6010) << uint32(0x01) << uint32(0x05) << uint16(0x00); //15
15883 uint8 count = 3; //1+8+8+8=25
15885 // if count = 0, then end of packet...
15886 data << count;
15887 // uint32 value is spell id...
15888 // uint64 value is constant 0, unknown...
15889 data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
15890 //data << uint32(0x5fd1) << uint64(0); // if count = 2
15891 data << uint32(0x8e8c) << uint64(0); // if count = 3
15892 data << uint32(0x8e8b) << uint64(0); // if count = 3
15894 GetSession()->SendPacket(&data);
15898 void Player::PossessSpellInitialize()
15900 Unit* charm = GetCharm();
15902 if(!charm)
15903 return;
15905 CharmInfo *charmInfo = charm->GetCharmInfo();
15907 if(!charmInfo)
15909 sLog.outError("Player::PossessSpellInitialize(): charm ("I64FMTD") has no charminfo!", charm->GetGUID());
15910 return;
15913 uint8 addlist = 0;
15914 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
15916 //16
15917 data << (uint64)charm->GetGUID() << uint32(0x00000000) << uint8(0) << uint8(0) << uint16(0);
15919 for(uint32 i = 0; i < 10; i++) //40
15921 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
15924 data << uint8(addlist); //1
15926 uint8 count = 3;
15927 data << count;
15928 data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
15929 data << uint32(0x8e8c) << uint64(0); // if count = 3
15930 data << uint32(0x8e8b) << uint64(0); // if count = 3
15932 GetSession()->SendPacket(&data);
15935 void Player::CharmSpellInitialize()
15937 Unit* charm = GetCharm();
15939 if(!charm)
15940 return;
15942 CharmInfo *charmInfo = charm->GetCharmInfo();
15943 if(!charmInfo)
15945 sLog.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD") has no charminfo!", charm->GetGUID());
15946 return;
15949 uint8 addlist = 0;
15951 if(charm->GetTypeId() != TYPEID_PLAYER)
15953 CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
15955 if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
15957 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
15959 if(charmInfo->GetCharmSpell(i)->spellId)
15960 ++addlist;
15965 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
15967 data << (uint64)charm->GetGUID() << uint32(0x00000000);
15969 if(charm->GetTypeId() != TYPEID_PLAYER)
15970 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState());
15971 else
15972 data << uint8(0) << uint8(0);
15974 data << uint16(0);
15976 for(uint32 i = 0; i < 10; i++) //40
15978 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
15981 data << uint8(addlist); //1
15983 if(addlist)
15985 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
15987 CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
15988 if(cspell->spellId)
15990 data << uint16(cspell->spellId);
15991 data << uint16(cspell->active);
15996 uint8 count = 3;
15997 data << count;
15998 data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
15999 data << uint32(0x8e8c) << uint64(0); // if count = 3
16000 data << uint32(0x8e8b) << uint64(0); // if count = 3
16002 GetSession()->SendPacket(&data);
16005 int32 Player::GetTotalFlatMods(uint32 spellId, SpellModOp op)
16007 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16008 if (!spellInfo) return 0;
16009 int32 total = 0;
16010 for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
16012 SpellModifier *mod = *itr;
16014 if(!IsAffectedBySpellmod(spellInfo,mod))
16015 continue;
16017 if (mod->type == SPELLMOD_FLAT)
16018 total += mod->value;
16020 return total;
16023 int32 Player::GetTotalPctMods(uint32 spellId, SpellModOp op)
16025 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16026 if (!spellInfo) return 0;
16027 int32 total = 0;
16028 for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
16030 SpellModifier *mod = *itr;
16032 if(!IsAffectedBySpellmod(spellInfo,mod))
16033 continue;
16035 if (mod->type == SPELLMOD_PCT)
16036 total += mod->value;
16038 return total;
16041 bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell)
16043 if (!mod || !spellInfo)
16044 return false;
16046 if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish
16048 // prevent apply to any spell except spell that trigger expire
16049 if(spell)
16051 if(mod->lastAffected != spell)
16052 return false;
16054 else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id))
16055 return false;
16058 return spellmgr.IsAffectedBySpell(spellInfo,mod->spellId,mod->effectId,mod->mask);
16061 void Player::AddSpellMod(SpellModifier* mod, bool apply)
16063 uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
16065 for(int eff=0;eff<64;++eff)
16067 uint64 _mask = uint64(1) << eff;
16068 if ( mod->mask & _mask)
16070 int32 val = 0;
16071 for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
16073 if ((*itr)->type == mod->type && (*itr)->mask & _mask)
16074 val += (*itr)->value;
16076 val += apply ? mod->value : -(mod->value);
16077 WorldPacket data(Opcode, (1+1+4));
16078 data << uint8(eff);
16079 data << uint8(mod->op);
16080 data << int32(val);
16081 SendDirectMessage(&data);
16085 if (apply)
16086 m_spellMods[mod->op].push_back(mod);
16087 else
16089 if (mod->charges == -1)
16090 --m_SpellModRemoveCount;
16091 m_spellMods[mod->op].remove(mod);
16092 delete mod;
16096 void Player::RemoveSpellMods(Spell const* spell)
16098 if(!spell || (m_SpellModRemoveCount == 0))
16099 return;
16101 for(int i=0;i<MAX_SPELLMOD;++i)
16103 for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
16105 SpellModifier *mod = *itr;
16106 ++itr;
16108 if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
16110 RemoveAurasDueToSpell(mod->spellId);
16111 if (m_spellMods[i].empty())
16112 break;
16113 else
16114 itr = m_spellMods[i].begin();
16120 // send Proficiency
16121 void Player::SendProficiency(uint8 pr1, uint32 pr2)
16123 WorldPacket data(SMSG_SET_PROFICIENCY, 8);
16124 data << pr1 << pr2;
16125 GetSession()->SendPacket (&data);
16128 void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
16130 QueryResult *result = NULL;
16131 if(type==10)
16132 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16133 else
16134 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16135 if(result)
16137 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.
