[7718] Fix my typo in [7716] commit.
[getmangos.git] / src / game / Player.cpp
blob76fe5a66d1f087acc76c37d2c301c08ec19698fd
1 /*
2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "Common.h"
20 #include "Language.h"
21 #include "Database/DatabaseEnv.h"
22 #include "Log.h"
23 #include "Opcodes.h"
24 #include "SpellMgr.h"
25 #include "World.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
29 #include "Player.h"
30 #include "Vehicle.h"
31 #include "SkillDiscovery.h"
32 #include "QuestDef.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
35 #include "Channel.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
42 #include "CellImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
46 #include "Formulas.h"
47 #include "Group.h"
48 #include "Guild.h"
49 #include "Pet.h"
50 #include "Util.h"
51 #include "Transports.h"
52 #include "Weather.h"
53 #include "BattleGround.h"
54 #include "BattleGroundMgr.h"
55 #include "ArenaTeam.h"
56 #include "Chat.h"
57 #include "Database/DatabaseImpl.h"
58 #include "Spell.h"
59 #include "SocialMgr.h"
60 #include "AchievementMgr.h"
62 #include <cmath>
64 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
66 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
67 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
68 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
70 #define SKILL_VALUE(x) PAIR32_LOPART(x)
71 #define SKILL_MAX(x) PAIR32_HIPART(x)
72 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
74 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
75 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
76 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
78 enum CharacterFlags
80 CHARACTER_FLAG_NONE = 0x00000000,
81 CHARACTER_FLAG_UNK1 = 0x00000001,
82 CHARACTER_FLAG_UNK2 = 0x00000002,
83 CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
84 CHARACTER_FLAG_UNK4 = 0x00000008,
85 CHARACTER_FLAG_UNK5 = 0x00000010,
86 CHARACTER_FLAG_UNK6 = 0x00000020,
87 CHARACTER_FLAG_UNK7 = 0x00000040,
88 CHARACTER_FLAG_UNK8 = 0x00000080,
89 CHARACTER_FLAG_UNK9 = 0x00000100,
90 CHARACTER_FLAG_UNK10 = 0x00000200,
91 CHARACTER_FLAG_HIDE_HELM = 0x00000400,
92 CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
93 CHARACTER_FLAG_UNK13 = 0x00001000,
94 CHARACTER_FLAG_GHOST = 0x00002000,
95 CHARACTER_FLAG_RENAME = 0x00004000,
96 CHARACTER_FLAG_UNK16 = 0x00008000,
97 CHARACTER_FLAG_UNK17 = 0x00010000,
98 CHARACTER_FLAG_UNK18 = 0x00020000,
99 CHARACTER_FLAG_UNK19 = 0x00040000,
100 CHARACTER_FLAG_UNK20 = 0x00080000,
101 CHARACTER_FLAG_UNK21 = 0x00100000,
102 CHARACTER_FLAG_UNK22 = 0x00200000,
103 CHARACTER_FLAG_UNK23 = 0x00400000,
104 CHARACTER_FLAG_UNK24 = 0x00800000,
105 CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
106 CHARACTER_FLAG_DECLINED = 0x02000000,
107 CHARACTER_FLAG_UNK27 = 0x04000000,
108 CHARACTER_FLAG_UNK28 = 0x08000000,
109 CHARACTER_FLAG_UNK29 = 0x10000000,
110 CHARACTER_FLAG_UNK30 = 0x20000000,
111 CHARACTER_FLAG_UNK31 = 0x40000000,
112 CHARACTER_FLAG_UNK32 = 0x80000000
115 // corpse reclaim times
116 #define DEATH_EXPIRE_STEP (5*MINUTE)
117 #define MAX_DEATH_COUNT 3
119 static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
121 //== PlayerTaxi ================================================
123 PlayerTaxi::PlayerTaxi()
125 // Taxi nodes
126 memset(m_taximask, 0, sizeof(m_taximask));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level)
131 // class specific initial known nodes
132 switch(chrClass)
134 case CLASS_DEATH_KNIGHT:
136 for(int i = 0; i < TaxiMaskSize; ++i)
137 m_taximask[i] |= sOldContinentsNodesMask[i];
138 break;
142 // race specific initial known nodes: capital and taxi hub masks
143 switch(race)
145 case RACE_HUMAN: SetTaximaskNode(2); break; // Human
146 case RACE_ORC: SetTaximaskNode(23); break; // Orc
147 case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
148 case RACE_NIGHTELF: SetTaximaskNode(26);
149 SetTaximaskNode(27); break; // Night Elf
150 case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
151 case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
152 case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
153 case RACE_TROLL: SetTaximaskNode(23); break; // Troll
154 case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
155 case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
158 // new continent starting masks (It will be accessible only at new map)
159 switch(Player::TeamForRace(race))
161 case ALLIANCE: SetTaximaskNode(100); break;
162 case HORDE: SetTaximaskNode(99); break;
164 // level dependent taxi hubs
165 if(level>=68)
166 SetTaximaskNode(213); //Shattered Sun Staging Area
169 void PlayerTaxi::LoadTaxiMask(const char* data)
171 Tokens tokens = StrSplit(data, " ");
173 int index;
174 Tokens::iterator iter;
175 for (iter = tokens.begin(), index = 0;
176 (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
178 // load and set bits only for existed taxi nodes
179 m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
183 void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
185 if(all)
187 for (uint8 i=0; i<TaxiMaskSize; i++)
188 data << uint32(sTaxiNodesMask[i]); // all existed nodes
190 else
192 for (uint8 i=0; i<TaxiMaskSize; i++)
193 data << uint32(m_taximask[i]); // known nodes
197 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values, uint32 team )
199 ClearTaxiDestinations();
201 Tokens tokens = StrSplit(values," ");
203 for(Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
205 uint32 node = uint32(atol(iter->c_str()));
206 AddTaxiDestination(node);
209 if(m_TaxiDestinations.empty())
210 return true;
212 // Check integrity
213 if(m_TaxiDestinations.size() < 2)
214 return false;
216 for(size_t i = 1; i < m_TaxiDestinations.size(); ++i)
218 uint32 cost;
219 uint32 path;
220 objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
221 if(!path)
222 return false;
225 // can't load taxi path without mount set (quest taxi path?)
226 if(!objmgr.GetTaxiMount(GetTaxiSource(),team))
227 return false;
229 return true;
232 std::string PlayerTaxi::SaveTaxiDestinationsToString()
234 if(m_TaxiDestinations.empty())
235 return "";
237 std::ostringstream ss;
239 for(size_t i=0; i < m_TaxiDestinations.size(); ++i)
240 ss << m_TaxiDestinations[i] << " ";
242 return ss.str();
245 uint32 PlayerTaxi::GetCurrentTaxiPath() const
247 if(m_TaxiDestinations.size() < 2)
248 return 0;
250 uint32 path;
251 uint32 cost;
253 objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
255 return path;
258 std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
260 ss << "'";
261 for(int i = 0; i < TaxiMaskSize; ++i)
262 ss << taxi.m_taximask[i] << " ";
263 ss << "'";
264 return ss;
267 //== Player ====================================================
269 UpdateMask Player::updateVisualBits;
271 Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputationMgr(this)
273 m_transport = 0;
275 m_speakTime = 0;
276 m_speakCount = 0;
278 m_objectType |= TYPEMASK_PLAYER;
279 m_objectTypeId = TYPEID_PLAYER;
281 m_valuesCount = PLAYER_END;
283 m_session = session;
285 m_divider = 0;
287 m_ExtraFlags = 0;
288 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER)
289 SetAcceptTicket(true);
291 // players always accept
292 if(GetSession()->GetSecurity() == SEC_PLAYER)
293 SetAcceptWhispers(true);
295 m_curSelection = 0;
296 m_lootGuid = 0;
298 m_comboTarget = 0;
299 m_comboPoints = 0;
301 m_usedTalentCount = 0;
302 m_questRewardTalentCount = 0;
304 m_regenTimer = 0;
305 m_weaponChangeTimer = 0;
307 m_zoneUpdateId = 0;
308 m_zoneUpdateTimer = 0;
310 m_areaUpdateId = 0;
312 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
314 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
315 // this must help in case next save after mass player load after server startup
316 m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
318 clearResurrectRequestData();
320 m_SpellModRemoveCount = 0;
322 memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
324 m_social = NULL;
326 // group is initialized in the reference constructor
327 SetGroupInvite(NULL);
328 m_groupUpdateMask = 0;
329 m_auraUpdateMask = 0;
331 duel = NULL;
333 m_GuildIdInvited = 0;
334 m_ArenaTeamIdInvited = 0;
336 m_atLoginFlags = AT_LOGIN_NONE;
338 mSemaphoreTeleport_Near = false;
339 mSemaphoreTeleport_Far = false;
341 pTrader = 0;
342 ClearTrade();
344 m_cinematic = 0;
346 PlayerTalkClass = new PlayerMenu( GetSession() );
347 m_currentBuybackSlot = BUYBACK_SLOT_START;
349 for ( int aX = 0 ; aX < 8 ; aX++ )
350 m_Tutorials[ aX ] = 0x00;
351 m_TutorialsChanged = false;
353 m_DailyQuestChanged = false;
354 m_lastDailyQuestTime = 0;
356 for (int i=0; i<MAX_TIMERS; i++)
357 m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
359 m_MirrorTimerFlags = UNDERWATER_NONE;
360 m_MirrorTimerFlagsLast = UNDERWATER_NONE;
361 m_isInWater = false;
362 m_drunkTimer = 0;
363 m_drunk = 0;
364 m_restTime = 0;
365 m_deathTimer = 0;
366 m_deathExpireTime = 0;
368 m_swingErrorMsg = 0;
370 m_DetectInvTimer = 1*IN_MILISECONDS;
372 m_bgBattleGroundID = 0;
373 m_bgTypeID = BATTLEGROUND_TYPE_NONE;
374 for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++)
376 m_bgBattleGroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
377 m_bgBattleGroundQueueID[j].invitedToInstance = 0;
379 m_bgTeam = 0;
381 m_logintime = time(NULL);
382 m_Last_tick = m_logintime;
383 m_WeaponProficiency = 0;
384 m_ArmorProficiency = 0;
385 m_canParry = false;
386 m_canBlock = false;
387 m_canDualWield = false;
388 m_canTitanGrip = false;
389 m_ammoDPS = 0.0f;
391 m_temporaryUnsummonedPetNumber = 0;
392 //cache for UNIT_CREATED_BY_SPELL to allow
393 //returning reagents for temporarily removed pets
394 //when dying/logging out
395 m_oldpetspell = 0;
397 ////////////////////Rest System/////////////////////
398 time_inn_enter=0;
399 inn_pos_mapid=0;
400 inn_pos_x=0;
401 inn_pos_y=0;
402 inn_pos_z=0;
403 m_rest_bonus=0;
404 rest_type=REST_TYPE_NO;
405 ////////////////////Rest System/////////////////////
407 m_mailsLoaded = false;
408 m_mailsUpdated = false;
409 unReadMails = 0;
410 m_nextMailDelivereTime = 0;
412 m_resetTalentsCost = 0;
413 m_resetTalentsTime = 0;
414 m_itemUpdateQueueBlocked = false;
416 for (int i = 0; i < MAX_MOVE_TYPE; ++i)
417 m_forced_speed_changes[i] = 0;
419 m_stableSlots = 0;
421 /////////////////// Instance System /////////////////////
423 m_HomebindTimer = 0;
424 m_InstanceValid = true;
425 m_dungeonDifficulty = DIFFICULTY_NORMAL;
427 m_lastPotionId = 0;
429 for (int i = 0; i < BASEMOD_END; i++)
431 m_auraBaseMod[i][FLAT_MOD] = 0.0f;
432 m_auraBaseMod[i][PCT_MOD] = 1.0f;
435 for (int i = 0; i < MAX_COMBAT_RATING; i++)
436 m_baseRatingValue[i] = 0;
438 m_baseSpellDamage = 0;
439 m_baseSpellHealing = 0;
440 m_baseFeralAP = 0;
441 m_baseManaRegen = 0;
443 // Honor System
444 m_lastHonorUpdateTime = time(NULL);
446 // Player summoning
447 m_summon_expire = 0;
448 m_summon_mapid = 0;
449 m_summon_x = 0.0f;
450 m_summon_y = 0.0f;
451 m_summon_z = 0.0f;
453 //Default movement to run mode
454 m_unit_movement_flags = 0;
456 m_mover = this;
458 m_miniPet = 0;
459 m_bgAfkReportedTimer = 0;
460 m_contestedPvPTimer = 0;
462 m_declinedname = NULL;
463 m_runes = NULL;
465 m_lastFallTime = 0;
466 m_lastFallZ = 0;
469 Player::~Player ()
471 CleanupsBeforeDelete();
473 // it must be unloaded already in PlayerLogout and accessed only for loggined player
474 //m_social = NULL;
476 // Note: buy back item already deleted from DB when player was saved
477 for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
479 if(m_items[i])
480 delete m_items[i];
482 CleanupChannels();
484 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
485 delete itr->second;
487 //all mailed items should be deleted, also all mail should be deallocated
488 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
489 delete *itr;
491 for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
492 delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
494 delete PlayerTalkClass;
496 if (m_transport)
498 m_transport->RemovePassenger(this);
501 for(size_t x = 0; x < ItemSetEff.size(); x++)
502 if(ItemSetEff[x])
503 delete ItemSetEff[x];
505 // clean up player-instance binds, may unload some instance saves
506 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
507 for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
508 itr->second.save->RemovePlayer(this);
510 delete m_declinedname;
511 delete m_runes;
514 void Player::CleanupsBeforeDelete()
516 if(m_uint32Values) // only for fully created Object
518 TradeCancel(false);
519 DuelComplete(DUEL_INTERUPTED);
521 Unit::CleanupsBeforeDelete();
524 bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId )
526 //FIXME: outfitId not used in player creating
528 Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
530 m_name = name;
532 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
533 if(!info)
535 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
536 return false;
539 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
540 m_items[i] = NULL;
542 m_race = race;
543 m_class = class_;
545 SetMapId(info->mapId);
546 Relocate(info->positionX,info->positionY,info->positionZ);
548 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
549 if(!cEntry)
551 sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
552 return false;
555 uint8 powertype = cEntry->powerType;
557 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
558 SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
560 switch(gender)
562 case GENDER_FEMALE:
563 SetDisplayId(info->displayId_f );
564 SetNativeDisplayId(info->displayId_f );
565 break;
566 case GENDER_MALE:
567 SetDisplayId(info->displayId_m );
568 SetNativeDisplayId(info->displayId_m );
569 break;
570 default:
571 sLog.outError("Invalid gender %u for player",gender);
572 return false;
573 break;
576 setFactionForRace(m_race);
578 uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
580 SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
581 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP );
582 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
583 SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
584 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
585 SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
587 // -1 is default value
588 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
590 SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
591 SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
592 SetByteValue(PLAYER_BYTES_3, 0, gender);
594 SetUInt32Value( PLAYER_GUILDID, 0 );
595 SetUInt32Value( PLAYER_GUILDRANK, 0 );
596 SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
598 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled
599 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 ); // 0=disabled
600 SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
601 SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
602 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 );
603 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
604 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
606 // set starting level
607 uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
608 ? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL)
609 : sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
611 if (GetSession()->GetSecurity() >= SEC_MODERATOR)
613 uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL);
614 if(gm_level > start_level)
615 start_level = gm_level;
618 SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
620 InitRunes();
622 SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
623 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
624 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
626 // Played time
627 m_Last_tick = time(NULL);
628 m_Played_time[0] = 0;
629 m_Played_time[1] = 0;
631 // base stats and related field values
632 InitStatsForLevel();
633 InitTaxiNodesForLevel();
634 InitGlyphsForLevel();
635 InitTalentForLevel();
636 InitPrimaryProffesions(); // to max set before any spell added
638 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
639 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
640 SetHealth(GetMaxHealth());
641 if (getPowerType()==POWER_MANA)
643 UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
644 SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
647 if(getPowerType() == POWER_RUNIC_POWER)
649 SetPower(POWER_RUNE, 8);
650 SetMaxPower(POWER_RUNE, 8);
651 SetPower(POWER_RUNIC_POWER, 0);
652 SetMaxPower(POWER_RUNIC_POWER, 1000);
655 // original spells
656 learnDefaultSpells();
658 // original action bar
659 std::list<uint16>::const_iterator action_itr[4];
660 for(int i=0; i<4; i++)
661 action_itr[i] = info->action[i].begin();
663 for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();)
665 uint16 taction[4];
666 for(int i=0; i<4 ;i++)
667 taction[i] = (*action_itr[i]);
669 addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]);
671 for(int i=0; i<4 ;i++)
672 ++action_itr[i];
675 // original items
676 CharStartOutfitEntry const* oEntry = NULL;
677 for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
679 if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
681 if(entry->RaceClassGender == RaceClassGender)
683 oEntry = entry;
684 break;
689 if(oEntry)
691 for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
693 if(oEntry->ItemId[j] <= 0)
694 continue;
696 uint32 item_id = oEntry->ItemId[j];
699 // Hack for not existed item id in dbc 3.0.3
700 if(item_id==40582)
701 continue;
703 ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
704 if(!iProto)
706 sLog.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id,getRace(),getClass());
707 continue;
710 // max stack by default (mostly 1), 1 for infinity stackable
711 uint32 count = iProto->Stackable > 0 ? uint32(iProto->Stackable) : 1;
713 if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
715 switch(iProto->Spells[0].SpellCategory)
717 case 11: // food
718 if(iProto->Stackable > 4)
719 count = 4;
720 break;
721 case 59: // drink
722 if(iProto->Stackable > 2)
723 count = 2;
724 break;
728 StoreNewItemInBestSlots(item_id, count);
732 for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
733 StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
735 // bags and main-hand weapon must equipped at this moment
736 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
737 // or ammo not equipped in special bag
738 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
740 if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
742 uint16 eDest;
743 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
744 uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
745 if( msg == EQUIP_ERR_OK )
747 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
748 EquipItem( eDest, pItem, true);
750 // move other items to more appropriate slots (ammo not equipped in special bag)
751 else
753 ItemPosCountVec sDest;
754 msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
755 if( msg == EQUIP_ERR_OK )
757 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
758 pItem = StoreItem( sDest, pItem, true);
761 // if this is ammo then use it
762 msg = CanUseAmmo( pItem->GetEntry() );
763 if( msg == EQUIP_ERR_OK )
764 SetAmmo( pItem->GetEntry() );
768 // all item positions resolved
770 return true;
773 bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
775 sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
777 // attempt equip by one
778 while(titem_amount > 0)
780 uint16 eDest;
781 uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false );
782 if( msg != EQUIP_ERR_OK )
783 break;
785 EquipNewItem( eDest, titem_id, true);
786 AutoUnequipOffhandIfNeed();
787 --titem_amount;
790 if(titem_amount == 0)
791 return true; // equipped
793 // attempt store
794 ItemPosCountVec sDest;
795 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
796 uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
797 if( msg == EQUIP_ERR_OK )
799 StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
800 return true; // stored
803 // item can't be added
804 sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
805 return false;
808 void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen)
810 if (MaxValue == DISABLED_MIRROR_TIMER)
812 if (CurrentValue!=DISABLED_MIRROR_TIMER)
813 StopMirrorTimer(Type);
814 return;
816 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
817 data << (uint32)Type;
818 data << CurrentValue;
819 data << MaxValue;
820 data << Regen;
821 data << (uint8)0;
822 data << (uint32)0; // spell id
823 GetSession()->SendPacket( &data );
826 void Player::StopMirrorTimer(MirrorTimerType Type)
828 m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
829 WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
830 data << (uint32)Type;
831 GetSession()->SendPacket( &data );
834 void Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
836 if(!isAlive() || isGameMaster())
837 return;
839 // Absorb, resist some environmental damage type
840 uint32 absorb = 0;
841 uint32 resist = 0;
842 if (type == DAMAGE_LAVA)
843 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist);
844 else if (type == DAMAGE_SLIME)
845 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist);
847 damage-=absorb+resist;
849 WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
850 data << uint64(GetGUID());
851 data << uint8(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
852 data << uint32(damage);
853 data << uint32(absorb);
854 data << uint32(resist);
855 SendMessageToSet(&data, true);
857 DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
859 if(!isAlive())
861 if(type==DAMAGE_FALL) // DealDamage not apply item durability loss at self damage
863 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
864 DurabilityLossAll(0.10f,false);
865 // durability lost message
866 WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0);
867 GetSession()->SendPacket(&data2);
870 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
874 int32 Player::getMaxTimer(MirrorTimerType timer)
876 switch (timer)
878 case FATIGUE_TIMER:
879 return MINUTE*IN_MILISECONDS;
880 case BREATH_TIMER:
882 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
883 return DISABLED_MIRROR_TIMER;
884 int32 UnderWaterTime = 3*MINUTE*IN_MILISECONDS;
885 AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
886 for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
887 UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
888 return UnderWaterTime;
890 case FIRE_TIMER:
892 if (!isAlive())
893 return DISABLED_MIRROR_TIMER;
894 return 1*IN_MILISECONDS;
896 default:
897 return 0;
899 return 0;
902 void Player::UpdateMirrorTimers()
904 // Desync flags for update on next HandleDrowning
905 if (m_MirrorTimerFlags)
906 m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags;
909 void Player::HandleDrowning(uint32 time_diff)
911 if (!m_MirrorTimerFlags)
912 return;
914 // In water
915 if (m_MirrorTimerFlags & UNDERWATER_INWATER)
917 // Breath timer not activated - activate it
918 if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER)
920 m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER);
921 SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1);
923 else // If activated - do tick
925 m_MirrorTimer[BREATH_TIMER]-=time_diff;
926 // Timer limit - need deal damage
927 if (m_MirrorTimer[BREATH_TIMER] < 0)
929 m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILISECONDS;
930 // Calculate and deal damage
931 // TODO: Check this formula
932 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
933 EnvironmentalDamage(DAMAGE_DROWNING, damage);
935 else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need
936 SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1);
939 else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
941 int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
942 // Need breath regen
943 m_MirrorTimer[BREATH_TIMER]+=10*time_diff;
944 if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive())
945 StopMirrorTimer(BREATH_TIMER);
946 else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
947 SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
950 // In dark water
951 if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER)
953 // Fatigue timer not activated - activate it
954 if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
956 m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
957 SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
959 else
961 m_MirrorTimer[FATIGUE_TIMER]-=time_diff;
962 // Timer limit - need deal damage or teleport ghost to graveyard
963 if (m_MirrorTimer[FATIGUE_TIMER] < 0)
965 m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILISECONDS;
966 if (isAlive()) // Calculate and deal damage
968 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
969 EnvironmentalDamage(DAMAGE_EXHAUSTED, damage);
971 else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard
972 RepopAtGraveyard();
974 else if (!(m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER))
975 SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1);
978 else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
980 int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
981 m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff;
982 if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive())
983 StopMirrorTimer(FATIGUE_TIMER);
984 else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)
985 SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
988 if (m_MirrorTimerFlags & (UNDERWATER_INLAVA|UNDERWATER_INSLIME))
990 // Breath timer not activated - activate it
991 if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER)
992 m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER);
993 else
995 m_MirrorTimer[FIRE_TIMER]-=time_diff;
996 if (m_MirrorTimer[FIRE_TIMER] < 0)
998 m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILISECONDS;
999 // Calculate and deal damage
1000 // TODO: Check this formula
1001 uint32 damage = urand(600, 700);
1002 if (m_MirrorTimerFlags&UNDERWATER_INLAVA)
1003 EnvironmentalDamage(DAMAGE_LAVA, damage);
1004 else
1005 EnvironmentalDamage(DAMAGE_SLIME, damage);
1009 else
1010 m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;
1012 // Recheck timers flag
1013 m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
1014 for (int i = 0; i< MAX_TIMERS; ++i)
1015 if (m_MirrorTimer[i]!=DISABLED_MIRROR_TIMER)
1017 m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS;
1018 break;
1020 m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
1023 ///The player sobers by 256 every 10 seconds
1024 void Player::HandleSobering()
1026 m_drunkTimer = 0;
1028 uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
1029 SetDrunkValue(drunk);
1032 DrunkenState Player::GetDrunkenstateByValue(uint16 value)
1034 if(value >= 23000)
1035 return DRUNKEN_SMASHED;
1036 if(value >= 12800)
1037 return DRUNKEN_DRUNK;
1038 if(value & 0xFFFE)
1039 return DRUNKEN_TIPSY;
1040 return DRUNKEN_SOBER;
1043 void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
1045 uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
1047 m_drunk = newDrunkenValue;
1048 SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
1050 uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
1052 // special drunk invisibility detection
1053 if(newDrunkenState >= DRUNKEN_DRUNK)
1054 m_detectInvisibilityMask |= (1<<6);
1055 else
1056 m_detectInvisibilityMask &= ~(1<<6);
1058 if(newDrunkenState == oldDrunkenState)
1059 return;
1061 WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
1062 data << uint64(GetGUID());
1063 data << uint32(newDrunkenState);
1064 data << uint32(itemId);
1066 SendMessageToSet(&data, true);
1069 void Player::Update( uint32 p_time )
1071 if(!IsInWorld())
1072 return;
1074 // undelivered mail
1075 if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
1077 SendNewMail();
1078 ++unReadMails;
1080 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1081 m_nextMailDelivereTime = 0;
1084 Unit::Update( p_time );
1086 // update player only attacks
1087 if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
1089 setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
1092 if(uint32 off_att = getAttackTimer(OFF_ATTACK))
1094 setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
1097 time_t now = time (NULL);
1099 UpdatePvPFlag(now);
1101 UpdateContestedPvP(p_time);
1103 UpdateDuelFlag(now);
1105 CheckDuelDistance(now);
1107 UpdateAfkReport(now);
1109 // Update items that have just a limited lifetime
1110 if (now>m_Last_tick)
1111 UpdateItemDuration(uint32(now- m_Last_tick));
1113 if (!m_timedquests.empty())
1115 std::set<uint32>::iterator iter = m_timedquests.begin();
1116 while (iter != m_timedquests.end())
1118 QuestStatusData& q_status = mQuestStatus[*iter];
1119 if( q_status.m_timer <= p_time )
1121 uint32 quest_id = *iter;
1122 ++iter; // current iter will be removed in FailTimedQuest
1123 FailTimedQuest( quest_id );
1125 else
1127 q_status.m_timer -= p_time;
1128 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
1129 ++iter;
1134 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
1136 Unit *pVictim = getVictim();
1137 if( !IsNonMeleeSpellCasted(false) && pVictim)
1139 // default combat reach 10
1140 // TODO add weapon,skill check
1142 float pldistance = ATTACK_DISTANCE;
1144 if (isAttackReady(BASE_ATTACK))
1146 if(!IsWithinDistInMap(pVictim, pldistance))
1148 setAttackTimer(BASE_ATTACK,100);
1149 if(m_swingErrorMsg != 1) // send single time (client auto repeat)
1151 SendAttackSwingNotInRange();
1152 m_swingErrorMsg = 1;
1155 //120 degrees of radiant range
1156 else if( !HasInArc( 2*M_PI/3, pVictim ))
1158 setAttackTimer(BASE_ATTACK,100);
1159 if(m_swingErrorMsg != 2) // send single time (client auto repeat)
1161 SendAttackSwingBadFacingAttack();
1162 m_swingErrorMsg = 2;
1165 else
1167 m_swingErrorMsg = 0; // reset swing error state
1169 // prevent base and off attack in same time, delay attack at 0.2 sec
1170 if(haveOffhandWeapon())
1172 uint32 off_att = getAttackTimer(OFF_ATTACK);
1173 if(off_att < ATTACK_DISPLAY_DELAY)
1174 setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
1176 AttackerStateUpdate(pVictim, BASE_ATTACK);
1177 resetAttackTimer(BASE_ATTACK);
1181 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
1183 if(!IsWithinDistInMap(pVictim, pldistance))
1185 setAttackTimer(OFF_ATTACK,100);
1187 else if( !HasInArc( 2*M_PI/3, pVictim ))
1189 setAttackTimer(OFF_ATTACK,100);
1191 else
1193 // prevent base and off attack in same time, delay attack at 0.2 sec
1194 uint32 base_att = getAttackTimer(BASE_ATTACK);
1195 if(base_att < ATTACK_DISPLAY_DELAY)
1196 setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
1197 // do attack
1198 AttackerStateUpdate(pVictim, OFF_ATTACK);
1199 resetAttackTimer(OFF_ATTACK);
1203 Unit *owner = pVictim->GetOwner();
1204 Unit *u = owner ? owner : pVictim;
1205 if(u->IsPvP() && (!duel || duel->opponent != u))
1207 UpdatePvP(true);
1208 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
1213 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
1215 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1217 int time_inn = time(NULL)-GetTimeInnEnter();
1218 if (time_inn >= 10) //freeze update
1220 float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
1221 //speed collect rest bonus (section/in hour)
1222 SetRestBonus( GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble );
1223 UpdateInnerTime(time(NULL));
1228 if(m_regenTimer > 0)
1230 if(p_time >= m_regenTimer)
1231 m_regenTimer = 0;
1232 else
1233 m_regenTimer -= p_time;
1236 if (m_weaponChangeTimer > 0)
1238 if(p_time >= m_weaponChangeTimer)
1239 m_weaponChangeTimer = 0;
1240 else
1241 m_weaponChangeTimer -= p_time;
1244 if (m_zoneUpdateTimer > 0)
1246 if(p_time >= m_zoneUpdateTimer)
1248 uint32 newzone, newarea;
1249 GetZoneAndAreaId(newzone,newarea);
1251 if( m_zoneUpdateId != newzone )
1252 UpdateZone(newzone,newarea); // also update area
1253 else
1255 // use area updates as well
1256 // needed for free far all arenas for example
1257 if( m_areaUpdateId != newarea )
1258 UpdateArea(newarea);
1260 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
1263 else
1264 m_zoneUpdateTimer -= p_time;
1267 if (isAlive())
1269 RegenerateAll();
1272 if (m_deathState == JUST_DIED)
1274 KillPlayer();
1277 if(m_nextSave > 0)
1279 if(p_time >= m_nextSave)
1281 // m_nextSave reseted in SaveToDB call
1282 SaveToDB();
1283 sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1285 else
1287 m_nextSave -= p_time;
1291 //Handle Water/drowning
1292 HandleDrowning(p_time);
1294 //Handle detect stealth players
1295 if (m_DetectInvTimer > 0)
1297 if (p_time >= m_DetectInvTimer)
1299 m_DetectInvTimer = 3000;
1300 HandleStealthedUnitsDetection();
1302 else
1303 m_DetectInvTimer -= p_time;
1306 // Played time
1307 if (now > m_Last_tick)
1309 uint32 elapsed = uint32(now - m_Last_tick);
1310 m_Played_time[0] += elapsed; // Total played time
1311 m_Played_time[1] += elapsed; // Level played time
1312 m_Last_tick = now;
1315 if (m_drunk)
1317 m_drunkTimer += p_time;
1319 if (m_drunkTimer > 10*IN_MILISECONDS)
1320 HandleSobering();
1323 // not auto-free ghost from body in instances
1324 if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
1326 if(p_time >= m_deathTimer)
1328 m_deathTimer = 0;
1329 BuildPlayerRepop();
1330 RepopAtGraveyard();
1332 else
1333 m_deathTimer -= p_time;
1336 UpdateEnchantTime(p_time);
1337 UpdateHomebindTime(p_time);
1339 // group update
1340 SendUpdateToOutOfRangeGroupMembers();
1342 Pet* pet = GetPet();
1343 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
1345 RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
1346 return;
1350 void Player::setDeathState(DeathState s)
1352 uint32 ressSpellId = 0;
1354 bool cur = isAlive();
1356 if(s == JUST_DIED && cur)
1358 // drunken state is cleared on death
1359 SetDrunkValue(0);
1360 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1361 ClearComboPoints();
1363 clearResurrectRequestData();
1365 // remove form before other mods to prevent incorrect stats calculation
1366 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
1368 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1369 RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
1371 // remove uncontrolled pets
1372 RemoveMiniPet();
1373 RemoveGuardians();
1375 // save value before aura remove in Unit::setDeathState
1376 ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
1378 // passive spell
1379 if(!ressSpellId)
1380 ressSpellId = GetResurrectionSpellId();
1381 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
1382 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
1383 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
1385 Unit::setDeathState(s);
1387 // restore resurrection spell id for player after aura remove
1388 if(s == JUST_DIED && cur && ressSpellId)
1389 SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
1391 if(isAlive() && !cur)
1393 //clear aura case after resurrection by another way (spells will be applied before next death)
1394 SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
1396 // restore default warrior stance
1397 if(getClass()== CLASS_WARRIOR)
1398 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
1402 void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
1404 Field *fields = result->Fetch();
1406 *p_data << uint64(GetGUID());
1407 *p_data << m_name;
1409 *p_data << uint8(getRace());
1410 uint8 pClass = getClass();
1411 *p_data << uint8(pClass);
1412 *p_data << uint8(getGender());
1414 uint32 bytes = GetUInt32Value(PLAYER_BYTES);
1415 *p_data << uint8(bytes);
1416 *p_data << uint8(bytes >> 8);
1417 *p_data << uint8(bytes >> 16);
1418 *p_data << uint8(bytes >> 24);
1420 bytes = GetUInt32Value(PLAYER_BYTES_2);
1421 *p_data << uint8(bytes);
1423 *p_data << uint8(getLevel()); // player level
1424 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1425 uint32 zoneId = MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY(),GetPositionZ());
1426 sLog.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId);
1427 *p_data << uint32(zoneId);
1428 *p_data << uint32(GetMapId());
1430 *p_data << GetPositionX();
1431 *p_data << GetPositionY();
1432 *p_data << GetPositionZ();
1434 // guild id
1435 *p_data << (result ? fields[13].GetUInt32() : 0);
1437 uint32 char_flags = 0;
1438 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
1439 char_flags |= CHARACTER_FLAG_HIDE_HELM;
1440 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
1441 char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
1442 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
1443 char_flags |= CHARACTER_FLAG_GHOST;
1444 if(HasAtLoginFlag(AT_LOGIN_RENAME))
1445 char_flags |= CHARACTER_FLAG_RENAME;
1446 if(sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) && (fields[14].GetCppString() != ""))
1447 char_flags |= CHARACTER_FLAG_DECLINED;
1449 *p_data << uint32(char_flags); // character flags
1450 // character customize (flags?)
1451 *p_data << uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE) ? 1 : 0);
1452 *p_data << uint8(1); // unknown
1454 // Pets info
1456 uint32 petDisplayId = 0;
1457 uint32 petLevel = 0;
1458 uint32 petFamily = 0;
1460 // show pet at selection character in character list only for non-ghost character
1461 if(result && isAlive() && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER))
1463 uint32 entry = fields[10].GetUInt32();
1464 CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
1465 if(cInfo)
1467 petDisplayId = fields[11].GetUInt32();
1468 petLevel = fields[12].GetUInt32();
1469 petFamily = cInfo->family;
1473 *p_data << uint32(petDisplayId);
1474 *p_data << uint32(petLevel);
1475 *p_data << uint32(petFamily);
1478 for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
1480 uint32 visualbase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
1481 uint32 item_id = GetUInt32Value(visualbase);
1482 const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
1483 SpellItemEnchantmentEntry const *enchant = NULL;
1485 for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot<=TEMP_ENCHANTMENT_SLOT; enchantSlot++)
1487 uint32 enchantId = GetUInt32Value(visualbase+1+enchantSlot);
1488 if(enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))
1489 break;
1492 if (proto != NULL)
1494 *p_data << uint32(proto->DisplayInfoID);
1495 *p_data << uint8(proto->InventoryType);
1496 *p_data << uint32(enchant ? enchant->aura_id : 0);
1498 else
1500 *p_data << uint32(0);
1501 *p_data << uint8(0);
1502 *p_data << uint32(0); // enchant?
1505 *p_data << uint32(0); // first bag display id
1506 *p_data << uint8(0); // first bag inventory type
1507 *p_data << uint32(0); // enchant?
1510 bool Player::ToggleAFK()
1512 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1514 bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1516 // afk player not allowed in battleground
1517 if(state && InBattleGround())
1518 LeaveBattleground();
1520 return state;
1523 bool Player::ToggleDND()
1525 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1527 return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1530 uint8 Player::chatTag() const
1532 // it's bitmask
1533 // 0x8 - ??
1534 // 0x4 - gm
1535 // 0x2 - dnd
1536 // 0x1 - afk
1537 if(isGMChat())
1538 return 4;
1539 else if(isDND())
1540 return 3;
1541 if(isAFK())
1542 return 1;
1543 else
1544 return 0;
1547 bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
1549 if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
1551 sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
1552 return false;
1555 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1556 Pet* pet = GetPet();
1558 MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
1560 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1561 // don't let gm level > 1 either
1562 if(!InBattleGround() && mEntry->IsBattleGroundOrArena())
1563 return false;
1565 // client without expansion support
1566 if(GetSession()->Expansion() < mEntry->Expansion())
1568 sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
1570 if(GetTransport())
1571 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1573 SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
1575 return false; // normal client can't teleport to this map...
1577 else
1579 sLog.outDebug("Player %s is being teleported to map %u", GetName(), mapid);
1582 // if we were on a transport, leave
1583 if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
1585 m_transport->RemovePassenger(this);
1586 m_transport = NULL;
1587 m_movementInfo.t_x = 0.0f;
1588 m_movementInfo.t_y = 0.0f;
1589 m_movementInfo.t_z = 0.0f;
1590 m_movementInfo.t_o = 0.0f;
1591 m_movementInfo.t_time = 0;
1594 // The player was ported to another map and looses the duel immediately.
1595 // We have to perform this check before the teleport, otherwise the
1596 // ObjectAccessor won't find the flag.
1597 if (duel && GetMapId()!=mapid)
1599 GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
1600 if (obj)
1601 DuelComplete(DUEL_FLED);
1604 // reset movement flags at teleport, because player will continue move with these flags after teleport
1605 SetUnitMovementFlags(0);
1607 if ((GetMapId() == mapid) && (!m_transport))
1609 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1611 //same map, only remove pet if out of range for new position
1612 if(pet && pet->GetDistance(x,y,z) >= OWNER_MAX_DISTANCE)
1613 UnsummonPetTemporaryIfAny();
1616 if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
1617 CombatStop();
1619 // this will be used instead of the current location in SaveToDB
1620 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1621 SetFallInformation(0, z);
1623 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1624 // at client packet MSG_MOVE_TELEPORT_ACK
1625 SetSemaphoreTeleportNear(true);
1626 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1627 if(!GetSession()->PlayerLogout())
1629 WorldPacket data;
1630 BuildTeleportAckMsg(&data, x, y, z, orientation);
1631 GetSession()->SendPacket(&data);
1634 else
1636 // far teleport to another map
1637 Map* oldmap = IsInWorld() ? GetMap() : NULL;
1638 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1640 // Check enter rights before map getting to avoid creating instance copy for player
1641 // this check not dependent from map instance copy and same for all instance copies of selected map
1642 if (!MapManager::Instance().CanPlayerEnter(mapid, this))
1643 return false;
1645 // If the map is not created, assume it is possible to enter it.
1646 // It will be created in the WorldPortAck.
1647 Map *map = MapManager::Instance().FindMap(mapid);
1648 if (!map || map->CanEnter(this))
1650 SetSelection(0);
1652 CombatStop();
1654 ResetContestedPvP();
1656 // remove player from battleground on far teleport (when changing maps)
1657 if(BattleGround const* bg = GetBattleGround())
1659 // Note: at battleground join battleground id set before teleport
1660 // and we already will found "current" battleground
1661 // just need check that this is targeted map or leave
1662 if(bg->GetMapId() != mapid)
1663 LeaveBattleground(false); // don't teleport to entry point
1666 // remove pet on map change
1667 if (pet)
1668 UnsummonPetTemporaryIfAny();
1670 // remove all dyn objects
1671 RemoveAllDynObjects();
1673 // stop spellcasting
1674 // not attempt interrupt teleportation spell at caster teleport
1675 if(!(options & TELE_TO_SPELL))
1676 if(IsNonMeleeSpellCasted(true))
1677 InterruptNonMeleeSpells(true);
1679 if(!GetSession()->PlayerLogout())
1681 // send transfer packets
1682 WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
1683 data << uint32(mapid);
1684 if (m_transport)
1686 data << m_transport->GetEntry() << GetMapId();
1688 GetSession()->SendPacket(&data);
1690 data.Initialize(SMSG_NEW_WORLD, (20));
1691 if (m_transport)
1693 data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
1695 else
1697 data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
1699 GetSession()->SendPacket( &data );
1700 SendSavedInstances();
1702 // remove from old map now
1703 if(oldmap) oldmap->Remove(this, false);
1706 // new final coordinates
1707 float final_x = x;
1708 float final_y = y;
1709 float final_z = z;
1710 float final_o = orientation;
1712 if(m_transport)
1714 final_x += m_movementInfo.t_x;
1715 final_y += m_movementInfo.t_y;
1716 final_z += m_movementInfo.t_z;
1717 final_o += m_movementInfo.t_o;
1720 m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
1721 SetFallInformation(0, final_z);
1722 // if the player is saved before worldportack (at logout for example)
1723 // this will be used instead of the current location in SaveToDB
1725 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
1727 // move packet sent by client always after far teleport
1728 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1729 SetSemaphoreTeleportFar(true);
1731 else
1732 return false;
1734 return true;
1737 void Player::AddToWorld()
1739 ///- Do not add/remove the player from the object storage
1740 ///- It will crash when updating the ObjectAccessor
1741 ///- The player should only be added when logging in
1742 Unit::AddToWorld();
1744 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1746 if(m_items[i])
1747 m_items[i]->AddToWorld();
1751 void Player::RemoveFromWorld()
1753 // cleanup
1754 if(IsInWorld())
1756 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1757 Uncharm();
1758 UnsummonAllTotems();
1759 RemoveMiniPet();
1760 RemoveGuardians();
1763 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1765 if(m_items[i])
1766 m_items[i]->RemoveFromWorld();
1769 ///- Do not add/remove the player from the object storage
1770 ///- It will crash when updating the ObjectAccessor
1771 ///- The player should only be removed when logging out
1772 Unit::RemoveFromWorld();
1775 void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
1777 float addRage;
1779 float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1781 if(attacker)
1783 addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2);
1785 // talent who gave more rage on attack
1786 addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
1788 else
1790 addRage = damage/rageconversion*2.5;
1792 // Berserker Rage effect
1793 if(HasAura(18499,0))
1794 addRage *= 1.3;
1797 addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME);
1799 ModifyPower(POWER_RAGE, uint32(addRage*10));
1802 void Player::RegenerateAll()
1804 if (m_regenTimer != 0)
1805 return;
1806 uint32 regenDelay = 2000;
1808 // Not in combat or they have regeneration
1809 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
1810 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
1812 RegenerateHealth();
1813 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
1815 Regenerate(POWER_RAGE);
1816 if(getClass() == CLASS_DEATH_KNIGHT)
1817 Regenerate(POWER_RUNIC_POWER);
1821 Regenerate( POWER_ENERGY );
1823 Regenerate( POWER_MANA );
1825 if(getClass() == CLASS_DEATH_KNIGHT)
1826 Regenerate( POWER_RUNE );
1828 m_regenTimer = regenDelay;
1831 void Player::Regenerate(Powers power)
1833 uint32 curValue = GetPower(power);
1834 uint32 maxValue = GetMaxPower(power);
1836 float addvalue = 0.0f;
1838 switch (power)
1840 case POWER_MANA:
1842 bool recentCast = IsUnderLastManaUseEffect();
1843 float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
1844 if (recentCast)
1846 // Mangos Updates Mana in intervals of 2s, which is correct
1847 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1849 else
1851 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1853 } break;
1854 case POWER_RAGE: // Regenerate rage
1856 float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
1857 addvalue = 30 * RageDecreaseRate; // 3 rage by tick
1858 } break;
1859 case POWER_ENERGY: // Regenerate energy (rogue)
1860 addvalue = 20;
1861 break;
1862 case POWER_RUNIC_POWER:
1864 float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS);
1865 addvalue = 30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
1866 } break;
1867 case POWER_RUNE:
1869 for(uint32 i = 0; i < MAX_RUNES; ++i)
1870 if(uint8 cd = GetRuneCooldown(i)) // if we have cooldown, reduce it...
1871 SetRuneCooldown(i, cd - 1); // ... by 2 sec (because update is every 2 sec)
1872 } break;
1873 case POWER_FOCUS:
1874 case POWER_HAPPINESS:
1875 break;
1878 // Mana regen calculated in Player::UpdateManaRegen()
1879 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1880 if(power != POWER_MANA)
1882 AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
1883 for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
1884 if ((*i)->GetModifier()->m_miscvalue == power)
1885 addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
1888 if (power != POWER_RAGE && power != POWER_RUNIC_POWER)
1890 curValue += uint32(addvalue);
1891 if (curValue > maxValue)
1892 curValue = maxValue;
1894 else
1896 if(curValue <= uint32(addvalue))
1897 curValue = 0;
1898 else
1899 curValue -= uint32(addvalue);
1901 SetPower(power, curValue);
1904 void Player::RegenerateHealth()
1906 uint32 curValue = GetHealth();
1907 uint32 maxValue = GetMaxHealth();
1909 if (curValue >= maxValue) return;
1911 float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
1913 float addvalue = 0.0f;
1915 // polymorphed case
1916 if ( IsPolymorphed() )
1917 addvalue = GetMaxHealth()/3;
1918 // normal regen case (maybe partly in combat case)
1919 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) )
1921 addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
1922 if (!isInCombat())
1924 AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
1925 for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
1926 addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
1928 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
1929 addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
1931 if(!IsStandState())
1932 addvalue *= 1.5;
1935 // always regeneration bonus (including combat)
1936 addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
1938 if(addvalue < 0)
1939 addvalue = 0;
1941 ModifyHealth(int32(addvalue));
1944 bool Player::CanInteractWithNPCs(bool alive) const
1946 if(alive && !isAlive())
1947 return false;
1948 if(isInFlight())
1949 return false;
1951 return true;
1954 Creature*
1955 Player::GetNPCIfCanInteractWith(uint64 guid, uint32 npcflagmask)
1957 // unit checks
1958 if (!guid)
1959 return NULL;
1961 if(!IsInWorld())
1962 return NULL;
1964 // exist
1965 Creature *unit = GetMap()->GetCreature(guid);
1966 if (!unit)
1967 return NULL;
1969 // player check
1970 if(!CanInteractWithNPCs(!unit->isSpiritService()))
1971 return NULL;
1973 // appropriate npc type
1974 if(npcflagmask && !unit->HasFlag( UNIT_NPC_FLAGS, npcflagmask ))
1975 return NULL;
1977 // alive or spirit healer
1978 if(!unit->isAlive() && (!unit->isSpiritService() || isAlive() ))
1979 return NULL;
1981 // not allow interaction under control
1982 if(unit->GetCharmerOrOwnerGUID())
1983 return NULL;
1985 // not enemy
1986 if( unit->IsHostileTo(this))
1987 return NULL;
1989 // not unfriendly
1990 if(FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction()))
1991 if(factionTemplate->faction)
1992 if(FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
1993 if(faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY)
1994 return NULL;
1996 // not too far
1997 if(!unit->IsWithinDistInMap(this,INTERACTION_DISTANCE))
1998 return NULL;
2000 return unit;
2003 GameObject* Player::GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes type) const
2005 if(GameObject *go = GetMap()->GetGameObject(guid))
2007 if(go->GetGoType() == type)
2009 float maxdist;
2010 switch(type)
2012 // TODO: find out how the client calculates the maximal usage distance to spellless working
2013 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2014 case GAMEOBJECT_TYPE_GUILD_BANK:
2015 case GAMEOBJECT_TYPE_MAILBOX:
2016 maxdist = 10.0f;
2017 break;
2018 case GAMEOBJECT_TYPE_FISHINGHOLE:
2019 maxdist = 20.0f+CONTACT_DISTANCE; // max spell range
2020 break;
2021 default:
2022 maxdist = INTERACTION_DISTANCE;
2023 break;
2026 if (go->IsWithinDistInMap(this, maxdist))
2027 return go;
2029 sLog.outError("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go->GetGOInfo()->name,
2030 go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this));
2033 return NULL;
2036 bool Player::IsUnderWater() const
2038 return IsInWater() &&
2039 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2042 void Player::SetInWater(bool apply)
2044 if(m_isInWater==apply)
2045 return;
2047 //define player in water by opcodes
2048 //move player's guid into HateOfflineList of those mobs
2049 //which can't swim and move guid back into ThreatList when
2050 //on surface.
2051 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2052 m_isInWater = apply;
2054 // remove auras that need water/land
2055 RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
2057 getHostilRefManager().updateThreatTables();
2060 void Player::SetGameMaster(bool on)
2062 if(on)
2064 m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
2065 setFaction(35);
2066 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2068 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
2069 ResetContestedPvP();
2071 getHostilRefManager().setOnlineOfflineState(false);
2072 CombatStop();
2074 SetPhaseMask(PHASEMASK_ANYWHERE,false); // see and visible in all phases
2076 else
2078 // restore phase
2079 AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE);
2080 SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false);
2082 m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
2083 setFactionForRace(getRace());
2084 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2086 // restore FFA PvP Server state
2087 if(sWorld.IsFFAPvPRealm())
2088 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
2090 // restore FFA PvP area state, remove not allowed for GM mounts
2091 UpdateArea(m_areaUpdateId);
2093 getHostilRefManager().setOnlineOfflineState(true);
2096 ObjectAccessor::UpdateVisibilityForPlayer(this);
2099 void Player::SetGMVisible(bool on)
2101 if(on)
2103 m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
2105 // Reapply stealth/invisibility if active or show if not any
2106 if(HasAuraType(SPELL_AURA_MOD_STEALTH))
2107 SetVisibility(VISIBILITY_GROUP_STEALTH);
2108 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
2109 SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
2110 else
2111 SetVisibility(VISIBILITY_ON);
2113 else
2115 m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
2117 SetAcceptWhispers(false);
2118 SetGameMaster(true);
2120 SetVisibility(VISIBILITY_OFF);
2124 bool Player::IsGroupVisibleFor(Player* p) const
2126 switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
2128 default: return IsInSameGroupWith(p);
2129 case 1: return IsInSameRaidWith(p);
2130 case 2: return GetTeam()==p->GetTeam();
2134 bool Player::IsInSameGroupWith(Player const* p) const
2136 return p==this || GetGroup() != NULL &&
2137 GetGroup() == p->GetGroup() &&
2138 GetGroup()->SameSubGroup((Player*)this, (Player*)p);
2141 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2142 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2143 void Player::UninviteFromGroup()
2145 Group* group = GetGroupInvite();
2146 if(!group)
2147 return;
2149 group->RemoveInvite(this);
2151 if(group->GetMembersCount() <= 1) // group has just 1 member => disband
2153 if(group->IsCreated())
2155 group->Disband(true);
2156 objmgr.RemoveGroup(group);
2158 else
2159 group->RemoveAllInvites();
2161 delete group;
2165 void Player::RemoveFromGroup(Group* group, uint64 guid)
2167 if(group)
2169 if (group->RemoveMember(guid, 0) <= 1)
2171 // group->Disband(); already disbanded in RemoveMember
2172 objmgr.RemoveGroup(group);
2173 delete group;
2174 // removemember sets the player's group pointer to NULL
2179 void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
2181 WorldPacket data(SMSG_LOG_XPGAIN, 21);
2182 data << uint64(victim ? victim->GetGUID() : 0); // guid
2183 data << uint32(GivenXP+RestXP); // given experience
2184 data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2185 if(victim)
2187 data << uint32(GivenXP); // experience without rested bonus
2188 data << float(1); // 1 - none 0 - 100% group bonus output
2190 data << uint8(0); // new 2.4.0
2191 GetSession()->SendPacket(&data);
2194 void Player::GiveXP(uint32 xp, Unit* victim)
2196 if ( xp < 1 )
2197 return;
2199 if(!isAlive())
2200 return;
2202 uint32 level = getLevel();
2204 // XP to money conversion processed in Player::RewardQuest
2205 if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
2206 return;
2208 // handle SPELL_AURA_MOD_XP_PCT auras
2209 Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
2210 for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
2211 xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
2213 // XP resting bonus for kill
2214 uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
2216 SendLogXPGain(xp,victim,rested_bonus_xp);
2218 uint32 curXP = GetUInt32Value(PLAYER_XP);
2219 uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2220 uint32 newXP = curXP + xp + rested_bonus_xp;
2222 while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2224 newXP -= nextLvlXP;
2226 if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2227 GiveLevel(level + 1);
2229 level = getLevel();
2230 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2233 SetUInt32Value(PLAYER_XP, newXP);
2236 // Update player to next level
2237 // Current player experience not update (must be update by caller)
2238 void Player::GiveLevel(uint32 level)
2240 if ( level == getLevel() )
2241 return;
2243 PlayerLevelInfo info;
2244 objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
2246 PlayerClassLevelInfo classInfo;
2247 objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
2249 // send levelup info to client
2250 WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
2251 data << uint32(level);
2252 data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
2253 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2254 data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
2255 data << uint32(0);
2256 data << uint32(0);
2257 data << uint32(0);
2258 data << uint32(0);
2259 data << uint32(0);
2260 data << uint32(0);
2261 // end for
2262 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
2263 data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
2265 GetSession()->SendPacket(&data);
2267 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(level));
2269 //update level, max level of skills
2270 if(getLevel()!= level)
2271 m_Played_time[1] = 0; // Level Played Time reset
2272 SetLevel(level);
2273 UpdateSkillsForLevel ();
2275 // save base values (bonuses already included in stored stats
2276 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2277 SetCreateStat(Stats(i), info.stats[i]);
2279 SetCreateHealth(classInfo.basehealth);
2280 SetCreateMana(classInfo.basemana);
2282 InitTalentForLevel();
2283 InitTaxiNodesForLevel();
2284 InitGlyphsForLevel();
2286 UpdateAllStats();
2288 // set current level health and mana/energy to maximum after applying all mods.
2289 SetHealth(GetMaxHealth());
2290 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2291 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2292 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2293 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2294 SetPower(POWER_FOCUS, 0);
2295 SetPower(POWER_HAPPINESS, 0);
2297 // give level to summoned pet
2298 Pet* pet = GetPet();
2299 if(pet && pet->getPetType()==SUMMON_PET)
2300 pet->GivePetLevel(level);
2301 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
2304 void Player::InitTalentForLevel()
2306 uint32 level = getLevel();
2307 // talents base at level diff ( talents = level - 9 but some can be used already)
2308 if(level < 10)
2310 // Remove all talent points
2311 if(m_usedTalentCount > 0) // Free any used talents
2313 resetTalents(true);
2314 SetFreeTalentPoints(0);
2317 else
2319 uint32 talentPointsForLevel = CalculateTalentsPoints();
2321 // if used more that have then reset
2322 if(m_usedTalentCount > talentPointsForLevel)
2324 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
2325 resetTalents(true);
2326 else
2327 SetFreeTalentPoints(0);
2329 // else update amount of free points
2330 else
2331 SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
2335 void Player::InitStatsForLevel(bool reapplyMods)
2337 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2338 _RemoveAllStatBonuses();
2340 PlayerClassLevelInfo classInfo;
2341 objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
2343 PlayerLevelInfo info;
2344 objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
2346 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
2347 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(getLevel()));
2349 UpdateSkillsForLevel ();
2351 // set default cast time multiplier
2352 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
2354 // reset size before reapply auras
2355 SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
2357 // save base values (bonuses already included in stored stats
2358 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2359 SetCreateStat(Stats(i), info.stats[i]);
2361 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2362 SetStat(Stats(i), info.stats[i]);
2364 SetCreateHealth(classInfo.basehealth);
2366 //set create powers
2367 SetCreateMana(classInfo.basemana);
2369 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2371 InitStatBuffMods();
2373 //reset rating fields values
2374 for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
2375 SetUInt32Value(index, 0);
2377 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
2378 for (int i = 0; i < 7; i++)
2380 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
2381 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
2382 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
2385 //reset attack power, damage and attack speed fields
2386 SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f );
2387 SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time
2388 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f );
2390 SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f );
2391 SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f );
2392 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f );
2393 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f );
2394 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f );
2395 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f );
2397 SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
2398 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
2399 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
2400 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
2401 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 );
2402 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
2404 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2405 SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
2406 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
2407 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
2409 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2410 for (uint8 i = 0; i < 7; ++i)
2411 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
2413 SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
2414 SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
2415 SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
2417 // Dodge percentage
2418 SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
2420 // set armor (resistance 0) to original value (create_agility*2)
2421 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2422 SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
2423 SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
2424 // set other resistance to original value (0)
2425 for (int i = 1; i < MAX_SPELL_SCHOOL; i++)
2427 SetResistance(SpellSchools(i), 0);
2428 SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
2429 SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
2432 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
2433 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
2434 for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
2436 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i,0);
2437 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
2439 // Reset no reagent cost field
2440 for(int i = 0; i < 3; i++)
2441 SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
2442 // Init data for form but skip reapply item mods for form
2443 InitDataForForm(reapplyMods);
2445 // save new stats
2446 for (int i = POWER_MANA; i < MAX_POWERS; i++)
2447 SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
2449 SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
2451 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2452 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
2454 // cleanup unit flags (will be re-applied if need at aura load).
