Phase system development continue.
[getmangos.git] / src / game / Player.cpp
blob1e46858e7f424d3c619803ab8d4de5a0567fea81
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 "ObjectMgr.h"
25 #include "SpellMgr.h"
26 #include "World.h"
27 #include "WorldPacket.h"
28 #include "WorldSession.h"
29 #include "UpdateMask.h"
30 #include "Player.h"
31 #include "SkillDiscovery.h"
32 #include "QuestDef.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
35 #include "Channel.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
42 #include "CellImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
46 #include "Formulas.h"
47 #include "Group.h"
48 #include "Guild.h"
49 #include "Pet.h"
50 #include "SpellAuras.h"
51 #include "Util.h"
52 #include "Transports.h"
53 #include "Weather.h"
54 #include "BattleGround.h"
55 #include "BattleGroundMgr.h"
56 #include "ArenaTeam.h"
57 #include "Chat.h"
58 #include "Database/DatabaseImpl.h"
59 #include "Spell.h"
60 #include "SocialMgr.h"
61 #include "AchievementMgr.h"
63 #include <cmath>
65 #define ZONE_UPDATE_INTERVAL 1000
67 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
68 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
69 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
71 #define SKILL_VALUE(x) PAIR32_LOPART(x)
72 #define SKILL_MAX(x) PAIR32_HIPART(x)
73 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
75 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
76 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
77 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
79 enum CharacterFlags
81 CHARACTER_FLAG_NONE = 0x00000000,
82 CHARACTER_FLAG_UNK1 = 0x00000001,
83 CHARACTER_FLAG_UNK2 = 0x00000002,
84 CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
85 CHARACTER_FLAG_UNK4 = 0x00000008,
86 CHARACTER_FLAG_UNK5 = 0x00000010,
87 CHARACTER_FLAG_UNK6 = 0x00000020,
88 CHARACTER_FLAG_UNK7 = 0x00000040,
89 CHARACTER_FLAG_UNK8 = 0x00000080,
90 CHARACTER_FLAG_UNK9 = 0x00000100,
91 CHARACTER_FLAG_UNK10 = 0x00000200,
92 CHARACTER_FLAG_HIDE_HELM = 0x00000400,
93 CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
94 CHARACTER_FLAG_UNK13 = 0x00001000,
95 CHARACTER_FLAG_GHOST = 0x00002000,
96 CHARACTER_FLAG_RENAME = 0x00004000,
97 CHARACTER_FLAG_UNK16 = 0x00008000,
98 CHARACTER_FLAG_UNK17 = 0x00010000,
99 CHARACTER_FLAG_UNK18 = 0x00020000,
100 CHARACTER_FLAG_UNK19 = 0x00040000,
101 CHARACTER_FLAG_UNK20 = 0x00080000,
102 CHARACTER_FLAG_UNK21 = 0x00100000,
103 CHARACTER_FLAG_UNK22 = 0x00200000,
104 CHARACTER_FLAG_UNK23 = 0x00400000,
105 CHARACTER_FLAG_UNK24 = 0x00800000,
106 CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
107 CHARACTER_FLAG_DECLINED = 0x02000000,
108 CHARACTER_FLAG_UNK27 = 0x04000000,
109 CHARACTER_FLAG_UNK28 = 0x08000000,
110 CHARACTER_FLAG_UNK29 = 0x10000000,
111 CHARACTER_FLAG_UNK30 = 0x20000000,
112 CHARACTER_FLAG_UNK31 = 0x40000000,
113 CHARACTER_FLAG_UNK32 = 0x80000000
116 // corpse reclaim times
117 #define DEATH_EXPIRE_STEP (5*MINUTE)
118 #define MAX_DEATH_COUNT 3
120 static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
122 //== PlayerTaxi ================================================
124 PlayerTaxi::PlayerTaxi()
126 // Taxi nodes
127 memset(m_taximask, 0, sizeof(m_taximask));
130 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level)
132 // capital and taxi hub masks
133 switch(race)
135 case RACE_HUMAN: SetTaximaskNode(2); break; // Human
136 case RACE_ORC: SetTaximaskNode(23); break; // Orc
137 case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
138 case RACE_NIGHTELF: SetTaximaskNode(26);
139 SetTaximaskNode(27); break; // Night Elf
140 case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
141 case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
142 case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
143 case RACE_TROLL: SetTaximaskNode(23); break; // Troll
144 case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
145 case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
148 switch(chrClass)
150 case CLASS_DEATH_KNIGHT: // TODO: figure out initial known nodes
151 break;
154 // new continent starting masks (It will be accessible only at new map)
155 switch(Player::TeamForRace(race))
157 case ALLIANCE: SetTaximaskNode(100); break;
158 case HORDE: SetTaximaskNode(99); break;
160 // level dependent taxi hubs
161 if(level>=68)
162 SetTaximaskNode(213); //Shattered Sun Staging Area
165 void PlayerTaxi::LoadTaxiMask(const char* data)
167 Tokens tokens = StrSplit(data, " ");
169 int index;
170 Tokens::iterator iter;
171 for (iter = tokens.begin(), index = 0;
172 (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
174 // load and set bits only for existed taxi nodes
175 m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
179 void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
181 if(all)
183 for (uint8 i=0; i<TaxiMaskSize; i++)
184 data << uint32(sTaxiNodesMask[i]); // all existed nodes
186 else
188 for (uint8 i=0; i<TaxiMaskSize; i++)
189 data << uint32(m_taximask[i]); // known nodes
193 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values, uint32 team )
195 ClearTaxiDestinations();
197 Tokens tokens = StrSplit(values," ");
199 for(Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
201 uint32 node = uint32(atol(iter->c_str()));
202 AddTaxiDestination(node);
205 if(m_TaxiDestinations.empty())
206 return true;
208 // Check integrity
209 if(m_TaxiDestinations.size() < 2)
210 return false;
212 for(size_t i = 1; i < m_TaxiDestinations.size(); ++i)
214 uint32 cost;
215 uint32 path;
216 objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
217 if(!path)
218 return false;
221 // can't load taxi path without mount set (quest taxi path?)
222 if(!objmgr.GetTaxiMount(GetTaxiSource(),team))
223 return false;
225 return true;
228 std::string PlayerTaxi::SaveTaxiDestinationsToString()
230 if(m_TaxiDestinations.empty())
231 return "";
233 std::ostringstream ss;
235 for(size_t i=0; i < m_TaxiDestinations.size(); ++i)
236 ss << m_TaxiDestinations[i] << " ";
238 return ss.str();
241 uint32 PlayerTaxi::GetCurrentTaxiPath() const
243 if(m_TaxiDestinations.size() < 2)
244 return 0;
246 uint32 path;
247 uint32 cost;
249 objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
251 return path;
254 std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
256 ss << "'";
257 for(int i = 0; i < TaxiMaskSize; ++i)
258 ss << taxi.m_taximask[i] << " ";
259 ss << "'";
260 return ss;
263 //== Player ====================================================
265 const int32 Player::ReputationRank_Length[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
267 UpdateMask Player::updateVisualBits;
269 Player::Player (WorldSession *session): Unit(), m_achievementMgr(this)
271 m_transport = 0;
273 m_speakTime = 0;
274 m_speakCount = 0;
276 m_objectType |= TYPEMASK_PLAYER;
277 m_objectTypeId = TYPEID_PLAYER;
279 m_valuesCount = PLAYER_END;
281 m_session = session;
283 m_divider = 0;
285 m_ExtraFlags = 0;
286 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER)
287 SetAcceptTicket(true);
289 // players always accept
290 if(GetSession()->GetSecurity() == SEC_PLAYER)
291 SetAcceptWhispers(true);
293 m_curSelection = 0;
294 m_lootGuid = 0;
296 m_comboTarget = 0;
297 m_comboPoints = 0;
299 m_usedTalentCount = 0;
300 m_questRewardTalentCount = 0;
302 m_regenTimer = 0;
303 m_weaponChangeTimer = 0;
305 m_zoneUpdateId = 0;
306 m_zoneUpdateTimer = 0;
308 m_areaUpdateId = 0;
310 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
312 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
313 // this must help in case next save after mass player load after server startup
314 m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
316 clearResurrectRequestData();
318 m_SpellModRemoveCount = 0;
320 memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
322 m_social = NULL;
324 // group is initialized in the reference constructor
325 SetGroupInvite(NULL);
326 m_groupUpdateMask = 0;
327 m_auraUpdateMask = 0;
329 duel = NULL;
331 m_GuildIdInvited = 0;
332 m_ArenaTeamIdInvited = 0;
334 m_atLoginFlags = AT_LOGIN_NONE;
336 m_dontMove = false;
338 pTrader = 0;
339 ClearTrade();
341 m_cinematic = 0;
343 PlayerTalkClass = new PlayerMenu( GetSession() );
344 m_currentBuybackSlot = BUYBACK_SLOT_START;
346 for ( int aX = 0 ; aX < 8 ; aX++ )
347 m_Tutorials[ aX ] = 0x00;
348 m_TutorialsChanged = false;
350 m_DailyQuestChanged = false;
351 m_lastDailyQuestTime = 0;
353 m_regenTimer = 0;
354 m_weaponChangeTimer = 0;
355 m_breathTimer = 0;
356 m_isunderwater = UNDERWATER_NONE;
357 m_isInWater = false;
358 m_drunkTimer = 0;
359 m_drunk = 0;
360 m_restTime = 0;
361 m_deathTimer = 0;
362 m_deathExpireTime = 0;
364 m_swingErrorMsg = 0;
366 m_DetectInvTimer = 1000;
368 m_bgBattleGroundID = 0;
369 for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++)
371 m_bgBattleGroundQueueID[j].bgQueueType = 0;
372 m_bgBattleGroundQueueID[j].invitedToInstance = 0;
374 m_bgTeam = 0;
376 m_logintime = time(NULL);
377 m_Last_tick = m_logintime;
378 m_WeaponProficiency = 0;
379 m_ArmorProficiency = 0;
380 m_canParry = false;
381 m_canBlock = false;
382 m_canDualWield = false;
383 m_canTitanGrip = false;
384 m_ammoDPS = 0.0f;
386 m_temporaryUnsummonedPetNumber = 0;
387 //cache for UNIT_CREATED_BY_SPELL to allow
388 //returning reagents for temporarily removed pets
389 //when dying/logging out
390 m_oldpetspell = 0;
392 ////////////////////Rest System/////////////////////
393 time_inn_enter=0;
394 inn_pos_mapid=0;
395 inn_pos_x=0;
396 inn_pos_y=0;
397 inn_pos_z=0;
398 m_rest_bonus=0;
399 rest_type=REST_TYPE_NO;
400 ////////////////////Rest System/////////////////////
402 m_mailsLoaded = false;
403 m_mailsUpdated = false;
404 unReadMails = 0;
405 m_nextMailDelivereTime = 0;
407 m_resetTalentsCost = 0;
408 m_resetTalentsTime = 0;
409 m_itemUpdateQueueBlocked = false;
411 for (int i = 0; i < MAX_MOVE_TYPE; ++i)
412 m_forced_speed_changes[i] = 0;
414 m_stableSlots = 0;
416 /////////////////// Instance System /////////////////////
418 m_HomebindTimer = 0;
419 m_InstanceValid = true;
420 m_dungeonDifficulty = DIFFICULTY_NORMAL;
422 for (int i = 0; i < BASEMOD_END; i++)
424 m_auraBaseMod[i][FLAT_MOD] = 0.0f;
425 m_auraBaseMod[i][PCT_MOD] = 1.0f;
428 for (int i = 0; i < MAX_COMBAT_RATING; i++)
429 m_baseRatingValue[i] = 0;
431 m_baseSpellDamage = 0;
432 m_baseSpellHealing = 0;
433 m_baseFeralAP = 0;
434 m_baseManaRegen = 0;
436 // Honor System
437 m_lastHonorUpdateTime = time(NULL);
439 // Player summoning
440 m_summon_expire = 0;
441 m_summon_mapid = 0;
442 m_summon_x = 0.0f;
443 m_summon_y = 0.0f;
444 m_summon_z = 0.0f;
446 //Default movement to run mode
447 m_unit_movement_flags = 0;
449 m_mover = NULL;
451 m_miniPet = 0;
452 m_bgAfkReportedTimer = 0;
453 m_contestedPvPTimer = 0;
455 m_declinedname = NULL;
456 m_runes = NULL;
459 Player::~Player ()
461 CleanupsBeforeDelete();
463 // it must be unloaded already in PlayerLogout and accessed only for loggined player
464 //m_social = NULL;
466 // Note: buy back item already deleted from DB when player was saved
467 for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
469 if(m_items[i])
470 delete m_items[i];
472 CleanupChannels();
474 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
475 delete itr->second;
477 //all mailed items should be deleted, also all mail should be deallocated
478 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
479 delete *itr;
481 for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
482 delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
484 delete PlayerTalkClass;
486 if (m_transport)
488 m_transport->RemovePassenger(this);
491 for(size_t x = 0; x < ItemSetEff.size(); x++)
492 if(ItemSetEff[x])
493 delete ItemSetEff[x];
495 // clean up player-instance binds, may unload some instance saves
496 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
497 for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
498 itr->second.save->RemovePlayer(this);
500 delete m_declinedname;
501 delete m_runes;
504 void Player::CleanupsBeforeDelete()
506 if(m_uint32Values) // only for fully created Object
508 TradeCancel(false);
509 DuelComplete(DUEL_INTERUPTED);
511 Unit::CleanupsBeforeDelete();
514 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 )
516 //FIXME: outfitId not used in player creating
518 Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
520 m_name = name;
522 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
523 if(!info)
525 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
526 return false;
529 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
530 m_items[i] = NULL;
532 m_race = race;
533 m_class = class_;
535 SetMapId(info->mapId);
536 Relocate(info->positionX,info->positionY,info->positionZ);
538 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
539 if(!cEntry)
541 sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
542 return false;
545 uint8 powertype = cEntry->powerType;
547 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
548 SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
550 switch(gender)
552 case GENDER_FEMALE:
553 SetDisplayId(info->displayId_f );
554 SetNativeDisplayId(info->displayId_f );
555 break;
556 case GENDER_MALE:
557 SetDisplayId(info->displayId_m );
558 SetNativeDisplayId(info->displayId_m );
559 break;
560 default:
561 sLog.outError("Invalid gender %u for player",gender);
562 return false;
563 break;
566 setFactionForRace(m_race);
568 uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
570 SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
571 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP );
572 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
573 SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
574 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
575 SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
577 // -1 is default value
578 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
580 SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
581 SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
582 SetByteValue(PLAYER_BYTES_3, 0, gender);
584 SetUInt32Value( PLAYER_GUILDID, 0 );
585 SetUInt32Value( PLAYER_GUILDRANK, 0 );
586 SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
588 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled
589 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 ); // 0=disabled
590 SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
591 SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
592 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 );
593 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
594 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
596 // set starting level
597 uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
598 ? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL)
599 : sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
601 if (GetSession()->GetSecurity() >= SEC_MODERATOR)
603 uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL);
604 if(gm_level > start_level)
605 start_level = gm_level;
608 SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
610 InitRunes();
612 SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
613 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
614 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
616 // Played time
617 m_Last_tick = time(NULL);
618 m_Played_time[0] = 0;
619 m_Played_time[1] = 0;
621 // base stats and related field values
622 InitStatsForLevel();
623 InitTaxiNodesForLevel();
624 InitGlyphsForLevel();
625 InitTalentForLevel();
626 InitPrimaryProffesions(); // to max set before any spell added
628 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
629 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
630 SetHealth(GetMaxHealth());
631 if (getPowerType()==POWER_MANA)
633 UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
634 SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
637 if(getPowerType() == POWER_RUNIC_POWER)
639 SetPower(POWER_RUNE, 8);
640 SetMaxPower(POWER_RUNE, 8);
641 SetPower(POWER_RUNIC_POWER, 0);
642 SetMaxPower(POWER_RUNIC_POWER, 1000);
645 // original spells
646 learnDefaultSpells();
648 // original action bar
649 std::list<uint16>::const_iterator action_itr[4];
650 for(int i=0; i<4; i++)
651 action_itr[i] = info->action[i].begin();
653 for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();)
655 uint16 taction[4];
656 for(int i=0; i<4 ;i++)
657 taction[i] = (*action_itr[i]);
659 addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]);
661 for(int i=0; i<4 ;i++)
662 ++action_itr[i];
665 // original items
666 CharStartOutfitEntry const* oEntry = NULL;
667 for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
669 if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
671 if(entry->RaceClassGender == RaceClassGender)
673 oEntry = entry;
674 break;
679 if(oEntry)
681 for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
683 if(oEntry->ItemId[j] <= 0)
684 continue;
686 uint32 item_id = oEntry->ItemId[j];
689 // Hack for not existed item id in dbc 3.0.3
690 if(item_id==40582)
691 continue;
693 ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
694 if(!iProto)
696 sLog.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id,getRace(),getClass());
697 continue;
700 // max stack by default (mostly 1), 1 for infinity stackable
701 uint32 count = iProto->Stackable > 0 ? uint32(iProto->Stackable) : 1;
703 if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
705 switch(iProto->Spells[0].SpellCategory)
707 case 11: // food
708 if(iProto->Stackable > 4)
709 count = 4;
710 break;
711 case 59: // drink
712 if(iProto->Stackable > 2)
713 count = 2;
714 break;
718 StoreNewItemInBestSlots(item_id, count);
722 for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
723 StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
725 // bags and main-hand weapon must equipped at this moment
726 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
727 // or ammo not equipped in special bag
728 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
730 if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
732 uint16 eDest;
733 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
734 uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
735 if( msg == EQUIP_ERR_OK )
737 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
738 EquipItem( eDest, pItem, true);
740 // move other items to more appropriate slots (ammo not equipped in special bag)
741 else
743 ItemPosCountVec sDest;
744 msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
745 if( msg == EQUIP_ERR_OK )
747 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
748 pItem = StoreItem( sDest, pItem, true);
751 // if this is ammo then use it
752 uint8 msg = CanUseAmmo( pItem->GetProto()->ItemId );
753 if( msg == EQUIP_ERR_OK )
754 SetAmmo( pItem->GetProto()->ItemId );
758 // all item positions resolved
760 return true;
763 bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
765 sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
767 // attempt equip by one
768 while(titem_amount > 0)
770 uint16 eDest;
771 uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false );
772 if( msg != EQUIP_ERR_OK )
773 break;
775 EquipNewItem( eDest, titem_id, true);
776 AutoUnequipOffhandIfNeed();
777 --titem_amount;
780 if(titem_amount == 0)
781 return true; // equipped
783 // attempt store
784 ItemPosCountVec sDest;
785 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
786 uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
787 if( msg == EQUIP_ERR_OK )
789 StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
790 return true; // stored
793 // item can't be added
794 sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
795 return false;
798 void Player::StartMirrorTimer(MirrorTimerType Type, uint32 MaxValue)
800 uint32 BreathRegen = (uint32)-1;
802 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
803 data << (uint32)Type;
804 data << MaxValue;
805 data << MaxValue;
806 data << BreathRegen;
807 data << (uint8)0;
808 data << (uint32)0; // spell id
809 GetSession()->SendPacket(&data);
812 void Player::ModifyMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, uint32 Regen)
814 if(Type==BREATH_TIMER)
815 m_breathTimer = ((MaxValue + 1000) - CurrentValue) / Regen;
817 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
818 data << (uint32)Type;
819 data << CurrentValue;
820 data << MaxValue;
821 data << Regen;
822 data << (uint8)0;
823 data << (uint32)0; // spell id
824 GetSession()->SendPacket( &data );
827 void Player::StopMirrorTimer(MirrorTimerType Type)
829 if(Type==BREATH_TIMER)
830 m_breathTimer = 0;
832 WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
833 data << (uint32)Type;
834 GetSession()->SendPacket( &data );
837 void Player::EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 damage)
839 WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
840 data << (uint64)guid;
841 data << (uint8)(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
842 data << (uint32)damage;
843 data << (uint32)0;
844 data << (uint32)0;
845 SendMessageToSet(&data, true);
847 DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
849 if(type==DAMAGE_FALL && !isAlive()) // DealDamage not apply item durability loss at self damage
851 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
852 DurabilityLossAll(0.10f,false);
853 // durability lost message
854 WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
855 GetSession()->SendPacket(&data);
859 void Player::HandleDrowning()
861 if(!(m_isunderwater&~UNDERWATER_INLAVA))
862 return;
864 //if player is GM, have waterbreath, is dead or if breathing is disabled then return
865 if(isGameMaster() || !isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
867 StopMirrorTimer(BREATH_TIMER);
868 // drop every flag _except_ LAVA - otherwise waterbreathing will prevent lava damage
869 m_isunderwater &= UNDERWATER_INLAVA;
870 return;
873 uint32 UnderWaterTime = 1*MINUTE*1000; // default length 1 min
875 AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
876 for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
877 UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
879 if ((m_isunderwater & UNDERWATER_INWATER) && !(m_isunderwater & UNDERWATER_INLAVA) && isAlive())
881 //single trigger timer
882 if (!(m_isunderwater & UNDERWATER_WATER_TRIGGER))
884 m_isunderwater|= UNDERWATER_WATER_TRIGGER;
885 m_breathTimer = UnderWaterTime + 1000;
887 //single trigger "show Breathbar"
888 if ( m_breathTimer <= UnderWaterTime && !(m_isunderwater & UNDERWATER_WATER_BREATHB))
890 m_isunderwater|= UNDERWATER_WATER_BREATHB;
891 StartMirrorTimer(BREATH_TIMER, UnderWaterTime);
893 //continuous trigger drowning "Damage"
894 if ((m_breathTimer == 0) && (m_isunderwater & UNDERWATER_INWATER))
896 //TODO: Check this formula
897 uint64 guid = GetGUID();
898 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
900 EnvironmentalDamage(guid, DAMAGE_DROWNING,damage);
901 m_breathTimer = 2000;
904 //single trigger retract bar
905 else if (!(m_isunderwater & UNDERWATER_INWATER) && (m_isunderwater & UNDERWATER_WATER_TRIGGER) && (m_breathTimer > 0) && isAlive())
907 uint32 BreathRegen = 10;
908 // m_breathTimer will be reduced in ModifyMirrorTimer
909 ModifyMirrorTimer(BREATH_TIMER, UnderWaterTime, m_breathTimer,BreathRegen);
910 m_isunderwater = UNDERWATER_WATER_BREATHB_RETRACTING;
912 //remove bar
913 else if ((m_breathTimer < 50) && !(m_isunderwater & UNDERWATER_INWATER) && (m_isunderwater == UNDERWATER_WATER_BREATHB_RETRACTING))
915 StopMirrorTimer(BREATH_TIMER);
916 m_isunderwater = UNDERWATER_NONE;
920 void Player::HandleLava()
922 if ((m_isunderwater & UNDERWATER_INLAVA) && isAlive())
925 * arrai: how is this supposed to work? UNDERWATER_INLAVA is always set in this scope!
926 // Single trigger Set BreathTimer
927 if (!(m_isunderwater & UNDERWATER_INLAVA))
929 m_isunderwater|= UNDERWATER_WATER_BREATHB;
930 m_breathTimer = 1000;
933 // Reset BreathTimer and still in the lava
934 if (!m_breathTimer)
936 uint64 guid = GetGUID();
937 uint32 damage = urand(600, 700); // TODO: Get more detailed information about lava damage
939 // if not gamemaster then deal damage
940 if ( !isGameMaster() )
941 EnvironmentalDamage(guid, DAMAGE_LAVA, damage);
943 m_breathTimer = 1000;
946 else if (!isAlive()) // Disable breath timer and reset underwater flags
948 m_breathTimer = 0;
949 m_isunderwater = UNDERWATER_NONE;
953 ///The player sobers by 256 every 10 seconds
954 void Player::HandleSobering()
956 m_drunkTimer = 0;
958 uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
959 SetDrunkValue(drunk);
962 DrunkenState Player::GetDrunkenstateByValue(uint16 value)
964 if(value >= 23000)
965 return DRUNKEN_SMASHED;
966 if(value >= 12800)
967 return DRUNKEN_DRUNK;
968 if(value & 0xFFFE)
969 return DRUNKEN_TIPSY;
970 return DRUNKEN_SOBER;
973 void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
975 uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
977 m_drunk = newDrunkenValue;
978 SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
980 uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
982 // special drunk invisibility detection
983 if(newDrunkenState >= DRUNKEN_DRUNK)
984 m_detectInvisibilityMask |= (1<<6);
985 else
986 m_detectInvisibilityMask &= ~(1<<6);
988 if(newDrunkenState == oldDrunkenState)
989 return;
991 WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
992 data << uint64(GetGUID());
993 data << uint32(newDrunkenState);
994 data << uint32(itemId);
996 SendMessageToSet(&data, true);
999 void Player::Update( uint32 p_time )
1001 if(!IsInWorld())
1002 return;
1004 // undelivered mail
1005 if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
1007 SendNewMail();
1008 ++unReadMails;
1010 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1011 m_nextMailDelivereTime = 0;
1014 Unit::Update( p_time );
1016 // update player only attacks
1017 if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
1019 setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
1022 if(uint32 off_att = getAttackTimer(OFF_ATTACK))
1024 setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
1027 time_t now = time (NULL);
1029 UpdatePvPFlag(now);
1031 UpdateContestedPvP(p_time);
1033 UpdateDuelFlag(now);
1035 CheckDuelDistance(now);
1037 UpdateAfkReport(now);
1039 CheckExploreSystem();
1041 // Update items that have just a limited lifetime
1042 if (now>m_Last_tick)
1043 UpdateItemDuration(uint32(now- m_Last_tick));
1045 if (!m_timedquests.empty())
1047 std::set<uint32>::iterator iter = m_timedquests.begin();
1048 while (iter != m_timedquests.end())
1050 QuestStatusData& q_status = mQuestStatus[*iter];
1051 if( q_status.m_timer <= p_time )
1053 uint32 quest_id = *iter;
1054 ++iter; // current iter will be removed in FailTimedQuest
1055 FailTimedQuest( quest_id );
1057 else
1059 q_status.m_timer -= p_time;
1060 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
1061 ++iter;
1066 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
1068 Unit *pVictim = getVictim();
1069 if( !IsNonMeleeSpellCasted(false) && pVictim)
1071 // default combat reach 10
1072 // TODO add weapon,skill check
1074 float pldistance = ATTACK_DISTANCE;
1076 if (isAttackReady(BASE_ATTACK))
1078 if(!IsWithinDistInMap(pVictim, pldistance))
1080 setAttackTimer(BASE_ATTACK,100);
1081 if(m_swingErrorMsg != 1) // send single time (client auto repeat)
1083 SendAttackSwingNotInRange();
1084 m_swingErrorMsg = 1;
1087 //120 degrees of radiant range
1088 else if( !HasInArc( 2*M_PI/3, pVictim ))
1090 setAttackTimer(BASE_ATTACK,100);
1091 if(m_swingErrorMsg != 2) // send single time (client auto repeat)
1093 SendAttackSwingBadFacingAttack();
1094 m_swingErrorMsg = 2;
1097 else
1099 m_swingErrorMsg = 0; // reset swing error state
1101 // prevent base and off attack in same time, delay attack at 0.2 sec
1102 if(haveOffhandWeapon())
1104 uint32 off_att = getAttackTimer(OFF_ATTACK);
1105 if(off_att < ATTACK_DISPLAY_DELAY)
1106 setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
1108 AttackerStateUpdate(pVictim, BASE_ATTACK);
1109 resetAttackTimer(BASE_ATTACK);
1113 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
1115 if(!IsWithinDistInMap(pVictim, pldistance))
1117 setAttackTimer(OFF_ATTACK,100);
1119 else if( !HasInArc( 2*M_PI/3, pVictim ))
1121 setAttackTimer(OFF_ATTACK,100);
1123 else
1125 // prevent base and off attack in same time, delay attack at 0.2 sec
1126 uint32 base_att = getAttackTimer(BASE_ATTACK);
1127 if(base_att < ATTACK_DISPLAY_DELAY)
1128 setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
1129 // do attack
1130 AttackerStateUpdate(pVictim, OFF_ATTACK);
1131 resetAttackTimer(OFF_ATTACK);
1135 Unit *owner = pVictim->GetOwner();
1136 Unit *u = owner ? owner : pVictim;
1137 if(u->IsPvP() && (!duel || duel->opponent != u))
1139 UpdatePvP(true);
1140 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
1145 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
1147 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1149 int time_inn = time(NULL)-GetTimeInnEnter();
1150 if (time_inn >= 10) //freeze update
1152 float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
1153 //speed collect rest bonus (section/in hour)
1154 SetRestBonus( GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble );
1155 UpdateInnerTime(time(NULL));
1160 if(m_regenTimer > 0)
1162 if(p_time >= m_regenTimer)
1163 m_regenTimer = 0;
1164 else
1165 m_regenTimer -= p_time;
1168 if (m_weaponChangeTimer > 0)
1170 if(p_time >= m_weaponChangeTimer)
1171 m_weaponChangeTimer = 0;
1172 else
1173 m_weaponChangeTimer -= p_time;
1176 if (m_zoneUpdateTimer > 0)
1178 if(p_time >= m_zoneUpdateTimer)
1180 uint32 newzone = GetZoneId();
1181 if( m_zoneUpdateId != newzone )
1182 UpdateZone(newzone); // also update area
1183 else
1185 // use area updates as well
1186 // needed for free far all arenas for example
1187 uint32 newarea = GetAreaId();
1188 if( m_areaUpdateId != newarea )
1189 UpdateArea(newarea);
1191 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
1194 else
1195 m_zoneUpdateTimer -= p_time;
1198 if (isAlive())
1200 RegenerateAll();
1203 if (m_deathState == JUST_DIED)
1205 KillPlayer();
1208 if(m_nextSave > 0)
1210 if(p_time >= m_nextSave)
1212 // m_nextSave reseted in SaveToDB call
1213 SaveToDB();
1214 sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1216 else
1218 m_nextSave -= p_time;
1222 //Breathtimer
1223 if(m_breathTimer > 0)
1225 if(p_time >= m_breathTimer)
1226 m_breathTimer = 0;
1227 else
1228 m_breathTimer -= p_time;
1232 //Handle Water/drowning
1233 HandleDrowning();
1235 //Handle lava
1236 HandleLava();
1238 //Handle detect stealth players
1239 if (m_DetectInvTimer > 0)
1241 if (p_time >= m_DetectInvTimer)
1243 m_DetectInvTimer = 3000;
1244 HandleStealthedUnitsDetection();
1246 else
1247 m_DetectInvTimer -= p_time;
1250 // Played time
1251 if (now > m_Last_tick)
1253 uint32 elapsed = uint32(now - m_Last_tick);
1254 m_Played_time[0] += elapsed; // Total played time
1255 m_Played_time[1] += elapsed; // Level played time
1256 m_Last_tick = now;
1259 if (m_drunk)
1261 m_drunkTimer += p_time;
1263 if (m_drunkTimer > 10000)
1264 HandleSobering();
1267 // not auto-free ghost from body in instances
1268 if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
1270 if(p_time >= m_deathTimer)
1272 m_deathTimer = 0;
1273 BuildPlayerRepop();
1274 RepopAtGraveyard();
1276 else
1277 m_deathTimer -= p_time;
1280 UpdateEnchantTime(p_time);
1281 UpdateHomebindTime(p_time);
1283 // group update
1284 SendUpdateToOutOfRangeGroupMembers();
1286 Pet* pet = GetPet();
1287 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
1289 RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
1290 return;
1294 void Player::setDeathState(DeathState s)
1296 uint32 ressSpellId = 0;
1298 bool cur = isAlive();
1300 if(s == JUST_DIED && cur)
1302 // drunken state is cleared on death
1303 SetDrunkValue(0);
1304 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1305 ClearComboPoints();
1307 clearResurrectRequestData();
1309 // remove form before other mods to prevent incorrect stats calculation
1310 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
1312 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1313 RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
1315 // remove uncontrolled pets
1316 RemoveMiniPet();
1317 RemoveGuardians();
1319 // save value before aura remove in Unit::setDeathState
1320 ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
1322 // passive spell
1323 if(!ressSpellId)
1324 ressSpellId = GetResurrectionSpellId();
1325 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
1327 Unit::setDeathState(s);
1329 // restore resurrection spell id for player after aura remove
1330 if(s == JUST_DIED && cur && ressSpellId)
1331 SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
1333 if(isAlive() && !cur)
1335 //clear aura case after resurrection by another way (spells will be applied before next death)
1336 SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
1338 // restore default warrior stance
1339 if(getClass()== CLASS_WARRIOR)
1340 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
1344 void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
1346 Field *fields = result->Fetch();
1348 *p_data << uint64(GetGUID());
1349 *p_data << m_name;
1351 *p_data << uint8(getRace());
1352 uint8 pClass = getClass();
1353 *p_data << uint8(pClass);
1354 *p_data << uint8(getGender());
1356 uint32 bytes = GetUInt32Value(PLAYER_BYTES);
1357 *p_data << uint8(bytes);
1358 *p_data << uint8(bytes >> 8);
1359 *p_data << uint8(bytes >> 16);
1360 *p_data << uint8(bytes >> 24);
1362 bytes = GetUInt32Value(PLAYER_BYTES_2);
1363 *p_data << uint8(bytes);
1365 *p_data << uint8(getLevel()); // player level
1366 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1367 uint32 zoneId = MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY(),GetPositionZ());
1368 sLog.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId);
1369 *p_data << uint32(zoneId);
1370 *p_data << uint32(GetMapId());
1372 *p_data << GetPositionX();
1373 *p_data << GetPositionY();
1374 *p_data << GetPositionZ();
1376 // guild id
1377 *p_data << (result ? fields[13].GetUInt32() : 0);
1379 uint32 char_flags = 0;
1380 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
1381 char_flags |= CHARACTER_FLAG_HIDE_HELM;
1382 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
1383 char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
1384 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
1385 char_flags |= CHARACTER_FLAG_GHOST;
1386 if(HasAtLoginFlag(AT_LOGIN_RENAME))
1387 char_flags |= CHARACTER_FLAG_RENAME;
1388 if(sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) && (fields[14].GetCppString() != ""))
1389 char_flags |= CHARACTER_FLAG_DECLINED;
1391 *p_data << uint32(char_flags); // character flags
1392 // character customize (flags?)