16138 { // and SendPetitionQueryOpcode reads data from the DB
16139 Field *fields = result->Fetch();
16140 uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
16141 uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
16143 // send update if charter owner in game
16144 Player* owner = objmgr.GetPlayer(ownerguid);
16145 if(owner)
16146 owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
16148 } while ( result->NextRow() );
16150 delete result;
16152 if(type==10)
16153 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16154 else
16155 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16158 CharacterDatabase.BeginTransaction();
16159 if(type == 10)
16161 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
16162 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
16164 else
16166 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16167 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16169 CharacterDatabase.CommitTransaction();
16172 void Player::SetRestBonus (float rest_bonus_new)
16174 // Prevent resting on max level
16175 if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
16176 rest_bonus_new = 0;
16178 if(rest_bonus_new < 0)
16179 rest_bonus_new = 0;
16181 float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
16183 if(rest_bonus_new > rest_bonus_max)
16184 m_rest_bonus = rest_bonus_max;
16185 else
16186 m_rest_bonus = rest_bonus_new;
16188 // update data for client
16189 if(m_rest_bonus>10)
16190 SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
16191 else if(m_rest_bonus<=1)
16192 SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
16194 //RestTickUpdate
16195 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
16198 void Player::HandleStealthedUnitsDetection()
16200 std::list<Unit*> stealthedUnits;
16202 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16203 Cell cell(p);
16204 cell.data.Part.reserved = ALL_DISTRICT;
16205 cell.SetNoCreate();
16207 MaNGOS::AnyStealthedCheck u_check;
16208 MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(stealthedUnits, u_check);
16210 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher);
16211 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher);
16213 CellLock<GridReadGuard> cell_lock(cell, p);
16214 cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap());
16215 cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap());
16217 for (std::list<Unit*>::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();)
16219 if((*i)==this)
16221 i = stealthedUnits.erase(i);
16222 continue;
16225 if ((*i)->isVisibleForOrDetect(this,true))
16228 (*i)->SendUpdateToPlayer(this);
16229 m_clientGUIDs.insert((*i)->GetGUID());
16231 #ifdef MANGOS_DEBUG
16232 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
16233 sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
16234 #endif
16236 // target aura duration for caster show only if target exist at caster client
16237 // send data at target visibility change (adding to client)
16238 if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
16239 SendAuraDurationsForTarget(*i);
16241 i = stealthedUnits.erase(i);
16242 continue;
16245 ++i;
16249 bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, uint32 mount_id, Creature* npc)
16251 if(nodes.size() < 2)
16252 return false;
16254 // not let cheating with start flight mounted
16255 if(IsMounted())
16257 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16258 data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
16259 GetSession()->SendPacket(&data);
16260 return false;
16263 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
16265 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16266 data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
16267 GetSession()->SendPacket(&data);
16268 return false;
16271 // 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
16272 if(GetSession()->isLogingOut() ||
16273 (!m_currentSpells[CURRENT_GENERIC_SPELL] ||
16274 m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Effect[0] != SPELL_EFFECT_SEND_TAXI)&&
16275 IsNonMeleeSpellCasted(false) ||
16276 isInCombat())
16278 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16279 data << uint32(ERR_TAXIPLAYERBUSY);
16280 GetSession()->SendPacket(&data);
16281 return false;
16284 if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
16285 return false;
16287 uint32 sourcenode = nodes[0];
16289 // starting node too far away (cheat?)
16290 TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
16291 if( !node || node->map_id != GetMapId() ||
16292 (node->x - GetPositionX())*(node->x - GetPositionX())+
16293 (node->y - GetPositionY())*(node->y - GetPositionY())+
16294 (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
16295 (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE) )
16297 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16298 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16299 GetSession()->SendPacket(&data);
16300 return false;
16303 // Prepare to flight start now
16305 // stop combat at start taxi flight if any
16306 CombatStop();
16308 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16309 TradeCancel(true);
16311 // clean not finished taxi path if any
16312 m_taxi.ClearTaxiDestinations();
16314 // 0 element current node
16315 m_taxi.AddTaxiDestination(sourcenode);
16317 // fill destinations path tail
16318 uint32 sourcepath = 0;
16319 uint32 totalcost = 0;
16321 uint32 prevnode = sourcenode;
16322 uint32 lastnode = 0;
16324 for(uint32 i = 1; i < nodes.size(); ++i)
16326 uint32 path, cost;
16328 lastnode = nodes[i];
16329 objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
16331 if(!path)
16333 m_taxi.ClearTaxiDestinations();
16334 return false;
16337 totalcost += cost;
16339 if(prevnode == sourcenode)
16340 sourcepath = path;
16342 m_taxi.AddTaxiDestination(lastnode);
16344 prevnode = lastnode;
16347 if(!mount_id) // if not provide then attempt use default.
16348 mount_id = objmgr.GetTaxiMount(sourcenode, GetTeam());
16350 if (mount_id == 0 || sourcepath == 0)
16352 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16353 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16354 GetSession()->SendPacket(&data);
16355 m_taxi.ClearTaxiDestinations();
16356 return false;
16359 uint32 money = GetMoney();
16361 if(npc)
16363 totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
16366 if(money < totalcost)
16368 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16369 data << uint32(ERR_TAXINOTENOUGHMONEY);
16370 GetSession()->SendPacket(&data);
16371 m_taxi.ClearTaxiDestinations();
16372 return false;
16375 //Checks and preparations done, DO FLIGHT
16376 ModifyMoney(-(int32)totalcost);
16378 // prevent stealth flight
16379 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
16381 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16382 data << uint32(ERR_TAXIOK);
16383 GetSession()->SendPacket(&data);
16385 sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16387 GetSession()->SendDoFlight(mount_id, sourcepath);
16389 return true;
16392 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
16394 // last check 2.0.10
16395 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
16396 data << GetGUID();
16397 data << uint8(0x0); // flags (0x1, 0x2)
16398 time_t curTime = time(NULL);
16399 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
16401 if (itr->second->state == PLAYERSPELL_REMOVED)
16402 continue;
16403 uint32 unSpellId = itr->first;
16404 SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
16405 if (!spellInfo)
16407 ASSERT(spellInfo);
16408 continue;
16411 // Not send cooldown for this spells
16412 if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
16413 continue;
16415 if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
16417 data << unSpellId;
16418 data << unTimeMs; // in m.secs
16419 AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/1000);
16422 GetSession()->SendPacket(&data);
16425 void Player::InitDataForForm(bool reapplyMods)
16427 SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
16428 if(ssEntry && ssEntry->attackSpeed)
16430 SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
16431 SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
16432 SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
16434 else
16435 SetRegularAttackTime();
16437 switch(m_form)
16439 case FORM_CAT:
16441 if(getPowerType()!=POWER_ENERGY)
16442 setPowerType(POWER_ENERGY);
16443 break;
16445 case FORM_BEAR:
16446 case FORM_DIREBEAR:
16448 if(getPowerType()!=POWER_RAGE)
16449 setPowerType(POWER_RAGE);
16450 break;
16452 default: // 0, for example
16454 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
16455 if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
16456 setPowerType(Powers(cEntry->powerType));
16457 break;
16461 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16462 if (!reapplyMods)
16463 UpdateEquipSpellsAtFormChange();
16465 UpdateAttackPowerAndDamage();
16466 UpdateAttackPowerAndDamage(true);
16469 // Return true is the bought item has a max count to force refresh of window by caller
16470 bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot)
16472 // cheating attempt
16473 if(count < 1) count = 1;
16475 if(!isAlive())
16476 return false;
16478 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
16479 if( !pProto )
16481 SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
16482 return false;
16485 Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid,UNIT_NPC_FLAG_VENDOR);
16486 if (!pCreature)
16488 sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
16489 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
16490 return false;
16493 VendorItemData const* vItems = pCreature->GetVendorItems();
16494 if(!vItems || vItems->Empty())
16496 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
16497 return false;
16500 size_t vendor_slot = vItems->FindItemSlot(item);
16501 if(vendor_slot >= vItems->GetItemCount())
16503 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
16504 return false;
16507 VendorItem const* crItem = vItems->m_items[vendor_slot];
16509 // check current item amount if it limited
16510 if( crItem->maxcount != 0 )
16512 if(pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
16514 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
16515 return false;
16519 if( uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