2455 RemoveFlag( UNIT_FIELD_FLAGS,
2456 UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
2457 UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
2458 UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
2459 UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
2460 UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
2461 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
2463 SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set
2465 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2466 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST);
2468 RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
2469 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
2471 // restore if need some important flags
2472 SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default
2474 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2475 _ApplyAllStatBonuses();
2477 // set current level health and mana/energy to maximum after applying all mods.
2478 SetHealth(GetMaxHealth());
2479 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2480 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2481 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2482 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2483 SetPower(POWER_FOCUS, 0);
2484 SetPower(POWER_HAPPINESS, 0);
2485 SetPower(POWER_RUNIC_POWER, 0);
2488 void Player::SendInitialSpells()
2490 time_t curTime = time(NULL);
2491 time_t infTime = curTime + MONTH/2;
2493 uint16 spellCount = 0;
2495 WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
2496 data << uint8(0);
2498 size_t countPos = data.wpos();
2499 data << uint16(spellCount); // spell count placeholder
2501 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2503 if(itr->second->state == PLAYERSPELL_REMOVED)
2504 continue;
2506 if(!itr->second->active || itr->second->disabled)
2507 continue;
2509 data << uint16(itr->first);
2510 data << uint16(0); // it's not slot id
2512 spellCount +=1;
2515 data.put<uint16>(countPos,spellCount); // write real count value
2517 uint16 spellCooldowns = m_spellCooldowns.size();
2518 data << uint16(spellCooldowns);
2519 for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr)
2521 SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
2522 if(!sEntry)
2523 continue;
2525 // not send infinity cooldown
2526 if(itr->second.end > infTime)
2527 continue;
2529 data << uint16(itr->first);
2531 time_t cooldown = 0;
2532 if(itr->second.end > curTime)
2533 cooldown = (itr->second.end-curTime)*IN_MILISECONDS;
2535 data << uint16(itr->second.itemid); // cast item id
2536 data << uint16(sEntry->Category); // spell category
2537 if(sEntry->Category) // may be wrong, but anyway better than nothing...
2539 data << uint32(0); // cooldown
2540 data << uint32(cooldown); // category cooldown
2542 else
2544 data << uint32(cooldown); // cooldown
2545 data << uint32(0); // category cooldown
2549 GetSession()->SendPacket(&data);
2551 sLog.outDetail( "CHARACTER: Sent Initial Spells" );
2554 void Player::RemoveMail(uint32 id)
2556 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
2558 if ((*itr)->messageID == id)
2560 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2561 m_mail.erase(itr);
2562 return;
2567 void Player::SendMailResult(uint32 mailId, uint32 mailAction, uint32 mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
2569 WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_BAG_FULL?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
2570 data << (uint32) mailId;
2571 data << (uint32) mailAction;
2572 data << (uint32) mailError;
2573 if ( mailError == MAIL_ERR_BAG_FULL )
2574 data << (uint32) equipError;
2575 else if( mailAction == MAIL_ITEM_TAKEN )
2577 data << (uint32) item_guid; // item guid low?
2578 data << (uint32) item_count; // item count?
2580 GetSession()->SendPacket(&data);
2583 void Player::SendNewMail()
2585 // deliver undelivered mail
2586 WorldPacket data(SMSG_RECEIVED_MAIL, 4);
2587 data << (uint32) 0;
2588 GetSession()->SendPacket(&data);
2591 void Player::UpdateNextMailTimeAndUnreads()
2593 // calculate next delivery time (min. from non-delivered mails
2594 // and recalculate unReadMail
2595 time_t cTime = time(NULL);
2596 m_nextMailDelivereTime = 0;
2597 unReadMails = 0;
2598 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
2600 if((*itr)->deliver_time > cTime)
2602 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
2603 m_nextMailDelivereTime = (*itr)->deliver_time;
2605 else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
2606 ++unReadMails;
2610 void Player::AddNewMailDeliverTime(time_t deliver_time)
2612 if(deliver_time <= time(NULL)) // ready now
2614 ++unReadMails;
2615 SendNewMail();
2617 else // not ready and no have ready mails
2619 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
2620 m_nextMailDelivereTime = deliver_time;
2624 bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled)
2626 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
2627 if (!spellInfo)
2629 // do character spell book cleanup (all characters)
2630 if(!IsInWorld() && !learning) // spell load case
2632 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
2633 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2635 else
2636 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
2638 return false;
2641 if(!SpellMgr::IsSpellValid(spellInfo,this,false))
2643 // do character spell book cleanup (all characters)
2644 if(!IsInWorld() && !learning) // spell load case
2646 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
2647 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2649 else
2650 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
2652 return false;
2655 PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
2657 bool dependent_set = false;
2658 bool disabled_case = false;
2659 bool superceded_old = false;
2661 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2662 if (itr != m_spells.end())
2664 uint32 next_active_spell_id = 0;
2665 // fix activate state for non-stackable low rank (and find next spell for !active case)
2666 if(!SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2668 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2669 for(SpellChainMapNext::const_iterator next_itr = nextMap.lower_bound(spell_id); next_itr != nextMap.upper_bound(spell_id); ++next_itr)
2671 if(HasSpell(next_itr->second))
2673 // high rank already known so this must !active
2674 active = false;
2675 next_active_spell_id = next_itr->second;
2676 break;
2681 // not do anything if already known in expected state
2682 if(itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active &&
2683 itr->second->dependent == dependent && itr->second->disabled == disabled)
2685 if(!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly
2686 itr->second->state = PLAYERSPELL_UNCHANGED;
2688 return false;
2691 // dependent spell known as not dependent, overwrite state
2692 if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent)
2694 itr->second->dependent = dependent;
2695 if (itr->second->state != PLAYERSPELL_NEW)
2696 itr->second->state = PLAYERSPELL_CHANGED;
2697 dependent_set = true;
2700 // update active state for known spell
2701 if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
2703 itr->second->active = active;
2705 if(!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
2706 itr->second->state = PLAYERSPELL_UNCHANGED;
2707 else if(itr->second->state != PLAYERSPELL_NEW)
2708 itr->second->state = PLAYERSPELL_CHANGED;
2710 if(active)
2712 if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo))
2713 CastSpell (this,spell_id,true);
2715 else if(IsInWorld())
2717 if(next_active_spell_id)
2719 // update spell ranks in spellbook and action bar
2720 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2721 data << uint16(spell_id);
2722 data << uint16(next_active_spell_id);
2723 GetSession()->SendPacket( &data );
2725 else
2727 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2728 data << uint16(spell_id);
2729 GetSession()->SendPacket(&data);
2733 return active; // learn (show in spell book if active now)
2736 if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
2738 if(itr->second->state != PLAYERSPELL_NEW)
2739 itr->second->state = PLAYERSPELL_CHANGED;
2740 itr->second->disabled = disabled;
2742 if(disabled)
2743 return false;
2745 disabled_case = true;
2747 else switch(itr->second->state)
2749 case PLAYERSPELL_UNCHANGED: // known saved spell
2750 return false;
2751 case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
2753 delete itr->second;
2754 m_spells.erase(itr);
2755 state = PLAYERSPELL_CHANGED;
2756 break; // need re-add
2758 default: // known not saved yet spell (new or modified)
2760 // can be in case spell loading but learned at some previous spell loading
2761 if(!IsInWorld() && !learning && !dependent_set)
2762 itr->second->state = PLAYERSPELL_UNCHANGED;
2764 return false;
2769 if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
2771 // talent: unlearn all other talent ranks (high and low)
2772 if(TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id))
2774 if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
2776 for(int i=0; i < MAX_TALENT_RANK; ++i)
2778 // skip learning spell and no rank spell case
2779 uint32 rankSpellId = talentInfo->RankID[i];
2780 if(!rankSpellId || rankSpellId==spell_id)
2781 continue;
2783 removeSpell(rankSpellId);
2787 // non talent spell: learn low ranks (recursive call)
2788 else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
2790 if(!IsInWorld() || disabled) // at spells loading, no output, but allow save
2791 addSpell(prev_spell,active,true,true,disabled);
2792 else // at normal learning
2793 learnSpell(prev_spell,true);
2796 PlayerSpell *newspell = new PlayerSpell;
2797 newspell->state = state;
2798 newspell->active = active;
2799 newspell->dependent = dependent;
2800 newspell->disabled = disabled;
2802 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2803 if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2805 for( PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2 )
2807 if(itr2->second->state == PLAYERSPELL_REMOVED) continue;
2808 SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first);
2809 if(!i_spellInfo) continue;
2811 if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr2->first) )
2813 if(itr2->second->active)
2815 if(spellmgr.IsHighRankOfSpell(spell_id,itr2->first))
2817 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2819 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2820 data << uint16(itr2->first);
2821 data << uint16(spell_id);
2822 GetSession()->SendPacket( &data );
2825 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2826 itr2->second->active = false;
2827 if(itr2->second->state != PLAYERSPELL_NEW)
2828 itr2->second->state = PLAYERSPELL_CHANGED;
2829 superceded_old = true; // new spell replace old in action bars and spell book.
2831 else if(spellmgr.IsHighRankOfSpell(itr2->first,spell_id))
2833 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2835 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2836 data << uint16(spell_id);
2837 data << uint16(itr2->first);
2838 GetSession()->SendPacket( &data );
2841 // mark new spell as disable (not learned yet for client and will not learned)
2842 newspell->active = false;
2843 if(newspell->state != PLAYERSPELL_NEW)
2844 newspell->state = PLAYERSPELL_CHANGED;
2851 m_spells[spell_id] = newspell;
2853 // return false if spell disabled
2854 if (newspell->disabled)
2855 return false;
2858 uint32 talentCost = GetTalentSpellCost(spell_id);
2860 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2861 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2862 if( talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL) )
2864 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2865 CastSpell(this, spell_id, true);
2867 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2868 else if (IsPassiveSpell(spell_id))
2870 if(IsNeedCastPassiveSpellAtLearn(spellInfo))
2871 CastSpell(this, spell_id, true);
2873 else if( IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP) )
2875 CastSpell(this, spell_id, true);
2876 return false;
2879 // update used talent points count
2880 m_usedTalentCount += talentCost;
2882 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2883 if(uint32 freeProfs = GetFreePrimaryProffesionPoints())
2885 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2886 SetFreePrimaryProffesions(freeProfs-1);
2889 // add dependent skills
2890 uint16 maxskill = GetMaxSkillValueForLevel();
2892 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2894 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2895 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2897 if(spellLearnSkill)
2899 uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
2900 uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
2902 if(skill_value < spellLearnSkill->value)
2903 skill_value = spellLearnSkill->value;
2905 uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
2907 if(skill_max_value < new_skill_max_value)
2908 skill_max_value = new_skill_max_value;
2910 SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
2912 else
2914 // not ranked skills
2915 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2917 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2918 if(!pSkill)
2919 continue;
2921 if(HasSkill(pSkill->id))
2922 continue;
2924 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
2925 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2926 (pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0 )
2928 switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
2930 case SKILL_RANGE_LANGUAGE:
2931 SetSkill(pSkill->id, 300, 300 );
2932 break;
2933 case SKILL_RANGE_LEVEL:
2934 SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
2935 break;
2936 case SKILL_RANGE_MONO:
2937 SetSkill(pSkill->id, 1, 1 );
2938 break;
2939 default:
2940 break;
2946 // learn dependent spells
2947 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
2948 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
2950 for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
2952 if(!itr2->second.autoLearned)
2954 if(!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save
2955 addSpell(itr2->second.spell,itr2->second.active,true,true,false);
2956 else // at normal learning
2957 learnSpell(itr2->second.spell,true);
2961 if(!GetSession()->PlayerLoading())
2963 // not ranked skills
2964 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2966 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE,_spell_idx->second->skillId);
2967 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,_spell_idx->second->skillId);
2970 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id);
2973 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2974 return active && !disabled && !superceded_old;
2977 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const
2979 bool need_cast = false;
2981 switch(spellInfo->Id)
2983 // some spells not have stance data expacted cast at form change or present
2984 case 5420: need_cast = (m_form == FORM_TREE); break;
2985 case 5419: need_cast = (m_form == FORM_TRAVEL); break;
2986 case 7376: need_cast = (m_form == FORM_DEFENSIVESTANCE); break;
2987 case 7381: need_cast = (m_form == FORM_BERSERKERSTANCE); break;
2988 case 21156: need_cast = (m_form == FORM_BATTLESTANCE); break;
2989 case 21178: need_cast = (m_form == FORM_BEAR || m_form == FORM_DIREBEAR); break;
2990 case 33948: need_cast = (m_form == FORM_FLIGHT); break;
2991 case 34764: need_cast = (m_form == FORM_FLIGHT); break;
2992 case 40121: need_cast = (m_form == FORM_FLIGHT_EPIC); break;
2993 case 40122: need_cast = (m_form == FORM_FLIGHT_EPIC); break;
2994 // another spells have proper stance data
2995 default: need_cast = !spellInfo->Stances || m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))); break;
2998 //Check CasterAuraStates
2999 return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)));
3002 void Player::learnSpell(uint32 spell_id, bool dependent)
3004 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3006 bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
3007 bool active = disabled ? itr->second->active : true;
3009 bool learning = addSpell(spell_id,active,true,dependent,false);
3011 // learn all disabled higher ranks (recursive)
3012 if(disabled)
3014 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
3015 for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
3017 PlayerSpellMap::iterator iter = m_spells.find(i->second);
3018 if (iter != m_spells.end() && iter->second->disabled)
3019 learnSpell(i->second,false);
3023 // prevent duplicated entires in spell book, also not send if not in world (loading)
3024 if(!learning || !IsInWorld ())
3025 return;
3027 WorldPacket data(SMSG_LEARNED_SPELL, 4);
3028 data << uint32(spell_id);
3029 GetSession()->SendPacket(&data);
3032 void Player::removeSpell(uint32 spell_id, bool disabled, bool update_action_bar_for_low_rank)
3034 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3035 if (itr == m_spells.end())
3036 return;
3038 if(itr->second->state == PLAYERSPELL_REMOVED || disabled && itr->second->disabled)
3039 return;
3041 // unlearn non talent higher ranks (recursive)
3042 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
3043 for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
3044 if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
3045 removeSpell(itr2->second,disabled);
3047 bool cur_active = itr->second->active;
3048 bool cur_dependent = itr->second->dependent;
3050 if (disabled)
3052 itr->second->disabled = disabled;
3053 if(itr->second->state != PLAYERSPELL_NEW)
3054 itr->second->state = PLAYERSPELL_CHANGED;
3056 else
3058 if(itr->second->state == PLAYERSPELL_NEW)
3060 delete itr->second;
3061 m_spells.erase(itr);
3063 else
3064 itr->second->state = PLAYERSPELL_REMOVED;
3067 RemoveAurasDueToSpell(spell_id);
3069 // remove pet auras
3070 if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id))
3071 RemovePetAura(petSpell);
3073 // free talent points
3074 uint32 talentCosts = GetTalentSpellCost(spell_id);
3075 if(talentCosts > 0)
3077 if(talentCosts < m_usedTalentCount)
3078 m_usedTalentCount -= talentCosts;
3079 else
3080 m_usedTalentCount = 0;
3083 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3084 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
3086 uint32 freeProfs = GetFreePrimaryProffesionPoints()+1;
3087 if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
3088 SetFreePrimaryProffesions(freeProfs);
3091 // remove dependent skill
3092 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
3093 if(spellLearnSkill)
3095 uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
3096 if(!prev_spell) // first rank, remove skill
3097 SetSkill(spellLearnSkill->skill,0,0);
3098 else
3100 // search prev. skill setting by spell ranks chain
3101 SpellLearnSkillNode const* prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
3102 while(!prevSkill && prev_spell)
3104 prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
3105 prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
3108 if(!prevSkill) // not found prev skill setting, remove skill
3109 SetSkill(spellLearnSkill->skill,0,0);
3110 else // set to prev. skill setting values
3112 uint32 skill_value = GetPureSkillValue(prevSkill->skill);
3113 uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
3115 if(skill_value > prevSkill->value)
3116 skill_value = prevSkill->value;
3118 uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
3120 if(skill_max_value > new_skill_max_value)
3121 skill_max_value = new_skill_max_value;
3123 SetSkill(prevSkill->skill,skill_value,skill_max_value);
3128 else
3130 // not ranked skills
3131 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
3132 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
3134 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
3136 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
3137 if(!pSkill)
3138 continue;
3140 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
3141 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3142 (pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0 )
3144 // not reset skills for professions and racial abilities
3145 if( (pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
3146 (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0) )
3147 continue;
3149 SetSkill(pSkill->id, 0, 0 );
3154 // remove dependent spells
3155 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
3156 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
3158 for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
3159 removeSpell(itr2->second.spell, disabled);
3161 // activate lesser rank in spellbook/action bar, and cast it if need
3162 bool prev_activate = false;
3164 if(uint32 prev_id = spellmgr.GetPrevSpellInChain (spell_id))
3166 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
3168 // if talent then lesser rank also talent and need learn
3169 if(talentCosts)
3170 learnSpell (prev_id,false);
3171 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3172 else if(cur_active && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
3174 // need manually update dependence state (learn spell ignore like attempts)
3175 PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
3176 if (prev_itr != m_spells.end())
3178 if(prev_itr->second->dependent != cur_dependent)
3180 prev_itr->second->dependent = cur_dependent;
3181 if(prev_itr->second->state != PLAYERSPELL_NEW)
3182 prev_itr->second->state = PLAYERSPELL_CHANGED;
3185 // now re-learn if need re-activate
3186 if(cur_active && !prev_itr->second->active)
3188 if(addSpell(prev_id,true,false,prev_itr->second->dependent,prev_itr->second->disabled))
3190 if(update_action_bar_for_low_rank)
3192 // downgrade spell ranks in spellbook and action bar
3193 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
3194 data << uint16(spell_id);
3195 data << uint16(prev_id);
3196 GetSession()->SendPacket( &data );
3197 prev_activate = true;
3205 // remove from spell book if not replaced by lesser rank
3206 if(!prev_activate)
3208 WorldPacket data(SMSG_REMOVED_SPELL, 4);
3209 data << uint16(spell_id);
3210 GetSession()->SendPacket(&data);
3214 void Player::RemoveArenaSpellCooldowns()
3216 // remove cooldowns on spells that has < 15 min CD
3217 SpellCooldowns::iterator itr, next;
3218 // iterate spell cooldowns
3219 for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next)
3221 next = itr;
3222 ++next;
3223 SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
3224 // check if spellentry is present and if the cooldown is less than 15 mins
3225 if( entry &&
3226 entry->RecoveryTime <= 15 * MINUTE * IN_MILISECONDS &&
3227 entry->CategoryRecoveryTime <= 15 * MINUTE * IN_MILISECONDS )
3229 // notify player
3230 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3231 data << uint32(itr->first);
3232 data << uint64(GetGUID());
3233 GetSession()->SendPacket(&data);
3234 // remove cooldown
3235 m_spellCooldowns.erase(itr);
3240 void Player::RemoveAllSpellCooldown()
3242 if(!m_spellCooldowns.empty())
3244 for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
3246 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3247 data << uint32(itr->first);
3248 data << uint64(GetGUID());
3249 GetSession()->SendPacket(&data);
3251 m_spellCooldowns.clear();
3255 void Player::_LoadSpellCooldowns(QueryResult *result)
3257 // some cooldowns can be already set at aura loading...
3259 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3261 if(result)
3263 time_t curTime = time(NULL);
3267 Field *fields = result->Fetch();
3269 uint32 spell_id = fields[0].GetUInt32();
3270 uint32 item_id = fields[1].GetUInt32();
3271 time_t db_time = (time_t)fields[2].GetUInt64();
3273 if(!sSpellStore.LookupEntry(spell_id))
3275 sLog.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
3276 continue;
3279 // skip outdated cooldown
3280 if(db_time <= curTime)
3281 continue;
3283 AddSpellCooldown(spell_id, item_id, db_time);
3285 sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
3287 while( result->NextRow() );
3289 delete result;
3293 void Player::_SaveSpellCooldowns()
3295 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3297 time_t curTime = time(NULL);
3298 time_t infTime = curTime + MONTH/2;
3300 // remove outdated and save active
3301 for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
3303 if(itr->second.end <= curTime)
3304 m_spellCooldowns.erase(itr++);
3305 else if(itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload
3307 CharacterDatabase.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD "')", GetGUIDLow(), itr->first, itr->second.itemid, uint64(itr->second.end));
3308 ++itr;
3310 else
3311 ++itr;
3315 uint32 Player::resetTalentsCost() const
3317 // The first time reset costs 1 gold
3318 if(m_resetTalentsCost < 1*GOLD)
3319 return 1*GOLD;
3320 // then 5 gold
3321 else if(m_resetTalentsCost < 5*GOLD)
3322 return 5*GOLD;
3323 // After that it increases in increments of 5 gold
3324 else if(m_resetTalentsCost < 10*GOLD)
3325 return 10*GOLD;
3326 else
3328 uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
3329 if(months > 0)
3331 // This cost will be reduced by a rate of 5 gold per month
3332 int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
3333 // to a minimum of 10 gold.
3334 return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
3336 else
3338 // After that it increases in increments of 5 gold
3339 int32 new_cost = m_resetTalentsCost + 5*GOLD;
3340 // until it hits a cap of 50 gold.
3341 if(new_cost > 50*GOLD)
3342 new_cost = 50*GOLD;
3343 return new_cost;
3348 bool Player::resetTalents(bool no_cost)
3350 // not need after this call
3351 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
3353 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_TALENTS;
3354 CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS), GetGUIDLow());
3357 uint32 talentPointsForLevel = CalculateTalentsPoints();
3359 if (m_usedTalentCount == 0)
3361 SetFreeTalentPoints(talentPointsForLevel);
3362 return false;
3365 uint32 cost = 0;
3367 if(!no_cost)
3369 cost = resetTalentsCost();
3371 if (GetMoney() < cost)
3373 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
3374 return false;
3378 for (unsigned int i = 0; i < sTalentStore.GetNumRows(); i++)
3380 TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
3382 if (!talentInfo) continue;
3384 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
3386 if(!talentTabInfo)
3387 continue;
3389 // unlearn only talents for character class
3390 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3391 // to prevent unexpected lost normal learned spell skip another class talents
3392 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
3393 continue;
3395 for (int j = 0; j < MAX_TALENT_RANK; j++)
3397 for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
3399 if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
3401 ++itr;
3402 continue;
3405 // remove learned spells (all ranks)
3406 uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
3408 // unlearn if first rank is talent or learned by talent
3409 if (itrFirstId == talentInfo->RankID[j] || spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId))
3411 removeSpell(itr->first,!IsPassiveSpell(itr->first));
3412 itr = GetSpellMap().begin();
3413 continue;
3415 else
3416 ++itr;
3421 SetFreeTalentPoints(talentPointsForLevel);
3423 if(!no_cost)
3425 ModifyMoney(-(int32)cost);
3426 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
3428 m_resetTalentsCost = cost;
3429 m_resetTalentsTime = time(NULL);
3432 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3433 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3435 if(m_canTitanGrip)
3437 m_canTitanGrip = false;
3438 if(sWorld.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET))
3439 AutoUnequipOffhandIfNeed();
3442 return true;
3445 Mail* Player::GetMail(uint32 id)
3447 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
3449 if ((*itr)->messageID == id)
3451 return (*itr);
3454 return NULL;
3457 void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
3459 if(target == this)
3461 Object::_SetCreateBits(updateMask, target);
3463 else
3465 for(uint16 index = 0; index < m_valuesCount; index++)
3467 if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
3468 updateMask->SetBit(index);
3473 void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
3475 if(target == this)
3477 Object::_SetUpdateBits(updateMask, target);
3479 else
3481 Object::_SetUpdateBits(updateMask, target);
3482 *updateMask &= updateVisualBits;
3486 void Player::InitVisibleBits()
3488 updateVisualBits.SetCount(PLAYER_END);
3490 updateVisualBits.SetBit(OBJECT_FIELD_GUID);
3491 updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
3492 updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
3493 updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
3494 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
3495 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
3496 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
3497 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
3498 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
3499 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
3500 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
3501 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
3502 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
3503 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
3504 updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
3505 updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
3506 updateVisualBits.SetBit(UNIT_FIELD_POWER1);
3507 updateVisualBits.SetBit(UNIT_FIELD_POWER2);
3508 updateVisualBits.SetBit(UNIT_FIELD_POWER3);
3509 updateVisualBits.SetBit(UNIT_FIELD_POWER4);
3510 updateVisualBits.SetBit(UNIT_FIELD_POWER5);
3511 updateVisualBits.SetBit(UNIT_FIELD_POWER6);
3512 updateVisualBits.SetBit(UNIT_FIELD_POWER7);
3513 updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
3514 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
3515 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
3516 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
3517 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
3518 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
3519 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
3520 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
3521 updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
3522 updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
3523 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
3524 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
3525 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
3526 updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
3527 updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
3528 updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
3529 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
3530 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
3531 updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
3532 updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
3533 updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
3534 updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
3535 updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
3536 updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
3537 updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
3538 updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
3539 updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
3540 updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
3541 updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
3542 updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
3543 updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
3544 updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
3546 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
3547 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
3548 updateVisualBits.SetBit(PLAYER_FLAGS);
3549 updateVisualBits.SetBit(PLAYER_GUILDID);
3550 updateVisualBits.SetBit(PLAYER_GUILDRANK);
3551 updateVisualBits.SetBit(PLAYER_BYTES);
3552 updateVisualBits.SetBit(PLAYER_BYTES_2);
3553 updateVisualBits.SetBit(PLAYER_BYTES_3);
3554 updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
3555 updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
3557 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3558 for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += 4)
3559 updateVisualBits.SetBit(i);
3561 // Players visible items are not inventory stuff
3562 for(uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i)
3564 uint32 offset = i * MAX_VISIBLE_ITEM_OFFSET;
3566 // item creator
3567 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 0 + offset);
3568 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 1 + offset);
3570 // item entry
3571 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 0 + offset);
3573 // item enchantments
3574 for(uint8 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
3575 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 1 + j + offset);
3577 // random properties
3578 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + offset);
3579 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_SEED + offset);
3580 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PAD + offset);
3583 updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
3586 void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
3588 for(int i = 0; i < EQUIPMENT_SLOT_END; i++)
3590 if(m_items[i] == NULL)
3591 continue;
3593 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3596 if(target == this)
3598 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3600 if(m_items[i] == NULL)
3601 continue;
3603 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3605 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3607 if(m_items[i] == NULL)
3608 continue;
3610 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3614 Unit::BuildCreateUpdateBlockForPlayer( data, target );
3617 void Player::DestroyForPlayer( Player *target ) const
3619 Unit::DestroyForPlayer( target );
3621 for(int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
3623 if(m_items[i] == NULL)
3624 continue;
3626 m_items[i]->DestroyForPlayer( target );
3629 if(target == this)
3631 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3633 if(m_items[i] == NULL)
3634 continue;
3636 m_items[i]->DestroyForPlayer( target );
3638 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3640 if(m_items[i] == NULL)
3641 continue;
3643 m_items[i]->DestroyForPlayer( target );
3648 bool Player::HasSpell(uint32 spell) const
3650 PlayerSpellMap::const_iterator itr = m_spells.find(spell);
3651 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
3652 !itr->second->disabled);
3655 bool Player::HasActiveSpell(uint32 spell) const
3657 PlayerSpellMap::const_iterator itr = m_spells.find(spell);
3658 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
3659 itr->second->active && !itr->second->disabled);
3662 TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
3664 if (!trainer_spell)
3665 return TRAINER_SPELL_RED;
3667 if (!trainer_spell->learnedSpell)
3668 return TRAINER_SPELL_RED;
3670 // known spell
3671 if(HasSpell(trainer_spell->learnedSpell))
3672 return TRAINER_SPELL_GRAY;
3674 // check race/class requirement
3675 if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell))
3676 return TRAINER_SPELL_RED;
3678 // check level requirement
3679 if(getLevel() < trainer_spell->reqLevel)
3680 return TRAINER_SPELL_RED;
3682 if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell))
3684 // check prev.rank requirement
3685 if(spell_chain->prev && !HasSpell(spell_chain->prev))
3686 return TRAINER_SPELL_RED;
3688 // check additional spell requirement
3689 if(spell_chain->req && !HasSpell(spell_chain->req))
3690 return TRAINER_SPELL_RED;
3693 // check skill requirement
3694 if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
3695 return TRAINER_SPELL_RED;
3697 // exist, already checked at loading
3698 SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learnedSpell);
3700 // secondary prof. or not prof. spell
3701 uint32 skill = spell->EffectMiscValue[1];
3703 if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
3704 return TRAINER_SPELL_GREEN;
3706 // check primary prof. limit
3707 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProffesionPoints() == 0)
3708 return TRAINER_SPELL_RED;
3710 return TRAINER_SPELL_GREEN;
3713 void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
3715 uint32 guid = GUID_LOPART(playerguid);
3717 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3718 // bones will be deleted by corpse/bones deleting thread shortly
3719 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
3721 // remove from guild
3722 uint32 guildId = GetGuildIdFromDB(playerguid);
3723 if(guildId != 0)
3725 Guild* guild = objmgr.GetGuildById(guildId);
3726 if(guild)
3727 guild->DelMember(guid);
3730 // remove from arena teams
3731 LeaveAllArenaTeams(playerguid);
3733 // the player was uninvited already on logout so just remove from group
3734 QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
3735 if(resultGroup)
3737 uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
3738 delete resultGroup;
3739 Group* group = objmgr.GetGroupByLeader(leaderGuid);
3740 if(group)
3742 RemoveFromGroup(group, playerguid);
3746 // remove signs from petitions (also remove petitions if owner);
3747 RemovePetitionsAndSigns(playerguid, 10);
3749 // return back all mails with COD and Item 0 1 2 3 4 5 6
3750 QueryResult *resultMail = CharacterDatabase.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid);
3751 if(resultMail)
3755 Field *fields = resultMail->Fetch();
3757 uint32 mail_id = fields[0].GetUInt32();
3758 uint16 mailTemplateId= fields[1].GetUInt16();
3759 uint32 sender = fields[2].GetUInt32();
3760 std::string subject = fields[3].GetCppString();
3761 uint32 itemTextId = fields[4].GetUInt32();
3762 uint32 money = fields[5].GetUInt32();
3763 bool has_items = fields[6].GetBool();
3765 //we can return mail now
3766 //so firstly delete the old one
3767 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
3769 MailItemsInfo mi;
3770 if(has_items)
3772 // data needs to be at first place for Item::LoadFromDB
3773 QueryResult *resultItems = CharacterDatabase.PQuery("SELECT data,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id);
3774 if(resultItems)
3778 Field *fields2 = resultItems->Fetch();
3780 uint32 item_guidlow = fields2[1].GetUInt32();
3781 uint32 item_template = fields2[2].GetUInt32();
3783 ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
3784 if(!itemProto)
3786 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
3787 continue;
3790 Item *pItem = NewItemOrBag(itemProto);
3791 if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems))
3793 pItem->FSetState(ITEM_REMOVED);
3794 pItem->SaveToDB(); // it also deletes item object !
3795 continue;
3798 mi.AddItem(item_guidlow, item_template, pItem);
3800 while (resultItems->NextRow());
3802 delete resultItems;
3806 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
3808 uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
3810 WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, mailTemplateId);
3812 while (resultMail->NextRow());
3814 delete resultMail;
3817 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3818 // Get guids of character's pets, will deleted in transaction
3819 QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
3821 // NOW we can finally clear other DB data related to character
3822 CharacterDatabase.BeginTransaction();
3823 if (resultPets)
3827 Field *fields3 = resultPets->Fetch();
3828 uint32 petguidlow = fields3[0].GetUInt32();
3829 Pet::DeleteFromDB(petguidlow);
3830 } while (resultPets->NextRow());
3831 delete resultPets;
3834 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
3835 CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
3836 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
3837 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
3838 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
3839 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
3840 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
3841 CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
3842 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
3843 CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
3844 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
3845 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
3846 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
3847 CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid);
3848 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
3849 CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
3850 CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
3851 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
3852 CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
3853 CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
3854 CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid);
3855 CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid);
3856 CharacterDatabase.CommitTransaction();
3858 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3859 if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
3862 void Player::SetMovement(PlayerMovementType pType)
3864 WorldPacket data;
3865 switch(pType)
3867 case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
3868 case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
3869 case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
3870 case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
3871 default:
3872 sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
3873 return;
3875 data.append(GetPackGUID());
3876 data << uint32(0);
3877 GetSession()->SendPacket( &data );
3880 /* Preconditions:
3881 - a resurrectable corpse must not be loaded for the player (only bones)
3882 - the player must be in world
3884 void Player::BuildPlayerRepop()
3886 WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
3887 data.append(GetPackGUID());
3888 GetSession()->SendPacket(&data);
3890 if(getRace() == RACE_NIGHTELF)
3891 CastSpell(this, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
3892 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3894 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3895 // there must be SMSG.STOP_MIRROR_TIMER
3896 // there we must send 888 opcode
3898 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3899 if(GetCorpse())
3901 sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3902 assert(false);
3905 // create a corpse and place it at the player's location
3906 CreateCorpse();
3907 Corpse *corpse = GetCorpse();
3908 if(!corpse)
3910 sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3911 return;
3913 GetMap()->Add(corpse);
3915 // convert player body to ghost
3916 SetHealth( 1 );
3918 SetMovement(MOVE_WATER_WALK);
3919 if(!GetSession()->isLogingOut())
3920 SetMovement(MOVE_UNROOT);
3922 // BG - remove insignia related
3923 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
3925 SendCorpseReclaimDelay();
3927 // to prevent cheating
3928 corpse->ResetGhostTime();
3930 StopMirrorTimers(); //disable timers(bars)
3932 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
3934 // set and clear other
3935 SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
3938 void Player::SendDelayResponse(const uint32 ml_seconds)
3940 //FIXME: is this delay time arg really need? 50msec by default in code
3941 WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 );
3942 data << (uint32)time(NULL);
3943 data << (uint32)0;
3944 GetSession()->SendPacket( &data );
3947 void Player::ResurrectPlayer(float restore_percent, bool applySickness)
3949 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
3950 data << uint32(-1);
3951 data << float(0);
3952 data << float(0);
3953 data << float(0);
3954 GetSession()->SendPacket(&data);
3956 // speed change, land walk
3958 // remove death flag + set aura
3959 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
3960 if(getRace() == RACE_NIGHTELF)
3961 RemoveAurasDueToSpell(20584); // speed bonuses
3962 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3964 setDeathState(ALIVE);
3966 SetMovement(MOVE_LAND_WALK);
3967 SetMovement(MOVE_UNROOT);
3969 m_deathTimer = 0;
3971 // set health/powers (0- will be set in caller)
3972 if(restore_percent>0.0f)
3974 SetHealth(uint32(GetMaxHealth()*restore_percent));
3975 SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
3976 SetPower(POWER_RAGE, 0);
3977 SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
3980 // trigger update zone for alive state zone updates
3981 uint32 newzone, newarea;
3982 GetZoneAndAreaId(newzone,newarea);
3983 UpdateZone(newzone,newarea);
3985 // update visibility
3986 ObjectAccessor::UpdateVisibilityForPlayer(this);
3988 if(!applySickness)
3989 return;
3991 //Characters from level 1-10 are not affected by resurrection sickness.
3992 //Characters from level 11-19 will suffer from one minute of sickness
3993 //for each level they are above 10.
3994 //Characters level 20 and up suffer from ten minutes of sickness.
3995 int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
3997 if(int32(getLevel()) >= startLevel)
3999 // set resurrection sickness
4000 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
4002 // not full duration
4003 if(int32(getLevel()) < startLevel+9)
4005 int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
4007 for(int i =0; i < 3; ++i)
4009 if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i))
4011 Aur->SetAuraDuration(delta*IN_MILISECONDS);
4012 Aur->SendAuraUpdate(false);
4019 void Player::KillPlayer()
4021 SetMovement(MOVE_ROOT);
4023 StopMirrorTimers(); //disable timers(bars)
4025 setDeathState(CORPSE);
4026 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4028 SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
4029 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
4031 // 6 minutes until repop at graveyard
4032 m_deathTimer = 6*MINUTE*IN_MILISECONDS;
4034 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4036 // don't create corpse at this moment, player might be falling
4038 // update visibility
4039 ObjectAccessor::UpdateObjectVisibility(this);
4042 void Player::CreateCorpse()
4044 // prevent existence 2 corpse for player
4045 SpawnCorpseBones();
4047 uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
4049 Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
4050 SetPvPDeath(false);
4052 if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this))
4054 delete corpse;
4055 return;
4058 _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
4059 _pb = GetUInt32Value(PLAYER_BYTES);
4060 _pb2 = GetUInt32Value(PLAYER_BYTES_2);
4062 uint8 race = (uint8)(_uf);
4063 uint8 skin = (uint8)(_pb);
4064 uint8 face = (uint8)(_pb >> 8);
4065 uint8 hairstyle = (uint8)(_pb >> 16);
4066 uint8 haircolor = (uint8)(_pb >> 24);
4067 uint8 facialhair = (uint8)(_pb2);
4069 _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
4070 _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
4072 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
4073 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
4075 uint32 flags = CORPSE_FLAG_UNK2;
4076 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
4077 flags |= CORPSE_FLAG_HIDE_HELM;
4078 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
4079 flags |= CORPSE_FLAG_HIDE_CLOAK;
4080 if(InBattleGround() && !InArena())
4081 flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
4082 corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
4084 corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
4086 corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
4088 uint32 iDisplayID;
4089 uint16 iIventoryType;
4090 uint32 _cfi;
4091 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
4093 if(m_items[i])
4095 iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
4096 iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType;
4098 _cfi = (uint16(iDisplayID)) | (iIventoryType)<< 24;
4099 corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi);
4103 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4104 const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
4105 assert(entry);
4106 if(entry->map_type != MAP_BATTLEGROUND)
4107 corpse->SaveToDB();
4109 // register for player, but not show
4110 ObjectAccessor::Instance().AddCorpse(corpse);
4113 void Player::SpawnCorpseBones()
4115 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4116 SaveToDB(); // prevent loading as ghost without corpse
4119 Corpse* Player::GetCorpse() const
4121 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4124 void Player::DurabilityLossAll(double percent, bool inventory)
4126 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
4127 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4128 DurabilityLoss(pItem,percent);
4130 if(inventory)
4132 // bags not have durability
4133 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4135 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
4136 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4137 DurabilityLoss(pItem,percent);
4139 // keys not have durability
4140 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
4142 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4143 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4144 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
4145 if(Item* pItem = GetItemByPos( i, j ))
4146 DurabilityLoss(pItem,percent);
4150 void Player::DurabilityLoss(Item* item, double percent)
4152 if(!item )
4153 return;
4155 uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4157 if(!pMaxDurability)
4158 return;
4160 uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
4162 if(pDurabilityLoss < 1 )
4163 pDurabilityLoss = 1;
4165 DurabilityPointsLoss(item,pDurabilityLoss);
4168 void Player::DurabilityPointsLossAll(int32 points, bool inventory)
4170 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
4171 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4172 DurabilityPointsLoss(pItem,points);
4174 if(inventory)
4176 // bags not have durability
4177 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4179 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
4180 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4181 DurabilityPointsLoss(pItem,points);
4183 // keys not have durability
4184 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
4186 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4187 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4188 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
4189 if(Item* pItem = GetItemByPos( i, j ))
4190 DurabilityPointsLoss(pItem,points);
4194 void Player::DurabilityPointsLoss(Item* item, int32 points)
4196 int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4197 int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4198 int32 pNewDurability = pOldDurability - points;
4200 if (pNewDurability < 0)
4201 pNewDurability = 0;
4202 else if (pNewDurability > pMaxDurability)
4203 pNewDurability = pMaxDurability;
4205 if (pOldDurability != pNewDurability)
4207 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4208 if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
4209 _ApplyItemMods(item,item->GetSlot(), false);
4211 item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
4213 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4214 if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
4215 _ApplyItemMods(item,item->GetSlot(), true);
4217 item->SetState(ITEM_CHANGED, this);
4221 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
4223 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
4224 DurabilityPointsLoss(pItem,1);
4227 uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
4229 uint32 TotalCost = 0;
4230 // equipped, backpack, bags itself
4231 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
4232 TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
4234 // bank, buyback and keys not repaired
4236 // items in inventory bags
4237 for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
4238 for(int i = 0; i < MAX_BAG_SIZE; i++)
4239 TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
4240 return TotalCost;
4243 uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
4245 Item* item = GetItemByPos(pos);
4247 uint32 TotalCost = 0;
4248 if(!item)
4249 return TotalCost;
4251 uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4252 if(!maxDurability)
4253 return TotalCost;
4255 uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4257 if(cost)
4259 uint32 LostDurability = maxDurability - curDurability;
4260 if(LostDurability>0)
4262 ItemPrototype const *ditemProto = item->GetProto();
4264 DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
4265 if(!dcost)
4267 sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
4268 return TotalCost;
4271 uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
4272 DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
4273 if(!dQualitymodEntry)
4275 sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
4276 return TotalCost;
4279 uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
4280 uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
4282 costs = uint32(costs * discountMod);
4284 if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
4285 costs = 1;
4287 if (guildBank)
4289 if (GetGuildId()==0)
4291 DEBUG_LOG("You are not member of a guild");
4292 return TotalCost;
4295 Guild *pGuild = objmgr.GetGuildById(GetGuildId());
4296 if (!pGuild)
4297 return TotalCost;
4299 if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
4301 DEBUG_LOG("You do not have rights to withdraw for repairs");
4302 return TotalCost;
4305 if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
4307 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4308 return TotalCost;
4311 if (pGuild->GetGuildBankMoney() < costs)
4313 DEBUG_LOG("There is not enough money in bank");
4314 return TotalCost;
4317 pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
4318 TotalCost = costs;
4320 else if (GetMoney() < costs)
4322 DEBUG_LOG("You do not have enough money");
4323 return TotalCost;
4325 else
4326 ModifyMoney( -int32(costs) );
4330 item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
4331 item->SetState(ITEM_CHANGED, this);
4333 // reapply mods for total broken and repaired item if equipped
4334 if(IsEquipmentPos(pos) && !curDurability)
4335 _ApplyItemMods(item,pos & 255, true);
4336 return TotalCost;
4339 void Player::RepopAtGraveyard()
4341 // note: this can be called also when the player is alive
4342 // for example from WorldSession::HandleMovementOpcodes
4344 AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
4346 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4347 if(!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY || GetTransport())
4349 ResurrectPlayer(0.5f);
4350 SpawnCorpseBones();
4353 WorldSafeLocsEntry const *ClosestGrave = NULL;
4355 // Special handle for battleground maps
4356 if( BattleGround *bg = GetBattleGround() )
4357 ClosestGrave = bg->GetClosestGraveYard(this);
4358 else
4359 ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4361 // stop countdown until repop
4362 m_deathTimer = 0;
4364 // if no grave found, stay at the current location
4365 // and don't show spirit healer location
4366 if(ClosestGrave)
4368 TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
4369 if(isDead()) // not send if alive, because it used in TeleportTo()
4371 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
4372 data << ClosestGrave->map_id;
4373 data << ClosestGrave->x;
4374 data << ClosestGrave->y;
4375 data << ClosestGrave->z;
4376 GetSession()->SendPacket(&data);
4381 void Player::JoinedChannel(Channel *c)
4383 m_channels.push_back(c);
4386 void Player::LeftChannel(Channel *c)
4388 m_channels.remove(c);
4391 void Player::CleanupChannels()
4393 while(!m_channels.empty())
4395 Channel* ch = *m_channels.begin();
4396 m_channels.erase(m_channels.begin()); // remove from player's channel list
4397 ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4398 if (ChannelMgr* cMgr = channelMgr(GetTeam()))
4399 cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
4402 sLog.outDebug("Player: channels cleaned up!");
4405 void Player::UpdateLocalChannels(uint32 newZone )
4407 if(m_channels.empty())
4408 return;
4410 AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
4411 if(!current_zone)
4412 return;
4414 ChannelMgr* cMgr = channelMgr(GetTeam());
4415 if(!cMgr)
4416 return;
4418 std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
4420 for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
4422 next = i; ++next;
4424 // skip non built-in channels
4425 if(!(*i)->IsConstant())
4426 continue;
4428 ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
4429 if(!ch)
4430 continue;
4432 if((ch->flags & 4) == 4) // global channel without zone name in pattern
4433 continue;
4435 // new channel
4436 char new_channel_name_buf[100];
4437 snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
4438 Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
4440 if((*i)!=new_channel)
4442 new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
4444 // leave old channel
4445 (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4446 std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
4447 LeftChannel(*i); // remove from player's channel list
4448 cMgr->LeftChannel(name); // delete if empty
4451 sLog.outDebug("Player: channels cleaned up!");
4454 void Player::LeaveLFGChannel()
4456 for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
4458 if((*i)->IsLFG())
4460 (*i)->Leave(GetGUID());
4461 break;
4466 void Player::UpdateDefense()
4468 uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
4470 if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
4472 // update dependent from defense skill part
4473 UpdateDefenseBonusesMod();
4477 void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
4479 if(modGroup >= BASEMOD_END || modType >= MOD_END)
4481 sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4482 return;
4485 float val = 1.0f;
4487 switch(modType)
4489 case FLAT_MOD:
4490 m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
4491 break;
4492 case PCT_MOD:
4493 if(amount <= -100.0f)
4494 amount = -200.0f;
4496 val = (100.0f + amount) / 100.0f;
4497 m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
4498 break;
4501 if(!CanModifyStats())
4502 return;
4504 switch(modGroup)
4506 case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
4507 case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
4508 case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
4509 case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
4510 default: break;
4514 float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
4516 if(modGroup >= BASEMOD_END || modType > MOD_END)
4518 sLog.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4519 return 0.0f;
4522 if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4523 return 0.0f;
4525 return m_auraBaseMod[modGroup][modType];
4528 float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
4530 if(modGroup >= BASEMOD_END)
4532 sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4533 return 0.0f;
4536 if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4537 return 0.0f;
4539 return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
4542 uint32 Player::GetShieldBlockValue() const
4544 float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD];
4546 value = (value < 0) ? 0 : value;
4548 return uint32(value);
4551 float Player::GetMeleeCritFromAgility()
4553 uint32 level = getLevel();
4554 uint32 pclass = getClass();
4556 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4558 GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
4559 GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4560 if (critBase==NULL || critRatio==NULL)
4561 return 0.0f;
4563 float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
4564 return crit*100.0f;
4567 float Player::GetDodgeFromAgility()
4569 // Table for base dodge values
4570 float dodge_base[MAX_CLASSES] = {
4571 0.0075f, // Warrior
4572 0.00652f, // Paladin
4573 -0.0545f, // Hunter
4574 -0.0059f, // Rogue
4575 0.03183f, // Priest
4576 0.0114f, // DK
4577 0.0167f, // Shaman
4578 0.034575f, // Mage
4579 0.02011f, // Warlock
4580 0.0f, // ??
4581 -0.0187f // Druid
4583 // Crit/agility to dodge/agility coefficient multipliers
4584 float crit_to_dodge[MAX_CLASSES] = {
4585 1.1f, // Warrior
4586 1.0f, // Paladin
4587 1.6f, // Hunter
4588 2.0f, // Rogue
4589 1.0f, // Priest
4590 1.0f, // DK?
4591 1.0f, // Shaman
4592 1.0f, // Mage
4593 1.0f, // Warlock
4594 0.0f, // ??