1393 *p_data << uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE) ? 1 : 0);
1394 *p_data << uint8(1); // unknown
1396 // Pets info
1398 uint32 petDisplayId = 0;
1399 uint32 petLevel = 0;
1400 uint32 petFamily = 0;
1402 // show pet at selection character in character list only for non-ghost character
1403 if(result && isAlive() && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER))
1405 uint32 entry = fields[10].GetUInt32();
1406 CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
1407 if(cInfo)
1409 petDisplayId = fields[11].GetUInt32();
1410 petLevel = fields[12].GetUInt32();
1411 petFamily = cInfo->family;
1415 *p_data << uint32(petDisplayId);
1416 *p_data << uint32(petLevel);
1417 *p_data << uint32(petFamily);
1420 for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
1422 uint32 visualbase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
1423 uint32 item_id = GetUInt32Value(visualbase);
1424 const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
1425 SpellItemEnchantmentEntry const *enchant = NULL;
1427 for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot<=TEMP_ENCHANTMENT_SLOT; enchantSlot++)
1429 uint32 enchantId = GetUInt32Value(visualbase+1+enchantSlot);
1430 if(enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))
1431 break;
1434 if (proto != NULL)
1436 *p_data << uint32(proto->DisplayInfoID);
1437 *p_data << uint8(proto->InventoryType);
1438 *p_data << uint32(enchant ? enchant->aura_id : 0);
1440 else
1442 *p_data << uint32(0);
1443 *p_data << uint8(0);
1444 *p_data << uint32(0); // enchant?
1447 *p_data << uint32(0); // first bag display id
1448 *p_data << uint8(0); // first bag inventory type
1449 *p_data << uint32(0); // enchant?
1452 bool Player::ToggleAFK()
1454 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1456 bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1458 // afk player not allowed in battleground
1459 if(state && InBattleGround())
1460 LeaveBattleground();
1462 return state;
1465 bool Player::ToggleDND()
1467 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1469 return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1472 uint8 Player::chatTag() const
1474 // it's bitmask
1475 // 0x8 - ??
1476 // 0x4 - gm
1477 // 0x2 - dnd
1478 // 0x1 - afk
1479 if(isGMChat())
1480 return 4;
1481 else if(isDND())
1482 return 3;
1483 if(isAFK())
1484 return 1;
1485 else
1486 return 0;
1489 bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
1491 if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
1493 sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
1494 return false;
1497 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1498 Pet* pet = GetPet();
1500 MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
1502 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1503 // don't let gm level > 1 either
1504 if(!InBattleGround() && mEntry->IsBattleGroundOrArena())
1505 return false;
1507 // client without expansion support
1508 if(GetSession()->Expansion() < mEntry->Expansion())
1510 sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
1512 if(GetTransport())
1513 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1515 SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
1517 return false; // normal client can't teleport to this map...
1519 else
1521 sLog.outDebug("Player %s will teleported to map %u", GetName(), mapid);
1524 // if we were on a transport, leave
1525 if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
1527 m_transport->RemovePassenger(this);
1528 m_transport = NULL;
1529 m_movementInfo.t_x = 0.0f;
1530 m_movementInfo.t_y = 0.0f;
1531 m_movementInfo.t_z = 0.0f;
1532 m_movementInfo.t_o = 0.0f;
1533 m_movementInfo.t_time = 0;
1536 SetSemaphoreTeleport(true);
1538 // The player was ported to another map and looses the duel immediately.
1539 // We have to perform this check before the teleport, otherwise the
1540 // ObjectAccessor won't find the flag.
1541 if (duel && GetMapId()!=mapid)
1543 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
1544 if (obj)
1545 DuelComplete(DUEL_FLED);
1548 // reset movement flags at teleport, because player will continue move with these flags after teleport
1549 SetUnitMovementFlags(0);
1551 if ((GetMapId() == mapid) && (!m_transport))
1553 // prepare zone change detect
1554 uint32 old_zone = GetZoneId();
1556 // near teleport
1557 if(!GetSession()->PlayerLogout())
1559 WorldPacket data;
1560 BuildTeleportAckMsg(&data, x, y, z, orientation);
1561 GetSession()->SendPacket(&data);
1562 SetPosition( x, y, z, orientation, true);
1564 else
1565 // this will be used instead of the current location in SaveToDB
1566 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1567 SetFallInformation(0, z);
1569 //BuildHeartBeatMsg(&data);
1570 //SendMessageToSet(&data, true);
1571 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1573 //same map, only remove pet if out of range
1574 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
1576 if(pet->isControlled() && !pet->isTemporarySummoned() )
1577 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1578 else
1579 m_temporaryUnsummonedPetNumber = 0;
1581 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1585 if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
1586 CombatStop();
1588 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1590 // resummon pet
1591 if(pet && m_temporaryUnsummonedPetNumber)
1593 Pet* NewPet = new Pet;
1594 if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
1595 delete NewPet;
1597 m_temporaryUnsummonedPetNumber = 0;
1601 if(!GetSession()->PlayerLogout())
1603 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1604 SetSemaphoreTeleport(false);
1606 UpdateZone(GetZoneId());
1609 // new zone
1610 if(old_zone != GetZoneId())
1612 // honorless target
1613 if(pvpInfo.inHostileArea)
1614 CastSpell(this, 2479, true);
1617 else
1619 // far teleport to another map
1620 Map* oldmap = IsInWorld() ? GetMap() : NULL;
1621 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1623 // Check enter rights before map getting to avoid creating instance copy for player
1624 // this check not dependent from map instance copy and same for all instance copies of selected map
1625 if (!MapManager::Instance().CanPlayerEnter(mapid, this))
1627 SetSemaphoreTeleport(false);
1628 return false;
1631 // If the map is not created, assume it is possible to enter it.
1632 // It will be created in the WorldPortAck.
1633 Map *map = MapManager::Instance().FindMap(mapid);
1634 if (!map || map->CanEnter(this))
1636 SetSelection(0);
1638 CombatStop();
1640 ResetContestedPvP();
1642 // remove player from battleground on far teleport (when changing maps)
1643 if(BattleGround const* bg = GetBattleGround())
1645 // Note: at battleground join battleground id set before teleport
1646 // and we already will found "current" battleground
1647 // just need check that this is targeted map or leave
1648 if(bg->GetMapId() != mapid)
1649 LeaveBattleground(false); // don't teleport to entry point
1652 // remove pet on map change
1653 if (pet)
1655 //leaving map -> delete pet right away (doing this later will cause problems)
1656 if(pet->isControlled() && !pet->isTemporarySummoned())
1657 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1658 else
1659 m_temporaryUnsummonedPetNumber = 0;
1661 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1664 // remove all dyn objects
1665 RemoveAllDynObjects();
1667 // stop spellcasting
1668 // not attempt interrupt teleportation spell at caster teleport
1669 if(!(options & TELE_TO_SPELL))
1670 if(IsNonMeleeSpellCasted(true))
1671 InterruptNonMeleeSpells(true);
1673 if(!GetSession()->PlayerLogout())
1675 // send transfer packets
1676 WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
1677 data << uint32(mapid);
1678 if (m_transport)
1680 data << m_transport->GetEntry() << GetMapId();
1682 GetSession()->SendPacket(&data);
1684 data.Initialize(SMSG_NEW_WORLD, (20));
1685 if (m_transport)
1687 data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
1689 else
1691 data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
1693 GetSession()->SendPacket( &data );
1694 SendSavedInstances();
1696 // remove from old map now
1697 if(oldmap) oldmap->Remove(this, false);
1700 // new final coordinates
1701 float final_x = x;
1702 float final_y = y;
1703 float final_z = z;
1704 float final_o = orientation;
1706 if(m_transport)
1708 final_x += m_movementInfo.t_x;
1709 final_y += m_movementInfo.t_y;
1710 final_z += m_movementInfo.t_z;
1711 final_o += m_movementInfo.t_o;
1714 m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
1715 SetFallInformation(0, final_z);
1716 // if the player is saved before worldportack (at logout for example)
1717 // this will be used instead of the current location in SaveToDB
1719 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
1721 // move packet sent by client always after far teleport
1722 // SetPosition(final_x, final_y, final_z, final_o, true);
1723 SetDontMove(true);
1725 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1727 else
1728 return false;
1730 return true;
1733 void Player::AddToWorld()
1735 ///- Do not add/remove the player from the object storage
1736 ///- It will crash when updating the ObjectAccessor
1737 ///- The player should only be added when logging in
1738 Unit::AddToWorld();
1740 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1742 if(m_items[i])
1743 m_items[i]->AddToWorld();
1747 void Player::RemoveFromWorld()
1749 // cleanup
1750 if(IsInWorld())
1752 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1753 Uncharm();
1754 UnsummonAllTotems();
1755 RemoveMiniPet();
1756 RemoveGuardians();
1759 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1761 if(m_items[i])
1762 m_items[i]->RemoveFromWorld();
1765 ///- Do not add/remove the player from the object storage
1766 ///- It will crash when updating the ObjectAccessor
1767 ///- The player should only be removed when logging out
1768 Unit::RemoveFromWorld();
1771 void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
1773 float addRage;
1775 float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1777 if(attacker)
1779 addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2);
1781 // talent who gave more rage on attack
1782 addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
1784 else
1786 addRage = damage/rageconversion*2.5;
1788 // Berserker Rage effect
1789 if(HasAura(18499,0))
1790 addRage *= 1.3;
1793 addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME);
1795 ModifyPower(POWER_RAGE, uint32(addRage*10));
1798 void Player::RegenerateAll()
1800 if (m_regenTimer != 0)
1801 return;
1802 uint32 regenDelay = 2000;
1804 // Not in combat or they have regeneration
1805 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
1806 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
1808 RegenerateHealth();
1809 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
1811 Regenerate(POWER_RAGE);
1812 if(getClass() == CLASS_DEATH_KNIGHT)
1813 Regenerate(POWER_RUNIC_POWER);
1817 Regenerate( POWER_ENERGY );
1819 Regenerate( POWER_MANA );
1821 if(getClass() == CLASS_DEATH_KNIGHT)
1822 Regenerate( POWER_RUNE );
1824 m_regenTimer = regenDelay;
1827 void Player::Regenerate(Powers power)
1829 uint32 curValue = GetPower(power);
1830 uint32 maxValue = GetMaxPower(power);
1832 float addvalue = 0.0f;
1834 switch (power)
1836 case POWER_MANA:
1838 bool recentCast = IsUnderLastManaUseEffect();
1839 float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
1840 if (recentCast)
1842 // Mangos Updates Mana in intervals of 2s, which is correct
1843 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1845 else
1847 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1849 } break;
1850 case POWER_RAGE: // Regenerate rage
1852 float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
1853 addvalue = 30 * RageDecreaseRate; // 3 rage by tick
1854 } break;
1855 case POWER_ENERGY: // Regenerate energy (rogue)
1856 addvalue = 20;
1857 break;
1858 case POWER_RUNIC_POWER:
1860 float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS);
1861 addvalue = 30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
1862 } break;
1863 case POWER_RUNE:
1865 for(uint32 i = 0; i < MAX_RUNES; ++i)
1866 if(uint8 cd = GetRuneCooldown(i)) // if we have cooldown, reduce it...
1867 SetRuneCooldown(i, cd - 1); // ... by 2 sec (because update is every 2 sec)
1868 } break;
1869 case POWER_FOCUS:
1870 case POWER_HAPPINESS:
1871 break;
1874 // Mana regen calculated in Player::UpdateManaRegen()
1875 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1876 if(power != POWER_MANA)
1878 AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
1879 for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
1880 if ((*i)->GetModifier()->m_miscvalue == power)
1881 addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
1884 if (power != POWER_RAGE && power != POWER_RUNIC_POWER)
1886 curValue += uint32(addvalue);
1887 if (curValue > maxValue)
1888 curValue = maxValue;
1890 else
1892 if(curValue <= uint32(addvalue))
1893 curValue = 0;
1894 else
1895 curValue -= uint32(addvalue);
1897 SetPower(power, curValue);
1900 void Player::RegenerateHealth()
1902 uint32 curValue = GetHealth();
1903 uint32 maxValue = GetMaxHealth();
1905 if (curValue >= maxValue) return;
1907 float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
1909 float addvalue = 0.0f;
1911 // polymorphed case
1912 if ( IsPolymorphed() )
1913 addvalue = GetMaxHealth()/3;
1914 // normal regen case (maybe partly in combat case)
1915 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) )
1917 addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
1918 if (!isInCombat())
1920 AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
1921 for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
1922 addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
1924 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
1925 addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
1927 if(!IsStandState())
1928 addvalue *= 1.5;
1931 // always regeneration bonus (including combat)
1932 addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
1934 if(addvalue < 0)
1935 addvalue = 0;
1937 ModifyHealth(int32(addvalue));
1940 bool Player::CanInteractWithNPCs(bool alive) const
1942 if(alive && !isAlive())
1943 return false;
1944 if(isInFlight())
1945 return false;
1947 return true;
1950 bool Player::IsUnderWater() const
1952 return IsInWater() &&
1953 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1956 void Player::SetInWater(bool apply)
1958 if(m_isInWater==apply)
1959 return;
1961 //define player in water by opcodes
1962 //move player's guid into HateOfflineList of those mobs
1963 //which can't swim and move guid back into ThreatList when
1964 //on surface.
1965 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1966 m_isInWater = apply;
1968 // remove auras that need water/land
1969 RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
1971 getHostilRefManager().updateThreatTables();
1974 void Player::SetGameMaster(bool on)
1976 if(on)
1978 m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
1979 setFaction(35);
1980 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
1982 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
1983 ResetContestedPvP();
1985 getHostilRefManager().setOnlineOfflineState(false);
1986 CombatStop();
1988 SetPhaseMask(PHASEMASK_ANYWHERE); // see and visible in all phases
1990 else
1992 // restore phase
1993 AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE);
1994 SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL);
1996 m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
1997 setFactionForRace(getRace());
1998 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2000 // restore FFA PvP Server state
2001 if(sWorld.IsFFAPvPRealm())
2002 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
2004 // restore FFA PvP area state, remove not allowed for GM mounts
2005 UpdateArea(m_areaUpdateId);
2007 getHostilRefManager().setOnlineOfflineState(true);
2010 ObjectAccessor::UpdateVisibilityForPlayer(this);
2013 void Player::SetGMVisible(bool on)
2015 if(on)
2017 m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
2019 // Reapply stealth/invisibility if active or show if not any
2020 if(HasAuraType(SPELL_AURA_MOD_STEALTH))
2021 SetVisibility(VISIBILITY_GROUP_STEALTH);
2022 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
2023 SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
2024 else
2025 SetVisibility(VISIBILITY_ON);
2027 else
2029 m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
2031 SetAcceptWhispers(false);
2032 SetGameMaster(true);
2034 SetVisibility(VISIBILITY_OFF);
2038 bool Player::IsGroupVisibleFor(Player* p) const
2040 switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
2042 default: return IsInSameGroupWith(p);
2043 case 1: return IsInSameRaidWith(p);
2044 case 2: return GetTeam()==p->GetTeam();
2048 bool Player::IsInSameGroupWith(Player const* p) const
2050 return p==this || GetGroup() != NULL &&
2051 GetGroup() == p->GetGroup() &&
2052 GetGroup()->SameSubGroup((Player*)this, (Player*)p);
2055 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2056 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2057 void Player::UninviteFromGroup()
2059 Group* group = GetGroupInvite();
2060 if(!group)
2061 return;
2063 group->RemoveInvite(this);
2065 if(group->GetMembersCount() <= 1) // group has just 1 member => disband
2067 if(group->IsCreated())
2069 group->Disband(true);
2070 objmgr.RemoveGroup(group);
2072 else
2073 group->RemoveAllInvites();
2075 delete group;
2079 void Player::RemoveFromGroup(Group* group, uint64 guid)
2081 if(group)
2083 if (group->RemoveMember(guid, 0) <= 1)
2085 // group->Disband(); already disbanded in RemoveMember
2086 objmgr.RemoveGroup(group);
2087 delete group;
2088 // removemember sets the player's group pointer to NULL
2093 void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
2095 WorldPacket data(SMSG_LOG_XPGAIN, 21);
2096 data << uint64(victim ? victim->GetGUID() : 0); // guid
2097 data << uint32(GivenXP+RestXP); // given experience
2098 data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2099 if(victim)
2101 data << uint32(GivenXP); // experience without rested bonus
2102 data << float(1); // 1 - none 0 - 100% group bonus output
2104 data << uint8(0); // new 2.4.0
2105 GetSession()->SendPacket(&data);
2108 void Player::GiveXP(uint32 xp, Unit* victim)
2110 if ( xp < 1 )
2111 return;
2113 if(!isAlive())
2114 return;
2116 uint32 level = getLevel();
2118 // XP to money conversion processed in Player::RewardQuest
2119 if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
2120 return;
2122 // handle SPELL_AURA_MOD_XP_PCT auras
2123 Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
2124 for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
2125 xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
2127 // XP resting bonus for kill
2128 uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
2130 SendLogXPGain(xp,victim,rested_bonus_xp);
2132 uint32 curXP = GetUInt32Value(PLAYER_XP);
2133 uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2134 uint32 newXP = curXP + xp + rested_bonus_xp;
2136 while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2138 newXP -= nextLvlXP;
2140 if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2141 GiveLevel(level + 1);
2143 level = getLevel();
2144 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2147 SetUInt32Value(PLAYER_XP, newXP);
2150 // Update player to next level
2151 // Current player experience not update (must be update by caller)
2152 void Player::GiveLevel(uint32 level)
2154 if ( level == getLevel() )
2155 return;
2157 PlayerLevelInfo info;
2158 objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
2160 PlayerClassLevelInfo classInfo;
2161 objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
2163 // send levelup info to client
2164 WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
2165 data << uint32(level);
2166 data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
2167 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2168 data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
2169 data << uint32(0);
2170 data << uint32(0);
2171 data << uint32(0);
2172 data << uint32(0);
2173 data << uint32(0);
2174 data << uint32(0);
2175 // end for
2176 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
2177 data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
2179 GetSession()->SendPacket(&data);
2181 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(level));
2183 //update level, max level of skills
2184 if(getLevel()!= level)
2185 m_Played_time[1] = 0; // Level Played Time reset
2186 SetLevel(level);
2187 UpdateSkillsForLevel ();
2189 // save base values (bonuses already included in stored stats
2190 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2191 SetCreateStat(Stats(i), info.stats[i]);
2193 SetCreateHealth(classInfo.basehealth);
2194 SetCreateMana(classInfo.basemana);
2196 InitTalentForLevel();
2197 InitTaxiNodesForLevel();
2198 InitGlyphsForLevel();
2200 UpdateAllStats();
2202 // set current level health and mana/energy to maximum after applying all mods.
2203 SetHealth(GetMaxHealth());
2204 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2205 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2206 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2207 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2208 SetPower(POWER_FOCUS, 0);
2209 SetPower(POWER_HAPPINESS, 0);
2211 // give level to summoned pet
2212 Pet* pet = GetPet();
2213 if(pet && pet->getPetType()==SUMMON_PET)
2214 pet->GivePetLevel(level);
2215 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
2218 void Player::InitTalentForLevel()
2220 uint32 level = getLevel();
2221 // talents base at level diff ( talents = level - 9 but some can be used already)
2222 if(level < 10)
2224 // Remove all talent points
2225 if(m_usedTalentCount > 0) // Free any used talents
2227 resetTalents(true);
2228 SetFreeTalentPoints(0);
2231 else
2233 uint32 talentPointsForLevel = CalculateTalentsPoints();
2235 // if used more that have then reset
2236 if(m_usedTalentCount > talentPointsForLevel)
2238 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
2239 resetTalents(true);
2240 else
2241 SetFreeTalentPoints(0);
2243 // else update amount of free points
2244 else
2245 SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
2249 void Player::InitStatsForLevel(bool reapplyMods)
2251 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2252 _RemoveAllStatBonuses();
2254 PlayerClassLevelInfo classInfo;
2255 objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
2257 PlayerLevelInfo info;
2258 objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
2260 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
2261 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(getLevel()));
2263 UpdateSkillsForLevel ();
2265 // set default cast time multiplier
2266 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
2268 // reset size before reapply auras
2269 SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
2271 // save base values (bonuses already included in stored stats
2272 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2273 SetCreateStat(Stats(i), info.stats[i]);
2275 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2276 SetStat(Stats(i), info.stats[i]);
2278 SetCreateHealth(classInfo.basehealth);
2280 //set create powers
2281 SetCreateMana(classInfo.basemana);
2283 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2285 InitStatBuffMods();
2287 //reset rating fields values
2288 for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
2289 SetUInt32Value(index, 0);
2291 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
2292 for (int i = 0; i < 7; i++)
2294 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
2295 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
2296 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
2299 //reset attack power, damage and attack speed fields
2300 SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f );
2301 SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time
2302 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f );
2304 SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f );
2305 SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f );
2306 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f );
2307 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f );
2308 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f );
2309 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f );
2311 SetUInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
2312 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
2313 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
2314 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
2315 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 );
2316 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
2318 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2319 SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
2320 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
2321 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
2323 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2324 for (uint8 i = 0; i < 7; ++i)
2325 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
2327 SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
2328 SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
2329 SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
2331 // Dodge percentage
2332 SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
2334 // set armor (resistance 0) to original value (create_agility*2)
2335 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2336 SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
2337 SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
2338 // set other resistance to original value (0)
2339 for (int i = 1; i < MAX_SPELL_SCHOOL; i++)
2341 SetResistance(SpellSchools(i), 0);
2342 SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
2343 SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
2346 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
2347 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
2348 for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
2350 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f);
2351 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
2353 // Reset no reagent cost field
2354 for(int i = 0; i < 3; i++)
2355 SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
2356 // Init data for form but skip reapply item mods for form
2357 InitDataForForm(reapplyMods);
2359 // save new stats
2360 for (int i = POWER_MANA; i < MAX_POWERS; i++)
2361 SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
2363 SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
2365 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2366 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
2368 // cleanup unit flags (will be re-applied if need at aura load).
2369 RemoveFlag( UNIT_FIELD_FLAGS,
2370 UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
2371 UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
2372 UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
2373 UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
2374 UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
2375 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
2377 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2378 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST);
2380 RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
2381 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
2383 // restore if need some important flags
2384 SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default
2386 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2387 _ApplyAllStatBonuses();
2389 // set current level health and mana/energy to maximum after applying all mods.
2390 SetHealth(GetMaxHealth());
2391 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2392 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2393 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2394 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2395 SetPower(POWER_FOCUS, 0);
2396 SetPower(POWER_HAPPINESS, 0);
2397 SetPower(POWER_RUNIC_POWER, 0);
2400 void Player::SendInitialSpells()
2402 uint16 spellCount = 0;
2404 WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
2405 data << uint8(0);
2407 size_t countPos = data.wpos();
2408 data << uint16(spellCount); // spell count placeholder
2410 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2412 if(itr->second->state == PLAYERSPELL_REMOVED)
2413 continue;
2415 if(!itr->second->active || itr->second->disabled)
2416 continue;
2418 data << uint16(itr->first);
2419 data << uint16(0); // it's not slot id
2421 spellCount +=1;
2424 data.put<uint16>(countPos,spellCount); // write real count value
2426 uint16 spellCooldowns = m_spellCooldowns.size();
2427 data << uint16(spellCooldowns);
2428 for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr)
2430 SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
2431 if(!sEntry)
2432 continue;
2434 data << uint16(itr->first);
2436 time_t cooldown = 0;
2437 time_t curTime = time(NULL);
2438 if(itr->second.end > curTime)
2439 cooldown = (itr->second.end-curTime)*1000;
2441 data << uint16(itr->second.itemid); // cast item id
2442 data << uint16(sEntry->Category); // spell category
2443 if(sEntry->Category) // may be wrong, but anyway better than nothing...
2445 data << uint32(0); // cooldown
2446 data << uint32(cooldown); // category cooldown
2448 else
2450 data << uint32(cooldown); // cooldown
2451 data << uint32(0); // category cooldown
2455 GetSession()->SendPacket(&data);
2457 sLog.outDetail( "CHARACTER: Sent Initial Spells" );
2460 void Player::RemoveMail(uint32 id)
2462 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
2464 if ((*itr)->messageID == id)
2466 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2467 m_mail.erase(itr);
2468 return;
2473 void Player::SendMailResult(uint32 mailId, uint32 mailAction, uint32 mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
2475 WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_BAG_FULL?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
2476 data << (uint32) mailId;
2477 data << (uint32) mailAction;
2478 data << (uint32) mailError;
2479 if ( mailError == MAIL_ERR_BAG_FULL )
2480 data << (uint32) equipError;
2481 else if( mailAction == MAIL_ITEM_TAKEN )
2483 data << (uint32) item_guid; // item guid low?
2484 data << (uint32) item_count; // item count?