16521 SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
16522 return false;
16525 if(crItem->ExtendedCost)
16527 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
16528 if(!iece)
16530 sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
16531 return false;
16534 // honor points price
16535 if(GetHonorPoints() < (iece->reqhonorpoints * count))
16537 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
16538 return false;
16541 // arena points price
16542 if(GetArenaPoints() < (iece->reqarenapoints * count))
16544 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
16545 return false;
16548 // item base price
16549 for (uint8 i = 0; i < 5; ++i)
16551 if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
16553 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
16554 return false;
16558 // check for personal arena rating requirement
16559 if( GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating )
16561 // probably not the proper equip err
16562 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
16563 return false;
16567 uint32 price = pProto->BuyPrice * count;
16569 // reputation discount
16570 price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
16572 if( GetMoney() < price )
16574 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
16575 return false;
16578 uint8 bag = 0; // init for case invalid bagGUID
16580 if (bagguid != NULL_BAG && slot != NULL_SLOT)
16582 Bag *pBag;
16583 if( bagguid == GetGUID() )
16585 bag = INVENTORY_SLOT_BAG_0;
16587 else
16589 for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END;i++)
16591 pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0,i);
16592 if( pBag )
16594 if( bagguid == pBag->GetGUID() )
16596 bag = i;
16597 break;
16604 if( IsInventoryPos( bag, slot ) || (bagguid == NULL_BAG && slot == NULL_SLOT) )
16606 ItemPosCountVec dest;
16607 uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
16608 if( msg != EQUIP_ERR_OK )
16610 SendEquipError( msg, NULL, NULL );
16611 return false;
16614 ModifyMoney( -(int32)price );
16615 if(crItem->ExtendedCost) // case for new honor system
16617 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
16618 if(iece->reqhonorpoints)
16619 ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
16620 if(iece->reqarenapoints)
16621 ModifyArenaPoints( - int32(iece->reqarenapoints * count));
16622 for (uint8 i = 0; i < 5; ++i)
16624 if(iece->reqitem[i])
16625 DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
16629 if(Item *it = StoreNewItem( dest, item, true ))
16631 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
16633 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
16634 data << pCreature->GetGUID();
16635 data << (uint32)(vendor_slot+1); // numbered from 1 at client
16636 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
16637 data << (uint32)count;
16638 GetSession()->SendPacket(&data);
16640 SendNewItem(it, pProto->BuyCount*count, true, false, false);
16643 else if( IsEquipmentPos( bag, slot ) )
16645 if(pProto->BuyCount * count != 1)
16647 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL );
16648 return false;
16651 uint16 dest;
16652 uint8 msg = CanEquipNewItem( slot, dest, item, false );
16653 if( msg != EQUIP_ERR_OK )
16655 SendEquipError( msg, NULL, NULL );
16656 return false;
16659 ModifyMoney( -(int32)price );
16660 if(crItem->ExtendedCost) // case for new honor system
16662 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
16663 if(iece->reqhonorpoints)
16664 ModifyHonorPoints( - int32(iece->reqhonorpoints));
16665 if(iece->reqarenapoints)
16666 ModifyArenaPoints( - int32(iece->reqarenapoints));
16667 for (uint8 i = 0; i < 5; ++i)
16669 if(iece->reqitem[i])
16670 DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
16674 if(Item *it = EquipNewItem( dest, item, true ))
16676 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
16678 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
16679 data << pCreature->GetGUID();
16680 data << (uint32)(vendor_slot+1); // numbered from 1 at client
16681 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
16682 data << (uint32)count;
16683 GetSession()->SendPacket(&data);
16685 SendNewItem(it, pProto->BuyCount*count, true, false, false);
16687 AutoUnequipOffhandIfNeed();
16690 else
16692 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
16693 return false;
16696 return crItem->maxcount!=0;
16699 uint32 Player::GetMaxPersonalArenaRatingRequirement()
16701 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
16702 // the personal rating of the arena team must match the required limit as well
16703 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
16704 uint32 max_personal_rating = 0;
16705 for(int i = 0; i < MAX_ARENA_SLOT; ++i)
16707 if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
16709 uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5);
16710 uint32 t_rating = at->GetRating();
16711 p_rating = p_rating<t_rating? p_rating : t_rating;
16712 if(max_personal_rating < p_rating)
16713 max_personal_rating = p_rating;
16716 return max_personal_rating;
16719 void Player::UpdateHomebindTime(uint32 time)
16721 // GMs never get homebind timer online
16722 if (m_InstanceValid || isGameMaster())
16724 if(m_HomebindTimer) // instance valid, but timer not reset
16726 // hide reminder
16727 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
16728 data << uint32(0);
16729 data << uint32(0);
16730 GetSession()->SendPacket(&data);
16732 // instance is valid, reset homebind timer
16733 m_HomebindTimer = 0;
16735 else if (m_HomebindTimer > 0)
16737 if (time >= m_HomebindTimer)
16739 // teleport to homebind location
16740 TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
16742 else
16743 m_HomebindTimer -= time;
16745 else
16747 // instance is invalid, start homebind timer
16748 m_HomebindTimer = 60000;
16749 // send message to player
16750 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
16751 data << m_HomebindTimer;
16752 data << uint32(1);
16753 GetSession()->SendPacket(&data);
16754 sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
16758 void Player::UpdatePvP(bool state, bool ovrride)
16760 if(!state || ovrride)
16762 SetPvP(state);
16763 if(Pet* pet = GetPet())
16764 pet->SetPvP(state);
16765 if(Unit* charmed = GetCharm())
16766 charmed->SetPvP(state);
16768 pvpInfo.endTimer = 0;
16770 else
16772 if(pvpInfo.endTimer != 0)
16773 pvpInfo.endTimer = time(NULL);
16774 else
16776 SetPvP(state);
16778 if(Pet* pet = GetPet())
16779 pet->SetPvP(state);
16780 if(Unit* charmed = GetCharm())
16781 charmed->SetPvP(state);
16786 void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
16788 SpellCooldown sc;
16789 sc.end = end_time;
16790 sc.itemid = itemid;
16791 m_spellCooldowns[spellid] = sc;
16794 void Player::SendCooldownEvent(SpellEntry const *spellInfo)
16796 if ( !(spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) )
16797 return;
16799 // Get spell cooldown
16800 int32 cooldown = GetSpellRecoveryTime(spellInfo);
16801 // Apply spellmods
16802 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, cooldown);
16803 if (cooldown < 0)
16804 cooldown = 0;
16805 // Add cooldown
16806 AddSpellCooldown(spellInfo->Id, 0, time(NULL) + cooldown / 1000);
16807 // Send activate
16808 WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
16809 data << spellInfo->Id;
16810 data << GetGUID();
16811 SendDirectMessage(&data);
16813 //slot to be excluded while counting
16814 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
16816 if(!enchantmentcondition)
16817 return true;
16819 SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
16821 if(!Condition)
16822 return true;
16824 uint8 curcount[4] = {0, 0, 0, 0};
16826 //counting current equipped gem colors
16827 for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
16829 if(i == slot)
16830 continue;
16831 Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
16832 if(pItem2 && pItem2->GetProto()->Socket[0].Color)
16834 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
16836 uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
16837 if(!enchant_id)
16838 continue;
16840 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
16841 if(!enchantEntry)
16842 continue;
16844 uint32 gemid = enchantEntry->GemID;
16845 if(!gemid)
16846 continue;
16848 ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
16849 if(!gemProto)
16850 continue;
16852 GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
16853 if(!gemProperty)
16854 continue;
16856 uint8 GemColor = gemProperty->color;
16858 for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
16860 if(tmpcolormask & GemColor)
16861 ++curcount[b];
16867 bool activate = true;
16869 for(int i = 0; i < 5; i++)
16871 if(!Condition->Color[i])
16872 continue;
16874 uint32 _cur_gem = curcount[Condition->Color[i] - 1];
16876 // if have <CompareColor> use them as count, else use <value> from Condition
16877 uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
16879 switch(Condition->Comparator[i])
16881 case 2: // requires less <color> than (<value> || <comparecolor>) gems
16882 activate &= (_cur_gem < _cmp_gem) ? true : false;
16883 break;
16884 case 3: // requires more <color> than (<value> || <comparecolor>) gems
16885 activate &= (_cur_gem > _cmp_gem) ? true : false;
16886 break;
16887 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
16888 activate &= (_cur_gem >= _cmp_gem) ? true : false;
16889 break;
16893 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");
16895 return activate;
16898 void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
16900 //cycle all equipped items
16901 for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
16903 //enchants for the slot being socketed are handled by Player::ApplyItemMods
16904 if(slot == exceptslot)
16905 continue;
16907 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
16909 if(!pItem || !pItem->GetProto()->Socket[0].Color)
16910 continue;
16912 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
16914 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
16915 if(!enchant_id)
16916 continue;
16918 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
16919 if(!enchantEntry)
16920 continue;
16922 uint32 condition = enchantEntry->EnchantmentCondition;
16923 if(condition)
16925 //was enchant active with/without item?