4595 1.7f // Druid
4598 uint32 level = getLevel();
4599 uint32 pclass = getClass();
4601 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4603 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4604 GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4605 if (dodgeRatio==NULL || pclass > MAX_CLASSES)
4606 return 0.0f;
4608 float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
4609 return dodge*100.0f;
4612 float Player::GetSpellCritFromIntellect()
4614 uint32 level = getLevel();
4615 uint32 pclass = getClass();
4617 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4619 GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
4620 GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4621 if (critBase==NULL || critRatio==NULL)
4622 return 0.0f;
4624 float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
4625 return crit*100.0f;
4628 float Player::GetRatingCoefficient(CombatRating cr) const
4630 uint32 level = getLevel();
4632 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4634 GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
4635 if (Rating == NULL)
4636 return 1.0f; // By default use minimum coefficient (not must be called)
4638 return Rating->ratio;
4641 float Player::GetRatingBonusValue(CombatRating cr) const
4643 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
4646 uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
4648 float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.2f;
4649 if (melee>33.0f) melee = 33.0f;
4650 return uint32 (melee * damage /100.0f);
4653 uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
4655 float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.2f;
4656 if (ranged>33.0f) ranged=33.0f;
4657 return uint32 (ranged * damage /100.0f);
4660 uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
4662 float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.2f;
4663 // In wow script resilience limited to 33%
4664 if (spell>33.0f)
4665 spell = 33.0f;
4666 return uint32 (spell * damage / 100.0f);
4669 uint32 Player::GetDotDamageReduction(uint32 damage) const
4671 float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
4672 // Dot resilience not limited (limit it by 100%)
4673 if (spellDot > 100.0f)
4674 spellDot = 100.0f;
4675 return uint32 (spellDot * damage / 100.0f);
4678 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
4680 switch (attType)
4682 case BASE_ATTACK:
4683 return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
4684 case OFF_ATTACK:
4685 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
4686 default:
4687 break;
4689 return 0.0f;
4692 float Player::OCTRegenHPPerSpirit()
4694 uint32 level = getLevel();
4695 uint32 pclass = getClass();
4697 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4699 GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4700 GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4701 if (baseRatio==NULL || moreRatio==NULL)
4702 return 0.0f;
4704 // Formula from PaperDollFrame script
4705 float spirit = GetStat(STAT_SPIRIT);
4706 float baseSpirit = spirit;
4707 if (baseSpirit>50) baseSpirit = 50;
4708 float moreSpirit = spirit - baseSpirit;
4709 float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
4710 return regen;
4713 float Player::OCTRegenMPPerSpirit()
4715 uint32 level = getLevel();
4716 uint32 pclass = getClass();
4718 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4720 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4721 GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4722 if (moreRatio==NULL)
4723 return 0.0f;
4725 // Formula get from PaperDollFrame script
4726 float spirit = GetStat(STAT_SPIRIT);
4727 float regen = spirit * moreRatio->ratio;
4728 return regen;
4731 void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
4733 m_baseRatingValue[cr]+=(apply ? value : -value);
4735 int32 amount = uint32(m_baseRatingValue[cr]);
4736 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4737 // stat used stored in miscValueB for this aura
4738 AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
4739 for(AuraList::const_iterator i = modRatingFromStat.begin();i != modRatingFromStat.end(); ++i)
4740 if ((*i)->GetMiscValue() & (1<<cr))
4741 amount += int32(GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetModifier()->m_amount / 100.0f);
4742 if (amount < 0)
4743 amount = 0;
4744 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
4746 float RatingCoeffecient = GetRatingCoefficient(cr);
4747 float RatingChange = 0.0f;
4749 bool affectStats = CanModifyStats();
4751 switch (cr)
4753 case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
4754 case CR_DEFENSE_SKILL:
4755 UpdateDefenseBonusesMod();
4756 break;
4757 case CR_DODGE:
4758 UpdateDodgePercentage();
4759 break;
4760 case CR_PARRY:
4761 UpdateParryPercentage();
4762 break;
4763 case CR_BLOCK:
4764 UpdateBlockPercentage();
4765 break;
4766 case CR_HIT_MELEE:
4767 UpdateMeleeHitChances();
4768 break;
4769 case CR_HIT_RANGED:
4770 UpdateRangedHitChances();
4771 break;
4772 case CR_HIT_SPELL:
4773 UpdateSpellHitChances();
4774 break;
4775 case CR_CRIT_MELEE:
4776 if(affectStats)
4778 UpdateCritPercentage(BASE_ATTACK);
4779 UpdateCritPercentage(OFF_ATTACK);
4781 break;
4782 case CR_CRIT_RANGED:
4783 if(affectStats)
4784 UpdateCritPercentage(RANGED_ATTACK);
4785 break;
4786 case CR_CRIT_SPELL:
4787 if(affectStats)
4788 UpdateAllSpellCritChances();
4789 break;
4790 case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
4791 case CR_HIT_TAKEN_RANGED:
4792 break;
4793 case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
4794 break;
4795 case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4796 case CR_CRIT_TAKEN_RANGED:
4797 break;
4798 case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4799 break;
4800 case CR_HASTE_MELEE:
4801 RatingChange = value / RatingCoeffecient;
4802 ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
4803 ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
4804 break;
4805 case CR_HASTE_RANGED:
4806 RatingChange = value / RatingCoeffecient;
4807 ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
4808 break;
4809 case CR_HASTE_SPELL:
4810 RatingChange = value / RatingCoeffecient;
4811 ApplyCastTimePercentMod(RatingChange,apply);
4812 break;
4813 case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
4814 case CR_WEAPON_SKILL_OFFHAND:
4815 case CR_WEAPON_SKILL_RANGED:
4816 break;
4817 case CR_EXPERTISE:
4818 if(affectStats)
4820 UpdateExpertise(BASE_ATTACK);
4821 UpdateExpertise(OFF_ATTACK);
4823 break;
4827 void Player::SetRegularAttackTime()
4829 for(int i = 0; i < MAX_ATTACK; ++i)
4831 Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
4832 if(tmpitem && !tmpitem->IsBroken())
4834 ItemPrototype const *proto = tmpitem->GetProto();
4835 if(proto->Delay)
4836 SetAttackTime(WeaponAttackType(i), proto->Delay);
4837 else
4838 SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
4843 //skill+step, checking for max value
4844 bool Player::UpdateSkill(uint32 skill_id, uint32 step)
4846 if(!skill_id)
4847 return false;
4849 uint16 i=0;
4850 for (; i < PLAYER_MAX_SKILLS; i++)
4851 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
4852 break;
4854 if(i>=PLAYER_MAX_SKILLS)
4855 return false;
4857 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4858 uint32 value = SKILL_VALUE(data);
4859 uint32 max = SKILL_MAX(data);
4861 if ((!max) || (!value) || (value >= max))
4862 return false;
4864 if (value*512 < max*urand(0,512))
4866 uint32 new_value = value+step;
4867 if(new_value > max)
4868 new_value = max;
4870 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
4871 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,skill_id);
4872 return true;
4875 return false;
4878 inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
4880 if ( SkillValue >= GrayLevel )
4881 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
4882 if ( SkillValue >= GreenLevel )
4883 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
4884 if ( SkillValue >= YellowLevel )
4885 return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
4886 return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
4889 bool Player::UpdateCraftSkill(uint32 spellid)
4891 sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
4893 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellid);
4894 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellid);
4896 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4898 if(_spell_idx->second->skillId)
4900 uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
4902 // Alchemy Discoveries here
4903 SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
4904 if(spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
4906 if(uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
4907 learnSpell(discoveredSpell,false);
4910 uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
4912 return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
4913 _spell_idx->second->max_value,
4914 (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
4915 _spell_idx->second->min_value),
4916 craft_skill_gain);
4919 return false;
4922 bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
4924 sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
4926 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4928 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4929 switch (SkillId)
4931 case SKILL_HERBALISM:
4932 case SKILL_LOCKPICKING:
4933 case SKILL_JEWELCRAFTING:
4934 case SKILL_INSCRIPTION:
4935 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4936 case SKILL_SKINNING:
4937 if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0)
4938 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4939 else
4940 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
4941 case SKILL_MINING:
4942 if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0)
4943 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4944 else
4945 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
4947 return false;
4950 bool Player::UpdateFishingSkill()
4952 sLog.outDebug("UpdateFishingSkill");
4954 uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
4956 int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
4958 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4960 return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
4963 // levels sync. with spell requirement for skill levels to learn
4964 // bonus abilities in sSkillLineAbilityStore
4965 // Used only to avoid scan DBC at each skill grow
4966 static uint32 bonusSkillLevels[] = {75,150,225,300,375,450};
4968 bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
4970 sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
4971 if ( !SkillId )
4972 return false;
4974 if(Chance <= 0) // speedup in 0 chance case
4976 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4977 return false;
4980 uint16 i=0;
4981 for (; i < PLAYER_MAX_SKILLS; i++)
4982 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
4983 if ( i >= PLAYER_MAX_SKILLS )
4984 return false;
4986 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4987 uint16 SkillValue = SKILL_VALUE(data);
4988 uint16 MaxValue = SKILL_MAX(data);
4990 if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
4991 return false;
4993 int32 Roll = irand(1,1000);
4995 if ( Roll <= Chance )
4997 uint32 new_value = SkillValue+step;
4998 if(new_value > MaxValue)
4999 new_value = MaxValue;
5001 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
5002 for(uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl)
5004 if((SkillValue < *bsl && new_value >= *bsl))
5006 learnSkillRewardedSpells( SkillId, new_value);
5007 break;
5010 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,SkillId);
5011 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
5012 return true;
5015 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
5016 return false;
5019 void Player::UpdateWeaponSkill (WeaponAttackType attType)
5021 // no skill gain in pvp
5022 Unit *pVictim = getVictim();
5023 if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
5024 return;
5026 if(IsInFeralForm())
5027 return; // always maximized SKILL_FERAL_COMBAT in fact
5029 if(m_form == FORM_TREE)
5030 return; // use weapon but not skill up
5032 uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
5034 switch(attType)
5036 case BASE_ATTACK:
5038 Item *tmpitem = GetWeaponForAttack(attType,true);
5040 if (!tmpitem)
5041 UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
5042 else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
5043 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
5044 break;
5046 case OFF_ATTACK:
5047 case RANGED_ATTACK:
5049 Item *tmpitem = GetWeaponForAttack(attType,true);
5050 if (tmpitem)
5051 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
5052 break;
5055 UpdateAllCritPercentages();
5058 void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence)
5060 uint32 plevel = getLevel(); // if defense than pVictim == attacker
5061 uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel);
5062 uint32 moblevel = pVictim->getLevelForTarget(this);
5063 if(moblevel < greylevel)
5064 return;
5066 if (moblevel > plevel + 5)
5067 moblevel = plevel + 5;
5069 uint32 lvldif = moblevel - greylevel;
5070 if(lvldif < 3)
5071 lvldif = 3;
5073 uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
5074 if(skilldif <= 0)
5075 return;
5077 float chance = float(3 * lvldif * skilldif) / plevel;
5078 if(!defence)
5080 if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
5081 chance *= 0.1f * GetStat(STAT_INTELLECT);
5084 chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
5086 if(roll_chance_f(chance))
5088 if(defence)
5089 UpdateDefense();
5090 else
5091 UpdateWeaponSkill(attType);
5093 else
5094 return;
5097 void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
5099 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5100 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid)
5102 uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5103 int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
5104 int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
5106 if(talent) // permanent bonus stored in high part
5107 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
5108 else // temporary/item bonus stored in low part
5109 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
5110 return;
5114 void Player::UpdateSkillsForLevel()
5116 uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
5117 uint32 maxSkill = GetMaxSkillValueForLevel();
5119 bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
5121 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5122 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5124 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
5126 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
5127 if(!pSkill)
5128 continue;
5130 if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
5131 continue;
5133 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
5134 uint32 max = SKILL_MAX(data);
5135 uint32 val = SKILL_VALUE(data);
5137 /// update only level dependent max skill values
5138 if(max!=1)
5140 /// miximize skill always
5141 if(alwaysMaxSkill)
5142 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(maxSkill,maxSkill));
5143 /// update max skill value if current max skill not maximized
5144 else if(max != maxconfskill)
5145 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,maxSkill));
5150 void Player::UpdateSkillsToMaxSkillsForLevel()
5152 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5153 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5155 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
5156 if( IsProfessionOrRidingSkill(pskill))
5157 continue;
5158 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
5160 uint32 max = SKILL_MAX(data);
5162 if(max > 1)
5163 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
5165 if(pskill == SKILL_DEFENSE)
5166 UpdateDefenseBonusesMod();
5170 // This functions sets a skill line value (and adds if doesn't exist yet)
5171 // To "remove" a skill line, set it's values to zero
5172 void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
5174 if(!id)
5175 return;
5177 uint16 i=0;
5178 for (; i < PLAYER_MAX_SKILLS; i++)
5179 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break;
5181 if(i<PLAYER_MAX_SKILLS) //has skill
5183 if(currVal)
5185 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5186 learnSkillRewardedSpells(id, currVal);
5187 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
5188 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
5190 else //remove
5192 // clear skill fields
5193 SetUInt32Value(PLAYER_SKILL_INDEX(i),0);
5194 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0);
5195 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5197 // remove all spells that related to this skill
5198 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
5199 if(SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j))
5200 if (pAbility->skillId==id)
5201 removeSpell(spellmgr.GetFirstSpellInChain(pAbility->spellId));
5204 else if(currVal) //add
5206 for (i=0; i < PLAYER_MAX_SKILLS; i++)
5207 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5209 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
5210 if(!pSkill)
5212 sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
5213 return;
5215 // enable unlearn button for primary professions only
5216 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
5217 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
5218 else
5219 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
5220 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5221 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
5222 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
5224 // apply skill bonuses
5225 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5227 // temporary bonuses
5228 AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
5229 for(AuraList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
5230 if ((*j)->GetModifier()->m_miscvalue == int32(id))
5231 (*j)->ApplyModifier(true);
5233 // permanent bonuses
5234 AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
5235 for(AuraList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
5236 if ((*j)->GetModifier()->m_miscvalue == int32(id))
5237 (*j)->ApplyModifier(true);
5239 // Learn all spells for skill
5240 learnSkillRewardedSpells(id, currVal);
5241 return;
5246 bool Player::HasSkill(uint32 skill) const
5248 if(!skill)return false;
5249 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5251 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5253 return true;
5256 return false;
5259 uint16 Player::GetSkillValue(uint32 skill) const
5261 if(!skill)
5262 return 0;
5264 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5266 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5268 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5270 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5271 result += SKILL_TEMP_BONUS(bonus);
5272 result += SKILL_PERM_BONUS(bonus);
5273 return result < 0 ? 0 : result;
5276 return 0;
5279 uint16 Player::GetMaxSkillValue(uint32 skill) const
5281 if(!skill)return 0;
5282 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5284 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5286 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5288 int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5289 result += SKILL_TEMP_BONUS(bonus);
5290 result += SKILL_PERM_BONUS(bonus);
5291 return result < 0 ? 0 : result;
5294 return 0;
5297 uint16 Player::GetPureMaxSkillValue(uint32 skill) const
5299 if(!skill)return 0;
5300 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5302 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5304 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5307 return 0;
5310 uint16 Player::GetBaseSkillValue(uint32 skill) const
5312 if(!skill)return 0;
5313 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5315 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5317 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5318 result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5319 return result < 0 ? 0 : result;
5322 return 0;
5325 uint16 Player::GetPureSkillValue(uint32 skill) const
5327 if(!skill)return 0;
5328 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5330 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5332 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5335 return 0;
5338 int16 Player::GetSkillPermBonusValue(uint32 skill) const
5340 if(!skill)
5341 return 0;
5343 for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
5345 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5347 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5351 return 0;
5354 int16 Player::GetSkillTempBonusValue(uint32 skill) const
5356 if(!skill)
5357 return 0;
5359 for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
5361 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5363 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5367 return 0;
5370 void Player::SendInitialActionButtons()
5372 sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5374 WorldPacket data(SMSG_ACTION_BUTTONS, (MAX_ACTION_BUTTONS*4));
5375 for(int button = 0; button < MAX_ACTION_BUTTONS; ++button)
5377 ActionButtonList::const_iterator itr = m_actionButtons.find(button);
5378 if(itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
5380 data << uint16(itr->second.action);
5381 data << uint8(itr->second.misc);
5382 data << uint8(itr->second.type);
5384 else
5386 data << uint32(0);
5390 GetSession()->SendPacket( &data );
5391 sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5394 bool Player::addActionButton(const uint8 button, const uint16 action, const uint8 type, const uint8 misc)
5396 if(button >= MAX_ACTION_BUTTONS)
5398 sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() );
5399 return false;
5402 // check cheating with adding non-known spells to action bar
5403 if(type==ACTION_BUTTON_SPELL)
5405 if(!sSpellStore.LookupEntry(action))
5407 sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
5408 return false;
5411 if(!HasSpell(action))
5413 sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
5414 return false;
5418 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5420 if (buttonItr==m_actionButtons.end())
5421 { // just add new button
5422 m_actionButtons[button] = ActionButton(action,type,misc);
5424 else
5425 { // change state of current button
5426 ActionButtonUpdateState uState = buttonItr->second.uState;
5427 buttonItr->second = ActionButton(action,type,misc);
5428 if (uState != ACTIONBUTTON_NEW) buttonItr->second.uState = ACTIONBUTTON_CHANGED;
5431 sLog.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action, button );
5432 return true;
5435 void Player::removeActionButton(uint8 button)
5437 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5438 if (buttonItr==m_actionButtons.end())
5439 return;
5441 if(buttonItr->second.uState==ACTIONBUTTON_NEW)
5442 m_actionButtons.erase(buttonItr); // new and not saved
5443 else
5444 buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
5446 sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() );
5449 bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
5451 // prevent crash when a bad coord is sent by the client
5452 if(!MaNGOS::IsValidMapCoord(x,y,z,orientation))
5454 sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
5455 return false;
5458 Map *m = GetMap();
5460 const float old_x = GetPositionX();
5461 const float old_y = GetPositionY();
5462 const float old_z = GetPositionZ();
5463 const float old_r = GetOrientation();
5465 if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation )
5467 if (teleport || old_x != x || old_y != y || old_z != z)
5468 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
5469 else
5470 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
5472 // move and update visible state if need
5473 m->PlayerRelocation(this, x, y, z, orientation);
5475 // reread after Map::Relocation
5476 m = GetMap();
5477 x = GetPositionX();
5478 y = GetPositionY();
5479 z = GetPositionZ();
5481 // group update
5482 if(GetGroup() && (old_x != x || old_y != y))
5483 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
5486 // code block for underwater state update
5487 UpdateUnderwaterState(m, x, y, z);
5489 CheckExploreSystem();
5491 return true;
5494 void Player::SaveRecallPosition()
5496 m_recallMap = GetMapId();
5497 m_recallX = GetPositionX();
5498 m_recallY = GetPositionY();
5499 m_recallZ = GetPositionZ();
5500 m_recallO = GetOrientation();
5503 void Player::SendMessageToSet(WorldPacket *data, bool self)
5505 GetMap()->MessageBroadcast(this, data, self);
5508 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
5510 GetMap()->MessageDistBroadcast(this, data, dist, self);
5513 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
5515 GetMap()->MessageDistBroadcast(this, data, dist, self,own_team_only);
5518 void Player::SendDirectMessage(WorldPacket *data)
5520 GetSession()->SendPacket(data);
5523 void Player::SendCinematicStart(uint32 CinematicSequenceId)
5525 WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
5526 data << uint32(CinematicSequenceId);
5527 SendDirectMessage(&data);
5530 void Player::SendMovieStart(uint32 MovieId)
5532 WorldPacket data(SMSG_TRIGGER_MOVIE, 4);
5533 data << uint32(MovieId);
5534 SendDirectMessage(&data);
5537 void Player::CheckExploreSystem()
5539 if (!isAlive())
5540 return;
5542 if (isInFlight())
5543 return;
5545 uint16 areaFlag=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5546 if(areaFlag==0xffff)
5547 return;
5548 int offset = areaFlag / 32;
5550 if(offset >= 128)
5552 sLog.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset);
5553 return;
5556 uint32 val = (uint32)(1 << (areaFlag % 32));
5557 uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
5559 if( !(currFields & val) )
5561 SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
5563 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
5565 AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
5566 if(!p)
5568 sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5570 else if(p->area_level > 0)
5572 uint32 area = p->ID;
5573 if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
5575 SendExplorationExperience(area,0);
5577 else
5579 int32 diff = int32(getLevel()) - p->area_level;
5580 uint32 XP = 0;
5581 if (diff < -5)
5583 XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
5585 else if (diff > 5)
5587 int32 exploration_percent = (100-((diff-5)*5));
5588 if (exploration_percent > 100)
5589 exploration_percent = 100;
5590 else if (exploration_percent < 0)
5591 exploration_percent = 0;
5593 XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
5595 else
5597 XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
5600 GiveXP( XP, NULL );
5601 SendExplorationExperience(area,XP);
5603 sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
5608 uint32 Player::TeamForRace(uint8 race)
5610 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5611 if(!rEntry)
5613 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5614 return ALLIANCE;
5617 switch(rEntry->TeamID)
5619 case 7: return ALLIANCE;
5620 case 1: return HORDE;
5623 sLog.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
5624 return ALLIANCE;
5627 uint32 Player::getFactionForRace(uint8 race)
5629 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5630 if(!rEntry)
5632 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5633 return 0;
5636 return rEntry->FactionID;
5639 void Player::setFactionForRace(uint8 race)
5641 m_team = TeamForRace(race);
5642 setFaction( getFactionForRace(race) );
5645 ReputationRank Player::GetReputationRank(uint32 faction) const
5647 FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
5648 return GetReputationMgr().GetRank(factionEntry);
5651 //Calculate total reputation percent player gain with quest/creature level
5652 int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest)
5654 float percent = 100.0f;
5656 float rate = for_quest ? sWorld.getRate(RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld.getRate(RATE_REPUTATION_LOWLEVEL_KILL);
5658 if(rate != 1.0f && creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))
5659 percent *= rate;
5661 int32 repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
5663 percent += rep > 0 ? repMod : -repMod;
5665 if(percent <= 0.0f)
5666 return 0;
5668 return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*rep*percent/100);
5671 //Calculates how many reputation points player gains in victim's enemy factions
5672 void Player::RewardReputation(Unit *pVictim, float rate)
5674 if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
5675 return;
5677 ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
5679 if(!Rep)
5680 return;
5682 if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
5684 int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false);
5685 donerep1 = int32(donerep1*rate);
5686 FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
5687 uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
5688 if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
5689 GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
5691 // Wiki: Team factions value divided by 2
5692 if (factionEntry1 && Rep->is_teamaward1)
5694 FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
5695 if(team1_factionEntry)
5696 GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2);
5700 if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
5702 int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false);
5703 donerep2 = int32(donerep2*rate);
5704 FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
5705 uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
5706 if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
5707 GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
5709 // Wiki: Team factions value divided by 2
5710 if (factionEntry2 && Rep->is_teamaward2)
5712 FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
5713 if(team2_factionEntry)
5714 GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2);
5719 //Calculate how many reputation points player gain with the quest
5720 void Player::RewardReputation(Quest const *pQuest)
5722 // quest reputation reward/loss
5723 for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
5725 if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] )
5727 int32 rep = CalculateReputationGain(GetQuestLevel(pQuest),pQuest->RewRepValue[i],true);
5728 FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
5729 if(factionEntry)
5730 GetReputationMgr().ModifyReputation(factionEntry, rep);
5734 // TODO: implement reputation spillover
5737 void Player::UpdateArenaFields(void)
5739 /* arena calcs go here */
5742 void Player::UpdateHonorFields()
5744 /// called when rewarding honor and at each save
5745 uint64 now = time(NULL);
5746 uint64 today = uint64(time(NULL) / DAY) * DAY;
5748 if(m_lastHonorUpdateTime < today)
5750 uint64 yesterday = today - DAY;
5752 uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
5754 // update yesterday's contribution
5755 if(m_lastHonorUpdateTime >= yesterday )
5757 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
5759 // this is the first update today, reset today's contribution
5760 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
5761 SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
5763 else
5765 // no honor/kills yesterday or today, reset
5766 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
5767 SetUInt32Value(PLAYER_FIELD_KILLS, 0);
5771 m_lastHonorUpdateTime = now;
5774 ///Calculate the amount of honor gained based on the victim
5775 ///and the size of the group for which the honor is divided
5776 ///An exact honor value can also be given (overriding the calcs)
5777 bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor)
5779 // do not reward honor in arenas, but enable onkill spellproc
5780 if(InArena())
5782 if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
5783 return false;
5785 if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
5786 return false;
5788 return true;
5791 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5792 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
5793 return false;
5795 uint64 victim_guid = 0;
5796 uint32 victim_rank = 0;
5798 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5799 UpdateHonorFields();
5801 if(honor <= 0)
5803 if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
5804 return false;
5806 victim_guid = uVictim->GetGUID();
5808 if( uVictim->GetTypeId() == TYPEID_PLAYER )
5810 Player *pVictim = (Player *)uVictim;
5812 if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
5813 return false;
5815 float f = 1; //need for total kills (?? need more info)
5816 uint32 k_grey = 0;
5817 uint32 k_level = getLevel();
5818 uint32 v_level = pVictim->getLevel();
5821 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5822 // [0] Just name
5823 // [1..14] Alliance honor titles and player name
5824 // [15..28] Horde honor titles and player name
5825 // [29..38] Other title and player name
5826 // [39+] Nothing
5827 uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
5828 // Get Killer titles, CharTitlesEntry::bit_index
5829 // Ranks:
5830 // title[1..14] -> rank[5..18]
5831 // title[15..28] -> rank[5..18]
5832 // title[other] -> 0
5833 if (victim_title == 0)
5834 victim_guid = 0; // Don't show HK: <rank> message, only log.
5835 else if (victim_title < 15)
5836 victim_rank = victim_title + 4;
5837 else if (victim_title < 29)
5838 victim_rank = victim_title - 14 + 4;
5839 else
5840 victim_guid = 0; // Don't show HK: <rank> message, only log.
5843 k_grey = MaNGOS::XP::GetGrayLevel(k_level);
5845 if(v_level<=k_grey)
5846 return false;
5848 float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
5850 int32 v_rank =1; //need more info
5852 honor = ((f * diff_level * (190 + v_rank*10))/6);
5853 honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
5855 // count the number of playerkills in one day
5856 ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
5857 // and those in a lifetime
5858 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true);
5859 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL);
5861 else
5863 Creature *cVictim = (Creature *)uVictim;
5865 if (!cVictim->isRacialLeader())
5866 return false;
5868 honor = 100; // ??? need more info
5869 victim_rank = 19; // HK: Leader
5873 if (uVictim != NULL)
5875 honor *= sWorld.getRate(RATE_HONOR);
5877 if(groupsize > 1)
5878 honor /= groupsize;
5880 honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
5883 // honor - for show honor points in log
5884 // victim_guid - for show victim name in log
5885 // victim_rank [1..4] HK: <dishonored rank>
5886 // victim_rank [5..19] HK: <alliance\horde rank>
5887 // victim_rank [0,20+] HK: <>
5888 WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
5889 data << (uint32) honor;
5890 data << (uint64) victim_guid;
5891 data << (uint32) victim_rank;
5893 GetSession()->SendPacket(&data);
5895 // add honor points
5896 ModifyHonorPoints(int32(honor));
5898 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
5899 return true;
5902 void Player::ModifyHonorPoints( int32 value )
5904 if(value < 0)
5906 if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
5907 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
5908 else
5909 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
5911 else
5912 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
5915 void Player::ModifyArenaPoints( int32 value )
5917 if(value < 0)
5919 if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
5920 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
5921 else
5922 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
5924 else
5925 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
5928 uint32 Player::GetGuildIdFromDB(uint64 guid)
5930 QueryResult* result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
5931 if(!result)
5932 return 0;
5934 uint32 id = result->Fetch()[0].GetUInt32();
5935 delete result;
5936 return id;
5939 uint32 Player::GetRankFromDB(uint64 guid)
5941 QueryResult *result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) );
5942 if( result )
5944 uint32 v = result->Fetch()[0].GetUInt32();
5945 delete result;
5946 return v;
5948 else
5949 return 0;
5952 uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
5954 QueryResult *result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u' AND type='%u' LIMIT 1", GUID_LOPART(guid), type);
5955 if(!result)
5956 return 0;
5958 uint32 id = (*result)[0].GetUInt32();
5959 delete result;
5960 return id;
5963 uint32 Player::GetZoneIdFromDB(uint64 guid)
5965 uint32 guidLow = GUID_LOPART(guid);
5966 QueryResult *result = CharacterDatabase.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow );
5967 if (!result)
5968 return 0;
5969 Field* fields = result->Fetch();
5970 uint32 zone = fields[0].GetUInt32();
5971 delete result;
5973 if (!zone)
5975 // stored zone is zero, use generic and slow zone detection
5976 result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow);
5977 if( !result )
5978 return 0;
5979 fields = result->Fetch();
5980 uint32 map = fields[0].GetUInt32();
5981 float posx = fields[1].GetFloat();
5982 float posy = fields[2].GetFloat();
5983 float posz = fields[3].GetFloat();
5984 delete result;
5986 zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
5988 CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
5991 return zone;
5994 void Player::UpdateArea(uint32 newArea)
5996 // FFA_PVP flags are area and not zone id dependent
5997 // so apply them accordingly
5998 m_areaUpdateId = newArea;
6000 AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
6002 if(area && (area->flags & AREA_FLAG_ARENA))
6004 if(!isGameMaster())
6005 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6007 else
6009 // remove ffa flag only if not ffapvp realm
6010 // removal in sanctuaries and capitals is handled in zone update
6011 if(HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP) && !sWorld.IsFFAPvPRealm())
6012 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6015 UpdateAreaDependentAuras(newArea);
6018 void Player::UpdateZone(uint32 newZone, uint32 newArea)
6020 if(m_zoneUpdateId != newZone)
6021 SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange...
6023 m_zoneUpdateId = newZone;
6024 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
6026 // zone changed, so area changed as well, update it
6027 UpdateArea(newArea);
6029 AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
6030 if(!zone)
6031 return;
6033 if (sWorld.getConfig(CONFIG_WEATHER))
6035 Weather *wth = sWorld.FindWeather(zone->ID);
6036 if(wth)
6038 wth->SendWeatherUpdateToPlayer(this);
6040 else
6042 if(!sWorld.AddWeather(zone->ID))
6044 // send fine weather packet to remove old zone's weather
6045 Weather::SendFineWeatherUpdateToPlayer(this);
6050 pvpInfo.inHostileArea =
6051 GetTeam() == ALLIANCE && zone->team == AREATEAM_HORDE ||
6052 GetTeam() == HORDE && zone->team == AREATEAM_ALLY ||
6053 sWorld.IsPvPRealm() && zone->team == AREATEAM_NONE ||
6054 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6056 if(pvpInfo.inHostileArea) // in hostile area
6058 if(!IsPvP() || pvpInfo.endTimer != 0)
6059 UpdatePvP(true, true);
6061 else // in friendly area
6063 if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
6064 pvpInfo.endTimer = time(0); // start toggle-off
6067 if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary
6069 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6070 if(sWorld.IsFFAPvPRealm())
6071 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6073 else
6075 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6078 if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
6080 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6081 SetRestType(REST_TYPE_IN_CITY);
6082 InnEnter(time(0),GetMapId(),0,0,0);
6084 if(sWorld.IsFFAPvPRealm())
6085 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6087 else // anywhere else
6089 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6091 if(GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
6093 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6095 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6096 SetRestType(REST_TYPE_NO);
6098 if(sWorld.IsFFAPvPRealm())
6099 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6102 else // not in tavern (leave city then)
6104 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6105 SetRestType(REST_TYPE_NO);
6107 // Set player to FFA PVP when not in rested environment.
6108 if(sWorld.IsFFAPvPRealm())
6109 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6114 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6115 // if player resurrected at teleport this will be applied in resurrect code
6116 if(isAlive())
6117 DestroyZoneLimitedItem( true, newZone );
6119 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6120 AutoUnequipOffhandIfNeed();
6122 // recent client version not send leave/join channel packets for built-in local channels
6123 UpdateLocalChannels( newZone );
6125 // group update
6126 if(GetGroup())
6127 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
6129 UpdateZoneDependentAuras(newZone);
6132 //If players are too far way of duel flag... then player loose the duel
6133 void Player::CheckDuelDistance(time_t currTime)
6135 if(!duel)
6136 return;
6138 uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
6139 GameObject* obj = GetMap()->GetGameObject(duelFlagGUID);
6140 if(!obj)
6141 return;
6143 if(duel->outOfBound == 0)
6145 if(!IsWithinDistInMap(obj, 50))
6147 duel->outOfBound = currTime;
6149 WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
6150 GetSession()->SendPacket(&data);
6153 else
6155 if(IsWithinDistInMap(obj, 40))
6157 duel->outOfBound = 0;
6159 WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
6160 GetSession()->SendPacket(&data);
6162 else if(currTime >= (duel->outOfBound+10))
6164 DuelComplete(DUEL_FLED);
6169 void Player::DuelComplete(DuelCompleteType type)
6171 // duel not requested
6172 if(!duel)
6173 return;
6175 WorldPacket data(SMSG_DUEL_COMPLETE, (1));
6176 data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
6177 GetSession()->SendPacket(&data);
6178 duel->opponent->GetSession()->SendPacket(&data);
6180 if(type != DUEL_INTERUPTED)
6182 data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
6183 data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled
6184 data << duel->opponent->GetName();
6185 data << GetName();
6186 SendMessageToSet(&data,true);
6189 // cool-down duel spell
6190 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6192 data<<GetGUID();
6193 data<<uint8(0x0);
6195 data<<(uint32)7266;
6196 data<<uint32(0x0);
6197 GetSession()->SendPacket(&data);
6198 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6199 data<<duel->opponent->GetGUID();
6200 data<<uint8(0x0);
6201 data<<(uint32)7266;
6202 data<<uint32(0x0);
6203 duel->opponent->GetSession()->SendPacket(&data);*/
6205 //Remove Duel Flag object
6206 GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
6207 if(obj)
6208 duel->initiator->RemoveGameObject(obj,true);
6210 /* remove auras */
6211 std::vector<uint32> auras2remove;
6212 AuraMap const& vAuras = duel->opponent->GetAuras();
6213 for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); ++i)
6215 if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6216 auras2remove.push_back(i->second->GetId());
6219 for(size_t i=0; i<auras2remove.size(); i++)
6220 duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
6222 auras2remove.clear();
6223 AuraMap const& auras = GetAuras();
6224 for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); ++i)
6226 if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6227 auras2remove.push_back(i->second->GetId());
6229 for(size_t i=0; i<auras2remove.size(); i++)
6230 RemoveAurasDueToSpell(auras2remove[i]);
6232 // cleanup combo points
6233 if(GetComboTarget()==duel->opponent->GetGUID())
6234 ClearComboPoints();
6235 else if(GetComboTarget()==duel->opponent->GetPetGUID())
6236 ClearComboPoints();
6238 if(duel->opponent->GetComboTarget()==GetGUID())
6239 duel->opponent->ClearComboPoints();
6240 else if(duel->opponent->GetComboTarget()==GetPetGUID())
6241 duel->opponent->ClearComboPoints();
6243 //cleanups
6244 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6245 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6246 duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6247 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6249 delete duel->opponent->duel;
6250 duel->opponent->duel = NULL;
6251 delete duel;
6252 duel = NULL;
6255 //---------------------------------------------------------//
6257 void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
6259 if(slot >= INVENTORY_SLOT_BAG_END || !item)
6260 return;
6262 // not apply/remove mods for broken item
6263 if(item->IsBroken())
6264 return;
6266 ItemPrototype const *proto = item->GetProto();
6268 if(!proto)
6269 return;
6271 sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
6273 uint32 attacktype = Player::GetAttackBySlot(slot);
6274 if(attacktype < MAX_ATTACK)
6275 _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
6277 _ApplyItemBonuses(proto,slot,apply);
6279 if( slot==EQUIPMENT_SLOT_RANGED )
6280 _ApplyAmmoBonuses();
6282 ApplyItemEquipSpell(item,apply);
6283 ApplyEnchantment(item, apply);
6285 if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6286 CorrectMetaGemEnchants(slot, apply);
6288 sLog.outDebug("_ApplyItemMods complete.");
6291 void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply)
6293 if(slot >= INVENTORY_SLOT_BAG_END || !proto)
6294 return;
6296 for (int i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
6298 uint32 statType = 0;
6299 int32 val = 0;
6301 if(proto->ScalingStatDistribution)
6303 if(ScalingStatDistributionEntry const *ssd = sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution))
6305 statType = ssd->StatMod[i];
6307 if(uint32 modifier = ssd->Modifier[i])
6309 uint32 level = ((getLevel() > ssd->MaxLevel) ? ssd->MaxLevel : getLevel());
6310 if(ScalingStatValuesEntry const *ssv = sScalingStatValuesStore.LookupEntry(level))
6312 uint32 multiplier = ssv->Multiplier[proto->GetScalingStatValuesColumn()];
6313 val = (multiplier * modifier) / 10000;
6318 else
6320 statType = proto->ItemStat[i].ItemStatType;
6321 val = proto->ItemStat[i].ItemStatValue;
6324 if(val == 0)
6325 continue;
6327 switch (statType)
6329 case ITEM_MOD_MANA:
6330 HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
6331 break;
6332 case ITEM_MOD_HEALTH: // modify HP
6333 HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
6334 break;
6335 case ITEM_MOD_AGILITY: // modify agility
6336 HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
6337 ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
6338 break;
6339 case ITEM_MOD_STRENGTH: //modify strength
6340 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
6341 ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
6342 break;
6343 case ITEM_MOD_INTELLECT: //modify intellect
6344 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
6345 ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
6346 break;
6347 case ITEM_MOD_SPIRIT: //modify spirit
6348 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
6349 ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
6350 break;
6351 case ITEM_MOD_STAMINA: //modify stamina
6352 HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
6353 ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
6354 break;
6355 case ITEM_MOD_DEFENSE_SKILL_RATING:
6356 ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
6357 break;
6358 case ITEM_MOD_DODGE_RATING:
6359 ApplyRatingMod(CR_DODGE, int32(val), apply);
6360 break;
6361 case ITEM_MOD_PARRY_RATING:
6362 ApplyRatingMod(CR_PARRY, int32(val), apply);
6363 break;
6364 case ITEM_MOD_BLOCK_RATING:
6365 ApplyRatingMod(CR_BLOCK, int32(val), apply);
6366 break;
6367 case ITEM_MOD_HIT_MELEE_RATING:
6368 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6369 break;
6370 case ITEM_MOD_HIT_RANGED_RATING:
6371 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6372 break;
6373 case ITEM_MOD_HIT_SPELL_RATING:
6374 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6375 break;
6376 case ITEM_MOD_CRIT_MELEE_RATING:
6377 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6378 break;
6379 case ITEM_MOD_CRIT_RANGED_RATING:
6380 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6381 break;
6382 case ITEM_MOD_CRIT_SPELL_RATING:
6383 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6384 break;
6385 case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
6386 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6387 break;
6388 case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
6389 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6390 break;
6391 case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
6392 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6393 break;
6394 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
6395 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6396 break;
6397 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
6398 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6399 break;
6400 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
6401 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6402 break;
6403 case ITEM_MOD_HASTE_MELEE_RATING:
6404 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6405 break;
6406 case ITEM_MOD_HASTE_RANGED_RATING:
6407 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6408 break;
6409 case ITEM_MOD_HASTE_SPELL_RATING:
6410 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6411 break;
6412 case ITEM_MOD_HIT_RATING:
6413 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6414 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6415 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6416 break;
6417 case ITEM_MOD_CRIT_RATING:
6418 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6419 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6420 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6421 break;
6422 case ITEM_MOD_HIT_TAKEN_RATING:
6423 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6424 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6425 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6426 break;
6427 case ITEM_MOD_CRIT_TAKEN_RATING:
6428 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6429 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6430 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6431 break;
6432 case ITEM_MOD_RESILIENCE_RATING:
6433 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6434 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6435 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6436 break;
6437 case ITEM_MOD_HASTE_RATING:
6438 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6439 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6440 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6441 break;
6442 case ITEM_MOD_EXPERTISE_RATING:
6443 ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
6444 break;
6445 case ITEM_MOD_ATTACK_POWER:
6446 HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
6447 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
6448 break;
6449 case ITEM_MOD_RANGED_ATTACK_POWER:
6450 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
6451 break;
6452 case ITEM_MOD_FERAL_ATTACK_POWER:
6453 ApplyFeralAPBonus(int32(val), apply);
6454 break;
6455 case ITEM_MOD_SPELL_HEALING_DONE:
6456 ApplySpellHealingBonus(int32(val), apply);
6457 break;
6458 case ITEM_MOD_SPELL_DAMAGE_DONE:
6459 ApplySpellDamageBonus(int32(val), apply);
6460 break;
6461 case ITEM_MOD_MANA_REGENERATION:
6462 ApplyManaRegenBonus(int32(val), apply);
6463 break;
6464 case ITEM_MOD_ARMOR_PENETRATION_RATING:
6465 ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
6466 break;
6467 case ITEM_MOD_SPELL_POWER:
6468 ApplySpellHealingBonus(int32(val), apply);
6469 ApplySpellDamageBonus(int32(val), apply);
6470 break;
6474 if (proto->Armor)
6475 HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->Armor), apply);
6477 if (proto->Block)
6478 HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
6480 if (proto->HolyRes)
6481 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
6483 if (proto->FireRes)
6484 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
6486 if (proto->NatureRes)
6487 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
6489 if (proto->FrostRes)
6490 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
6492 if (proto->ShadowRes)
6493 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
6495 if (proto->ArcaneRes)
6496 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
6498 WeaponAttackType attType = BASE_ATTACK;
6499 float damage = 0.0f;
6501 if( slot == EQUIPMENT_SLOT_RANGED && (
6502 proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
6503 proto->InventoryType == INVTYPE_RANGEDRIGHT ))
6505 attType = RANGED_ATTACK;
6507 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6509 attType = OFF_ATTACK;
6512 if (proto->Damage[0].DamageMin > 0 )
6514 damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE;
6515 SetBaseWeaponDamage(attType, MINDAMAGE, damage);
6516 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6519 if (proto->Damage[0].DamageMax > 0 )
6521 damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE;
6522 SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
6525 // Druids get feral AP bonus from weapon dps
6526 if(getClass() == CLASS_DRUID)
6528 int32 feral_bonus = proto->getFeralBonus();
6529 if (feral_bonus > 0)
6530 ApplyFeralAPBonus(feral_bonus, apply);
6533 if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
6534 return;
6536 if (proto->Delay)
6538 if(slot == EQUIPMENT_SLOT_RANGED)
6539 SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6540 else if(slot==EQUIPMENT_SLOT_MAINHAND)
6541 SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6542 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6543 SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6546 if(CanModifyStats() && (damage || proto->Delay))
6547 UpdateDamagePhysical(attType);
6550 void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
6552 AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
6553 for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
6554 _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
6556 AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
6557 for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
6558 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6560 AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
6561 for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
6562 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6565 void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6567 // generic not weapon specific case processes in aura code
6568 if(aura->GetSpellProto()->EquippedItemClass == -1)
6569 return;
6571 BaseModGroup mod = BASEMOD_END;
6572 switch(attackType)
6574 case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
6575 case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
6576 case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
6577 default: return;
6580 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6582 HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
6586 void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6588 // ignore spell mods for not wands
6589 Modifier const* modifier = aura->GetModifier();
6590 if((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
6591 return;
6593 // generic not weapon specific case processes in aura code
6594 if(aura->GetSpellProto()->EquippedItemClass == -1)
6595 return;
6597 UnitMods unitMod = UNIT_MOD_END;
6598 switch(attackType)
6600 case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
6601 case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
6602 case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
6603 default: return;
6606 UnitModifierType unitModType = TOTAL_VALUE;
6607 switch(modifier->m_auraname)
6609 case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
6610 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
6611 default: return;
6614 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6616 HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
6620 void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
6622 if(!item)
6623 return;
6625 ItemPrototype const *proto = item->GetProto();
6626 if(!proto)
6627 return;
6629 for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
6631 _Spell const& spellData = proto->Spells[i];
6633 // no spell
6634 if(!spellData.SpellId )
6635 continue;
6637 // wrong triggering type
6638 if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
6639 continue;
6641 // check if it is valid spell
6642 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
6643 if(!spellproto)
6644 continue;
6646 ApplyEquipSpell(spellproto,item,apply,form_change);
6650 void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
6652 if(apply)
6654 // Cannot be used in this stance/form
6655 if(GetErrorAtShapeshiftedCast(spellInfo, m_form) != SPELL_CAST_OK)
6656 return;
6658 if(form_change) // check aura active state from other form
6660 bool found = false;
6661 for (int k=0; k < 3; ++k)
6663 spellEffectPair spair = spellEffectPair(spellInfo->Id, k);
6664 for (AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
6666 if(!item || iter->second->GetCastItemGUID() == item->GetGUID())
6668 found = true;
6669 break;
6672 if(found)
6673 break;
6676 if(found) // and skip re-cast already active aura at form change
6677 return;
6680 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
6682 CastSpell(this,spellInfo,true,item);
6684 else
6686 if(form_change) // check aura compatibility
6688 // Cannot be used in this stance/form
6689 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==SPELL_CAST_OK)
6690 return; // and remove only not compatible at form change
6693 if(item)
6694 RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped
6695 else
6696 RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
6700 void Player::UpdateEquipSpellsAtFormChange()
6702 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6704 if(m_items[i] && !m_items[i]->IsBroken())
6706 ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
6707 ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
6711 // item set bonuses not dependent from item broken state
6712 for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
6714 ItemSetEffect* eff = ItemSetEff[setindex];
6715 if(!eff)
6716 continue;
6718 for(uint32 y=0;y<8; ++y)
6720 SpellEntry const* spellInfo = eff->spells[y];
6721 if(!spellInfo)
6722 continue;
6724 ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
6725 ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
6730 void Player::CastItemCombatSpell(Item *item,Unit* Target, WeaponAttackType attType)
6732 if(!item || item->IsBroken())
6733 return;
6735 ItemPrototype const *proto = item->GetProto();
6736 if(!proto)
6737 return;
6739 if (!Target || Target == this )
6740 return;
6742 for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
6744 _Spell const& spellData = proto->Spells[i];
6746 // no spell
6747 if(!spellData.SpellId )
6748 continue;
6750 // wrong triggering type
6751 if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
6752 continue;
6754 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
6755 if(!spellInfo)
6757 sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
6758 continue;
6761 // not allow proc extra attack spell at extra attack
6762 if( m_extraAttacks && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
6763 return;
6765 float chance = spellInfo->procChance;
6767 if(spellData.SpellPPMRate)
6769 uint32 WeaponSpeed = GetAttackTime(attType);
6770 chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
6772 else if(chance > 100.0f)
6774 chance = GetWeaponProcChance();
6777 if (roll_chance_f(chance))
6778 CastSpell(Target, spellInfo->Id, true, item);
6781 // item combat enchantments
6782 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
6784 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
6785 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
6786 if(!pEnchant) continue;
6787 for (int s=0;s<3;s++)
6789 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
6790 continue;
6792 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
6793 if (!spellInfo)
6795 sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
6796 continue;
6799 float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
6800 if (roll_chance_f(chance))
6802 if(IsPositiveSpell(pEnchant->spellid[s]))
6803 CastSpell(this, pEnchant->spellid[s], true, item);
6804 else
6805 CastSpell(Target, pEnchant->spellid[s], true, item);
6811 void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
6813 ItemPrototype const* proto = item->GetProto();
6814 // special learning case
6815 if(proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN || proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN_PET)
6817 uint32 learn_spell_id = proto->Spells[0].SpellId;
6818 uint32 learning_spell_id = proto->Spells[1].SpellId;
6820 SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
6821 if(!spellInfo)
6823 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id);
6824 SendEquipError(EQUIP_ERR_NONE,item,NULL);
6825 return;
6828 Spell *spell = new Spell(this, spellInfo, false);
6829 spell->m_CastItem = item;
6830 spell->m_cast_count = cast_count; //set count of casts
6831 spell->m_currentBasePoints[0] = learning_spell_id;
6832 spell->prepare(&targets);
6833 return;
6836 // use triggered flag only for items with many spell casts and for not first cast
6837 int count = 0;
6839 // item spells casted at use
6840 for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
6842 _Spell const& spellData = proto->Spells[i];
6844 // no spell
6845 if(!spellData.SpellId)
6846 continue;
6848 // wrong triggering type
6849 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
6850 continue;
6852 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
6853 if(!spellInfo)
6855 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
6856 continue;
6859 Spell *spell = new Spell(this, spellInfo, (count > 0));
6860 spell->m_CastItem = item;
6861 spell->m_cast_count = cast_count; // set count of casts
6862 spell->m_glyphIndex = glyphIndex; // glyph index
6863 spell->prepare(&targets);
6865 ++count;
6868 // Item enchantments spells casted at use
6869 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
6871 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
6872 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
6873 if(!pEnchant) continue;
6874 for (int s=0;s<3;s++)
6876 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL)
6877 continue;
6879 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
6880 if (!spellInfo)
6882 sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
6883 continue;
6886 Spell *spell = new Spell(this, spellInfo, (count > 0));
6887 spell->m_CastItem = item;
6888 spell->m_cast_count = cast_count; // set count of casts
6889 spell->m_glyphIndex = glyphIndex; // glyph index
6890 spell->prepare(&targets);
6892 ++count;
6897 void Player::_RemoveAllItemMods()
6899 sLog.outDebug("_RemoveAllItemMods start.");
6901 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6903 if(m_items[i])
6905 ItemPrototype const *proto = m_items[i]->GetProto();
6906 if(!proto)
6907 continue;
6909 // item set bonuses not dependent from item broken state
6910 if(proto->ItemSet)
6911 RemoveItemsSetItem(this,proto);
6913 if(m_items[i]->IsBroken())
6914 continue;
6916 ApplyItemEquipSpell(m_items[i],false);
6917 ApplyEnchantment(m_items[i], false);
6921 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6923 if(m_items[i])
6925 if(m_items[i]->IsBroken())
6926 continue;
6927 ItemPrototype const *proto = m_items[i]->GetProto();
6928 if(!proto)
6929 continue;
6931 uint32 attacktype = Player::GetAttackBySlot(i);
6932 if(attacktype < MAX_ATTACK)
6933 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
6935 _ApplyItemBonuses(proto,i, false);
6937 if( i == EQUIPMENT_SLOT_RANGED )
6938 _ApplyAmmoBonuses();
6942 sLog.outDebug("_RemoveAllItemMods complete.");
6945 void Player::_ApplyAllItemMods()
6947 sLog.outDebug("_ApplyAllItemMods start.");
6949 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6951 if(m_items[i])
6953 if(m_items[i]->IsBroken())
6954 continue;
6956 ItemPrototype const *proto = m_items[i]->GetProto();
6957 if(!proto)
6958 continue;
6960 uint32 attacktype = Player::GetAttackBySlot(i);
6961 if(attacktype < MAX_ATTACK)
6962 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
6964 _ApplyItemBonuses(proto,i, true);
6966 if( i == EQUIPMENT_SLOT_RANGED )
6967 _ApplyAmmoBonuses();
6971 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6973 if(m_items[i])
6975 ItemPrototype const *proto = m_items[i]->GetProto();
6976 if(!proto)
6977 continue;
6979 // item set bonuses not dependent from item broken state
6980 if(proto->ItemSet)
6981 AddItemsSetItem(this,m_items[i]);
6983 if(m_items[i]->IsBroken())
6984 continue;
6986 ApplyItemEquipSpell(m_items[i],true);
6987 ApplyEnchantment(m_items[i], true);
6991 sLog.outDebug("_ApplyAllItemMods complete.");
6994 void Player::_ApplyAmmoBonuses()
6996 // check ammo
6997 uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
6998 if(!ammo_id)
6999 return;
7001 float currentAmmoDPS;
7003 ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
7004 if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
7005 currentAmmoDPS = 0.0f;
7006 else
7007 currentAmmoDPS = ammo_proto->Damage[0].DamageMin;
7009 if(currentAmmoDPS == GetAmmoDPS())
7010 return;
7012 m_ammoDPS = currentAmmoDPS;
7014 if(CanModifyStats())
7015 UpdateDamagePhysical(RANGED_ATTACK);
7018 bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
7020 if(!ammo_proto)
7021 return false;
7023 // check ranged weapon
7024 Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
7025 if(!weapon || weapon->IsBroken() )
7026 return false;
7028 ItemPrototype const* weapon_proto = weapon->GetProto();
7029 if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
7030 return false;
7032 // check ammo ws. weapon compatibility
7033 switch(weapon_proto->SubClass)
7035 case ITEM_SUBCLASS_WEAPON_BOW:
7036 case ITEM_SUBCLASS_WEAPON_CROSSBOW:
7037 if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
7038 return false;
7039 break;
7040 case ITEM_SUBCLASS_WEAPON_GUN:
7041 if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
7042 return false;
7043 break;
7044 default:
7045 return false;
7048 return true;
7051 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7052 Called by remove insignia spell effect */
7053 void Player::RemovedInsignia(Player* looterPlr)
7055 if (!GetBattleGroundId())
7056 return;
7058 // If not released spirit, do it !
7059 if(m_deathTimer > 0)
7061 m_deathTimer = 0;
7062 BuildPlayerRepop();
7063 RepopAtGraveyard();
7066 Corpse *corpse = GetCorpse();
7067 if (!corpse)
7068 return;
7070 // We have to convert player corpse to bones, not to be able to resurrect there
7071 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7072 Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7073 if (!bones)
7074 return;
7076 // Now we must make bones lootable, and send player loot
7077 bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
7079 // We store the level of our player in the gold field
7080 // We retrieve this information at Player::SendLoot()
7081 bones->loot.gold = getLevel();
7082 bones->lootRecipient = looterPlr;
7083 looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
7086 /*Loot type MUST be
7087 1-corpse, go
7088 2-skinning
7089 3-Fishing
7092 void Player::SendLootRelease( uint64 guid )
7094 WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
7095 data << uint64(guid) << uint8(1);
7096 SendDirectMessage( &data );
7099 void Player::SendLoot(uint64 guid, LootType loot_type)
7101 if (uint64 lguid = GetLootGUID())
7102 m_session->DoLootRelease(lguid);
7104 Loot *loot = 0;
7105 PermissionTypes permission = ALL_PERMISSION;
7107 sLog.outDebug("Player::SendLoot");
7108 if (IS_GAMEOBJECT_GUID(guid))
7110 sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7111 GameObject *go = GetMap()->GetGameObject(guid);
7113 // not check distance for GO in case owned GO (fishing bobber case, for example)
7114 // And permit out of range GO with no owner in case fishing hole
7115 if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
7117 SendLootRelease(guid);
7118 return;
7121 loot = &go->loot;
7123 if(go->getLootState() == GO_READY)
7125 uint32 lootid = go->GetLootId();
7127 if(lootid)
7129 sLog.outDebug(" if(lootid)");
7130 loot->clear();
7131 loot->FillLoot(lootid, LootTemplates_Gameobject, this, false);
7134 if(loot_type == LOOT_FISHING)
7135 go->getFishLoot(loot,this);
7137 go->SetLootState(GO_ACTIVATED);
7140 else if (IS_ITEM_GUID(guid))
7142 Item *item = GetItemByGuid( guid );
7144 if (!item)
7146 SendLootRelease(guid);
7147 return;
7150 if(loot_type == LOOT_DISENCHANTING)
7152 loot = &item->loot;
7154 if(!item->m_lootGenerated)
7156 item->m_lootGenerated = true;
7157 loot->clear();
7158 loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this,true);
7161 else if(loot_type == LOOT_PROSPECTING)
7163 loot = &item->loot;
7165 if(!item->m_lootGenerated)
7167 item->m_lootGenerated = true;
7168 loot->clear();
7169 loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this,true);
7172 else if(loot_type == LOOT_MILLING)
7174 loot = &item->loot;
7176 if(!item->m_lootGenerated)
7178 item->m_lootGenerated = true;
7179 loot->clear();
7180 loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this,true);
7183 else
7185 loot = &item->loot;
7187 if(!item->m_lootGenerated)
7189 item->m_lootGenerated = true;
7190 loot->clear();
7191 loot->FillLoot(item->GetEntry(), LootTemplates_Item, this,true);
7193 loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
7197 else if (IS_CORPSE_GUID(guid)) // remove insignia
7199 Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
7201 if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
7203 SendLootRelease(guid);
7204 return;
7207 loot = &bones->loot;
7209 if (!bones->lootForBody)
7211 bones->lootForBody = true;
7212 uint32 pLevel = bones->loot.gold;
7213 bones->loot.clear();
7214 // It may need a better formula
7215 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7216 bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) );
7219 if (bones->lootRecipient != this)
7220 permission = NONE_PERMISSION;
7222 else
7224 Creature *creature = GetMap()->GetCreature(guid);
7226 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7227 if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
7229 SendLootRelease(guid);
7230 return;
7233 if(loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
7235 SendLootRelease(guid);
7236 return;
7239 loot = &creature->loot;
7241 if(loot_type == LOOT_PICKPOCKETING)
7243 if ( !creature->lootForPickPocketed )
7245 creature->lootForPickPocketed = true;
7246 loot->clear();
7248 if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
7249 loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false);
7251 // Generate extra money for pick pocket loot
7252 const uint32 a = urand(0, creature->getLevel()/2);
7253 const uint32 b = urand(0, getLevel()/2);
7254 loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
7257 else
7259 // the player whose group may loot the corpse
7260 Player *recipient = creature->GetLootRecipient();
7261 if (!recipient)
7263 creature->SetLootRecipient(this);
7264 recipient = this;
7267 if (creature->lootForPickPocketed)
7269 creature->lootForPickPocketed = false;
7270 loot->clear();
7273 if(!creature->lootForBody)
7275 creature->lootForBody = true;
7276 loot->clear();
7278 if (uint32 lootid = creature->GetCreatureInfo()->lootid)
7279 loot->FillLoot(lootid, LootTemplates_Creature, recipient, false);
7281 loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
7283 if(Group* group = recipient->GetGroup())
7285 group->UpdateLooterGuid(creature,true);
7287 switch (group->GetLootMethod())
7289 case GROUP_LOOT:
7290 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7291 group->GroupLoot(recipient->GetGUID(), loot, creature);
7292 break;
7293 case NEED_BEFORE_GREED:
7294 group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
7295 break;
7296 case MASTER_LOOT:
7297 group->MasterLoot(recipient->GetGUID(), loot, creature);
7298 break;
7299 default:
7300 break;
7305 // possible only if creature->lootForBody && loot->empty() at spell cast check
7306 if (loot_type == LOOT_SKINNING)
7308 loot->clear();
7309 loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false);
7311 // set group rights only for loot_type != LOOT_SKINNING
7312 else
7314 if(Group* group = GetGroup())
7316 if( group == recipient->GetGroup() )
7318 if(group->GetLootMethod() == FREE_FOR_ALL)
7319 permission = ALL_PERMISSION;
7320 else if(group->GetLooterGuid() == GetGUID())
7322 if(group->GetLootMethod() == MASTER_LOOT)
7323 permission = MASTER_PERMISSION;
7324 else
7325 permission = ALL_PERMISSION;
7327 else
7328 permission = GROUP_PERMISSION;
7330 else
7331 permission = NONE_PERMISSION;
7333 else if(recipient == this)
7334 permission = ALL_PERMISSION;
7335 else
7336 permission = NONE_PERMISSION;
7341 SetLootGUID(guid);
7343 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING, LOOT_INSIGNIA and LOOT_MILLING unsupported by client, sending LOOT_SKINNING instead
7344 if(loot_type == LOOT_PICKPOCKETING || loot_type == LOOT_DISENCHANTING || loot_type == LOOT_PROSPECTING || loot_type == LOOT_INSIGNIA || loot_type == LOOT_MILLING)
7345 loot_type = LOOT_SKINNING;
7347 if(loot_type == LOOT_FISHINGHOLE)
7348 loot_type = LOOT_FISHING;
7350 WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
7352 data << uint64(guid);
7353 data << uint8(loot_type);
7354 data << LootView(*loot, this, permission);
7356 SendDirectMessage(&data);
7358 // add 'this' player as one of the players that are looting 'loot'
7359 if (permission != NONE_PERMISSION)
7360 loot->AddLooter(GetGUID());
7362 if ( loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid) )
7363 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
7366 void Player::SendNotifyLootMoneyRemoved()
7368 WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
7369 GetSession()->SendPacket( &data );
7372 void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
7374 WorldPacket data(SMSG_LOOT_REMOVED, 1);
7375 data << uint8(lootSlot);
7376 GetSession()->SendPacket( &data );
7379 void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
7381 WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
7382 data << Field;
7383 data << Value;
7384 GetSession()->SendPacket(&data);
7387 void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
7389 // data depends on zoneid/mapid...
7390 BattleGround* bg = GetBattleGround();
7391 uint16 NumberOfFields = 0;
7392 uint32 mapid = GetMapId();
7394 sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
7396 // may be exist better way to do this...