2486 GetSession()->SendPacket(&data);
2489 void Player::SendNewMail()
2491 // deliver undelivered mail
2492 WorldPacket data(SMSG_RECEIVED_MAIL, 4);
2493 data << (uint32) 0;
2494 GetSession()->SendPacket(&data);
2497 void Player::UpdateNextMailTimeAndUnreads()
2499 // calculate next delivery time (min. from non-delivered mails
2500 // and recalculate unReadMail
2501 time_t cTime = time(NULL);
2502 m_nextMailDelivereTime = 0;
2503 unReadMails = 0;
2504 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
2506 if((*itr)->deliver_time > cTime)
2508 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
2509 m_nextMailDelivereTime = (*itr)->deliver_time;
2511 else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
2512 ++unReadMails;
2516 void Player::AddNewMailDeliverTime(time_t deliver_time)
2518 if(deliver_time <= time(NULL)) // ready now
2520 ++unReadMails;
2521 SendNewMail();
2523 else // not ready and no have ready mails
2525 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
2526 m_nextMailDelivereTime = deliver_time;
2530 bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled)
2532 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
2533 if (!spellInfo)
2535 // do character spell book cleanup (all characters)
2536 if(!IsInWorld() && !learning) // spell load case
2538 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
2539 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2541 else
2542 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
2544 return false;
2547 if(!SpellMgr::IsSpellValid(spellInfo,this,false))
2549 // do character spell book cleanup (all characters)
2550 if(!IsInWorld() && !learning) // spell load case
2552 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
2553 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2555 else
2556 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
2558 return false;
2561 PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
2563 bool dependent_set = false;
2564 bool disabled_case = false;
2565 bool superceded_old = false;
2567 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2568 if (itr != m_spells.end())
2570 uint32 next_active_spell_id = 0;
2571 // fix activate state for non-stackable low rank (and find next spell for !active case)
2572 if(!SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2574 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2575 for(SpellChainMapNext::const_iterator next_itr = nextMap.lower_bound(spell_id); next_itr != nextMap.upper_bound(spell_id); ++next_itr)
2577 if(HasSpell(next_itr->second))
2579 // high rank already known so this must !active
2580 active = false;
2581 next_active_spell_id = next_itr->second;
2582 break;
2587 // not do anything if already known in expected state
2588 if(itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active &&
2589 itr->second->dependent == dependent && itr->second->disabled == disabled)
2591 if(!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly
2592 itr->second->state = PLAYERSPELL_UNCHANGED;
2594 return false;
2597 // dependent spell known as not dependent, overwrite state
2598 if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent)
2600 itr->second->dependent = dependent;
2601 if (itr->second->state != PLAYERSPELL_NEW)
2602 itr->second->state = PLAYERSPELL_CHANGED;
2603 dependent_set = true;
2606 // update active state for known spell
2607 if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
2609 itr->second->active = active;
2611 if(!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
2612 itr->second->state = PLAYERSPELL_UNCHANGED;
2613 else if(itr->second->state != PLAYERSPELL_NEW)
2614 itr->second->state = PLAYERSPELL_CHANGED;
2616 if(active)
2618 if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo))
2619 CastSpell (this,spell_id,true);
2621 else if(IsInWorld())
2623 if(next_active_spell_id)
2625 // update spell ranks in spellbook and action bar
2626 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2627 data << uint16(spell_id);
2628 data << uint16(next_active_spell_id);
2629 GetSession()->SendPacket( &data );
2631 else
2633 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2634 data << uint16(spell_id);
2635 GetSession()->SendPacket(&data);
2639 return active; // learn (show in spell book if active now)
2642 if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
2644 if(itr->second->state != PLAYERSPELL_NEW)
2645 itr->second->state = PLAYERSPELL_CHANGED;
2646 itr->second->disabled = disabled;
2648 if(disabled)
2649 return false;
2651 disabled_case = true;
2653 else switch(itr->second->state)
2655 case PLAYERSPELL_UNCHANGED: // known saved spell
2656 return false;
2657 case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
2659 delete itr->second;
2660 m_spells.erase(itr);
2661 state = PLAYERSPELL_CHANGED;
2662 break; // need re-add
2664 default: // known not saved yet spell (new or modified)
2666 // can be in case spell loading but learned at some previous spell loading
2667 if(!IsInWorld() && !learning && !dependent_set)
2668 itr->second->state = PLAYERSPELL_UNCHANGED;
2670 return false;
2675 if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
2677 // talent: unlearn all other talent ranks (high and low)
2678 if(TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id))
2680 if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
2682 for(int i=0; i <5; ++i)
2684 // skip learning spell and no rank spell case
2685 uint32 rankSpellId = talentInfo->RankID[i];
2686 if(!rankSpellId || rankSpellId==spell_id)
2687 continue;
2689 removeSpell(rankSpellId);
2693 // non talent spell: learn low ranks (recursive call)
2694 else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
2696 if(!IsInWorld() || disabled) // at spells loading, no output, but allow save
2697 addSpell(prev_spell,active,true,true,disabled);
2698 else // at normal learning
2699 learnSpell(prev_spell,true);
2702 PlayerSpell *newspell = new PlayerSpell;
2703 newspell->state = state;
2704 newspell->active = active;
2705 newspell->dependent = dependent;
2706 newspell->disabled = disabled;
2708 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2709 if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2711 for( PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr )
2713 if(itr->second->state == PLAYERSPELL_REMOVED) continue;
2714 SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr->first);
2715 if(!i_spellInfo) continue;
2717 if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr->first) )
2719 if(itr->second->active)
2721 if(spellmgr.IsHighRankOfSpell(spell_id,itr->first))
2723 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2725 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2726 data << uint16(itr->first);
2727 data << uint16(spell_id);
2728 GetSession()->SendPacket( &data );
2731 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2732 itr->second->active = false;
2733 if(itr->second->state != PLAYERSPELL_NEW)
2734 itr->second->state = PLAYERSPELL_CHANGED;
2735 superceded_old = true; // new spell replace old in action bars and spell book.
2737 else if(spellmgr.IsHighRankOfSpell(itr->first,spell_id))
2739 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2741 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2742 data << uint16(spell_id);
2743 data << uint16(itr->first);
2744 GetSession()->SendPacket( &data );
2747 // mark new spell as disable (not learned yet for client and will not learned)
2748 newspell->active = false;
2749 if(newspell->state != PLAYERSPELL_NEW)
2750 newspell->state = PLAYERSPELL_CHANGED;
2757 m_spells[spell_id] = newspell;
2759 // return false if spell disabled
2760 if (newspell->disabled)
2761 return false;
2764 uint32 talentCost = GetTalentSpellCost(spell_id);
2766 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2767 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2768 if( talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL) )
2770 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2771 CastSpell(this, spell_id, true);
2773 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2774 else if (IsPassiveSpell(spell_id))
2776 if(IsNeedCastPassiveSpellAtLearn(spellInfo))
2777 CastSpell(this, spell_id, true);
2779 else if( IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP) )
2781 CastSpell(this, spell_id, true);
2782 return false;
2785 // update used talent points count
2786 m_usedTalentCount += talentCost;
2788 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2789 if(uint32 freeProfs = GetFreePrimaryProffesionPoints())
2791 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2792 SetFreePrimaryProffesions(freeProfs-1);
2795 // add dependent skills
2796 uint16 maxskill = GetMaxSkillValueForLevel();
2798 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2800 if(spellLearnSkill)
2802 uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
2803 uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
2805 if(skill_value < spellLearnSkill->value)
2806 skill_value = spellLearnSkill->value;
2808 uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
2810 if(skill_max_value < new_skill_max_value)
2811 skill_max_value = new_skill_max_value;
2813 SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
2815 else
2817 // not ranked skills
2818 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2819 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2821 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2823 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2824 if(!pSkill)
2825 continue;
2827 if(HasSkill(pSkill->id))
2828 continue;
2830 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
2831 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2832 pSkill->id==SKILL_LOCKPICKING && _spell_idx->second->max_value==0 )
2834 switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
2836 case SKILL_RANGE_LANGUAGE:
2837 SetSkill(pSkill->id, 300, 300 );
2838 break;
2839 case SKILL_RANGE_LEVEL:
2840 SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
2841 break;
2842 case SKILL_RANGE_MONO:
2843 SetSkill(pSkill->id, 1, 1 );
2844 break;
2845 default:
2846 break;
2852 // learn dependent spells
2853 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
2854 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
2856 for(SpellLearnSpellMap::const_iterator itr = spell_begin; itr != spell_end; ++itr)
2858 if(!itr->second.autoLearned)
2860 if(!IsInWorld() || !itr->second.active) // at spells loading, no output, but allow save
2861 addSpell(itr->second.spell,itr->second.active,true,true,false);
2862 else // at normal learning
2863 learnSpell(itr->second.spell,true);
2867 if(IsInWorld())
2869 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL);
2870 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS);
2873 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2874 return active && !disabled && !superceded_old;
2877 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const
2879 bool need_cast = false;
2881 switch(spellInfo->Id)
2883 // some spells not have stance data expacted cast at form change or present
2884 case 5420: need_cast = (m_form == FORM_TREE); break;
2885 case 5419: need_cast = (m_form == FORM_TRAVEL); break;
2886 case 7376: need_cast = (m_form == FORM_DEFENSIVESTANCE); break;
2887 case 7381: need_cast = (m_form == FORM_BERSERKERSTANCE); break;
2888 case 21156: need_cast = (m_form == FORM_BATTLESTANCE); break;
2889 case 21178: need_cast = (m_form == FORM_BEAR || m_form == FORM_DIREBEAR); break;
2890 case 33948: need_cast = (m_form == FORM_FLIGHT); break;
2891 case 34764: need_cast = (m_form == FORM_FLIGHT); break;
2892 case 40121: need_cast = (m_form == FORM_FLIGHT_EPIC); break;
2893 case 40122: need_cast = (m_form == FORM_FLIGHT_EPIC); break;
2894 // another spells have proper stance data
2895 default: need_cast = !spellInfo->Stances || m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))); break;
2898 //Check CasterAuraStates
2899 return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)));
2902 void Player::learnSpell(uint32 spell_id, bool dependent)
2904 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2906 bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
2907 bool active = disabled ? itr->second->active : true;
2909 bool learning = addSpell(spell_id,active,true,dependent,false);
2911 // learn all disabled higher ranks (recursive)
2912 if(disabled)
2914 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2915 for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
2917 PlayerSpellMap::iterator iter = m_spells.find(i->second);
2918 if (iter != m_spells.end() && iter->second->disabled)
2919 learnSpell(i->second,false);
2923 // prevent duplicated entires in spell book, also not send if not in world (loading)
2924 if(!learning || !IsInWorld ())
2925 return;
2927 WorldPacket data(SMSG_LEARNED_SPELL, 4);
2928 data << uint32(spell_id);
2929 GetSession()->SendPacket(&data);
2932 void Player::removeSpell(uint32 spell_id, bool disabled, bool update_action_bar_for_low_rank)
2934 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2935 if (itr == m_spells.end())
2936 return;
2938 if(itr->second->state == PLAYERSPELL_REMOVED || disabled && itr->second->disabled)
2939 return;
2941 // unlearn non talent higher ranks (recursive)
2942 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2943 for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
2944 if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
2945 removeSpell(itr2->second,disabled);
2947 bool cur_active = itr->second->active;
2948 bool cur_dependent = itr->second->dependent;
2950 if (disabled)
2952 itr->second->disabled = disabled;
2953 if(itr->second->state != PLAYERSPELL_NEW)
2954 itr->second->state = PLAYERSPELL_CHANGED;
2956 else
2958 if(itr->second->state == PLAYERSPELL_NEW)
2960 delete itr->second;
2961 m_spells.erase(itr);
2963 else
2964 itr->second->state = PLAYERSPELL_REMOVED;
2967 RemoveAurasDueToSpell(spell_id);
2969 // remove pet auras
2970 if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id))
2971 RemovePetAura(petSpell);
2973 // free talent points
2974 uint32 talentCosts = GetTalentSpellCost(spell_id);
2975 if(talentCosts > 0)
2977 if(talentCosts < m_usedTalentCount)
2978 m_usedTalentCount -= talentCosts;
2979 else
2980 m_usedTalentCount = 0;
2983 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2984 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2986 uint32 freeProfs = GetFreePrimaryProffesionPoints()+1;
2987 if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
2988 SetFreePrimaryProffesions(freeProfs);
2991 // remove dependent skill
2992 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2993 if(spellLearnSkill)
2995 uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
2996 if(!prev_spell) // first rank, remove skill
2997 SetSkill(spellLearnSkill->skill,0,0);
2998 else
3000 // search prev. skill setting by spell ranks chain
3001 SpellLearnSkillNode const* prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
3002 while(!prevSkill && prev_spell)
3004 prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
3005 prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
3008 if(!prevSkill) // not found prev skill setting, remove skill
3009 SetSkill(spellLearnSkill->skill,0,0);
3010 else // set to prev. skill setting values
3012 uint32 skill_value = GetPureSkillValue(prevSkill->skill);
3013 uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
3015 if(skill_value > prevSkill->value)
3016 skill_value = prevSkill->value;
3018 uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
3020 if(skill_max_value > new_skill_max_value)
3021 skill_max_value = new_skill_max_value;
3023 SetSkill(prevSkill->skill,skill_value,skill_max_value);
3028 else
3030 // not ranked skills
3031 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
3032 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
3034 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
3036 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
3037 if(!pSkill)
3038 continue;
3040 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
3041 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3042 pSkill->id==SKILL_LOCKPICKING && _spell_idx->second->max_value==0 )
3044 // not reset skills for professions and racial abilities
3045 if( (pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
3046 (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0) )
3047 continue;
3049 SetSkill(pSkill->id, 0, 0 );
3054 // remove dependent spells
3055 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
3056 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
3058 for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
3059 removeSpell(itr2->second.spell, disabled);
3061 // activate lesser rank in spellbook/action bar, and cast it if need
3062 bool prev_activate = false;
3064 if(uint32 prev_id = spellmgr.GetPrevSpellInChain (spell_id))
3066 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
3068 // if talent then lesser rank also talent and need learn
3069 if(talentCosts)
3070 learnSpell (prev_id,false);
3071 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3072 else if(cur_active && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
3074 // need manually update dependence state (learn spell ignore like attempts)
3075 PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
3076 if (prev_itr != m_spells.end())
3078 if(prev_itr->second->dependent != cur_dependent)
3080 prev_itr->second->dependent = cur_dependent;
3081 if(prev_itr->second->state != PLAYERSPELL_NEW)
3082 prev_itr->second->state = PLAYERSPELL_CHANGED;
3085 // now re-learn if need re-activate
3086 if(cur_active && !prev_itr->second->active)
3088 if(addSpell(prev_id,true,false,prev_itr->second->dependent,prev_itr->second->disabled))
3090 if(update_action_bar_for_low_rank)
3092 // downgrade spell ranks in spellbook and action bar
3093 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
3094 data << uint16(spell_id);
3095 data << uint16(prev_id);
3096 GetSession()->SendPacket( &data );
3097 prev_activate = true;
3105 // remove from spell book if not replaced by lesser rank
3106 if(!prev_activate)
3108 WorldPacket data(SMSG_REMOVED_SPELL, 4);
3109 data << uint16(spell_id);
3110 GetSession()->SendPacket(&data);
3114 void Player::RemoveArenaSpellCooldowns()
3116 // remove cooldowns on spells that has < 15 min CD
3117 SpellCooldowns::iterator itr, next;
3118 // iterate spell cooldowns
3119 for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next)
3121 next = itr;
3122 ++next;
3123 SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
3124 // check if spellentry is present and if the cooldown is less than 15 mins
3125 if( entry &&
3126 entry->RecoveryTime <= 15 * MINUTE * 1000 &&
3127 entry->CategoryRecoveryTime <= 15 * MINUTE * 1000 )
3129 // notify player
3130 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3131 data << uint32(itr->first);
3132 data << GetGUID();
3133 GetSession()->SendPacket(&data);
3134 // remove cooldown
3135 m_spellCooldowns.erase(itr);
3140 void Player::RemoveAllSpellCooldown()
3142 if(!m_spellCooldowns.empty())
3144 for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
3146 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3147 data << uint32(itr->first);
3148 data << uint64(GetGUID());
3149 GetSession()->SendPacket(&data);
3151 m_spellCooldowns.clear();
3155 void Player::_LoadSpellCooldowns(QueryResult *result)
3157 m_spellCooldowns.clear();
3159 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3161 if(result)
3163 time_t curTime = time(NULL);
3167 Field *fields = result->Fetch();
3169 uint32 spell_id = fields[0].GetUInt32();
3170 uint32 item_id = fields[1].GetUInt32();
3171 time_t db_time = (time_t)fields[2].GetUInt64();
3173 if(!sSpellStore.LookupEntry(spell_id))
3175 sLog.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
3176 continue;
3179 // skip outdated cooldown
3180 if(db_time <= curTime)
3181 continue;
3183 AddSpellCooldown(spell_id, item_id, db_time);
3185 sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
3187 while( result->NextRow() );
3189 delete result;
3193 void Player::_SaveSpellCooldowns()
3195 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3197 time_t curTime = time(NULL);
3199 // remove outdated and save active
3200 for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
3202 if(itr->second.end <= curTime)
3203 m_spellCooldowns.erase(itr++);
3204 else
3206 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));
3207 ++itr;
3212 uint32 Player::resetTalentsCost() const
3214 // The first time reset costs 1 gold
3215 if(m_resetTalentsCost < 1*GOLD)
3216 return 1*GOLD;
3217 // then 5 gold
3218 else if(m_resetTalentsCost < 5*GOLD)
3219 return 5*GOLD;
3220 // After that it increases in increments of 5 gold
3221 else if(m_resetTalentsCost < 10*GOLD)
3222 return 10*GOLD;
3223 else
3225 uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
3226 if(months > 0)
3228 // This cost will be reduced by a rate of 5 gold per month
3229 int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
3230 // to a minimum of 10 gold.
3231 return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
3233 else
3235 // After that it increases in increments of 5 gold
3236 int32 new_cost = m_resetTalentsCost + 5*GOLD;
3237 // until it hits a cap of 50 gold.
3238 if(new_cost > 50*GOLD)
3239 new_cost = 50*GOLD;
3240 return new_cost;
3245 bool Player::resetTalents(bool no_cost)
3247 // not need after this call
3248 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
3250 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_TALENTS;
3251 CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS), GetGUIDLow());
3254 uint32 talentPointsForLevel = CalculateTalentsPoints();
3256 if (m_usedTalentCount == 0)
3258 SetFreeTalentPoints(talentPointsForLevel);
3259 return false;
3262 uint32 cost = 0;
3264 if(!no_cost)
3266 cost = resetTalentsCost();
3268 if (GetMoney() < cost)
3270 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
3271 return false;
3275 for (unsigned int i = 0; i < sTalentStore.GetNumRows(); i++)
3277 TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
3279 if (!talentInfo) continue;
3281 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
3283 if(!talentTabInfo)
3284 continue;
3286 // unlearn only talents for character class
3287 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3288 // to prevent unexpected lost normal learned spell skip another class talents
3289 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
3290 continue;
3292 for (int j = 0; j < 5; j++)
3294 for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
3296 if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
3298 ++itr;
3299 continue;
3302 // remove learned spells (all ranks)
3303 uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
3305 // unlearn if first rank is talent or learned by talent
3306 if (itrFirstId == talentInfo->RankID[j] || spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId))
3308 removeSpell(itr->first,!IsPassiveSpell(itr->first));
3309 itr = GetSpellMap().begin();
3310 continue;
3312 else
3313 ++itr;
3318 SetFreeTalentPoints(talentPointsForLevel);
3320 if(!no_cost)
3322 ModifyMoney(-(int32)cost);
3324 m_resetTalentsCost = cost;
3325 m_resetTalentsTime = time(NULL);
3328 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3329 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3331 return true;
3334 Mail* Player::GetMail(uint32 id)
3336 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
3338 if ((*itr)->messageID == id)
3340 return (*itr);
3343 return NULL;
3346 void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
3348 if(target == this)
3350 Object::_SetCreateBits(updateMask, target);
3352 else
3354 for(uint16 index = 0; index < m_valuesCount; index++)
3356 if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
3357 updateMask->SetBit(index);
3362 void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
3364 if(target == this)
3366 Object::_SetUpdateBits(updateMask, target);
3368 else
3370 Object::_SetUpdateBits(updateMask, target);
3371 *updateMask &= updateVisualBits;
3375 void Player::InitVisibleBits()
3377 updateVisualBits.SetCount(PLAYER_END);
3379 updateVisualBits.SetBit(OBJECT_FIELD_GUID);
3380 updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
3381 updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
3382 updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
3383 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
3384 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
3385 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
3386 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
3387 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
3388 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
3389 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
3390 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
3391 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
3392 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
3393 updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
3394 updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
3395 updateVisualBits.SetBit(UNIT_FIELD_POWER1);
3396 updateVisualBits.SetBit(UNIT_FIELD_POWER2);
3397 updateVisualBits.SetBit(UNIT_FIELD_POWER3);
3398 updateVisualBits.SetBit(UNIT_FIELD_POWER4);
3399 updateVisualBits.SetBit(UNIT_FIELD_POWER5);
3400 updateVisualBits.SetBit(UNIT_FIELD_POWER6);
3401 updateVisualBits.SetBit(UNIT_FIELD_POWER7);
3402 updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
3403 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
3404 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
3405 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
3406 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
3407 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
3408 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
3409 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
3410 updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
3411 updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
3412 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
3413 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
3414 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
3415 updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
3416 updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
3417 updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
3418 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
3419 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
3420 updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
3421 updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
3422 updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
3423 updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
3424 updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
3425 updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
3426 updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
3427 updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
3428 updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
3429 updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
3430 updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
3431 updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
3432 updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
3433 updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
3435 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
3436 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
3437 updateVisualBits.SetBit(PLAYER_FLAGS);
3438 updateVisualBits.SetBit(PLAYER_GUILDID);
3439 updateVisualBits.SetBit(PLAYER_GUILDRANK);
3440 updateVisualBits.SetBit(PLAYER_BYTES);
3441 updateVisualBits.SetBit(PLAYER_BYTES_2);
3442 updateVisualBits.SetBit(PLAYER_BYTES_3);
3443 updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
3444 updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
3446 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3447 for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += 4)
3448 updateVisualBits.SetBit(i);
3450 // Players visible items are not inventory stuff
3451 for(uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i)
3453 uint32 offset = i * MAX_VISIBLE_ITEM_OFFSET;
3455 // item creator
3456 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 0 + offset);
3457 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 1 + offset);
3459 // item entry
3460 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 0 + offset);
3462 // item enchantments
3463 for(uint8 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
3464 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 1 + j + offset);
3466 // random properties
3467 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + offset);
3468 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_SEED + offset);
3469 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PAD + offset);
3472 updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
3475 void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
3477 for(int i = 0; i < EQUIPMENT_SLOT_END; i++)
3479 if(m_items[i] == NULL)
3480 continue;
3482 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3485 if(target == this)
3487 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3489 if(m_items[i] == NULL)
3490 continue;
3492 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3494 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3496 if(m_items[i] == NULL)
3497 continue;
3499 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3503 Unit::BuildCreateUpdateBlockForPlayer( data, target );
3506 void Player::DestroyForPlayer( Player *target ) const
3508 Unit::DestroyForPlayer( target );
3510 for(int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
3512 if(m_items[i] == NULL)
3513 continue;
3515 m_items[i]->DestroyForPlayer( target );
3518 if(target == this)
3520 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3522 if(m_items[i] == NULL)
3523 continue;
3525 m_items[i]->DestroyForPlayer( target );
3527 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3529 if(m_items[i] == NULL)
3530 continue;
3532 m_items[i]->DestroyForPlayer( target );
3537 bool Player::HasSpell(uint32 spell) const
3539 PlayerSpellMap::const_iterator itr = m_spells.find(spell);
3540 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
3541 !itr->second->disabled);
3544 bool Player::HasActiveSpell(uint32 spell) const
3546 PlayerSpellMap::const_iterator itr = m_spells.find(spell);
3547 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
3548 itr->second->active && !itr->second->disabled);
3551 TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
3553 if (!trainer_spell)
3554 return TRAINER_SPELL_RED;
3556 if (!trainer_spell->learned_spell)
3557 return TRAINER_SPELL_RED;
3559 // known spell
3560 if(HasSpell(trainer_spell->learned_spell))
3561 return TRAINER_SPELL_GRAY;
3563 // check race/class requirement
3564 if(!IsSpellFitByClassAndRace(trainer_spell->learned_spell))
3565 return TRAINER_SPELL_RED;
3567 // check level requirement
3568 if(getLevel() < trainer_spell->reqlevel)
3569 return TRAINER_SPELL_RED;
3571 if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learned_spell))
3573 // check prev.rank requirement
3574 if(spell_chain->prev && !HasSpell(spell_chain->prev))
3575 return TRAINER_SPELL_RED;
3577 // check additional spell requirement
3578 if(spell_chain->req && !HasSpell(spell_chain->req))
3579 return TRAINER_SPELL_RED;
3582 // check skill requirement
3583 if(trainer_spell->reqskill && GetBaseSkillValue(trainer_spell->reqskill) < trainer_spell->reqskillvalue)
3584 return TRAINER_SPELL_RED;
3586 // exist, already checked at loading
3587 SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learned_spell);
3589 // secondary prof. or not prof. spell
3590 uint32 skill = spell->EffectMiscValue[1];
3592 if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
3593 return TRAINER_SPELL_GREEN;
3595 // check primary prof. limit
3596 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProffesionPoints() == 0)
3597 return TRAINER_SPELL_RED;
3599 return TRAINER_SPELL_GREEN;
3602 void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
3604 uint32 guid = GUID_LOPART(playerguid);
3606 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3607 // bones will be deleted by corpse/bones deleting thread shortly
3608 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
3610 // remove from guild
3611 uint32 guildId = GetGuildIdFromDB(playerguid);
3612 if(guildId != 0)
3614 Guild* guild = objmgr.GetGuildById(guildId);
3615 if(guild)
3616 guild->DelMember(guid);
3619 // remove from arena teams
3620 LeaveAllArenaTeams(playerguid);
3622 // the player was uninvited already on logout so just remove from group
3623 QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
3624 if(resultGroup)
3626 uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
3627 delete resultGroup;
3628 Group* group = objmgr.GetGroupByLeader(leaderGuid);
3629 if(group)
3631 RemoveFromGroup(group, playerguid);
3635 // remove signs from petitions (also remove petitions if owner);
3636 RemovePetitionsAndSigns(playerguid, 10);
3638 // return back all mails with COD and Item 0 1 2 3 4 5 6
3639 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);
3640 if(resultMail)
3644 Field *fields = resultMail->Fetch();
3646 uint32 mail_id = fields[0].GetUInt32();
3647 uint16 mailTemplateId= fields[1].GetUInt16();
3648 uint32 sender = fields[2].GetUInt32();
3649 std::string subject = fields[3].GetCppString();
3650 uint32 itemTextId = fields[4].GetUInt32();
3651 uint32 money = fields[5].GetUInt32();
3652 bool has_items = fields[6].GetBool();
3654 //we can return mail now
3655 //so firstly delete the old one
3656 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
3658 MailItemsInfo mi;
3659 if(has_items)
3661 // data needs to be at first place for Item::LoadFromDB
3662 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);
3663 if(resultItems)
3667 Field *fields2 = resultItems->Fetch();
3669 uint32 item_guidlow = fields2[1].GetUInt32();
3670 uint32 item_template = fields2[2].GetUInt32();
3672 ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
3673 if(!itemProto)
3675 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
3676 continue;
3679 Item *pItem = NewItemOrBag(itemProto);
3680 if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems))
3682 pItem->FSetState(ITEM_REMOVED);
3683 pItem->SaveToDB(); // it also deletes item object !
3684 continue;
3687 mi.AddItem(item_guidlow, item_template, pItem);
3689 while (resultItems->NextRow());
3691 delete resultItems;
3695 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
3697 uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
3699 WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, mailTemplateId);
3701 while (resultMail->NextRow());
3703 delete resultMail;
3706 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3707 // Get guids of character's pets, will deleted in transaction
3708 QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
3710 // NOW we can finally clear other DB data related to character
3711 CharacterDatabase.BeginTransaction();
3712 if (resultPets)
3716 Field *fields3 = resultPets->Fetch();
3717 uint32 petguidlow = fields3[0].GetUInt32();
3718 Pet::DeleteFromDB(petguidlow);
3719 } while (resultPets->NextRow());
3720 delete resultPets;
3723 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
3724 CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
3725 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
3726 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
3727 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
3728 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
3729 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
3730 CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
3731 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
3732 CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
3733 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
3734 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
3735 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
3736 CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid);
3737 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
3738 CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
3739 CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
3740 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
3741 CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
3742 CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
3743 CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid);
3744 CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid);
3745 CharacterDatabase.CommitTransaction();
3747 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3748 if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
3751 void Player::SetMovement(PlayerMovementType pType)
3753 WorldPacket data;
3754 switch(pType)
3756 case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
3757 case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
3758 case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
3759 case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
3760 default:
3761 sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
3762 return;
3764 data.append(GetPackGUID());
3765 data << uint32(0);
3766 GetSession()->SendPacket( &data );
3769 /* Preconditions:
3770 - a resurrectable corpse must not be loaded for the player (only bones)
3771 - the player must be in world
3773 void Player::BuildPlayerRepop()
3775 WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
3776 data.append(GetPackGUID());
3777 GetSession()->SendPacket(&data);
3779 if(getRace() == RACE_NIGHTELF)
3780 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)
3781 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3783 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3784 // there must be SMSG.STOP_MIRROR_TIMER
3785 // there we must send 888 opcode
3787 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3788 if(GetCorpse())
3790 sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3791 assert(false);
3794 // create a corpse and place it at the player's location
3795 CreateCorpse();
3796 Corpse *corpse = GetCorpse();
3797 if(!corpse)
3799 sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3800 return;
3802 GetMap()->Add(corpse);
3804 // convert player body to ghost
3805 SetHealth( 1 );
3807 SetMovement(MOVE_WATER_WALK);
3808 if(!GetSession()->isLogingOut())
3809 SetMovement(MOVE_UNROOT);
3811 // BG - remove insignia related
3812 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
3814 SendCorpseReclaimDelay();
3816 // to prevent cheating
3817 corpse->ResetGhostTime();
3819 StopMirrorTimers(); //disable timers(bars)
3821 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
3823 // set and clear other
3824 SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
3827 void Player::SendDelayResponse(const uint32 ml_seconds)
3829 //FIXME: is this delay time arg really need? 50msec by default in code
3830 WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 );
3831 data << (uint32)time(NULL);
3832 data << (uint32)0;
3833 GetSession()->SendPacket( &data );
3836 void Player::ResurrectPlayer(float restore_percent, bool applySickness)
3838 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
3839 data << uint32(-1);
3840 data << float(0);
3841 data << float(0);
3842 data << float(0);
3843 GetSession()->SendPacket(&data);
3845 // speed change, land walk
3847 // remove death flag + set aura
3848 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
3849 if(getRace() == RACE_NIGHTELF)
3850 RemoveAurasDueToSpell(20584); // speed bonuses
3851 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3853 setDeathState(ALIVE);
3855 SetMovement(MOVE_LAND_WALK);
3856 SetMovement(MOVE_UNROOT);
3858 m_deathTimer = 0;
3860 // set health/powers (0- will be set in caller)
3861 if(restore_percent>0.0f)
3863 SetHealth(uint32(GetMaxHealth()*restore_percent));
3864 SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
3865 SetPower(POWER_RAGE, 0);
3866 SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
3869 // update visibility
3870 ObjectAccessor::UpdateVisibilityForPlayer(this);
3872 // some items limited to specific map
3873 DestroyZoneLimitedItem( true, GetZoneId());
3875 if(!applySickness)
3876 return;
3878 //Characters from level 1-10 are not affected by resurrection sickness.