16926 bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
16927 //should it now be?
16928 if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
16930 // ignore item gem conditions
16931 //if state changed, (dis)apply enchant
16932 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true);
16939 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
16940 void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
16942 //cycle all equipped items
16943 for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
16945 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
16946 if(slot == exceptslot)
16947 continue;
16949 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
16951 if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
16952 continue;
16954 //cycle all (gem)enchants
16955 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
16957 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
16958 if(!enchant_id) //if no enchant go to next enchant(slot)
16959 continue;
16961 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
16962 if(!enchantEntry)
16963 continue;
16965 //only metagems to be (de)activated, so only enchants with condition
16966 uint32 condition = enchantEntry->EnchantmentCondition;
16967 if(condition)
16968 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
16973 void Player::LeaveBattleground(bool teleportToEntryPoint)
16975 if(BattleGround *bg = GetBattleGround())
16977 bool need_debuf = bg->isBattleGround() && (bg->GetStatus() == STATUS_IN_PROGRESS) && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER);
16979 bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
16981 // call after remove to be sure that player resurrected for correct cast
16982 if(need_debuf)
16983 CastSpell(this, 26013, true); // Deserter
16987 bool Player::CanJoinToBattleground() const
16989 // check Deserter debuff
16990 if(GetDummyAura(26013))
16991 return false;
16993 return true;
16996 bool Player::CanReportAfkDueToLimit()
16998 // a player can complain about 15 people per 5 minutes
16999 if(m_bgAfkReportedCount >= 15)
17000 return false;
17001 ++m_bgAfkReportedCount;
17002 return true;
17005 ///This player has been blamed to be inactive in a battleground
17006 void Player::ReportedAfkBy(Player* reporter)
17008 BattleGround *bg = GetBattleGround();
17009 if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
17010 return;
17012 // check if player has 'Idle' or 'Inactive' debuff
17013 if(m_bgAfkReporter.find(reporter->GetGUIDLow())==m_bgAfkReporter.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter->CanReportAfkDueToLimit())
17015 m_bgAfkReporter.insert(reporter->GetGUIDLow());
17016 // 3 players have to complain to apply debuff
17017 if(m_bgAfkReporter.size() >= 3)
17019 // cast 'Idle' spell
17020 CastSpell(this, 43680, true);
17021 m_bgAfkReporter.clear();
17026 bool Player::IsVisibleInGridForPlayer( Player* pl ) const
17028 // gamemaster in GM mode see all, including ghosts
17029 if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
17030 return true;
17032 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17033 if (InBattleGround())
17035 if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
17036 return false;
17037 return true;
17040 // Live player see live player or dead player with not realized corpse
17041 if(pl->isAlive() || pl->m_deathTimer > 0)
17043 return isAlive() || m_deathTimer > 0;
17046 // Ghost see other friendly ghosts, that's for sure
17047 if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
17048 return true;
17050 // Dead player see live players near own corpse
17051 if(isAlive())
17053 Corpse *corpse = pl->GetCorpse();
17054 if(corpse)
17056 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17057 if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
17058 return true;
17062 // and not see any other
17063 return false;
17066 bool Player::IsVisibleGloballyFor( Player* u ) const
17068 if(!u)
17069 return false;
17071 // Always can see self
17072 if (u==this)
17073 return true;
17075 // Visible units, always are visible for all players
17076 if (GetVisibility() == VISIBILITY_ON)
17077 return true;
17079 // GMs are visible for higher gms (or players are visible for gms)
17080 if (u->GetSession()->GetSecurity() > SEC_PLAYER)
17081 return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
17083 // non faction visibility non-breakable for non-GMs
17084 if (GetVisibility() == VISIBILITY_OFF)
17085 return false;
17087 // non-gm stealth/invisibility not hide from global player lists
17088 return true;
17091 void Player::UpdateVisibilityOf(WorldObject* target)
17093 if(HaveAtClient(target))
17095 if(!target->isVisibleForInState(this,true))
17097 target->DestroyForPlayer(this);
17098 m_clientGUIDs.erase(target->GetGUID());
17100 #ifdef MANGOS_DEBUG
17101 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17102 sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17103 #endif
17106 else
17108 if(target->isVisibleForInState(this,false))
17110 target->SendUpdateToPlayer(this);
17111 if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
17112 m_clientGUIDs.insert(target->GetGUID());
17114 #ifdef MANGOS_DEBUG
17115 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17116 sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17117 #endif
17119 // target aura duration for caster show only if target exist at caster client
17120 // send data at target visibility change (adding to client)
17121 if(target!=this && target->isType(TYPEMASK_UNIT))
17122 SendAuraDurationsForTarget((Unit*)target);
17124 if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
17125 ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17130 template<class T>
17131 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target)
17133 s64.insert(target->GetGUID());
17136 template<>
17137 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target)
17139 if(!target->IsTransport())
17140 s64.insert(target->GetGUID());
17143 template<class T>
17144 void Player::UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow)
17146 if(HaveAtClient(target))
17148 if(!target->isVisibleForInState(this,true))
17150 target->BuildOutOfRangeUpdateBlock(&data);
17151 m_clientGUIDs.erase(target->GetGUID());
17153 #ifdef MANGOS_DEBUG
17154 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17155 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));
17156 #endif
17159 else
17161 if(target->isVisibleForInState(this,false))
17163 visibleNow.insert(target);
17164 target->BuildUpdate(data_updates);
17165 target->BuildCreateUpdateBlockForPlayer(&data, this);
17166 UpdateVisibilityOf_helper(m_clientGUIDs,target);
17168 #ifdef MANGOS_DEBUG
17169 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17170 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));
17171 #endif
17176 template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17177 template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17178 template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17179 template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17180 template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17182 void Player::InitPrimaryProffesions()
17184 SetFreePrimaryProffesions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
17187 void Player::SendComboPoints()
17189 Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
17190 if (combotarget)
17192 WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
17193 data.append(combotarget->GetPackGUID());
17194 data << uint8(m_comboPoints);
17195 GetSession()->SendPacket(&data);
17199 void Player::AddComboPoints(Unit* target, int8 count)
17201 if(!count)
17202 return;
17204 // without combo points lost (duration checked in aura)
17205 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17207 if(target->GetGUID() == m_comboTarget)
17209 m_comboPoints += count;