7397 switch(zoneid)
7399 case 0:
7400 case 1:
7401 case 4:
7402 case 8:
7403 case 10:
7404 case 11:
7405 case 12:
7406 case 36:
7407 case 38:
7408 case 40:
7409 case 41:
7410 case 51:
7411 case 267:
7412 case 1519:
7413 case 1537:
7414 case 2257:
7415 case 2918:
7416 NumberOfFields = 8;
7417 break;
7418 case 139:
7419 NumberOfFields = 41;
7420 break;
7421 case 1377:
7422 NumberOfFields = 15;
7423 break;
7424 case 2597:
7425 NumberOfFields = 83;
7426 break;
7427 case 3277:
7428 NumberOfFields = 16;
7429 break;
7430 case 3358:
7431 case 3820:
7432 NumberOfFields = 40;
7433 break;
7434 case 3483:
7435 NumberOfFields = 27;
7436 break;
7437 case 3518:
7438 NumberOfFields = 39;
7439 break;
7440 case 3519:
7441 NumberOfFields = 38;
7442 break;
7443 case 3521:
7444 NumberOfFields = 37;
7445 break;
7446 case 3698:
7447 case 3702:
7448 case 3968:
7449 NumberOfFields = 11;
7450 break;
7451 case 3703:
7452 NumberOfFields = 11;
7453 break;
7454 default:
7455 NumberOfFields = 12;
7456 break;
7459 WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
7460 data << uint32(mapid); // mapid
7461 data << uint32(zoneid); // zone id
7462 data << uint32(areaid); // area id, new 2.1.0
7463 data << uint16(NumberOfFields); // count of uint64 blocks
7464 data << uint32(0x8d8) << uint32(0x0); // 1
7465 data << uint32(0x8d7) << uint32(0x0); // 2
7466 data << uint32(0x8d6) << uint32(0x0); // 3
7467 data << uint32(0x8d5) << uint32(0x0); // 4
7468 data << uint32(0x8d4) << uint32(0x0); // 5
7469 data << uint32(0x8d3) << uint32(0x0); // 6
7470 // 7 1 - Arena season in progress, 0 - end of season
7471 data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
7472 // 8 Arena season id
7473 data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_ID));
7474 if(mapid == 530) // Outland
7476 data << uint32(0x9bf) << uint32(0x0); // 7
7477 data << uint32(0x9bd) << uint32(0xF); // 8
7478 data << uint32(0x9bb) << uint32(0xF); // 9
7480 switch(zoneid)
7482 case 1:
7483 case 11:
7484 case 12:
7485 case 38:
7486 case 40:
7487 case 51:
7488 case 1519:
7489 case 1537:
7490 case 2257:
7491 break;
7492 case 2597: // AV
7493 data << uint32(0x7ae) << uint32(0x1); // 7
7494 data << uint32(0x532) << uint32(0x1); // 8
7495 data << uint32(0x531) << uint32(0x0); // 9
7496 data << uint32(0x52e) << uint32(0x0); // 10
7497 data << uint32(0x571) << uint32(0x0); // 11
7498 data << uint32(0x570) << uint32(0x0); // 12
7499 data << uint32(0x567) << uint32(0x1); // 13
7500 data << uint32(0x566) << uint32(0x1); // 14
7501 data << uint32(0x550) << uint32(0x1); // 15
7502 data << uint32(0x544) << uint32(0x0); // 16
7503 data << uint32(0x536) << uint32(0x0); // 17
7504 data << uint32(0x535) << uint32(0x1); // 18
7505 data << uint32(0x518) << uint32(0x0); // 19
7506 data << uint32(0x517) << uint32(0x0); // 20
7507 data << uint32(0x574) << uint32(0x0); // 21
7508 data << uint32(0x573) << uint32(0x0); // 22
7509 data << uint32(0x572) << uint32(0x0); // 23
7510 data << uint32(0x56f) << uint32(0x0); // 24
7511 data << uint32(0x56e) << uint32(0x0); // 25
7512 data << uint32(0x56d) << uint32(0x0); // 26
7513 data << uint32(0x56c) << uint32(0x0); // 27
7514 data << uint32(0x56b) << uint32(0x0); // 28
7515 data << uint32(0x56a) << uint32(0x1); // 29
7516 data << uint32(0x569) << uint32(0x1); // 30
7517 data << uint32(0x568) << uint32(0x1); // 13
7518 data << uint32(0x565) << uint32(0x0); // 32
7519 data << uint32(0x564) << uint32(0x0); // 33
7520 data << uint32(0x563) << uint32(0x0); // 34
7521 data << uint32(0x562) << uint32(0x0); // 35
7522 data << uint32(0x561) << uint32(0x0); // 36
7523 data << uint32(0x560) << uint32(0x0); // 37
7524 data << uint32(0x55f) << uint32(0x0); // 38
7525 data << uint32(0x55e) << uint32(0x0); // 39
7526 data << uint32(0x55d) << uint32(0x0); // 40
7527 data << uint32(0x3c6) << uint32(0x4); // 41
7528 data << uint32(0x3c4) << uint32(0x6); // 42
7529 data << uint32(0x3c2) << uint32(0x4); // 43
7530 data << uint32(0x516) << uint32(0x1); // 44
7531 data << uint32(0x515) << uint32(0x0); // 45
7532 data << uint32(0x3b6) << uint32(0x6); // 46
7533 data << uint32(0x55c) << uint32(0x0); // 47
7534 data << uint32(0x55b) << uint32(0x0); // 48
7535 data << uint32(0x55a) << uint32(0x0); // 49
7536 data << uint32(0x559) << uint32(0x0); // 50
7537 data << uint32(0x558) << uint32(0x0); // 51
7538 data << uint32(0x557) << uint32(0x0); // 52
7539 data << uint32(0x556) << uint32(0x0); // 53
7540 data << uint32(0x555) << uint32(0x0); // 54
7541 data << uint32(0x554) << uint32(0x1); // 55
7542 data << uint32(0x553) << uint32(0x1); // 56
7543 data << uint32(0x552) << uint32(0x1); // 57
7544 data << uint32(0x551) << uint32(0x1); // 58
7545 data << uint32(0x54f) << uint32(0x0); // 59
7546 data << uint32(0x54e) << uint32(0x0); // 60
7547 data << uint32(0x54d) << uint32(0x1); // 61
7548 data << uint32(0x54c) << uint32(0x0); // 62
7549 data << uint32(0x54b) << uint32(0x0); // 63
7550 data << uint32(0x545) << uint32(0x0); // 64
7551 data << uint32(0x543) << uint32(0x1); // 65
7552 data << uint32(0x542) << uint32(0x0); // 66
7553 data << uint32(0x540) << uint32(0x0); // 67
7554 data << uint32(0x53f) << uint32(0x0); // 68
7555 data << uint32(0x53e) << uint32(0x0); // 69
7556 data << uint32(0x53d) << uint32(0x0); // 70
7557 data << uint32(0x53c) << uint32(0x0); // 71
7558 data << uint32(0x53b) << uint32(0x0); // 72
7559 data << uint32(0x53a) << uint32(0x1); // 73
7560 data << uint32(0x539) << uint32(0x0); // 74
7561 data << uint32(0x538) << uint32(0x0); // 75
7562 data << uint32(0x537) << uint32(0x0); // 76
7563 data << uint32(0x534) << uint32(0x0); // 77
7564 data << uint32(0x533) << uint32(0x0); // 78
7565 data << uint32(0x530) << uint32(0x0); // 79
7566 data << uint32(0x52f) << uint32(0x0); // 80
7567 data << uint32(0x52d) << uint32(0x1); // 81
7568 break;
7569 case 3277: // WS
7570 if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
7571 bg->FillInitialWorldStates(data);
7572 else
7574 data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7575 data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7576 data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7577 data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7578 data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
7579 data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7580 data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7581 data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7583 break;
7584 case 3358: // AB
7585 if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
7586 bg->FillInitialWorldStates(data);
7587 else
7589 data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7590 data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7591 data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7592 data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7593 data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7594 data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7595 data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7596 data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7597 data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7598 data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7599 data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7600 data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7601 data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7602 data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7603 data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7604 data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7605 data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7606 data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7607 data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7608 data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7609 data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7610 data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7611 data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7612 data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7613 data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7614 data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7615 data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7616 data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7617 data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7618 data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7619 data << uint32(0x745) << uint32(0x2); // 37 1861 unk
7620 data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7622 break;
7623 case 3820: // EY
7624 if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
7625 bg->FillInitialWorldStates(data);
7626 else
7628 data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7629 data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7630 data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7631 data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7632 data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7633 data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7634 data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7635 data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7636 data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7637 data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7638 data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7639 data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7640 data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7641 data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7642 data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7643 data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7644 data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7645 data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7646 data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7647 data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7648 data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7649 data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7650 data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7651 data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7652 data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7653 data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7654 data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7655 data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7656 data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7657 data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7658 data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7659 data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7660 // and some more ... unknown
7662 break;
7663 case 3483: // Hellfire Peninsula
7664 data << uint32(0x9ba) << uint32(0x1); // 10
7665 data << uint32(0x9b9) << uint32(0x1); // 11
7666 data << uint32(0x9b5) << uint32(0x0); // 12
7667 data << uint32(0x9b4) << uint32(0x1); // 13
7668 data << uint32(0x9b3) << uint32(0x0); // 14
7669 data << uint32(0x9b2) << uint32(0x0); // 15
7670 data << uint32(0x9b1) << uint32(0x1); // 16
7671 data << uint32(0x9b0) << uint32(0x0); // 17
7672 data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7673 data << uint32(0x9ac) << uint32(0x0); // 19
7674 data << uint32(0x9a8) << uint32(0x0); // 20
7675 data << uint32(0x9a7) << uint32(0x0); // 21
7676 data << uint32(0x9a6) << uint32(0x1); // 22
7677 break;
7678 case 3519: // Terokkar Forest
7679 data << uint32(0xa41) << uint32(0x0); // 10
7680 data << uint32(0xa40) << uint32(0x14); // 11
7681 data << uint32(0xa3f) << uint32(0x0); // 12
7682 data << uint32(0xa3e) << uint32(0x0); // 13
7683 data << uint32(0xa3d) << uint32(0x5); // 14
7684 data << uint32(0xa3c) << uint32(0x0); // 15
7685 data << uint32(0xa87) << uint32(0x0); // 16
7686 data << uint32(0xa86) << uint32(0x0); // 17
7687 data << uint32(0xa85) << uint32(0x0); // 18
7688 data << uint32(0xa84) << uint32(0x0); // 19
7689 data << uint32(0xa83) << uint32(0x0); // 20
7690 data << uint32(0xa82) << uint32(0x0); // 21
7691 data << uint32(0xa81) << uint32(0x0); // 22
7692 data << uint32(0xa80) << uint32(0x0); // 23
7693 data << uint32(0xa7e) << uint32(0x0); // 24
7694 data << uint32(0xa7d) << uint32(0x0); // 25
7695 data << uint32(0xa7c) << uint32(0x0); // 26
7696 data << uint32(0xa7b) << uint32(0x0); // 27
7697 data << uint32(0xa7a) << uint32(0x0); // 28
7698 data << uint32(0xa79) << uint32(0x0); // 29
7699 data << uint32(0x9d0) << uint32(0x5); // 30
7700 data << uint32(0x9ce) << uint32(0x0); // 31
7701 data << uint32(0x9cd) << uint32(0x0); // 32
7702 data << uint32(0x9cc) << uint32(0x0); // 33
7703 data << uint32(0xa88) << uint32(0x0); // 34
7704 data << uint32(0xad0) << uint32(0x0); // 35
7705 data << uint32(0xacf) << uint32(0x1); // 36
7706 break;
7707 case 3521: // Zangarmarsh
7708 data << uint32(0x9e1) << uint32(0x0); // 10
7709 data << uint32(0x9e0) << uint32(0x0); // 11
7710 data << uint32(0x9df) << uint32(0x0); // 12
7711 data << uint32(0xa5d) << uint32(0x1); // 13
7712 data << uint32(0xa5c) << uint32(0x0); // 14
7713 data << uint32(0xa5b) << uint32(0x1); // 15
7714 data << uint32(0xa5a) << uint32(0x0); // 16
7715 data << uint32(0xa59) << uint32(0x1); // 17
7716 data << uint32(0xa58) << uint32(0x0); // 18
7717 data << uint32(0xa57) << uint32(0x0); // 19
7718 data << uint32(0xa56) << uint32(0x0); // 20
7719 data << uint32(0xa55) << uint32(0x1); // 21
7720 data << uint32(0xa54) << uint32(0x0); // 22
7721 data << uint32(0x9e7) << uint32(0x0); // 23
7722 data << uint32(0x9e6) << uint32(0x0); // 24
7723 data << uint32(0x9e5) << uint32(0x0); // 25
7724 data << uint32(0xa00) << uint32(0x0); // 26
7725 data << uint32(0x9ff) << uint32(0x1); // 27
7726 data << uint32(0x9fe) << uint32(0x0); // 28
7727 data << uint32(0x9fd) << uint32(0x0); // 29
7728 data << uint32(0x9fc) << uint32(0x1); // 30
7729 data << uint32(0x9fb) << uint32(0x0); // 31
7730 data << uint32(0xa62) << uint32(0x0); // 32
7731 data << uint32(0xa61) << uint32(0x1); // 33
7732 data << uint32(0xa60) << uint32(0x1); // 34
7733 data << uint32(0xa5f) << uint32(0x0); // 35
7734 break;
7735 case 3698: // Nagrand Arena
7736 if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
7737 bg->FillInitialWorldStates(data);
7738 else
7740 data << uint32(0xa0f) << uint32(0x0); // 7
7741 data << uint32(0xa10) << uint32(0x0); // 8
7742 data << uint32(0xa11) << uint32(0x0); // 9 show
7744 break;
7745 case 3702: // Blade's Edge Arena
7746 if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
7747 bg->FillInitialWorldStates(data);
7748 else
7750 data << uint32(0x9f0) << uint32(0x0); // 7 gold
7751 data << uint32(0x9f1) << uint32(0x0); // 8 green
7752 data << uint32(0x9f3) << uint32(0x0); // 9 show
7754 break;
7755 case 3968: // Ruins of Lordaeron
7756 if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
7757 bg->FillInitialWorldStates(data);
7758 else
7760 data << uint32(0xbb8) << uint32(0x0); // 7 gold
7761 data << uint32(0xbb9) << uint32(0x0); // 8 green
7762 data << uint32(0xbba) << uint32(0x0); // 9 show
7764 break;
7765 case 3703: // Shattrath City
7766 break;
7767 default:
7768 data << uint32(0x914) << uint32(0x0); // 7
7769 data << uint32(0x913) << uint32(0x0); // 8
7770 data << uint32(0x912) << uint32(0x0); // 9
7771 data << uint32(0x915) << uint32(0x0); // 10
7772 break;
7774 GetSession()->SendPacket(&data);
7777 uint32 Player::GetXPRestBonus(uint32 xp)
7779 uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
7781 if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
7782 rested_bonus = xp;
7784 SetRestBonus( GetRestBonus() - rested_bonus);
7786 sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
7787 return rested_bonus;
7790 void Player::SetBindPoint(uint64 guid)
7792 WorldPacket data(SMSG_BINDER_CONFIRM, 8);
7793 data << uint64(guid);
7794 GetSession()->SendPacket( &data );
7797 void Player::SendTalentWipeConfirm(uint64 guid)
7799 WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
7800 data << uint64(guid);
7801 data << uint32(resetTalentsCost());
7802 GetSession()->SendPacket( &data );
7805 void Player::SendPetSkillWipeConfirm()
7807 Pet* pet = GetPet();
7808 if(!pet)
7809 return;
7810 WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
7811 data << pet->GetGUID();
7812 data << uint32(pet->resetTalentsCost());
7813 GetSession()->SendPacket( &data );
7816 /*********************************************************/
7817 /*** STORAGE SYSTEM ***/
7818 /*********************************************************/
7820 void Player::SetVirtualItemSlot( uint8 i, Item* item)
7822 assert(i < 3);
7823 if(i < 2 && item)
7825 if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
7826 return;
7827 uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
7828 if(charges == 0)
7829 return;
7830 if(charges > 1)
7831 item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
7832 else if(charges <= 1)
7834 ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
7835 item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
7840 void Player::SetSheath( uint32 sheathed )
7842 switch (sheathed)
7844 case SHEATH_STATE_UNARMED: // no prepared weapon
7845 SetVirtualItemSlot(0,NULL);
7846 SetVirtualItemSlot(1,NULL);
7847 SetVirtualItemSlot(2,NULL);
7848 break;
7849 case SHEATH_STATE_MELEE: // prepared melee weapon
7851 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
7852 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
7853 SetVirtualItemSlot(2,NULL);
7854 }; break;
7855 case SHEATH_STATE_RANGED: // prepared ranged weapon
7856 SetVirtualItemSlot(0,NULL);
7857 SetVirtualItemSlot(1,NULL);
7858 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
7859 break;
7860 default:
7861 SetVirtualItemSlot(0,NULL);
7862 SetVirtualItemSlot(1,NULL);
7863 SetVirtualItemSlot(2,NULL);
7864 break;
7866 SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); // this must visualize Sheath changing for other players...
7869 uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
7871 uint8 pClass = getClass();
7873 uint8 slots[4];
7874 slots[0] = NULL_SLOT;
7875 slots[1] = NULL_SLOT;
7876 slots[2] = NULL_SLOT;
7877 slots[3] = NULL_SLOT;
7878 switch( proto->InventoryType )
7880 case INVTYPE_HEAD:
7881 slots[0] = EQUIPMENT_SLOT_HEAD;
7882 break;
7883 case INVTYPE_NECK:
7884 slots[0] = EQUIPMENT_SLOT_NECK;
7885 break;
7886 case INVTYPE_SHOULDERS:
7887 slots[0] = EQUIPMENT_SLOT_SHOULDERS;
7888 break;
7889 case INVTYPE_BODY:
7890 slots[0] = EQUIPMENT_SLOT_BODY;
7891 break;
7892 case INVTYPE_CHEST:
7893 slots[0] = EQUIPMENT_SLOT_CHEST;
7894 break;
7895 case INVTYPE_ROBE:
7896 slots[0] = EQUIPMENT_SLOT_CHEST;
7897 break;
7898 case INVTYPE_WAIST:
7899 slots[0] = EQUIPMENT_SLOT_WAIST;
7900 break;
7901 case INVTYPE_LEGS:
7902 slots[0] = EQUIPMENT_SLOT_LEGS;
7903 break;
7904 case INVTYPE_FEET:
7905 slots[0] = EQUIPMENT_SLOT_FEET;
7906 break;
7907 case INVTYPE_WRISTS:
7908 slots[0] = EQUIPMENT_SLOT_WRISTS;
7909 break;
7910 case INVTYPE_HANDS:
7911 slots[0] = EQUIPMENT_SLOT_HANDS;
7912 break;
7913 case INVTYPE_FINGER:
7914 slots[0] = EQUIPMENT_SLOT_FINGER1;
7915 slots[1] = EQUIPMENT_SLOT_FINGER2;
7916 break;
7917 case INVTYPE_TRINKET:
7918 slots[0] = EQUIPMENT_SLOT_TRINKET1;
7919 slots[1] = EQUIPMENT_SLOT_TRINKET2;
7920 break;
7921 case INVTYPE_CLOAK:
7922 slots[0] = EQUIPMENT_SLOT_BACK;
7923 break;
7924 case INVTYPE_WEAPON:
7926 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7928 // suggest offhand slot only if know dual wielding
7929 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
7930 if(CanDualWield())
7931 slots[1] = EQUIPMENT_SLOT_OFFHAND;
7932 break;
7934 case INVTYPE_SHIELD:
7935 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7936 break;
7937 case INVTYPE_RANGED:
7938 slots[0] = EQUIPMENT_SLOT_RANGED;
7939 break;
7940 case INVTYPE_2HWEAPON:
7941 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7942 if (CanDualWield() && CanTitanGrip())
7943 slots[1] = EQUIPMENT_SLOT_OFFHAND;
7944 break;
7945 case INVTYPE_TABARD:
7946 slots[0] = EQUIPMENT_SLOT_TABARD;
7947 break;
7948 case INVTYPE_WEAPONMAINHAND:
7949 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7950 break;
7951 case INVTYPE_WEAPONOFFHAND:
7952 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7953 break;
7954 case INVTYPE_HOLDABLE:
7955 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7956 break;
7957 case INVTYPE_THROWN:
7958 slots[0] = EQUIPMENT_SLOT_RANGED;
7959 break;
7960 case INVTYPE_RANGEDRIGHT:
7961 slots[0] = EQUIPMENT_SLOT_RANGED;
7962 break;
7963 case INVTYPE_BAG:
7964 slots[0] = INVENTORY_SLOT_BAG_START + 0;
7965 slots[1] = INVENTORY_SLOT_BAG_START + 1;
7966 slots[2] = INVENTORY_SLOT_BAG_START + 2;
7967 slots[3] = INVENTORY_SLOT_BAG_START + 3;
7968 break;
7969 case INVTYPE_RELIC:
7971 switch(proto->SubClass)
7973 case ITEM_SUBCLASS_ARMOR_LIBRAM:
7974 if (pClass == CLASS_PALADIN)
7975 slots[0] = EQUIPMENT_SLOT_RANGED;
7976 break;
7977 case ITEM_SUBCLASS_ARMOR_IDOL:
7978 if (pClass == CLASS_DRUID)
7979 slots[0] = EQUIPMENT_SLOT_RANGED;
7980 break;
7981 case ITEM_SUBCLASS_ARMOR_TOTEM:
7982 if (pClass == CLASS_SHAMAN)
7983 slots[0] = EQUIPMENT_SLOT_RANGED;
7984 break;
7985 case ITEM_SUBCLASS_ARMOR_MISC:
7986 if (pClass == CLASS_WARLOCK)
7987 slots[0] = EQUIPMENT_SLOT_RANGED;
7988 break;
7989 case ITEM_SUBCLASS_ARMOR_SIGIL:
7990 if (pClass == CLASS_DEATH_KNIGHT)
7991 slots[0] = EQUIPMENT_SLOT_RANGED;
7992 break;
7994 break;
7996 default :
7997 return NULL_SLOT;
8000 if( slot != NULL_SLOT )
8002 if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
8004 for (int i = 0; i < 4; i++)
8006 if ( slots[i] == slot )
8007 return slot;
8011 else
8013 // search free slot at first
8014 for (int i = 0; i < 4; i++)
8016 if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
8018 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8019 if(slots[i]!=EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
8020 return slots[i];
8024 // if not found free and can swap return first appropriate from used
8025 for (int i = 0; i < 4; i++)
8027 if ( slots[i] != NULL_SLOT && swap )
8028 return slots[i];
8032 // no free position
8033 return NULL_SLOT;
8036 uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
8038 Item *pItem;
8039 uint32 tempcount = 0;
8041 uint8 res = EQUIP_ERR_OK;
8043 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
8045 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8046 if( pItem && pItem->GetEntry() == item )
8048 uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
8049 if(ires==EQUIP_ERR_OK)
8051 tempcount += pItem->GetCount();
8052 if( tempcount >= count )
8053 return EQUIP_ERR_OK;
8055 else
8056 res = ires;
8059 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
8061 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8062 if( pItem && pItem->GetEntry() == item )
8064 tempcount += pItem->GetCount();
8065 if( tempcount >= count )
8066 return EQUIP_ERR_OK;
8069 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8071 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8072 if( pItem && pItem->GetEntry() == item )
8074 tempcount += pItem->GetCount();
8075 if( tempcount >= count )
8076 return EQUIP_ERR_OK;
8079 Bag *pBag;
8080 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8082 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8083 if( pBag )
8085 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8087 pItem = GetItemByPos( i, j );
8088 if( pItem && pItem->GetEntry() == item )
8090 tempcount += pItem->GetCount();
8091 if( tempcount >= count )
8092 return EQUIP_ERR_OK;
8098 // not found req. item count and have unequippable items
8099 return res;
8102 uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const
8104 uint32 count = 0;
8105 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8107 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8108 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8109 count += pItem->GetCount();
8111 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8113 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8114 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8115 count += pItem->GetCount();
8117 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8119 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8120 if( pBag )
8121 count += pBag->GetItemCount(item,skipItem);
8124 if(skipItem && skipItem->GetProto()->GemProperties)
8126 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8128 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8129 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8130 count += pItem->GetGemCountWithID(item);
8134 if(inBankAlso)
8136 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8138 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8139 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8140 count += pItem->GetCount();
8142 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8144 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8145 if( pBag )
8146 count += pBag->GetItemCount(item,skipItem);
8149 if(skipItem && skipItem->GetProto()->GemProperties)
8151 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8153 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8154 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8155 count += pItem->GetGemCountWithID(item);
8160 return count;
8163 Item* Player::GetItemByGuid( uint64 guid ) const
8165 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8167 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8168 if( pItem && pItem->GetGUID() == guid )
8169 return pItem;
8171 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8173 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8174 if( pItem && pItem->GetGUID() == guid )
8175 return pItem;
8178 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8180 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8181 if( pBag )
8183 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8185 Item* pItem = pBag->GetItemByPos( j );
8186 if( pItem && pItem->GetGUID() == guid )
8187 return pItem;
8191 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8193 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8194 if( pBag )
8196 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8198 Item* pItem = pBag->GetItemByPos( j );
8199 if( pItem && pItem->GetGUID() == guid )
8200 return pItem;
8205 return NULL;
8208 Item* Player::GetItemByPos( uint16 pos ) const
8210 uint8 bag = pos >> 8;
8211 uint8 slot = pos & 255;
8212 return GetItemByPos( bag, slot );
8215 Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
8217 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8218 return m_items[slot];
8219 else if(bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END
8220 || bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8222 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8223 if ( pBag )
8224 return pBag->GetItemByPos(slot);
8226 return NULL;
8229 Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) const
8231 uint16 slot;
8232 switch (attackType)
8234 case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
8235 case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
8236 case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
8237 default: return NULL;
8240 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
8241 if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
8242 return NULL;
8244 if(!useable)
8245 return item;
8247 if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
8248 return NULL;
8250 return item;
8253 Item* Player::GetShield(bool useable) const
8255 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
8256 if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
8257 return NULL;
8259 if(!useable)
8260 return item;
8262 if( item->IsBroken())
8263 return NULL;
8265 return item;
8268 uint32 Player::GetAttackBySlot( uint8 slot )
8270 switch(slot)
8272 case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
8273 case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
8274 case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
8275 default: return MAX_ATTACK;
8279 bool Player::HasBankBagSlot( uint8 slot ) const
8281 uint32 maxslot = GetByteValue(PLAYER_BYTES_2, 2) + BANK_SLOT_BAG_START;
8282 if( slot < maxslot )
8283 return true;
8284 return false;
8287 bool Player::IsInventoryPos( uint8 bag, uint8 slot )
8289 if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
8290 return true;
8291 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
8292 return true;
8293 if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
8294 return true;
8295 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8296 return true;
8297 return false;
8300 bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
8302 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
8303 return true;
8304 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8305 return true;
8306 return false;
8309 bool Player::IsBankPos( uint8 bag, uint8 slot )
8311 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
8312 return true;
8313 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8314 return true;
8315 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8316 return true;
8317 return false;
8320 bool Player::IsBagPos( uint16 pos )
8322 uint8 bag = pos >> 8;
8323 uint8 slot = pos & 255;
8324 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8325 return true;
8326 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8327 return true;
8328 return false;
8331 bool Player::IsValidPos( uint8 bag, uint8 slot )
8333 // post selected
8334 if(bag == NULL_BAG)
8335 return true;
8337 if (bag == INVENTORY_SLOT_BAG_0)
8339 // any post selected
8340 if (slot == NULL_SLOT)
8341 return true;
8343 // equipment
8344 if (slot < EQUIPMENT_SLOT_END)
8345 return true;
8347 // bag equip slots
8348 if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
8349 return true;
8351 // backpack slots
8352 if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
8353 return true;
8355 // keyring slots
8356 if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
8357 return true;
8359 // bank main slots
8360 if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
8361 return true;
8363 // bank bag slots
8364 if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
8365 return true;
8367 return false;
8370 // bag content slots
8371 if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
8373 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8374 if(!pBag)
8375 return false;
8377 // any post selected
8378 if (slot == NULL_SLOT)
8379 return true;
8381 return slot < pBag->GetBagSize();
8384 // bank bag content slots
8385 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8387 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8388 if(!pBag)
8389 return false;
8391 // any post selected
8392 if (slot == NULL_SLOT)
8393 return true;
8395 return slot < pBag->GetBagSize();
8398 // where this?
8399 return false;
8403 bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
8405 uint32 tempcount = 0;
8406 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8408 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8409 if( pItem && pItem->GetEntry() == item )
8411 tempcount += pItem->GetCount();
8412 if( tempcount >= count )
8413 return true;
8416 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8418 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8419 if( pItem && pItem->GetEntry() == item )
8421 tempcount += pItem->GetCount();
8422 if( tempcount >= count )
8423 return true;
8426 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8428 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8430 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8432 Item* pItem = GetItemByPos( i, j );
8433 if( pItem && pItem->GetEntry() == item )
8435 tempcount += pItem->GetCount();
8436 if( tempcount >= count )
8437 return true;
8443 if(inBankAlso)
8445 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8447 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8448 if( pItem && pItem->GetEntry() == item )
8450 tempcount += pItem->GetCount();
8451 if( tempcount >= count )
8452 return true;
8455 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8457 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8459 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8461 Item* pItem = GetItemByPos( i, j );
8462 if( pItem && pItem->GetEntry() == item )
8464 tempcount += pItem->GetCount();
8465 if( tempcount >= count )
8466 return true;
8473 return false;
8476 bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot ) const
8478 uint32 tempcount = 0;
8479 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8481 if(i==int(except_slot))
8482 continue;
8484 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8485 if( pItem && pItem->GetEntry() == item)
8487 tempcount += pItem->GetCount();
8488 if( tempcount >= count )
8489 return true;
8493 ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
8494 if (pProto && pProto->GemProperties)
8496 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8498 if(i==int(except_slot))
8499 continue;
8501 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8502 if( pItem && pItem->GetProto()->Socket[0].Color)
8504 tempcount += pItem->GetGemCountWithID(item);
8505 if( tempcount >= count )
8506 return true;
8511 return false;
8514 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot ) const
8516 uint32 tempcount = 0;
8517 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8519 if(i==int(except_slot))
8520 continue;
8522 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8523 if (!pItem)
8524 continue;
8526 ItemPrototype const *pProto = pItem->GetProto();
8527 if (!pProto)
8528 continue;
8530 if (pProto->ItemLimitCategory == limitCategory)
8532 tempcount += pItem->GetCount();
8533 if( tempcount >= count )
8534 return true;
8537 if( pProto->Socket[0].Color)
8539 tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
8540 if( tempcount >= count )
8541 return true;
8545 return false;
8548 uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
8550 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8551 if( !pProto )
8553 if(no_space_count)
8554 *no_space_count = count;
8555 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8558 // no maximum
8559 if(pProto->MaxCount <= 0)
8560 return EQUIP_ERR_OK;
8562 uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
8564 if (curcount + count > uint32(pProto->MaxCount))
8566 if(no_space_count)
8567 *no_space_count = count +curcount - pProto->MaxCount;
8568 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8571 return EQUIP_ERR_OK;
8574 bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
8576 Item *pItem;
8577 for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8579 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8580 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8581 return true;
8583 for(uint8 i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
8585 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8586 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8587 return true;
8589 for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8591 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8593 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8595 pItem = GetItemByPos( i, j );
8596 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8597 return true;
8601 return false;
8604 uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
8606 Item* pItem2 = GetItemByPos( bag, slot );
8608 // ignore move item (this slot will be empty at move)
8609 if(pItem2==pSrcItem)
8610 pItem2 = NULL;
8612 uint32 need_space;
8614 // empty specific slot - check item fit to slot
8615 if( !pItem2 || swap )
8617 if( bag == INVENTORY_SLOT_BAG_0 )
8619 // keyring case
8620 if(slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
8621 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8623 // vanitypet case (not use, vanity pets stored as spells)
8624 if(slot >= VANITYPET_SLOT_START && slot < VANITYPET_SLOT_END)
8625 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8627 // currencytoken case (disabled until proper implement)
8628 if(slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS))
8629 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8631 // guestbag case (not use)
8632 if(slot >= QUESTBAG_SLOT_START && slot < QUESTBAG_SLOT_END)
8633 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8635 // prevent cheating
8636 if(slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
8637 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8639 else
8641 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8642 if( !pBag )
8643 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8645 ItemPrototype const* pBagProto = pBag->GetProto();
8646 if( !pBagProto )
8647 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8649 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8650 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8653 // non empty stack with space
8654 need_space = pProto->GetMaxStackSize();
8656 // non empty slot, check item type
8657 else
8659 // check item type
8660 if(pItem2->GetEntry() != pProto->ItemId)
8661 return EQUIP_ERR_ITEM_CANT_STACK;
8663 // check free space
8664 if(pItem2->GetCount() >= pProto->GetMaxStackSize())
8665 return EQUIP_ERR_ITEM_CANT_STACK;
8667 // free stack space or infinity
8668 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8671 if(need_space > count)
8672 need_space = count;
8674 ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
8675 if(!newPosition.isContainedIn(dest))
8677 dest.push_back(newPosition);
8678 count -= need_space;
8680 return EQUIP_ERR_OK;
8683 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
8685 // skip specific bag already processed in first called _CanStoreItem_InBag
8686 if(bag==skip_bag)
8687 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8689 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8690 if( !pBag )
8691 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8693 ItemPrototype const* pBagProto = pBag->GetProto();
8694 if( !pBagProto )
8695 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8697 // specialized bag mode or non-specilized
8698 if( non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER) )
8699 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8701 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8702 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8704 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8706 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8707 if(j==skip_slot)
8708 continue;
8710 Item* pItem2 = GetItemByPos( bag, j );
8712 // ignore move item (this slot will be empty at move)
8713 if(pItem2==pSrcItem)
8714 pItem2 = NULL;
8716 // if merge skip empty, if !merge skip non-empty
8717 if((pItem2!=NULL)!=merge)
8718 continue;
8720 if( pItem2 )
8722 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
8724 uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8725 if(need_space > count)
8726 need_space = count;
8728 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8729 if(!newPosition.isContainedIn(dest))
8731 dest.push_back(newPosition);
8732 count -= need_space;
8734 if(count==0)
8735 return EQUIP_ERR_OK;
8739 else
8741 uint32 need_space = pProto->GetMaxStackSize();
8742 if(need_space > count)
8743 need_space = count;
8745 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8746 if(!newPosition.isContainedIn(dest))
8748 dest.push_back(newPosition);
8749 count -= need_space;
8751 if(count==0)
8752 return EQUIP_ERR_OK;
8756 return EQUIP_ERR_OK;
8759 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
8761 for(uint32 j = slot_begin; j < slot_end; j++)
8763 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8764 if(INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
8765 continue;
8767 Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
8769 // ignore move item (this slot will be empty at move)
8770 if(pItem2==pSrcItem)
8771 pItem2 = NULL;
8773 // if merge skip empty, if !merge skip non-empty
8774 if((pItem2!=NULL)!=merge)
8775 continue;
8777 if( pItem2 )
8779 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
8781 uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8782 if(need_space > count)
8783 need_space = count;
8784 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8785 if(!newPosition.isContainedIn(dest))
8787 dest.push_back(newPosition);
8788 count -= need_space;
8790 if(count==0)
8791 return EQUIP_ERR_OK;
8795 else
8797 uint32 need_space = pProto->GetMaxStackSize();
8798 if(need_space > count)
8799 need_space = count;
8801 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8802 if(!newPosition.isContainedIn(dest))
8804 dest.push_back(newPosition);
8805 count -= need_space;
8807 if(count==0)
8808 return EQUIP_ERR_OK;
8812 return EQUIP_ERR_OK;
8815 uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
8817 sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
8819 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8820 if( !pProto )
8822 if(no_space_count)
8823 *no_space_count = count;
8824 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
8827 if(pItem && pItem->IsBindedNotWith(GetGUID()))
8829 if(no_space_count)
8830 *no_space_count = count;
8831 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
8834 // check count of items (skip for auto move for same player from bank)
8835 uint32 no_similar_count = 0; // can't store this amount similar items
8836 uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
8837 if(res!=EQUIP_ERR_OK)
8839 if(count==no_similar_count)
8841 if(no_space_count)
8842 *no_space_count = no_similar_count;
8843 return res;
8845 count -= no_similar_count;
8848 // in specific slot
8849 if( bag != NULL_BAG && slot != NULL_SLOT )
8851 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
8852 if(res!=EQUIP_ERR_OK)
8854 if(no_space_count)
8855 *no_space_count = count + no_similar_count;
8856 return res;
8859 if(count==0)
8861 if(no_similar_count==0)
8862 return EQUIP_ERR_OK;
8864 if(no_space_count)
8865 *no_space_count = count + no_similar_count;
8866 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8870 // not specific slot or have space for partly store only in specific slot
8872 // in specific bag
8873 if( bag != NULL_BAG )
8875 // search stack in bag for merge to
8876 if( pProto->Stackable != 1 )
8878 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
8880 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
8881 if(res!=EQUIP_ERR_OK)
8883 if(no_space_count)
8884 *no_space_count = count + no_similar_count;
8885 return res;
8888 if(count==0)
8890 if(no_similar_count==0)
8891 return EQUIP_ERR_OK;
8893 if(no_space_count)
8894 *no_space_count = count + no_similar_count;
8895 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8898 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,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 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8919 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
8920 if(res!=EQUIP_ERR_OK)
8921 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
8923 if(res!=EQUIP_ERR_OK)
8925 if(no_space_count)
8926 *no_space_count = count + no_similar_count;
8927 return res;
8930 if(count==0)
8932 if(no_similar_count==0)
8933 return EQUIP_ERR_OK;
8935 if(no_space_count)
8936 *no_space_count = count + no_similar_count;
8937 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8942 // search free slot in bag for place to
8943 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
8945 // search free slot - keyring case
8946 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
8948 uint32 keyringSize = GetMaxKeyringSize();
8949 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
8950 if(res!=EQUIP_ERR_OK)
8952 if(no_space_count)
8953 *no_space_count = count + no_similar_count;
8954 return res;
8957 if(count==0)
8959 if(no_similar_count==0)
8960 return EQUIP_ERR_OK;
8962 if(no_space_count)
8963 *no_space_count = count + no_similar_count;
8964 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8967 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
8968 if(res!=EQUIP_ERR_OK)
8970 if(no_space_count)
8971 *no_space_count = count + no_similar_count;
8972 return res;
8975 if(count==0)
8977 if(no_similar_count==0)
8978 return EQUIP_ERR_OK;
8980 if(no_space_count)
8981 *no_space_count = count + no_similar_count;
8982 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8985 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
8987 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
8988 if(res!=EQUIP_ERR_OK)
8990 if(no_space_count)
8991 *no_space_count = count + no_similar_count;
8992 return res;
8995 if(count==0)
8997 if(no_similar_count==0)
8998 return EQUIP_ERR_OK;
9000 if(no_space_count)
9001 *no_space_count = count + no_similar_count;
9002 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9006 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9007 if(res!=EQUIP_ERR_OK)
9009 if(no_space_count)
9010 *no_space_count = count + no_similar_count;
9011 return res;
9014 if(count==0)
9016 if(no_similar_count==0)
9017 return EQUIP_ERR_OK;
9019 if(no_space_count)
9020 *no_space_count = count + no_similar_count;
9021 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9024 else // equipped bag
9026 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9027 if(res!=EQUIP_ERR_OK)
9028 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9030 if(res!=EQUIP_ERR_OK)
9032 if(no_space_count)
9033 *no_space_count = count + no_similar_count;
9034 return res;
9037 if(count==0)
9039 if(no_similar_count==0)
9040 return EQUIP_ERR_OK;
9042 if(no_space_count)
9043 *no_space_count = count + no_similar_count;
9044 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9049 // not specific bag or have space for partly store only in specific bag
9051 // search stack for merge to
9052 if( pProto->Stackable != 1 )
9054 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9055 if(res!=EQUIP_ERR_OK)
9057 if(no_space_count)
9058 *no_space_count = count + no_similar_count;
9059 return res;
9062 if(count==0)
9064 if(no_similar_count==0)
9065 return EQUIP_ERR_OK;
9067 if(no_space_count)
9068 *no_space_count = count + no_similar_count;
9069 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9072 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9073 if(res!=EQUIP_ERR_OK)
9075 if(no_space_count)
9076 *no_space_count = count + no_similar_count;
9077 return res;
9080 if(count==0)
9082 if(no_similar_count==0)
9083 return EQUIP_ERR_OK;
9085 if(no_space_count)
9086 *no_space_count = count + no_similar_count;
9087 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9090 if( pProto->BagFamily )
9092 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9094 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9095 if(res!=EQUIP_ERR_OK)
9096 continue;
9098 if(count==0)
9100 if(no_similar_count==0)
9101 return EQUIP_ERR_OK;
9103 if(no_space_count)
9104 *no_space_count = count + no_similar_count;
9105 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9110 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9112 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9113 if(res!=EQUIP_ERR_OK)
9114 continue;
9116 if(count==0)
9118 if(no_similar_count==0)
9119 return EQUIP_ERR_OK;
9121 if(no_space_count)
9122 *no_space_count = count + no_similar_count;
9123 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9128 // search free slot - special bag case
9129 if( pProto->BagFamily )
9131 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9133 uint32 keyringSize = GetMaxKeyringSize();
9134 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9135 if(res!=EQUIP_ERR_OK)
9137 if(no_space_count)
9138 *no_space_count = count + no_similar_count;
9139 return res;
9142 if(count==0)
9144 if(no_similar_count==0)
9145 return EQUIP_ERR_OK;
9147 if(no_space_count)
9148 *no_space_count = count + no_similar_count;
9149 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9152 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9154 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9155 if(res!=EQUIP_ERR_OK)
9157 if(no_space_count)
9158 *no_space_count = count + no_similar_count;
9159 return res;
9162 if(count==0)
9164 if(no_similar_count==0)
9165 return EQUIP_ERR_OK;
9167 if(no_space_count)
9168 *no_space_count = count + no_similar_count;
9169 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9173 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9175 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9176 if(res!=EQUIP_ERR_OK)
9177 continue;
9179 if(count==0)
9181 if(no_similar_count==0)
9182 return EQUIP_ERR_OK;
9184 if(no_space_count)
9185 *no_space_count = count + no_similar_count;
9186 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9191 // search free slot
9192 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9193 if(res!=EQUIP_ERR_OK)
9195 if(no_space_count)
9196 *no_space_count = count + no_similar_count;
9197 return res;
9200 if(count==0)
9202 if(no_similar_count==0)
9203 return EQUIP_ERR_OK;
9205 if(no_space_count)
9206 *no_space_count = count + no_similar_count;
9207 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9210 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9212 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9213 if(res!=EQUIP_ERR_OK)
9214 continue;
9216 if(count==0)
9218 if(no_similar_count==0)
9219 return EQUIP_ERR_OK;
9221 if(no_space_count)
9222 *no_space_count = count + no_similar_count;
9223 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9227 if(no_space_count)
9228 *no_space_count = count + no_similar_count;
9230 return EQUIP_ERR_INVENTORY_FULL;
9233 //////////////////////////////////////////////////////////////////////////
9234 uint8 Player::CanStoreItems( Item **pItems,int count) const
9236 Item *pItem2;
9238 // fill space table
9239 int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
9240 int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
9241 int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
9242 int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
9244 memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
9245 memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
9246 memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
9247 memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
9249 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
9251 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9253 if (pItem2 && !pItem2->IsInTrade())
9255 inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
9259 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
9261 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9263 if (pItem2 && !pItem2->IsInTrade())
9265 inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
9269 for(int i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
9271 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9273 if (pItem2 && !pItem2->IsInTrade())
9275 inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
9279 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9281 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
9283 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9285 pItem2 = GetItemByPos( i, j );
9286 if (pItem2 && !pItem2->IsInTrade())
9288 inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
9294 // check free space for all items
9295 for (int k=0;k<count;k++)
9297 Item *pItem = pItems[k];
9299 // no item
9300 if (!pItem) continue;
9302 sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
9303 ItemPrototype const *pProto = pItem->GetProto();
9305 // strange item
9306 if( !pProto )
9307 return EQUIP_ERR_ITEM_NOT_FOUND;
9309 // item it 'bind'
9310 if(pItem->IsBindedNotWith(GetGUID()))
9311 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9313 Bag *pBag;
9314 ItemPrototype const *pBagProto;
9316 // item is 'one item only'
9317 uint8 res = CanTakeMoreSimilarItems(pItem);
9318 if(res != EQUIP_ERR_OK)
9319 return res;
9321 // search stack for merge to
9322 if( pProto->Stackable != 1 )
9324 bool b_found = false;
9326 for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; t++)
9328 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9329 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9331 inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
9332 b_found = true;
9333 break;
9336 if (b_found) continue;
9338 for(int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; t++)
9340 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9341 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9343 inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
9344 b_found = true;
9345 break;
9348 if (b_found) continue;
9350 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9352 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9353 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9355 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
9356 b_found = true;
9357 break;
9360 if (b_found) continue;
9362 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9364 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9365 if( pBag )
9367 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9369 pItem2 = GetItemByPos( t, j );
9370 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
9372 inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
9373 b_found = true;
9374 break;
9379 if (b_found) continue;
9382 // special bag case
9383 if( pProto->BagFamily )
9385 bool b_found = false;
9386 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9388 uint32 keyringSize = GetMaxKeyringSize();
9389 for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
9391 if( inv_keys[t-KEYRING_SLOT_START] == 0 )
9393 inv_keys[t-KEYRING_SLOT_START] = 1;
9394 b_found = true;
9395 break;
9400 if (b_found) continue;
9402 if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9404 for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9406 if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
9408 inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
9409 b_found = true;
9410 break;
9415 if (b_found) continue;
9417 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9419 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9420 if( pBag )
9422 pBagProto = pBag->GetProto();
9424 // not plain container check
9425 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
9426 ItemCanGoIntoBag(pProto,pBagProto) )
9428 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9430 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9432 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9433 b_found = true;
9434 break;
9440 if (b_found) continue;
9443 // search free slot
9444 bool b_found = false;
9445 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9447 if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
9449 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
9450 b_found = true;
9451 break;
9454 if (b_found) continue;
9456 // search free slot in bags
9457 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9459 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9460 if( pBag )
9462 pBagProto = pBag->GetProto();
9464 // special bag already checked
9465 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
9466 continue;
9468 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9470 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9472 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9473 b_found = true;
9474 break;
9480 // no free slot found?