3879 //Characters from level 11-19 will suffer from one minute of sickness
3880 //for each level they are above 10.
3881 //Characters level 20 and up suffer from ten minutes of sickness.
3882 int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
3884 if(int32(getLevel()) >= startLevel)
3886 // set resurrection sickness
3887 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
3889 // not full duration
3890 if(int32(getLevel()) < startLevel+9)
3892 int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
3894 for(int i =0; i < 3; ++i)
3896 if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i))
3898 Aur->SetAuraDuration(delta*1000);
3899 Aur->SendAuraUpdate(false);
3906 void Player::KillPlayer()
3908 SetMovement(MOVE_ROOT);
3910 StopMirrorTimers(); //disable timers(bars)
3912 setDeathState(CORPSE);
3913 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3915 SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
3916 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
3918 // 6 minutes until repop at graveyard
3919 m_deathTimer = 6*MINUTE*1000;
3921 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3923 // don't create corpse at this moment, player might be falling
3925 // update visibility
3926 ObjectAccessor::UpdateObjectVisibility(this);
3929 void Player::CreateCorpse()
3931 // prevent existence 2 corpse for player
3932 SpawnCorpseBones();
3934 uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
3936 Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
3937 SetPvPDeath(false);
3939 if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this, GetMapId(), GetPositionX(),
3940 GetPositionY(), GetPositionZ(), GetOrientation()))
3942 delete corpse;
3943 return;
3946 _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
3947 _pb = GetUInt32Value(PLAYER_BYTES);
3948 _pb2 = GetUInt32Value(PLAYER_BYTES_2);
3950 uint8 race = (uint8)(_uf);
3951 uint8 skin = (uint8)(_pb);
3952 uint8 face = (uint8)(_pb >> 8);
3953 uint8 hairstyle = (uint8)(_pb >> 16);
3954 uint8 haircolor = (uint8)(_pb >> 24);
3955 uint8 facialhair = (uint8)(_pb2);
3957 _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
3958 _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
3960 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
3961 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
3963 uint32 flags = CORPSE_FLAG_UNK2;
3964 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
3965 flags |= CORPSE_FLAG_HIDE_HELM;
3966 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
3967 flags |= CORPSE_FLAG_HIDE_CLOAK;
3968 if(InBattleGround())
3969 flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
3970 corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
3972 corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
3974 corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
3976 uint32 iDisplayID;
3977 uint16 iIventoryType;
3978 uint32 _cfi;
3979 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
3981 if(m_items[i])
3983 iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
3984 iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType;
3986 _cfi = (uint16(iDisplayID)) | (iIventoryType)<< 24;
3987 corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi);
3991 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3992 const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
3993 assert(entry);
3994 if(entry->map_type != MAP_BATTLEGROUND)
3995 corpse->SaveToDB();
3997 // register for player, but not show
3998 ObjectAccessor::Instance().AddCorpse(corpse);
4001 void Player::SpawnCorpseBones()
4003 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4004 SaveToDB(); // prevent loading as ghost without corpse
4007 Corpse* Player::GetCorpse() const
4009 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4012 void Player::DurabilityLossAll(double percent, bool inventory)
4014 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
4015 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4016 DurabilityLoss(pItem,percent);
4018 if(inventory)
4020 // bags not have durability
4021 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4023 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
4024 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4025 DurabilityLoss(pItem,percent);
4027 // keys not have durability
4028 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
4030 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4031 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4032 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
4033 if(Item* pItem = GetItemByPos( i, j ))
4034 DurabilityLoss(pItem,percent);
4038 void Player::DurabilityLoss(Item* item, double percent)
4040 if(!item )
4041 return;
4043 uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4045 if(!pMaxDurability)
4046 return;
4048 uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
4050 if(pDurabilityLoss < 1 )
4051 pDurabilityLoss = 1;
4053 DurabilityPointsLoss(item,pDurabilityLoss);
4056 void Player::DurabilityPointsLossAll(int32 points, bool inventory)
4058 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
4059 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4060 DurabilityPointsLoss(pItem,points);
4062 if(inventory)
4064 // bags not have durability
4065 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4067 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
4068 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4069 DurabilityPointsLoss(pItem,points);
4071 // keys not have durability
4072 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
4074 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4075 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4076 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
4077 if(Item* pItem = GetItemByPos( i, j ))
4078 DurabilityPointsLoss(pItem,points);
4082 void Player::DurabilityPointsLoss(Item* item, int32 points)
4084 int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4085 int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4086 int32 pNewDurability = pOldDurability - points;
4088 if (pNewDurability < 0)
4089 pNewDurability = 0;
4090 else if (pNewDurability > pMaxDurability)
4091 pNewDurability = pMaxDurability;
4093 if (pOldDurability != pNewDurability)
4095 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4096 if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
4097 _ApplyItemMods(item,item->GetSlot(), false);
4099 item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
4101 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4102 if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
4103 _ApplyItemMods(item,item->GetSlot(), true);
4105 item->SetState(ITEM_CHANGED, this);
4109 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
4111 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
4112 DurabilityPointsLoss(pItem,1);
4115 uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
4117 uint32 TotalCost = 0;
4118 // equipped, backpack, bags itself
4119 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
4120 TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
4122 // bank, buyback and keys not repaired
4124 // items in inventory bags
4125 for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
4126 for(int i = 0; i < MAX_BAG_SIZE; i++)
4127 TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
4128 return TotalCost;
4131 uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
4133 Item* item = GetItemByPos(pos);
4135 uint32 TotalCost = 0;
4136 if(!item)
4137 return TotalCost;
4139 uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4140 if(!maxDurability)
4141 return TotalCost;
4143 uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4145 if(cost)
4147 uint32 LostDurability = maxDurability - curDurability;
4148 if(LostDurability>0)
4150 ItemPrototype const *ditemProto = item->GetProto();
4152 DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
4153 if(!dcost)
4155 sLog.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
4156 return TotalCost;
4159 uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
4160 DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
4161 if(!dQualitymodEntry)
4163 sLog.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
4164 return TotalCost;
4167 uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
4168 uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
4170 costs = uint32(costs * discountMod);
4172 if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
4173 costs = 1;
4175 if (guildBank)
4177 if (GetGuildId()==0)
4179 DEBUG_LOG("You are not member of a guild");
4180 return TotalCost;
4183 Guild *pGuild = objmgr.GetGuildById(GetGuildId());
4184 if (!pGuild)
4185 return TotalCost;
4187 if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
4189 DEBUG_LOG("You do not have rights to withdraw for repairs");
4190 return TotalCost;
4193 if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
4195 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4196 return TotalCost;
4199 if (pGuild->GetGuildBankMoney() < costs)
4201 DEBUG_LOG("There is not enough money in bank");
4202 return TotalCost;
4205 pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
4206 TotalCost = costs;
4208 else if (GetMoney() < costs)
4210 DEBUG_LOG("You do not have enough money");
4211 return TotalCost;
4213 else
4214 ModifyMoney( -int32(costs) );
4218 item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
4219 item->SetState(ITEM_CHANGED, this);
4221 // reapply mods for total broken and repaired item if equipped
4222 if(IsEquipmentPos(pos) && !curDurability)
4223 _ApplyItemMods(item,pos & 255, true);
4224 return TotalCost;
4227 void Player::RepopAtGraveyard()
4229 // note: this can be called also when the player is alive
4230 // for example from WorldSession::HandleMovementOpcodes
4232 AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
4234 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4235 if(!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY || GetTransport())
4237 ResurrectPlayer(0.5f);
4238 SpawnCorpseBones();
4241 WorldSafeLocsEntry const *ClosestGrave = NULL;
4243 // Special handle for battleground maps
4244 BattleGround *bg = sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
4246 if(bg && (bg->GetTypeID() == BATTLEGROUND_AB || bg->GetTypeID() == BATTLEGROUND_EY))
4247 ClosestGrave = bg->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4248 else
4249 ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4251 // stop countdown until repop
4252 m_deathTimer = 0;
4254 // if no grave found, stay at the current location
4255 // and don't show spirit healer location
4256 if(ClosestGrave)
4258 TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
4259 if(isDead()) // not send if alive, because it used in TeleportTo()
4261 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
4262 data << ClosestGrave->map_id;
4263 data << ClosestGrave->x;
4264 data << ClosestGrave->y;
4265 data << ClosestGrave->z;
4266 GetSession()->SendPacket(&data);
4271 void Player::JoinedChannel(Channel *c)
4273 m_channels.push_back(c);
4276 void Player::LeftChannel(Channel *c)
4278 m_channels.remove(c);
4281 void Player::CleanupChannels()
4283 while(!m_channels.empty())
4285 Channel* ch = *m_channels.begin();
4286 m_channels.erase(m_channels.begin()); // remove from player's channel list
4287 ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4288 if (ChannelMgr* cMgr = channelMgr(GetTeam()))
4289 cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
4292 sLog.outDebug("Player: channels cleaned up!");
4295 void Player::UpdateLocalChannels(uint32 newZone )
4297 if(m_channels.empty())
4298 return;
4300 AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
4301 if(!current_zone)
4302 return;
4304 ChannelMgr* cMgr = channelMgr(GetTeam());
4305 if(!cMgr)
4306 return;
4308 std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
4310 for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
4312 next = i; ++next;
4314 // skip non built-in channels
4315 if(!(*i)->IsConstant())
4316 continue;
4318 ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
4319 if(!ch)
4320 continue;
4322 if((ch->flags & 4) == 4) // global channel without zone name in pattern
4323 continue;
4325 // new channel
4326 char new_channel_name_buf[100];
4327 snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
4328 Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
4330 if((*i)!=new_channel)
4332 new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
4334 // leave old channel
4335 (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4336 std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
4337 LeftChannel(*i); // remove from player's channel list
4338 cMgr->LeftChannel(name); // delete if empty
4341 sLog.outDebug("Player: channels cleaned up!");
4344 void Player::LeaveLFGChannel()
4346 for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
4348 if((*i)->IsLFG())
4350 (*i)->Leave(GetGUID());
4351 break;
4356 void Player::UpdateDefense()
4358 uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
4360 if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
4362 // update dependent from defense skill part
4363 UpdateDefenseBonusesMod();
4367 void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
4369 if(modGroup >= BASEMOD_END || modType >= MOD_END)
4371 sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4372 return;
4375 float val = 1.0f;
4377 switch(modType)
4379 case FLAT_MOD:
4380 m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
4381 break;
4382 case PCT_MOD:
4383 if(amount <= -100.0f)
4384 amount = -200.0f;
4386 val = (100.0f + amount) / 100.0f;
4387 m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
4388 break;
4391 if(!CanModifyStats())
4392 return;
4394 switch(modGroup)
4396 case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
4397 case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
4398 case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
4399 case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
4400 default: break;
4404 float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
4406 if(modGroup >= BASEMOD_END || modType > MOD_END)
4408 sLog.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4409 return 0.0f;
4412 if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4413 return 0.0f;
4415 return m_auraBaseMod[modGroup][modType];
4418 float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
4420 if(modGroup >= BASEMOD_END)
4422 sLog.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4423 return 0.0f;
4426 if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4427 return 0.0f;
4429 return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
4432 uint32 Player::GetShieldBlockValue() const
4434 BaseModGroup modGroup = SHIELD_BLOCK_VALUE;
4436 float value = GetTotalBaseModValue(modGroup) + GetStat(STAT_STRENGTH) * 0.5f - 10;
4438 value = (value < 0) ? 0 : value;
4440 return uint32(value);
4443 float Player::GetMeleeCritFromAgility()
4445 uint32 level = getLevel();
4446 uint32 pclass = getClass();
4448 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4450 GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
4451 GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4452 if (critBase==NULL || critRatio==NULL)
4453 return 0.0f;
4455 float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
4456 return crit*100.0f;
4459 float Player::GetDodgeFromAgility()
4461 // Table for base dodge values
4462 float dodge_base[MAX_CLASSES] = {
4463 0.0075f, // Warrior
4464 0.00652f, // Paladin
4465 -0.0545f, // Hunter
4466 -0.0059f, // Rogue
4467 0.03183f, // Priest
4468 0.0114f, // DK
4469 0.0167f, // Shaman
4470 0.034575f, // Mage
4471 0.02011f, // Warlock
4472 0.0f, // ??
4473 -0.0187f // Druid
4475 // Crit/agility to dodge/agility coefficient multipliers
4476 float crit_to_dodge[MAX_CLASSES] = {
4477 1.1f, // Warrior
4478 1.0f, // Paladin
4479 1.6f, // Hunter
4480 2.0f, // Rogue
4481 1.0f, // Priest
4482 1.0f, // DK?
4483 1.0f, // Shaman
4484 1.0f, // Mage
4485 1.0f, // Warlock
4486 0.0f, // ??
4487 1.7f // Druid
4490 uint32 level = getLevel();
4491 uint32 pclass = getClass();
4493 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4495 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4496 GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4497 if (dodgeRatio==NULL || pclass > MAX_CLASSES)
4498 return 0.0f;
4500 float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
4501 return dodge*100.0f;
4504 float Player::GetSpellCritFromIntellect()
4506 uint32 level = getLevel();
4507 uint32 pclass = getClass();
4509 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4511 GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
4512 GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4513 if (critBase==NULL || critRatio==NULL)
4514 return 0.0f;
4516 float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
4517 return crit*100.0f;
4520 float Player::GetRatingCoefficient(CombatRating cr) const
4522 uint32 level = getLevel();
4524 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4526 GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
4527 if (Rating == NULL)
4528 return 1.0f; // By default use minimum coefficient (not must be called)
4530 return Rating->ratio;
4533 float Player::GetRatingBonusValue(CombatRating cr) const
4535 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
4538 uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
4540 float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.0f;
4541 if (melee>25.0f) melee = 25.0f;
4542 return uint32 (melee * damage /100.0f);
4545 uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
4547 float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.0f;
4548 if (ranged>25.0f) ranged=25.0f;
4549 return uint32 (ranged * damage /100.0f);
4552 uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
4554 float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.0f;
4555 // In wow script resilience limited to 25%
4556 if (spell>25.0f)
4557 spell = 25.0f;
4558 return uint32 (spell * damage / 100.0f);
4561 uint32 Player::GetDotDamageReduction(uint32 damage) const
4563 float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
4564 // Dot resilience not limited (limit it by 100%)
4565 if (spellDot > 100.0f)
4566 spellDot = 100.0f;
4567 return uint32 (spellDot * damage / 100.0f);
4570 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
4572 switch (attType)
4574 case BASE_ATTACK:
4575 return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
4576 case OFF_ATTACK:
4577 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
4578 default:
4579 break;
4581 return 0.0f;
4584 float Player::OCTRegenHPPerSpirit()
4586 uint32 level = getLevel();
4587 uint32 pclass = getClass();
4589 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4591 GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4592 GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4593 if (baseRatio==NULL || moreRatio==NULL)
4594 return 0.0f;
4596 // Formula from PaperDollFrame script
4597 float spirit = GetStat(STAT_SPIRIT);
4598 float baseSpirit = spirit;
4599 if (baseSpirit>50) baseSpirit = 50;
4600 float moreSpirit = spirit - baseSpirit;
4601 float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
4602 return regen;
4605 float Player::OCTRegenMPPerSpirit()
4607 uint32 level = getLevel();
4608 uint32 pclass = getClass();
4610 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4612 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4613 GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4614 if (moreRatio==NULL)
4615 return 0.0f;
4617 // Formula get from PaperDollFrame script
4618 float spirit = GetStat(STAT_SPIRIT);
4619 float regen = spirit * moreRatio->ratio;
4620 return regen;
4623 void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
4625 m_baseRatingValue[cr]+=(apply ? value : -value);
4627 int32 amount = uint32(m_baseRatingValue[cr]);
4628 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4629 // stat used stored in miscValueB for this aura
4630 AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
4631 for(AuraList::const_iterator i = modRatingFromStat.begin();i != modRatingFromStat.end(); ++i)
4632 if ((*i)->GetMiscValue() & (1<<cr))
4633 amount += int32(GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetModifier()->m_amount / 100.0f);
4634 if (amount < 0)
4635 amount = 0;
4636 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
4638 float RatingCoeffecient = GetRatingCoefficient(cr);
4639 float RatingChange = 0.0f;
4641 bool affectStats = CanModifyStats();
4643 switch (cr)
4645 case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
4646 case CR_DEFENSE_SKILL:
4647 UpdateDefenseBonusesMod();
4648 break;
4649 case CR_DODGE:
4650 UpdateDodgePercentage();
4651 break;
4652 case CR_PARRY:
4653 UpdateParryPercentage();
4654 break;
4655 case CR_BLOCK:
4656 UpdateBlockPercentage();
4657 break;
4658 case CR_HIT_MELEE:
4659 UpdateMeleeHitChances();
4660 break;
4661 case CR_HIT_RANGED:
4662 UpdateRangedHitChances();
4663 break;
4664 case CR_HIT_SPELL:
4665 UpdateSpellHitChances();
4666 break;
4667 case CR_CRIT_MELEE:
4668 if(affectStats)
4670 UpdateCritPercentage(BASE_ATTACK);
4671 UpdateCritPercentage(OFF_ATTACK);
4673 break;
4674 case CR_CRIT_RANGED:
4675 if(affectStats)
4676 UpdateCritPercentage(RANGED_ATTACK);
4677 break;
4678 case CR_CRIT_SPELL:
4679 if(affectStats)
4680 UpdateAllSpellCritChances();
4681 break;
4682 case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
4683 case CR_HIT_TAKEN_RANGED:
4684 break;
4685 case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
4686 break;
4687 case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4688 case CR_CRIT_TAKEN_RANGED:
4689 break;
4690 case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4691 break;
4692 case CR_HASTE_MELEE:
4693 RatingChange = value / RatingCoeffecient;
4694 ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
4695 ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
4696 break;
4697 case CR_HASTE_RANGED:
4698 RatingChange = value / RatingCoeffecient;
4699 ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
4700 break;
4701 case CR_HASTE_SPELL:
4702 RatingChange = value / RatingCoeffecient;
4703 ApplyCastTimePercentMod(RatingChange,apply);
4704 break;
4705 case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
4706 case CR_WEAPON_SKILL_OFFHAND:
4707 case CR_WEAPON_SKILL_RANGED:
4708 break;
4709 case CR_EXPERTISE:
4710 if(affectStats)
4712 UpdateExpertise(BASE_ATTACK);
4713 UpdateExpertise(OFF_ATTACK);
4715 break;
4719 void Player::SetRegularAttackTime()
4721 for(int i = 0; i < MAX_ATTACK; ++i)
4723 Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
4724 if(tmpitem && !tmpitem->IsBroken())
4726 ItemPrototype const *proto = tmpitem->GetProto();
4727 if(proto->Delay)
4728 SetAttackTime(WeaponAttackType(i), proto->Delay);
4729 else
4730 SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
4735 //skill+step, checking for max value
4736 bool Player::UpdateSkill(uint32 skill_id, uint32 step)
4738 if(!skill_id)
4739 return false;
4741 uint16 i=0;
4742 for (; i < PLAYER_MAX_SKILLS; i++)
4743 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
4744 break;
4746 if(i>=PLAYER_MAX_SKILLS)
4747 return false;
4749 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4750 uint32 value = SKILL_VALUE(data);
4751 uint32 max = SKILL_MAX(data);
4753 if ((!max) || (!value) || (value >= max))
4754 return false;
4756 if (value*512 < max*urand(0,512))
4758 uint32 new_value = value+step;
4759 if(new_value > max)
4760 new_value = max;
4762 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
4763 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
4764 return true;
4767 return false;
4770 inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
4772 if ( SkillValue >= GrayLevel )
4773 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
4774 if ( SkillValue >= GreenLevel )
4775 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
4776 if ( SkillValue >= YellowLevel )
4777 return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
4778 return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
4781 bool Player::UpdateCraftSkill(uint32 spellid)
4783 sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
4785 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellid);
4786 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellid);
4788 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4790 if(_spell_idx->second->skillId)
4792 uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
4794 // Alchemy Discoveries here
4795 SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
4796 if(spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
4798 if(uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
4799 learnSpell(discoveredSpell,false);
4802 uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
4804 return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
4805 _spell_idx->second->max_value,
4806 (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
4807 _spell_idx->second->min_value),
4808 craft_skill_gain);
4811 return false;
4814 bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
4816 sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
4818 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4820 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4821 switch (SkillId)
4823 case SKILL_HERBALISM:
4824 case SKILL_LOCKPICKING:
4825 case SKILL_JEWELCRAFTING:
4826 case SKILL_INSCRIPTION:
4827 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4828 case SKILL_SKINNING:
4829 if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0)
4830 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4831 else
4832 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
4833 case SKILL_MINING:
4834 if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0)
4835 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4836 else
4837 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
4839 return false;
4842 bool Player::UpdateFishingSkill()
4844 sLog.outDebug("UpdateFishingSkill");
4846 uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
4848 int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
4850 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4852 return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
4855 // levels sync. with spell requirement for skill levels to learn
4856 // bonus abilities in sSkillLineAbilityStore
4857 // Used only to avoid scan DBC at each skill grow
4858 static uint32 bonusSkillLevels[] = {75,150,225,300,375,450};
4860 bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
4862 sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
4863 if ( !SkillId )
4864 return false;
4866 if(Chance <= 0) // speedup in 0 chance case
4868 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4869 return false;
4872 uint16 i=0;
4873 for (; i < PLAYER_MAX_SKILLS; i++)
4874 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
4875 if ( i >= PLAYER_MAX_SKILLS )
4876 return false;
4878 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4879 uint16 SkillValue = SKILL_VALUE(data);
4880 uint16 MaxValue = SKILL_MAX(data);
4882 if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
4883 return false;
4885 int32 Roll = irand(1,1000);
4887 if ( Roll <= Chance )
4889 uint32 new_value = SkillValue+step;
4890 if(new_value > MaxValue)
4891 new_value = MaxValue;
4893 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
4894 for(uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl)
4896 if((SkillValue < *bsl && new_value >= *bsl))
4898 learnSkillRewardedSpells( SkillId, new_value);
4899 break;
4902 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
4903 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
4904 return true;
4907 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4908 return false;
4911 void Player::UpdateWeaponSkill (WeaponAttackType attType)
4913 // no skill gain in pvp
4914 Unit *pVictim = getVictim();
4915 if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
4916 return;
4918 if(IsInFeralForm())
4919 return; // always maximized SKILL_FERAL_COMBAT in fact
4921 if(m_form == FORM_TREE)
4922 return; // use weapon but not skill up
4924 uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
4926 switch(attType)
4928 case BASE_ATTACK:
4930 Item *tmpitem = GetWeaponForAttack(attType,true);
4932 if (!tmpitem)
4933 UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
4934 else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
4935 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
4936 break;
4938 case OFF_ATTACK:
4939 case RANGED_ATTACK:
4941 Item *tmpitem = GetWeaponForAttack(attType,true);
4942 if (tmpitem)
4943 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
4944 break;
4947 UpdateAllCritPercentages();
4950 void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence)
4952 uint32 plevel = getLevel(); // if defense than pVictim == attacker
4953 uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel);
4954 uint32 moblevel = pVictim->getLevelForTarget(this);
4955 if(moblevel < greylevel)
4956 return;
4958 if (moblevel > plevel + 5)
4959 moblevel = plevel + 5;
4961 uint32 lvldif = moblevel - greylevel;
4962 if(lvldif < 3)
4963 lvldif = 3;
4965 uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
4966 if(skilldif <= 0)
4967 return;
4969 float chance = float(3 * lvldif * skilldif) / plevel;
4970 if(!defence)
4972 if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
4973 chance *= 0.1f * GetStat(STAT_INTELLECT);
4976 chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
4978 if(roll_chance_f(chance))
4980 if(defence)
4981 UpdateDefense();
4982 else
4983 UpdateWeaponSkill(attType);
4985 else
4986 return;
4989 void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
4991 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4992 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid)
4994 uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
4995 int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
4996 int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
4998 if(talent) // permanent bonus stored in high part
4999 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
5000 else // temporary/item bonus stored in low part
5001 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
5002 return;
5006 void Player::UpdateSkillsForLevel()
5008 uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
5009 uint32 maxSkill = GetMaxSkillValueForLevel();
5011 bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
5013 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5014 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5016 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
5018 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
5019 if(!pSkill)
5020 continue;
5022 if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
5023 continue;
5025 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
5026 uint32 max = SKILL_MAX(data);
5027 uint32 val = SKILL_VALUE(data);
5029 /// update only level dependent max skill values
5030 if(max!=1)
5032 /// miximize skill always
5033 if(alwaysMaxSkill)
5034 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(maxSkill,maxSkill));
5035 /// update max skill value if current max skill not maximized
5036 else if(max != maxconfskill)
5037 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,maxSkill));
5042 void Player::UpdateSkillsToMaxSkillsForLevel()
5044 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5045 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5047 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
5048 if( IsProfessionOrRidingSkill(pskill))
5049 continue;
5050 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
5052 uint32 max = SKILL_MAX(data);
5054 if(max > 1)
5055 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
5057 if(pskill == SKILL_DEFENSE)
5058 UpdateDefenseBonusesMod();
5062 // This functions sets a skill line value (and adds if doesn't exist yet)
5063 // To "remove" a skill line, set it's values to zero
5064 void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
5066 if(!id)
5067 return;
5069 uint16 i=0;
5070 for (; i < PLAYER_MAX_SKILLS; i++)
5071 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break;
5073 if(i<PLAYER_MAX_SKILLS) //has skill
5075 if(currVal)
5077 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5078 learnSkillRewardedSpells(id, currVal);
5079 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
5081 else //remove
5083 // clear skill fields
5084 SetUInt32Value(PLAYER_SKILL_INDEX(i),0);
5085 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0);
5086 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5088 // remove all spells that related to this skill
5089 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
5090 if(SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j))
5091 if (pAbility->skillId==id)
5092 removeSpell(spellmgr.GetFirstSpellInChain(pAbility->spellId));
5095 else if(currVal) //add
5097 for (i=0; i < PLAYER_MAX_SKILLS; i++)
5098 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5100 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
5101 if(!pSkill)
5103 sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
5104 return;