17211 else
17213 if(m_comboTarget)
17214 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17215 target->RemoveComboPointHolder(GetGUIDLow());
17217 m_comboTarget = target->GetGUID();
17218 m_comboPoints = count;
17220 target->AddComboPointHolder(GetGUIDLow());
17223 if (m_comboPoints > 5) m_comboPoints = 5;
17224 if (m_comboPoints < 0) m_comboPoints = 0;
17226 SendComboPoints();
17229 void Player::ClearComboPoints()
17231 if(!m_comboTarget)
17232 return;
17234 // without combopoints lost (duration checked in aura)
17235 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17237 m_comboPoints = 0;
17239 SendComboPoints();
17241 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17242 target->RemoveComboPointHolder(GetGUIDLow());
17244 m_comboTarget = 0;
17247 void Player::SetGroup(Group *group, int8 subgroup)
17249 if(group == NULL) m_group.unlink();
17250 else
17252 // never use SetGroup without a subgroup unless you specify NULL for group
17253 assert(subgroup >= 0);
17254 m_group.link(group, this);
17255 m_group.setSubGroup((uint8)subgroup);
17259 void Player::SendInitialPacketsBeforeAddToMap()
17261 WorldPacket data(SMSG_SET_REST_START, 4);
17262 data << uint32(0); // unknown, may be rest state time or experience
17263 GetSession()->SendPacket(&data);
17265 // Homebind
17266 data.Initialize(SMSG_BINDPOINTUPDATE, 5*4);
17267 data << m_homebindX << m_homebindY << m_homebindZ;
17268 data << (uint32) m_homebindMapId;
17269 data << (uint32) m_homebindZoneId;
17270 GetSession()->SendPacket(&data);
17272 // SMSG_SET_PROFICIENCY
17273 // SMSG_UPDATE_AURA_DURATION
17275 // tutorial stuff
17276 data.Initialize(SMSG_TUTORIAL_FLAGS, 8*4);
17277 for (int i = 0; i < 8; ++i)
17278 data << uint32( GetTutorialInt(i) );
17279 GetSession()->SendPacket(&data);
17281 SendInitialSpells();
17283 data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
17284 data << uint32(0); // count, for(count) uint32;
17285 GetSession()->SendPacket(&data);
17287 SendInitialActionButtons();
17288 SendInitialReputations();
17289 UpdateZone(GetZoneId());
17290 SendInitWorldStates();
17292 // SMSG_SET_AURA_SINGLE
17294 data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8);
17295 data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
17296 data << (float)0.01666667f; // game speed
17297 GetSession()->SendPacket( &data );
17299 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17300 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || isInFlight())
17301 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
17304 void Player::SendInitialPacketsAfterAddToMap()
17306 CastSpell(this, 836, true); // LOGINEFFECT
17308 // set some aura effects that send packet to player client after add player to map
17309 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17310 // same auras state lost at far teleport, send it one more time in this case also
17311 static const AuraType auratypes[] =
17313 SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
17314 SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
17315 SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED, SPELL_AURA_NONE
17317 for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
17319 Unit::AuraList const& auraList = GetAurasByType(*itr);
17320 if(!auraList.empty())
17321 auraList.front()->ApplyModifier(true,true);
17324 if(HasAuraType(SPELL_AURA_MOD_STUN))
17325 SetMovement(MOVE_ROOT);
17327 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17328 if(HasAuraType(SPELL_AURA_MOD_ROOT))
17330 WorldPacket data(SMSG_FORCE_MOVE_ROOT, 10);
17331 data.append(GetPackGUID());
17332 data << (uint32)2;
17333 SendMessageToSet(&data,true);
17336 SendEnchantmentDurations(); // must be after add to map
17337 SendItemDurations(); // must be after add to map
17340 void Player::SendUpdateToOutOfRangeGroupMembers()
17342 if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
17343 return;
17344 if(Group* group = GetGroup())
17345 group->UpdatePlayerOutOfRange(this);
17347 m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
17348 m_auraUpdateMask = 0;
17349 if(Pet *pet = GetPet())
17350 pet->ResetAuraUpdateMask();
17353 void Player::SendTransferAborted(uint32 mapid, uint16 reason)
17355 WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
17356 data << uint32(mapid);
17357 data << uint16(reason); // transfer abort reason
17358 GetSession()->SendPacket(&data);
17361 void Player::SendInstanceResetWarning(uint32 mapid, uint32 time)
17363 // type of warning, based on the time remaining until reset
17364 uint32 type;
17365 if(time > 3600)
17366 type = RAID_INSTANCE_WELCOME;
17367 else if(time > 900 && time <= 3600)
17368 type = RAID_INSTANCE_WARNING_HOURS;
17369 else if(time > 300 && time <= 900)
17370 type = RAID_INSTANCE_WARNING_MIN;
17371 else
17372 type = RAID_INSTANCE_WARNING_MIN_SOON;
17373 WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4);
17374 data << uint32(type);
17375 data << uint32(mapid);
17376 data << uint32(time);
17377 GetSession()->SendPacket(&data);
17380 void Player::ApplyEquipCooldown( Item * pItem )
17382 for(int i = 0; i <5; ++i)
17384 _Spell const& spellData = pItem->GetProto()->Spells[i];
17386 // no spell
17387 if( !spellData.SpellId )
17388 continue;
17390 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17391 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
17392 continue;
17394 AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
17396 WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
17397 data << pItem->GetGUID();
17398 data << uint32(spellData.SpellId);
17399 GetSession()->SendPacket(&data);
17403 void Player::resetSpells()
17405 // not need after this call
17406 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
17408 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_SPELLS;
17409 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS), GetGUIDLow());
17412 // make full copy of map (spells removed and marked as deleted at another spell remove
17413 // and we can't use original map for safe iterative with visit each spell at loop end
17414 PlayerSpellMap smap = GetSpellMap();
17416 for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
17417 removeSpell(iter->first); // only iter->first can be accessed, object by iter->second can be deleted already
17419 learnDefaultSpells();
17420 learnQuestRewardedSpells();
17423 void Player::learnDefaultSpells(bool loading)
17425 // learn default race/class spells
17426 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
17427 std::list<CreateSpellPair>::const_iterator spell_itr;
17428 for (spell_itr = info->spell.begin(); spell_itr!=info->spell.end(); ++spell_itr)
17430 uint16 tspell = spell_itr->first;
17431 if (tspell)
17433 sLog.outDebug("PLAYER: Adding initial spell, id = %u",tspell);
17434 if(loading || !spell_itr->second) // not care about passive spells or loading case
17435 addSpell(tspell,spell_itr->second);
17436 else // but send in normal spell in game learn case
17437 learnSpell(tspell);
17442 void Player::learnQuestRewardedSpells(Quest const* quest)
17444 uint32 spell_id = quest->GetRewSpellCast();
17446 // skip quests without rewarded spell
17447 if( !spell_id )
17448 return;
17450 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
17451 if(!spellInfo)
17452 return;
17454 // check learned spells state
17455 bool found = false;
17456 for(int i=0; i < 3; ++i)
17458 if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
17460 found = true;
17461 break;
17465 // skip quests with not teaching spell or already known spell
17466 if(!found)
17467 return;
17469 // prevent learn non first rank unknown profession and second specialization for same profession)
17470 uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
17471 if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
17473 // not have first rank learned (unlearned prof?)