9481 if (!b_found)
9482 return EQUIP_ERR_INVENTORY_FULL;
9485 return EQUIP_ERR_OK;
9488 //////////////////////////////////////////////////////////////////////////
9489 uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const
9491 dest = 0;
9492 Item *pItem = Item::CreateItem( item, 1, this );
9493 if( pItem )
9495 uint8 result = CanEquipItem(slot, dest, pItem, swap );
9496 delete pItem;
9497 return result;
9500 return EQUIP_ERR_ITEM_NOT_FOUND;
9503 uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
9505 dest = 0;
9506 if( pItem )
9508 sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
9509 ItemPrototype const *pProto = pItem->GetProto();
9510 if( pProto )
9512 if(pItem->IsBindedNotWith(GetGUID()))
9513 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9515 // check count of items (skip for auto move for same player from bank)
9516 uint8 res = CanTakeMoreSimilarItems(pItem);
9517 if(res != EQUIP_ERR_OK)
9518 return res;
9520 // check this only in game
9521 if(not_loading)
9523 // May be here should be more stronger checks; STUNNED checked
9524 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9525 if (hasUnitState(UNIT_STAT_STUNNED))
9526 return EQUIP_ERR_YOU_ARE_STUNNED;
9528 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9529 // - combat
9530 // - in-progress arenas
9531 if( !pProto->CanChangeEquipStateInCombat() )
9533 if( isInCombat() )
9534 return EQUIP_ERR_NOT_IN_COMBAT;
9536 if(BattleGround* bg = GetBattleGround())
9537 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9538 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9541 if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
9542 return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
9544 if(IsNonMeleeSpellCasted(false))
9545 return EQUIP_ERR_CANT_DO_RIGHT_NOW;
9548 uint8 eslot = FindEquipSlot( pProto, slot, swap );
9549 if( eslot == NULL_SLOT )
9550 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9552 uint8 msg = CanUseItem( pItem , not_loading );
9553 if( msg != EQUIP_ERR_OK )
9554 return msg;
9555 if( !swap && GetItemByPos( INVENTORY_SLOT_BAG_0, eslot ) )
9556 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
9558 // if swap ignore item (equipped also)
9559 if(uint8 res2 = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT))
9560 return res2;
9562 // check unique-equipped special item classes
9563 if (pProto->Class == ITEM_CLASS_QUIVER)
9565 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9567 if( Item* pBag = GetItemByPos( INVENTORY_SLOT_BAG_0, i ) )
9569 if( ItemPrototype const* pBagProto = pBag->GetProto() )
9571 if( pBagProto->Class==pProto->Class && (!swap || pBag->GetSlot() != eslot ) )
9573 if(pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
9574 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH;
9575 else
9576 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
9583 uint32 type = pProto->InventoryType;
9585 if(eslot == EQUIPMENT_SLOT_OFFHAND)
9587 if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
9589 if(!CanDualWield())
9590 return EQUIP_ERR_CANT_DUAL_WIELD;
9592 else if (type == INVTYPE_2HWEAPON)
9594 if(!CanDualWield() || !CanTitanGrip())
9595 return EQUIP_ERR_CANT_DUAL_WIELD;
9598 if(IsTwoHandUsed())
9599 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
9602 // equip two-hand weapon case (with possible unequip 2 items)
9603 if( type == INVTYPE_2HWEAPON )
9605 if (eslot == EQUIPMENT_SLOT_OFFHAND)
9607 if (!CanTitanGrip())
9608 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9610 else if (eslot != EQUIPMENT_SLOT_MAINHAND)
9611 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9613 if (!CanTitanGrip())
9615 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9616 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
9617 ItemPosCountVec off_dest;
9618 if( offItem && (!not_loading ||
9619 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
9620 CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ) )
9621 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
9624 dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
9625 return EQUIP_ERR_OK;
9628 if( !swap )
9629 return EQUIP_ERR_ITEM_NOT_FOUND;
9630 else
9631 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
9634 uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
9636 // Applied only to equipped items and bank bags
9637 if(!IsEquipmentPos(pos) && !IsBagPos(pos))
9638 return EQUIP_ERR_OK;
9640 Item* pItem = GetItemByPos(pos);
9642 // Applied only to existed equipped item
9643 if( !pItem )
9644 return EQUIP_ERR_OK;
9646 sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
9648 ItemPrototype const *pProto = pItem->GetProto();
9649 if( !pProto )
9650 return EQUIP_ERR_ITEM_NOT_FOUND;
9652 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9653 // - combat
9654 // - in-progress arenas
9655 if( !pProto->CanChangeEquipStateInCombat() )
9657 if( isInCombat() )
9658 return EQUIP_ERR_NOT_IN_COMBAT;
9660 if(BattleGround* bg = GetBattleGround())
9661 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9662 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9665 if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
9666 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
9668 return EQUIP_ERR_OK;
9671 uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
9673 if( !pItem )
9674 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9676 uint32 count = pItem->GetCount();
9678 sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
9679 ItemPrototype const *pProto = pItem->GetProto();
9680 if( !pProto )
9681 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9683 if( pItem->IsBindedNotWith(GetGUID()) )
9684 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9686 // check count of items (skip for auto move for same player from bank)
9687 uint8 res = CanTakeMoreSimilarItems(pItem);
9688 if(res != EQUIP_ERR_OK)
9689 return res;
9691 // in specific slot
9692 if( bag != NULL_BAG && slot != NULL_SLOT )
9694 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
9696 if (!pItem->IsBag())
9697 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
9699 Bag *pBag = (Bag*)pItem;
9700 if( !HasBankBagSlot( slot ) )
9701 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
9703 if( uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK )
9704 return cantuse;
9707 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
9708 if(res!=EQUIP_ERR_OK)
9709 return res;
9711 if(count==0)
9712 return EQUIP_ERR_OK;
9715 // not specific slot or have space for partly store only in specific slot
9717 // in specific bag
9718 if( bag != NULL_BAG )
9720 if( pProto->InventoryType == INVTYPE_BAG )
9722 Bag *pBag = (Bag*)pItem;
9723 if( pBag && !pBag->IsEmpty() )
9724 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
9727 // search stack in bag for merge to
9728 if( pProto->Stackable != 1 )
9730 if( bag == INVENTORY_SLOT_BAG_0 )
9732 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9733 if(res!=EQUIP_ERR_OK)
9734 return res;
9736 if(count==0)
9737 return EQUIP_ERR_OK;
9739 else
9741 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
9742 if(res!=EQUIP_ERR_OK)
9743 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
9745 if(res!=EQUIP_ERR_OK)
9746 return res;
9748 if(count==0)
9749 return EQUIP_ERR_OK;
9753 // search free slot in bag
9754 if( bag == INVENTORY_SLOT_BAG_0 )
9756 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9757 if(res!=EQUIP_ERR_OK)
9758 return res;
9760 if(count==0)
9761 return EQUIP_ERR_OK;
9763 else
9765 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9766 if(res!=EQUIP_ERR_OK)
9767 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9769 if(res!=EQUIP_ERR_OK)
9770 return res;
9772 if(count==0)
9773 return EQUIP_ERR_OK;
9777 // not specific bag or have space for partly store only in specific bag
9779 // search stack for merge to
9780 if( pProto->Stackable != 1 )
9782 // in slots
9783 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9784 if(res!=EQUIP_ERR_OK)
9785 return res;
9787 if(count==0)
9788 return EQUIP_ERR_OK;
9790 // in special bags
9791 if( pProto->BagFamily )
9793 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9795 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9796 if(res!=EQUIP_ERR_OK)
9797 continue;
9799 if(count==0)
9800 return EQUIP_ERR_OK;
9804 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9806 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9807 if(res!=EQUIP_ERR_OK)
9808 continue;
9810 if(count==0)
9811 return EQUIP_ERR_OK;
9815 // search free place in special bag
9816 if( pProto->BagFamily )
9818 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9820 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9821 if(res!=EQUIP_ERR_OK)
9822 continue;
9824 if(count==0)
9825 return EQUIP_ERR_OK;
9829 // search free space
9830 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9831 if(res!=EQUIP_ERR_OK)
9832 return res;
9834 if(count==0)
9835 return EQUIP_ERR_OK;
9837 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9839 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9840 if(res!=EQUIP_ERR_OK)
9841 continue;
9843 if(count==0)
9844 return EQUIP_ERR_OK;
9846 return EQUIP_ERR_BANK_FULL;
9849 uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
9851 if( pItem )
9853 sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
9854 if( !isAlive() && not_loading )
9855 return EQUIP_ERR_YOU_ARE_DEAD;
9856 //if( isStunned() )
9857 // return EQUIP_ERR_YOU_ARE_STUNNED;
9858 ItemPrototype const *pProto = pItem->GetProto();
9859 if( pProto )
9861 if( pItem->IsBindedNotWith(GetGUID()) )
9862 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9863 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9864 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
9865 if( pItem->GetSkill() != 0 )
9867 if( GetSkillValue( pItem->GetSkill() ) == 0 )
9868 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9870 if( pProto->RequiredSkill != 0 )
9872 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9873 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9874 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9875 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
9877 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9878 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9879 if( pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank )
9880 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9881 if( getLevel() < pProto->RequiredLevel )
9882 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
9883 return EQUIP_ERR_OK;
9886 return EQUIP_ERR_ITEM_NOT_FOUND;
9889 bool Player::CanUseItem( ItemPrototype const *pProto )
9891 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9893 if( pProto )
9895 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9896 return false;
9897 if( pProto->RequiredSkill != 0 )
9899 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9900 return false;
9901 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9902 return false;
9904 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9905 return false;
9906 if( getLevel() < pProto->RequiredLevel )
9907 return false;
9908 return true;
9910 return false;
9913 uint8 Player::CanUseAmmo( uint32 item ) const
9915 sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
9916 if( !isAlive() )
9917 return EQUIP_ERR_YOU_ARE_DEAD;
9918 //if( isStunned() )
9919 // return EQUIP_ERR_YOU_ARE_STUNNED;
9920 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
9921 if( pProto )
9923 if( pProto->InventoryType!= INVTYPE_AMMO )
9924 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
9925 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9926 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
9927 if( pProto->RequiredSkill != 0 )
9929 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9930 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9931 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9932 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
9934 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9935 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9936 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
9937 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9939 if( getLevel() < pProto->RequiredLevel )
9940 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
9942 // Requires No Ammo
9943 if(GetDummyAura(46699))
9944 return EQUIP_ERR_BAG_FULL6;
9946 return EQUIP_ERR_OK;
9948 return EQUIP_ERR_ITEM_NOT_FOUND;
9951 void Player::SetAmmo( uint32 item )
9953 if(!item)
9954 return;
9956 // already set
9957 if( GetUInt32Value(PLAYER_AMMO_ID) == item )
9958 return;
9960 // check ammo
9961 if(item)
9963 uint8 msg = CanUseAmmo( item );
9964 if( msg != EQUIP_ERR_OK )
9966 SendEquipError( msg, NULL, NULL );
9967 return;
9971 SetUInt32Value(PLAYER_AMMO_ID, item);
9973 _ApplyAmmoBonuses();
9976 void Player::RemoveAmmo()
9978 SetUInt32Value(PLAYER_AMMO_ID, 0);
9980 m_ammoDPS = 0.0f;
9982 if(CanModifyStats())
9983 UpdateDamagePhysical(RANGED_ATTACK);
9986 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9987 Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
9989 uint32 count = 0;
9990 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
9991 count += itr->count;
9993 Item *pItem = Item::CreateItem( item, count, this );
9994 if( pItem )
9996 ItemAddedQuestCheck( item, count );
9997 if(randomPropertyId)
9998 pItem->SetItemRandomProperties(randomPropertyId);
9999 pItem = StoreItem( dest, pItem, update );
10001 return pItem;
10004 Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
10006 if( !pItem )
10007 return NULL;
10009 Item* lastItem = pItem;
10010 uint32 entry = pItem->GetEntry();
10011 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); )
10013 uint16 pos = itr->pos;
10014 uint32 count = itr->count;
10016 ++itr;
10018 if(itr == dest.end())
10020 lastItem = _StoreItem(pos,pItem,count,false,update);
10021 break;
10024 lastItem = _StoreItem(pos,pItem,count,true,update);
10026 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
10027 return lastItem;
10030 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10031 Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
10033 if( !pItem )
10034 return NULL;
10036 uint8 bag = pos >> 8;
10037 uint8 slot = pos & 255;
10039 sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count);
10041 Item *pItem2 = GetItemByPos( bag, slot );
10043 if( !pItem2 )
10045 if(clone)
10046 pItem = pItem->CloneItem(count,this);
10047 else
10048 pItem->SetCount(count);
10050 if(!pItem)
10051 return NULL;
10053 if( pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10054 pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
10055 pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10056 pItem->SetBinding( true );
10058 if( bag == INVENTORY_SLOT_BAG_0 )
10060 m_items[slot] = pItem;
10061 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10062 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10063 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10065 pItem->SetSlot( slot );
10066 pItem->SetContainer( NULL );
10068 // need update known currency
10069 if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
10070 UpdateKnownCurrencies(pItem->GetEntry(),true);
10072 if( IsInWorld() && update )
10074 pItem->AddToWorld();
10075 pItem->SendUpdateToPlayer( this );
10078 pItem->SetState(ITEM_CHANGED, this);
10080 else
10082 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10083 if( pBag )
10085 pBag->StoreItem( slot, pItem, update );
10086 if( IsInWorld() && update )
10088 pItem->AddToWorld();
10089 pItem->SendUpdateToPlayer( this );
10091 pItem->SetState(ITEM_CHANGED, this);
10092 pBag->SetState(ITEM_CHANGED, this);
10096 AddEnchantmentDurations(pItem);
10097 AddItemDurations(pItem);
10099 return pItem;
10101 else
10103 if( pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10104 pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
10105 pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10106 pItem2->SetBinding( true );
10108 pItem2->SetCount( pItem2->GetCount() + count );
10109 if( IsInWorld() && update )
10110 pItem2->SendUpdateToPlayer( this );
10112 if(!clone)
10114 // delete item (it not in any slot currently)
10115 if( IsInWorld() && update )
10117 pItem->RemoveFromWorld();
10118 pItem->DestroyForPlayer( this );
10121 RemoveEnchantmentDurations(pItem);
10122 RemoveItemDurations(pItem);
10124 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10125 pItem->SetState(ITEM_REMOVED, this);
10127 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10128 AddEnchantmentDurations(pItem2);
10130 pItem2->SetState(ITEM_CHANGED, this);
10132 return pItem2;
10136 Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
10138 Item *pItem = Item::CreateItem( item, 1, this );
10139 if( pItem )
10141 ItemAddedQuestCheck( item, 1 );
10142 Item * retItem = EquipItem( pos, pItem, update );
10144 return retItem;
10146 return NULL;
10149 Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
10152 AddEnchantmentDurations(pItem);
10153 AddItemDurations(pItem);
10155 uint8 bag = pos >> 8;
10156 uint8 slot = pos & 255;
10158 Item *pItem2 = GetItemByPos( bag, slot );
10160 if( !pItem2 )
10162 VisualizeItem( slot, pItem);
10164 if(isAlive())
10166 ItemPrototype const *pProto = pItem->GetProto();
10168 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10169 if(pProto && pProto->ItemSet)
10170 AddItemsSetItem(this,pItem);
10172 _ApplyItemMods(pItem, slot, true);
10174 if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
10176 uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
10178 if (getClass() == CLASS_ROGUE)
10179 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
10181 SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
10183 if (!spellProto)
10184 sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
10185 else
10187 m_weaponChangeTimer = spellProto->StartRecoveryTime;
10189 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
10190 data << uint64(GetGUID());
10191 data << uint8(1);
10192 data << uint32(cooldownSpell);
10193 data << uint32(0);
10194 GetSession()->SendPacket(&data);
10199 if( IsInWorld() && update )
10201 pItem->AddToWorld();
10202 pItem->SendUpdateToPlayer( this );
10205 ApplyEquipCooldown(pItem);
10207 if( slot == EQUIPMENT_SLOT_MAINHAND )
10208 UpdateExpertise(BASE_ATTACK);
10209 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10210 UpdateExpertise(OFF_ATTACK);
10212 else
10214 pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
10215 if( IsInWorld() && update )
10216 pItem2->SendUpdateToPlayer( this );
10218 // delete item (it not in any slot currently)
10219 //pItem->DeleteFromDB();
10220 if( IsInWorld() && update )
10222 pItem->RemoveFromWorld();
10223 pItem->DestroyForPlayer( this );
10226 RemoveEnchantmentDurations(pItem);
10227 RemoveItemDurations(pItem);
10229 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10230 pItem->SetState(ITEM_REMOVED, this);
10231 pItem2->SetState(ITEM_CHANGED, this);
10233 ApplyEquipCooldown(pItem2);
10235 return pItem2;
10238 // only for full equip instead adding to stack
10239 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
10241 return pItem;
10244 void Player::QuickEquipItem( uint16 pos, Item *pItem)
10246 if( pItem )
10248 AddEnchantmentDurations(pItem);
10249 AddItemDurations(pItem);
10251 uint8 slot = pos & 255;
10252 VisualizeItem( slot, pItem);
10254 if( IsInWorld() )
10256 pItem->AddToWorld();
10257 pItem->SendUpdateToPlayer( this );
10262 void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
10264 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10265 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10266 // entry // Size: 1
10267 // inspected enchantments // Size: 6
10268 // ? // Size: 5
10269 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10270 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10271 // // = 16
10273 if(pItem)
10275 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetUInt64Value(ITEM_FIELD_CREATOR));
10277 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10278 SetUInt32Value(VisibleBase + 0, pItem->GetEntry());
10280 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10281 SetUInt32Value(VisibleBase + 1 + i, pItem->GetEnchantmentId(EnchantmentSlot(i)));
10283 // Use SetInt16Value to prevent set high part to FFFF for negative value
10284 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES + (slot * MAX_VISIBLE_ITEM_OFFSET), 0, pItem->GetItemRandomPropertyId());
10285 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetItemSuffixFactor());
10287 else
10289 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10291 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10292 SetUInt32Value(VisibleBase + 0, 0);
10294 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10295 SetUInt32Value(VisibleBase + 1 + i, 0);
10297 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10298 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10302 void Player::VisualizeItem( uint8 slot, Item *pItem)
10304 if(!pItem)
10305 return;
10307 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10308 if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
10309 pItem->SetBinding( true );
10311 sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
10313 m_items[slot] = pItem;
10314 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10315 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10316 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10317 pItem->SetSlot( slot );
10318 pItem->SetContainer( NULL );
10320 if( slot < EQUIPMENT_SLOT_END )
10321 SetVisibleItemSlot(slot,pItem);
10323 pItem->SetState(ITEM_CHANGED, this);
10326 void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
10328 // note: removeitem does not actually change the item
10329 // it only takes the item out of storage temporarily
10330 // note2: if removeitem is to be used for delinking
10331 // the item must be removed from the player's updatequeue
10333 Item *pItem = GetItemByPos( bag, slot );
10334 if( pItem )
10336 sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10338 RemoveEnchantmentDurations(pItem);
10339 RemoveItemDurations(pItem);
10341 if( bag == INVENTORY_SLOT_BAG_0 )
10343 if ( slot < INVENTORY_SLOT_BAG_END )
10345 ItemPrototype const *pProto = pItem->GetProto();
10346 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10348 if(pProto && pProto->ItemSet)
10349 RemoveItemsSetItem(this,pProto);
10351 _ApplyItemMods(pItem, slot, false);
10353 // remove item dependent auras and casts (only weapon and armor slots)
10354 if(slot < EQUIPMENT_SLOT_END)
10356 RemoveItemDependentAurasAndCasts(pItem);
10358 // remove held enchantments, update expertise
10359 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10361 if (pItem->GetItemSuffixFactor())
10363 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
10364 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
10366 else
10368 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
10369 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
10372 UpdateExpertise(BASE_ATTACK);
10374 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10375 UpdateExpertise(OFF_ATTACK);
10378 // need update known currency
10379 else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
10380 UpdateKnownCurrencies(pItem->GetEntry(),false);
10382 m_items[slot] = NULL;
10383 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10385 if ( slot < EQUIPMENT_SLOT_END )
10386 SetVisibleItemSlot(slot,NULL);
10388 else
10390 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10391 if( pBag )
10392 pBag->RemoveItem(slot, update);
10394 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10395 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10396 pItem->SetSlot( NULL_SLOT );
10397 if( IsInWorld() && update )
10398 pItem->SendUpdateToPlayer( this );
10402 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10403 void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
10405 if(Item* it = GetItemByPos(bag,slot))
10407 ItemRemovedQuestCheck(it->GetEntry(),it->GetCount());
10408 RemoveItem( bag,slot,update);
10409 it->RemoveFromUpdateQueueOf(this);
10410 if(it->IsInWorld())
10412 it->RemoveFromWorld();
10413 it->DestroyForPlayer( this );
10418 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10419 void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
10421 // update quest counters
10422 ItemAddedQuestCheck(pItem->GetEntry(),pItem->GetCount());
10424 // store item
10425 Item* pLastItem = StoreItem( dest, pItem, update);
10427 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10428 if(pLastItem==pItem)
10430 // update owner for last item (this can be original item with wrong owner
10431 if(pLastItem->GetOwnerGUID() != GetGUID())
10432 pLastItem->SetOwnerGUID(GetGUID());
10434 // if this original item then it need create record in inventory
10435 // in case trade we already have item in other player inventory
10436 pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
10440 void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
10442 Item *pItem = GetItemByPos( bag, slot );
10443 if( pItem )
10445 sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10447 // start from destroy contained items (only equipped bag can have its)
10448 if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10450 for (int i = 0; i < MAX_BAG_SIZE; i++)
10451 DestroyItem(slot,i,update);
10454 if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
10455 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
10457 RemoveEnchantmentDurations(pItem);
10458 RemoveItemDurations(pItem);
10460 ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
10462 if( bag == INVENTORY_SLOT_BAG_0 )
10464 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10466 // equipment and equipped bags can have applied bonuses
10467 if ( slot < INVENTORY_SLOT_BAG_END )
10469 ItemPrototype const *pProto = pItem->GetProto();
10471 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10472 if(pProto && pProto->ItemSet)
10473 RemoveItemsSetItem(this,pProto);
10475 _ApplyItemMods(pItem, slot, false);
10478 if ( slot < EQUIPMENT_SLOT_END )
10480 // remove item dependent auras and casts (only weapon and armor slots)
10481 RemoveItemDependentAurasAndCasts(pItem);
10483 // update expertise
10484 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10485 UpdateExpertise(BASE_ATTACK);
10486 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10487 UpdateExpertise(OFF_ATTACK);
10489 // equipment visual show
10490 SetVisibleItemSlot(slot,NULL);
10492 // need update known currency
10493 else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
10494 UpdateKnownCurrencies(pItem->GetEntry(),false);
10496 m_items[slot] = NULL;
10498 else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
10499 pBag->RemoveItem(slot, update);
10501 if( IsInWorld() && update )
10503 pItem->RemoveFromWorld();
10504 pItem->DestroyForPlayer(this);
10507 //pItem->SetOwnerGUID(0);
10508 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10509 pItem->SetSlot( NULL_SLOT );
10510 pItem->SetState(ITEM_REMOVED, this);
10514 void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
10516 sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
10517 uint32 remcount = 0;
10519 // in inventory
10520 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10522 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10524 if (pItem->GetEntry() == item)
10526 if (pItem->GetCount() + remcount <= count)
10528 // all items in inventory can unequipped
10529 remcount += pItem->GetCount();
10530 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10532 if (remcount >=count)
10533 return;
10535 else
10537 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10538 pItem->SetCount( pItem->GetCount() - count + remcount );
10539 if (IsInWorld() & update)
10540 pItem->SendUpdateToPlayer( this );
10541 pItem->SetState(ITEM_CHANGED, this);
10542 return;
10548 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
10550 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10552 if (pItem->GetEntry() == item)
10554 if (pItem->GetCount() + remcount <= count)
10556 // all keys can be unequipped
10557 remcount += pItem->GetCount();
10558 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10560 if (remcount >=count)
10561 return;
10563 else
10565 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10566 pItem->SetCount( pItem->GetCount() - count + remcount );
10567 if (IsInWorld() & update)
10568 pItem->SendUpdateToPlayer( this );
10569 pItem->SetState(ITEM_CHANGED, this);
10570 return;
10576 // in inventory bags
10577 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10579 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10581 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10583 if(Item* pItem = pBag->GetItemByPos(j))
10585 if (pItem->GetEntry() == item)
10587 // all items in bags can be unequipped
10588 if (pItem->GetCount() + remcount <= count)
10590 remcount += pItem->GetCount();
10591 DestroyItem( i, j, update );
10593 if (remcount >=count)
10594 return;
10596 else
10598 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10599 pItem->SetCount( pItem->GetCount() - count + remcount );
10600 if (IsInWorld() && update)
10601 pItem->SendUpdateToPlayer( this );
10602 pItem->SetState(ITEM_CHANGED, this);
10603 return;
10611 // in equipment and bag list
10612 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10614 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10616 if (pItem && pItem->GetEntry() == item)
10618 if (pItem->GetCount() + remcount <= count)
10620 if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i,false) == EQUIP_ERR_OK )
10622 remcount += pItem->GetCount();
10623 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10625 if (remcount >=count)
10626 return;
10629 else
10631 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10632 pItem->SetCount( pItem->GetCount() - count + remcount );
10633 if (IsInWorld() & update)
10634 pItem->SendUpdateToPlayer( this );
10635 pItem->SetState(ITEM_CHANGED, this);
10636 return;
10643 void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
10645 sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
10647 // in inventory
10648 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10649 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10650 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone))
10651 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10653 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
10654 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10655 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone))
10656 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10658 // in inventory bags
10659 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10660 if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10661 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10662 if (Item* pItem = pBag->GetItemByPos(j))
10663 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone))
10664 DestroyItem( i, j, update);
10666 // in equipment and bag list
10667 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10668 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10669 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone))
10670 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10673 void Player::DestroyConjuredItems( bool update )
10675 // used when entering arena
10676 // destroys all conjured items
10677 sLog.outDebug( "STORAGE: DestroyConjuredItems" );
10679 // in inventory
10680 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10681 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10682 if (pItem->IsConjuredConsumable())
10683 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10685 // in inventory bags
10686 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10687 if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10688 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10689 if (Item* pItem = pBag->GetItemByPos(j))
10690 if (pItem->IsConjuredConsumable())
10691 DestroyItem( i, j, update);
10693 // in equipment and bag list
10694 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10695 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10696 if (pItem->IsConjuredConsumable())
10697 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10700 void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
10702 if(!pItem)
10703 return;
10705 sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
10707 if( pItem->GetCount() <= count )
10709 count-= pItem->GetCount();
10711 DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
10713 else
10715 ItemRemovedQuestCheck( pItem->GetEntry(), count);
10716 pItem->SetCount( pItem->GetCount() - count );
10717 count = 0;
10718 if( IsInWorld() & update )
10719 pItem->SendUpdateToPlayer( this );
10720 pItem->SetState(ITEM_CHANGED, this);
10724 void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
10726 uint8 srcbag = src >> 8;
10727 uint8 srcslot = src & 255;
10729 uint8 dstbag = dst >> 8;
10730 uint8 dstslot = dst & 255;
10732 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
10733 if( !pSrcItem )
10735 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
10736 return;
10739 // not let split all items (can be only at cheating)
10740 if(pSrcItem->GetCount() == count)
10742 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
10743 return;
10746 // not let split more existed items (can be only at cheating)
10747 if(pSrcItem->GetCount() < count)
10749 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
10750 return;
10753 if(pSrcItem->m_lootGenerated) // prevent split looting item (item
10755 //best error message found for attempting to split while looting
10756 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
10757 return;
10760 sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
10761 Item *pNewItem = pSrcItem->CloneItem( count, this );
10762 if( !pNewItem )
10764 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
10765 return;
10768 if( IsInventoryPos( dst ) )
10770 // change item amount before check (for unique max count check)
10771 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10773 ItemPosCountVec dest;
10774 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
10775 if( msg != EQUIP_ERR_OK )
10777 delete pNewItem;
10778 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10779 SendEquipError( msg, pSrcItem, NULL );
10780 return;
10783 if( IsInWorld() )
10784 pSrcItem->SendUpdateToPlayer( this );
10785 pSrcItem->SetState(ITEM_CHANGED, this);
10786 StoreItem( dest, pNewItem, true);
10788 else if( IsBankPos ( dst ) )
10790 // change item amount before check (for unique max count check)
10791 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10793 ItemPosCountVec dest;
10794 uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
10795 if( msg != EQUIP_ERR_OK )
10797 delete pNewItem;
10798 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10799 SendEquipError( msg, pSrcItem, NULL );
10800 return;
10803 if( IsInWorld() )
10804 pSrcItem->SendUpdateToPlayer( this );
10805 pSrcItem->SetState(ITEM_CHANGED, this);
10806 BankItem( dest, pNewItem, true);
10808 else if( IsEquipmentPos ( dst ) )
10810 // change item amount before check (for unique max count check), provide space for splitted items
10811 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10813 uint16 dest;
10814 uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
10815 if( msg != EQUIP_ERR_OK )
10817 delete pNewItem;
10818 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10819 SendEquipError( msg, pSrcItem, NULL );
10820 return;
10823 if( IsInWorld() )
10824 pSrcItem->SendUpdateToPlayer( this );
10825 pSrcItem->SetState(ITEM_CHANGED, this);
10826 EquipItem( dest, pNewItem, true);
10827 AutoUnequipOffhandIfNeed();
10831 void Player::SwapItem( uint16 src, uint16 dst )
10833 uint8 srcbag = src >> 8;
10834 uint8 srcslot = src & 255;
10836 uint8 dstbag = dst >> 8;
10837 uint8 dstslot = dst & 255;
10839 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
10840 Item *pDstItem = GetItemByPos( dstbag, dstslot );
10842 if( !pSrcItem )
10843 return;
10845 sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
10847 if(!isAlive() )
10849 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
10850 return;
10853 // SRC checks
10855 if(pSrcItem->m_lootGenerated) // prevent swap looting item
10857 //best error message found for attempting to swap while looting
10858 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
10859 return;
10862 // check unequip potability for equipped items and bank bags
10863 if(IsEquipmentPos ( src ) || IsBagPos ( src ))
10865 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10866 uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ) || pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty());
10867 if(msg != EQUIP_ERR_OK)
10869 SendEquipError( msg, pSrcItem, pDstItem );
10870 return;
10874 // prevent put equipped/bank bag in self
10875 if( IsBagPos ( src ) && srcslot == dstbag)
10877 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
10878 return;
10881 // DST checks
10883 if (pDstItem)
10885 if(pDstItem->m_lootGenerated) // prevent swap looting item
10887 //best error message found for attempting to swap while looting
10888 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
10889 return;
10892 // check unequip potability for equipped items and bank bags
10893 if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
10895 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10896 uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) || pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty());
10897 if(msg != EQUIP_ERR_OK)
10899 SendEquipError( msg, pSrcItem, pDstItem );
10900 return;
10905 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
10906 // or swap empty bag with another empty or not empty bag (with items exchange)
10908 // Move case
10909 if( !pDstItem )
10911 if( IsInventoryPos( dst ) )
10913 ItemPosCountVec dest;
10914 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
10915 if( msg != EQUIP_ERR_OK )
10917 SendEquipError( msg, pSrcItem, NULL );
10918 return;
10921 RemoveItem(srcbag, srcslot, true);
10922 StoreItem( dest, pSrcItem, true);
10924 else if( IsBankPos ( dst ) )
10926 ItemPosCountVec dest;
10927 uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
10928 if( msg != EQUIP_ERR_OK )
10930 SendEquipError( msg, pSrcItem, NULL );
10931 return;
10934 RemoveItem(srcbag, srcslot, true);
10935 BankItem( dest, pSrcItem, true);
10937 else if( IsEquipmentPos ( dst ) )
10939 uint16 dest;
10940 uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
10941 if( msg != EQUIP_ERR_OK )
10943 SendEquipError( msg, pSrcItem, NULL );
10944 return;
10947 RemoveItem(srcbag, srcslot, true);
10948 EquipItem( dest, pSrcItem, true);
10949 AutoUnequipOffhandIfNeed();
10952 return;
10955 // attempt merge to / fill target item
10956 if(!pSrcItem->IsBag() && !pDstItem->IsBag())
10958 uint8 msg;
10959 ItemPosCountVec sDest;
10960 uint16 eDest;
10961 if( IsInventoryPos( dst ) )
10962 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
10963 else if( IsBankPos ( dst ) )
10964 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
10965 else if( IsEquipmentPos ( dst ) )
10966 msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
10967 else
10968 return;
10970 // can be merge/fill
10971 if(msg == EQUIP_ERR_OK)
10973 if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
10975 RemoveItem(srcbag, srcslot, true);
10977 if( IsInventoryPos( dst ) )
10978 StoreItem( sDest, pSrcItem, true);
10979 else if( IsBankPos ( dst ) )
10980 BankItem( sDest, pSrcItem, true);
10981 else if( IsEquipmentPos ( dst ) )
10983 EquipItem( eDest, pSrcItem, true);
10984 AutoUnequipOffhandIfNeed();
10987 else
10989 pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize());
10990 pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize());
10991 pSrcItem->SetState(ITEM_CHANGED, this);
10992 pDstItem->SetState(ITEM_CHANGED, this);
10993 if( IsInWorld() )
10995 pSrcItem->SendUpdateToPlayer( this );
10996 pDstItem->SendUpdateToPlayer( this );
10999 return;
11003 // impossible merge/fill, do real swap
11004 uint8 msg;
11006 // check src->dest move possibility
11007 ItemPosCountVec sDest;
11008 uint16 eDest = 0;
11009 if( IsInventoryPos( dst ) )
11010 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
11011 else if( IsBankPos( dst ) )
11012 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
11013 else if( IsEquipmentPos( dst ) )
11015 msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
11016 if( msg == EQUIP_ERR_OK )
11017 msg = CanUnequipItem( eDest, true );
11020 if( msg != EQUIP_ERR_OK )
11022 SendEquipError( msg, pSrcItem, pDstItem );
11023 return;
11026 // check dest->src move possibility
11027 ItemPosCountVec sDest2;
11028 uint16 eDest2 = 0;
11029 if( IsInventoryPos( src ) )
11030 msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
11031 else if( IsBankPos( src ) )
11032 msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
11033 else if( IsEquipmentPos( src ) )
11035 msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
11036 if( msg == EQUIP_ERR_OK )
11037 msg = CanUnequipItem( eDest2, true);
11040 if( msg != EQUIP_ERR_OK )
11042 SendEquipError( msg, pDstItem, pSrcItem );
11043 return;
11046 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11047 if(pSrcItem->IsBag() && pDstItem->IsBag())
11049 Bag* emptyBag = NULL;
11050 Bag* fullBag = NULL;
11051 if(((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src))
11053 emptyBag = (Bag*)pSrcItem;
11054 fullBag = (Bag*)pDstItem;
11056 else if(((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst))
11058 emptyBag = (Bag*)pDstItem;
11059 fullBag = (Bag*)pSrcItem;
11062 // bag swap (with items exchange) case
11063 if(emptyBag && fullBag)
11065 ItemPrototype const* emotyProto = emptyBag->GetProto();
11067 uint32 count = 0;
11069 for(int i=0; i < fullBag->GetBagSize(); ++i)
11071 Item *bagItem = fullBag->GetItemByPos(i);
11072 if (!bagItem)
11073 continue;
11075 ItemPrototype const* bagItemProto = bagItem->GetProto();
11076 if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emotyProto))
11078 // one from items not go to empry target bag
11079 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
11080 return;
11083 ++count;
11087 if (count > emptyBag->GetBagSize())
11089 // too small targeted bag
11090 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem );
11091 return;
11094 // Items swap
11095 count = 0; // will pos in new bag
11096 for(int i=0; i< fullBag->GetBagSize(); ++i)
11098 Item *bagItem = fullBag->GetItemByPos(i);
11099 if (!bagItem)
11100 continue;
11102 fullBag->RemoveItem(i, true);
11103 emptyBag->StoreItem(count, bagItem, true);
11104 bagItem->SetState(ITEM_CHANGED, this);
11106 ++count;
11111 // now do moves, remove...
11112 RemoveItem(dstbag, dstslot, false);
11113 RemoveItem(srcbag, srcslot, false);
11115 // add to dest
11116 if( IsInventoryPos( dst ) )
11117 StoreItem(sDest, pSrcItem, true);
11118 else if( IsBankPos( dst ) )
11119 BankItem(sDest, pSrcItem, true);
11120 else if( IsEquipmentPos( dst ) )
11121 EquipItem(eDest, pSrcItem, true);
11123 // add to src
11124 if( IsInventoryPos( src ) )
11125 StoreItem(sDest2, pDstItem, true);
11126 else if( IsBankPos( src ) )
11127 BankItem(sDest2, pDstItem, true);
11128 else if( IsEquipmentPos( src ) )
11129 EquipItem(eDest2, pDstItem, true);
11131 AutoUnequipOffhandIfNeed();
11134 void Player::AddItemToBuyBackSlot( Item *pItem )
11136 if( pItem )
11138 uint32 slot = m_currentBuybackSlot;
11139 // if current back slot non-empty search oldest or free
11140 if(m_items[slot])
11142 uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
11143 uint32 oldest_slot = BUYBACK_SLOT_START;
11145 for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
11147 // found empty
11148 if(!m_items[i])
11150 slot = i;
11151 break;
11154 uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
11156 if(oldest_time > i_time)
11158 oldest_time = i_time;
11159 oldest_slot = i;
11163 // find oldest
11164 slot = oldest_slot;
11167 RemoveItemFromBuyBackSlot( slot, true );
11168 sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
11170 m_items[slot] = pItem;
11171 time_t base = time(NULL);
11172 uint32 etime = uint32(base - m_logintime + (30 * 3600));
11173 uint32 eslot = slot - BUYBACK_SLOT_START;
11175 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, pItem->GetGUID() );
11176 ItemPrototype const *pProto = pItem->GetProto();
11177 if( pProto )
11178 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
11179 else
11180 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11181 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
11183 // move to next (for non filled list is move most optimized choice)
11184 if(m_currentBuybackSlot < BUYBACK_SLOT_END-1)
11185 ++m_currentBuybackSlot;
11189 Item* Player::GetItemFromBuyBackSlot( uint32 slot )
11191 sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
11192 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11193 return m_items[slot];
11194 return NULL;
11197 void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
11199 sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
11200 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11202 Item *pItem = m_items[slot];
11203 if( pItem )
11205 pItem->RemoveFromWorld();
11206 if(del) pItem->SetState(ITEM_REMOVED, this);
11209 m_items[slot] = NULL;
11211 uint32 eslot = slot - BUYBACK_SLOT_START;
11212 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, 0 );
11213 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11214 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
11216 // if current backslot is filled set to now free slot
11217 if(m_items[m_currentBuybackSlot])
11218 m_currentBuybackSlot = slot;
11222 void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
11224 sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg);
11225 WorldPacket data( SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18) );
11226 data << uint8(msg);
11228 if(msg)
11230 data << uint64(pItem ? pItem->GetGUID() : 0);
11231 data << uint64(pItem2 ? pItem2->GetGUID() : 0);
11232 data << uint8(0); // not 0 there...
11234 if(msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
11236 uint32 level = 0;
11238 if(pItem)
11239 if(ItemPrototype const* proto = pItem->GetProto())
11240 level = proto->RequiredLevel;
11242 data << uint32(level); // new 2.4.0
11245 GetSession()->SendPacket(&data);
11248 void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
11250 sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11251 WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
11252 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11253 data << uint32(item);
11254 if( param > 0 )
11255 data << uint32(param);
11256 data << uint8(msg);
11257 GetSession()->SendPacket(&data);
11260 void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
11262 sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11263 WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
11264 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11265 data << uint64(guid);
11266 if( param > 0 )
11267 data << uint32(param);
11268 data << uint8(msg);
11269 GetSession()->SendPacket(&data);
11272 void Player::ClearTrade()
11274 tradeGold = 0;
11275 acceptTrade = false;
11276 for(int i = 0; i < TRADE_SLOT_COUNT; i++)
11277 tradeItems[i] = NULL_SLOT;
11280 void Player::TradeCancel(bool sendback)
11282 if(pTrader)
11284 // send yellow "Trade canceled" message to both traders
11285 WorldSession* ws;
11286 ws = GetSession();
11287 if(sendback)
11288 ws->SendCancelTrade();
11289 ws = pTrader->GetSession();
11290 if(!ws->PlayerLogout())
11291 ws->SendCancelTrade();
11293 // cleanup
11294 ClearTrade();
11295 pTrader->ClearTrade();
11296 // prevent loss of reference
11297 pTrader->pTrader = NULL;
11298 pTrader = NULL;
11302 void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
11304 if(m_itemDuration.empty())
11305 return;
11307 sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time,realtimeonly);
11309 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); )
11311 Item* item = *itr;
11312 ++itr; // current element can be erased in UpdateDuration
11314 if (realtimeonly && item->GetProto()->Duration < 0 || !realtimeonly)
11315 item->UpdateDuration(this,time);
11319 void Player::UpdateEnchantTime(uint32 time)
11321 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11323 assert(itr->item);
11324 next=itr;
11325 if(!itr->item->GetEnchantmentId(itr->slot))
11327 next = m_enchantDuration.erase(itr);
11329 else if(itr->leftduration <= time)
11331 ApplyEnchantment(itr->item,itr->slot,false,false);
11332 itr->item->ClearEnchantment(itr->slot);
11333 next = m_enchantDuration.erase(itr);
11335 else if(itr->leftduration > time)
11337 itr->leftduration -= time;
11338 ++next;
11343 void Player::AddEnchantmentDurations(Item *item)
11345 for(int x=0;x<MAX_ENCHANTMENT_SLOT;++x)
11347 if(!item->GetEnchantmentId(EnchantmentSlot(x)))
11348 continue;
11350 uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
11351 if( duration > 0 )
11352 AddEnchantmentDuration(item,EnchantmentSlot(x),duration);
11356 void Player::RemoveEnchantmentDurations(Item *item)
11358 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();)
11360 if(itr->item == item)
11362 // save duration in item
11363 item->SetEnchantmentDuration(EnchantmentSlot(itr->slot),itr->leftduration);
11364 itr = m_enchantDuration.erase(itr);
11366 else
11367 ++itr;
11371 void Player::RemoveAllEnchantments(EnchantmentSlot slot)
11373 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11374 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11376 next = itr;
11377 if(itr->slot==slot)
11379 if(itr->item && itr->item->GetEnchantmentId(slot))
11381 // remove from stats
11382 ApplyEnchantment(itr->item,slot,false,false);
11383 // remove visual
11384 itr->item->ClearEnchantment(slot);
11386 // remove from update list
11387 next = m_enchantDuration.erase(itr);
11389 else
11390 ++next;
11393 // remove enchants from inventory items
11394 // NOTE: no need to remove these from stats, since these aren't equipped
11395 // in inventory
11396 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
11398 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11399 if( pItem && pItem->GetEnchantmentId(slot) )
11400 pItem->ClearEnchantment(slot);
11403 // in inventory bags
11404 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11406 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11407 if( pBag )
11409 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11411 Item* pItem = pBag->GetItemByPos(j);
11412 if( pItem && pItem->GetEnchantmentId(slot) )
11413 pItem->ClearEnchantment(slot);
11419 // duration == 0 will remove item enchant
11420 void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
11422 if(!item)
11423 return;
11425 if(slot >= MAX_ENCHANTMENT_SLOT)
11426 return;
11428 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11430 if(itr->item == item && itr->slot == slot)
11432 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
11433 m_enchantDuration.erase(itr);
11434 break;
11437 if(item && duration > 0 )
11439 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(),slot,uint32(duration/1000));
11440 m_enchantDuration.push_back(EnchantDuration(item,slot,duration));
11444 void Player::ApplyEnchantment(Item *item,bool apply)
11446 for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
11447 ApplyEnchantment(item, EnchantmentSlot(slot), apply);
11450 void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur, bool ignore_condition)
11452 if(!item)
11453 return;
11455 if(!item->IsEquipped())
11456 return;
11458 if(slot >= MAX_ENCHANTMENT_SLOT)
11459 return;
11461 uint32 enchant_id = item->GetEnchantmentId(slot);
11462 if(!enchant_id)
11463 return;
11465 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
11466 if(!pEnchant)
11467 return;
11469 if(!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
11470 return;
11472 for (int s=0; s<3; s++)
11474 uint32 enchant_display_type = pEnchant->type[s];
11475 uint32 enchant_amount = pEnchant->amount[s];
11476 uint32 enchant_spell_id = pEnchant->spellid[s];
11478 switch(enchant_display_type)
11480 case ITEM_ENCHANTMENT_TYPE_NONE:
11481 break;
11482 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
11483 // processed in Player::CastItemCombatSpell
11484 break;
11485 case ITEM_ENCHANTMENT_TYPE_DAMAGE:
11486 if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11487 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
11488 else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
11489 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
11490 else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
11491 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11492 break;
11493 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
11494 if(enchant_spell_id)
11496 if(apply)
11498 int32 basepoints = 0;
11499 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11500 if (item->GetItemRandomPropertyId())
11502 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11503 if (item_rand)
11505 // Search enchant_amount
11506 for (int k=0; k<3; k++)
11508 if(item_rand->enchant_id[k] == enchant_id)
11510 basepoints = int32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11511 break;
11516 // Cast custom spell vs all equal basepoints getted from enchant_amount
11517 if (basepoints)
11518 CastCustomSpell(this,enchant_spell_id,&basepoints,&basepoints,&basepoints,true,item);
11519 else
11520 CastSpell(this,enchant_spell_id,true,item);
11522 else
11523 RemoveAurasDueToItemSpell(item,enchant_spell_id);
11525 break;
11526 case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
11527 if (!enchant_amount)
11529 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11530 if(item_rand)
11532 for (int k=0; k<3; k++)
11534 if(item_rand->enchant_id[k] == enchant_id)
11536 enchant_amount = uint32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11537 break;
11543 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
11544 break;
11545 case ITEM_ENCHANTMENT_TYPE_STAT:
11547 if (!enchant_amount)
11549 ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11550 if(item_rand_suffix)
11552 for (int k=0; k<3; k++)
11554 if(item_rand_suffix->enchant_id[k] == enchant_id)
11556 enchant_amount = uint32((item_rand_suffix->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11557 break;
11563 sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
11564 switch (enchant_spell_id)
11566 case ITEM_MOD_AGILITY:
11567 sLog.outDebug("+ %u AGILITY",enchant_amount);
11568 HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
11569 ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
11570 break;
11571 case ITEM_MOD_STRENGTH:
11572 sLog.outDebug("+ %u STRENGTH",enchant_amount);
11573 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
11574 ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
11575 break;
11576 case ITEM_MOD_INTELLECT:
11577 sLog.outDebug("+ %u INTELLECT",enchant_amount);
11578 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
11579 ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
11580 break;
11581 case ITEM_MOD_SPIRIT:
11582 sLog.outDebug("+ %u SPIRIT",enchant_amount);
11583 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
11584 ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
11585 break;
11586 case ITEM_MOD_STAMINA:
11587 sLog.outDebug("+ %u STAMINA",enchant_amount);
11588 HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
11589 ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
11590 break;
11591 case ITEM_MOD_DEFENSE_SKILL_RATING:
11592 ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
11593 sLog.outDebug("+ %u DEFENCE", enchant_amount);
11594 break;
11595 case ITEM_MOD_DODGE_RATING:
11596 ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
11597 sLog.outDebug("+ %u DODGE", enchant_amount);
11598 break;
11599 case ITEM_MOD_PARRY_RATING:
11600 ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
11601 sLog.outDebug("+ %u PARRY", enchant_amount);
11602 break;
11603 case ITEM_MOD_BLOCK_RATING:
11604 ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
11605 sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
11606 break;
11607 case ITEM_MOD_HIT_MELEE_RATING:
11608 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11609 sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
11610 break;
11611 case ITEM_MOD_HIT_RANGED_RATING:
11612 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11613 sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
11614 break;
11615 case ITEM_MOD_HIT_SPELL_RATING:
11616 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11617 sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
11618 break;
11619 case ITEM_MOD_CRIT_MELEE_RATING:
11620 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11621 sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
11622 break;
11623 case ITEM_MOD_CRIT_RANGED_RATING:
11624 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11625 sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
11626 break;
11627 case ITEM_MOD_CRIT_SPELL_RATING:
11628 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11629 sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
11630 break;
11631 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11632 // in Enchantments
11633 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11634 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11635 // break;
11636 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11637 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11638 // break;
11639 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11640 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11641 // break;
11642 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11643 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11644 // break;
11645 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11646 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11647 // break;
11648 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11649 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11650 // break;
11651 // case ITEM_MOD_HASTE_MELEE_RATING:
11652 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11653 // break;
11654 // case ITEM_MOD_HASTE_RANGED_RATING:
11655 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11656 // break;
11657 case ITEM_MOD_HASTE_SPELL_RATING:
11658 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11659 break;
11660 case ITEM_MOD_HIT_RATING:
11661 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11662 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11663 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11664 sLog.outDebug("+ %u HIT", enchant_amount);
11665 break;
11666 case ITEM_MOD_CRIT_RATING:
11667 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11668 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11669 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11670 sLog.outDebug("+ %u CRITICAL", enchant_amount);
11671 break;
11672 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11673 // case ITEM_MOD_HIT_TAKEN_RATING:
11674 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11675 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11676 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11677 // break;
11678 // case ITEM_MOD_CRIT_TAKEN_RATING:
11679 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11680 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11681 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11682 // break;
11683 case ITEM_MOD_RESILIENCE_RATING:
11684 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11685 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11686 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11687 sLog.outDebug("+ %u RESILIENCE", enchant_amount);
11688 break;
11689 case ITEM_MOD_HASTE_RATING:
11690 ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11691 ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11692 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11693 sLog.outDebug("+ %u HASTE", enchant_amount);
11694 break;
11695 case ITEM_MOD_EXPERTISE_RATING:
11696 ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
11697 sLog.outDebug("+ %u EXPERTISE", enchant_amount);
11698 break;
11699 case ITEM_MOD_ATTACK_POWER:
11700 HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
11701 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11702 sLog.outDebug("+ %u ATTACK_POWER", enchant_amount);
11703 break;
11704 case ITEM_MOD_RANGED_ATTACK_POWER:
11705 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11706 sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount);
11707 break;
11708 case ITEM_MOD_FERAL_ATTACK_POWER:
11709 ((Player*)this)->ApplyFeralAPBonus(enchant_amount, apply);
11710 sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount);
11711 break;
11712 case ITEM_MOD_SPELL_HEALING_DONE:
11713 ((Player*)this)->ApplySpellHealingBonus(enchant_amount, apply);
11714 sLog.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount);
11715 break;
11716 case ITEM_MOD_SPELL_DAMAGE_DONE:
11717 ((Player*)this)->ApplySpellDamageBonus(enchant_amount, apply);
11718 sLog.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount);
11719 break;
11720 case ITEM_MOD_MANA_REGENERATION:
11721 ((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply);
11722 sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount);
11723 break;
11724 case ITEM_MOD_ARMOR_PENETRATION_RATING:
11725 ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
11726 sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
11727 break;
11728 case ITEM_MOD_SPELL_POWER:
11729 ((Player*)this)->ApplySpellHealingBonus(enchant_amount, apply);
11730 ((Player*)this)->ApplySpellDamageBonus(enchant_amount, apply);
11731 sLog.outDebug("+ %u SPELL_POWER", enchant_amount);
11732 break;
11733 default:
11734 break;
11736 break;
11738 case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
11740 if(getClass() == CLASS_SHAMAN)
11742 float addValue = 0.0f;
11743 if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11745 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11746 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
11748 else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
11750 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11751 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
11754 break;
11756 case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
11757 // processed in Player::CastItemUseSpell
11758 break;
11759 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
11760 // nothing do..
11761 break;
11762 default:
11763 sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
11764 break;
11765 } /*switch(enchant_display_type)*/
11766 } /*for*/
11768 // visualize enchantment at player and equipped items
11769 if(slot < MAX_INSPECTED_ENCHANTMENT_SLOT)
11771 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (item->GetSlot() * MAX_VISIBLE_ITEM_OFFSET);
11772 SetUInt32Value(VisibleBase + 1 + slot, apply? item->GetEnchantmentId(slot) : 0);
11775 if(apply_dur)
11777 if(apply)
11779 // set duration
11780 uint32 duration = item->GetEnchantmentDuration(slot);
11781 if(duration > 0)
11782 AddEnchantmentDuration(item,slot,duration);
11784 else
11786 // duration == 0 will remove EnchantDuration
11787 AddEnchantmentDuration(item,slot,0);
11792 void Player::SendEnchantmentDurations()
11794 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11796 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(),itr->slot,uint32(itr->leftduration)/1000);
11800 void Player::SendItemDurations()
11802 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end();++itr)
11804 (*itr)->SendTimeUpdate(this);
11808 void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
11810 if(!item) // prevent crash
11811 return;
11813 // last check 2.0.10
11814 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
11815 data << GetGUID(); // player GUID
11816 data << uint32(received); // 0=looted, 1=from npc
11817 data << uint32(created); // 0=received, 1=created
11818 data << uint32(1); // always 0x01 (probably meant to be count of listed items)
11819 data << (uint8)item->GetBagSlot(); // bagslot
11820 // item slot, but when added to stack: 0xFFFFFFFF
11821 data << (uint32) ((item->GetCount()==count) ? item->GetSlot() : -1);
11822 data << uint32(item->GetEntry()); // item id
11823 data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
11824 data << uint32(item->GetItemRandomPropertyId()); // random item property id
11825 data << uint32(count); // count of items
11826 data << GetItemCount(item->GetEntry()); // count of items in inventory
11828 if (broadcast && GetGroup())
11829 GetGroup()->BroadcastPacket(&data, true);
11830 else
11831 GetSession()->SendPacket(&data);
11834 /*********************************************************/
11835 /*** QUEST SYSTEM ***/
11836 /*********************************************************/
11838 void Player::PrepareQuestMenu( uint64 guid )
11840 Object *pObject;
11841 QuestRelations* pObjectQR;
11842 QuestRelations* pObjectQIR;
11843 Creature *pCreature = GetMap()->GetCreature(guid);
11844 if( pCreature )
11846 pObject = (Object*)pCreature;
11847 pObjectQR = &objmgr.mCreatureQuestRelations;
11848 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
11850 else
11852 GameObject *pGameObject = GetMap()->GetGameObject(guid);
11853 if( pGameObject )
11855 pObject = (Object*)pGameObject;
11856 pObjectQR = &objmgr.mGOQuestRelations;
11857 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
11859 else
11860 return;
11863 QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
11864 qm.ClearMenu();
11866 for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
11868 uint32 quest_id = i->second;
11869 QuestStatus status = GetQuestStatus( quest_id );
11870 if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
11871 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
11872 else if ( status == QUEST_STATUS_INCOMPLETE )
11873 qm.AddMenuItem(quest_id, DIALOG_STATUS_INCOMPLETE);
11874 else if (status == QUEST_STATUS_AVAILABLE )
11875 qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
11878 for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
11880 uint32 quest_id = i->second;
11881 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
11882 if(!pQuest) continue;
11884 QuestStatus status = GetQuestStatus( quest_id );
11886 if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
11887 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
11888 else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
11889 qm.AddMenuItem(quest_id, DIALOG_STATUS_AVAILABLE);
11893 void Player::SendPreparedQuest( uint64 guid )
11895 QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
11896 if( questMenu.Empty() )
11897 return;
11899 QuestMenuItem const& qmi0 = questMenu.GetItem( 0 );
11901 uint32 status = qmi0.m_qIcon;
11903 // single element case
11904 if ( questMenu.MenuItemCount() == 1 )
11906 // Auto open -- maybe also should verify there is no greeting
11907 uint32 quest_id = qmi0.m_qId;
11908 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
11909 if ( pQuest )
11911 if( status == DIALOG_STATUS_REWARD_REP && !GetQuestRewardStatus( quest_id ) )
11912 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanRewardQuest(pQuest,false), true );
11913 else if( status == DIALOG_STATUS_INCOMPLETE )
11914 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, false, true );
11915 // Send completable on repeatable quest if player don't have quest
11916 else if( pQuest->IsRepeatable() && !pQuest->IsDaily() )
11917 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanCompleteRepeatableQuest(pQuest), true );
11918 else
11919 PlayerTalkClass->SendQuestGiverQuestDetails( pQuest, guid, true );
11922 // multiply entries
11923 else
11925 QEmote qe;
11926 qe._Delay = 0;
11927 qe._Emote = 0;
11928 std::string title = "";
11929 Creature *pCreature = GetMap()->GetCreature(guid);
11930 if( pCreature )
11932 uint32 textid = pCreature->GetNpcTextId();
11933 GossipText const* gossiptext = objmgr.GetGossipText(textid);
11934 if( !gossiptext )
11936 qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11937 qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
11938 title = "";
11940 else
11942 qe = gossiptext->Options[0].Emotes[0];
11944 if(!gossiptext->Options[0].Text_0.empty())
11946 title = gossiptext->Options[0].Text_0;
11948 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
11949 if (loc_idx >= 0)
11951 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
11952 if (nl)
11954 if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
11955 title = nl->Text_0[0][loc_idx];
11959 else
11961 title = gossiptext->Options[0].Text_1;
11963 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
11964 if (loc_idx >= 0)
11966 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
11967 if (nl)
11969 if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
11970 title = nl->Text_1[0][loc_idx];
11976 PlayerTalkClass->SendQuestGiverQuestList( qe, title, guid );
11980 bool Player::IsActiveQuest( uint32 quest_id ) const
11982 QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
11984 return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
11987 Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
11989 Object *pObject;
11990 QuestRelations* pObjectQR;
11991 QuestRelations* pObjectQIR;
11993 Creature *pCreature = GetMap()->GetCreature(guid);
11994 if( pCreature )
11996 pObject = (Object*)pCreature;
11997 pObjectQR = &objmgr.mCreatureQuestRelations;
11998 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
12000 else
12002 GameObject *pGameObject = GetMap()->GetGameObject(guid);
12003 if( pGameObject )
12005 pObject = (Object*)pGameObject;
12006 pObjectQR = &objmgr.mGOQuestRelations;
12007 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
12009 else
12010 return NULL;
12013 uint32 nextQuestID = pQuest->GetNextQuestInChain();
12014 for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
12016 if (itr->second == nextQuestID)
12017 return objmgr.GetQuestTemplate(nextQuestID);
12020 return NULL;
12023 bool Player::CanSeeStartQuest( Quest const *pQuest )
12025 if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
12026 SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
12027 SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
12028 SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
12030 return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
12033 return false;
12036 bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
12038 return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
12039 && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
12040 && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
12041 && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
12042 && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
12043 && SatisfyQuestDay( pQuest, msg );
12046 bool Player::CanAddQuest( Quest const *pQuest, bool msg )
12048 if( !SatisfyQuestLog( msg ) )
12049 return false;
12051 uint32 srcitem = pQuest->GetSrcItemId();
12052 if( srcitem > 0 )
12054 uint32 count = pQuest->GetSrcItemCount();
12055 ItemPosCountVec dest;
12056 uint8 msg2 = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12058 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12059 if( msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12060 return true;
12061 else if( msg2 != EQUIP_ERR_OK )
12063 SendEquipError( msg2, NULL, NULL );
12064 return false;
12067 return true;
12070 bool Player::CanCompleteQuest( uint32 quest_id )
12072 if( quest_id )
12074 QuestStatusData& q_status = mQuestStatus[quest_id];
12075 if( q_status.m_status == QUEST_STATUS_COMPLETE )
12076 return false; // not allow re-complete quest
12078 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12080 if(!qInfo)
12081 return false;
12083 // auto complete quest
12084 if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
12085 return true;
12087 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
12090 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12092 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12094 if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
12095 return false;
12099 if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12101 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12103 if( qInfo->ReqCreatureOrGOId[i] == 0 )
12104 continue;
12106 if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
12107 return false;
12111 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
12112 return false;
12114 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && q_status.m_timer == 0 )
12115 return false;
12117 if ( qInfo->GetRewOrReqMoney() < 0 )
12119 if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
12120 return false;
12123 uint32 repFacId = qInfo->GetRepObjectiveFaction();
12124 if ( repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
12125 return false;
12127 return true;
12130 return false;
12133 bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
12135 // Solve problem that player don't have the quest and try complete it.
12136 // if repeatable she must be able to complete event if player don't have it.