5106 // enable unlearn button for primary professions only
5107 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
5108 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
5109 else
5110 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
5111 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5112 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
5114 // apply skill bonuses
5115 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5117 // temporary bonuses
5118 AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
5119 for(AuraList::const_iterator i = mModSkill.begin(); i != mModSkill.end(); ++i)
5120 if ((*i)->GetModifier()->m_miscvalue == int32(id))
5121 (*i)->ApplyModifier(true);
5123 // permanent bonuses
5124 AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
5125 for(AuraList::const_iterator i = mModSkillTalent.begin(); i != mModSkillTalent.end(); ++i)
5126 if ((*i)->GetModifier()->m_miscvalue == int32(id))
5127 (*i)->ApplyModifier(true);
5129 // Learn all spells for skill
5130 learnSkillRewardedSpells(id, currVal);
5131 return;
5136 bool Player::HasSkill(uint32 skill) const
5138 if(!skill)return false;
5139 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5141 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5143 return true;
5146 return false;
5149 uint16 Player::GetSkillValue(uint32 skill) const
5151 if(!skill)
5152 return 0;
5154 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5156 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5158 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5160 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5161 result += SKILL_TEMP_BONUS(bonus);
5162 result += SKILL_PERM_BONUS(bonus);
5163 return result < 0 ? 0 : result;
5166 return 0;
5169 uint16 Player::GetMaxSkillValue(uint32 skill) const
5171 if(!skill)return 0;
5172 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5174 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5176 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5178 int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5179 result += SKILL_TEMP_BONUS(bonus);
5180 result += SKILL_PERM_BONUS(bonus);
5181 return result < 0 ? 0 : result;
5184 return 0;
5187 uint16 Player::GetPureMaxSkillValue(uint32 skill) const
5189 if(!skill)return 0;
5190 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5192 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5194 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5197 return 0;
5200 uint16 Player::GetBaseSkillValue(uint32 skill) const
5202 if(!skill)return 0;
5203 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5205 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5207 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5208 result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5209 return result < 0 ? 0 : result;
5212 return 0;
5215 uint16 Player::GetPureSkillValue(uint32 skill) const
5217 if(!skill)return 0;
5218 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5220 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5222 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5225 return 0;
5228 int16 Player::GetSkillPermBonusValue(uint32 skill) const
5230 if(!skill)
5231 return 0;
5233 for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
5235 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5237 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5241 return 0;
5244 int16 Player::GetSkillTempBonusValue(uint32 skill) const
5246 if(!skill)
5247 return 0;
5249 for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
5251 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5253 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5257 return 0;
5260 void Player::SendInitialActionButtons()
5262 sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5264 WorldPacket data(SMSG_ACTION_BUTTONS, (MAX_ACTION_BUTTONS*4));
5265 for(int button = 0; button < MAX_ACTION_BUTTONS; ++button)
5267 ActionButtonList::const_iterator itr = m_actionButtons.find(button);
5268 if(itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
5270 data << uint16(itr->second.action);
5271 data << uint8(itr->second.misc);
5272 data << uint8(itr->second.type);
5274 else
5276 data << uint32(0);
5280 GetSession()->SendPacket( &data );
5281 sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5284 void Player::addActionButton(const uint8 button, const uint16 action, const uint8 type, const uint8 misc)
5286 if(button >= MAX_ACTION_BUTTONS)
5288 sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() );
5289 return;
5292 // check cheating with adding non-known spells to action bar
5293 if(type==ACTION_BUTTON_SPELL)
5295 if(!sSpellStore.LookupEntry(action))
5297 sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
5298 return;
5301 if(!HasSpell(action))
5303 sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
5304 return;
5308 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5310 if (buttonItr==m_actionButtons.end())
5311 { // just add new button
5312 m_actionButtons[button] = ActionButton(action,type,misc);
5314 else
5315 { // change state of current button
5316 ActionButtonUpdateState uState = buttonItr->second.uState;
5317 buttonItr->second = ActionButton(action,type,misc);
5318 if (uState != ACTIONBUTTON_NEW) buttonItr->second.uState = ACTIONBUTTON_CHANGED;
5321 sLog.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action, button );
5324 void Player::removeActionButton(uint8 button)
5326 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5327 if (buttonItr==m_actionButtons.end())
5328 return;
5330 if(buttonItr->second.uState==ACTIONBUTTON_NEW)
5331 m_actionButtons.erase(buttonItr); // new and not saved
5332 else
5333 buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
5335 sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() );
5338 void Player::SetDontMove(bool dontMove)
5340 m_dontMove = dontMove;
5343 bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
5345 // prevent crash when a bad coord is sent by the client
5346 if(!MaNGOS::IsValidMapCoord(x,y,z,orientation))
5348 sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
5349 return false;
5352 Map *m = GetMap();
5354 const float old_x = GetPositionX();
5355 const float old_y = GetPositionY();
5356 const float old_z = GetPositionZ();
5357 const float old_r = GetOrientation();
5359 if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation )
5361 if (teleport || old_x != x || old_y != y || old_z != z)
5362 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
5363 else
5364 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
5366 // move and update visible state if need
5367 m->PlayerRelocation(this, x, y, z, orientation);
5369 // reread after Map::Relocation
5370 m = GetMap();
5371 x = GetPositionX();
5372 y = GetPositionY();
5373 z = GetPositionZ();
5375 // group update
5376 if(GetGroup() && (old_x != x || old_y != y))
5377 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
5380 // code block for underwater state update
5381 UpdateUnderwaterState(m, x, y, z);
5383 CheckExploreSystem();
5385 return true;
5388 void Player::SaveRecallPosition()
5390 m_recallMap = GetMapId();
5391 m_recallX = GetPositionX();
5392 m_recallY = GetPositionY();
5393 m_recallZ = GetPositionZ();
5394 m_recallO = GetOrientation();
5397 void Player::SendMessageToSet(WorldPacket *data, bool self)
5399 GetMap()->MessageBroadcast(this, data, self);
5402 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
5404 GetMap()->MessageDistBroadcast(this, data, dist, self);
5407 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
5409 GetMap()->MessageDistBroadcast(this, data, dist, self,own_team_only);
5412 void Player::SendDirectMessage(WorldPacket *data)
5414 GetSession()->SendPacket(data);
5417 void Player::CheckExploreSystem()
5419 if (!isAlive())
5420 return;
5422 if (isInFlight())
5423 return;
5425 uint16 areaFlag=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5426 if(areaFlag==0xffff)
5427 return;
5428 int offset = areaFlag / 32;
5430 if(offset >= 128)
5432 sLog.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset);
5433 return;
5436 uint32 val = (uint32)(1 << (areaFlag % 32));
5437 uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
5439 if( !(currFields & val) )
5441 SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
5443 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
5445 AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
5446 if(!p)
5448 sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5450 else if(p->area_level > 0)
5452 uint32 area = p->ID;
5453 if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
5455 SendExplorationExperience(area,0);
5457 else
5459 int32 diff = int32(getLevel()) - p->area_level;
5460 uint32 XP = 0;
5461 if (diff < -5)
5463 XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
5465 else if (diff > 5)
5467 int32 exploration_percent = (100-((diff-5)*5));
5468 if (exploration_percent > 100)
5469 exploration_percent = 100;
5470 else if (exploration_percent < 0)
5471 exploration_percent = 0;
5473 XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
5475 else
5477 XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
5480 GiveXP( XP, NULL );
5481 SendExplorationExperience(area,XP);
5483 sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
5488 uint32 Player::TeamForRace(uint8 race)
5490 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5491 if(!rEntry)
5493 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5494 return ALLIANCE;
5497 switch(rEntry->TeamID)
5499 case 7: return ALLIANCE;
5500 case 1: return HORDE;
5503 sLog.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
5504 return ALLIANCE;
5507 uint32 Player::getFactionForRace(uint8 race)
5509 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5510 if(!rEntry)
5512 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5513 return 0;
5516 return rEntry->FactionID;
5519 void Player::setFactionForRace(uint8 race)
5521 m_team = TeamForRace(race);
5522 setFaction( getFactionForRace(race) );
5525 void Player::UpdateReputation() const
5527 sLog.outDetail( "WORLD: Player::UpdateReputation" );
5529 for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
5531 SendFactionState(&(itr->second));
5535 void Player::SendFactionState(FactionState const* faction) const
5537 if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
5539 WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
5540 data << (float) 0; // unk 2.4.0
5541 data << (uint8) 0; // wotlk 8634
5542 data << (uint32) 1; // count
5543 // for
5544 data << (uint32) faction->ReputationListID;
5545 data << (uint32) faction->Standing;
5546 // end for
5547 GetSession()->SendPacket(&data);
5551 void Player::SendInitialReputations()
5553 WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
5554 data << uint32 (0x00000080);
5556 RepListID a = 0;
5558 for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
5560 // fill in absent fields
5561 for (; a != itr->first; a++)
5563 data << uint8 (0x00);
5564 data << uint32 (0x00000000);
5567 // fill in encountered data
5568 data << uint8 (itr->second.Flags);
5569 data << uint32 (itr->second.Standing);
5571 ++a;
5574 // fill in absent fields
5575 for (; a != 128; a++)
5577 data << uint8 (0x00);
5578 data << uint32 (0x00000000);
5581 GetSession()->SendPacket(&data);
5584 FactionState const* Player::GetFactionState( FactionEntry const* factionEntry) const
5586 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5587 if (itr != m_factions.end())
5588 return &itr->second;
5590 return NULL;
5593 void Player::SetFactionAtWar(FactionState* faction, bool atWar)
5595 // not allow declare war to own faction
5596 if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) )
5597 return;
5599 // already set
5600 if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
5601 return;
5603 if( atWar )
5604 faction->Flags |= FACTION_FLAG_AT_WAR;
5605 else
5606 faction->Flags &= ~FACTION_FLAG_AT_WAR;
5608 faction->Changed = true;
5611 void Player::SetFactionInactive(FactionState* faction, bool inactive)
5613 // always invisible or hidden faction can't be inactive
5614 if(inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE) ) )
5615 return;
5617 // already set
5618 if(((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
5619 return;
5621 if(inactive)
5622 faction->Flags |= FACTION_FLAG_INACTIVE;
5623 else
5624 faction->Flags &= ~FACTION_FLAG_INACTIVE;
5626 faction->Changed = true;
5629 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId)
5631 FactionTemplateEntry const*factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5633 if(!factionTemplateEntry)
5634 return;
5636 SetFactionVisibleForFactionId(factionTemplateEntry->faction);
5639 void Player::SetFactionVisibleForFactionId(uint32 FactionId)
5641 FactionEntry const *factionEntry = sFactionStore.LookupEntry(FactionId);
5642 if(!factionEntry)
5643 return;
5645 if(factionEntry->reputationListID < 0)
5646 return;
5648 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5649 if (itr == m_factions.end())
5650 return;
5652 SetFactionVisible(&itr->second);
5655 void Player::SetFactionVisible(FactionState* faction)
5657 // always invisible or hidden faction can't be make visible
5658 if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
5659 return;
5661 // already set
5662 if(faction->Flags & FACTION_FLAG_VISIBLE)
5663 return;
5665 faction->Flags |= FACTION_FLAG_VISIBLE;
5666 faction->Changed = true;
5668 if(!m_session->PlayerLoading())
5670 // make faction visible in reputation list at client
5671 WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4);
5672 data << faction->ReputationListID;
5673 GetSession()->SendPacket(&data);
5677 void Player::SetInitialFactions()
5679 for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
5681 FactionEntry const *factionEntry = sFactionStore.LookupEntry(i);
5683 if( factionEntry && (factionEntry->reputationListID >= 0))
5685 FactionState newFaction;
5686 newFaction.ID = factionEntry->ID;
5687 newFaction.ReputationListID = factionEntry->reputationListID;
5688 newFaction.Standing = 0;
5689 newFaction.Flags = GetDefaultReputationFlags(factionEntry);
5690 newFaction.Changed = true;
5692 m_factions[newFaction.ReputationListID] = newFaction;
5697 uint32 Player::GetDefaultReputationFlags(const FactionEntry *factionEntry) const
5699 if (!factionEntry)
5700 return 0;
5702 uint32 raceMask = getRaceMask();
5703 uint32 classMask = getClassMask();
5704 for (int i=0; i < 4; i++)
5706 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5707 (factionEntry->BaseRepClassMask[i]==0 ||
5708 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5709 return factionEntry->ReputationFlags[i];
5711 return 0;
5714 int32 Player::GetBaseReputation(const FactionEntry *factionEntry) const
5716 if (!factionEntry)
5717 return 0;
5719 uint32 raceMask = getRaceMask();
5720 uint32 classMask = getClassMask();
5721 for (int i=0; i < 4; i++)
5723 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5724 (factionEntry->BaseRepClassMask[i]==0 ||
5725 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5726 return factionEntry->BaseRepValue[i];
5729 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5730 return 0;
5733 int32 Player::GetReputation(uint32 faction_id) const
5735 FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id);
5737 if (!factionEntry)
5739 sLog.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id);
5740 return 0;
5743 return GetReputation(factionEntry);
5746 int32 Player::GetReputation(const FactionEntry *factionEntry) const
5748 // Faction without recorded reputation. Just ignore.
5749 if(!factionEntry)
5750 return 0;
5752 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5753 if (itr != m_factions.end())
5754 return GetBaseReputation(factionEntry) + itr->second.Standing;
5756 return 0;
5759 ReputationRank Player::GetReputationRank(uint32 faction) const
5761 FactionEntry const*factionEntry = sFactionStore.LookupEntry(faction);
5762 if(!factionEntry)
5763 return MIN_REPUTATION_RANK;
5765 return GetReputationRank(factionEntry);
5768 ReputationRank Player::ReputationToRank(int32 standing) const
5770 int32 Limit = Reputation_Cap + 1;
5771 for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i)
5773 Limit -= ReputationRank_Length[i];
5774 if (standing >= Limit )
5775 return ReputationRank(i);
5777 return MIN_REPUTATION_RANK;
5780 ReputationRank Player::GetReputationRank(const FactionEntry *factionEntry) const
5782 int32 Reputation = GetReputation(factionEntry);
5783 return ReputationToRank(Reputation);
5786 ReputationRank Player::GetBaseReputationRank(const FactionEntry *factionEntry) const
5788 int32 Reputation = GetBaseReputation(factionEntry);
5789 return ReputationToRank(Reputation);
5792 bool Player::ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation)
5794 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5796 if(!factionTemplateEntry)
5798 sLog.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5799 return false;
5802 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5804 // Faction without recorded reputation. Just ignore.
5805 if(!factionEntry)
5806 return false;
5808 return ModifyFactionReputation(factionEntry, DeltaReputation);
5811 bool Player::ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing)
5813 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5814 if (flist)
5816 bool res = false;
5817 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5819 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5820 if(factionEntryCalc)
5821 res = ModifyOneFactionReputation(factionEntryCalc, standing);
5823 return res;
5825 else
5826 return ModifyOneFactionReputation(factionEntry, standing);
5829 bool Player::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5831 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5832 if (itr != m_factions.end())
5834 int32 BaseRep = GetBaseReputation(factionEntry);
5835 int32 new_rep = BaseRep + itr->second.Standing + standing;
5837 if (new_rep > Reputation_Cap)
5838 new_rep = Reputation_Cap;
5839 else
5840 if (new_rep < Reputation_Bottom)
5841 new_rep = Reputation_Bottom;
5843 if(ReputationToRank(new_rep) <= REP_HOSTILE)
5844 SetFactionAtWar(&itr->second,true);
5846 itr->second.Standing = new_rep - BaseRep;
5847 itr->second.Changed = true;
5849 SetFactionVisible(&itr->second);
5851 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
5853 if(uint32 questid = GetQuestSlotQuestId(i))
5855 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
5856 if( qInfo && qInfo->GetRepObjectiveFaction() == factionEntry->ID )
5858 QuestStatusData& q_status = mQuestStatus[questid];
5859 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
5861 if(GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
5862 if ( CanCompleteQuest( questid ) )
5863 CompleteQuest( questid );
5865 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
5867 if(GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
5868 IncompleteQuest( questid );
5873 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION);
5874 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION);
5875 SendFactionState(&(itr->second));
5877 return true;
5879 return false;
5882 bool Player::SetFactionReputation(uint32 FactionTemplateId, int32 standing)
5884 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5886 if(!factionTemplateEntry)
5888 sLog.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5889 return false;
5892 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5894 // Faction without recorded reputation. Just ignore.
5895 if(!factionEntry)
5896 return false;
5898 return SetFactionReputation(factionEntry, standing);
5901 bool Player::SetFactionReputation(FactionEntry const* factionEntry, int32 standing)
5903 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5904 if (flist)
5906 bool res = false;
5907 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5909 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5910 if(factionEntryCalc)
5911 res = SetOneFactionReputation(factionEntryCalc, standing);
5913 return res;
5915 else
5916 return SetOneFactionReputation(factionEntry, standing);
5919 bool Player::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5921 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5922 if (itr != m_factions.end())
5924 if (standing > Reputation_Cap)
5925 standing = Reputation_Cap;
5926 else
5927 if (standing < Reputation_Bottom)
5928 standing = Reputation_Bottom;
5930 int32 BaseRep = GetBaseReputation(factionEntry);
5931 itr->second.Standing = standing - BaseRep;
5932 itr->second.Changed = true;
5934 SetFactionVisible(&itr->second);
5936 if(ReputationToRank(standing) <= REP_HOSTILE)
5937 SetFactionAtWar(&itr->second,true);
5939 SendFactionState(&(itr->second));
5940 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION);
5941 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION);
5942 return true;
5944 return false;
5947 //Calculate total reputation percent player gain with quest/creature level
5948 int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest)
5950 // for grey creature kill received 20%, in other case 100.
5951 int32 percent = (!for_quest && (creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5953 int32 repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
5955 percent += rep > 0 ? repMod : -repMod;
5957 if(percent <=0)
5958 return 0;
5960 return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*rep*percent/100);
5963 //Calculates how many reputation points player gains in victim's enemy factions
5964 void Player::RewardReputation(Unit *pVictim, float rate)
5966 if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
5967 return;
5969 ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
5971 if(!Rep)
5972 return;
5974 if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
5976 int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false);
5977 donerep1 = int32(donerep1*rate);
5978 FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
5979 uint32 current_reputation_rank1 = GetReputationRank(factionEntry1);
5980 if(factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
5981 ModifyFactionReputation(factionEntry1, donerep1);
5983 // Wiki: Team factions value divided by 2
5984 if(Rep->is_teamaward1)
5986 FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
5987 if(team1_factionEntry)
5988 ModifyFactionReputation(team1_factionEntry, donerep1 / 2);
5992 if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
5994 int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false);
5995 donerep2 = int32(donerep2*rate);
5996 FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
5997 uint32 current_reputation_rank2 = GetReputationRank(factionEntry2);
5998 if(factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
5999 ModifyFactionReputation(factionEntry2, donerep2);
6001 // Wiki: Team factions value divided by 2
6002 if(Rep->is_teamaward2)
6004 FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
6005 if(team2_factionEntry)
6006 ModifyFactionReputation(team2_factionEntry, donerep2 / 2);
6011 //Calculate how many reputation points player gain with the quest
6012 void Player::RewardReputation(Quest const *pQuest)
6014 // quest reputation reward/loss
6015 for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
6017 if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] )
6019 int32 rep = CalculateReputationGain(pQuest->GetQuestLevel(),pQuest->RewRepValue[i],true);
6020 FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
6021 if(factionEntry)
6022 ModifyFactionReputation(factionEntry, rep);
6026 // TODO: implement reputation spillover
6029 void Player::UpdateArenaFields(void)
6031 /* arena calcs go here */
6034 void Player::UpdateHonorFields()
6036 /// called when rewarding honor and at each save
6037 uint64 now = time(NULL);
6038 uint64 today = uint64(time(NULL) / DAY) * DAY;
6040 if(m_lastHonorUpdateTime < today)
6042 uint64 yesterday = today - DAY;
6044 uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
6046 // update yesterday's contribution
6047 if(m_lastHonorUpdateTime >= yesterday )
6049 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
6051 // this is the first update today, reset today's contribution
6052 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
6053 SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
6055 else
6057 // no honor/kills yesterday or today, reset
6058 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
6059 SetUInt32Value(PLAYER_FIELD_KILLS, 0);
6063 m_lastHonorUpdateTime = now;
6066 ///Calculate the amount of honor gained based on the victim
6067 ///and the size of the group for which the honor is divided
6068 ///An exact honor value can also be given (overriding the calcs)
6069 bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor)
6071 // do not reward honor in arenas, but enable onkill spellproc
6072 if(InArena())
6074 if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
6075 return false;
6077 if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
6078 return false;
6080 return true;
6083 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
6084 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
6085 return false;
6087 uint64 victim_guid = 0;
6088 uint32 victim_rank = 0;
6090 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
6091 UpdateHonorFields();
6093 if(honor <= 0)
6095 if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
6096 return false;
6098 victim_guid = uVictim->GetGUID();
6100 if( uVictim->GetTypeId() == TYPEID_PLAYER )
6102 Player *pVictim = (Player *)uVictim;
6104 if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
6105 return false;
6107 float f = 1; //need for total kills (?? need more info)
6108 uint32 k_grey = 0;
6109 uint32 k_level = getLevel();
6110 uint32 v_level = pVictim->getLevel();
6113 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6114 // [0] Just name
6115 // [1..14] Alliance honor titles and player name
6116 // [15..28] Horde honor titles and player name
6117 // [29..38] Other title and player name
6118 // [39+] Nothing
6119 uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
6120 // Get Killer titles, CharTitlesEntry::bit_index
6121 // Ranks:
6122 // title[1..14] -> rank[5..18]
6123 // title[15..28] -> rank[5..18]
6124 // title[other] -> 0
6125 if (victim_title == 0)
6126 victim_guid = 0; // Don't show HK: <rank> message, only log.
6127 else if (victim_title < 15)
6128 victim_rank = victim_title + 4;
6129 else if (victim_title < 29)
6130 victim_rank = victim_title - 14 + 4;
6131 else
6132 victim_guid = 0; // Don't show HK: <rank> message, only log.
6135 k_grey = MaNGOS::XP::GetGrayLevel(k_level);
6137 if(v_level<=k_grey)
6138 return false;
6140 float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
6142 int32 v_rank =1; //need more info
6144 honor = ((f * diff_level * (190 + v_rank*10))/6);
6145 honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
6147 // count the number of playerkills in one day
6148 ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
6149 // and those in a lifetime
6150 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true);
6152 else
6154 Creature *cVictim = (Creature *)uVictim;
6156 if (!cVictim->isRacialLeader())
6157 return false;
6159 honor = 100; // ??? need more info
6160 victim_rank = 19; // HK: Leader
6164 if (uVictim != NULL)
6166 honor *= sWorld.getRate(RATE_HONOR);
6168 if(groupsize > 1)
6169 honor /= groupsize;
6171 honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6174 // honor - for show honor points in log
6175 // victim_guid - for show victim name in log
6176 // victim_rank [1..4] HK: <dishonored rank>
6177 // victim_rank [5..19] HK: <alliance\horde rank>
6178 // victim_rank [0,20+] HK: <>
6179 WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
6180 data << (uint32) honor;
6181 data << (uint64) victim_guid;
6182 data << (uint32) victim_rank;
6184 GetSession()->SendPacket(&data);
6186 // add honor points
6187 ModifyHonorPoints(int32(honor));
6189 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
6190 return true;
6193 void Player::ModifyHonorPoints( int32 value )
6195 if(value < 0)
6197 if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
6198 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
6199 else
6200 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
6202 else
6203 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
6206 void Player::ModifyArenaPoints( int32 value )
6208 if(value < 0)
6210 if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
6211 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
6212 else
6213 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
6215 else
6216 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
6219 uint32 Player::GetGuildIdFromDB(uint64 guid)
6221 QueryResult* result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
6222 if(!result)
6223 return 0;
6225 uint32 id = result->Fetch()[0].GetUInt32();
6226 delete result;
6227 return id;
6230 uint32 Player::GetRankFromDB(uint64 guid)
6232 QueryResult *result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) );
6233 if( result )
6235 uint32 v = result->Fetch()[0].GetUInt32();
6236 delete result;
6237 return v;
6239 else
6240 return 0;
6243 uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
6245 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);
6246 if(!result)
6247 return 0;
6249 uint32 id = (*result)[0].GetUInt32();
6250 delete result;
6251 return id;
6254 uint32 Player::GetZoneIdFromDB(uint64 guid)
6256 uint32 guidLow = GUID_LOPART(guid);
6257 QueryResult *result = CharacterDatabase.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow );
6258 if (!result)
6259 return 0;
6260 Field* fields = result->Fetch();
6261 uint32 zone = fields[0].GetUInt32();
6262 delete result;
6264 if (!zone)
6266 // stored zone is zero, use generic and slow zone detection
6267 result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow);
6268 if( !result )
6269 return 0;
6270 fields = result->Fetch();
6271 uint32 map = fields[0].GetUInt32();
6272 float posx = fields[1].GetFloat();
6273 float posy = fields[2].GetFloat();
6274 float posz = fields[3].GetFloat();
6275 delete result;
6277 zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
6279 CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
6282 return zone;
6285 void Player::UpdateArea(uint32 newArea)
6287 // FFA_PVP flags are area and not zone id dependent
6288 // so apply them accordingly
6289 m_areaUpdateId = newArea;
6291 AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
6293 if(area && (area->flags & AREA_FLAG_ARENA))
6295 if(!isGameMaster())
6296 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6298 else
6300 // remove ffa flag only if not ffapvp realm
6301 // removal in sanctuaries and capitals is handled in zone update
6302 if(HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP) && !sWorld.IsFFAPvPRealm())
6303 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6306 UpdateAreaDependentAuras(newArea);
6309 void Player::UpdateZone(uint32 newZone)
6311 m_zoneUpdateId = newZone;
6312 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
6314 // zone changed, so area changed as well, update it
6315 UpdateArea(GetAreaId());
6317 AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
6318 if(!zone)
6319 return;
6321 if (sWorld.getConfig(CONFIG_WEATHER))
6323 Weather *wth = sWorld.FindWeather(zone->ID);
6324 if(wth)
6326 wth->SendWeatherUpdateToPlayer(this);
6328 else
6330 if(!sWorld.AddWeather(zone->ID))
6332 // send fine weather packet to remove old zone's weather
6333 Weather::SendFineWeatherUpdateToPlayer(this);
6338 pvpInfo.inHostileArea =
6339 GetTeam() == ALLIANCE && zone->team == AREATEAM_HORDE ||
6340 GetTeam() == HORDE && zone->team == AREATEAM_ALLY ||
6341 sWorld.IsPvPRealm() && zone->team == AREATEAM_NONE ||
6342 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6344 if(pvpInfo.inHostileArea) // in hostile area
6346 if(!IsPvP() || pvpInfo.endTimer != 0)
6347 UpdatePvP(true, true);
6349 else // in friendly area
6351 if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
6352 pvpInfo.endTimer = time(0); // start toggle-off
6355 if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary
6357 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6358 if(sWorld.IsFFAPvPRealm())
6359 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6361 else
6363 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6366 if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
6368 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6369 SetRestType(REST_TYPE_IN_CITY);
6370 InnEnter(time(0),GetMapId(),0,0,0);
6372 if(sWorld.IsFFAPvPRealm())
6373 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6375 else // anywhere else
6377 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6379 if(GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
6381 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6383 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6384 SetRestType(REST_TYPE_NO);
6386 if(sWorld.IsFFAPvPRealm())
6387 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6390 else // not in tavern (leave city then)
6392 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6393 SetRestType(REST_TYPE_NO);
6395 // Set player to FFA PVP when not in rested environment.