17474 uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
17475 if( !HasSpell(first_spell) )
17476 return;
17478 SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
17479 if(!learnedInfo)
17480 return;
17482 // specialization
17483 if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0)
17485 // search other specialization for same prof
17486 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
17488 if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
17489 continue;
17491 SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
17492 if(!itrInfo)
17493 return;
17495 // compare only specializations
17496 if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
17497 continue;
17499 // compare same chain spells
17500 if(spellmgr.GetFirstSpellInChain(itr->first) != first_spell)
17501 continue;
17503 // now we have 2 specialization, learn possible only if found is lesser specialization rank
17504 if(!spellmgr.IsHighRankOfSpell(learned_0,itr->first))
17505 return;
17510 CastSpell( this, spell_id, true);
17513 void Player::learnQuestRewardedSpells()
17515 // learn spells received from quest completing
17516 for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
17518 // skip no rewarded quests
17519 if(!itr->second.m_rewarded)
17520 continue;
17522 Quest const* quest = objmgr.GetQuestTemplate(itr->first);
17523 if( !quest )
17524 continue;
17526 learnQuestRewardedSpells(quest);
17530 void Player::learnSkillRewardedSpells(uint32 skill_id )
17532 uint32 raceMask = getRaceMask();
17533 uint32 classMask = getClassMask();
17534 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
17536 SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
17537 if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
17538 continue;
17539 // Check race if set
17540 if (pAbility->racemask && !(pAbility->racemask & raceMask))
17541 continue;
17542 // Check class if set
17543 if (pAbility->classmask && !(pAbility->classmask & classMask))
17544 continue;
17546 if (sSpellStore.LookupEntry(pAbility->spellId))
17548 // Ok need learn spell
17549 learnSpell(pAbility->spellId);
17554 void Player::learnSkillRewardedSpells()
17556 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
17558 if(!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
17559 continue;
17561 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
17563 learnSkillRewardedSpells(pskill);
17567 void Player::SendAuraDurationsForTarget(Unit* target)
17569 for(Unit::AuraMap::const_iterator itr = target->GetAuras().begin(); itr != target->GetAuras().end(); ++itr)
17571 Aura* aura = itr->second;
17572 if(aura->GetAuraSlot() >= MAX_AURAS || aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
17573 continue;
17575 aura->SendAuraDurationForCaster(this);
17579 void Player::SetDailyQuestStatus( uint32 quest_id )
17581 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
17583 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
17585 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
17586 m_lastDailyQuestTime = time(NULL); // last daily quest time
17587 m_DailyQuestChanged = true;
17588 break;
17593 void Player::ResetDailyQuestStatus()
17595 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
17596 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
17598 // DB data deleted in caller
17599 m_DailyQuestChanged = false;
17600 m_lastDailyQuestTime = 0;
17603 BattleGround* Player::GetBattleGround() const
17605 if(GetBattleGroundId()==0)
17606 return NULL;
17608 return sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
17611 bool Player::InArena() const
17613 BattleGround *bg = GetBattleGround();
17614 if(!bg || !bg->isArena())
17615 return false;
17617 return true;
17620 bool Player::GetBGAccessByLevel(uint32 bgTypeId) const
17622 BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
17623 if(!bg)
17624 return false;
17626 if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
17627 return false;
17629 return true;
17632 uint32 Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id)
17634 if(queue_id < 1)
17635 return 0;
17637 if(queue_id >=6)
17638 queue_id = 6;
17640 return 10*(queue_id+1);
17643 uint32 Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id)
17645 if(queue_id >=6)
17646 return 255; // hardcoded max level
17648 return 10*(queue_id+2)-1;
17651 uint32 Player::GetBattleGroundQueueIdFromLevel() const
17653 uint32 level = getLevel();
17654 if(level <= 19)
17655 return 0;
17656 else if (level > 69)
17657 return 6;
17658 else
17659 return level/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
17662 float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
17664 FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
17665 if(!vendor_faction)
17666 return 1.0f;
17668 ReputationRank rank = GetReputationRank(vendor_faction->faction);
17669 if(rank <= REP_NEUTRAL)
17670 return 1.0f;
17672 return 1.0f - 0.05f* (rank - REP_NEUTRAL);
17675 bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
17677 uint32 racemask = getRaceMask();
17678 uint32 classmask = getClassMask();
17680 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
17681 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
17683 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
17685 // skip wrong race skills
17686 if( _spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
17687 return false;
17689 // skip wrong class skills
17690 if( _spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
17691 return false;
17693 return true;
17696 bool Player::HasQuestForGO(int32 GOId)
17698 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
17700 QuestStatusData qs=i->second;
17701 if (qs.m_status == QUEST_STATUS_INCOMPLETE)
17703 Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
17704 if(!qinfo)
17705 continue;
17707 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
17708 continue;
17710 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
17712 if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case
17713 continue;
17715 if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
17716 return true;
17720 return false;
17723 void Player::UpdateForQuestsGO()
17725 if(m_clientGUIDs.empty())
17726 return;
17728 UpdateData udata;
17729 WorldPacket packet;
17730 for(ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
17732 if(IS_GAMEOBJECT_GUID(*itr))
17734 GameObject *obj = HashMapHolder<GameObject>::Find(*itr);
17735 if(obj)
17736 obj->BuildValuesUpdateBlockForPlayer(&udata,this);
17739 udata.BuildPacket(&packet);
17740 GetSession()->SendPacket(&packet);
17743 void Player::SummonIfPossible(bool agree)
17745 if(!agree)
17747 m_summon_expire = 0;
17748 return;
17751 // expire and auto declined
17752 if(m_summon_expire < time(NULL))
17753 return;
17755 // stop taxi flight at summon
17756 if(isInFlight())
17758 GetMotionMaster()->MovementExpired();
17759 m_taxi.ClearTaxiDestinations();
17762 // drop flag at summon
17763 if(BattleGround *bg = GetBattleGround())
17764 bg->EventPlayerDroppedFlag(this);
17766 m_summon_expire = 0;
17768 TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
17771 void Player::RemoveItemDurations( Item *item )
17773 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr)
17775 if(*itr==item)
17777 m_itemDuration.erase(itr);
17778 break;
17783 void Player::AddItemDurations( Item *item )
17785 if(item->GetUInt32Value(ITEM_FIELD_DURATION))
17787 m_itemDuration.push_back(item);
17788 item->SendTimeUpdate(this);
17792 void Player::AutoUnequipOffhandIfNeed()
17794 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
17795 if(!offItem)
17796 return;
17798 Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