12137 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12138 if( !CanTakeQuest(pQuest, false) )
12139 return false;
12141 if (pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER) )
12142 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12143 if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
12144 return false;
12146 if( !CanRewardQuest(pQuest, false) )
12147 return false;
12149 return true;
12152 bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
12154 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12155 if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
12156 return false;
12158 // daily quest can't be rewarded (25 daily quest already completed)
12159 if(!SatisfyQuestDay(pQuest,true))
12160 return false;
12162 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12163 if(GetQuestRewardStatus(pQuest->GetQuestId()))
12164 return false;
12166 // prevent receive reward with quest items in bank
12167 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12169 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12171 if( pQuest->ReqItemCount[i]!= 0 &&
12172 GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
12174 if(msg)
12175 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
12176 return false;
12181 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12182 if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
12183 return false;
12185 return true;
12188 bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
12190 // prevent receive reward with quest items in bank or for not completed quest
12191 if(!CanRewardQuest(pQuest,msg))
12192 return false;
12194 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12196 if( pQuest->RewChoiceItemId[reward] )
12198 ItemPosCountVec dest;
12199 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
12200 if( res != EQUIP_ERR_OK )
12202 SendEquipError( res, NULL, NULL );
12203 return false;
12208 if ( pQuest->GetRewItemsCount() > 0 )
12210 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
12212 if( pQuest->RewItemId[i] )
12214 ItemPosCountVec dest;
12215 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
12216 if( res != EQUIP_ERR_OK )
12218 SendEquipError( res, NULL, NULL );
12219 return false;
12225 return true;
12228 void Player::AddQuest( Quest const *pQuest, Object *questGiver )
12230 uint16 log_slot = FindQuestSlot( 0 );
12231 assert(log_slot < MAX_QUEST_LOG_SIZE);
12233 uint32 quest_id = pQuest->GetQuestId();
12235 // if not exist then created with set uState==NEW and rewarded=false
12236 QuestStatusData& questStatusData = mQuestStatus[quest_id];
12238 // check for repeatable quests status reset
12239 questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
12240 questStatusData.m_explored = false;
12242 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12244 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12245 questStatusData.m_itemcount[i] = 0;
12248 if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12250 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12251 questStatusData.m_creatureOrGOcount[i] = 0;
12254 GiveQuestSourceItem( pQuest );
12255 AdjustQuestReqItemCount( pQuest, questStatusData );
12257 if( pQuest->GetRepObjectiveFaction() )
12258 if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction()))
12259 GetReputationMgr().SetVisible(factionEntry);
12261 uint32 qtime = 0;
12262 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
12264 uint32 limittime = pQuest->GetLimitTime();
12266 // shared timed quest
12267 if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
12268 limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILISECONDS;
12270 AddTimedQuest( quest_id );
12271 questStatusData.m_timer = limittime * IN_MILISECONDS;
12272 qtime = static_cast<uint32>(time(NULL)) + limittime;
12274 else
12275 questStatusData.m_timer = 0;
12277 SetQuestSlot(log_slot, quest_id, qtime);
12279 if (questStatusData.uState != QUEST_NEW)
12280 questStatusData.uState = QUEST_CHANGED;
12282 //starting initial quest script
12283 if(questGiver && pQuest->GetQuestStartScript()!=0)
12284 sWorld.ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
12286 // Some spells applied at quest activation
12287 SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,true);
12288 if(saBounds.first != saBounds.second)
12290 uint32 zone, area;
12291 GetZoneAndAreaId(zone,area);
12293 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
12294 if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
12295 if( !HasAura(itr->second->spellId,0) )
12296 CastSpell(this,itr->second->spellId,true);
12299 UpdateForQuestsGO();
12302 void Player::CompleteQuest( uint32 quest_id )
12304 if( quest_id )
12306 SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
12308 uint16 log_slot = FindQuestSlot( quest_id );
12309 if( log_slot < MAX_QUEST_LOG_SIZE)
12310 SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12312 if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
12314 if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
12315 RewardQuest(qInfo,0,this,false);
12316 else
12317 SendQuestComplete( quest_id );
12322 void Player::IncompleteQuest( uint32 quest_id )
12324 if( quest_id )
12326 SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
12328 uint16 log_slot = FindQuestSlot( quest_id );
12329 if( log_slot < MAX_QUEST_LOG_SIZE)
12330 RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12334 void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
12336 uint32 quest_id = pQuest->GetQuestId();
12338 for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++ )
12340 if ( pQuest->ReqItemId[i] )
12341 DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
12344 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12345 // SetTimedQuest( 0 );
12346 m_timedquests.erase(pQuest->GetQuestId());
12348 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12350 if( pQuest->RewChoiceItemId[reward] )
12352 ItemPosCountVec dest;
12353 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK )
12355 Item* item = StoreNewItem( dest, pQuest->RewChoiceItemId[reward], true);
12356 SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
12361 if ( pQuest->GetRewItemsCount() > 0 )
12363 for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
12365 if( pQuest->RewItemId[i] )
12367 ItemPosCountVec dest;
12368 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ) == EQUIP_ERR_OK )
12370 Item* item = StoreNewItem( dest, pQuest->RewItemId[i], true);
12371 SendNewItem(item, pQuest->RewItemCount[i], true, false);
12377 RewardReputation( pQuest );
12379 if( pQuest->GetRewSpellCast() > 0 )
12380 CastSpell( this, pQuest->GetRewSpellCast(), true);
12381 else if( pQuest->GetRewSpell() > 0)
12382 CastSpell( this, pQuest->GetRewSpell(), true);
12384 uint16 log_slot = FindQuestSlot( quest_id );
12385 if( log_slot < MAX_QUEST_LOG_SIZE)
12386 SetQuestSlot(log_slot,0);
12388 QuestStatusData& q_status = mQuestStatus[quest_id];
12390 // Not give XP in case already completed once repeatable quest
12391 uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
12393 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
12394 GiveXP( XP , NULL );
12395 else
12397 uint32 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY));
12398 ModifyMoney( money );
12399 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money);
12402 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12403 if(pQuest->GetRewOrReqMoney())
12405 ModifyMoney( pQuest->GetRewOrReqMoney() );
12407 if(pQuest->GetRewOrReqMoney() > 0)
12408 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney());
12411 // honor reward
12412 if(pQuest->GetRewHonorableKills())
12413 RewardHonor(NULL, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
12415 // title reward
12416 if(pQuest->GetCharTitleId())
12418 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
12419 SetTitle(titleEntry);
12422 if(pQuest->GetBonusTalents())
12424 m_questRewardTalentCount+=pQuest->GetBonusTalents();
12425 InitTalentForLevel();
12428 // Send reward mail
12429 if(pQuest->GetRewMailTemplateId())
12431 MailMessageType mailType;
12432 uint32 senderGuidOrEntry;
12433 switch(questGiver->GetTypeId())
12435 case TYPEID_UNIT:
12436 mailType = MAIL_CREATURE;
12437 senderGuidOrEntry = questGiver->GetEntry();
12438 break;
12439 case TYPEID_GAMEOBJECT:
12440 mailType = MAIL_GAMEOBJECT;
12441 senderGuidOrEntry = questGiver->GetEntry();
12442 break;
12443 case TYPEID_ITEM:
12444 mailType = MAIL_ITEM;
12445 senderGuidOrEntry = questGiver->GetEntry();
12446 break;
12447 case TYPEID_PLAYER:
12448 mailType = MAIL_NORMAL;
12449 senderGuidOrEntry = questGiver->GetGUIDLow();
12450 break;
12451 default:
12452 mailType = MAIL_NORMAL;
12453 senderGuidOrEntry = GetGUIDLow();
12454 break;
12457 Loot questMailLoot;
12459 questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this,true);
12461 // fill mail
12462 MailItemsInfo mi; // item list preparing
12464 uint32 max_slot = questMailLoot.GetMaxSlotInLootFor(this);
12465 for(uint32 i = 0; mi.size() < MAX_MAIL_ITEMS && i < max_slot; ++i)
12467 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
12469 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12471 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12472 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12477 WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
12480 if(pQuest->IsDaily())
12482 SetDailyQuestStatus(quest_id);
12483 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
12486 if ( !pQuest->IsRepeatable() )
12487 SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
12488 else
12489 SetQuestStatus(quest_id, QUEST_STATUS_NONE);
12491 q_status.m_rewarded = true;
12493 if(announce)
12494 SendQuestReward( pQuest, XP, questGiver );
12496 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12497 if (pQuest->GetZoneOrSort() > 0)
12498 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort());
12499 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
12500 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId());
12502 uint32 zone = 0;
12503 uint32 area = 0;
12505 // remove auras from spells with quest reward state limitations
12506 SpellAreaForQuestMapBounds saEndBounds = spellmgr.GetSpellAreaForQuestEndMapBounds(quest_id);
12507 if(saEndBounds.first != saEndBounds.second)
12509 GetZoneAndAreaId(zone,area);
12511 for(SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr)
12512 if(!itr->second->IsFitToRequirements(this,zone,area))
12513 RemoveAurasDueToSpell(itr->second->spellId);
12516 // Some spells applied at quest reward
12517 SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,false);
12518 if(saBounds.first != saBounds.second)
12520 if(!zone || !area)
12521 GetZoneAndAreaId(zone,area);
12523 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
12524 if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
12525 if( !HasAura(itr->second->spellId,0) )
12526 CastSpell(this,itr->second->spellId,true);
12530 void Player::FailQuest( uint32 quest_id )
12532 if( quest_id )
12534 IncompleteQuest( quest_id );
12536 uint16 log_slot = FindQuestSlot( quest_id );
12537 if( log_slot < MAX_QUEST_LOG_SIZE)
12539 SetQuestSlotTimer(log_slot, 1 );
12540 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12542 SendQuestFailed( quest_id );
12546 void Player::FailTimedQuest( uint32 quest_id )
12548 if( quest_id )
12550 QuestStatusData& q_status = mQuestStatus[quest_id];
12552 q_status.m_timer = 0;
12553 if (q_status.uState != QUEST_NEW)
12554 q_status.uState = QUEST_CHANGED;
12556 IncompleteQuest( quest_id );
12558 uint16 log_slot = FindQuestSlot( quest_id );
12559 if( log_slot < MAX_QUEST_LOG_SIZE)
12561 SetQuestSlotTimer(log_slot, 1 );
12562 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12564 SendQuestTimerFailed( quest_id );
12568 bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
12570 int32 zoneOrSort = qInfo->GetZoneOrSort();
12571 int32 skillOrClass = qInfo->GetSkillOrClass();
12573 // skip zone zoneOrSort and 0 case skillOrClass
12574 if( zoneOrSort >= 0 && skillOrClass == 0 )
12575 return true;
12577 int32 questSort = -zoneOrSort;
12578 uint8 reqSortClass = ClassByQuestSort(questSort);
12580 // check class sort cases in zoneOrSort
12581 if( reqSortClass != 0 && getClass() != reqSortClass)
12583 if( msg )
12584 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12585 return false;
12588 // check class
12589 if( skillOrClass < 0 )
12591 uint8 reqClass = -int32(skillOrClass);
12592 if(getClass() != reqClass)
12594 if( msg )
12595 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12596 return false;
12599 // check skill
12600 else if( skillOrClass > 0 )
12602 uint32 reqSkill = skillOrClass;
12603 if( GetSkillValue( reqSkill ) < qInfo->GetRequiredSkillValue() )
12605 if( msg )
12606 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12607 return false;
12611 return true;
12614 bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
12616 if( getLevel() < qInfo->GetMinLevel() )
12618 if( msg )
12619 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12620 return false;
12622 return true;
12625 bool Player::SatisfyQuestLog( bool msg )
12627 // exist free slot
12628 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE )
12629 return true;
12631 if( msg )
12633 WorldPacket data( SMSG_QUESTLOG_FULL, 0 );
12634 GetSession()->SendPacket( &data );
12635 sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12637 return false;
12640 bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
12642 // No previous quest (might be first quest in a series)
12643 if( qInfo->prevQuests.empty())
12644 return true;
12646 for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter )
12648 uint32 prevId = abs(*iter);
12650 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
12651 Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
12653 if( qPrevInfo && i_prevstatus != mQuestStatus.end() )
12655 // If any of the positive previous quests completed, return true
12656 if( *iter > 0 && i_prevstatus->second.m_rewarded )
12658 // skip one-from-all exclusive group
12659 if(qPrevInfo->GetExclusiveGroup() >= 0)
12660 return true;
12662 // each-from-all exclusive group ( < 0)
12663 // can be start if only all quests in prev quest exclusive group completed and rewarded
12664 ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12665 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12667 assert(iter2!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12669 for(; iter2 != end; ++iter2)
12671 uint32 exclude_Id = iter2->second;
12673 // skip checked quest id, only state of other quests in group is interesting
12674 if(exclude_Id == prevId)
12675 continue;
12677 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12679 // alternative quest from group also must be completed and rewarded(reported)
12680 if( i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded )
12682 if( msg )
12683 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12684 return false;
12687 return true;
12689 // If any of the negative previous quests active, return true
12690 if( *iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12691 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
12693 // skip one-from-all exclusive group
12694 if(qPrevInfo->GetExclusiveGroup() >= 0)
12695 return true;
12697 // each-from-all exclusive group ( < 0)
12698 // can be start if only all quests in prev quest exclusive group active
12699 ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12700 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12702 assert(iter2!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12704 for(; iter2 != end; ++iter2)
12706 uint32 exclude_Id = iter2->second;
12708 // skip checked quest id, only state of other quests in group is interesting
12709 if(exclude_Id == prevId)
12710 continue;
12712 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12714 // alternative quest from group also must be active
12715 if( i_exstatus == mQuestStatus.end() ||
12716 i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
12717 (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)) )
12719 if( msg )
12720 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12721 return false;
12724 return true;
12729 // Has only positive prev. quests in non-rewarded state
12730 // and negative prev. quests in non-active state
12731 if( msg )
12732 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12734 return false;
12737 bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
12739 uint32 reqraces = qInfo->GetRequiredRaces();
12740 if ( reqraces == 0 )
12741 return true;
12742 if( (reqraces & getRaceMask()) == 0 )
12744 if( msg )
12745 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
12746 return false;
12748 return true;
12751 bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
12753 uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
12754 if(fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
12756 if( msg )
12757 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12758 return false;
12761 uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
12762 if(fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
12764 if( msg )
12765 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12766 return false;
12769 return true;
12772 bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
12774 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
12775 if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
12777 if( msg )
12778 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
12779 return false;
12781 return true;
12784 bool Player::SatisfyQuestTimed( Quest const* qInfo, bool msg )
12786 if ( (find(m_timedquests.begin(), m_timedquests.end(), qInfo->GetQuestId()) != m_timedquests.end()) && qInfo->HasFlag(QUEST_MANGOS_FLAGS_TIMED) )
12788 if( msg )
12789 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED );
12790 return false;
12792 return true;
12795 bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
12797 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12798 if(qInfo->GetExclusiveGroup() <= 0)
12799 return true;
12801 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
12802 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
12804 assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
12806 for(; iter != end; ++iter)
12808 uint32 exclude_Id = iter->second;
12810 // skip checked quest id, only state of other quests in group is interesting
12811 if(exclude_Id == qInfo->GetQuestId())
12812 continue;
12814 // not allow have daily quest if daily quest from exclusive group already recently completed
12815 Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
12816 if( !SatisfyQuestDay(Nquest, false) )
12818 if( msg )
12819 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12820 return false;
12823 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12825 // alternative quest already started or completed
12826 if( i_exstatus != mQuestStatus.end()
12827 && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
12829 if( msg )
12830 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12831 return false;
12834 return true;
12837 bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
12839 if(!qInfo->GetNextQuestInChain())
12840 return true;
12842 // next quest in chain already started or completed
12843 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
12844 if( itr != mQuestStatus.end()
12845 && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) )
12847 if( msg )
12848 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12849 return false;
12852 // check for all quests further up the chain
12853 // only necessary if there are quest chains with more than one quest that can be skipped
12854 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12855 return true;
12858 bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
12860 // No previous quest in chain
12861 if( qInfo->prevChainQuests.empty())
12862 return true;
12864 for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
12866 uint32 prevId = *iter;
12868 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
12870 if( i_prevstatus != mQuestStatus.end() )
12872 // If any of the previous quests in chain active, return false
12873 if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12874 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
12876 if( msg )
12877 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12878 return false;
12882 // check for all quests further down the chain
12883 // only necessary if there are quest chains with more than one quest that can be skipped
12884 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12885 // return false;
12888 // No previous quest in chain active
12889 return true;
12892 bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
12894 if(!qInfo->IsDaily())
12895 return true;
12897 bool have_slot = false;
12898 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
12900 uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
12901 if(qInfo->GetQuestId()==id)
12902 return false;
12904 if(!id)
12905 have_slot = true;
12908 if(!have_slot)
12910 if( msg )
12911 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
12912 return false;
12915 return true;
12918 bool Player::GiveQuestSourceItem( Quest const *pQuest )
12920 uint32 srcitem = pQuest->GetSrcItemId();
12921 if( srcitem > 0 )
12923 uint32 count = pQuest->GetSrcItemCount();
12924 if( count <= 0 )
12925 count = 1;
12927 ItemPosCountVec dest;
12928 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12929 if( msg == EQUIP_ERR_OK )
12931 Item * item = StoreNewItem(dest, srcitem, true);
12932 SendNewItem(item, count, true, false);
12933 return true;
12935 // player already have max amount required item, just report success
12936 else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12937 return true;
12938 else
12939 SendEquipError( msg, NULL, NULL );
12940 return false;
12943 return true;
12946 bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
12948 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12949 if( qInfo )
12951 uint32 srcitem = qInfo->GetSrcItemId();
12952 if( srcitem > 0 )
12954 uint32 count = qInfo->GetSrcItemCount();
12955 if( count <= 0 )
12956 count = 1;
12958 // exist one case when destroy source quest item not possible:
12959 // non un-equippable item (equipped non-empty bag, for example)
12960 uint8 res = CanUnequipItems(srcitem,count);
12961 if(res != EQUIP_ERR_OK)
12963 if(msg)
12964 SendEquipError( res, NULL, NULL );
12965 return false;
12968 DestroyItemCount(srcitem, count, true, true);
12971 return true;
12974 bool Player::GetQuestRewardStatus( uint32 quest_id ) const
12976 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12977 if( qInfo )
12979 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
12980 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
12981 if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
12982 && !qInfo->IsRepeatable() )
12983 return itr->second.m_rewarded;
12985 return false;
12987 return false;
12990 QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
12992 if( quest_id )
12994 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
12995 if( itr != mQuestStatus.end() )
12996 return itr->second.m_status;
12998 return QUEST_STATUS_NONE;
13001 bool Player::CanShareQuest(uint32 quest_id) const
13003 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13004 if( qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) )
13006 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13007 if( itr != mQuestStatus.end() )
13008 return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
13010 return false;
13013 void Player::SetQuestStatus( uint32 quest_id, QuestStatus status )
13015 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13016 if( qInfo )
13018 if( status == QUEST_STATUS_NONE || status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE )
13020 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
13021 m_timedquests.erase(qInfo->GetQuestId());
13024 QuestStatusData& q_status = mQuestStatus[quest_id];
13026 q_status.m_status = status;
13027 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13030 UpdateForQuestsGO();
13033 // not used in MaNGOS, but used in scripting code
13034 uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
13036 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13037 if( !qInfo )
13038 return 0;
13040 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13041 if ( qInfo->ReqCreatureOrGOId[j] == entry )
13042 return mQuestStatus[quest_id].m_creatureOrGOcount[j];
13044 return 0;
13047 void Player::AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData )
13049 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13051 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
13053 uint32 reqitemcount = pQuest->ReqItemCount[i];
13054 if( reqitemcount != 0 )
13056 uint32 quest_id = pQuest->GetQuestId();
13057 uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
13059 questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount);
13060 if (questStatusData.uState != QUEST_NEW) questStatusData.uState = QUEST_CHANGED;
13066 uint16 Player::FindQuestSlot( uint32 quest_id ) const
13068 for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13069 if ( GetQuestSlotQuestId(i) == quest_id )
13070 return i;
13072 return MAX_QUEST_LOG_SIZE;
13075 void Player::AreaExploredOrEventHappens( uint32 questId )
13077 if( questId )
13079 uint16 log_slot = FindQuestSlot( questId );
13080 if( log_slot < MAX_QUEST_LOG_SIZE)
13082 QuestStatusData& q_status = mQuestStatus[questId];
13084 if(!q_status.m_explored)
13086 q_status.m_explored = true;
13087 if (q_status.uState != QUEST_NEW)
13088 q_status.uState = QUEST_CHANGED;
13091 if( CanCompleteQuest( questId ) )
13092 CompleteQuest( questId );
13096 //not used in mangosd, function for external script library
13097 void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
13099 if( Group *pGroup = GetGroup() )
13101 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
13103 Player *pGroupGuy = itr->getSource();
13105 // for any leave or dead (with not released body) group member at appropriate distance
13106 if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse() )
13107 pGroupGuy->AreaExploredOrEventHappens(questId);
13110 else
13111 AreaExploredOrEventHappens(questId);
13114 void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
13116 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13118 uint32 questid = GetQuestSlotQuestId(i);
13119 if ( questid == 0 )
13120 continue;
13122 QuestStatusData& q_status = mQuestStatus[questid];
13124 if ( q_status.m_status != QUEST_STATUS_INCOMPLETE )
13125 continue;
13127 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13128 if( !qInfo || !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13129 continue;
13131 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13133 uint32 reqitem = qInfo->ReqItemId[j];
13134 if ( reqitem == entry )
13136 uint32 reqitemcount = qInfo->ReqItemCount[j];
13137 uint32 curitemcount = q_status.m_itemcount[j];
13138 if ( curitemcount < reqitemcount )
13140 uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
13141 q_status.m_itemcount[j] += additemcount;
13142 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13144 SendQuestUpdateAddItem( qInfo, j, additemcount );
13146 if ( CanCompleteQuest( questid ) )
13147 CompleteQuest( questid );
13148 return;
13152 UpdateForQuestsGO();
13155 void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
13157 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13159 uint32 questid = GetQuestSlotQuestId(i);
13160 if(!questid)
13161 continue;
13162 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13163 if ( !qInfo )
13164 continue;
13165 if( !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13166 continue;
13168 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13170 uint32 reqitem = qInfo->ReqItemId[j];
13171 if ( reqitem == entry )
13173 QuestStatusData& q_status = mQuestStatus[questid];
13175 uint32 reqitemcount = qInfo->ReqItemCount[j];
13176 uint32 curitemcount;
13177 if( q_status.m_status != QUEST_STATUS_COMPLETE )
13178 curitemcount = q_status.m_itemcount[j];
13179 else
13180 curitemcount = GetItemCount(entry,true);
13181 if ( curitemcount < reqitemcount + count )
13183 uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
13184 q_status.m_itemcount[j] = curitemcount - remitemcount;
13185 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13187 IncompleteQuest( questid );
13189 return;
13193 UpdateForQuestsGO();
13196 void Player::KilledMonster( uint32 entry, uint64 guid )
13198 uint32 addkillcount = 1;
13199 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, entry, addkillcount);
13200 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13202 uint32 questid = GetQuestSlotQuestId(i);
13203 if(!questid)
13204 continue;
13206 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13207 if( !qInfo )
13208 continue;
13209 // just if !ingroup || !noraidgroup || raidgroup
13210 QuestStatusData& q_status = mQuestStatus[questid];
13211 if( q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
13213 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST) )
13215 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13217 // skip GO activate objective or none
13218 if(qInfo->ReqCreatureOrGOId[j] <=0)
13219 continue;
13221 // skip Cast at creature objective
13222 if(qInfo->ReqSpell[j] !=0 )
13223 continue;
13225 uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
13227 if ( reqkill == entry )
13229 uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
13230 uint32 curkillcount = q_status.m_creatureOrGOcount[j];
13231 if ( curkillcount < reqkillcount )
13233 q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
13234 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13236 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
13238 if ( CanCompleteQuest( questid ) )
13239 CompleteQuest( questid );
13241 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13242 continue;
13250 void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
13252 bool isCreature = IS_CREATURE_GUID(guid);
13254 uint32 addCastCount = 1;
13255 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
13257 uint32 questid = GetQuestSlotQuestId(i);
13258 if(!questid)
13259 continue;
13261 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13262 if ( !qInfo )
13263 continue;
13265 QuestStatusData& q_status = mQuestStatus[questid];
13267 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13269 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST ) )
13271 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13273 // skip kill creature objective (0) or wrong spell casts
13274 if(qInfo->ReqSpell[j] != spell_id )
13275 continue;
13277 uint32 reqTarget = 0;
13279 if(isCreature)
13281 // creature activate objectives
13282 if(qInfo->ReqCreatureOrGOId[j] > 0)
13283 // checked at quest_template loading
13284 reqTarget = qInfo->ReqCreatureOrGOId[j];
13286 else
13288 // GO activate objective
13289 if(qInfo->ReqCreatureOrGOId[j] < 0)
13290 // checked at quest_template loading
13291 reqTarget = - qInfo->ReqCreatureOrGOId[j];
13294 // other not this creature/GO related objectives
13295 if( reqTarget != entry )
13296 continue;
13298 uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
13299 uint32 curCastCount = q_status.m_creatureOrGOcount[j];
13300 if ( curCastCount < reqCastCount )
13302 q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
13303 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13305 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount);
13308 if ( CanCompleteQuest( questid ) )
13309 CompleteQuest( questid );
13311 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13312 break;
13319 void Player::TalkedToCreature( uint32 entry, uint64 guid )
13321 uint32 addTalkCount = 1;
13322 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13324 uint32 questid = GetQuestSlotQuestId(i);
13325 if(!questid)
13326 continue;
13328 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13329 if ( !qInfo )
13330 continue;
13332 QuestStatusData& q_status = mQuestStatus[questid];
13334 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13336 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) )
13338 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13340 // skip spell casts and Gameobject objectives
13341 if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
13342 continue;
13344 uint32 reqTarget = 0;
13346 if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
13347 // checked at quest_template loading
13348 reqTarget = qInfo->ReqCreatureOrGOId[j];
13349 else
13350 continue;
13352 if ( reqTarget == entry )
13354 uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
13355 uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
13356 if ( curTalkCount < reqTalkCount )
13358 q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
13359 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13361 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount);
13363 if ( CanCompleteQuest( questid ) )
13364 CompleteQuest( questid );
13366 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13367 continue;
13375 void Player::MoneyChanged( uint32 count )
13377 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13379 uint32 questid = GetQuestSlotQuestId(i);
13380 if (!questid)
13381 continue;
13383 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13384 if( qInfo && qInfo->GetRewOrReqMoney() < 0 )
13386 QuestStatusData& q_status = mQuestStatus[questid];
13388 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13390 if(int32(count) >= -qInfo->GetRewOrReqMoney())
13392 if ( CanCompleteQuest( questid ) )
13393 CompleteQuest( questid );
13396 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13398 if(int32(count) < -qInfo->GetRewOrReqMoney())
13399 IncompleteQuest( questid );
13405 void Player::ReputationChanged(FactionEntry const* factionEntry )
13407 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13409 if(uint32 questid = GetQuestSlotQuestId(i))
13411 if(Quest const* qInfo = objmgr.GetQuestTemplate(questid))
13413 if(qInfo->GetRepObjectiveFaction() == factionEntry->ID )
13415 QuestStatusData& q_status = mQuestStatus[questid];
13416 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13418 if(GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
13419 if ( CanCompleteQuest( questid ) )
13420 CompleteQuest( questid );
13422 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13424 if(GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
13425 IncompleteQuest( questid );
13433 bool Player::HasQuestForItem( uint32 itemid ) const
13435 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13437 uint32 questid = GetQuestSlotQuestId(i);
13438 if ( questid == 0 )
13439 continue;
13441 QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
13442 if(qs_itr == mQuestStatus.end())
13443 continue;
13445 QuestStatusData const& q_status = qs_itr->second;
13447 if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
13449 Quest const* qinfo = objmgr.GetQuestTemplate(questid);
13450 if(!qinfo)
13451 continue;
13453 // hide quest if player is in raid-group and quest is no raid quest
13454 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
13455 continue;
13457 // There should be no mixed ReqItem/ReqSource drop
13458 // This part for ReqItem drop
13459 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13461 if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] )
13462 return true;
13464 // This part - for ReqSource
13465 for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; j++)
13467 // examined item is a source item
13468 if (qinfo->ReqSourceId[j] == itemid)
13470 ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
13472 // 'unique' item
13473 if (pProto->MaxCount && GetItemCount(itemid,true) < pProto->MaxCount)
13474 return true;
13476 // allows custom amount drop when not 0
13477 if (qinfo->ReqSourceCount[j])
13479 if (GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
13480 return true;
13481 } else if (GetItemCount(itemid,true) < pProto->Stackable)
13482 return true;
13487 return false;
13490 void Player::SendQuestComplete( uint32 quest_id )
13492 if( quest_id )
13494 WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 );
13495 data << uint32(quest_id);
13496 GetSession()->SendPacket( &data );
13497 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id );
13501 void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
13503 uint32 questid = pQuest->GetQuestId();
13504 sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
13505 WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) );
13506 data << uint32(questid);
13508 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
13510 data << uint32(XP);
13511 data << uint32(pQuest->GetRewOrReqMoney());
13513 else
13515 data << uint32(0);
13516 data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
13519 data << uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
13520 data << uint32(pQuest->GetBonusTalents()); // bonus talents
13521 GetSession()->SendPacket( &data );
13523 if (pQuest->GetQuestCompleteScript() != 0)
13524 sWorld.ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
13527 void Player::SendQuestFailed( uint32 quest_id )
13529 if( quest_id )
13531 WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 );
13532 data << quest_id;
13533 data << uint32(0); // failed reason (4 for inventory is full)
13534 GetSession()->SendPacket( &data );
13535 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13539 void Player::SendQuestTimerFailed( uint32 quest_id )
13541 if( quest_id )
13543 WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
13544 data << quest_id;
13545 GetSession()->SendPacket( &data );
13546 sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13550 void Player::SendCanTakeQuestResponse( uint32 msg )
13552 WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
13553 data << uint32(msg);
13554 GetSession()->SendPacket( &data );
13555 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13558 void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
13560 if( pPlayer )
13562 WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
13563 data << uint64(pPlayer->GetGUID());
13564 data << uint8(msg); // valid values: 0-8
13565 GetSession()->SendPacket( &data );
13566 sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13570 void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
13572 WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 );
13573 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13574 //data << pQuest->ReqItemId[item_idx];
13575 //data << count;
13576 GetSession()->SendPacket( &data );
13579 void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
13581 assert(old_count + add_count < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13583 int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
13584 if (entry < 0)
13585 // client expected gameobject template id in form (id|0x80000000)
13586 entry = (-entry) | 0x80000000;
13588 WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
13589 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13590 data << uint32(pQuest->GetQuestId());
13591 data << uint32(entry);
13592 data << uint32(old_count + add_count);
13593 data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
13594 data << uint64(guid);
13595 GetSession()->SendPacket(&data);
13597 uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
13598 if( log_slot < MAX_QUEST_LOG_SIZE)
13599 SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
13602 /*********************************************************/
13603 /*** LOAD SYSTEM ***/
13604 /*********************************************************/
13606 bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
13608 bool delete_result = true;
13609 if(!result)
13611 // 0 1 2 3 4 5 6 7 8 9
13612 result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid);
13613 if(!result) return false;
13615 else delete_result = false;
13617 Field *fields = result->Fetch();
13619 if(!LoadValues( fields[1].GetString()))
13621 sLog.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid));
13622 if(delete_result) delete result;
13623 return false;
13626 // overwrite possible wrong/corrupted guid
13627 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13629 m_name = fields[2].GetCppString();
13631 Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat());
13632 SetMapId(fields[6].GetUInt32());
13633 // the instance id is not needed at character enum
13635 m_Played_time[0] = fields[7].GetUInt32();
13636 m_Played_time[1] = fields[8].GetUInt32();
13638 m_atLoginFlags = fields[9].GetUInt32();
13640 // I don't see these used anywhere ..
13641 /*_LoadGroup();
13643 _LoadBoundInstances();*/
13645 if (delete_result) delete result;
13647 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
13648 m_items[i] = NULL;
13650 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
13651 m_deathState = DEAD;
13653 return true;
13656 void Player::_LoadDeclinedNames(QueryResult* result)
13658 if(!result)
13659 return;
13661 if(m_declinedname)
13662 delete m_declinedname;
13664 m_declinedname = new DeclinedName;
13665 Field *fields = result->Fetch();
13666 for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
13667 m_declinedname->name[i] = fields[i].GetCppString();
13669 delete result;
13672 void Player::_LoadArenaTeamInfo(QueryResult *result)
13674 // arenateamid, played_week, played_season, personal_rating
13675 memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32)*18);
13676 if (!result)
13677 return;
13681 Field *fields = result->Fetch();
13683 uint32 arenateamid = fields[0].GetUInt32();
13684 uint32 played_week = fields[1].GetUInt32();
13685 uint32 played_season = fields[2].GetUInt32();
13686 uint32 personal_rating = fields[3].GetUInt32();
13688 ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid);
13689 if(!aTeam)
13691 sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid, played_week, played_season, personal_rating);
13692 continue;
13694 uint8 arenaSlot = aTeam->GetSlot();
13696 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6] = arenateamid; // TeamID
13697 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 1] = ((aTeam->GetCaptain() == GetGUID()) ? (uint32)0 : (uint32)1); // Captain 0, member 1
13698 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 2] = played_week; // Played Week
13699 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 3] = played_season; // Played Season
13700 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 4] = 0; // Unk
13701 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 5] = personal_rating; // Personal Rating
13703 }while (result->NextRow());
13704 delete result;
13707 bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
13709 QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
13710 if(!result)
13711 return false;
13713 Field *fields = result->Fetch();
13715 x = fields[0].GetFloat();
13716 y = fields[1].GetFloat();
13717 z = fields[2].GetFloat();
13718 o = fields[3].GetFloat();
13719 mapid = fields[4].GetUInt32();
13720 in_flight = !fields[5].GetCppString().empty();
13722 delete result;
13723 return true;
13726 bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
13728 QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
13729 if( !result )
13730 return false;
13732 Field *fields = result->Fetch();
13734 data = StrSplit(fields[0].GetCppString(), " ");
13736 delete result;
13738 return true;
13741 uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
13743 if(index >= data.size())
13744 return 0;
13746 return (uint32)atoi(data[index].c_str());
13749 float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
13751 float result;
13752 uint32 temp = Player::GetUInt32ValueFromArray(data,index);
13753 memcpy(&result, &temp, sizeof(result));
13755 return result;
13758 uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
13760 Tokens data;
13761 if(!LoadValuesArrayFromDB(data,guid))
13762 return 0;
13764 return GetUInt32ValueFromArray(data,index);
13767 float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
13769 float result;
13770 uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
13771 memcpy(&result, &temp, sizeof(result));
13773 return result;
13776 bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
13778 //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 [28] [29] 30 31 32 33 34 35 36 37 38 39 40
13779 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points,bgid,bgteam,bgmap,bgx,bgy,bgz,bgo FROM characters WHERE guid = '%u'", guid);
13780 QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
13782 if(!result)
13784 sLog.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid);
13785 return false;
13788 Field *fields = result->Fetch();
13790 uint32 dbAccountId = fields[1].GetUInt32();
13792 // check if the character's account in the db and the logged in account match.
13793 // player should be able to load/delete character only with correct account!
13794 if( dbAccountId != GetSession()->GetAccountId() )
13796 sLog.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
13797 delete result;
13798 return false;
13801 Object::_Create( guid, 0, HIGHGUID_PLAYER );
13803 m_name = fields[3].GetCppString();
13805 // check name limitations
13806 if(!ObjectMgr::IsValidName(m_name) || GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name))
13808 delete result;
13809 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
13810 return false;
13813 if(!LoadValues( fields[2].GetString()))
13815 sLog.outError("Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
13816 delete result;
13817 return false;
13820 // overwrite possible wrong/corrupted guid
13821 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13823 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13824 for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
13826 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), 0 );
13827 SetVisibleItemSlot(slot,NULL);
13829 if (m_items[slot])
13831 delete m_items[slot];
13832 m_items[slot] = NULL;
13836 // update money limits
13837 if(GetMoney() > MAX_MONEY_AMOUNT)
13838 SetMoney(MAX_MONEY_AMOUNT);
13840 sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
13841 outDebugValues();
13843 m_race = fields[4].GetUInt8();
13844 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13845 //Other way is to saves m_team into characters table.
13846 setFactionForRace(m_race);
13847 SetCharm(NULL);
13849 m_class = fields[5].GetUInt8();
13851 // load home bind and check in same time class/race pair, it used later for restore broken positions
13852 if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
13853 return false;
13855 InitPrimaryProffesions(); // to max set before any spell loaded
13857 // init saved position, and fix it later if problematic
13858 uint32 transGUID = fields[24].GetUInt32();
13859 Relocate(fields[6].GetFloat(),fields[7].GetFloat(),fields[8].GetFloat(),fields[10].GetFloat());
13860 SetMapId(fields[9].GetUInt32());
13861 SetDifficulty(fields[32].GetUInt32()); // may be changed in _LoadGroup
13863 _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
13865 _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
13867 uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[33].GetUInt32();
13868 if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
13869 arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS);
13871 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
13873 // check arena teams integrity
13874 for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
13876 uint32 arena_team_id = GetArenaTeamId(arena_slot);
13877 if(!arena_team_id)
13878 continue;
13880 if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
13881 if(at->HaveMember(GetGUID()))
13882 continue;
13884 // arena team not exist or not member, cleanup fields
13885 for(int j =0; j < 6; ++j)
13886 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arena_slot * 6 + j, 0);
13889 _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
13891 if(!IsPositionValid())
13893 sLog.outError("Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
13894 RelocateToHomebind();
13896 transGUID = 0;
13898 m_movementInfo.t_x = 0.0f;
13899 m_movementInfo.t_y = 0.0f;
13900 m_movementInfo.t_z = 0.0f;
13901 m_movementInfo.t_o = 0.0f;
13904 uint32 bgid = fields[34].GetUInt32();
13905 uint32 bgteam = fields[35].GetUInt32();
13907 if(bgid) //saved in BattleGround
13909 SetBattleGroundEntryPoint(fields[36].GetUInt32(),fields[37].GetFloat(),fields[38].GetFloat(),fields[39].GetFloat(),fields[40].GetFloat());
13911 // check entry point and fix to homebind if need
13912 MapEntry const* mapEntry = sMapStore.LookupEntry(m_bgEntryPoint.mapid);
13913 if(!mapEntry || mapEntry->Instanceable() || !MapManager::IsValidMapCoord(m_bgEntryPoint))
13914 SetBattleGroundEntryPoint(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ,0.0f);
13916 BattleGround *currentBg = sBattleGroundMgr.GetBattleGround(bgid, BATTLEGROUND_TYPE_NONE);
13918 if(currentBg && currentBg->IsPlayerInBattleGround(GetGUID()))
13920 BattleGroundQueueTypeId bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType());
13921 uint32 queueSlot = AddBattleGroundQueueId(bgQueueTypeId);
13923 SetBattleGroundId(currentBg->GetInstanceID(), currentBg->GetTypeID());
13924 SetBGTeam(bgteam);
13926 //join player to battleground group
13927 currentBg->EventPlayerLoggedIn(this, GetGUID());
13928 currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), bgteam);
13930 SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID());
13932 else
13934 Relocate(GetBattleGroundEntryPoint());
13935 //RemoveArenaAuras(true);
13938 else
13940 MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId());
13941 // if server restart after player save in BG or area
13942 // player can have current coordinates in to BG/Arean map, fix this
13943 if(!mapEntry || mapEntry->IsBattleGroundOrArena())
13945 // return to BG master
13946 SetMapId(fields[36].GetUInt32());
13947 Relocate(fields[37].GetFloat(),fields[38].GetFloat(),fields[39].GetFloat(),fields[40].GetFloat());
13949 // check entry point and fix to homebind if need
13950 mapEntry = sMapStore.LookupEntry(GetMapId());
13951 if(!mapEntry || mapEntry->IsBattleGroundOrArena() || !IsPositionValid())
13952 RelocateToHomebind();
13956 if (transGUID != 0)
13958 m_movementInfo.t_x = fields[20].GetFloat();
13959 m_movementInfo.t_y = fields[21].GetFloat();
13960 m_movementInfo.t_z = fields[22].GetFloat();
13961 m_movementInfo.t_o = fields[23].GetFloat();
13963 if( !MaNGOS::IsValidMapCoord(
13964 GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
13965 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
13966 // transport size limited
13967 m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
13969 sLog.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13970 guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
13971 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
13973 RelocateToHomebind();
13975 m_movementInfo.t_x = 0.0f;
13976 m_movementInfo.t_y = 0.0f;
13977 m_movementInfo.t_z = 0.0f;
13978 m_movementInfo.t_o = 0.0f;
13980 transGUID = 0;
13984 if (transGUID != 0)
13986 for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
13988 if( (*iter)->GetGUIDLow() == transGUID)
13990 MapEntry const* transMapEntry = sMapStore.LookupEntry((*iter)->GetMapId());
13991 // client without expansion support
13992 if(GetSession()->Expansion() < transMapEntry->Expansion())
13994 sLog.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter)->GetMapId());
13995 break;
13998 m_transport = *iter;
13999 m_transport->AddPassenger(this);
14000 SetMapId(m_transport->GetMapId());
14001 break;
14005 if(!m_transport)
14007 sLog.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14008 guid,transGUID);
14010 RelocateToHomebind();
14012 m_movementInfo.t_x = 0.0f;
14013 m_movementInfo.t_y = 0.0f;
14014 m_movementInfo.t_z = 0.0f;
14015 m_movementInfo.t_o = 0.0f;
14017 transGUID = 0;
14020 else // not transport case
14022 MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId());
14023 // client without expansion support
14024 if(GetSession()->Expansion() < mapEntry->Expansion())
14026 sLog.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14027 RelocateToHomebind();
14031 // NOW player must have valid map
14032 // load the player's map here if it's not already loaded
14033 Map *map = GetMap();
14035 // since the player may not be bound to the map yet, make sure subsequent
14036 // getmap calls won't create new maps
14037 SetInstanceId(map->GetInstanceId());
14039 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14040 if(GetInstanceId() && !sInstanceSaveManager.GetInstanceSave(GetInstanceId()))
14042 AreaTrigger const* at = objmgr.GetMapEntranceTrigger(GetMapId());
14043 if(at)
14044 Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
14045 else
14046 sLog.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no aretrigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
14049 SaveRecallPosition();
14051 time_t now = time(NULL);
14052 time_t logoutTime = time_t(fields[16].GetUInt64());
14054 // since last logout (in seconds)
14055 uint64 time_diff = uint64(now - logoutTime);
14057 // set value, including drunk invisibility detection
14058 // calculate sobering. after 15 minutes logged out, the player will be sober again
14059 float soberFactor;
14060 if(time_diff > 15*MINUTE)
14061 soberFactor = 0;
14062 else
14063 soberFactor = 1-time_diff/(15.0f*MINUTE);
14064 uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
14065 SetDrunkValue(newDrunkenValue);
14067 m_rest_bonus = fields[15].GetFloat();
14068 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14069 float bubble0 = 0.031;
14070 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14071 float bubble1 = 0.125;
14073 if((int32)fields[16].GetUInt32() > 0)
14075 float bubble = fields[17].GetUInt32() > 0
14076 ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
14077 : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
14079 SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
14082 m_cinematic = fields[12].GetUInt32();
14083 m_Played_time[0]= fields[13].GetUInt32();
14084 m_Played_time[1]= fields[14].GetUInt32();
14086 m_resetTalentsCost = fields[18].GetUInt32();
14087 m_resetTalentsTime = time_t(fields[19].GetUInt64());
14089 // reserve some flags
14090 uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
14092 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) )
14093 SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
14095 m_taxi.LoadTaxiMask( fields[11].GetString() ); // must be before InitTaxiNodesForLevel
14097 uint32 extraflags = fields[25].GetUInt32();
14099 m_stableSlots = fields[26].GetUInt32();
14100 if(m_stableSlots > MAX_PET_STABLES)
14102 sLog.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES,uint32(m_stableSlots));
14103 m_stableSlots = MAX_PET_STABLES;
14106 m_atLoginFlags = fields[27].GetUInt32();
14108 // Honor system
14109 // Update Honor kills data
14110 m_lastHonorUpdateTime = logoutTime;
14111 UpdateHonorFields();
14113 m_deathExpireTime = (time_t)fields[30].GetUInt64();
14114 if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
14115 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
14117 std::string taxi_nodes = fields[31].GetCppString();
14119 delete result;
14121 // clear channel spell data (if saved at channel spell casting)
14122 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
14123 SetUInt32Value(UNIT_CHANNEL_SPELL,0);
14125 // clear charm/summon related fields
14126 SetCharm(NULL);
14127 SetPet(NULL);
14128 SetCharmerGUID(0);
14129 SetOwnerGUID(0);
14130 SetCreatorGUID(0);
14132 // reset some aura modifiers before aura apply
14133 SetFarSightGUID(0);
14134 SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
14135 SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
14137 _LoadSkills();
14139 // make sure the unit is considered out of combat for proper loading
14140 ClearInCombat();
14142 // make sure the unit is considered not in duel for proper loading
14143 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
14144 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
14146 // remember loaded power/health values to restore after stats initialization and modifier applying
14147 uint32 savedHealth = GetHealth();
14148 uint32 savedPower[MAX_POWERS];
14149 for(uint32 i = 0; i < MAX_POWERS; ++i)
14150 savedPower[i] = GetPower(Powers(i));
14152 // reset stats before loading any modifiers
14153 InitStatsForLevel();
14154 InitTaxiNodesForLevel();
14155 InitGlyphsForLevel();
14156 InitRunes();
14158 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14160 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14161 //_LoadMail();
14163 _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
14164 _LoadGlyphAuras();
14166 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14167 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
14168 m_deathState = DEAD;
14170 _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
14172 // after spell load, learn rewarded spell if need also
14173 _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
14174 _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
14176 // after spell and quest load
14177 InitTalentForLevel();
14178 learnDefaultSpells();
14180 _LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS));
14182 // must be before inventory (some items required reputation check)
14183 m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
14185 _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
14187 // update items with duration and realtime
14188 UpdateItemDuration(time_diff, true);
14190 _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
14192 // unread mails and next delivery time, actual mails not loaded
14193 _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
14195 m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
14197 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14198 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14199 if(uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
14201 if(!HasTitle(curTitle))
14202 SetUInt32Value(PLAYER_CHOSEN_TITLE,0);
14205 // Not finish taxi flight path
14206 if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam()))
14208 // problems with taxi path loading
14209 TaxiNodesEntry const* nodeEntry = NULL;
14210 if(uint32 node_id = m_taxi.GetTaxiSource())
14211 nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14213 if(!nodeEntry) // don't know taxi start node, to homebind
14215 sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14216 RelocateToHomebind();
14217 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14219 else // have start node, to it
14221 sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14222 SetMapId(nodeEntry->map_id);
14223 Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
14224 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14226 m_taxi.ClearTaxiDestinations();
14228 else if(uint32 node_id = m_taxi.GetTaxiSource())
14230 // save source node as recall coord to prevent recall and fall from sky
14231 TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14232 assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
14233 m_recallMap = nodeEntry->map_id;
14234 m_recallX = nodeEntry->x;
14235 m_recallY = nodeEntry->y;
14236 m_recallZ = nodeEntry->z;
14238 // flight will started later
14241 // has to be called after last Relocate() in Player::LoadFromDB
14242 SetFallInformation(0, GetPositionZ());
14244 _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
14246 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14247 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14248 if(!isAlive())
14249 RemoveAllAurasOnDeath();
14251 //apply all stat bonuses from items and auras
14252 SetCanModifyStats(true);
14253 UpdateAllStats();
14255 // restore remembered power/health values (but not more max values)
14256 SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
14257 for(uint32 i = 0; i < MAX_POWERS; ++i)
14258 SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
14260 sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
14261 outDebugValues();
14263 // GM state
14264 if(GetSession()->GetSecurity() > SEC_PLAYER)
14266 switch(sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
14268 default:
14269 case 0: break; // disable
14270 case 1: SetGameMaster(true); break; // enable
14271 case 2: // save state
14272 if(extraflags & PLAYER_EXTRA_GM_ON)
14273 SetGameMaster(true);
14274 break;
14277 switch(sWorld.getConfig(CONFIG_GM_VISIBLE_STATE))
14279 default:
14280 case 0: SetGMVisible(false); break; // invisible
14281 case 1: break; // visible
14282 case 2: // save state
14283 if(extraflags & PLAYER_EXTRA_GM_INVISIBLE)
14284 SetGMVisible(false);
14285 break;
14288 switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
14290 default:
14291 case 0: break; // disable
14292 case 1: SetAcceptTicket(true); break; // enable
14293 case 2: // save state
14294 if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
14295 SetAcceptTicket(true);
14296 break;
14299 switch(sWorld.getConfig(CONFIG_GM_CHAT))
14301 default:
14302 case 0: break; // disable
14303 case 1: SetGMChat(true); break; // enable
14304 case 2: // save state
14305 if(extraflags & PLAYER_EXTRA_GM_CHAT)
14306 SetGMChat(true);
14307 break;
14310 switch(sWorld.getConfig(CONFIG_GM_WISPERING_TO))
14312 default:
14313 case 0: break; // disable
14314 case 1: SetAcceptWhispers(true); break; // enable
14315 case 2: // save state
14316 if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
14317 SetAcceptWhispers(true);
14318 break;
14322 _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
14324 m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
14325 m_achievementMgr.CheckAllAchievementCriteria();
14326 return true;
14329 bool Player::isAllowedToLoot(Creature* creature)
14331 if(Player* recipient = creature->GetLootRecipient())
14333 if (recipient == this)
14334 return true;
14335 if( Group* otherGroup = recipient->GetGroup())
14337 Group* thisGroup = GetGroup();
14338 if(!thisGroup)
14339 return false;
14340 return thisGroup == otherGroup;
14342 return false;
14344 else
14345 // prevent other players from looting if the recipient got disconnected
14346 return !creature->hasLootRecipient();
14349 void Player::_LoadActions(QueryResult *result)
14351 m_actionButtons.clear();
14353 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14355 if(result)
14359 Field *fields = result->Fetch();
14361 uint8 button = fields[0].GetUInt8();
14363 if(addActionButton(button, fields[1].GetUInt16(), fields[2].GetUInt8(), fields[3].GetUInt8()))
14364 m_actionButtons[button].uState = ACTIONBUTTON_UNCHANGED;
14365 else
14367 sLog.outError( " ...at loading, and will deleted in DB also");
14369 // Will deleted in DB at next save (it can create data until save but marked as deleted)
14370 m_actionButtons[button].uState = ACTIONBUTTON_DELETED;
14373 while( result->NextRow() );
14375 delete result;
14379 void Player::_LoadAuras(QueryResult *result, uint32 timediff)
14381 m_Auras.clear();
14382 for (int i = 0; i < TOTAL_AURAS; i++)
14383 m_modAuras[i].clear();
14385 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14387 if(result)
14391 Field *fields = result->Fetch();
14392 uint64 caster_guid = fields[0].GetUInt64();
14393 uint32 spellid = fields[1].GetUInt32();
14394 uint32 effindex = fields[2].GetUInt32();
14395 uint32 stackcount = fields[3].GetUInt32();
14396 int32 damage = (int32)fields[4].GetUInt32();
14397 int32 maxduration = (int32)fields[5].GetUInt32();
14398 int32 remaintime = (int32)fields[6].GetUInt32();
14399 int32 remaincharges = (int32)fields[7].GetUInt32();
14401 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
14402 if(!spellproto)
14404 sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex);
14405 continue;
14408 if(effindex >= 3)
14410 sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex);
14411 continue;
14414 // negative effects should continue counting down after logout
14415 if (remaintime != -1 && !IsPositiveEffect(spellid, effindex))
14417 if(remaintime <= int32(timediff))
14418 continue;
14420 remaintime -= timediff;
14423 // prevent wrong values of remaincharges
14424 if(spellproto->procCharges)
14426 if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
14427 remaincharges = spellproto->procCharges;
14429 else
14430 remaincharges = 0;
14433 for(uint32 i=0; i<stackcount; i++)
14435 Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
14436 if(!damage)
14437 damage = aura->GetModifier()->m_amount;
14439 // reset stolen single target auras
14440 if (caster_guid != GetGUID() && aura->IsSingleTarget())
14441 aura->SetIsSingleTarget(false);
14443 aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
14444 AddAura(aura);
14445 sLog.outDetail("Added aura spellid %u, effect %u", spellproto->Id, effindex);
14448 while( result->NextRow() );
14450 delete result;
14453 if(m_class == CLASS_WARRIOR)
14454 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
14457 void Player::_LoadGlyphAuras()
14459 for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
14461 if (uint32 glyph = GetGlyph(i))
14463 if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
14465 if (GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i)))
14467 if(gp->TypeFlags == gs->TypeFlags)
14469 CastSpell(this, gp->SpellId, true);
14470 continue;
14472 else
14473 sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags);
14475 else
14476 sLog.outError("Player %s has not existing glyph slot entry %u on index %u", m_name.c_str(), GetGlyphSlot(i), i);
14478 else
14479 sLog.outError("Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i);
14481 // On any error remove glyph
14482 SetGlyph(i, 0);
14487 void Player::LoadCorpse()
14489 if( isAlive() )
14491 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14493 else
14495 if(Corpse *corpse = GetCorpse())
14497 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
14499 else
14501 //Prevent Dead Player login without corpse
14502 ResurrectPlayer(0.5f);
14507 void Player::_LoadInventory(QueryResult *result, uint32 timediff)
14509 //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());
14510 std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
14511 //NOTE: the "order by `bag`" is important because it makes sure
14512 //the bagMap is filled before items in the bags are loaded
14513 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14514 //expected to be equipped before offhand items (TODO: fixme)
14516 uint32 zone = GetZoneId();
14518 if (result)
14520 std::list<Item*> problematicItems;
14522 // prevent items from being added to the queue when stored
14523 m_itemUpdateQueueBlocked = true;
14526 Field *fields = result->Fetch();
14527 uint32 bag_guid = fields[1].GetUInt32();
14528 uint8 slot = fields[2].GetUInt8();
14529 uint32 item_guid = fields[3].GetUInt32();
14530 uint32 item_id = fields[4].GetUInt32();
14532 ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
14534 if(!proto)
14536 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14537 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
14538 sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
14539 continue;
14542 Item *item = NewItemOrBag(proto);
14544 if(!item->LoadFromDB(item_guid, GetGUID(), result))
14546 sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
14547 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14548 item->FSetState(ITEM_REMOVED);
14549 item->SaveToDB(); // it also deletes item object !
14550 continue;
14553 // not allow have in alive state item limited to another map/zone
14554 if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
14556 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14557 item->FSetState(ITEM_REMOVED);
14558 item->SaveToDB(); // it also deletes item object !
14559 continue;
14562 // "Conjured items disappear if you are logged out for more than 15 minutes"
14563 if ((timediff > 15*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED)))
14565 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14566 item->FSetState(ITEM_REMOVED);
14567 item->SaveToDB(); // it also deletes item object !
14568 continue;
14571 bool success = true;
14573 if (!bag_guid)
14575 // the item is not in a bag
14576 item->SetContainer( NULL );
14577 item->SetSlot(slot);
14579 if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
14581 ItemPosCountVec dest;
14582 if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK )
14583 item = StoreItem(dest, item, true);
14584 else
14585 success = false;
14587 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) )
14589 uint16 dest;
14590 if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK )
14591 QuickEquipItem(dest, item);
14592 else
14593 success = false;
14595 else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) )
14597 ItemPosCountVec dest;
14598 if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK )
14599 item = BankItem(dest, item, true);
14600 else
14601 success = false;
14604 if(success)
14606 // store bags that may contain items in them
14607 if(item->IsBag() && IsBagPos(item->GetPos()))
14608 bagMap[item_guid] = (Bag*)item;
14611 else
14613 item->SetSlot(NULL_SLOT);
14614 // the item is in a bag, find the bag
14615 std::map<uint64, Bag*>::iterator itr = bagMap.find(bag_guid);
14616 if(itr != bagMap.end())
14617 itr->second->StoreItem(slot, item, true );
14618 else
14619 success = false;
14622 // item's state may have changed after stored
14623 if (success)
14624 item->SetState(ITEM_UNCHANGED, this);
14625 else
14627 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);
14628 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14629 problematicItems.push_back(item);
14631 } while (result->NextRow());
14633 delete result;
14634 m_itemUpdateQueueBlocked = false;
14636 // send by mail problematic items
14637 while(!problematicItems.empty())
14639 // fill mail
14640 MailItemsInfo mi; // item list preparing
14642 for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
14644 Item* item = problematicItems.front();
14645 problematicItems.pop_front();
14647 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
14650 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
14652 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
14655 //if(isAlive())
14656 _ApplyAllItemMods();
14659 // load mailed item which should receive current player
14660 void Player::_LoadMailedItems(Mail *mail)
14662 // data needs to be at first place for Item::LoadFromDB
14663 QueryResult* result = CharacterDatabase.PQuery("SELECT data, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail->messageID);
14664 if(!result)
14665 return;
14669 Field *fields = result->Fetch();
14670 uint32 item_guid_low = fields[1].GetUInt32();
14671 uint32 item_template = fields[2].GetUInt32();
14673 mail->AddItem(item_guid_low, item_template);
14675 ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
14677 if(!proto)
14679 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);
14680 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14681 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
14682 continue;
14685 Item *item = NewItemOrBag(proto);
14687 if(!item->LoadFromDB(item_guid_low, 0, result))
14689 sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
14690 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14691 item->FSetState(ITEM_REMOVED);
14692 item->SaveToDB(); // it also deletes item object !
14693 continue;
14696 AddMItem(item);
14697 } while (result->NextRow());
14699 delete result;
14702 void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery)
14704 //set a count of unread mails
14705 //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);
14706 if (resultUnread)
14708 Field *fieldMail = resultUnread->Fetch();
14709 unReadMails = fieldMail[0].GetUInt8();
14710 delete resultUnread;
14713 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14714 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14715 if (resultDelivery)
14717 Field *fieldMail = resultDelivery->Fetch();
14718 m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
14719 delete resultDelivery;
14723 void Player::_LoadMail()
14725 m_mail.clear();
14726 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14727 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());
14728 if(result)
14732 Field *fields = result->Fetch();
14733 Mail *m = new Mail;
14734 m->messageID = fields[0].GetUInt32();
14735 m->messageType = fields[1].GetUInt8();
14736 m->sender = fields[2].GetUInt32();
14737 m->receiver = fields[3].GetUInt32();
14738 m->subject = fields[4].GetCppString();
14739 m->itemTextId = fields[5].GetUInt32();
14740 bool has_items = fields[6].GetBool();
14741 m->expire_time = (time_t)fields[7].GetUInt64();
14742 m->deliver_time = (time_t)fields[8].GetUInt64();
14743 m->money = fields[9].GetUInt32();
14744 m->COD = fields[10].GetUInt32();
14745 m->checked = fields[11].GetUInt32();
14746 m->stationery = fields[12].GetUInt8();
14747 m->mailTemplateId = fields[13].GetInt16();
14749 if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
14751 sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
14752 m->mailTemplateId = 0;
14755 m->state = MAIL_STATE_UNCHANGED;
14757 if (has_items)
14758 _LoadMailedItems(m);
14760 m_mail.push_back(m);
14761 } while( result->NextRow() );
14762 delete result;
14764 m_mailsLoaded = true;
14767 void Player::LoadPet()
14769 //fixme: the pet should still be loaded if the player is not in world
14770 // just not added to the map
14771 if(IsInWorld())
14773 Pet *pet = new Pet;
14774 if(!pet->LoadPetFromDB(this,0,0,true))
14775 delete pet;
14779 void Player::_LoadQuestStatus(QueryResult *result)
14781 mQuestStatus.clear();
14783 uint32 slot = 0;
14785 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14786 //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());
14788 if(result)
14792 Field *fields = result->Fetch();
14794 uint32 quest_id = fields[0].GetUInt32();
14795 // used to be new, no delete?