6396 if(sWorld.IsFFAPvPRealm())
6397 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6402 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6403 // if player resurrected at teleport this will be applied in resurrect code
6404 if(isAlive())
6405 DestroyZoneLimitedItem( true, newZone );
6407 // recent client version not send leave/join channel packets for built-in local channels
6408 UpdateLocalChannels( newZone );
6410 // group update
6411 if(GetGroup())
6412 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
6414 UpdateZoneDependentAuras(newZone);
6417 //If players are too far way of duel flag... then player loose the duel
6418 void Player::CheckDuelDistance(time_t currTime)
6420 if(!duel)
6421 return;
6423 uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
6424 GameObject* obj = ObjectAccessor::GetGameObject(*this, duelFlagGUID);
6425 if(!obj)
6426 return;
6428 if(duel->outOfBound == 0)
6430 if(!IsWithinDistInMap(obj, 50))
6432 duel->outOfBound = currTime;
6434 WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
6435 GetSession()->SendPacket(&data);
6438 else
6440 if(IsWithinDistInMap(obj, 40))
6442 duel->outOfBound = 0;
6444 WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
6445 GetSession()->SendPacket(&data);
6447 else if(currTime >= (duel->outOfBound+10))
6449 DuelComplete(DUEL_FLED);
6454 void Player::DuelComplete(DuelCompleteType type)
6456 // duel not requested
6457 if(!duel)
6458 return;
6460 WorldPacket data(SMSG_DUEL_COMPLETE, (1));
6461 data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
6462 GetSession()->SendPacket(&data);
6463 duel->opponent->GetSession()->SendPacket(&data);
6465 if(type != DUEL_INTERUPTED)
6467 data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
6468 data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled
6469 data << duel->opponent->GetName();
6470 data << GetName();
6471 SendMessageToSet(&data,true);
6474 // cool-down duel spell
6475 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6477 data<<GetGUID();
6478 data<<uint8(0x0);
6480 data<<(uint32)7266;
6481 data<<uint32(0x0);
6482 GetSession()->SendPacket(&data);
6483 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6484 data<<duel->opponent->GetGUID();
6485 data<<uint8(0x0);
6486 data<<(uint32)7266;
6487 data<<uint32(0x0);
6488 duel->opponent->GetSession()->SendPacket(&data);*/
6490 //Remove Duel Flag object
6491 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
6492 if(obj)
6493 duel->initiator->RemoveGameObject(obj,true);
6495 /* remove auras */
6496 std::vector<uint32> auras2remove;
6497 AuraMap const& vAuras = duel->opponent->GetAuras();
6498 for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); ++i)
6500 if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6501 auras2remove.push_back(i->second->GetId());
6504 for(size_t i=0; i<auras2remove.size(); i++)
6505 duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
6507 auras2remove.clear();
6508 AuraMap const& auras = GetAuras();
6509 for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); ++i)
6511 if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6512 auras2remove.push_back(i->second->GetId());
6514 for(size_t i=0; i<auras2remove.size(); i++)
6515 RemoveAurasDueToSpell(auras2remove[i]);
6517 // cleanup combo points
6518 if(GetComboTarget()==duel->opponent->GetGUID())
6519 ClearComboPoints();
6520 else if(GetComboTarget()==duel->opponent->GetPetGUID())
6521 ClearComboPoints();
6523 if(duel->opponent->GetComboTarget()==GetGUID())
6524 duel->opponent->ClearComboPoints();
6525 else if(duel->opponent->GetComboTarget()==GetPetGUID())
6526 duel->opponent->ClearComboPoints();
6528 //cleanups
6529 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6530 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6531 duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6532 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6534 delete duel->opponent->duel;
6535 duel->opponent->duel = NULL;
6536 delete duel;
6537 duel = NULL;
6540 //---------------------------------------------------------//
6542 void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
6544 if(slot >= INVENTORY_SLOT_BAG_END || !item)
6545 return;
6547 // not apply/remove mods for broken item
6548 if(item->IsBroken())
6549 return;
6551 ItemPrototype const *proto = item->GetProto();
6553 if(!proto)
6554 return;
6556 sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
6558 uint32 attacktype = Player::GetAttackBySlot(slot);
6559 if(attacktype < MAX_ATTACK)
6560 _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
6562 _ApplyItemBonuses(proto,slot,apply);
6564 if( slot==EQUIPMENT_SLOT_RANGED )
6565 _ApplyAmmoBonuses();
6567 ApplyItemEquipSpell(item,apply);
6568 ApplyEnchantment(item, apply);
6570 if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6571 CorrectMetaGemEnchants(slot, apply);
6573 sLog.outDebug("_ApplyItemMods complete.");
6576 void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply)
6578 if(slot >= INVENTORY_SLOT_BAG_END || !proto)
6579 return;
6581 for (int i = 0; i < 10; i++)
6583 uint32 statType = 0;
6584 int32 val = 0;
6586 if(proto->ScalingStatDistribution)
6588 if(ScalingStatDistributionEntry const *ssd = sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution))
6590 statType = ssd->StatMod[i];
6592 if(uint32 modifier = ssd->Modifier[i])
6594 uint32 level = ((getLevel() > ssd->MaxLevel) ? ssd->MaxLevel : getLevel());
6595 if(ScalingStatValuesEntry const *ssv = sScalingStatValuesStore.LookupEntry(level))
6597 uint32 multiplier = ssv->Multiplier[proto->GetScalingStatValuesColumn()];
6598 val = (multiplier * modifier) / 10000;
6603 else
6605 statType = proto->ItemStat[i].ItemStatType;
6606 val = proto->ItemStat[i].ItemStatValue;
6609 if(val == 0)
6610 continue;
6612 switch (statType)
6614 case ITEM_MOD_MANA:
6615 HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
6616 break;
6617 case ITEM_MOD_HEALTH: // modify HP
6618 HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
6619 break;
6620 case ITEM_MOD_AGILITY: // modify agility
6621 HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
6622 ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
6623 break;
6624 case ITEM_MOD_STRENGTH: //modify strength
6625 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
6626 ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
6627 break;
6628 case ITEM_MOD_INTELLECT: //modify intellect
6629 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
6630 ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
6631 break;
6632 case ITEM_MOD_SPIRIT: //modify spirit
6633 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
6634 ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
6635 break;
6636 case ITEM_MOD_STAMINA: //modify stamina
6637 HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
6638 ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
6639 break;
6640 case ITEM_MOD_DEFENSE_SKILL_RATING:
6641 ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
6642 break;
6643 case ITEM_MOD_DODGE_RATING:
6644 ApplyRatingMod(CR_DODGE, int32(val), apply);
6645 break;
6646 case ITEM_MOD_PARRY_RATING:
6647 ApplyRatingMod(CR_PARRY, int32(val), apply);
6648 break;
6649 case ITEM_MOD_BLOCK_RATING:
6650 ApplyRatingMod(CR_BLOCK, int32(val), apply);
6651 break;
6652 case ITEM_MOD_HIT_MELEE_RATING:
6653 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6654 break;
6655 case ITEM_MOD_HIT_RANGED_RATING:
6656 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6657 break;
6658 case ITEM_MOD_HIT_SPELL_RATING:
6659 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6660 break;
6661 case ITEM_MOD_CRIT_MELEE_RATING:
6662 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6663 break;
6664 case ITEM_MOD_CRIT_RANGED_RATING:
6665 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6666 break;
6667 case ITEM_MOD_CRIT_SPELL_RATING:
6668 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6669 break;
6670 case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
6671 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6672 break;
6673 case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
6674 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6675 break;
6676 case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
6677 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6678 break;
6679 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
6680 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6681 break;
6682 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
6683 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6684 break;
6685 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
6686 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6687 break;
6688 case ITEM_MOD_HASTE_MELEE_RATING:
6689 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6690 break;
6691 case ITEM_MOD_HASTE_RANGED_RATING:
6692 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6693 break;
6694 case ITEM_MOD_HASTE_SPELL_RATING:
6695 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6696 break;
6697 case ITEM_MOD_HIT_RATING:
6698 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6699 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6700 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6701 break;
6702 case ITEM_MOD_CRIT_RATING:
6703 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6704 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6705 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6706 break;
6707 case ITEM_MOD_HIT_TAKEN_RATING:
6708 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6709 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6710 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6711 break;
6712 case ITEM_MOD_CRIT_TAKEN_RATING:
6713 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6714 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6715 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6716 break;
6717 case ITEM_MOD_RESILIENCE_RATING:
6718 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6719 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6720 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6721 break;
6722 case ITEM_MOD_HASTE_RATING:
6723 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6724 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6725 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6726 break;
6727 case ITEM_MOD_EXPERTISE_RATING:
6728 ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
6729 break;
6730 case ITEM_MOD_ATTACK_POWER:
6731 HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
6732 break;
6733 case ITEM_MOD_RANGED_ATTACK_POWER:
6734 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
6735 break;
6736 case ITEM_MOD_FERAL_ATTACK_POWER:
6737 ApplyFeralAPBonus(int32(val), apply);
6738 break;
6739 case ITEM_MOD_SPELL_HEALING_DONE:
6740 ApplySpellHealingBonus(int32(val), apply);
6741 break;
6742 case ITEM_MOD_SPELL_DAMAGE_DONE:
6743 ApplySpellDamageBonus(int32(val), apply);
6744 break;
6745 case ITEM_MOD_MANA_REGENERATION:
6746 ApplyManaRegenBonus(int32(val), apply);
6747 break;
6748 case ITEM_MOD_ARMOR_PENETRATION_RATING:
6749 ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
6750 break;
6751 case ITEM_MOD_SPELL_POWER:
6752 ApplySpellHealingBonus(int32(val), apply);
6753 ApplySpellDamageBonus(int32(val), apply);
6754 break;
6758 if (proto->Armor)
6759 HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->Armor), apply);
6761 if (proto->Block)
6762 HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
6764 if (proto->HolyRes)
6765 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
6767 if (proto->FireRes)
6768 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
6770 if (proto->NatureRes)
6771 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
6773 if (proto->FrostRes)
6774 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
6776 if (proto->ShadowRes)
6777 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
6779 if (proto->ArcaneRes)
6780 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
6782 WeaponAttackType attType = BASE_ATTACK;
6783 float damage = 0.0f;
6785 if( slot == EQUIPMENT_SLOT_RANGED && (
6786 proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
6787 proto->InventoryType == INVTYPE_RANGEDRIGHT ))
6789 attType = RANGED_ATTACK;
6791 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6793 attType = OFF_ATTACK;
6796 if (proto->Damage[0].DamageMin > 0 )
6798 damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE;
6799 SetBaseWeaponDamage(attType, MINDAMAGE, damage);
6800 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6803 if (proto->Damage[0].DamageMax > 0 )
6805 damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE;
6806 SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
6809 if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
6810 return;
6812 if (proto->Delay)
6814 if(slot == EQUIPMENT_SLOT_RANGED)
6815 SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6816 else if(slot==EQUIPMENT_SLOT_MAINHAND)
6817 SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6818 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6819 SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6822 if(CanModifyStats() && (damage || proto->Delay))
6823 UpdateDamagePhysical(attType);
6826 void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
6828 AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
6829 for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
6830 _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
6832 AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
6833 for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
6834 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6836 AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
6837 for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
6838 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6841 void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6843 // generic not weapon specific case processes in aura code
6844 if(aura->GetSpellProto()->EquippedItemClass == -1)
6845 return;
6847 BaseModGroup mod = BASEMOD_END;
6848 switch(attackType)
6850 case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
6851 case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
6852 case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
6853 default: return;
6856 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6858 HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
6862 void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6864 // ignore spell mods for not wands
6865 Modifier const* modifier = aura->GetModifier();
6866 if((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
6867 return;
6869 // generic not weapon specific case processes in aura code
6870 if(aura->GetSpellProto()->EquippedItemClass == -1)
6871 return;
6873 UnitMods unitMod = UNIT_MOD_END;
6874 switch(attackType)
6876 case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
6877 case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
6878 case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
6879 default: return;
6882 UnitModifierType unitModType = TOTAL_VALUE;
6883 switch(modifier->m_auraname)
6885 case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
6886 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
6887 default: return;
6890 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6892 HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
6896 void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
6898 if(!item)
6899 return;
6901 ItemPrototype const *proto = item->GetProto();
6902 if(!proto)
6903 return;
6905 for (int i = 0; i < 5; i++)
6907 _Spell const& spellData = proto->Spells[i];
6909 // no spell
6910 if(!spellData.SpellId )
6911 continue;
6913 // wrong triggering type
6914 if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
6915 continue;
6917 // check if it is valid spell
6918 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
6919 if(!spellproto)
6920 continue;
6922 ApplyEquipSpell(spellproto,item,apply,form_change);
6926 void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
6928 if(apply)
6930 // Cannot be used in this stance/form
6931 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)!=0)
6932 return;
6934 if(form_change) // check aura active state from other form
6936 bool found = false;
6937 for (int k=0; k < 3; ++k)
6939 spellEffectPair spair = spellEffectPair(spellInfo->Id, k);
6940 for (AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
6942 if(!item || iter->second->GetCastItemGUID() == item->GetGUID())
6944 found = true;
6945 break;
6948 if(found)
6949 break;
6952 if(found) // and skip re-cast already active aura at form change
6953 return;
6956 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
6958 CastSpell(this,spellInfo,true,item);
6960 else
6962 if(form_change) // check aura compatibility
6964 // Cannot be used in this stance/form
6965 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==0)
6966 return; // and remove only not compatible at form change
6969 if(item)
6970 RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped
6971 else
6972 RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
6976 void Player::UpdateEquipSpellsAtFormChange()
6978 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6980 if(m_items[i] && !m_items[i]->IsBroken())
6982 ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
6983 ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
6987 // item set bonuses not dependent from item broken state
6988 for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
6990 ItemSetEffect* eff = ItemSetEff[setindex];
6991 if(!eff)
6992 continue;
6994 for(uint32 y=0;y<8; ++y)
6996 SpellEntry const* spellInfo = eff->spells[y];
6997 if(!spellInfo)
6998 continue;
7000 ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
7001 ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
7006 void Player::CastItemCombatSpell(Item *item,Unit* Target, WeaponAttackType attType)
7008 if(!item || item->IsBroken())
7009 return;
7011 ItemPrototype const *proto = item->GetProto();
7012 if(!proto)
7013 return;
7015 if (!Target || Target == this )
7016 return;
7018 for (int i = 0; i < 5; i++)
7020 _Spell const& spellData = proto->Spells[i];
7022 // no spell
7023 if(!spellData.SpellId )
7024 continue;
7026 // wrong triggering type
7027 if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
7028 continue;
7030 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
7031 if(!spellInfo)
7033 sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
7034 continue;
7037 // not allow proc extra attack spell at extra attack
7038 if( m_extraAttacks && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
7039 return;
7041 float chance = spellInfo->procChance;
7043 if(spellData.SpellPPMRate)
7045 uint32 WeaponSpeed = GetAttackTime(attType);
7046 chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
7048 else if(chance > 100.0f)
7050 chance = GetWeaponProcChance();
7053 if (roll_chance_f(chance))
7054 CastSpell(Target, spellInfo->Id, true, item);
7057 // item combat enchantments
7058 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
7060 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
7061 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
7062 if(!pEnchant) continue;
7063 for (int s=0;s<3;s++)
7065 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
7066 continue;
7068 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
7069 if (!spellInfo)
7071 sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
7072 continue;
7075 float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
7076 if (roll_chance_f(chance))
7078 if(IsPositiveSpell(pEnchant->spellid[s]))
7079 CastSpell(this, pEnchant->spellid[s], true, item);
7080 else
7081 CastSpell(Target, pEnchant->spellid[s], true, item);
7087 void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
7089 ItemPrototype const* proto = item->GetProto();
7090 // special learning case
7091 if(proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN || proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN_PET)
7093 uint32 learn_spell_id = proto->Spells[0].SpellId;
7094 uint32 learning_spell_id = proto->Spells[1].SpellId;
7096 SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
7097 if(!spellInfo)
7099 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id);
7100 SendEquipError(EQUIP_ERR_NONE,item,NULL);
7101 return;
7104 Spell *spell = new Spell(this, spellInfo, false);
7105 spell->m_CastItem = item;
7106 spell->m_cast_count = cast_count; //set count of casts
7107 spell->m_currentBasePoints[0] = learning_spell_id;
7108 spell->prepare(&targets);
7109 return;
7112 // use triggered flag only for items with many spell casts and for not first cast
7113 int count = 0;
7115 // item spells casted at use
7116 for(int i = 0; i < 5; ++i)
7118 _Spell const& spellData = proto->Spells[i];
7120 // no spell
7121 if(!spellData.SpellId)
7122 continue;
7124 // wrong triggering type
7125 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
7126 continue;
7128 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
7129 if(!spellInfo)
7131 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
7132 continue;
7135 Spell *spell = new Spell(this, spellInfo, (count > 0));
7136 spell->m_CastItem = item;
7137 spell->m_cast_count = cast_count; // set count of casts
7138 spell->m_glyphIndex = glyphIndex; // glyph index
7139 spell->prepare(&targets);
7141 ++count;
7144 // Item enchantments spells casted at use
7145 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
7147 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
7148 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
7149 if(!pEnchant) continue;
7150 for (int s=0;s<3;s++)
7152 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL)
7153 continue;
7155 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
7156 if (!spellInfo)
7158 sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
7159 continue;
7162 Spell *spell = new Spell(this, spellInfo, (count > 0));
7163 spell->m_CastItem = item;
7164 spell->m_cast_count = cast_count; // set count of casts
7165 spell->m_glyphIndex = glyphIndex; // glyph index
7166 spell->prepare(&targets);
7168 ++count;
7173 void Player::_RemoveAllItemMods()
7175 sLog.outDebug("_RemoveAllItemMods start.");
7177 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7179 if(m_items[i])
7181 ItemPrototype const *proto = m_items[i]->GetProto();
7182 if(!proto)
7183 continue;
7185 // item set bonuses not dependent from item broken state
7186 if(proto->ItemSet)
7187 RemoveItemsSetItem(this,proto);
7189 if(m_items[i]->IsBroken())
7190 continue;
7192 ApplyItemEquipSpell(m_items[i],false);
7193 ApplyEnchantment(m_items[i], false);
7197 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7199 if(m_items[i])
7201 if(m_items[i]->IsBroken())
7202 continue;
7203 ItemPrototype const *proto = m_items[i]->GetProto();
7204 if(!proto)
7205 continue;
7207 uint32 attacktype = Player::GetAttackBySlot(i);
7208 if(attacktype < MAX_ATTACK)
7209 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
7211 _ApplyItemBonuses(proto,i, false);
7213 if( i == EQUIPMENT_SLOT_RANGED )
7214 _ApplyAmmoBonuses();
7218 sLog.outDebug("_RemoveAllItemMods complete.");
7221 void Player::_ApplyAllItemMods()
7223 sLog.outDebug("_ApplyAllItemMods start.");
7225 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7227 if(m_items[i])
7229 if(m_items[i]->IsBroken())
7230 continue;
7232 ItemPrototype const *proto = m_items[i]->GetProto();
7233 if(!proto)
7234 continue;
7236 uint32 attacktype = Player::GetAttackBySlot(i);
7237 if(attacktype < MAX_ATTACK)
7238 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
7240 _ApplyItemBonuses(proto,i, true);
7242 if( i == EQUIPMENT_SLOT_RANGED )
7243 _ApplyAmmoBonuses();
7247 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7249 if(m_items[i])
7251 ItemPrototype const *proto = m_items[i]->GetProto();
7252 if(!proto)
7253 continue;
7255 // item set bonuses not dependent from item broken state
7256 if(proto->ItemSet)
7257 AddItemsSetItem(this,m_items[i]);
7259 if(m_items[i]->IsBroken())
7260 continue;
7262 ApplyItemEquipSpell(m_items[i],true);
7263 ApplyEnchantment(m_items[i], true);
7267 sLog.outDebug("_ApplyAllItemMods complete.");
7270 void Player::_ApplyAmmoBonuses()
7272 // check ammo
7273 uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
7274 if(!ammo_id)
7275 return;
7277 float currentAmmoDPS;
7279 ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
7280 if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
7281 currentAmmoDPS = 0.0f;
7282 else
7283 currentAmmoDPS = ammo_proto->Damage[0].DamageMin;
7285 if(currentAmmoDPS == GetAmmoDPS())
7286 return;
7288 m_ammoDPS = currentAmmoDPS;
7290 if(CanModifyStats())
7291 UpdateDamagePhysical(RANGED_ATTACK);
7294 bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
7296 if(!ammo_proto)
7297 return false;
7299 // check ranged weapon
7300 Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
7301 if(!weapon || weapon->IsBroken() )
7302 return false;
7304 ItemPrototype const* weapon_proto = weapon->GetProto();
7305 if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
7306 return false;
7308 // check ammo ws. weapon compatibility
7309 switch(weapon_proto->SubClass)
7311 case ITEM_SUBCLASS_WEAPON_BOW:
7312 case ITEM_SUBCLASS_WEAPON_CROSSBOW:
7313 if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
7314 return false;
7315 break;
7316 case ITEM_SUBCLASS_WEAPON_GUN:
7317 if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
7318 return false;
7319 break;
7320 default:
7321 return false;
7324 return true;
7327 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7328 Called by remove insignia spell effect */
7329 void Player::RemovedInsignia(Player* looterPlr)
7331 if (!GetBattleGroundId())
7332 return;
7334 // If not released spirit, do it !
7335 if(m_deathTimer > 0)
7337 m_deathTimer = 0;
7338 BuildPlayerRepop();
7339 RepopAtGraveyard();
7342 Corpse *corpse = GetCorpse();
7343 if (!corpse)
7344 return;
7346 // We have to convert player corpse to bones, not to be able to resurrect there
7347 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7348 Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7349 if (!bones)
7350 return;
7352 // Now we must make bones lootable, and send player loot
7353 bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
7355 // We store the level of our player in the gold field
7356 // We retrieve this information at Player::SendLoot()
7357 bones->loot.gold = getLevel();
7358 bones->lootRecipient = looterPlr;
7359 looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
7362 /*Loot type MUST be
7363 1-corpse, go
7364 2-skinning
7365 3-Fishing
7368 void Player::SendLootRelease( uint64 guid )
7370 WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
7371 data << uint64(guid) << uint8(1);
7372 SendDirectMessage( &data );
7375 void Player::SendLoot(uint64 guid, LootType loot_type)
7377 Loot *loot = 0;
7378 PermissionTypes permission = ALL_PERMISSION;
7380 sLog.outDebug("Player::SendLoot");
7381 if (IS_GAMEOBJECT_GUID(guid))
7383 sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7384 GameObject *go =
7385 ObjectAccessor::GetGameObject(*this, guid);
7387 // not check distance for GO in case owned GO (fishing bobber case, for example)
7388 // And permit out of range GO with no owner in case fishing hole
7389 if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
7391 SendLootRelease(guid);
7392 return;
7395 loot = &go->loot;
7397 if(go->getLootState() == GO_READY)
7399 uint32 lootid = go->GetLootId();
7401 if(lootid)
7403 sLog.outDebug(" if(lootid)");
7404 loot->clear();
7405 loot->FillLoot(lootid, LootTemplates_Gameobject, this);
7408 if(loot_type == LOOT_FISHING)
7409 go->getFishLoot(loot);
7411 go->SetLootState(GO_ACTIVATED);
7414 else if (IS_ITEM_GUID(guid))
7416 Item *item = GetItemByGuid( guid );
7418 if (!item)
7420 SendLootRelease(guid);
7421 return;
7424 if(loot_type == LOOT_DISENCHANTING)
7426 loot = &item->loot;
7428 if(!item->m_lootGenerated)
7430 item->m_lootGenerated = true;
7431 loot->clear();
7432 loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this);
7435 else if(loot_type == LOOT_PROSPECTING)
7437 loot = &item->loot;
7439 if(!item->m_lootGenerated)
7441 item->m_lootGenerated = true;
7442 loot->clear();
7443 loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this);
7446 else if(loot_type == LOOT_MILLING)
7448 loot = &item->loot;
7450 if(!item->m_lootGenerated)
7452 item->m_lootGenerated = true;
7453 loot->clear();
7454 loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this);
7457 else
7459 loot = &item->loot;
7461 if(!item->m_lootGenerated)
7463 item->m_lootGenerated = true;
7464 loot->clear();
7465 loot->FillLoot(item->GetEntry(), LootTemplates_Item, this);
7467 loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
7471 else if (IS_CORPSE_GUID(guid)) // remove insignia
7473 Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
7475 if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
7477 SendLootRelease(guid);
7478 return;
7481 loot = &bones->loot;
7483 if (!bones->lootForBody)
7485 bones->lootForBody = true;
7486 uint32 pLevel = bones->loot.gold;
7487 bones->loot.clear();
7488 // It may need a better formula
7489 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7490 bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) );
7493 if (bones->lootRecipient != this)
7494 permission = NONE_PERMISSION;
7496 else
7498 Creature *creature = ObjectAccessor::GetCreature(*this, guid);
7500 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7501 if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
7503 SendLootRelease(guid);
7504 return;
7507 if(loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
7509 SendLootRelease(guid);
7510 return;
7513 loot = &creature->loot;
7515 if(loot_type == LOOT_PICKPOCKETING)
7517 if ( !creature->lootForPickPocketed )
7519 creature->lootForPickPocketed = true;
7520 loot->clear();
7522 if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
7523 loot->FillLoot(lootid, LootTemplates_Pickpocketing, this);
7525 // Generate extra money for pick pocket loot
7526 const uint32 a = urand(0, creature->getLevel()/2);
7527 const uint32 b = urand(0, getLevel()/2);
7528 loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
7531 else
7533 // the player whose group may loot the corpse
7534 Player *recipient = creature->GetLootRecipient();
7535 if (!recipient)
7537 creature->SetLootRecipient(this);
7538 recipient = this;
7541 if (creature->lootForPickPocketed)
7543 creature->lootForPickPocketed = false;
7544 loot->clear();
7547 if(!creature->lootForBody)
7549 creature->lootForBody = true;
7550 loot->clear();
7552 if (uint32 lootid = creature->GetCreatureInfo()->lootid)
7553 loot->FillLoot(lootid, LootTemplates_Creature, recipient);
7555 loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
7557 if(Group* group = recipient->GetGroup())
7559 group->UpdateLooterGuid(creature,true);
7561 switch (group->GetLootMethod())
7563 case GROUP_LOOT:
7564 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7565 group->GroupLoot(recipient->GetGUID(), loot, creature);
7566 break;
7567 case NEED_BEFORE_GREED:
7568 group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
7569 break;
7570 case MASTER_LOOT:
7571 group->MasterLoot(recipient->GetGUID(), loot, creature);
7572 break;
7573 default:
7574 break;
7579 // possible only if creature->lootForBody && loot->empty() at spell cast check
7580 if (loot_type == LOOT_SKINNING)
7582 loot->clear();
7583 loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this);
7585 // set group rights only for loot_type != LOOT_SKINNING
7586 else
7588 if(Group* group = GetGroup())
7590 if( group == recipient->GetGroup() )
7592 if(group->GetLootMethod() == FREE_FOR_ALL)
7593 permission = ALL_PERMISSION;
7594 else if(group->GetLooterGuid() == GetGUID())
7596 if(group->GetLootMethod() == MASTER_LOOT)
7597 permission = MASTER_PERMISSION;
7598 else
7599 permission = ALL_PERMISSION;
7601 else
7602 permission = GROUP_PERMISSION;
7604 else
7605 permission = NONE_PERMISSION;
7607 else if(recipient == this)
7608 permission = ALL_PERMISSION;
7609 else
7610 permission = NONE_PERMISSION;
7615 SetLootGUID(guid);
7617 QuestItemList *q_list = 0;
7618 if (permission != NONE_PERMISSION)
7620 QuestItemMap const& lootPlayerQuestItems = loot->GetPlayerQuestItems();
7621 QuestItemMap::const_iterator itr = lootPlayerQuestItems.find(GetGUIDLow());
7622 if (itr == lootPlayerQuestItems.end())
7623 q_list = loot->FillQuestLoot(this);
7624 else
7625 q_list = itr->second;
7628 QuestItemList *ffa_list = 0;
7629 if (permission != NONE_PERMISSION)
7631 QuestItemMap const& lootPlayerFFAItems = loot->GetPlayerFFAItems();
7632 QuestItemMap::const_iterator itr = lootPlayerFFAItems.find(GetGUIDLow());
7633 if (itr == lootPlayerFFAItems.end())
7634 ffa_list = loot->FillFFALoot(this);
7635 else
7636 ffa_list = itr->second;
7639 QuestItemList *conditional_list = 0;
7640 if (permission != NONE_PERMISSION)
7642 QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = loot->GetPlayerNonQuestNonFFAConditionalItems();
7643 QuestItemMap::const_iterator itr = lootPlayerNonQuestNonFFAConditionalItems.find(GetGUIDLow());
7644 if (itr == lootPlayerNonQuestNonFFAConditionalItems.end())
7645 conditional_list = loot->FillNonQuestNonFFAConditionalLoot(this);
7646 else
7647 conditional_list = itr->second;
7650 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING, LOOT_INSIGNIA and LOOT_MILLING unsupported by client, sending LOOT_SKINNING instead
7651 if(loot_type == LOOT_PICKPOCKETING || loot_type == LOOT_DISENCHANTING || loot_type == LOOT_PROSPECTING || loot_type == LOOT_INSIGNIA || loot_type == LOOT_MILLING)
7652 loot_type = LOOT_SKINNING;
7654 if(loot_type == LOOT_FISHINGHOLE)
7655 loot_type = LOOT_FISHING;
7657 WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
7659 data << uint64(guid);
7660 data << uint8(loot_type);
7661 data << LootView(*loot, q_list, ffa_list, conditional_list, this, permission);
7663 SendDirectMessage(&data);
7665 // add 'this' player as one of the players that are looting 'loot'
7666 if (permission != NONE_PERMISSION)
7667 loot->AddLooter(GetGUID());
7669 if ( loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid) )
7670 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
7673 void Player::SendNotifyLootMoneyRemoved()
7675 WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
7676 GetSession()->SendPacket( &data );
7679 void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
7681 WorldPacket data(SMSG_LOOT_REMOVED, 1);
7682 data << uint8(lootSlot);
7683 GetSession()->SendPacket( &data );
7686 void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
7688 WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
7689 data << Field;
7690 data << Value;
7691 GetSession()->SendPacket(&data);
7694 void Player::SendInitWorldStates()
7696 // data depends on zoneid/mapid...
7697 BattleGround* bg = GetBattleGround();
7698 uint16 NumberOfFields = 0;
7699 uint32 mapid = GetMapId();
7700 uint32 zoneid = GetZoneId();
7701 uint32 areaid = GetAreaId();
7702 sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
7703 // may be exist better way to do this...