17800 if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON)
17801 return;
17803 ItemPosCountVec off_dest;
17804 uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false );
17805 if( off_msg == EQUIP_ERR_OK )
17807 RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
17808 StoreItem( off_dest, offItem, true );
17810 else
17812 sLog.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
17816 bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
17818 if(spellInfo->EquippedItemClass < 0)
17819 return true;
17821 // scan other equipped items for same requirements (mostly 2 daggers/etc)
17822 // for optimize check 2 used cases only
17823 switch(spellInfo->EquippedItemClass)
17825 case ITEM_CLASS_WEAPON:
17827 for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
17828 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
17829 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
17830 return true;
17831 break;
17833 case ITEM_CLASS_ARMOR:
17835 // tabard not have dependent spells
17836 for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
17837 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
17838 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
17839 return true;
17841 // shields can be equipped to offhand slot
17842 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
17843 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
17844 return true;
17846 // ranged slot can have some armor subclasses
17847 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
17848 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
17849 return true;
17851 break;
17853 default:
17854 sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
17855 break;
17858 return false;
17861 void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
17863 AuraMap& auras = GetAuras();
17864 for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); )
17866 Aura* aura = itr->second;
17868 // skip passive (passive item dependent spells work in another way) and not self applied auras
17869 SpellEntry const* spellInfo = aura->GetSpellProto();
17870 if(aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
17872 ++itr;
17873 continue;
17876 // skip if not item dependent or have alternative item
17877 if(HasItemFitToSpellReqirements(spellInfo,pItem))
17879 ++itr;
17880 continue;
17883 // no alt item, remove aura, restart check
17884 RemoveAurasDueToSpell(aura->GetId());
17885 itr = auras.begin();
17888 // currently casted spells can be dependent from item
17889 for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++)
17891 if( m_currentSpells[i] && m_currentSpells[i]->getState()!=SPELL_STATE_DELAYED &&
17892 !HasItemFitToSpellReqirements(m_currentSpells[i]->m_spellInfo,pItem) )
17893 InterruptSpell(i);
17897 uint32 Player::GetResurrectionSpellId()
17899 // search priceless resurrection possibilities
17900 uint32 prio = 0;
17901 uint32 spell_id = 0;
17902 AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
17903 for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
17905 // Soulstone Resurrection // prio: 3 (max, non death persistent)
17906 if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
17908 switch((*itr)->GetId())
17910 case 20707: spell_id = 3026; break; // rank 1
17911 case 20762: spell_id = 20758; break; // rank 2
17912 case 20763: spell_id = 20759; break; // rank 3
17913 case 20764: spell_id = 20760; break; // rank 4
17914 case 20765: spell_id = 20761; break; // rank 5
17915 case 27239: spell_id = 27240; break; // rank 6
17916 default:
17917 sLog.outError("Unhandled spell %%u: S.Resurrection",(*itr)->GetId());
17918 continue;
17921 prio = 3;
17923 // Twisting Nether // prio: 2 (max)
17924 else if((*itr)->GetId()==23701 && roll_chance_i(10))
17926 prio = 2;
17927 spell_id = 23700;
17931 // Reincarnation (passive spell) // prio: 1
17932 if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
17933 spell_id = 21169;
17935 return spell_id;
17938 bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
17940 bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
17942 // prepare data for near group iteration (PvP and !PvP cases)
17943 uint32 xp = 0;
17944 bool honored_kill = false;
17946 if(Group *pGroup = GetGroup())
17948 uint32 count = 0;
17949 uint32 sum_level = 0;
17950 Player* member_with_max_level = NULL;
17951 Player* not_gray_member_with_max_level = NULL;
17953 pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
17955 if(member_with_max_level)
17957 /// not get Xp in PvP or no not gray players in group
17958 xp = (PvP || !not_gray_member_with_max_level) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level, pVictim);
17960 /// skip in check PvP case (for speed, not used)
17961 bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
17962 bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
17963 float group_rate = MaNGOS::XP::xp_in_group_rate(count,is_raid);
17965 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
17967 Player* pGroupGuy = itr->getSource();
17968 if(!pGroupGuy)
17969 continue;
17971 if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
17972 continue; // member (alive or dead) or his corpse at req. distance
17974 // honor can be in PvP and !PvP (racial leader) cases (for alive)
17975 if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count) && pGroupGuy==this)
17976 honored_kill = true;
17978 // xp and reputation only in !PvP case
17979 if(!PvP)
17981 float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
17983 // if is in dungeon then all receive full reputation at kill
17984 // rewarded any alive/dead/near_corpse group member
17985 pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
17987 // XP updated only for alive group member
17988 if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
17989 pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
17991 uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
17993 pGroupGuy->GiveXP(itr_xp, pVictim);
17994 if(Pet* pet = pGroupGuy->GetPet())
17995 pet->GivePetXP(itr_xp/2);
17998 // quest objectives updated only for alive group member or dead but with not released body
17999 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
18001 // normal creature (not pet/etc) can be only in !PvP case
18002 if(pVictim->GetTypeId()==TYPEID_UNIT)
18003 pGroupGuy->KilledMonster(pVictim->GetEntry(), pVictim->GetGUID());
18009 else // if (!pGroup)
18011 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim);
18013 // honor can be in PvP and !PvP (racial leader) cases
18014 if(RewardHonor(pVictim,1))
18015 honored_kill = true;
18017 // xp and reputation only in !PvP case
18018 if(!PvP)
18020 RewardReputation(pVictim,1);
18021 GiveXP(xp, pVictim);
18023 if(Pet* pet = GetPet())
18024 pet->GivePetXP(xp);
18026 // normal creature (not pet/etc) can be only in !PvP case
18027 if(pVictim->GetTypeId()==TYPEID_UNIT)
18028 KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
18031 return xp || honored_kill;
18034 bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
18036 if(pRewardSource->GetDistance(this) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
18037 return true;
18039 if(isAlive())
18040 return false;
18042 Corpse* corpse = GetCorpse();
18043 if(!corpse)
18044 return false;
18046 return pRewardSource->GetDistance(corpse) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
18049 uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
18051 Item* item = GetWeaponForAttack(attType,true);
18053 // unarmed only with base attack
18054 if(attType != BASE_ATTACK && !item)
18055 return 0;
18057 // weapon skill or (unarmed for base attack)
18058 uint32 skill = item ? item->GetSkill() : SKILL_UNARMED;