14796 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14797 if( pQuest )
14799 // find or create
14800 QuestStatusData& questStatusData = mQuestStatus[quest_id];
14802 uint32 qstatus = fields[1].GetUInt32();
14803 if(qstatus < MAX_QUEST_STATUS)
14804 questStatusData.m_status = QuestStatus(qstatus);
14805 else
14807 questStatusData.m_status = QUEST_STATUS_NONE;
14808 sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
14811 questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
14812 questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
14814 time_t quest_time = time_t(fields[4].GetUInt64());
14816 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE )
14818 AddTimedQuest( quest_id );
14820 if (quest_time <= sWorld.GetGameTime())
14821 questStatusData.m_timer = 1;
14822 else
14823 questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * IN_MILISECONDS;
14825 else
14826 quest_time = 0;
14828 questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
14829 questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
14830 questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
14831 questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
14832 questStatusData.m_itemcount[0] = fields[9].GetUInt32();
14833 questStatusData.m_itemcount[1] = fields[10].GetUInt32();
14834 questStatusData.m_itemcount[2] = fields[11].GetUInt32();
14835 questStatusData.m_itemcount[3] = fields[12].GetUInt32();
14837 questStatusData.uState = QUEST_UNCHANGED;
14839 // add to quest log
14840 if( slot < MAX_QUEST_LOG_SIZE &&
14841 ( questStatusData.m_status==QUEST_STATUS_INCOMPLETE ||
14842 questStatusData.m_status==QUEST_STATUS_COMPLETE &&
14843 (!questStatusData.m_rewarded || pQuest->IsDaily()) ) )
14845 SetQuestSlot(slot,quest_id,quest_time);
14847 if(questStatusData.m_status == QUEST_STATUS_COMPLETE)
14848 SetQuestSlotState(slot,QUEST_STATE_COMPLETE);
14850 for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
14851 if(questStatusData.m_creatureOrGOcount[idx])
14852 SetQuestSlotCounter(slot,idx,questStatusData.m_creatureOrGOcount[idx]);
14854 ++slot;
14857 if(questStatusData.m_rewarded)
14859 // learn rewarded spell if unknown
14860 learnQuestRewardedSpells(pQuest);
14862 // set rewarded title if any
14863 if(pQuest->GetCharTitleId())
14865 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
14866 SetTitle(titleEntry);
14869 if(pQuest->GetBonusTalents())
14870 m_questRewardTalentCount+=pQuest->GetBonusTalents();
14873 sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
14876 while( result->NextRow() );
14878 delete result;
14881 // clear quest log tail
14882 for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
14883 SetQuestSlot(i,0);
14886 void Player::_LoadDailyQuestStatus(QueryResult *result)
14888 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
14889 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
14891 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14893 if(result)
14895 uint32 quest_daily_idx = 0;
14899 if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
14901 sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14902 break;
14905 Field *fields = result->Fetch();
14907 uint32 quest_id = fields[0].GetUInt32();
14909 // save _any_ from daily quest times (it must be after last reset anyway)
14910 m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
14912 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14913 if( !pQuest )
14914 continue;
14916 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
14917 ++quest_daily_idx;
14919 sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
14921 while( result->NextRow() );
14923 delete result;
14926 m_DailyQuestChanged = false;
14929 void Player::_LoadSpells(QueryResult *result)
14931 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14933 if(result)
14937 Field *fields = result->Fetch();
14939 addSpell(fields[0].GetUInt16(), fields[1].GetBool(), false, false, fields[2].GetBool());
14941 while( result->NextRow() );
14943 delete result;
14947 void Player::_LoadTutorials(QueryResult *result)
14949 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14951 if(result)
14955 Field *fields = result->Fetch();
14957 for (int iI=0; iI<8; iI++)
14958 m_Tutorials[iI] = fields[iI].GetUInt32();
14960 while( result->NextRow() );
14962 delete result;
14965 m_TutorialsChanged = false;
14968 void Player::_LoadGroup(QueryResult *result)
14970 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14971 if(result)
14973 uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
14974 delete result;
14975 Group* group = objmgr.GetGroupByLeader(leaderGuid);
14976 if(group)
14978 uint8 subgroup = group->GetMemberGroup(GetGUID());
14979 SetGroup(group, subgroup);
14980 if(getLevel() >= LEVELREQUIREMENT_HEROIC)
14982 // the group leader may change the instance difficulty while the player is offline
14983 SetDifficulty(group->GetDifficulty());
14989 void Player::_LoadBoundInstances(QueryResult *result)
14991 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
14992 m_boundInstances[i].clear();
14994 Group *group = GetGroup();
14996 //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));
14997 if(result)
15001 Field *fields = result->Fetch();
15002 bool perm = fields[1].GetBool();
15003 uint32 mapId = fields[2].GetUInt32();
15004 uint32 instanceId = fields[0].GetUInt32();
15005 uint8 difficulty = fields[3].GetUInt8();
15006 time_t resetTime = (time_t)fields[4].GetUInt64();
15007 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15008 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15009 // and in that case it is not used
15011 MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
15012 if(!mapEntry || !mapEntry->IsDungeon())
15014 sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId);
15015 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
15016 continue;
15019 if(!perm && group)
15021 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);
15022 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
15023 continue;
15026 // since non permanent binds are always solo bind, they can always be reset
15027 InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true);
15028 if(save) BindToInstance(save, perm, true);
15029 } while(result->NextRow());
15030 delete result;
15034 InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty)
15036 // some instances only have one difficulty
15037 const MapEntry* entry = sMapStore.LookupEntry(mapid);
15038 if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
15040 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15041 if(itr != m_boundInstances[difficulty].end())
15042 return &itr->second;
15043 else
15044 return NULL;
15047 void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
15049 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15050 UnbindInstance(itr, difficulty, unload);
15053 void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload)
15055 if(itr != m_boundInstances[difficulty].end())
15057 if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
15058 itr->second.save->RemovePlayer(this); // save can become invalid
15059 m_boundInstances[difficulty].erase(itr++);
15063 InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
15065 if(save)
15067 InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
15068 if(bind.save)
15070 // update the save when the group kills a boss
15071 if(permanent != bind.perm || save != bind.save)
15072 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());
15074 else
15075 if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
15077 if(bind.save != save)
15079 if(bind.save) bind.save->RemovePlayer(this);
15080 save->AddPlayer(this);
15083 if(permanent) save->SetCanReset(false);
15085 bind.save = save;
15086 bind.perm = permanent;
15087 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());
15088 return &bind;
15090 else
15091 return NULL;
15094 void Player::SendRaidInfo()
15096 uint32 counter = 0;
15098 WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
15100 size_t p_counter = data.wpos();
15101 data << uint32(counter); // placeholder
15103 for(int i = 0; i < TOTAL_DIFFICULTIES; ++i)
15105 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15107 if(itr->second.perm)
15109 InstanceSave *save = itr->second.save;
15110 data << uint32(save->GetMapId());
15111 data << uint32(save->GetResetTime() - time(NULL));
15112 data << uint32(save->GetInstanceId());
15113 data << uint32(save->GetDifficulty());
15114 ++counter;
15118 data.put<uint32>(p_counter,counter);
15119 GetSession()->SendPacket(&data);
15123 - called on every successful teleportation to a map
15125 void Player::SendSavedInstances()
15127 bool hasBeenSaved = false;
15128 WorldPacket data;
15130 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15132 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15134 if(itr->second.perm) // only permanent binds are sent
15136 hasBeenSaved = true;
15137 break;
15142 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15143 data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
15144 data << uint32(hasBeenSaved);
15145 GetSession()->SendPacket(&data);
15147 if(!hasBeenSaved)
15148 return;
15150 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15152 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15154 if(itr->second.perm)
15156 data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
15157 data << uint32(itr->second.save->GetMapId());
15158 GetSession()->SendPacket(&data);
15164 /// convert the player's binds to the group
15165 void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
15167 bool has_binds = false;
15168 bool has_solo = false;
15170 if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); }
15171 assert(player_guid);
15173 // copy all binds to the group, when changing leader it's assumed the character
15174 // will not have any solo binds
15176 if(player)
15178 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15180 for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
15182 has_binds = true;
15183 if(group) group->BindToInstance(itr->second.save, itr->second.perm, true);
15184 // permanent binds are not removed
15185 if(!itr->second.perm)
15187 player->UnbindInstance(itr, i, true); // increments itr
15188 has_solo = true;
15190 else
15191 ++itr;
15196 // if the player's not online we don't know what binds it has
15197 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));
15198 // the following should not get executed when changing leaders
15199 if(!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
15202 bool Player::_LoadHomeBind(QueryResult *result)
15204 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
15205 if(!info)
15207 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
15208 return false;
15211 bool ok = false;
15212 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15213 if (result)
15215 Field *fields = result->Fetch();
15216 m_homebindMapId = fields[0].GetUInt32();
15217 m_homebindZoneId = fields[1].GetUInt16();
15218 m_homebindX = fields[2].GetFloat();
15219 m_homebindY = fields[3].GetFloat();
15220 m_homebindZ = fields[4].GetFloat();
15221 delete result;
15223 MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);
15225 // accept saved data only for valid position (and non instanceable), and accessable
15226 if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
15227 !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
15229 ok = true;
15231 else
15232 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15235 if(!ok)
15237 m_homebindMapId = info->mapId;
15238 m_homebindZoneId = info->zoneId;
15239 m_homebindX = info->positionX;
15240 m_homebindY = info->positionY;
15241 m_homebindZ = info->positionZ;
15243 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);
15246 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
15247 m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
15249 return true;
15252 /*********************************************************/
15253 /*** SAVE SYSTEM ***/
15254 /*********************************************************/
15256 void Player::SaveToDB()
15258 // delay auto save at any saves (manual, in code, or autosave)
15259 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
15261 // first save/honor gain after midnight will also update the player's honor fields
15262 UpdateHonorFields();
15264 int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0;
15265 //save, far from tavern/city
15266 //save, but in tavern/city
15267 sLog.outDebug("The value of player %s at save: ", m_name.c_str());
15268 outDebugValues();
15270 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15271 uint32 tmp_bytes = GetUInt32Value(UNIT_FIELD_BYTES_1);
15272 uint32 tmp_bytes2 = GetUInt32Value(UNIT_FIELD_BYTES_2);
15273 uint32 tmp_flags = GetUInt32Value(UNIT_FIELD_FLAGS);
15274 uint32 tmp_pflags = GetUInt32Value(PLAYER_FLAGS);
15275 uint32 tmp_displayid = GetDisplayId();
15277 // Set player sit state to standing on save, also stealth and shifted form
15278 SetByteValue(UNIT_FIELD_BYTES_1, 0, UNIT_STAND_STATE_STAND);
15279 SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift
15280 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
15281 SetDisplayId(GetNativeDisplayId());
15283 bool inworld = IsInWorld();
15285 CharacterDatabase.BeginTransaction();
15287 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15289 std::string sql_name = m_name;
15290 CharacterDatabase.escape_string(sql_name);
15292 std::ostringstream ss;
15293 ss << "INSERT INTO characters (guid,account,name,race,class,"
15294 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15295 "taximask, online, cinematic, "
15296 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15297 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15298 "death_expire_time, taxi_path, arena_pending_points, bgid, bgteam, bgmap, bgx, bgy, bgz, bgo) VALUES ("
15299 << GetGUIDLow() << ", "
15300 << GetSession()->GetAccountId() << ", '"
15301 << sql_name << "', "
15302 << m_race << ", "
15303 << m_class << ", ";
15305 if(!IsBeingTeleported())
15307 ss << GetMapId() << ", "
15308 << (uint32)GetDifficulty() << ", "
15309 << finiteAlways(GetPositionX()) << ", "
15310 << finiteAlways(GetPositionY()) << ", "
15311 << finiteAlways(GetPositionZ()) << ", "
15312 << finiteAlways(GetOrientation()) << ", '";
15314 else
15316 ss << GetTeleportDest().mapid << ", "
15317 << (uint32)GetDifficulty() << ", "
15318 << finiteAlways(GetTeleportDest().x) << ", "
15319 << finiteAlways(GetTeleportDest().y) << ", "
15320 << finiteAlways(GetTeleportDest().z) << ", "
15321 << finiteAlways(GetTeleportDest().o) << ", '";
15324 uint16 i;
15325 for( i = 0; i < m_valuesCount; i++ )
15327 ss << GetUInt32Value(i) << " ";
15330 ss << "', ";
15332 ss << m_taxi; // string with TaxiMaskSize numbers
15334 ss << ", ";
15335 ss << (inworld ? 1 : 0);
15337 ss << ", ";
15338 ss << m_cinematic;
15340 ss << ", ";
15341 ss << m_Played_time[0];
15342 ss << ", ";
15343 ss << m_Played_time[1];
15345 ss << ", ";
15346 ss << finiteAlways(m_rest_bonus);
15347 ss << ", ";
15348 ss << (uint64)time(NULL);
15349 ss << ", ";
15350 ss << is_save_resting;
15351 ss << ", ";
15352 ss << m_resetTalentsCost;
15353 ss << ", ";
15354 ss << (uint64)m_resetTalentsTime;
15356 ss << ", ";
15357 ss << finiteAlways(m_movementInfo.t_x);
15358 ss << ", ";
15359 ss << finiteAlways(m_movementInfo.t_y);
15360 ss << ", ";
15361 ss << finiteAlways(m_movementInfo.t_z);
15362 ss << ", ";
15363 ss << finiteAlways(m_movementInfo.t_o);
15364 ss << ", ";
15365 if (m_transport)
15366 ss << m_transport->GetGUIDLow();
15367 else
15368 ss << "0";
15370 ss << ", ";
15371 ss << m_ExtraFlags;
15373 ss << ", ";
15374 ss << uint32(m_stableSlots); // to prevent save uint8 as char
15376 ss << ", ";
15377 ss << uint32(m_atLoginFlags);
15379 ss << ", ";
15380 ss << GetZoneId();
15382 ss << ", ";
15383 ss << (uint64)m_deathExpireTime;
15385 ss << ", '";
15386 ss << m_taxi.SaveTaxiDestinationsToString();
15387 ss << "', '0', ";
15388 ss << GetBattleGroundId();
15389 ss << ", ";
15390 ss << GetBGTeam();
15391 ss << ", ";
15392 ss << m_bgEntryPoint.mapid << ", "
15393 << finiteAlways(m_bgEntryPoint.x) << ", "
15394 << finiteAlways(m_bgEntryPoint.y) << ", "
15395 << finiteAlways(m_bgEntryPoint.z) << ", "
15396 << finiteAlways(m_bgEntryPoint.o);
15397 ss << ")";
15399 CharacterDatabase.Execute( ss.str().c_str() );
15401 if(m_mailsUpdated) //save mails only when needed
15402 _SaveMail();
15404 _SaveInventory();
15405 _SaveQuestStatus();
15406 _SaveDailyQuestStatus();
15407 _SaveTutorials();
15408 _SaveSpells();
15409 _SaveSpellCooldowns();
15410 _SaveActions();
15411 _SaveAuras();
15412 m_achievementMgr.SaveToDB();
15413 m_reputationMgr.SaveToDB();
15415 CharacterDatabase.CommitTransaction();
15417 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15418 SetDisplayId(tmp_displayid);
15419 SetUInt32Value(UNIT_FIELD_BYTES_1, tmp_bytes);
15420 SetUInt32Value(UNIT_FIELD_BYTES_2, tmp_bytes2);
15421 SetUInt32Value(UNIT_FIELD_FLAGS, tmp_flags);
15422 SetUInt32Value(PLAYER_FLAGS, tmp_pflags);
15424 // save pet (hunter pet level and experience and all type pets health/mana).
15425 if(Pet* pet = GetPet())
15426 pet->SavePetToDB(PET_SAVE_AS_CURRENT);
15429 // fast save function for item/money cheating preventing - save only inventory and money state
15430 void Player::SaveInventoryAndGoldToDB()
15432 _SaveInventory();
15433 //money is in data field
15434 SaveDataFieldToDB();
15437 void Player::_SaveActions()
15439 for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); )
15441 switch (itr->second.uState)
15443 case ACTIONBUTTON_NEW:
15444 CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15445 GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc );
15446 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15447 ++itr;
15448 break;
15449 case ACTIONBUTTON_CHANGED:
15450 CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15451 (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc, GetGUIDLow(), (uint32)itr->first );
15452 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15453 ++itr;
15454 break;
15455 case ACTIONBUTTON_DELETED:
15456 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first );
15457 m_actionButtons.erase(itr++);
15458 break;
15459 default:
15460 ++itr;
15461 break;
15466 void Player::_SaveAuras()
15468 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15470 AuraMap const& auras = GetAuras();
15472 if (auras.empty())
15473 return;
15475 spellEffectPair lastEffectPair = auras.begin()->first;
15476 uint32 stackCounter = 1;
15478 for(AuraMap::const_iterator itr = auras.begin(); ; ++itr)
15480 if(itr == auras.end() || lastEffectPair != itr->first)
15482 AuraMap::const_iterator itr2 = itr;
15483 // save previous spellEffectPair to db
15484 itr2--;
15486 SpellEntry const *spellInfo = itr2->second->GetSpellProto();
15488 //skip all auras from spells that are passive or need a shapeshift
15489 if (!(itr2->second->IsPassive() || itr2->second->IsRemovedOnShapeLost()))
15491 //do not save single target auras (unless they were cast by the player)
15492 if (!(itr2->second->GetCasterGUID() != GetGUID() && itr2->second->IsSingleTarget()))
15494 uint8 i;
15495 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15496 for (i = 0; i < 3; i++)
15497 if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT ||
15498 spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH)
15499 break;
15501 if (i == 3)
15503 CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15504 "VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15505 GetGUIDLow(), itr2->second->GetCasterGUID(), (uint32)itr2->second->GetId(), (uint32)itr2->second->GetEffIndex(), stackCounter, itr2->second->GetModifier()->m_amount,int(itr2->second->GetAuraMaxDuration()),int(itr2->second->GetAuraDuration()),int(itr2->second->GetAuraCharges()));
15510 if(itr == auras.end())
15511 break;
15514 if (lastEffectPair == itr->first)
15515 stackCounter++;
15516 else
15518 lastEffectPair = itr->first;
15519 stackCounter = 1;
15524 void Player::_SaveInventory()
15526 // force items in buyback slots to new state
15527 // and remove those that aren't already
15528 for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; i++)
15530 Item *item = m_items[i];
15531 if (!item || item->GetState() == ITEM_NEW) continue;
15532 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15533 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
15534 m_items[i]->FSetState(ITEM_NEW);
15537 // update enchantment durations
15538 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
15540 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
15543 // if no changes
15544 if (m_itemUpdateQueue.empty()) return;
15546 // do not save if the update queue is corrupt
15547 bool error = false;
15548 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15550 Item *item = m_itemUpdateQueue[i];
15551 if(!item || item->GetState() == ITEM_REMOVED) continue;
15552 Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
15554 if (test == NULL)
15556 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());
15557 error = true;
15559 else if (test != item)
15561 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());
15562 error = true;
15566 if (error)
15568 sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15569 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
15570 return;
15573 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15575 Item *item = m_itemUpdateQueue[i];
15576 if(!item) continue;
15578 Bag *container = item->GetContainer();
15579 uint32 bag_guid = container ? container->GetGUIDLow() : 0;
15581 switch(item->GetState())
15583 case ITEM_NEW:
15584 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());
15585 break;
15586 case ITEM_CHANGED:
15587 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());
15588 break;
15589 case ITEM_REMOVED:
15590 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15591 break;
15592 case ITEM_UNCHANGED:
15593 break;
15596 item->SaveToDB(); // item have unchanged inventory record and can be save standalone
15598 m_itemUpdateQueue.clear();
15601 void Player::_SaveMail()
15603 if (!m_mailsLoaded)
15604 return;
15606 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
15608 Mail *m = (*itr);
15609 if (m->state == MAIL_STATE_CHANGED)
15611 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'",
15612 m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
15613 if(m->removedItems.size())
15615 for(std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
15616 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
15617 m->removedItems.clear();
15619 m->state = MAIL_STATE_UNCHANGED;
15621 else if (m->state == MAIL_STATE_DELETED)
15623 if (m->HasItems())
15624 for(std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
15625 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
15626 if (m->itemTextId)
15627 CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
15628 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
15629 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
15633 //deallocate deleted mails...
15634 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); )
15636 if ((*itr)->state == MAIL_STATE_DELETED)
15638 Mail* m = *itr;
15639 m_mail.erase(itr);
15640 delete m;
15641 itr = m_mail.begin();
15643 else
15644 ++itr;
15647 m_mailsUpdated = false;
15650 void Player::_SaveQuestStatus()
15652 // we don't need transactions here.
15653 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
15655 switch (i->second.uState)
15657 case QUEST_NEW :
15658 CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15659 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15660 GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS+ sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]);
15661 break;
15662 case QUEST_CHANGED :
15663 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' ",
15664 i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first );
15665 break;
15666 case QUEST_UNCHANGED:
15667 break;
15669 i->second.uState = QUEST_UNCHANGED;
15673 void Player::_SaveDailyQuestStatus()
15675 if(!m_DailyQuestChanged)
15676 return;
15678 m_DailyQuestChanged = false;
15680 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15682 // we don't need transactions here.
15683 CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15684 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15685 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
15686 CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD "')",
15687 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
15690 void Player::_SaveSpells()
15692 for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();)
15694 if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
15695 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
15697 // add only changed/new not dependent spells
15698 if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED))
15699 CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0);
15701 if (itr->second->state == PLAYERSPELL_REMOVED)
15703 delete itr->second;
15704 m_spells.erase(itr++);
15706 else
15708 itr->second->state = PLAYERSPELL_UNCHANGED;
15709 ++itr;
15715 void Player::_SaveTutorials()
15717 if(!m_TutorialsChanged)
15718 return;
15720 uint32 Rows=0;
15721 // it's better than rebuilding indexes multiple times
15722 QueryResult *result = CharacterDatabase.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID );
15723 if(result)
15725 Rows = result->Fetch()[0].GetUInt32();
15726 delete result;
15729 if (Rows)
15731 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'",
15732 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 );
15734 else
15736 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]);
15739 m_TutorialsChanged = false;
15742 void Player::outDebugValues() const
15744 if(!sLog.IsOutDebug()) // optimize disabled debug output
15745 return;
15747 sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
15748 sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
15749 sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
15750 sLog.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA), GetStat(STAT_SPIRIT));
15751 sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
15752 sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
15753 sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
15754 sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
15755 sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
15756 sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
15757 sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
15758 sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
15761 /*********************************************************/
15762 /*** FLOOD FILTER SYSTEM ***/
15763 /*********************************************************/
15765 void Player::UpdateSpeakTime()
15767 // ignore chat spam protection for GMs in any mode
15768 if(GetSession()->GetSecurity() > SEC_PLAYER)
15769 return;
15771 time_t current = time (NULL);
15772 if(m_speakTime > current)
15774 uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
15775 if(!max_count)
15776 return;
15778 ++m_speakCount;
15779 if(m_speakCount >= max_count)
15781 // prevent overwrite mute time, if message send just before mutes set, for example.
15782 time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
15783 if(GetSession()->m_muteTime < new_mute)
15784 GetSession()->m_muteTime = new_mute;
15786 m_speakCount = 0;
15789 else
15790 m_speakCount = 0;
15792 m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
15795 bool Player::CanSpeak() const
15797 return GetSession()->m_muteTime <= time (NULL);
15800 /*********************************************************/
15801 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15802 /*********************************************************/
15804 void Player::SendAttackSwingNotInRange()
15806 WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
15807 GetSession()->SendPacket( &data );
15810 void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
15812 std::ostringstream ss;
15813 ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
15814 << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
15815 << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
15816 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15817 sLog.outDebug(ss.str().c_str());
15818 CharacterDatabase.Execute(ss.str().c_str());
15821 void Player::SaveDataFieldToDB()
15823 std::ostringstream ss;
15824 ss<<"UPDATE characters SET data='";
15826 for(uint16 i = 0; i < m_valuesCount; i++ )
15828 ss << GetUInt32Value(i) << " ";
15830 ss<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15832 CharacterDatabase.Execute(ss.str().c_str());
15835 bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
15837 std::ostringstream ss2;
15838 ss2<<"UPDATE characters SET data='";
15839 int i=0;
15840 for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i)
15842 ss2<<tokens[i]<<" ";
15844 ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15846 return CharacterDatabase.Execute(ss2.str().c_str());
15849 void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
15851 char buf[11];
15852 snprintf(buf,11,"%u",value);
15854 if(index >= tokens.size())
15855 return;
15857 tokens[index] = buf;
15860 void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
15862 Tokens tokens;
15863 if(!LoadValuesArrayFromDB(tokens,guid))
15864 return;
15866 if(index >= tokens.size())
15867 return;
15869 char buf[11];
15870 snprintf(buf,11,"%u",value);
15871 tokens[index] = buf;
15873 SaveValuesArrayInDB(tokens,guid);
15876 void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
15878 uint32 temp;
15879 memcpy(&temp, &value, sizeof(value));
15880 Player::SetUInt32ValueInDB(index, temp, guid);
15883 void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
15885 Tokens tokens;
15886 if(!LoadValuesArrayFromDB(tokens, guid))
15887 return;
15889 uint32 unit_bytes0 = GetUInt32ValueFromArray(tokens, UNIT_FIELD_BYTES_0);
15890 uint8 race = unit_bytes0 & 0xFF;
15891 uint8 class_ = (unit_bytes0 >> 8) & 0xFF;
15893 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
15894 if(!info)
15895 return;
15897 unit_bytes0 &= ~(0xFF << 16);
15898 unit_bytes0 |= (gender << 16);
15899 SetUInt32ValueInArray(tokens, UNIT_FIELD_BYTES_0, unit_bytes0);
15901 SetUInt32ValueInArray(tokens, UNIT_FIELD_DISPLAYID, gender ? info->displayId_f : info->displayId_m);
15902 SetUInt32ValueInArray(tokens, UNIT_FIELD_NATIVEDISPLAYID, gender ? info->displayId_f : info->displayId_m);
15904 SetUInt32ValueInArray(tokens, PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
15906 uint32 player_bytes2 = GetUInt32ValueFromArray(tokens, PLAYER_BYTES_2);
15907 player_bytes2 &= ~0xFF;
15908 player_bytes2 |= facialHair;
15909 SetUInt32ValueInArray(tokens, PLAYER_BYTES_2, player_bytes2);
15911 uint32 player_bytes3 = GetUInt32ValueFromArray(tokens, PLAYER_BYTES_3);
15912 player_bytes3 &= ~0xFF;
15913 player_bytes3 |= gender;
15914 SetUInt32ValueInArray(tokens, PLAYER_BYTES_3, player_bytes3);
15916 SaveValuesArrayInDB(tokens, guid);
15919 void Player::SendAttackSwingNotStanding()
15921 WorldPacket data(SMSG_ATTACKSWING_NOTSTANDING, 0);
15922 GetSession()->SendPacket( &data );
15925 void Player::SendAttackSwingDeadTarget()
15927 WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
15928 GetSession()->SendPacket( &data );
15931 void Player::SendAttackSwingCantAttack()
15933 WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
15934 GetSession()->SendPacket( &data );
15937 void Player::SendAttackSwingCancelAttack()
15939 WorldPacket data(SMSG_CANCEL_COMBAT, 0);
15940 GetSession()->SendPacket( &data );
15943 void Player::SendAttackSwingBadFacingAttack()
15945 WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
15946 GetSession()->SendPacket( &data );
15949 void Player::SendAutoRepeatCancel()
15951 WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, GetPackGUID().size());
15952 data.append(GetPackGUID()); // may be it's target guid
15953 GetSession()->SendPacket( &data );
15956 void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
15958 WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
15959 data << Area;
15960 data << Experience;
15961 GetSession()->SendPacket(&data);
15964 void Player::SendDungeonDifficulty(bool IsInGroup)
15966 uint8 val = 0x00000001;
15967 WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
15968 data << (uint32)GetDifficulty();
15969 data << uint32(val);
15970 data << uint32(IsInGroup);
15971 GetSession()->SendPacket(&data);
15974 void Player::SendResetFailedNotify(uint32 mapid)
15976 WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
15977 data << uint32(mapid);
15978 GetSession()->SendPacket(&data);
15981 /// Reset all solo instances and optionally send a message on success for each
15982 void Player::ResetInstances(uint8 method)
15984 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15986 // we assume that when the difficulty changes, all instances that can be reset will be
15987 uint8 dif = GetDifficulty();
15989 for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
15991 InstanceSave *p = itr->second.save;
15992 const MapEntry *entry = sMapStore.LookupEntry(itr->first);
15993 if(!entry || !p->CanReset())
15995 ++itr;
15996 continue;
15999 if(method == INSTANCE_RESET_ALL)
16001 // the "reset all instances" method can only reset normal maps
16002 if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
16004 ++itr;
16005 continue;
16009 // if the map is loaded, reset it
16010 Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
16011 if(map && map->IsDungeon())
16012 ((InstanceMap*)map)->Reset(method);
16014 // since this is a solo instance there should not be any players inside
16015 if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
16016 SendResetInstanceSuccess(p->GetMapId());
16018 p->DeleteFromDB();
16019 m_boundInstances[dif].erase(itr++);
16021 // the following should remove the instance save from the manager and delete it as well
16022 p->RemovePlayer(this);
16026 void Player::SendResetInstanceSuccess(uint32 MapId)
16028 WorldPacket data(SMSG_INSTANCE_RESET, 4);
16029 data << MapId;
16030 GetSession()->SendPacket(&data);
16033 void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
16035 // TODO: find what other fail reasons there are besides players in the instance
16036 WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
16037 data << reason;
16038 data << MapId;
16039 GetSession()->SendPacket(&data);
16042 /*********************************************************/
16043 /*** Update timers ***/
16044 /*********************************************************/
16046 ///checks the 15 afk reports per 5 minutes limit
16047 void Player::UpdateAfkReport(time_t currTime)
16049 if(m_bgAfkReportedTimer <= currTime)
16051 m_bgAfkReportedCount = 0;
16052 m_bgAfkReportedTimer = currTime+5*MINUTE;
16056 void Player::UpdateContestedPvP(uint32 diff)
16058 if(!m_contestedPvPTimer||isInCombat())
16059 return;
16060 if(m_contestedPvPTimer <= diff)
16062 ResetContestedPvP();
16064 else
16065 m_contestedPvPTimer -= diff;
16068 void Player::UpdatePvPFlag(time_t currTime)
16070 if(!IsPvP())
16071 return;
16072 if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
16073 return;
16075 UpdatePvP(false);
16078 void Player::UpdateDuelFlag(time_t currTime)
16080 if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
16081 return;
16083 SetUInt32Value(PLAYER_DUEL_TEAM, 1);
16084 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
16086 duel->startTimer = 0;
16087 duel->startTime = currTime;
16088 duel->opponent->duel->startTimer = 0;
16089 duel->opponent->duel->startTime = currTime;
16092 void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
16094 if(!pet)
16095 pet = GetPet();
16097 if(returnreagent && (pet || m_temporaryUnsummonedPetNumber))
16099 //returning of reagents only for players, so best done here
16100 uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
16101 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16103 if(spellInfo)
16105 for(uint32 i = 0; i < 7; ++i)
16107 if(spellInfo->Reagent[i] > 0)
16109 ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16110 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
16111 if( msg == EQUIP_ERR_OK )
16113 Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
16114 if(IsInWorld())
16115 SendNewItem(item,spellInfo->ReagentCount[i],true,false);
16120 m_temporaryUnsummonedPetNumber = 0;
16123 if(!pet || pet->GetOwnerGUID()!=GetGUID())
16124 return;
16126 // only if current pet in slot
16127 switch(pet->getPetType())
16129 case MINI_PET:
16130 m_miniPet = 0;
16131 break;
16132 case GUARDIAN_PET:
16133 m_guardianPets.erase(pet->GetGUID());
16134 break;
16135 default:
16136 if(GetPetGUID() == pet->GetGUID())
16137 SetPet(NULL);
16138 break;
16141 pet->CombatStop();
16143 if(returnreagent)
16145 switch(pet->GetEntry())
16147 //warlock pets except imp are removed(?) when logging out
16148 case 1860:
16149 case 1863:
16150 case 417:
16151 case 17252:
16152 mode = PET_SAVE_NOT_IN_SLOT;
16153 break;
16157 pet->SavePetToDB(mode);
16159 pet->CleanupsBeforeDelete();
16160 pet->AddObjectToRemoveList();
16161 pet->m_removed = true;
16163 if(pet->isControlled())
16165 WorldPacket data(SMSG_PET_SPELLS, 8+4);
16166 data << uint64(0);
16167 data << uint32(0);
16168 GetSession()->SendPacket(&data);
16170 if(GetGroup())
16171 SetGroupUpdateFlag(GROUP_UPDATE_PET);
16175 void Player::RemoveMiniPet()
16177 if(Pet* pet = GetMiniPet())
16179 pet->Remove(PET_SAVE_AS_DELETED);
16180 m_miniPet = 0;
16184 Pet* Player::GetMiniPet()
16186 if(!m_miniPet)
16187 return NULL;
16188 return ObjectAccessor::GetPet(m_miniPet);
16191 void Player::RemoveGuardians()
16193 while(!m_guardianPets.empty())
16195 uint64 guid = *m_guardianPets.begin();
16196 if(Pet* pet = ObjectAccessor::GetPet(guid))
16197 pet->Remove(PET_SAVE_AS_DELETED);
16199 m_guardianPets.erase(guid);
16203 bool Player::HasGuardianWithEntry(uint32 entry)
16205 // pet guid middle part is entry (and creature also)
16206 // and in guardian list must be guardians with same entry _always_
16207 for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
16208 if(GUID_ENPART(*itr)==entry)
16209 return true;
16211 return false;
16214 void Player::Uncharm()
16216 Unit* charm = GetCharm();
16217 if(!charm)
16218 return;
16220 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
16221 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
16224 void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
16226 *data << (uint8)msgtype;
16227 *data << (uint32)language;
16228 *data << (uint64)GetGUID();
16229 *data << (uint32)language; //language 2.1.0 ?
16230 *data << (uint64)GetGUID();
16231 *data << (uint32)(text.length()+1);
16232 *data << text;
16233 *data << (uint8)chatTag();
16236 void Player::Say(const std::string& text, const uint32 language)
16238 WorldPacket data(SMSG_MESSAGECHAT, 200);
16239 BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
16240 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
16243 void Player::Yell(const std::string& text, const uint32 language)
16245 WorldPacket data(SMSG_MESSAGECHAT, 200);
16246 BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
16247 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
16250 void Player::TextEmote(const std::string& text)
16252 WorldPacket data(SMSG_MESSAGECHAT, 200);
16253 BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
16254 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT) );
16257 void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
16259 if (language != LANG_ADDON) // if not addon data
16260 language = LANG_UNIVERSAL; // whispers should always be readable
16262 Player *rPlayer = objmgr.GetPlayer(receiver);
16264 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16265 if(!rPlayer->isDND() || isGameMaster())
16267 WorldPacket data(SMSG_MESSAGECHAT, 200);
16268 BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
16269 rPlayer->GetSession()->SendPacket(&data);
16271 data.Initialize(SMSG_MESSAGECHAT, 200);
16272 rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, text, language);
16273 GetSession()->SendPacket(&data);
16275 else
16277 // announce to player that player he is whispering to is dnd and cannot receive his message
16278 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
16281 if(!isAcceptWhispers())
16283 SetAcceptWhispers(true);
16284 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
16287 // announce to player that player he is whispering to is afk
16288 if(rPlayer->isAFK())
16289 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
16291 // if player whisper someone, auto turn of dnd to be able to receive an answer
16292 if(isDND() && !rPlayer->isGameMaster())
16293 ToggleDND();
16296 void Player::PetSpellInitialize()
16298 Pet* pet = GetPet();
16300 if(!pet)
16301 return;
16303 sLog.outDebug("Pet Spells Groups");
16305 CharmInfo *charmInfo = pet->GetCharmInfo();
16307 WorldPacket data(SMSG_PET_SPELLS, 8+4+4+4+10*4);
16308 data << uint64(pet->GetGUID());
16309 data << uint32(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
16310 data << uint32(0);
16311 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
16313 // action bar loop
16314 for(uint32 i = 0; i < 10; i++)
16316 data << uint32(charmInfo->GetActionBarEntry(i)->Raw);
16319 size_t spellsCountPos = data.wpos();
16321 // spells count
16322 uint8 addlist = 0;
16323 data << uint8(addlist); // placeholder
16325 if(pet->isControlled() && ((pet->getPetType() == HUNTER_PET) || ((pet->GetCreatureInfo()->type == CREATURE_TYPE_DEMON) && (getClass() == CLASS_WARLOCK))))
16327 // spells loop
16328 for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
16330 if(itr->second->state == PETSPELL_REMOVED)
16331 continue;
16333 data << uint16(itr->first);
16334 data << uint16(itr->second->active); // pet spell active state isn't boolean
16335 ++addlist;
16339 data.put<uint8>(spellsCountPos, addlist);
16341 uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
16342 data << uint8(cooldownsCount);
16344 time_t curTime = time(NULL);
16346 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
16348 time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
16350 data << uint16(itr->first); // spellid
16351 data << uint16(0); // spell category?
16352 data << uint32(cooldown); // cooldown
16353 data << uint32(0); // category cooldown
16356 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
16358 time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
16360 data << uint16(itr->first); // spellid
16361 data << uint16(0); // spell category?
16362 data << uint32(0); // cooldown
16363 data << uint32(cooldown); // category cooldown
16366 GetSession()->SendPacket(&data);
16369 void Player::PossessSpellInitialize()
16371 Unit* charm = GetCharm();
16373 if(!charm)
16374 return;
16376 CharmInfo *charmInfo = charm->GetCharmInfo();
16378 if(!charmInfo)
16380 sLog.outError("Player::PossessSpellInitialize(): charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16381 return;
16384 uint8 addlist = 0;
16385 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16387 //16
16388 data << uint64(charm->GetGUID());
16389 data << uint32(0x00000000);
16390 data << uint32(0);
16391 data << uint32(0);
16393 for(uint32 i = 0; i < 10; i++) //40
16395 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16398 data << uint8(addlist); //1
16400 uint8 count = 0;
16401 data << uint8(count); // cooldowns count
16403 GetSession()->SendPacket(&data);
16406 void Player::CharmSpellInitialize()
16408 Unit* charm = GetCharm();
16410 if(!charm)
16411 return;
16413 CharmInfo *charmInfo = charm->GetCharmInfo();
16414 if(!charmInfo)
16416 sLog.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16417 return;
16420 uint8 addlist = 0;
16422 if(charm->GetTypeId() != TYPEID_PLAYER)
16424 CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
16426 if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
16428 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16430 if(charmInfo->GetCharmSpell(i)->spellId)
16431 ++addlist;
16436 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16438 data << uint64(charm->GetGUID());
16439 data << uint32(0x00000000);
16440 data << uint32(0);
16441 if(charm->GetTypeId() != TYPEID_PLAYER)
16442 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState());
16443 else
16444 data << uint8(0) << uint8(0);
16445 data << uint16(0);
16447 for(uint32 i = 0; i < 10; i++) //40
16449 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16452 data << uint8(addlist); //1
16454 if(addlist)
16456 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16458 CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
16459 if(cspell->spellId)
16461 data << uint16(cspell->spellId);
16462 data << uint16(cspell->active);
16467 uint8 count = 0;
16468 data << uint8(count); // cooldowns count
16470 GetSession()->SendPacket(&data);
16473 bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell)
16475 if (!mod || !spellInfo)
16476 return false;
16478 if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish
16480 // prevent apply to any spell except spell that trigger expire
16481 if(spell)
16483 if(mod->lastAffected != spell)
16484 return false;
16486 else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id))
16487 return false;
16490 return spellmgr.IsAffectedByMod(spellInfo, mod);
16493 void Player::AddSpellMod(SpellModifier* mod, bool apply)
16495 uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
16497 for(int eff=0;eff<96;++eff)
16499 uint64 _mask = 0;
16500 uint64 _mask2= 0;
16501 if (eff<64) _mask = uint64(1) << (eff- 0);
16502 else _mask2= uint64(1) << (eff-64);
16503 if ( mod->mask & _mask || mod->mask2 & _mask2)
16505 int32 val = 0;
16506 for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
16508 if ((*itr)->type == mod->type && ((*itr)->mask & _mask || (*itr)->mask2 & _mask2))
16509 val += (*itr)->value;
16511 val += apply ? mod->value : -(mod->value);
16512 WorldPacket data(Opcode, (1+1+4));
16513 data << uint8(eff);
16514 data << uint8(mod->op);
16515 data << int32(val);
16516 SendDirectMessage(&data);
16520 if (apply)
16521 m_spellMods[mod->op].push_back(mod);
16522 else
16524 if (mod->charges == -1)
16525 --m_SpellModRemoveCount;
16526 m_spellMods[mod->op].remove(mod);
16527 delete mod;
16531 void Player::RemoveSpellMods(Spell const* spell)
16533 if(!spell || (m_SpellModRemoveCount == 0))
16534 return;
16536 for(int i=0;i<MAX_SPELLMOD;++i)
16538 for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
16540 SpellModifier *mod = *itr;
16541 ++itr;
16543 if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
16545 RemoveAurasDueToSpell(mod->spellId);
16546 if (m_spellMods[i].empty())
16547 break;
16548 else
16549 itr = m_spellMods[i].begin();
16555 // send Proficiency
16556 void Player::SendProficiency(uint8 pr1, uint32 pr2)
16558 WorldPacket data(SMSG_SET_PROFICIENCY, 8);
16559 data << pr1 << pr2;
16560 GetSession()->SendPacket (&data);
16563 void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
16565 QueryResult *result = NULL;
16566 if(type==10)
16567 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16568 else
16569 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16570 if(result)
16572 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.
16573 { // and SendPetitionQueryOpcode reads data from the DB
16574 Field *fields = result->Fetch();
16575 uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
16576 uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
16578 // send update if charter owner in game
16579 Player* owner = objmgr.GetPlayer(ownerguid);
16580 if(owner)
16581 owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
16583 } while ( result->NextRow() );
16585 delete result;
16587 if(type==10)
16588 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16589 else
16590 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16593 CharacterDatabase.BeginTransaction();
16594 if(type == 10)
16596 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
16597 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
16599 else
16601 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16602 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16604 CharacterDatabase.CommitTransaction();
16607 void Player::LeaveAllArenaTeams(uint64 guid)
16609 QueryResult *result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", GUID_LOPART(guid));
16610 if(!result)
16611 return;
16615 Field *fields = result->Fetch();
16616 uint32 at_id = fields[0].GetUInt32();
16617 if(at_id != 0)
16619 ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
16620 if(at)
16621 at->DelMember(guid);
16623 } while (result->NextRow());
16625 delete result;
16628 void Player::SetRestBonus (float rest_bonus_new)
16630 // Prevent resting on max level
16631 if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
16632 rest_bonus_new = 0;
16634 if(rest_bonus_new < 0)
16635 rest_bonus_new = 0;
16637 float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
16639 if(rest_bonus_new > rest_bonus_max)
16640 m_rest_bonus = rest_bonus_max;
16641 else
16642 m_rest_bonus = rest_bonus_new;
16644 // update data for client
16645 if(m_rest_bonus>10)
16646 SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
16647 else if(m_rest_bonus<=1)
16648 SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
16650 //RestTickUpdate
16651 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
16654 void Player::HandleStealthedUnitsDetection()
16656 std::list<Unit*> stealthedUnits;
16658 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16659 Cell cell(p);
16660 cell.data.Part.reserved = ALL_DISTRICT;
16661 cell.SetNoCreate();
16663 MaNGOS::AnyStealthedCheck u_check;
16664 MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(this,stealthedUnits, u_check);
16666 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher);
16667 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher);
16669 CellLock<GridReadGuard> cell_lock(cell, p);
16670 cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap());
16671 cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap());
16673 for (std::list<Unit*>::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();)
16675 if((*i)==this)
16677 i = stealthedUnits.erase(i);
16678 continue;
16681 if ((*i)->isVisibleForOrDetect(this,true))
16684 (*i)->SendUpdateToPlayer(this);
16685 m_clientGUIDs.insert((*i)->GetGUID());
16687 #ifdef MANGOS_DEBUG
16688 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
16689 sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
16690 #endif
16692 // target aura duration for caster show only if target exist at caster client
16693 // send data at target visibility change (adding to client)
16694 if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
16695 SendAurasForTarget(*i);
16697 i = stealthedUnits.erase(i);
16698 continue;
16701 ++i;
16705 bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, uint32 mount_id, Creature* npc)
16707 if(nodes.size() < 2)
16708 return false;
16710 // not let cheating with start flight mounted
16711 if(IsMounted())
16713 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16714 data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
16715 GetSession()->SendPacket(&data);
16716 return false;
16719 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
16721 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16722 data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
16723 GetSession()->SendPacket(&data);
16724 return false;
16727 // 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
16728 if(GetSession()->isLogingOut() ||
16729 (!m_currentSpells[CURRENT_GENERIC_SPELL] ||
16730 m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Effect[0] != SPELL_EFFECT_SEND_TAXI)&&
16731 IsNonMeleeSpellCasted(false) ||
16732 isInCombat())
16734 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16735 data << uint32(ERR_TAXIPLAYERBUSY);
16736 GetSession()->SendPacket(&data);
16737 return false;
16740 if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
16741 return false;
16743 uint32 sourcenode = nodes[0];
16745 // starting node too far away (cheat?)
16746 TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
16747 if( !node || node->map_id != GetMapId() ||
16748 (node->x - GetPositionX())*(node->x - GetPositionX())+
16749 (node->y - GetPositionY())*(node->y - GetPositionY())+
16750 (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
16751 (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE) )
16753 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16754 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16755 GetSession()->SendPacket(&data);
16756 return false;
16759 // Prepare to flight start now
16761 // stop combat at start taxi flight if any
16762 CombatStop();
16764 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16765 TradeCancel(true);
16767 // clean not finished taxi path if any
16768 m_taxi.ClearTaxiDestinations();
16770 // 0 element current node
16771 m_taxi.AddTaxiDestination(sourcenode);
16773 // fill destinations path tail
16774 uint32 sourcepath = 0;
16775 uint32 totalcost = 0;
16777 uint32 prevnode = sourcenode;
16778 uint32 lastnode = 0;
16780 for(uint32 i = 1; i < nodes.size(); ++i)
16782 uint32 path, cost;
16784 lastnode = nodes[i];
16785 objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
16787 if(!path)
16789 m_taxi.ClearTaxiDestinations();
16790 return false;
16793 totalcost += cost;
16795 if(prevnode == sourcenode)
16796 sourcepath = path;
16798 m_taxi.AddTaxiDestination(lastnode);
16800 prevnode = lastnode;
16803 if(!mount_id) // if not provide then attempt use default.
16804 mount_id = objmgr.GetTaxiMount(sourcenode, GetTeam());
16806 if (mount_id == 0 || sourcepath == 0)
16808 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16809 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16810 GetSession()->SendPacket(&data);
16811 m_taxi.ClearTaxiDestinations();
16812 return false;
16815 uint32 money = GetMoney();
16817 if(npc)
16819 totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
16822 if(money < totalcost)
16824 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16825 data << uint32(ERR_TAXINOTENOUGHMONEY);
16826 GetSession()->SendPacket(&data);
16827 m_taxi.ClearTaxiDestinations();
16828 return false;
16831 //Checks and preparations done, DO FLIGHT
16832 ModifyMoney(-(int32)totalcost);
16833 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
16835 // prevent stealth flight
16836 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
16838 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16839 data << uint32(ERR_TAXIOK);
16840 GetSession()->SendPacket(&data);
16842 sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16844 GetSession()->SendDoFlight(mount_id, sourcepath);
16846 return true;
16849 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
16851 // last check 2.0.10
16852 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
16853 data << GetGUID();
16854 data << uint8(0x0); // flags (0x1, 0x2)
16855 time_t curTime = time(NULL);
16856 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
16858 if (itr->second->state == PLAYERSPELL_REMOVED)
16859 continue;
16860 uint32 unSpellId = itr->first;
16861 SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
16862 if (!spellInfo)
16864 ASSERT(spellInfo);
16865 continue;
16868 // Not send cooldown for this spells
16869 if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
16870 continue;
16872 if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
16874 data << unSpellId;
16875 data << unTimeMs; // in m.secs
16876 AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILISECONDS);
16879 GetSession()->SendPacket(&data);
16882 void Player::InitDataForForm(bool reapplyMods)
16884 SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
16885 if(ssEntry && ssEntry->attackSpeed)
16887 SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
16888 SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
16889 SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
16891 else
16892 SetRegularAttackTime();
16894 switch(m_form)
16896 case FORM_CAT:
16898 if(getPowerType()!=POWER_ENERGY)
16899 setPowerType(POWER_ENERGY);
16900 break;
16902 case FORM_BEAR:
16903 case FORM_DIREBEAR:
16905 if(getPowerType()!=POWER_RAGE)
16906 setPowerType(POWER_RAGE);
16907 break;
16909 default: // 0, for example
16911 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
16912 if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
16913 setPowerType(Powers(cEntry->powerType));
16914 break;
16918 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16919 if (!reapplyMods)
16920 UpdateEquipSpellsAtFormChange();
16922 UpdateAttackPowerAndDamage();
16923 UpdateAttackPowerAndDamage(true);
16926 // Return true is the bought item has a max count to force refresh of window by caller
16927 bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot)
16929 // cheating attempt
16930 if(count < 1) count = 1;
16932 if(!isAlive())
16933 return false;
16935 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
16936 if( !pProto )
16938 SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
16939 return false;
16942 Creature *pCreature = GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR);
16943 if (!pCreature)
16945 sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
16946 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
16947 return false;
16950 VendorItemData const* vItems = pCreature->GetVendorItems();
16951 if(!vItems || vItems->Empty())
16953 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
16954 return false;
16957 size_t vendor_slot = vItems->FindItemSlot(item);
16958 if(vendor_slot >= vItems->GetItemCount())
16960 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
16961 return false;
16964 VendorItem const* crItem = vItems->m_items[vendor_slot];
16966 // check current item amount if it limited
16967 if( crItem->maxcount != 0 )
16969 if(pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
16971 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
16972 return false;
16976 if( uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
16978 SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
16979 return false;
16982 if(crItem->ExtendedCost)
16984 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
16985 if(!iece)
16987 sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
16988 return false;
16991 // honor points price
16992 if(GetHonorPoints() < (iece->reqhonorpoints * count))
16994 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
16995 return false;
16998 // arena points price
16999 if(GetArenaPoints() < (iece->reqarenapoints * count))
17001 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
17002 return false;
17005 // item base price
17006 for (uint8 i = 0; i < 5; ++i)
17008 if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
17010 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
17011 return false;
17015 // check for personal arena rating requirement
17016 if( GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating )
17018 // probably not the proper equip err
17019 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
17020 return false;
17024 uint32 price = pProto->BuyPrice * count;
17026 // reputation discount
17027 price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
17029 if( GetMoney() < price )
17031 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
17032 return false;
17035 uint8 bag = 0; // init for case invalid bagGUID
17037 if (bagguid != NULL_BAG && slot != NULL_SLOT)
17039 Bag *pBag;
17040 if( bagguid == GetGUID() )
17042 bag = INVENTORY_SLOT_BAG_0;
17044 else
17046 for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END;i++)
17048 pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0,i);
17049 if( pBag )
17051 if( bagguid == pBag->GetGUID() )
17053 bag = i;
17054 break;
17061 if( IsInventoryPos( bag, slot ) || (bagguid == NULL_BAG && slot == NULL_SLOT) )
17063 ItemPosCountVec dest;
17064 uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
17065 if( msg != EQUIP_ERR_OK )
17067 SendEquipError( msg, NULL, NULL );
17068 return false;
17071 ModifyMoney( -(int32)price );
17072 if(crItem->ExtendedCost) // case for new honor system
17074 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17075 if(iece->reqhonorpoints)
17076 ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
17077 if(iece->reqarenapoints)
17078 ModifyArenaPoints( - int32(iece->reqarenapoints * count));
17079 for (uint8 i = 0; i < 5; ++i)
17081 if(iece->reqitem[i])
17082 DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
17086 if(Item *it = StoreNewItem( dest, item, true ))
17088 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17090 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17091 data << pCreature->GetGUID();
17092 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17093 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17094 data << (uint32)count;
17095 GetSession()->SendPacket(&data);
17097 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17100 else if( IsEquipmentPos( bag, slot ) )
17102 if(pProto->BuyCount * count != 1)
17104 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL );
17105 return false;
17108 uint16 dest;
17109 uint8 msg = CanEquipNewItem( slot, dest, item, false );
17110 if( msg != EQUIP_ERR_OK )
17112 SendEquipError( msg, NULL, NULL );
17113 return false;
17116 ModifyMoney( -(int32)price );
17117 if(crItem->ExtendedCost) // case for new honor system
17119 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17120 if(iece->reqhonorpoints)
17121 ModifyHonorPoints( - int32(iece->reqhonorpoints));
17122 if(iece->reqarenapoints)
17123 ModifyArenaPoints( - int32(iece->reqarenapoints));
17124 for (uint8 i = 0; i < 5; ++i)
17126 if(iece->reqitem[i])
17127 DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
17131 if(Item *it = EquipNewItem( dest, item, true ))
17133 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17135 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17136 data << pCreature->GetGUID();
17137 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17138 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17139 data << (uint32)count;
17140 GetSession()->SendPacket(&data);
17142 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17144 AutoUnequipOffhandIfNeed();
17147 else
17149 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
17150 return false;
17153 return crItem->maxcount!=0;
17156 uint32 Player::GetMaxPersonalArenaRatingRequirement()
17158 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17159 // the personal rating of the arena team must match the required limit as well
17160 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17161 uint32 max_personal_rating = 0;
17162 for(int i = 0; i < MAX_ARENA_SLOT; ++i)
17164 if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
17166 uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5);
17167 uint32 t_rating = at->GetRating();
17168 p_rating = p_rating<t_rating? p_rating : t_rating;
17169 if(max_personal_rating < p_rating)
17170 max_personal_rating = p_rating;
17173 return max_personal_rating;
17176 void Player::UpdateHomebindTime(uint32 time)
17178 // GMs never get homebind timer online
17179 if (m_InstanceValid || isGameMaster())
17181 if(m_HomebindTimer) // instance valid, but timer not reset
17183 // hide reminder
17184 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17185 data << uint32(0);
17186 data << uint32(0);
17187 GetSession()->SendPacket(&data);
17189 // instance is valid, reset homebind timer
17190 m_HomebindTimer = 0;
17192 else if (m_HomebindTimer > 0)
17194 if (time >= m_HomebindTimer)
17196 // teleport to homebind location
17197 TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
17199 else
17200 m_HomebindTimer -= time;
17202 else
17204 // instance is invalid, start homebind timer
17205 m_HomebindTimer = 60000;
17206 // send message to player
17207 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17208 data << m_HomebindTimer;
17209 data << uint32(1);
17210 GetSession()->SendPacket(&data);
17211 sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17215 void Player::UpdatePvP(bool state, bool ovrride)
17217 if(!state || ovrride)
17219 SetPvP(state);
17220 if(Pet* pet = GetPet())
17221 pet->SetPvP(state);
17222 if(Unit* charmed = GetCharm())
17223 charmed->SetPvP(state);
17225 pvpInfo.endTimer = 0;
17227 else
17229 if(pvpInfo.endTimer != 0)
17230 pvpInfo.endTimer = time(NULL);
17231 else
17233 SetPvP(state);
17235 if(Pet* pet = GetPet())
17236 pet->SetPvP(state);
17237 if(Unit* charmed = GetCharm())
17238 charmed->SetPvP(state);
17243 void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
17245 // init cooldown values
17246 uint32 cat = 0;
17247 int32 rec = -1;
17248 int32 catrec = -1;
17250 // some special item spells without correct cooldown in SpellInfo
17251 // cooldown information stored in item prototype
17252 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17254 if(itemId)
17256 if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId))
17258 for(int idx = 0; idx < 5; ++idx)
17260 if(proto->Spells[idx].SpellId == spellInfo->Id)
17262 cat = proto->Spells[idx].SpellCategory;
17263 rec = proto->Spells[idx].SpellCooldown;
17264 catrec = proto->Spells[idx].SpellCategoryCooldown;
17265 break;
17271 // if no cooldown found above then base at DBC data
17272 if(rec < 0 && catrec < 0)
17274 cat = spellInfo->Category;
17275 rec = spellInfo->RecoveryTime;
17276 catrec = spellInfo->CategoryRecoveryTime;
17279 time_t curTime = time(NULL);
17281 time_t catrecTime;
17282 time_t recTime;
17284 // overwrite time for selected category
17285 if(infinityCooldown)
17287 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17288 // but not allow ignore until reset or re-login
17289 catrecTime = catrec > 0 ? curTime+MONTH : 0;
17290 recTime = rec > 0 ? curTime+MONTH : catrecTime;
17292 else
17294 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17295 // prevent 0 cooldowns set by another way
17296 if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != SPELL_ID_AUTOSHOT))
17297 rec = GetAttackTime(RANGED_ATTACK);
17299 // Now we have cooldown data (if found any), time to apply mods
17300 if(rec > 0)
17301 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
17303 if(catrec > 0)
17304 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
17306 // replace negative cooldowns by 0
17307 if (rec < 0) rec = 0;
17308 if (catrec < 0) catrec = 0;
17310 // no cooldown after applying spell mods
17311 if( rec == 0 && catrec == 0)
17312 return;
17314 catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0;
17315 recTime = rec ? curTime+rec/IN_MILISECONDS : catrecTime;
17318 // self spell cooldown
17319 if(recTime > 0)
17320 AddSpellCooldown(spellInfo->Id, itemId, recTime);
17322 // category spells
17323 if (cat && catrec > 0)
17325 SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
17326 if(i_scstore != sSpellCategoryStore.end())
17328 for(SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
17330 if(*i_scset == spellInfo->Id) // skip main spell, already handled above
17331 continue;
17333 AddSpellCooldown(*i_scset, itemId, catrecTime);
17339 void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
17341 SpellCooldown sc;
17342 sc.end = end_time;
17343 sc.itemid = itemid;
17344 m_spellCooldowns[spellid] = sc;
17347 void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell)
17349 // start cooldowns at server side, if any
17350 AddSpellAndCategoryCooldowns(spellInfo,itemId,spell);
17352 // Send activate cooldown timer (possible 0) at client side
17353 WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
17354 data << spellInfo->Id;
17355 data << GetGUID();
17356 SendDirectMessage(&data);
17359 void Player::UpdatePotionCooldown(Spell* spell)
17361 // no potion used i combat or still in combat
17362 if(!m_lastPotionId || isInCombat())
17363 return;
17365 // Call not from spell cast, send cooldown event for item spells if no in combat
17366 if(!spell)
17368 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17369 if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId))
17370 for(int idx = 0; idx < 5; ++idx)
17371 if(proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
17372 if(SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId))
17373 SendCooldownEvent(spellInfo,m_lastPotionId);
17375 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17376 else
17377 SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell);
17379 m_lastPotionId = 0;
17382 //slot to be excluded while counting
17383 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
17385 if(!enchantmentcondition)
17386 return true;
17388 SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
17390 if(!Condition)
17391 return true;
17393 uint8 curcount[4] = {0, 0, 0, 0};
17395 //counting current equipped gem colors
17396 for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
17398 if(i == slot)
17399 continue;
17400 Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
17401 if(pItem2 && pItem2->GetProto()->Socket[0].Color)
17403 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17405 uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17406 if(!enchant_id)
17407 continue;
17409 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17410 if(!enchantEntry)
17411 continue;
17413 uint32 gemid = enchantEntry->GemID;
17414 if(!gemid)
17415 continue;
17417 ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
17418 if(!gemProto)
17419 continue;
17421 GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
17422 if(!gemProperty)
17423 continue;
17425 uint8 GemColor = gemProperty->color;
17427 for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
17429 if(tmpcolormask & GemColor)
17430 ++curcount[b];
17436 bool activate = true;
17438 for(int i = 0; i < 5; i++)
17440 if(!Condition->Color[i])
17441 continue;
17443 uint32 _cur_gem = curcount[Condition->Color[i] - 1];
17445 // if have <CompareColor> use them as count, else use <value> from Condition
17446 uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
17448 switch(Condition->Comparator[i])
17450 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17451 activate &= (_cur_gem < _cmp_gem) ? true : false;
17452 break;
17453 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17454 activate &= (_cur_gem > _cmp_gem) ? true : false;
17455 break;
17456 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17457 activate &= (_cur_gem >= _cmp_gem) ? true : false;
17458 break;
17462 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");
17464 return activate;
17467 void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
17469 //cycle all equipped items
17470 for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17472 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17473 if(slot == exceptslot)
17474 continue;
17476 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17478 if(!pItem || !pItem->GetProto()->Socket[0].Color)
17479 continue;
17481 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17483 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17484 if(!enchant_id)
17485 continue;
17487 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17488 if(!enchantEntry)
17489 continue;
17491 uint32 condition = enchantEntry->EnchantmentCondition;
17492 if(condition)
17494 //was enchant active with/without item?
17495 bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
17496 //should it now be?