7704 switch(zoneid)
7706 case 0:
7707 case 1:
7708 case 4:
7709 case 8:
7710 case 10:
7711 case 11:
7712 case 12:
7713 case 36:
7714 case 38:
7715 case 40:
7716 case 41:
7717 case 51:
7718 case 267:
7719 case 1519:
7720 case 1537:
7721 case 2257:
7722 case 2918:
7723 NumberOfFields = 8;
7724 break;
7725 case 139:
7726 NumberOfFields = 41;
7727 break;
7728 case 1377:
7729 NumberOfFields = 15;
7730 break;
7731 case 2597:
7732 NumberOfFields = 83;
7733 break;
7734 case 3277:
7735 NumberOfFields = 16;
7736 break;
7737 case 3358:
7738 case 3820:
7739 NumberOfFields = 40;
7740 break;
7741 case 3483:
7742 NumberOfFields = 27;
7743 break;
7744 case 3518:
7745 NumberOfFields = 39;
7746 break;
7747 case 3519:
7748 NumberOfFields = 38;
7749 break;
7750 case 3521:
7751 NumberOfFields = 37;
7752 break;
7753 case 3698:
7754 case 3702:
7755 case 3968:
7756 NumberOfFields = 11;
7757 break;
7758 case 3703:
7759 NumberOfFields = 11;
7760 break;
7761 default:
7762 NumberOfFields = 12;
7763 break;
7766 WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
7767 data << uint32(mapid); // mapid
7768 data << uint32(zoneid); // zone id
7769 data << uint32(areaid); // area id, new 2.1.0
7770 data << uint16(NumberOfFields); // count of uint64 blocks
7771 data << uint32(0x8d8) << uint32(0x0); // 1
7772 data << uint32(0x8d7) << uint32(0x0); // 2
7773 data << uint32(0x8d6) << uint32(0x0); // 3
7774 data << uint32(0x8d5) << uint32(0x0); // 4
7775 data << uint32(0x8d4) << uint32(0x0); // 5
7776 data << uint32(0x8d3) << uint32(0x0); // 6
7777 // 7 1 - Arena season in progress, 0 - end of season
7778 data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
7779 // 8 Arena season id
7780 data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_ID));
7781 if(mapid == 530) // Outland
7783 data << uint32(0x9bf) << uint32(0x0); // 7
7784 data << uint32(0x9bd) << uint32(0xF); // 8
7785 data << uint32(0x9bb) << uint32(0xF); // 9
7787 switch(zoneid)
7789 case 1:
7790 case 11:
7791 case 12:
7792 case 38:
7793 case 40:
7794 case 51:
7795 case 1519:
7796 case 1537:
7797 case 2257:
7798 break;
7799 case 2597: // AV
7800 data << uint32(0x7ae) << uint32(0x1); // 7
7801 data << uint32(0x532) << uint32(0x1); // 8
7802 data << uint32(0x531) << uint32(0x0); // 9
7803 data << uint32(0x52e) << uint32(0x0); // 10
7804 data << uint32(0x571) << uint32(0x0); // 11
7805 data << uint32(0x570) << uint32(0x0); // 12
7806 data << uint32(0x567) << uint32(0x1); // 13
7807 data << uint32(0x566) << uint32(0x1); // 14
7808 data << uint32(0x550) << uint32(0x1); // 15
7809 data << uint32(0x544) << uint32(0x0); // 16
7810 data << uint32(0x536) << uint32(0x0); // 17
7811 data << uint32(0x535) << uint32(0x1); // 18
7812 data << uint32(0x518) << uint32(0x0); // 19
7813 data << uint32(0x517) << uint32(0x0); // 20
7814 data << uint32(0x574) << uint32(0x0); // 21
7815 data << uint32(0x573) << uint32(0x0); // 22
7816 data << uint32(0x572) << uint32(0x0); // 23
7817 data << uint32(0x56f) << uint32(0x0); // 24
7818 data << uint32(0x56e) << uint32(0x0); // 25
7819 data << uint32(0x56d) << uint32(0x0); // 26
7820 data << uint32(0x56c) << uint32(0x0); // 27
7821 data << uint32(0x56b) << uint32(0x0); // 28
7822 data << uint32(0x56a) << uint32(0x1); // 29
7823 data << uint32(0x569) << uint32(0x1); // 30
7824 data << uint32(0x568) << uint32(0x1); // 13
7825 data << uint32(0x565) << uint32(0x0); // 32
7826 data << uint32(0x564) << uint32(0x0); // 33
7827 data << uint32(0x563) << uint32(0x0); // 34
7828 data << uint32(0x562) << uint32(0x0); // 35
7829 data << uint32(0x561) << uint32(0x0); // 36
7830 data << uint32(0x560) << uint32(0x0); // 37
7831 data << uint32(0x55f) << uint32(0x0); // 38
7832 data << uint32(0x55e) << uint32(0x0); // 39
7833 data << uint32(0x55d) << uint32(0x0); // 40
7834 data << uint32(0x3c6) << uint32(0x4); // 41
7835 data << uint32(0x3c4) << uint32(0x6); // 42
7836 data << uint32(0x3c2) << uint32(0x4); // 43
7837 data << uint32(0x516) << uint32(0x1); // 44
7838 data << uint32(0x515) << uint32(0x0); // 45
7839 data << uint32(0x3b6) << uint32(0x6); // 46
7840 data << uint32(0x55c) << uint32(0x0); // 47
7841 data << uint32(0x55b) << uint32(0x0); // 48
7842 data << uint32(0x55a) << uint32(0x0); // 49
7843 data << uint32(0x559) << uint32(0x0); // 50
7844 data << uint32(0x558) << uint32(0x0); // 51
7845 data << uint32(0x557) << uint32(0x0); // 52
7846 data << uint32(0x556) << uint32(0x0); // 53
7847 data << uint32(0x555) << uint32(0x0); // 54
7848 data << uint32(0x554) << uint32(0x1); // 55
7849 data << uint32(0x553) << uint32(0x1); // 56
7850 data << uint32(0x552) << uint32(0x1); // 57
7851 data << uint32(0x551) << uint32(0x1); // 58
7852 data << uint32(0x54f) << uint32(0x0); // 59
7853 data << uint32(0x54e) << uint32(0x0); // 60
7854 data << uint32(0x54d) << uint32(0x1); // 61
7855 data << uint32(0x54c) << uint32(0x0); // 62
7856 data << uint32(0x54b) << uint32(0x0); // 63
7857 data << uint32(0x545) << uint32(0x0); // 64
7858 data << uint32(0x543) << uint32(0x1); // 65
7859 data << uint32(0x542) << uint32(0x0); // 66
7860 data << uint32(0x540) << uint32(0x0); // 67
7861 data << uint32(0x53f) << uint32(0x0); // 68
7862 data << uint32(0x53e) << uint32(0x0); // 69
7863 data << uint32(0x53d) << uint32(0x0); // 70
7864 data << uint32(0x53c) << uint32(0x0); // 71
7865 data << uint32(0x53b) << uint32(0x0); // 72
7866 data << uint32(0x53a) << uint32(0x1); // 73
7867 data << uint32(0x539) << uint32(0x0); // 74
7868 data << uint32(0x538) << uint32(0x0); // 75
7869 data << uint32(0x537) << uint32(0x0); // 76
7870 data << uint32(0x534) << uint32(0x0); // 77
7871 data << uint32(0x533) << uint32(0x0); // 78
7872 data << uint32(0x530) << uint32(0x0); // 79
7873 data << uint32(0x52f) << uint32(0x0); // 80
7874 data << uint32(0x52d) << uint32(0x1); // 81
7875 break;
7876 case 3277: // WS
7877 if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
7878 bg->FillInitialWorldStates(data);
7879 else
7881 data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7882 data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7883 data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7884 data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7885 data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
7886 data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7887 data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7888 data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7890 break;
7891 case 3358: // AB
7892 if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
7893 bg->FillInitialWorldStates(data);
7894 else
7896 data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7897 data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7898 data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7899 data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7900 data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7901 data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7902 data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7903 data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7904 data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7905 data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7906 data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7907 data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7908 data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7909 data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7910 data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7911 data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7912 data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7913 data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7914 data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7915 data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7916 data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7917 data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7918 data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7919 data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7920 data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7921 data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7922 data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7923 data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7924 data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7925 data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7926 data << uint32(0x745) << uint32(0x2); // 37 1861 unk
7927 data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7929 break;
7930 case 3820: // EY
7931 if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
7932 bg->FillInitialWorldStates(data);
7933 else
7935 data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7936 data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7937 data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7938 data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7939 data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7940 data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7941 data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7942 data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7943 data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7944 data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7945 data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7946 data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7947 data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7948 data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7949 data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7950 data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7951 data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7952 data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7953 data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7954 data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7955 data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7956 data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7957 data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7958 data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7959 data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7960 data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7961 data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7962 data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7963 data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7964 data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7965 data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7966 data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7967 // and some more ... unknown
7969 break;
7970 case 3483: // Hellfire Peninsula
7971 data << uint32(0x9ba) << uint32(0x1); // 10
7972 data << uint32(0x9b9) << uint32(0x1); // 11
7973 data << uint32(0x9b5) << uint32(0x0); // 12
7974 data << uint32(0x9b4) << uint32(0x1); // 13
7975 data << uint32(0x9b3) << uint32(0x0); // 14
7976 data << uint32(0x9b2) << uint32(0x0); // 15
7977 data << uint32(0x9b1) << uint32(0x1); // 16
7978 data << uint32(0x9b0) << uint32(0x0); // 17
7979 data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7980 data << uint32(0x9ac) << uint32(0x0); // 19
7981 data << uint32(0x9a8) << uint32(0x0); // 20
7982 data << uint32(0x9a7) << uint32(0x0); // 21
7983 data << uint32(0x9a6) << uint32(0x1); // 22
7984 break;
7985 case 3519: // Terokkar Forest
7986 data << uint32(0xa41) << uint32(0x0); // 10
7987 data << uint32(0xa40) << uint32(0x14); // 11
7988 data << uint32(0xa3f) << uint32(0x0); // 12
7989 data << uint32(0xa3e) << uint32(0x0); // 13
7990 data << uint32(0xa3d) << uint32(0x5); // 14
7991 data << uint32(0xa3c) << uint32(0x0); // 15
7992 data << uint32(0xa87) << uint32(0x0); // 16
7993 data << uint32(0xa86) << uint32(0x0); // 17
7994 data << uint32(0xa85) << uint32(0x0); // 18
7995 data << uint32(0xa84) << uint32(0x0); // 19
7996 data << uint32(0xa83) << uint32(0x0); // 20
7997 data << uint32(0xa82) << uint32(0x0); // 21
7998 data << uint32(0xa81) << uint32(0x0); // 22
7999 data << uint32(0xa80) << uint32(0x0); // 23
8000 data << uint32(0xa7e) << uint32(0x0); // 24
8001 data << uint32(0xa7d) << uint32(0x0); // 25
8002 data << uint32(0xa7c) << uint32(0x0); // 26
8003 data << uint32(0xa7b) << uint32(0x0); // 27
8004 data << uint32(0xa7a) << uint32(0x0); // 28
8005 data << uint32(0xa79) << uint32(0x0); // 29
8006 data << uint32(0x9d0) << uint32(0x5); // 30
8007 data << uint32(0x9ce) << uint32(0x0); // 31
8008 data << uint32(0x9cd) << uint32(0x0); // 32
8009 data << uint32(0x9cc) << uint32(0x0); // 33
8010 data << uint32(0xa88) << uint32(0x0); // 34
8011 data << uint32(0xad0) << uint32(0x0); // 35
8012 data << uint32(0xacf) << uint32(0x1); // 36
8013 break;
8014 case 3521: // Zangarmarsh
8015 data << uint32(0x9e1) << uint32(0x0); // 10
8016 data << uint32(0x9e0) << uint32(0x0); // 11
8017 data << uint32(0x9df) << uint32(0x0); // 12
8018 data << uint32(0xa5d) << uint32(0x1); // 13
8019 data << uint32(0xa5c) << uint32(0x0); // 14
8020 data << uint32(0xa5b) << uint32(0x1); // 15
8021 data << uint32(0xa5a) << uint32(0x0); // 16
8022 data << uint32(0xa59) << uint32(0x1); // 17
8023 data << uint32(0xa58) << uint32(0x0); // 18
8024 data << uint32(0xa57) << uint32(0x0); // 19
8025 data << uint32(0xa56) << uint32(0x0); // 20
8026 data << uint32(0xa55) << uint32(0x1); // 21
8027 data << uint32(0xa54) << uint32(0x0); // 22
8028 data << uint32(0x9e7) << uint32(0x0); // 23
8029 data << uint32(0x9e6) << uint32(0x0); // 24
8030 data << uint32(0x9e5) << uint32(0x0); // 25
8031 data << uint32(0xa00) << uint32(0x0); // 26
8032 data << uint32(0x9ff) << uint32(0x1); // 27
8033 data << uint32(0x9fe) << uint32(0x0); // 28
8034 data << uint32(0x9fd) << uint32(0x0); // 29
8035 data << uint32(0x9fc) << uint32(0x1); // 30
8036 data << uint32(0x9fb) << uint32(0x0); // 31
8037 data << uint32(0xa62) << uint32(0x0); // 32
8038 data << uint32(0xa61) << uint32(0x1); // 33
8039 data << uint32(0xa60) << uint32(0x1); // 34
8040 data << uint32(0xa5f) << uint32(0x0); // 35
8041 break;
8042 case 3698: // Nagrand Arena
8043 if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
8044 bg->FillInitialWorldStates(data);
8045 else
8047 data << uint32(0xa0f) << uint32(0x0); // 7
8048 data << uint32(0xa10) << uint32(0x0); // 8
8049 data << uint32(0xa11) << uint32(0x0); // 9 show
8051 break;
8052 case 3702: // Blade's Edge Arena
8053 if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
8054 bg->FillInitialWorldStates(data);
8055 else
8057 data << uint32(0x9f0) << uint32(0x0); // 7 gold
8058 data << uint32(0x9f1) << uint32(0x0); // 8 green
8059 data << uint32(0x9f3) << uint32(0x0); // 9 show
8061 break;
8062 case 3968: // Ruins of Lordaeron
8063 if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
8064 bg->FillInitialWorldStates(data);
8065 else
8067 data << uint32(0xbb8) << uint32(0x0); // 7 gold
8068 data << uint32(0xbb9) << uint32(0x0); // 8 green
8069 data << uint32(0xbba) << uint32(0x0); // 9 show
8071 break;
8072 case 3703: // Shattrath City
8073 break;
8074 default:
8075 data << uint32(0x914) << uint32(0x0); // 7
8076 data << uint32(0x913) << uint32(0x0); // 8
8077 data << uint32(0x912) << uint32(0x0); // 9
8078 data << uint32(0x915) << uint32(0x0); // 10
8079 break;
8081 GetSession()->SendPacket(&data);
8084 uint32 Player::GetXPRestBonus(uint32 xp)
8086 uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
8088 if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
8089 rested_bonus = xp;
8091 SetRestBonus( GetRestBonus() - rested_bonus);
8093 sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
8094 return rested_bonus;
8097 void Player::SetBindPoint(uint64 guid)
8099 WorldPacket data(SMSG_BINDER_CONFIRM, 8);
8100 data << uint64(guid);
8101 GetSession()->SendPacket( &data );
8104 void Player::SendTalentWipeConfirm(uint64 guid)
8106 WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
8107 data << uint64(guid);
8108 data << uint32(resetTalentsCost());
8109 GetSession()->SendPacket( &data );
8112 void Player::SendPetSkillWipeConfirm()
8114 Pet* pet = GetPet();
8115 if(!pet)
8116 return;
8117 WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
8118 data << pet->GetGUID();
8119 data << uint32(pet->resetTalentsCost());
8120 GetSession()->SendPacket( &data );
8123 /*********************************************************/
8124 /*** STORAGE SYSTEM ***/
8125 /*********************************************************/
8127 void Player::SetVirtualItemSlot( uint8 i, Item* item)
8129 assert(i < 3);
8130 if(i < 2 && item)
8132 if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
8133 return;
8134 uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
8135 if(charges == 0)
8136 return;
8137 if(charges > 1)
8138 item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
8139 else if(charges <= 1)
8141 ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
8142 item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
8147 void Player::SetSheath( uint32 sheathed )
8149 switch (sheathed)
8151 case SHEATH_STATE_UNARMED: // no prepared weapon
8152 SetVirtualItemSlot(0,NULL);
8153 SetVirtualItemSlot(1,NULL);
8154 SetVirtualItemSlot(2,NULL);
8155 break;
8156 case SHEATH_STATE_MELEE: // prepared melee weapon
8158 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
8159 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
8160 SetVirtualItemSlot(2,NULL);
8161 }; break;
8162 case SHEATH_STATE_RANGED: // prepared ranged weapon
8163 SetVirtualItemSlot(0,NULL);
8164 SetVirtualItemSlot(1,NULL);
8165 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
8166 break;
8167 default:
8168 SetVirtualItemSlot(0,NULL);
8169 SetVirtualItemSlot(1,NULL);
8170 SetVirtualItemSlot(2,NULL);
8171 break;
8173 SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); // this must visualize Sheath changing for other players...
8176 uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
8178 uint8 pClass = getClass();
8180 uint8 slots[4];
8181 slots[0] = NULL_SLOT;
8182 slots[1] = NULL_SLOT;
8183 slots[2] = NULL_SLOT;
8184 slots[3] = NULL_SLOT;
8185 switch( proto->InventoryType )
8187 case INVTYPE_HEAD:
8188 slots[0] = EQUIPMENT_SLOT_HEAD;
8189 break;
8190 case INVTYPE_NECK:
8191 slots[0] = EQUIPMENT_SLOT_NECK;
8192 break;
8193 case INVTYPE_SHOULDERS:
8194 slots[0] = EQUIPMENT_SLOT_SHOULDERS;
8195 break;
8196 case INVTYPE_BODY:
8197 slots[0] = EQUIPMENT_SLOT_BODY;
8198 break;
8199 case INVTYPE_CHEST:
8200 slots[0] = EQUIPMENT_SLOT_CHEST;
8201 break;
8202 case INVTYPE_ROBE:
8203 slots[0] = EQUIPMENT_SLOT_CHEST;
8204 break;
8205 case INVTYPE_WAIST:
8206 slots[0] = EQUIPMENT_SLOT_WAIST;
8207 break;
8208 case INVTYPE_LEGS:
8209 slots[0] = EQUIPMENT_SLOT_LEGS;
8210 break;
8211 case INVTYPE_FEET:
8212 slots[0] = EQUIPMENT_SLOT_FEET;
8213 break;
8214 case INVTYPE_WRISTS:
8215 slots[0] = EQUIPMENT_SLOT_WRISTS;
8216 break;
8217 case INVTYPE_HANDS:
8218 slots[0] = EQUIPMENT_SLOT_HANDS;
8219 break;
8220 case INVTYPE_FINGER:
8221 slots[0] = EQUIPMENT_SLOT_FINGER1;
8222 slots[1] = EQUIPMENT_SLOT_FINGER2;
8223 break;
8224 case INVTYPE_TRINKET:
8225 slots[0] = EQUIPMENT_SLOT_TRINKET1;
8226 slots[1] = EQUIPMENT_SLOT_TRINKET2;
8227 break;
8228 case INVTYPE_CLOAK:
8229 slots[0] = EQUIPMENT_SLOT_BACK;
8230 break;
8231 case INVTYPE_WEAPON:
8233 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8235 // suggest offhand slot only if know dual wielding
8236 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8237 if(CanDualWield())
8238 slots[1] = EQUIPMENT_SLOT_OFFHAND;
8239 break;
8241 case INVTYPE_SHIELD:
8242 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8243 break;
8244 case INVTYPE_RANGED:
8245 slots[0] = EQUIPMENT_SLOT_RANGED;
8246 break;
8247 case INVTYPE_2HWEAPON:
8248 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8249 if (CanDualWield() && CanTitanGrip())
8250 slots[1] = EQUIPMENT_SLOT_OFFHAND;
8251 break;
8252 case INVTYPE_TABARD:
8253 slots[0] = EQUIPMENT_SLOT_TABARD;
8254 break;
8255 case INVTYPE_WEAPONMAINHAND:
8256 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8257 break;
8258 case INVTYPE_WEAPONOFFHAND:
8259 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8260 break;
8261 case INVTYPE_HOLDABLE:
8262 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8263 break;
8264 case INVTYPE_THROWN:
8265 slots[0] = EQUIPMENT_SLOT_RANGED;
8266 break;
8267 case INVTYPE_RANGEDRIGHT:
8268 slots[0] = EQUIPMENT_SLOT_RANGED;
8269 break;
8270 case INVTYPE_BAG:
8271 slots[0] = INVENTORY_SLOT_BAG_1;
8272 slots[1] = INVENTORY_SLOT_BAG_2;
8273 slots[2] = INVENTORY_SLOT_BAG_3;
8274 slots[3] = INVENTORY_SLOT_BAG_4;
8275 break;
8276 case INVTYPE_RELIC:
8278 switch(proto->SubClass)
8280 case ITEM_SUBCLASS_ARMOR_LIBRAM:
8281 if (pClass == CLASS_PALADIN)
8282 slots[0] = EQUIPMENT_SLOT_RANGED;
8283 break;
8284 case ITEM_SUBCLASS_ARMOR_IDOL:
8285 if (pClass == CLASS_DRUID)
8286 slots[0] = EQUIPMENT_SLOT_RANGED;
8287 break;
8288 case ITEM_SUBCLASS_ARMOR_TOTEM:
8289 if (pClass == CLASS_SHAMAN)
8290 slots[0] = EQUIPMENT_SLOT_RANGED;
8291 break;
8292 case ITEM_SUBCLASS_ARMOR_MISC:
8293 if (pClass == CLASS_WARLOCK)
8294 slots[0] = EQUIPMENT_SLOT_RANGED;
8295 break;
8296 case ITEM_SUBCLASS_ARMOR_SIGIL:
8297 if (pClass == CLASS_DEATH_KNIGHT)
8298 slots[0] = EQUIPMENT_SLOT_RANGED;
8299 break;
8301 break;
8303 default :
8304 return NULL_SLOT;
8307 if( slot != NULL_SLOT )
8309 if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
8311 for (int i = 0; i < 4; i++)
8313 if ( slots[i] == slot )
8314 return slot;
8318 else
8320 // search free slot at first
8321 for (int i = 0; i < 4; i++)
8323 if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
8325 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8326 if(slots[i]!=EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
8327 return slots[i];
8331 // if not found free and can swap return first appropriate from used
8332 for (int i = 0; i < 4; i++)
8334 if ( slots[i] != NULL_SLOT && swap )
8335 return slots[i];
8339 // no free position
8340 return NULL_SLOT;
8343 uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
8345 Item *pItem;
8346 uint32 tempcount = 0;
8348 uint8 res = EQUIP_ERR_OK;
8350 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
8352 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8353 if( pItem && pItem->GetEntry() == item )
8355 uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
8356 if(ires==EQUIP_ERR_OK)
8358 tempcount += pItem->GetCount();
8359 if( tempcount >= count )
8360 return EQUIP_ERR_OK;
8362 else
8363 res = ires;
8366 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
8368 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8369 if( pItem && pItem->GetEntry() == item )
8371 tempcount += pItem->GetCount();
8372 if( tempcount >= count )
8373 return EQUIP_ERR_OK;
8376 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8378 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8379 if( pItem && pItem->GetEntry() == item )
8381 tempcount += pItem->GetCount();
8382 if( tempcount >= count )
8383 return EQUIP_ERR_OK;
8386 Bag *pBag;
8387 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8389 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8390 if( pBag )
8392 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8394 pItem = GetItemByPos( i, j );
8395 if( pItem && pItem->GetEntry() == item )
8397 tempcount += pItem->GetCount();
8398 if( tempcount >= count )
8399 return EQUIP_ERR_OK;
8405 // not found req. item count and have unequippable items
8406 return res;
8409 uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const
8411 uint32 count = 0;
8412 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8414 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8415 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8416 count += pItem->GetCount();
8418 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8420 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8421 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8422 count += pItem->GetCount();
8424 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8426 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8427 if( pBag )
8428 count += pBag->GetItemCount(item,skipItem);
8431 if(skipItem && skipItem->GetProto()->GemProperties)
8433 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8435 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8436 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8437 count += pItem->GetGemCountWithID(item);
8441 if(inBankAlso)
8443 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8445 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8446 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8447 count += pItem->GetCount();
8449 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8451 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8452 if( pBag )
8453 count += pBag->GetItemCount(item,skipItem);
8456 if(skipItem && skipItem->GetProto()->GemProperties)
8458 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8460 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8461 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8462 count += pItem->GetGemCountWithID(item);
8467 return count;
8470 Item* Player::GetItemByGuid( uint64 guid ) const
8472 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8474 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8475 if( pItem && pItem->GetGUID() == guid )
8476 return pItem;
8478 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8480 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8481 if( pItem && pItem->GetGUID() == guid )
8482 return pItem;
8485 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8487 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8488 if( pBag )
8490 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8492 Item* pItem = pBag->GetItemByPos( j );
8493 if( pItem && pItem->GetGUID() == guid )
8494 return pItem;
8498 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8500 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8501 if( pBag )
8503 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8505 Item* pItem = pBag->GetItemByPos( j );
8506 if( pItem && pItem->GetGUID() == guid )
8507 return pItem;
8512 return NULL;
8515 Item* Player::GetItemByPos( uint16 pos ) const
8517 uint8 bag = pos >> 8;
8518 uint8 slot = pos & 255;
8519 return GetItemByPos( bag, slot );
8522 Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
8524 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8525 return m_items[slot];
8526 else if(bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END
8527 || bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8529 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8530 if ( pBag )
8531 return pBag->GetItemByPos(slot);
8533 return NULL;
8536 Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) const
8538 uint16 slot;
8539 switch (attackType)
8541 case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
8542 case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
8543 case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
8544 default: return NULL;
8547 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
8548 if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
8549 return NULL;
8551 if(!useable)
8552 return item;
8554 if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
8555 return NULL;
8557 return item;
8560 Item* Player::GetShield(bool useable) const
8562 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
8563 if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
8564 return NULL;
8566 if(!useable)
8567 return item;
8569 if( item->IsBroken())
8570 return NULL;
8572 return item;
8575 uint32 Player::GetAttackBySlot( uint8 slot )
8577 switch(slot)
8579 case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
8580 case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
8581 case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
8582 default: return MAX_ATTACK;
8586 bool Player::HasBankBagSlot( uint8 slot ) const
8588 uint32 maxslot = GetByteValue(PLAYER_BYTES_2, 2) + BANK_SLOT_BAG_START;
8589 if( slot < maxslot )
8590 return true;
8591 return false;
8594 bool Player::IsInventoryPos( uint8 bag, uint8 slot )
8596 if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
8597 return true;
8598 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
8599 return true;
8600 if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
8601 return true;
8602 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8603 return true;
8604 return false;
8607 bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
8609 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
8610 return true;
8611 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8612 return true;
8613 return false;
8616 bool Player::IsBankPos( uint8 bag, uint8 slot )
8618 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
8619 return true;
8620 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8621 return true;
8622 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8623 return true;
8624 return false;
8627 bool Player::IsBagPos( uint16 pos )
8629 uint8 bag = pos >> 8;
8630 uint8 slot = pos & 255;
8631 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8632 return true;
8633 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8634 return true;
8635 return false;
8638 bool Player::IsValidPos( uint8 bag, uint8 slot )
8640 // post selected
8641 if(bag == NULL_BAG)
8642 return true;
8644 if (bag == INVENTORY_SLOT_BAG_0)
8646 // any post selected
8647 if (slot == NULL_SLOT)
8648 return true;
8650 // equipment
8651 if (slot < EQUIPMENT_SLOT_END)
8652 return true;
8654 // bag equip slots
8655 if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
8656 return true;
8658 // backpack slots
8659 if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
8660 return true;
8662 // keyring slots
8663 if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
8664 return true;
8666 // bank main slots
8667 if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
8668 return true;
8670 // bank bag slots
8671 if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
8672 return true;
8674 return false;
8677 // bag content slots
8678 if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
8680 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8681 if(!pBag)
8682 return false;
8684 // any post selected
8685 if (slot == NULL_SLOT)
8686 return true;
8688 return slot < pBag->GetBagSize();
8691 // bank bag content slots
8692 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8694 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8695 if(!pBag)
8696 return false;
8698 // any post selected
8699 if (slot == NULL_SLOT)
8700 return true;
8702 return slot < pBag->GetBagSize();
8705 // where this?