18059 return GetBaseSkillValue(skill);
18062 void Player::ResurectUsingRequestData()
18064 ResurrectPlayer(0.0f,false);
18066 if(GetMaxHealth() > m_resurrectHealth)
18067 SetHealth( m_resurrectHealth );
18068 else
18069 SetHealth( GetMaxHealth() );
18071 if(GetMaxPower(POWER_MANA) > m_resurrectMana)
18072 SetPower(POWER_MANA, m_resurrectMana );
18073 else
18074 SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
18076 SetPower(POWER_RAGE, 0 );
18078 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
18080 SpawnCorpseBones();
18082 TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
18085 void Player::SetClientControl(Unit* target, uint8 allowMove)
18087 WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
18088 data.append(target->GetPackGUID());
18089 data << uint8(allowMove);
18090 GetSession()->SendPacket(&data);
18093 void Player::UpdateZoneDependentAuras( uint32 newZone )
18095 // remove new continent flight forms
18096 if( !isGameMaster() &&
18097 GetVirtualMapForMapAndZone(GetMapId(),newZone) != 530)
18099 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED);
18100 RemoveSpellsCausingAura(SPELL_AURA_FLY);
18103 // Some spells applied at enter into zone (with subzones)
18104 // Human Illusion
18105 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
18106 if ( newZone == 2367 ) // Old Hillsbrad Foothills
18108 uint32 spellid = 0;
18109 // all horde races
18110 if( GetTeam() == HORDE )
18111 spellid = getGender() == GENDER_FEMALE ? 35481 : 35480;
18112 // and some alliance races
18113 else if( getRace() == RACE_NIGHTELF || getRace() == RACE_DRAENEI )
18114 spellid = getGender() == GENDER_FEMALE ? 35483 : 35482;
18116 if(spellid && !HasAura(spellid,0) )
18117 CastSpell(this,spellid,true);
18121 void Player::UpdateAreaDependentAuras( uint32 newArea )
18123 // remove auras from spells with area limitations
18124 for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
18126 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18127 if(!IsSpellAllowedInLocation(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea))
18128 RemoveAura(iter);
18129 else
18130 ++iter;
18133 // unmount if enter in this subzone
18134 if( newArea == 35)
18135 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
18136 // Dragonmaw Illusion
18137 else if( newArea == 3759 || newArea == 3966 || newArea == 3939 )
18139 if( GetDummyAura(40214) )
18141 if( !HasAura(40216,0) )
18142 CastSpell(this,40216,true);
18143 if( !HasAura(42016,0) )
18144 CastSpell(this,42016,true);
18149 uint32 Player::GetCorpseReclaimDelay(bool pvp) const
18151 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18152 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18154 return copseReclaimDelay[0];
18157 time_t now = time(NULL);
18158 // 0..2 full period
18159 uint32 count = (now < m_deathExpireTime) ? (m_deathExpireTime - now)/DEATH_EXPIRE_STEP : 0;
18160 return copseReclaimDelay[count];
18163 void Player::UpdateCorpseReclaimDelay()
18165 bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
18167 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18168 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18169 return;
18171 time_t now = time(NULL);
18172 if(now < m_deathExpireTime)
18174 // full and partly periods 1..3
18175 uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
18176 if(count < MAX_DEATH_COUNT)
18177 m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
18178 else
18179 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
18181 else
18182 m_deathExpireTime = now+DEATH_EXPIRE_STEP;
18185 void Player::SendCorpseReclaimDelay(bool load)
18187 Corpse* corpse = GetCorpse();
18188 if(!corpse)
18189 return;
18191 uint32 delay;
18192 if(load)
18194 if(corpse->GetGhostTime() > m_deathExpireTime)
18195 return;
18197 bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP;
18199 uint32 count;
18200 if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18201 !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18203 count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
18204 if(count>=MAX_DEATH_COUNT)
18205 count = MAX_DEATH_COUNT-1;
18207 else
18208 count=0;
18210 time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
18212 time_t now = time(NULL);
18213 if(now >= expected_time)
18214 return;
18216 delay = expected_time-now;
18218 else
18219 delay = GetCorpseReclaimDelay(corpse->GetType()==CORPSE_RESURRECTABLE_PVP);
18221 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18222 WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
18223 data << uint32(delay*1000);
18224 GetSession()->SendPacket( &data );
18227 Player* Player::GetNextRandomRaidMember(float radius)
18229 Group *pGroup = GetGroup();
18230 if(!pGroup)
18231 return NULL;
18233 std::vector<Player*> nearMembers;
18234 nearMembers.reserve(pGroup->GetMembersCount());
18236 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18238 Player* Target = itr->getSource();
18240 // IsHostileTo check duel and controlled by enemy
18241 if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
18242 !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
18243 nearMembers.push_back(Target);
18246 if (nearMembers.empty())
18247 return NULL;
18249 uint32 randTarget = urand(0,nearMembers.size()-1);
18250 return nearMembers[randTarget];
18253 PartyResult Player::CanUninviteFromGroup() const
18255 const Group* grp = GetGroup();
18256 if(!grp)
18257 return PARTY_RESULT_YOU_NOT_IN_GROUP;
18259 if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
18260 return PARTY_RESULT_YOU_NOT_LEADER;
18262 if(InBattleGround())
18263 return PARTY_RESULT_INVITE_RESTRICTED;
18265 return PARTY_RESULT_OK;
18268 void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
18270 float water_z = m->GetWaterLevel(x,y);
18271 float height_z = m->GetHeight(x,y,z, false); // use .map base surface height
18272 uint8 flag1 = m->GetTerrainType(x,y);
18274 //!Underwater check, not in water if underground or above water level
18275 if (height_z <= INVALID_HEIGHT || z < (height_z-2) || z > (water_z - 2) )
18276 m_isunderwater &= 0x7A;
18277 else if ((z < (water_z - 2)) && (flag1 & 0x01))
18278 m_isunderwater |= 0x01;
18280 //!in lava check, anywhere under lava level
18281 if ((height_z <= INVALID_HEIGHT || z < (height_z - 0)) && (flag1 == 0x00) && IsInWater())
18282 m_isunderwater |= 0x80;
18285 void Player::SetCanParry( bool value )
18287 if(m_canParry==value)
18288 return;
18290 m_canParry = value;
18291 UpdateParryPercentage();
18294 void Player::SetCanBlock( bool value )
18296 if(m_canBlock==value)
18297 return;
18299 m_canBlock = value;
18300 UpdateBlockPercentage();
18303 bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
18305 for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
18306 if(itr->pos == pos)
18307 return true;
18309 return false;
18312 bool Player::isAllowUseBattleGroundObject()
18314 return ( //InBattleGround() && // in battleground - not need, check in other cases
18315 !IsMounted() && // not mounted
18316 !HasStealthAura() && // not stealthed
18317 !HasInvisibilityAura() && // not invisible
18318 !HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
18319 isAlive() // live player
18323 bool Player::HasTitle(uint32 bitIndex)
18325 if (bitIndex > 128)
18326 return false;
18328 uint32 fieldIndexOffset = bitIndex/32;
18329 uint32 flag = 1 << (bitIndex%32);
18330 return HasFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
18333 void Player::SetTitle(CharTitlesEntry const* title)
18335 uint32 fieldIndexOffset = title->bit_index/32;
18336 uint32 flag = 1 << (title->bit_index%32);
18337 SetFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);