17497 if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
17499 // ignore item gem conditions
17500 //if state changed, (dis)apply enchant
17501 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true);
17508 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17509 void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
17511 //cycle all equipped items
17512 for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17514 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17515 if(slot == exceptslot)
17516 continue;
17518 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17520 if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
17521 continue;
17523 //cycle all (gem)enchants
17524 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17526 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17527 if(!enchant_id) //if no enchant go to next enchant(slot)
17528 continue;
17530 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17531 if(!enchantEntry)
17532 continue;
17534 //only metagems to be (de)activated, so only enchants with condition
17535 uint32 condition = enchantEntry->EnchantmentCondition;
17536 if(condition)
17537 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
17542 void Player::LeaveBattleground(bool teleportToEntryPoint)
17544 if(BattleGround *bg = GetBattleGround())
17546 bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
17548 // call after remove to be sure that player resurrected for correct cast
17549 if( bg->isBattleGround() && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER) )
17551 if( bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN )
17552 CastSpell(this, 26013, true); // Deserter
17557 bool Player::CanJoinToBattleground() const
17559 // check Deserter debuff
17560 if(GetDummyAura(26013))
17561 return false;
17563 return true;
17566 bool Player::CanReportAfkDueToLimit()
17568 // a player can complain about 15 people per 5 minutes
17569 if(m_bgAfkReportedCount >= 15)
17570 return false;
17571 ++m_bgAfkReportedCount;
17572 return true;
17575 ///This player has been blamed to be inactive in a battleground
17576 void Player::ReportedAfkBy(Player* reporter)
17578 BattleGround *bg = GetBattleGround();
17579 if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
17580 return;
17582 // check if player has 'Idle' or 'Inactive' debuff
17583 if(m_bgAfkReporter.find(reporter->GetGUIDLow())==m_bgAfkReporter.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter->CanReportAfkDueToLimit())
17585 m_bgAfkReporter.insert(reporter->GetGUIDLow());
17586 // 3 players have to complain to apply debuff
17587 if(m_bgAfkReporter.size() >= 3)
17589 // cast 'Idle' spell
17590 CastSpell(this, 43680, true);
17591 m_bgAfkReporter.clear();
17596 bool Player::IsVisibleInGridForPlayer( Player* pl ) const
17598 // gamemaster in GM mode see all, including ghosts
17599 if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
17600 return true;
17602 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17603 if (InBattleGround())
17605 if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
17606 return false;
17607 return true;
17610 // Live player see live player or dead player with not realized corpse
17611 if(pl->isAlive() || pl->m_deathTimer > 0)
17613 return isAlive() || m_deathTimer > 0;
17616 // Ghost see other friendly ghosts, that's for sure
17617 if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
17618 return true;
17620 // Dead player see live players near own corpse
17621 if(isAlive())
17623 Corpse *corpse = pl->GetCorpse();
17624 if(corpse)
17626 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17627 if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
17628 return true;
17632 // and not see any other
17633 return false;
17636 bool Player::IsVisibleGloballyFor( Player* u ) const
17638 if(!u)
17639 return false;
17641 // Always can see self
17642 if (u==this)
17643 return true;
17645 // Visible units, always are visible for all players
17646 if (GetVisibility() == VISIBILITY_ON)
17647 return true;
17649 // GMs are visible for higher gms (or players are visible for gms)
17650 if (u->GetSession()->GetSecurity() > SEC_PLAYER)
17651 return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
17653 // non faction visibility non-breakable for non-GMs
17654 if (GetVisibility() == VISIBILITY_OFF)
17655 return false;
17657 // non-gm stealth/invisibility not hide from global player lists
17658 return true;
17661 void Player::UpdateVisibilityOf(WorldObject* target)
17663 if(HaveAtClient(target))
17665 if(!target->isVisibleForInState(this,true))
17667 target->DestroyForPlayer(this);
17668 m_clientGUIDs.erase(target->GetGUID());
17670 #ifdef MANGOS_DEBUG
17671 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17672 sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17673 #endif
17676 else
17678 if(target->isVisibleForInState(this,false))
17680 target->SendUpdateToPlayer(this);
17681 if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
17682 m_clientGUIDs.insert(target->GetGUID());
17684 #ifdef MANGOS_DEBUG
17685 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17686 sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17687 #endif
17689 // target aura duration for caster show only if target exist at caster client
17690 // send data at target visibility change (adding to client)
17691 if(target!=this && target->isType(TYPEMASK_UNIT))
17692 SendAurasForTarget((Unit*)target);
17694 if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
17695 ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17700 template<class T>
17701 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target)
17703 s64.insert(target->GetGUID());
17706 template<>
17707 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target)
17709 if(!target->IsTransport())
17710 s64.insert(target->GetGUID());
17713 template<class T>
17714 void Player::UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow)
17716 if(HaveAtClient(target))
17718 if(!target->isVisibleForInState(this,true))
17720 target->BuildOutOfRangeUpdateBlock(&data);
17721 m_clientGUIDs.erase(target->GetGUID());
17723 #ifdef MANGOS_DEBUG
17724 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17725 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));
17726 #endif
17729 else
17731 if(target->isVisibleForInState(this,false))
17733 visibleNow.insert(target);
17734 target->BuildUpdate(data_updates);
17735 target->BuildCreateUpdateBlockForPlayer(&data, this);
17736 UpdateVisibilityOf_helper(m_clientGUIDs,target);
17738 #ifdef MANGOS_DEBUG
17739 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17740 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));
17741 #endif
17746 template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17747 template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17748 template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17749 template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17750 template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17752 void Player::InitPrimaryProffesions()
17754 SetFreePrimaryProffesions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
17757 void Player::SendComboPoints()
17759 Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
17760 if (combotarget)
17762 WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
17763 data.append(combotarget->GetPackGUID());
17764 data << uint8(m_comboPoints);
17765 GetSession()->SendPacket(&data);
17769 void Player::AddComboPoints(Unit* target, int8 count)
17771 if(!count)
17772 return;
17774 // without combo points lost (duration checked in aura)
17775 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17777 if(target->GetGUID() == m_comboTarget)
17779 m_comboPoints += count;
17781 else
17783 if(m_comboTarget)
17784 if(Unit* target2 = ObjectAccessor::GetUnit(*this,m_comboTarget))
17785 target2->RemoveComboPointHolder(GetGUIDLow());
17787 m_comboTarget = target->GetGUID();
17788 m_comboPoints = count;
17790 target->AddComboPointHolder(GetGUIDLow());
17793 if (m_comboPoints > 5) m_comboPoints = 5;
17794 if (m_comboPoints < 0) m_comboPoints = 0;
17796 SendComboPoints();
17799 void Player::ClearComboPoints()
17801 if(!m_comboTarget)
17802 return;
17804 // without combopoints lost (duration checked in aura)
17805 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17807 m_comboPoints = 0;
17809 SendComboPoints();
17811 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17812 target->RemoveComboPointHolder(GetGUIDLow());
17814 m_comboTarget = 0;
17817 void Player::SetGroup(Group *group, int8 subgroup)
17819 if(group == NULL)
17820 m_group.unlink();
17821 else
17823 // never use SetGroup without a subgroup unless you specify NULL for group
17824 assert(subgroup >= 0);
17825 m_group.link(group, this);
17826 m_group.setSubGroup((uint8)subgroup);
17830 void Player::SendInitialPacketsBeforeAddToMap()
17832 WorldPacket data(SMSG_SET_REST_START_OBSOLETE, 4);
17833 data << uint32(0); // unknown, may be rest state time or experience
17834 GetSession()->SendPacket(&data);
17836 // Homebind
17837 data.Initialize(SMSG_BINDPOINTUPDATE, 5*4);
17838 data << m_homebindX << m_homebindY << m_homebindZ;
17839 data << (uint32) m_homebindMapId;
17840 data << (uint32) m_homebindZoneId;
17841 GetSession()->SendPacket(&data);
17843 // SMSG_SET_PROFICIENCY
17844 // SMSG_UPDATE_AURA_DURATION
17846 // tutorial stuff
17847 data.Initialize(SMSG_TUTORIAL_FLAGS, 8*4);
17848 for (int i = 0; i < 8; ++i)
17849 data << uint32( GetTutorialInt(i) );
17850 GetSession()->SendPacket(&data);
17852 SendInitialSpells();
17854 data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
17855 data << uint32(0); // count, for(count) uint32;
17856 GetSession()->SendPacket(&data);
17858 SendInitialActionButtons();
17859 m_reputationMgr.SendInitialReputations();
17860 m_achievementMgr.SendAllAchievementData();
17862 // update zone
17863 uint32 newzone, newarea;
17864 GetZoneAndAreaId(newzone,newarea);
17865 UpdateZone(newzone,newarea); // also call SendInitWorldStates();
17867 // SMSG_SET_AURA_SINGLE
17869 data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8);
17870 data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
17871 data << (float)0.01666667f; // game speed
17872 GetSession()->SendPacket( &data );
17874 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17875 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || isInFlight())
17876 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
17878 m_mover = this;
17881 void Player::SendInitialPacketsAfterAddToMap()
17883 WorldPacket data(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
17884 data << uint32(0x00000000); // on blizz it increments periodically
17885 GetSession()->SendPacket(&data);
17887 CastSpell(this, 836, true); // LOGINEFFECT
17889 // set some aura effects that send packet to player client after add player to map
17890 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17891 // same auras state lost at far teleport, send it one more time in this case also
17892 static const AuraType auratypes[] =
17894 SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
17895 SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
17896 SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED, SPELL_AURA_NONE
17898 for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
17900 Unit::AuraList const& auraList = GetAurasByType(*itr);
17901 if(!auraList.empty())
17902 auraList.front()->ApplyModifier(true,true);
17905 if(HasAuraType(SPELL_AURA_MOD_STUN))
17906 SetMovement(MOVE_ROOT);
17908 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17909 if(HasAuraType(SPELL_AURA_MOD_ROOT))
17911 WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10);
17912 data2.append(GetPackGUID());
17913 data2 << (uint32)2;
17914 SendMessageToSet(&data2,true);
17917 SendAurasForTarget(this);
17918 SendEnchantmentDurations(); // must be after add to map
17919 SendItemDurations(); // must be after add to map
17922 void Player::SendUpdateToOutOfRangeGroupMembers()
17924 if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
17925 return;
17926 if(Group* group = GetGroup())
17927 group->UpdatePlayerOutOfRange(this);
17929 m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
17930 m_auraUpdateMask = 0;
17931 if(Pet *pet = GetPet())
17932 pet->ResetAuraUpdateMask();
17935 void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
17937 WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
17938 data << uint32(mapid);
17939 data << uint8(reason); // transfer abort reason
17940 switch(reason)
17942 case TRANSFER_ABORT_INSUF_EXPAN_LVL:
17943 case TRANSFER_ABORT_DIFFICULTY:
17944 case TRANSFER_ABORT_UNIQUE_MESSAGE:
17945 data << uint8(arg);
17946 break;
17948 GetSession()->SendPacket(&data);
17951 void Player::SendInstanceResetWarning(uint32 mapid, uint32 time)
17953 // type of warning, based on the time remaining until reset
17954 uint32 type;
17955 if(time > 3600)
17956 type = RAID_INSTANCE_WELCOME;
17957 else if(time > 900 && time <= 3600)
17958 type = RAID_INSTANCE_WARNING_HOURS;
17959 else if(time > 300 && time <= 900)
17960 type = RAID_INSTANCE_WARNING_MIN;
17961 else
17962 type = RAID_INSTANCE_WARNING_MIN_SOON;
17963 WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4);
17964 data << uint32(type);
17965 data << uint32(mapid);
17966 data << uint32(time);
17967 GetSession()->SendPacket(&data);
17970 void Player::ApplyEquipCooldown( Item * pItem )
17972 for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
17974 _Spell const& spellData = pItem->GetProto()->Spells[i];
17976 // no spell
17977 if( !spellData.SpellId )
17978 continue;
17980 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17981 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
17982 continue;
17984 AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
17986 WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
17987 data << pItem->GetGUID();
17988 data << uint32(spellData.SpellId);
17989 GetSession()->SendPacket(&data);
17993 void Player::resetSpells()
17995 // not need after this call
17996 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
17998 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_SPELLS;
17999 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS), GetGUIDLow());
18002 // make full copy of map (spells removed and marked as deleted at another spell remove
18003 // and we can't use original map for safe iterative with visit each spell at loop end
18004 PlayerSpellMap smap = GetSpellMap();
18006 for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
18007 removeSpell(iter->first); // only iter->first can be accessed, object by iter->second can be deleted already
18009 learnDefaultSpells();
18010 learnQuestRewardedSpells();
18013 void Player::learnDefaultSpells()
18015 // learn default race/class spells
18016 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
18017 for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr)
18019 uint32 tspell = *itr;
18020 sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell);
18021 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18022 addSpell(tspell,true,true,true,false);
18023 else // but send in normal spell in game learn case
18024 learnSpell(tspell,true);
18028 void Player::learnQuestRewardedSpells(Quest const* quest)
18030 uint32 spell_id = quest->GetRewSpellCast();
18032 // skip quests without rewarded spell
18033 if( !spell_id )
18034 return;
18036 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
18037 if(!spellInfo)
18038 return;
18040 // check learned spells state
18041 bool found = false;
18042 for(int i=0; i < 3; ++i)
18044 if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
18046 found = true;
18047 break;
18051 // skip quests with not teaching spell or already known spell
18052 if(!found)
18053 return;
18055 // prevent learn non first rank unknown profession and second specialization for same profession)
18056 uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
18057 if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
18059 // not have first rank learned (unlearned prof?)
18060 uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
18061 if( !HasSpell(first_spell) )
18062 return;
18064 SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
18065 if(!learnedInfo)
18066 return;
18068 // specialization
18069 if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0)
18071 // search other specialization for same prof
18072 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
18074 if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
18075 continue;
18077 SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
18078 if(!itrInfo)
18079 return;
18081 // compare only specializations
18082 if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
18083 continue;
18085 // compare same chain spells
18086 if(spellmgr.GetFirstSpellInChain(itr->first) != first_spell)
18087 continue;
18089 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18090 if(!spellmgr.IsHighRankOfSpell(learned_0,itr->first))
18091 return;
18096 CastSpell( this, spell_id, true);
18099 void Player::learnQuestRewardedSpells()
18101 // learn spells received from quest completing
18102 for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
18104 // skip no rewarded quests
18105 if(!itr->second.m_rewarded)
18106 continue;
18108 Quest const* quest = objmgr.GetQuestTemplate(itr->first);
18109 if( !quest )
18110 continue;
18112 learnQuestRewardedSpells(quest);
18116 void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value )
18118 uint32 raceMask = getRaceMask();
18119 uint32 classMask = getClassMask();
18120 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
18122 SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
18123 if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
18124 continue;
18125 // Check race if set
18126 if (pAbility->racemask && !(pAbility->racemask & raceMask))
18127 continue;
18128 // Check class if set
18129 if (pAbility->classmask && !(pAbility->classmask & classMask))
18130 continue;
18132 if (sSpellStore.LookupEntry(pAbility->spellId))
18134 // need unlearn spell
18135 if (skill_value < pAbility->req_skill_value)
18136 removeSpell(pAbility->spellId);
18137 // need learn
18138 else if (!IsInWorld())
18139 addSpell(pAbility->spellId,true,true,true,false);
18140 else
18141 learnSpell(pAbility->spellId,true);
18146 void Player::SendAurasForTarget(Unit *target)
18148 if(target->GetVisibleAuras()->empty()) // speedup things
18149 return;
18151 WorldPacket data(SMSG_AURA_UPDATE_ALL);
18152 data.append(target->GetPackGUID());
18154 Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
18155 for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
18157 for(uint32 j = 0; j < 3; ++j)
18159 if(Aura *aura = target->GetAura(itr->second, j))
18161 data << uint8(aura->GetAuraSlot());
18162 data << uint32(aura->GetId());
18164 if(aura->GetId())
18166 uint8 auraFlags = aura->GetAuraFlags();
18167 // flags
18168 data << uint8(auraFlags);
18169 // level
18170 data << uint8(aura->GetAuraLevel());
18171 // charges
18172 data << uint8(aura->GetAuraCharges());
18174 if(!(auraFlags & AFLAG_NOT_CASTER))
18176 data << uint8(0); // packed GUID of someone (caster?)
18179 if(auraFlags & AFLAG_DURATION) // include aura duration
18181 data << uint32(aura->GetAuraMaxDuration());
18182 data << uint32(aura->GetAuraDuration());
18185 break;
18190 GetSession()->SendPacket(&data);
18193 void Player::SetDailyQuestStatus( uint32 quest_id )
18195 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18197 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
18199 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
18200 m_lastDailyQuestTime = time(NULL); // last daily quest time
18201 m_DailyQuestChanged = true;
18202 break;
18207 void Player::ResetDailyQuestStatus()
18209 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18210 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
18212 // DB data deleted in caller
18213 m_DailyQuestChanged = false;
18214 m_lastDailyQuestTime = 0;
18217 BattleGround* Player::GetBattleGround() const
18219 if(GetBattleGroundId()==0)
18220 return NULL;
18222 return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgTypeID);
18225 bool Player::InArena() const
18227 BattleGround *bg = GetBattleGround();
18228 if(!bg || !bg->isArena())
18229 return false;
18231 return true;
18234 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const
18236 // get a template bg instead of running one
18237 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
18238 if(!bg)
18239 return false;
18241 if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
18242 return false;
18244 return true;
18247 BGQueueIdBasedOnLevel Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId) const
18249 //returned to hardcoded version of this function, because there is no way to code it dynamic
18250 uint32 level = getLevel();
18251 if( bgTypeId == BATTLEGROUND_AV )
18252 level--;
18254 uint32 queue_id = (level / 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
18255 if( queue_id >= MAX_BATTLEGROUND_QUEUES )
18257 sLog.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id);
18258 return QUEUE_ID_MAX_LEVEL_80;
18260 return BGQueueIdBasedOnLevel(queue_id);
18263 float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
18265 FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
18266 if(!vendor_faction || !vendor_faction->faction)
18267 return 1.0f;
18269 ReputationRank rank = GetReputationRank(vendor_faction->faction);
18270 if(rank <= REP_NEUTRAL)
18271 return 1.0f;
18273 return 1.0f - 0.05f* (rank - REP_NEUTRAL);
18276 bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
18278 uint32 racemask = getRaceMask();
18279 uint32 classmask = getClassMask();
18281 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
18282 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
18283 if(lower==upper)
18284 return true;
18286 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
18288 // skip wrong race skills
18289 if( _spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
18290 continue;
18292 // skip wrong class skills
18293 if( _spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
18294 continue;
18296 return true;
18299 return false;
18302 bool Player::HasQuestForGO(int32 GOId) const
18304 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
18306 uint32 questid = GetQuestSlotQuestId(i);
18307 if ( questid == 0 )
18308 continue;
18310 QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
18311 if(qs_itr == mQuestStatus.end())
18312 continue;
18314 QuestStatusData const& qs = qs_itr->second;
18316 if (qs.m_status == QUEST_STATUS_INCOMPLETE)
18318 Quest const* qinfo = objmgr.GetQuestTemplate(questid);
18319 if(!qinfo)
18320 continue;
18322 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
18323 continue;
18325 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
18327 if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case
18328 continue;
18330 if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
18331 return true;
18335 return false;
18338 void Player::UpdateForQuestsGO()
18340 if(m_clientGUIDs.empty())
18341 return;
18343 UpdateData udata;
18344 WorldPacket packet;
18345 for(ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
18347 if(IS_GAMEOBJECT_GUID(*itr))
18349 GameObject *obj = HashMapHolder<GameObject>::Find(*itr);
18350 if(obj)
18351 obj->BuildValuesUpdateBlockForPlayer(&udata,this);
18354 udata.BuildPacket(&packet);
18355 GetSession()->SendPacket(&packet);
18358 void Player::SummonIfPossible(bool agree)
18360 if(!agree)
18362 m_summon_expire = 0;
18363 return;
18366 // expire and auto declined
18367 if(m_summon_expire < time(NULL))
18368 return;
18370 // stop taxi flight at summon
18371 if(isInFlight())
18373 GetMotionMaster()->MovementExpired();
18374 m_taxi.ClearTaxiDestinations();
18377 // drop flag at summon
18378 // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
18379 if(BattleGround *bg = GetBattleGround())
18380 bg->EventPlayerDroppedFlag(this);
18382 m_summon_expire = 0;
18384 TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
18387 void Player::RemoveItemDurations( Item *item )
18389 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr)
18391 if(*itr==item)
18393 m_itemDuration.erase(itr);
18394 break;
18399 void Player::AddItemDurations( Item *item )
18401 if(item->GetUInt32Value(ITEM_FIELD_DURATION))
18403 m_itemDuration.push_back(item);
18404 item->SendTimeUpdate(this);
18408 void Player::AutoUnequipOffhandIfNeed()
18410 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
18411 if(!offItem)
18412 return;
18414 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18415 if (CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed()))
18416 return;
18418 ItemPosCountVec off_dest;
18419 uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false );
18420 if( off_msg == EQUIP_ERR_OK )
18422 RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
18423 StoreItem( off_dest, offItem, true );
18425 else
18427 MailItemsInfo mi;
18428 mi.AddItem(offItem->GetGUIDLow(), offItem->GetEntry(), offItem);
18429 MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
18430 CharacterDatabase.BeginTransaction();
18431 offItem->DeleteFromInventoryDB(); // deletes item from character's inventory
18432 offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18433 CharacterDatabase.CommitTransaction();
18435 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
18436 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
18440 bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
18442 if(spellInfo->EquippedItemClass < 0)
18443 return true;
18445 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18446 // for optimize check 2 used cases only
18447 switch(spellInfo->EquippedItemClass)
18449 case ITEM_CLASS_WEAPON:
18451 for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
18452 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18453 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18454 return true;
18455 break;
18457 case ITEM_CLASS_ARMOR:
18459 // tabard not have dependent spells
18460 for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
18461 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18462 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18463 return true;
18465 // shields can be equipped to offhand slot
18466 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
18467 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18468 return true;
18470 // ranged slot can have some armor subclasses
18471 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
18472 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18473 return true;
18475 break;
18477 default:
18478 sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
18479 break;
18482 return false;
18485 bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
18487 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18488 if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
18489 HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
18490 return true;
18492 // Check no reagent use mask
18493 uint64 noReagentMask_0_1 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1);
18494 uint32 noReagentMask_2 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1+2);
18495 if (spellInfo->SpellFamilyFlags & noReagentMask_0_1 ||
18496 spellInfo->SpellFamilyFlags2 & noReagentMask_2)
18497 return true;
18499 return false;
18502 void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
18504 AuraMap& auras = GetAuras();
18505 for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); )
18507 Aura* aura = itr->second;
18509 // skip passive (passive item dependent spells work in another way) and not self applied auras
18510 SpellEntry const* spellInfo = aura->GetSpellProto();
18511 if(aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
18513 ++itr;
18514 continue;
18517 // skip if not item dependent or have alternative item
18518 if(HasItemFitToSpellReqirements(spellInfo,pItem))
18520 ++itr;
18521 continue;
18524 // no alt item, remove aura, restart check
18525 RemoveAurasDueToSpell(aura->GetId());
18526 itr = auras.begin();
18529 // currently casted spells can be dependent from item
18530 for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++)
18532 if( m_currentSpells[i] && m_currentSpells[i]->getState()!=SPELL_STATE_DELAYED &&
18533 !HasItemFitToSpellReqirements(m_currentSpells[i]->m_spellInfo,pItem) )
18534 InterruptSpell(i);
18538 uint32 Player::GetResurrectionSpellId()
18540 // search priceless resurrection possibilities
18541 uint32 prio = 0;
18542 uint32 spell_id = 0;
18543 AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
18544 for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
18546 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18547 if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
18549 switch((*itr)->GetId())
18551 case 20707: spell_id = 3026; break; // rank 1
18552 case 20762: spell_id = 20758; break; // rank 2
18553 case 20763: spell_id = 20759; break; // rank 3
18554 case 20764: spell_id = 20760; break; // rank 4
18555 case 20765: spell_id = 20761; break; // rank 5
18556 case 27239: spell_id = 27240; break; // rank 6
18557 case 47883: spell_id = 47882; break; // rank 7
18558 default:
18559 sLog.outError("Unhandled spell %%u: S.Resurrection",(*itr)->GetId());
18560 continue;
18563 prio = 3;
18565 // Twisting Nether // prio: 2 (max)
18566 else if((*itr)->GetId()==23701 && roll_chance_i(10))
18568 prio = 2;
18569 spell_id = 23700;
18573 // Reincarnation (passive spell) // prio: 1
18574 if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18575 spell_id = 21169;
18577 return spell_id;
18580 // Used in triggers for check "Only to targets that grant experience or honor" req
18581 bool Player::isHonorOrXPTarget(Unit* pVictim)
18583 uint32 v_level = pVictim->getLevel();
18584 uint32 k_grey = MaNGOS::XP::GetGrayLevel(getLevel());
18586 // Victim level less gray level
18587 if(v_level<=k_grey)
18588 return false;
18590 if(pVictim->GetTypeId() == TYPEID_UNIT)
18592 if (((Creature*)pVictim)->isTotem() ||
18593 ((Creature*)pVictim)->isPet() ||
18594 ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
18595 return false;
18597 return true;
18600 bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
18602 bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
18604 // prepare data for near group iteration (PvP and !PvP cases)
18605 uint32 xp = 0;
18606 bool honored_kill = false;
18608 if(Group *pGroup = GetGroup())
18610 uint32 count = 0;
18611 uint32 sum_level = 0;
18612 Player* member_with_max_level = NULL;
18613 Player* not_gray_member_with_max_level = NULL;
18615 pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
18617 if(member_with_max_level)
18619 /// not get Xp in PvP or no not gray players in group
18620 xp = (PvP || !not_gray_member_with_max_level) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level, pVictim);
18622 /// skip in check PvP case (for speed, not used)
18623 bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
18624 bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
18625 float group_rate = MaNGOS::XP::xp_in_group_rate(count,is_raid);
18627 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18629 Player* pGroupGuy = itr->getSource();
18630 if(!pGroupGuy)
18631 continue;
18633 if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
18634 continue; // member (alive or dead) or his corpse at req. distance
18636 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18637 if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count) && pGroupGuy==this)
18638 honored_kill = true;
18640 // xp and reputation only in !PvP case
18641 if(!PvP)
18643 float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
18645 // if is in dungeon then all receive full reputation at kill
18646 // rewarded any alive/dead/near_corpse group member
18647 pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
18649 // XP updated only for alive group member
18650 if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
18651 pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
18653 uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
18655 pGroupGuy->GiveXP(itr_xp, pVictim);
18656 if(Pet* pet = pGroupGuy->GetPet())
18657 pet->GivePetXP(itr_xp/2);
18660 // quest objectives updated only for alive group member or dead but with not released body
18661 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
18663 // normal creature (not pet/etc) can be only in !PvP case
18664 if(pVictim->GetTypeId()==TYPEID_UNIT)
18665 pGroupGuy->KilledMonster(pVictim->GetEntry(), pVictim->GetGUID());
18671 else // if (!pGroup)
18673 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim);
18675 // honor can be in PvP and !PvP (racial leader) cases
18676 if(RewardHonor(pVictim,1))
18677 honored_kill = true;
18679 // xp and reputation only in !PvP case
18680 if(!PvP)
18682 RewardReputation(pVictim,1);
18683 GiveXP(xp, pVictim);
18685 if(Pet* pet = GetPet())
18686 pet->GivePetXP(xp);
18688 // normal creature (not pet/etc) can be only in !PvP case
18689 if(pVictim->GetTypeId()==TYPEID_UNIT)
18690 KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
18693 return xp || honored_kill;
18696 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource)
18698 uint64 creature_guid = pRewardSource->GetTypeId()==TYPEID_UNIT ? pRewardSource->GetGUID() : uint64(0);
18700 // prepare data for near group iteration
18701 if(Group *pGroup = GetGroup())
18703 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18705 Player* pGroupGuy = itr->getSource();
18706 if(!pGroupGuy)
18707 continue;
18709 if(!pGroupGuy->IsAtGroupRewardDistance(pRewardSource))
18710 continue; // member (alive or dead) or his corpse at req. distance
18712 // quest objectives updated only for alive group member or dead but with not released body
18713 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
18714 pGroupGuy->KilledMonster(creature_id, creature_guid);
18717 else // if (!pGroup)
18718 KilledMonster(creature_id, creature_guid);
18721 bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
18723 if(pRewardSource->GetDistance(this) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
18724 return true;
18726 if(isAlive())
18727 return false;
18729 Corpse* corpse = GetCorpse();
18730 if(!corpse)
18731 return false;
18733 return pRewardSource->GetDistance(corpse) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
18736 uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
18738 Item* item = GetWeaponForAttack(attType,true);
18740 // unarmed only with base attack
18741 if(attType != BASE_ATTACK && !item)
18742 return 0;
18744 // weapon skill or (unarmed for base attack)
18745 uint32 skill = item ? item->GetSkill() : SKILL_UNARMED;
18746 return GetBaseSkillValue(skill);
18749 void Player::ResurectUsingRequestData()
18751 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
18752 TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
18754 ResurrectPlayer(0.0f,false);
18756 if(GetMaxHealth() > m_resurrectHealth)
18757 SetHealth( m_resurrectHealth );
18758 else
18759 SetHealth( GetMaxHealth() );
18761 if(GetMaxPower(POWER_MANA) > m_resurrectMana)
18762 SetPower(POWER_MANA, m_resurrectMana );
18763 else
18764 SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
18766 SetPower(POWER_RAGE, 0 );
18768 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
18770 SpawnCorpseBones();
18773 void Player::SetClientControl(Unit* target, uint8 allowMove)
18775 WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
18776 data.append(target->GetPackGUID());
18777 data << uint8(allowMove);
18778 GetSession()->SendPacket(&data);
18781 void Player::UpdateZoneDependentAuras( uint32 newZone )
18783 // remove new continent flight forms
18784 if( !IsAllowUseFlyMountsHere() )
18786 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED);
18787 RemoveSpellsCausingAura(SPELL_AURA_FLY);
18790 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
18791 SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newZone);
18792 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
18793 if(itr->second->autocast && itr->second->IsFitToRequirements(this,newZone,0))
18794 if( !HasAura(itr->second->spellId,0) )
18795 CastSpell(this,itr->second->spellId,true);
18798 void Player::UpdateAreaDependentAuras( uint32 newArea )
18800 // remove auras from spells with area limitations
18801 for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
18803 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18804 if(spellmgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea,this) != SPELL_CAST_OK)
18805 RemoveAura(iter);
18806 else
18807 ++iter;
18810 // some auras applied at subzone enter
18811 SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newArea);
18812 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
18813 if(itr->second->autocast && itr->second->IsFitToRequirements(this,m_zoneUpdateId,newArea))
18814 if( !HasAura(itr->second->spellId,0) )
18815 CastSpell(this,itr->second->spellId,true);
18818 uint32 Player::GetCorpseReclaimDelay(bool pvp) const
18820 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18821 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18823 return copseReclaimDelay[0];
18826 time_t now = time(NULL);
18827 // 0..2 full period
18828 uint32 count = (now < m_deathExpireTime) ? (m_deathExpireTime - now)/DEATH_EXPIRE_STEP : 0;
18829 return copseReclaimDelay[count];
18832 void Player::UpdateCorpseReclaimDelay()
18834 bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
18836 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18837 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18838 return;
18840 time_t now = time(NULL);
18841 if(now < m_deathExpireTime)
18843 // full and partly periods 1..3
18844 uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
18845 if(count < MAX_DEATH_COUNT)
18846 m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
18847 else
18848 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
18850 else
18851 m_deathExpireTime = now+DEATH_EXPIRE_STEP;
18854 void Player::SendCorpseReclaimDelay(bool load)
18856 Corpse* corpse = GetCorpse();
18857 if(!corpse)
18858 return;
18860 uint32 delay;
18861 if(load)
18863 if(corpse->GetGhostTime() > m_deathExpireTime)
18864 return;
18866 bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP;
18868 uint32 count;
18869 if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18870 !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18872 count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
18873 if(count>=MAX_DEATH_COUNT)
18874 count = MAX_DEATH_COUNT-1;
18876 else
18877 count=0;
18879 time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
18881 time_t now = time(NULL);
18882 if(now >= expected_time)
18883 return;
18885 delay = expected_time-now;
18887 else
18888 delay = GetCorpseReclaimDelay(corpse->GetType()==CORPSE_RESURRECTABLE_PVP);
18890 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18891 WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
18892 data << uint32(delay*IN_MILISECONDS);
18893 GetSession()->SendPacket( &data );
18896 Player* Player::GetNextRandomRaidMember(float radius)
18898 Group *pGroup = GetGroup();
18899 if(!pGroup)
18900 return NULL;
18902 std::vector<Player*> nearMembers;
18903 nearMembers.reserve(pGroup->GetMembersCount());
18905 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18907 Player* Target = itr->getSource();
18909 // IsHostileTo check duel and controlled by enemy
18910 if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
18911 !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
18912 nearMembers.push_back(Target);
18915 if (nearMembers.empty())
18916 return NULL;
18918 uint32 randTarget = urand(0,nearMembers.size()-1);
18919 return nearMembers[randTarget];
18922 PartyResult Player::CanUninviteFromGroup() const
18924 const Group* grp = GetGroup();
18925 if(!grp)
18926 return PARTY_RESULT_YOU_NOT_IN_GROUP;
18928 if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
18929 return PARTY_RESULT_YOU_NOT_LEADER;
18931 if(InBattleGround())
18932 return PARTY_RESULT_INVITE_RESTRICTED;
18934 return PARTY_RESULT_OK;
18937 void Player::SetBattleGroundRaid(Group* group, int8 subgroup)
18939 //we must move references from m_group to m_originalGroup
18940 SetOriginalGroup(GetGroup(), GetSubGroup());
18942 m_group.unlink();
18943 m_group.link(group, this);
18944 m_group.setSubGroup((uint8)subgroup);
18947 void Player::RemoveFromBattleGroundRaid()
18949 //remove existing reference
18950 m_group.unlink();
18951 if( Group* group = GetOriginalGroup() )
18953 m_group.link(group, this);
18954 m_group.setSubGroup(GetOriginalSubGroup());
18956 SetOriginalGroup(NULL);
18959 void Player::SetOriginalGroup(Group *group, int8 subgroup)
18961 if( group == NULL )
18962 m_originalGroup.unlink();
18963 else
18965 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
18966 assert(subgroup >= 0);
18967 m_originalGroup.link(group, this);
18968 m_originalGroup.setSubGroup((uint8)subgroup);
18972 void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
18974 LiquidData liquid_status;
18975 ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
18976 if (!res)
18978 m_MirrorTimerFlags &= ~(UNDERWATER_INWATER|UNDERWATER_INLAVA|UNDERWATER_INSLIME|UNDERWARER_INDARKWATER);
18979 // Small hack for enable breath in WMO
18980 if (IsInWater())
18981 m_MirrorTimerFlags|=UNDERWATER_INWATER;
18982 return;
18985 // All liquids type - check under water position
18986 if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME))
18988 if ( res & LIQUID_MAP_UNDER_WATER)
18989 m_MirrorTimerFlags |= UNDERWATER_INWATER;
18990 else
18991 m_MirrorTimerFlags &= ~UNDERWATER_INWATER;
18994 // Allow travel in dark water on taxi or transport
18995 if ((liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER) && !isInFlight() && !GetTransport())
18996 m_MirrorTimerFlags |= UNDERWARER_INDARKWATER;
18997 else
18998 m_MirrorTimerFlags &= ~UNDERWARER_INDARKWATER;
19000 // in lava check, anywhere in lava level
19001 if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA)
19003 if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
19004 m_MirrorTimerFlags |= UNDERWATER_INLAVA;
19005 else
19006 m_MirrorTimerFlags &= ~UNDERWATER_INLAVA;
19008 // in slime check, anywhere in slime level
19009 if (liquid_status.type&MAP_LIQUID_TYPE_SLIME)
19011 if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
19012 m_MirrorTimerFlags |= UNDERWATER_INSLIME;
19013 else
19014 m_MirrorTimerFlags &= ~UNDERWATER_INSLIME;
19018 void Player::SetCanParry( bool value )
19020 if(m_canParry==value)
19021 return;
19023 m_canParry = value;
19024 UpdateParryPercentage();
19027 void Player::SetCanBlock( bool value )
19029 if(m_canBlock==value)
19030 return;
19032 m_canBlock = value;
19033 UpdateBlockPercentage();
19036 bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
19038 for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
19039 if(itr->pos == pos)
19040 return true;
19042 return false;
19045 bool Player::CanUseBattleGroundObject()
19047 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
19048 // maybe gameobject code should handle that ForceReaction usage
19049 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
19050 return ( //InBattleGround() && // in battleground - not need, check in other cases
19051 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
19052 //player cannot use object when he is invulnerable (immune)
19053 !isTotalImmune() && // not totally immune
19054 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
19055 !HasStealthAura() && // not stealthed
19056 !HasInvisibilityAura() && // not invisible
19057 !HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
19058 isAlive() // live player
19062 bool Player::CanCaptureTowerPoint()
19064 return ( !HasStealthAura() && // not stealthed
19065 !HasInvisibilityAura() && // not invisible
19066 isAlive() // live player
19070 uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair)
19072 uint32 level = getLevel();
19074 if(level > GT_MAX_LEVEL)
19075 level = GT_MAX_LEVEL; // max level in this dbc
19077 uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
19078 uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
19079 uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
19081 if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair))
19082 return 0;
19084 GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
19086 if(!bsc) // shouldn't happen
19087 return 0xFFFFFFFF;
19089 float cost = 0;
19091 if(hairstyle != newhairstyle)
19092 cost += bsc->cost; // full price
19094 if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
19095 cost += bsc->cost * 0.5f; // +1/2 of price
19097 if(facialhair != newfacialhair)
19098 cost += bsc->cost * 0.75f; // +3/4 of price
19100 return uint32(cost);
19103 void Player::InitGlyphsForLevel()
19105 for(uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
19106 if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i))
19107 if(gs->Order)
19108 SetGlyphSlot(gs->Order - 1, gs->Id);
19110 uint32 level = getLevel();
19111 uint32 value = 0;
19113 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19114 if(level >= 15)
19115 value |= (0x01 | 0x02);
19116 if(level >= 30)
19117 value |= 0x08;
19118 if(level >= 50)
19119 value |= 0x04;
19120 if(level >= 70)
19121 value |= 0x10;
19122 if(level >= 80)
19123 value |= 0x20;
19125 SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
19128 void Player::EnterVehicle(Vehicle *vehicle)
19130 VehicleEntry const *ve = sVehicleStore.LookupEntry(vehicle->GetVehicleId());
19131 if(!ve)
19132 return;
19134 VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(ve->m_seatID[0]);
19135 if(!veSeat)
19136 return;
19138 vehicle->SetCharmerGUID(GetGUID());
19139 vehicle->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
19140 vehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
19141 vehicle->setFaction(getFaction());
19143 SetCharm(vehicle); // charm
19144 SetFarSightGUID(vehicle->GetGUID()); // set view
19146 SetClientControl(vehicle, 1); // redirect controls to vehicle
19148 WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
19149 GetSession()->SendPacket(&data);
19151 data.Initialize(MSG_MOVE_TELEPORT_ACK, 30);
19152 data.append(GetPackGUID());
19153 data << uint32(0); // counter?
19154 data << uint32(MOVEMENTFLAG_ONTRANSPORT); // transport
19155 data << uint16(0); // special flags
19156 data << uint32(getMSTime()); // time
19157 data << vehicle->GetPositionX(); // x
19158 data << vehicle->GetPositionY(); // y
19159 data << vehicle->GetPositionZ(); // z
19160 data << vehicle->GetOrientation(); // o
19161 // transport part, TODO: load/calculate seat offsets
19162 data << uint64(vehicle->GetGUID()); // transport guid
19163 data << float(veSeat->m_attachmentOffsetX); // transport offsetX
19164 data << float(veSeat->m_attachmentOffsetY); // transport offsetY
19165 data << float(veSeat->m_attachmentOffsetZ); // transport offsetZ
19166 data << float(0); // transport orientation
19167 data << uint32(getMSTime()); // transport time
19168 data << uint8(0); // seat
19169 // end of transport part
19170 data << uint32(0); // fall time
19171 GetSession()->SendPacket(&data);
19173 data.Initialize(SMSG_PET_SPELLS, 8+4+4+4+4*10+1+1);
19174 data << uint64(vehicle->GetGUID());
19175 data << uint32(0x00000000);
19176 data << uint32(0x00000000);
19177 data << uint32(0x00000101);
19179 for(uint32 i = 0; i < 10; ++i)
19180 data << uint16(0) << uint8(0) << uint8(i+8);
19182 data << uint8(0);
19183 data << uint8(0);
19184 GetSession()->SendPacket(&data);
19187 void Player::ExitVehicle(Vehicle *vehicle)
19189 vehicle->SetCharmerGUID(0);
19190 vehicle->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
19191 vehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
19192 vehicle->setFaction((GetTeam() == ALLIANCE) ? vehicle->GetCreatureInfo()->faction_A : vehicle->GetCreatureInfo()->faction_H);
19194 SetCharm(NULL);
19195 SetFarSightGUID(0);
19197 SetClientControl(vehicle, 0);
19199 WorldPacket data(MSG_MOVE_TELEPORT_ACK, 30);
19200 data.append(GetPackGUID());
19201 data << uint32(0); // counter?
19202 data << uint32(MOVEMENTFLAG_FLY_UNK1); // fly unk
19203 data << uint16(0x40); // special flags
19204 data << uint32(getMSTime()); // time
19205 data << vehicle->GetPositionX(); // x
19206 data << vehicle->GetPositionY(); // y
19207 data << vehicle->GetPositionZ(); // z
19208 data << vehicle->GetOrientation(); // o
19209 data << uint32(0); // fall time
19210 GetSession()->SendPacket(&data);
19212 data.Initialize(SMSG_PET_SPELLS, 8+4);
19213 data << uint64(0);
19214 data << uint32(0);
19215 GetSession()->SendPacket(&data);
19217 // only for flyable vehicles?
19218 CastSpell(this, 45472, true); // Parachute
19221 bool Player::isTotalImmune()
19223 AuraList const& immune = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY);
19225 uint32 immuneMask = 0;
19226 for(AuraList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
19228 immuneMask |= (*itr)->GetModifier()->m_miscvalue;
19229 if( immuneMask & SPELL_SCHOOL_MASK_ALL ) // total immunity
19230 return true;
19232 return false;
19235 bool Player::HasTitle(uint32 bitIndex)
19237 if (bitIndex > 128)
19238 return false;
19240 uint32 fieldIndexOffset = bitIndex/32;
19241 uint32 flag = 1 << (bitIndex%32);
19242 return HasFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
19245 void Player::SetTitle(CharTitlesEntry const* title)
19247 uint32 fieldIndexOffset = title->bit_index/32;
19248 uint32 flag = 1 << (title->bit_index%32);
19249 SetFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
19252 void Player::ConvertRune(uint8 index, uint8 newType)
19254 SetCurrentRune(index, newType);
19256 WorldPacket data(SMSG_CONVERT_RUNE, 2);
19257 data << uint8(index);
19258 data << uint8(newType);
19259 GetSession()->SendPacket(&data);
19262 void Player::ResyncRunes(uint8 count)
19264 WorldPacket data(SMSG_RESYNC_RUNES, count * 2);
19265 for(uint32 i = 0; i < count; ++i)
19267 data << uint8(GetCurrentRune(i)); // rune type
19268 data << uint8(255 - (GetRuneCooldown(i) * 51)); // passed cooldown time (0-255)
19270 GetSession()->SendPacket(&data);
19273 void Player::AddRunePower(uint8 index)
19275 WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
19276 data << uint32(1 << index); // mask (0x00-0x3F probably)
19277 GetSession()->SendPacket(&data);
19280 void Player::InitRunes()
19282 if(getClass() != CLASS_DEATH_KNIGHT)
19283 return;
19285 m_runes = new Runes;
19287 m_runes->runeState = 0;
19289 for(uint32 i = 0; i < MAX_RUNES; ++i)
19291 SetBaseRune(i, i / 2); // init base types
19292 SetCurrentRune(i, i / 2); // init current types
19293 SetRuneCooldown(i, 0); // reset cooldowns
19294 m_runes->SetRuneState(i);
19297 for(uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
19298 SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
19301 void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast)
19303 Loot loot;
19304 loot.FillLoot (loot_id,store,this,true);
19306 uint32 max_slot = loot.GetMaxSlotInLootFor(this);
19307 for(uint32 i = 0; i < max_slot; ++i)
19309 LootItem* lootItem = loot.LootItemInSlot(i,this);
19311 ItemPosCountVec dest;
19312 uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count);
19313 if(msg != EQUIP_ERR_OK && slot != NULL_SLOT)
19314 msg = CanStoreNewItem( bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
19315 if( msg != EQUIP_ERR_OK && bag != NULL_BAG)
19316 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
19317 if(msg != EQUIP_ERR_OK)
19319 SendEquipError( msg, NULL, NULL );
19320 continue;
19323 Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
19324 SendNewItem(pItem, lootItem->count, false, false, broadcast);
19328 uint32 Player::CalculateTalentsPoints() const
19330 uint32 base_talent = getLevel() < 10 ? 0 : uint32((getLevel()-9)*sWorld.getRate(RATE_TALENT));
19332 if(getClass() != CLASS_DEATH_KNIGHT)
19333 return base_talent;
19335 uint32 talentPointsForLevel =
19336 (getLevel() < 56 ? 0 : uint32((getLevel()-55)*sWorld.getRate(RATE_TALENT)))
19337 + m_questRewardTalentCount;
19339 if(talentPointsForLevel > base_talent)
19340 talentPointsForLevel = base_talent;
19342 return talentPointsForLevel;
19345 bool Player::IsAllowUseFlyMountsHere() const
19347 if (isGameMaster())
19348 return true;
19350 uint32 v_map = GetVirtualMapForMapAndZone(GetMapId(), GetZoneId());
19351 return v_map == 530 || v_map == 571 && HasSpell(54197);
19354 void Player::learnSpellHighRank(uint32 spellid)
19356 learnSpell(spellid,false);
19358 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
19359 for(SpellChainMapNext::const_iterator itr = nextMap.lower_bound(spellid); itr != nextMap.upper_bound(spellid); ++itr)
19360 learnSpellHighRank(itr->second);
19363 void Player::_LoadSkills()
19365 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19367 // reset skill modifiers and set correct unlearn flags
19368 for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++)
19370 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
19372 // set correct unlearn bit
19373 uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
19374 if(!id) continue;
19376 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
19377 if(!pSkill) continue;
19379 // enable unlearn button for primary professions only
19380 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
19381 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
19382 else
19383 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
19385 // set fixed skill ranges
19386 switch(GetSkillRangeType(pSkill,false))
19388 case SKILL_RANGE_LANGUAGE: // 300..300
19389 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(300,300));
19390 break;
19391 case SKILL_RANGE_MONO: // 1..1, grey monolite bar
19392 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(1,1));
19393 break;
19394 default:
19395 break;
19398 uint32 vskill = SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
19399 learnSkillRewardedSpells(id, vskill);
19402 // special settings
19403 if(getClass()==CLASS_DEATH_KNIGHT)
19405 uint32 base_level = std::min(getLevel(),sWorld.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL));
19406 if(base_level < 1)
19407 base_level = 1;
19408 uint32 base_skill = (base_level-1)*5; // 270 at starting level 55
19409 if(base_skill < 1)
19410 base_skill = 1; // skill mast be known and then > 0 in any case
19412 if(GetPureSkillValue (SKILL_FIRST_AID) < base_skill)
19413 SetSkill(SKILL_FIRST_AID,base_skill, base_skill);
19414 if(GetPureSkillValue (SKILL_AXES) < base_skill)
19415 SetSkill(SKILL_AXES, base_skill,base_skill);
19416 if(GetPureSkillValue (SKILL_DEFENSE) < base_skill)
19417 SetSkill(SKILL_DEFENSE, base_skill,base_skill);
19418 if(GetPureSkillValue (SKILL_POLEARMS) < base_skill)
19419 SetSkill(SKILL_POLEARMS, base_skill,base_skill);
19420 if(GetPureSkillValue (SKILL_SWORDS) < base_skill)
19421 SetSkill(SKILL_SWORDS, base_skill,base_skill);
19422 if(GetPureSkillValue (SKILL_2H_AXES) < base_skill)
19423 SetSkill(SKILL_2H_AXES, base_skill,base_skill);
19424 if(GetPureSkillValue (SKILL_2H_SWORDS) < base_skill)
19425 SetSkill(SKILL_2H_SWORDS, base_skill,base_skill);
19426 if(GetPureSkillValue (SKILL_UNARMED) < base_skill)
19427 SetSkill(SKILL_UNARMED, base_skill,base_skill);
19431 uint32 Player::GetPhaseMaskForSpawn() const
19433 uint32 phase = PHASEMASK_NORMAL;
19434 if(!isGameMaster())
19435 phase = GetPhaseMask();
19436 else
19438 AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE);
19439 if(!phases.empty())
19440 phase = phases.front()->GetMiscValue();
19443 // some aura phases include 1 normal map in addition to phase itself
19444 if(uint32 n_phase = phase & ~PHASEMASK_NORMAL)
19445 return n_phase;
19447 return PHASEMASK_NORMAL;
19450 uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const
19452 ItemPrototype const* pProto = pItem->GetProto();
19454 // proto based limitations
19455 if(uint8 res = CanEquipUniqueItem(pProto,eslot,limit_count))
19456 return res;
19458 // check unique-equipped on gems
19459 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
19461 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
19462 if(!enchant_id)
19463 continue;
19464 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
19465 if(!enchantEntry)
19466 continue;
19468 ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
19469 if(!pGem)
19470 continue;
19472 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19473 uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory
19474 ? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1;
19476 if(uint8 res = CanEquipUniqueItem(pGem, eslot,gem_limit_count))
19477 return res;
19480 return EQUIP_ERR_OK;
19483 uint8 Player::CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const
19485 // check unique-equipped on item
19486 if (itemProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
19488 // there is an equip limit on this item
19489 if(HasItemOrGemWithIdEquipped(itemProto->ItemId,1,except_slot))
19490 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
19493 // check unique-equipped limit
19494 if (itemProto->ItemLimitCategory)
19496 ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory);
19497 if(!limitEntry)
19498 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
19500 if(limit_count > limitEntry->maxCount)
19501 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; // attempt add too many limit category items (gems)
19503 // there is an equip limit on this item
19504 if(HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory,limitEntry->maxCount-limit_count+1,except_slot))
19505 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
19508 return EQUIP_ERR_OK;
19511 void Player::HandleFall(MovementInfo const& movementInfo)
19513 // calculate total z distance of the fall
19514 float z_diff = m_lastFallZ - movementInfo.z;
19515 sLog.outDebug("zDiff = %f", z_diff);
19517 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
19518 // 14.57 can be calculated by resolving damageperc formula below to 0
19519 if (z_diff >= 14.57f && !isDead() && !isGameMaster() &&
19520 !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
19521 !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL) )
19523 //Safe fall, fall height reduction
19524 int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
19526 float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f;
19528 if(damageperc >0 )
19530 uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL));
19532 float height = movementInfo.z;
19533 UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height);
19535 if (damage > 0)
19537 //Prevent fall damage from being more than the player maximum health
19538 if (damage > GetMaxHealth())
19539 damage = GetMaxHealth();
19541 // Gust of Wind
19542 if (GetDummyAura(43621))
19543 damage = GetMaxHealth()/2;
19545 EnvironmentalDamage(DAMAGE_FALL, damage);
19547 // recheck alive, might have died of EnvironmentalDamage
19548 if (isAlive())
19549 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100));
19552 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
19553 DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall);
19558 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/*=NULL*/, uint32 time/*=0*/ )
19560 GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1,miscvalue2,unit,time);
19563 void Player::LearnTalent(uint32 talentId, uint32 talentRank)
19565 uint32 CurTalentPoints = GetFreeTalentPoints();
19567 if(CurTalentPoints == 0)
19568 return;
19570 if (talentRank >= MAX_TALENT_RANK)
19571 return;
19573 TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentId );
19575 if(!talentInfo)
19576 return;
19578 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
19580 if(!talentTabInfo)
19581 return;
19583 // prevent learn talent for different class (cheating)
19584 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
19585 return;
19587 // find current max talent rank
19588 int32 curtalent_maxrank = 0;
19589 for(int32 k = MAX_TALENT_RANK-1; k > -1; --k)
19591 if(talentInfo->RankID[k] && HasSpell(talentInfo->RankID[k]))
19593 curtalent_maxrank = k + 1;
19594 break;
19598 // we already have same or higher talent rank learned
19599 if(curtalent_maxrank >= (talentRank + 1))
19600 return;
19602 // check if we have enough talent points
19603 if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
19604 return;
19606 // Check if it requires another talent
19607 if (talentInfo->DependsOn > 0)
19609 if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
19611 bool hasEnoughRank = false;
19612 for (int i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; i++)
19614 if (depTalentInfo->RankID[i] != 0)
19615 if (HasSpell(depTalentInfo->RankID[i]))
19616 hasEnoughRank = true;
19618 if (!hasEnoughRank)
19619 return;
19623 // Find out how many points we have in this field
19624 uint32 spentPoints = 0;
19626 uint32 tTab = talentInfo->TalentTab;
19627 if (talentInfo->Row > 0)
19629 unsigned int numRows = sTalentStore.GetNumRows();
19630 for (unsigned int i = 0; i < numRows; i++) // Loop through all talents.
19632 // Someday, someone needs to revamp
19633 const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
19634 if (tmpTalent) // the way talents are tracked
19636 if (tmpTalent->TalentTab == tTab)
19638 for (int j = 0; j < MAX_TALENT_RANK; j++)
19640 if (tmpTalent->RankID[j] != 0)
19642 if (HasSpell(tmpTalent->RankID[j]))
19644 spentPoints += j + 1;
19653 // not have required min points spent in talent tree
19654 if(spentPoints < (talentInfo->Row * MAX_TALENT_RANK))
19655 return;
19657 // spell not set in talent.dbc
19658 uint32 spellid = talentInfo->RankID[talentRank];
19659 if( spellid == 0 )
19661 sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
19662 return;
19665 // already known
19666 if(HasSpell(spellid))
19667 return;
19669 // learn! (other talent ranks will unlearned at learning)
19670 learnSpell(spellid, false);
19671 sLog.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
19673 // update free talent points
19674 SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
19677 void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
19679 Pet *pet = GetPet();
19681 if(!pet)
19682 return;
19684 if(petGuid != pet->GetGUID())
19685 return;
19687 uint32 CurTalentPoints = pet->GetFreeTalentPoints();
19689 if(CurTalentPoints == 0)
19690 return;
19692 if (talentRank >= MAX_PET_TALENT_RANK)
19693 return;
19695 TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
19697 if(!talentInfo)
19698 return;
19700 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
19702 if(!talentTabInfo)
19703 return;
19705 CreatureInfo const *ci = pet->GetCreatureInfo();
19707 if(!ci)
19708 return;
19710 CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
19712 if(!pet_family)
19713 return;
19715 if(pet_family->petTalentType < 0) // not hunter pet
19716 return;
19718 // prevent learn talent for different family (cheating)
19719 if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
19720 return;
19722 // find current max talent rank
19723 int32 curtalent_maxrank = 0;
19724 for(int32 k = MAX_TALENT_RANK-1; k > -1; --k)
19726 if(talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k]))
19728 curtalent_maxrank = k + 1;
19729 break;
19733 // we already have same or higher talent rank learned
19734 if(curtalent_maxrank >= (talentRank + 1))
19735 return;
19737 // check if we have enough talent points
19738 if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
19739 return;
19741 // Check if it requires another talent
19742 if (talentInfo->DependsOn > 0)
19744 if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
19746 bool hasEnoughRank = false;
19747 for (int i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; i++)
19749 if (depTalentInfo->RankID[i] != 0)
19750 if (pet->HasSpell(depTalentInfo->RankID[i]))
19751 hasEnoughRank = true;
19753 if (!hasEnoughRank)
19754 return;
19758 // Find out how many points we have in this field
19759 uint32 spentPoints = 0;
19761 uint32 tTab = talentInfo->TalentTab;
19762 if (talentInfo->Row > 0)
19764 unsigned int numRows = sTalentStore.GetNumRows();
19765 for (unsigned int i = 0; i < numRows; ++i) // Loop through all talents.
19767 // Someday, someone needs to revamp
19768 const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
19769 if (tmpTalent) // the way talents are tracked
19771 if (tmpTalent->TalentTab == tTab)
19773 for (int j = 0; j < MAX_TALENT_RANK; j++)
19775 if (tmpTalent->RankID[j] != 0)
19777 if (pet->HasSpell(tmpTalent->RankID[j]))
19779 spentPoints += j + 1;
19788 // not have required min points spent in talent tree
19789 if(spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK))
19790 return;
19792 // spell not set in talent.dbc
19793 uint32 spellid = talentInfo->RankID[talentRank];
19794 if( spellid == 0 )
19796 sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
19797 return;
19800 // already known
19801 if(pet->HasSpell(spellid))
19802 return;
19804 // learn! (other talent ranks will unlearned at learning)
19805 pet->learnSpell(spellid);
19806 sLog.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
19808 // update free talent points
19809 pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
19812 void Player::UpdateKnownCurrencies(uint32 itemId, bool apply)
19814 if(CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId))
19816 if(apply)
19817 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
19818 else
19819 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
19823 void Player::UpdateFallInformationIfNeed( MovementInfo const& minfo,uint16 opcode )
19825 if (m_lastFallTime >= minfo.fallTime || m_lastFallZ <=minfo.z || opcode == MSG_MOVE_FALL_LAND)
19826 SetFallInformation(minfo.fallTime, minfo.z);
19829 void Player::UnsummonPetTemporaryIfAny()
19831 Pet* pet = GetPet();
19832 if(!pet)
19833 return;
19835 if(!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned() )
19837 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
19838 m_oldpetspell = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL);
19841 RemovePet(pet, PET_SAVE_AS_CURRENT);
19844 void Player::ResummonPetTemporaryUnSummonedIfAny()
19846 if(!m_temporaryUnsummonedPetNumber)
19847 return;
19849 // not resummon in not appropriate state
19850 if(IsPetNeedBeTemporaryUnsummoned())
19851 return;
19853 if(GetPetGUID())
19854 return;
19856 Pet* NewPet = new Pet;
19857 if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
19858 delete NewPet;
19860 m_temporaryUnsummonedPetNumber = 0;