8706 return false;
8710 bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
8712 uint32 tempcount = 0;
8713 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8715 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8716 if( pItem && pItem->GetEntry() == item )
8718 tempcount += pItem->GetCount();
8719 if( tempcount >= count )
8720 return true;
8723 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8725 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8726 if( pItem && pItem->GetEntry() == item )
8728 tempcount += pItem->GetCount();
8729 if( tempcount >= count )
8730 return true;
8733 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8735 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8737 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8739 Item* pItem = GetItemByPos( i, j );
8740 if( pItem && pItem->GetEntry() == item )
8742 tempcount += pItem->GetCount();
8743 if( tempcount >= count )
8744 return true;
8750 if(inBankAlso)
8752 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8754 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8755 if( pItem && pItem->GetEntry() == item )
8757 tempcount += pItem->GetCount();
8758 if( tempcount >= count )
8759 return true;
8762 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8764 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8766 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8768 Item* pItem = GetItemByPos( i, j );
8769 if( pItem && pItem->GetEntry() == item )
8771 tempcount += pItem->GetCount();
8772 if( tempcount >= count )
8773 return true;
8780 return false;
8783 Item* Player::GetItemOrItemWithGemEquipped( uint32 item ) const
8785 Item *pItem;
8786 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
8788 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8789 if( pItem && pItem->GetEntry() == item )
8790 return pItem;
8793 ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
8794 if (pProto && pProto->GemProperties)
8796 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
8798 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8799 if( pItem && pItem->GetProto()->Socket[0].Color )
8801 if (pItem->GetGemCountWithID(item) > 0 )
8802 return pItem;
8807 return NULL;
8810 uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
8812 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8813 if( !pProto )
8815 if(no_space_count)
8816 *no_space_count = count;
8817 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8820 // no maximum
8821 if(pProto->MaxCount <= 0)
8822 return EQUIP_ERR_OK;
8824 uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
8826 if (curcount + count > uint32(pProto->MaxCount))
8828 if(no_space_count)
8829 *no_space_count = count +curcount - pProto->MaxCount;
8830 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8833 return EQUIP_ERR_OK;
8836 bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
8838 Item *pItem;
8839 for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8841 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8842 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8843 return true;
8845 for(uint8 i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
8847 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8848 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8849 return true;
8851 for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8853 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8855 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8857 pItem = GetItemByPos( i, j );
8858 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8859 return true;
8863 return false;
8866 uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
8868 Item* pItem2 = GetItemByPos( bag, slot );
8870 // ignore move item (this slot will be empty at move)
8871 if(pItem2==pSrcItem)
8872 pItem2 = NULL;
8874 uint32 need_space;
8876 // empty specific slot - check item fit to slot
8877 if( !pItem2 || swap )
8879 if( bag == INVENTORY_SLOT_BAG_0 )
8881 // keyring case
8882 if(slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
8883 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8885 // vanitypet case (not use, vanity pets stored as spells)
8886 if(slot >= VANITYPET_SLOT_START && slot < VANITYPET_SLOT_END)
8887 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8889 // currencytoken case (disabled until proper implement)
8890 if(slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(false /*pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS*/))
8891 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8893 // guestbag case (disabled until proper implement)
8894 if(slot >= QUESTBAG_SLOT_START && slot < QUESTBAG_SLOT_END && !(false /*pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS*/))
8895 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8897 // prevent cheating
8898 if(slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
8899 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8901 else
8903 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8904 if( !pBag )
8905 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8907 ItemPrototype const* pBagProto = pBag->GetProto();
8908 if( !pBagProto )
8909 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8911 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8912 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8915 // non empty stack with space
8916 need_space = pProto->GetMaxStackSize();
8918 // non empty slot, check item type
8919 else
8921 // check item type
8922 if(pItem2->GetEntry() != pProto->ItemId)
8923 return EQUIP_ERR_ITEM_CANT_STACK;
8925 // check free space
8926 if(pItem2->GetCount() >= pProto->GetMaxStackSize())
8927 return EQUIP_ERR_ITEM_CANT_STACK;
8929 // free stack space or infinity
8930 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8933 if(need_space > count)
8934 need_space = count;
8936 ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
8937 if(!newPosition.isContainedIn(dest))
8939 dest.push_back(newPosition);
8940 count -= need_space;
8942 return EQUIP_ERR_OK;
8945 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
8947 // skip specific bag already processed in first called _CanStoreItem_InBag
8948 if(bag==skip_bag)
8949 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8951 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8952 if( !pBag )
8953 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8955 ItemPrototype const* pBagProto = pBag->GetProto();
8956 if( !pBagProto )
8957 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8959 // specialized bag mode or non-specilized
8960 if( non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER) )
8961 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8963 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8964 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8966 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8968 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8969 if(j==skip_slot)
8970 continue;
8972 Item* pItem2 = GetItemByPos( bag, j );
8974 // ignore move item (this slot will be empty at move)
8975 if(pItem2==pSrcItem)
8976 pItem2 = NULL;
8978 // if merge skip empty, if !merge skip non-empty
8979 if((pItem2!=NULL)!=merge)
8980 continue;
8982 if( pItem2 )
8984 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
8986 uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8987 if(need_space > count)
8988 need_space = count;
8990 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8991 if(!newPosition.isContainedIn(dest))
8993 dest.push_back(newPosition);
8994 count -= need_space;
8996 if(count==0)
8997 return EQUIP_ERR_OK;
9001 else
9003 uint32 need_space = pProto->GetMaxStackSize();
9004 if(need_space > count)
9005 need_space = count;
9007 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
9008 if(!newPosition.isContainedIn(dest))
9010 dest.push_back(newPosition);
9011 count -= need_space;
9013 if(count==0)
9014 return EQUIP_ERR_OK;
9018 return EQUIP_ERR_OK;
9021 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
9023 for(uint32 j = slot_begin; j < slot_end; j++)
9025 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9026 if(INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
9027 continue;
9029 Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
9031 // ignore move item (this slot will be empty at move)
9032 if(pItem2==pSrcItem)
9033 pItem2 = NULL;
9035 // if merge skip empty, if !merge skip non-empty
9036 if((pItem2!=NULL)!=merge)
9037 continue;
9039 if( pItem2 )
9041 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
9043 uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
9044 if(need_space > count)
9045 need_space = count;
9046 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
9047 if(!newPosition.isContainedIn(dest))
9049 dest.push_back(newPosition);
9050 count -= need_space;
9052 if(count==0)
9053 return EQUIP_ERR_OK;
9057 else
9059 uint32 need_space = pProto->GetMaxStackSize();
9060 if(need_space > count)
9061 need_space = count;
9063 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
9064 if(!newPosition.isContainedIn(dest))
9066 dest.push_back(newPosition);
9067 count -= need_space;
9069 if(count==0)
9070 return EQUIP_ERR_OK;
9074 return EQUIP_ERR_OK;
9077 uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
9079 sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
9081 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
9082 if( !pProto )
9084 if(no_space_count)
9085 *no_space_count = count;
9086 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
9089 if(pItem && pItem->IsBindedNotWith(GetGUID()))
9091 if(no_space_count)
9092 *no_space_count = count;
9093 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9096 // check count of items (skip for auto move for same player from bank)
9097 uint32 no_similar_count = 0; // can't store this amount similar items
9098 uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
9099 if(res!=EQUIP_ERR_OK)
9101 if(count==no_similar_count)
9103 if(no_space_count)
9104 *no_space_count = no_similar_count;
9105 return res;
9107 count -= no_similar_count;
9110 // in specific slot
9111 if( bag != NULL_BAG && slot != NULL_SLOT )
9113 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
9114 if(res!=EQUIP_ERR_OK)
9116 if(no_space_count)
9117 *no_space_count = count + no_similar_count;
9118 return res;
9121 if(count==0)
9123 if(no_similar_count==0)
9124 return EQUIP_ERR_OK;
9126 if(no_space_count)
9127 *no_space_count = count + no_similar_count;
9128 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9132 // not specific slot or have space for partly store only in specific slot
9134 // in specific bag
9135 if( bag != NULL_BAG )
9137 // search stack in bag for merge to
9138 if( pProto->Stackable != 1 )
9140 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
9142 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9143 if(res!=EQUIP_ERR_OK)
9145 if(no_space_count)
9146 *no_space_count = count + no_similar_count;
9147 return res;
9150 if(count==0)
9152 if(no_similar_count==0)
9153 return EQUIP_ERR_OK;
9155 if(no_space_count)
9156 *no_space_count = count + no_similar_count;
9157 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9160 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9161 if(res!=EQUIP_ERR_OK)
9163 if(no_space_count)
9164 *no_space_count = count + no_similar_count;
9165 return res;
9168 if(count==0)
9170 if(no_similar_count==0)
9171 return EQUIP_ERR_OK;
9173 if(no_space_count)
9174 *no_space_count = count + no_similar_count;
9175 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9178 else // equipped bag
9180 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
9181 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
9182 if(res!=EQUIP_ERR_OK)
9183 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
9185 if(res!=EQUIP_ERR_OK)
9187 if(no_space_count)
9188 *no_space_count = count + no_similar_count;
9189 return res;
9192 if(count==0)
9194 if(no_similar_count==0)
9195 return EQUIP_ERR_OK;
9197 if(no_space_count)
9198 *no_space_count = count + no_similar_count;
9199 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9204 // search free slot in bag for place to
9205 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
9207 // search free slot - keyring case
9208 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9210 uint32 keyringSize = GetMaxKeyringSize();
9211 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9212 if(res!=EQUIP_ERR_OK)
9214 if(no_space_count)
9215 *no_space_count = count + no_similar_count;
9216 return res;
9219 if(count==0)
9221 if(no_similar_count==0)
9222 return EQUIP_ERR_OK;
9224 if(no_space_count)
9225 *no_space_count = count + no_similar_count;
9226 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9230 // Vanity pet case skipped as not used
9232 /* until proper implementation
9233 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9235 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9236 if(res!=EQUIP_ERR_OK)
9238 if(no_space_count)
9239 *no_space_count = count + no_similar_count;
9240 return res;
9243 if(count==0)
9245 if(no_similar_count==0)
9246 return EQUIP_ERR_OK;
9248 if(no_space_count)
9249 *no_space_count = count + no_similar_count;
9250 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9254 /* until proper implementation
9255 else if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9257 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9258 if(res!=EQUIP_ERR_OK)
9260 if(no_space_count)
9261 *no_space_count = count + no_similar_count;
9262 return res;
9265 if(count==0)
9267 if(no_similar_count==0)
9268 return EQUIP_ERR_OK;
9270 if(no_space_count)
9271 *no_space_count = count + no_similar_count;
9272 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9277 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9278 if(res!=EQUIP_ERR_OK)
9280 if(no_space_count)
9281 *no_space_count = count + no_similar_count;
9282 return res;
9285 if(count==0)
9287 if(no_similar_count==0)
9288 return EQUIP_ERR_OK;
9290 if(no_space_count)
9291 *no_space_count = count + no_similar_count;
9292 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9295 else // equipped bag
9297 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9298 if(res!=EQUIP_ERR_OK)
9299 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9301 if(res!=EQUIP_ERR_OK)
9303 if(no_space_count)
9304 *no_space_count = count + no_similar_count;
9305 return res;
9308 if(count==0)
9310 if(no_similar_count==0)
9311 return EQUIP_ERR_OK;
9313 if(no_space_count)
9314 *no_space_count = count + no_similar_count;
9315 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9320 // not specific bag or have space for partly store only in specific bag
9322 // search stack for merge to
9323 if( pProto->Stackable != 1 )
9325 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9326 if(res!=EQUIP_ERR_OK)
9328 if(no_space_count)
9329 *no_space_count = count + no_similar_count;
9330 return res;
9333 if(count==0)
9335 if(no_similar_count==0)
9336 return EQUIP_ERR_OK;
9338 if(no_space_count)
9339 *no_space_count = count + no_similar_count;
9340 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9343 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9344 if(res!=EQUIP_ERR_OK)
9346 if(no_space_count)
9347 *no_space_count = count + no_similar_count;
9348 return res;
9351 if(count==0)
9353 if(no_similar_count==0)
9354 return EQUIP_ERR_OK;
9356 if(no_space_count)
9357 *no_space_count = count + no_similar_count;
9358 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9361 if( pProto->BagFamily )
9363 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9365 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9366 if(res!=EQUIP_ERR_OK)
9367 continue;
9369 if(count==0)
9371 if(no_similar_count==0)
9372 return EQUIP_ERR_OK;
9374 if(no_space_count)
9375 *no_space_count = count + no_similar_count;
9376 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9381 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9383 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9384 if(res!=EQUIP_ERR_OK)
9385 continue;
9387 if(count==0)
9389 if(no_similar_count==0)
9390 return EQUIP_ERR_OK;
9392 if(no_space_count)
9393 *no_space_count = count + no_similar_count;
9394 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9399 // search free slot - special bag case
9400 if( pProto->BagFamily )
9402 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9404 uint32 keyringSize = GetMaxKeyringSize();
9405 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9406 if(res!=EQUIP_ERR_OK)
9408 if(no_space_count)
9409 *no_space_count = count + no_similar_count;
9410 return res;
9413 if(count==0)
9415 if(no_similar_count==0)
9416 return EQUIP_ERR_OK;
9418 if(no_space_count)
9419 *no_space_count = count + no_similar_count;
9420 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9424 // Vanity pet case skipped as not used
9426 /* until proper implementation
9427 else if(false pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9429 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9430 if(res!=EQUIP_ERR_OK)
9432 if(no_space_count)
9433 *no_space_count = count + no_similar_count;
9434 return res;
9437 if(count==0)
9439 if(no_similar_count==0)
9440 return EQUIP_ERR_OK;
9442 if(no_space_count)
9443 *no_space_count = count + no_similar_count;
9444 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9448 /* until proper implementation
9449 else if(false pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9451 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9452 if(res!=EQUIP_ERR_OK)
9454 if(no_space_count)
9455 *no_space_count = count + no_similar_count;
9456 return res;
9459 if(count==0)
9461 if(no_similar_count==0)
9462 return EQUIP_ERR_OK;
9464 if(no_space_count)
9465 *no_space_count = count + no_similar_count;
9466 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9471 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9473 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9474 if(res!=EQUIP_ERR_OK)
9475 continue;
9477 if(count==0)
9479 if(no_similar_count==0)
9480 return EQUIP_ERR_OK;
9482 if(no_space_count)
9483 *no_space_count = count + no_similar_count;
9484 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9489 // search free slot
9490 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9491 if(res!=EQUIP_ERR_OK)
9493 if(no_space_count)
9494 *no_space_count = count + no_similar_count;
9495 return res;
9498 if(count==0)
9500 if(no_similar_count==0)
9501 return EQUIP_ERR_OK;
9503 if(no_space_count)
9504 *no_space_count = count + no_similar_count;
9505 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9508 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9510 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9511 if(res!=EQUIP_ERR_OK)
9512 continue;
9514 if(count==0)
9516 if(no_similar_count==0)
9517 return EQUIP_ERR_OK;
9519 if(no_space_count)
9520 *no_space_count = count + no_similar_count;
9521 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9525 if(no_space_count)
9526 *no_space_count = count + no_similar_count;
9528 return EQUIP_ERR_INVENTORY_FULL;
9531 //////////////////////////////////////////////////////////////////////////
9532 uint8 Player::CanStoreItems( Item **pItems,int count) const
9534 Item *pItem2;
9536 // fill space table
9537 int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
9538 int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
9539 int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
9540 int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
9541 int inv_quests[QUESTBAG_SLOT_END-QUESTBAG_SLOT_START];
9543 memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
9544 memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
9545 memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
9546 memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
9547 memset(inv_quests,0,sizeof(int)*(QUESTBAG_SLOT_END-QUESTBAG_SLOT_START));
9549 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
9551 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9553 if (pItem2 && !pItem2->IsInTrade())
9555 inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
9559 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
9561 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9563 if (pItem2 && !pItem2->IsInTrade())
9565 inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
9569 // Vanity pet case skipped as not used
9571 for(int i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
9573 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9575 if (pItem2 && !pItem2->IsInTrade())
9577 inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
9581 for(int i = QUESTBAG_SLOT_START; i < QUESTBAG_SLOT_END; i++)
9583 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9585 if (pItem2 && !pItem2->IsInTrade())
9587 inv_quests[i-QUESTBAG_SLOT_START] = pItem2->GetCount();
9591 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9593 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
9595 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9597 pItem2 = GetItemByPos( i, j );
9598 if (pItem2 && !pItem2->IsInTrade())
9600 inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
9606 // check free space for all items
9607 for (int k=0;k<count;k++)
9609 Item *pItem = pItems[k];
9611 // no item
9612 if (!pItem) continue;
9614 sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
9615 ItemPrototype const *pProto = pItem->GetProto();
9617 // strange item
9618 if( !pProto )
9619 return EQUIP_ERR_ITEM_NOT_FOUND;
9621 // item it 'bind'
9622 if(pItem->IsBindedNotWith(GetGUID()))
9623 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9625 Bag *pBag;
9626 ItemPrototype const *pBagProto;
9628 // item is 'one item only'
9629 uint8 res = CanTakeMoreSimilarItems(pItem);
9630 if(res != EQUIP_ERR_OK)
9631 return res;
9633 // search stack for merge to
9634 if( pProto->Stackable != 1 )
9636 bool b_found = false;
9638 for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; t++)
9640 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9641 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9643 inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
9644 b_found = true;
9645 break;
9648 if (b_found) continue;
9650 // Vanity pet case skipped as not used
9652 for(int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; t++)
9654 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9655 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9657 inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
9658 b_found = true;
9659 break;
9662 if (b_found) continue;
9664 for(int t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; t++)
9666 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9667 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_quests[t-QUESTBAG_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9669 inv_quests[t-QUESTBAG_SLOT_START] += pItem->GetCount();
9670 b_found = true;
9671 break;
9674 if (b_found) continue;
9676 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9678 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9679 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9681 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
9682 b_found = true;
9683 break;
9686 if (b_found) continue;
9688 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9690 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9691 if( pBag )
9693 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9695 pItem2 = GetItemByPos( t, j );
9696 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
9698 inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
9699 b_found = true;
9700 break;
9705 if (b_found) continue;
9708 // special bag case
9709 if( pProto->BagFamily )
9711 bool b_found = false;
9712 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9714 uint32 keyringSize = GetMaxKeyringSize();
9715 for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
9717 if( inv_keys[t-KEYRING_SLOT_START] == 0 )
9719 inv_keys[t-KEYRING_SLOT_START] = 1;
9720 b_found = true;
9721 break;
9726 if (b_found) continue;
9728 // Vanity pet case skipped as not used
9730 /* until proper implementation
9731 if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9733 for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9735 if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
9737 inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
9738 b_found = true;
9739 break;
9744 if (b_found) continue;
9746 /* until proper implementation
9747 if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9749 for(uint32 t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; ++t)
9751 if( inv_quests[t-QUESTBAG_SLOT_START] == 0 )
9753 inv_quests[t-QUESTBAG_SLOT_START] = 1;
9754 b_found = true;
9755 break;
9760 if (b_found) continue;
9763 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9765 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9766 if( pBag )
9768 pBagProto = pBag->GetProto();
9770 // not plain container check
9771 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
9772 ItemCanGoIntoBag(pProto,pBagProto) )
9774 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9776 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9778 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9779 b_found = true;
9780 break;
9786 if (b_found) continue;
9789 // search free slot
9790 bool b_found = false;
9791 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9793 if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
9795 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
9796 b_found = true;
9797 break;
9800 if (b_found) continue;
9802 // search free slot in bags
9803 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9805 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9806 if( pBag )
9808 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9810 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9812 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9813 b_found = true;
9814 break;
9820 // no free slot found?
9821 if (!b_found)
9822 return EQUIP_ERR_INVENTORY_FULL;
9825 return EQUIP_ERR_OK;
9828 //////////////////////////////////////////////////////////////////////////
9829 uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const
9831 dest = 0;
9832 Item *pItem = Item::CreateItem( item, 1, this );
9833 if( pItem )
9835 uint8 result = CanEquipItem(slot, dest, pItem, swap );
9836 delete pItem;
9837 return result;
9840 return EQUIP_ERR_ITEM_NOT_FOUND;
9843 uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
9845 dest = 0;
9846 if( pItem )
9848 sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
9849 ItemPrototype const *pProto = pItem->GetProto();
9850 if( pProto )
9852 // May be here should be more stronger checks; STUNNED checked
9853 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9854 if (not_loading && hasUnitState(UNIT_STAT_STUNNED))
9855 return EQUIP_ERR_YOU_ARE_STUNNED;
9857 if(pItem->IsBindedNotWith(GetGUID()))
9858 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9860 // check count of items (skip for auto move for same player from bank)
9861 uint8 res = CanTakeMoreSimilarItems(pItem);
9862 if(res != EQUIP_ERR_OK)
9863 return res;
9865 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9866 // - combat
9867 // - in-progress arenas
9868 if( !pProto->CanChangeEquipStateInCombat() )
9870 if( isInCombat() )
9871 return EQUIP_ERR_NOT_IN_COMBAT;
9873 if(BattleGround* bg = GetBattleGround())
9874 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9875 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9878 if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
9879 return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
9881 if(IsNonMeleeSpellCasted(false))
9882 return EQUIP_ERR_CANT_DO_RIGHT_NOW;
9884 uint8 eslot = FindEquipSlot( pProto, slot, swap );
9885 if( eslot == NULL_SLOT )
9886 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9888 uint8 msg = CanUseItem( pItem , not_loading );
9889 if( msg != EQUIP_ERR_OK )
9890 return msg;
9891 if( !swap && GetItemByPos( INVENTORY_SLOT_BAG_0, eslot ) )
9892 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
9894 // check unique-equipped on item
9895 if (pProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
9897 // there is an equip limit on this item
9898 Item* tItem = GetItemOrItemWithGemEquipped(pProto->ItemId);
9899 if (tItem && (!swap || tItem->GetSlot() != eslot ) )
9900 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
9903 // check unique-equipped on gems
9904 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
9906 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
9907 if(!enchant_id)
9908 continue;
9909 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
9910 if(!enchantEntry)
9911 continue;
9913 ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
9914 if(pGem && (pGem->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED))
9916 Item* tItem = GetItemOrItemWithGemEquipped(enchantEntry->GemID);
9917 if(tItem && (!swap || tItem->GetSlot() != eslot ))
9918 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
9922 // check unique-equipped special item classes
9923 if (pProto->Class == ITEM_CLASS_QUIVER)
9925 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9927 if( Item* pBag = GetItemByPos( INVENTORY_SLOT_BAG_0, i ) )
9929 if( ItemPrototype const* pBagProto = pBag->GetProto() )
9931 if( pBagProto->Class==pProto->Class && pBagProto->SubClass==pProto->SubClass &&
9932 (!swap || pBag->GetSlot() != eslot ) )
9934 if(pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
9935 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH;
9936 else
9937 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
9944 uint32 type = pProto->InventoryType;
9946 if(eslot == EQUIPMENT_SLOT_OFFHAND)
9948 if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
9950 if(!CanDualWield())
9951 return EQUIP_ERR_CANT_DUAL_WIELD;
9953 else if (type == INVTYPE_2HWEAPON)
9955 if(!CanDualWield() || !CanTitanGrip())
9956 return EQUIP_ERR_CANT_DUAL_WIELD;
9959 if(IsTwoHandUsed())
9960 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
9963 // equip two-hand weapon case (with possible unequip 2 items)
9964 if( type == INVTYPE_2HWEAPON )
9966 if (eslot == EQUIPMENT_SLOT_OFFHAND)
9968 if (!CanTitanGrip())
9969 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9971 else if (eslot != EQUIPMENT_SLOT_MAINHAND)
9972 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9974 if (!CanTitanGrip())
9976 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9977 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
9978 ItemPosCountVec off_dest;
9979 if( offItem && (!not_loading ||
9980 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
9981 CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ) )
9982 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
9985 dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
9986 return EQUIP_ERR_OK;
9989 if( !swap )
9990 return EQUIP_ERR_ITEM_NOT_FOUND;
9991 else
9992 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
9995 uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
9997 // Applied only to equipped items and bank bags
9998 if(!IsEquipmentPos(pos) && !IsBagPos(pos))
9999 return EQUIP_ERR_OK;
10001 Item* pItem = GetItemByPos(pos);
10003 // Applied only to existed equipped item
10004 if( !pItem )
10005 return EQUIP_ERR_OK;
10007 sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
10009 ItemPrototype const *pProto = pItem->GetProto();
10010 if( !pProto )
10011 return EQUIP_ERR_ITEM_NOT_FOUND;
10013 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
10014 // - combat
10015 // - in-progress arenas
10016 if( !pProto->CanChangeEquipStateInCombat() )
10018 if( isInCombat() )
10019 return EQUIP_ERR_NOT_IN_COMBAT;
10021 if(BattleGround* bg = GetBattleGround())
10022 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
10023 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
10026 if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
10027 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
10029 return EQUIP_ERR_OK;
10032 uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
10034 if( !pItem )
10035 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
10037 uint32 count = pItem->GetCount();
10039 sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
10040 ItemPrototype const *pProto = pItem->GetProto();
10041 if( !pProto )
10042 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
10044 if( pItem->IsBindedNotWith(GetGUID()) )
10045 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
10047 // check count of items (skip for auto move for same player from bank)
10048 uint8 res = CanTakeMoreSimilarItems(pItem);
10049 if(res != EQUIP_ERR_OK)
10050 return res;
10052 // in specific slot
10053 if( bag != NULL_BAG && slot != NULL_SLOT )
10055 if( pProto->InventoryType == INVTYPE_BAG )
10057 Bag *pBag = (Bag*)pItem;
10058 if( pBag )
10060 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
10062 if( !HasBankBagSlot( slot ) )
10063 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
10064 if( uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK )
10065 return cantuse;
10067 else
10069 if( !pBag->IsEmpty() )
10070 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
10074 else
10076 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
10077 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
10080 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
10081 if(res!=EQUIP_ERR_OK)
10082 return res;
10084 if(count==0)
10085 return EQUIP_ERR_OK;
10088 // not specific slot or have space for partly store only in specific slot
10090 // in specific bag
10091 if( bag != NULL_BAG )
10093 if( pProto->InventoryType == INVTYPE_BAG )
10095 Bag *pBag = (Bag*)pItem;
10096 if( pBag && !pBag->IsEmpty() )
10097 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
10100 // search stack in bag for merge to
10101 if( pProto->Stackable != 1 )
10103 if( bag == INVENTORY_SLOT_BAG_0 )
10105 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
10106 if(res!=EQUIP_ERR_OK)
10107 return res;
10109 if(count==0)
10110 return EQUIP_ERR_OK;
10112 else
10114 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
10115 if(res!=EQUIP_ERR_OK)
10116 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
10118 if(res!=EQUIP_ERR_OK)
10119 return res;
10121 if(count==0)
10122 return EQUIP_ERR_OK;
10126 // search free slot in bag
10127 if( bag == INVENTORY_SLOT_BAG_0 )
10129 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
10130 if(res!=EQUIP_ERR_OK)
10131 return res;
10133 if(count==0)
10134 return EQUIP_ERR_OK;
10136 else
10138 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
10139 if(res!=EQUIP_ERR_OK)
10140 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
10142 if(res!=EQUIP_ERR_OK)
10143 return res;
10145 if(count==0)
10146 return EQUIP_ERR_OK;
10150 // not specific bag or have space for partly store only in specific bag
10152 // search stack for merge to
10153 if( pProto->Stackable != 1 )
10155 // in slots
10156 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
10157 if(res!=EQUIP_ERR_OK)
10158 return res;
10160 if(count==0)
10161 return EQUIP_ERR_OK;
10163 // in special bags
10164 if( pProto->BagFamily )
10166 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10168 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
10169 if(res!=EQUIP_ERR_OK)
10170 continue;
10172 if(count==0)
10173 return EQUIP_ERR_OK;
10177 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10179 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
10180 if(res!=EQUIP_ERR_OK)
10181 continue;
10183 if(count==0)
10184 return EQUIP_ERR_OK;
10188 // search free place in special bag
10189 if( pProto->BagFamily )
10191 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10193 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
10194 if(res!=EQUIP_ERR_OK)
10195 continue;
10197 if(count==0)
10198 return EQUIP_ERR_OK;
10202 // search free space
10203 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
10204 if(res!=EQUIP_ERR_OK)
10205 return res;
10207 if(count==0)
10208 return EQUIP_ERR_OK;
10210 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10212 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
10213 if(res!=EQUIP_ERR_OK)
10214 continue;
10216 if(count==0)
10217 return EQUIP_ERR_OK;
10219 return EQUIP_ERR_BANK_FULL;
10222 uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
10224 if( pItem )
10226 sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
10227 if( !isAlive() && not_loading )
10228 return EQUIP_ERR_YOU_ARE_DEAD;
10229 //if( isStunned() )
10230 // return EQUIP_ERR_YOU_ARE_STUNNED;
10231 ItemPrototype const *pProto = pItem->GetProto();
10232 if( pProto )
10234 if( pItem->IsBindedNotWith(GetGUID()) )
10235 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
10236 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10237 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
10238 if( pItem->GetSkill() != 0 )
10240 if( GetSkillValue( pItem->GetSkill() ) == 0 )
10241 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10243 if( pProto->RequiredSkill != 0 )
10245 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10246 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10247 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10248 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
10250 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10251 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10252 if( pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank )
10253 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10254 if( getLevel() < pProto->RequiredLevel )
10255 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10256 return EQUIP_ERR_OK;
10259 return EQUIP_ERR_ITEM_NOT_FOUND;
10262 bool Player::CanUseItem( ItemPrototype const *pProto )
10264 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10266 if( pProto )
10268 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10269 return false;
10270 if( pProto->RequiredSkill != 0 )
10272 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10273 return false;
10274 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10275 return false;
10277 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10278 return false;
10279 if( getLevel() < pProto->RequiredLevel )
10280 return false;
10281 return true;
10283 return false;
10286 uint8 Player::CanUseAmmo( uint32 item ) const
10288 sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
10289 if( !isAlive() )
10290 return EQUIP_ERR_YOU_ARE_DEAD;
10291 //if( isStunned() )
10292 // return EQUIP_ERR_YOU_ARE_STUNNED;
10293 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
10294 if( pProto )
10296 if( pProto->InventoryType!= INVTYPE_AMMO )
10297 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
10298 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10299 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
10300 if( pProto->RequiredSkill != 0 )
10302 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10303 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10304 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10305 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
10307 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10308 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10309 /*if( GetReputation() < pProto->RequiredReputation )
10310 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10312 if( getLevel() < pProto->RequiredLevel )
10313 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10315 // Requires No Ammo
10316 if(GetDummyAura(46699))
10317 return EQUIP_ERR_BAG_FULL6;
10319 return EQUIP_ERR_OK;
10321 return EQUIP_ERR_ITEM_NOT_FOUND;
10324 void Player::SetAmmo( uint32 item )
10326 if(!item)
10327 return;
10329 // already set
10330 if( GetUInt32Value(PLAYER_AMMO_ID) == item )
10331 return;
10333 // check ammo
10334 if(item)
10336 uint8 msg = CanUseAmmo( item );
10337 if( msg != EQUIP_ERR_OK )
10339 SendEquipError( msg, NULL, NULL );
10340 return;
10344 SetUInt32Value(PLAYER_AMMO_ID, item);
10346 _ApplyAmmoBonuses();
10349 void Player::RemoveAmmo()
10351 SetUInt32Value(PLAYER_AMMO_ID, 0);
10353 m_ammoDPS = 0.0f;
10355 if(CanModifyStats())
10356 UpdateDamagePhysical(RANGED_ATTACK);
10359 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10360 Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
10362 uint32 count = 0;
10363 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
10364 count += itr->count;
10366 Item *pItem = Item::CreateItem( item, count, this );
10367 if( pItem )
10369 ItemAddedQuestCheck( item, count );
10370 if(randomPropertyId)
10371 pItem->SetItemRandomProperties(randomPropertyId);
10372 pItem = StoreItem( dest, pItem, update );
10374 return pItem;
10377 Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
10379 if( !pItem )
10380 return NULL;
10382 Item* lastItem = pItem;
10384 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); )
10386 uint16 pos = itr->pos;
10387 uint32 count = itr->count;
10389 ++itr;
10391 if(itr == dest.end())
10393 lastItem = _StoreItem(pos,pItem,count,false,update);
10394 break;
10397 lastItem = _StoreItem(pos,pItem,count,true,update);
10400 return lastItem;
10403 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10404 Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
10406 if( !pItem )
10407 return NULL;
10409 uint8 bag = pos >> 8;
10410 uint8 slot = pos & 255;
10412 sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count);
10414 Item *pItem2 = GetItemByPos( bag, slot );
10416 if( !pItem2 )
10418 if(clone)
10419 pItem = pItem->CloneItem(count,this);
10420 else
10421 pItem->SetCount(count);
10423 if(!pItem)
10424 return NULL;
10426 if( pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10427 pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
10428 pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10429 pItem->SetBinding( true );
10431 if( bag == INVENTORY_SLOT_BAG_0 )
10433 m_items[slot] = pItem;
10434 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10435 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10436 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10438 pItem->SetSlot( slot );
10439 pItem->SetContainer( NULL );
10441 if( IsInWorld() && update )
10443 pItem->AddToWorld();
10444 pItem->SendUpdateToPlayer( this );
10447 pItem->SetState(ITEM_CHANGED, this);
10449 else
10451 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10452 if( pBag )
10454 pBag->StoreItem( slot, pItem, update );
10455 if( IsInWorld() && update )
10457 pItem->AddToWorld();
10458 pItem->SendUpdateToPlayer( this );
10460 pItem->SetState(ITEM_CHANGED, this);
10461 pBag->SetState(ITEM_CHANGED, this);
10465 AddEnchantmentDurations(pItem);
10466 AddItemDurations(pItem);
10468 return pItem;
10470 else
10472 if( pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10473 pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
10474 pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10475 pItem2->SetBinding( true );
10477 pItem2->SetCount( pItem2->GetCount() + count );
10478 if( IsInWorld() && update )
10479 pItem2->SendUpdateToPlayer( this );
10481 if(!clone)
10483 // delete item (it not in any slot currently)
10484 if( IsInWorld() && update )
10486 pItem->RemoveFromWorld();
10487 pItem->DestroyForPlayer( this );
10490 RemoveEnchantmentDurations(pItem);
10491 RemoveItemDurations(pItem);
10493 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10494 pItem->SetState(ITEM_REMOVED, this);
10496 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10497 AddEnchantmentDurations(pItem2);
10499 pItem2->SetState(ITEM_CHANGED, this);
10501 return pItem2;
10505 Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
10507 Item *pItem = Item::CreateItem( item, 1, this );
10508 if( pItem )
10510 ItemAddedQuestCheck( item, 1 );
10511 Item * retItem = EquipItem( pos, pItem, update );
10513 return retItem;
10515 return NULL;
10518 Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
10520 if( pItem )
10522 AddEnchantmentDurations(pItem);
10523 AddItemDurations(pItem);
10525 uint8 bag = pos >> 8;
10526 uint8 slot = pos & 255;
10528 Item *pItem2 = GetItemByPos( bag, slot );
10530 if( !pItem2 )
10532 VisualizeItem( slot, pItem);
10534 if(isAlive())
10536 ItemPrototype const *pProto = pItem->GetProto();
10538 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10539 if(pProto && pProto->ItemSet)
10540 AddItemsSetItem(this,pItem);
10542 _ApplyItemMods(pItem, slot, true);
10544 if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
10546 uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
10548 if (getClass() == CLASS_ROGUE)
10549 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
10551 SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
10553 if (!spellProto)
10554 sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
10555 else
10557 m_weaponChangeTimer = spellProto->StartRecoveryTime;
10559 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
10560 data << uint64(GetGUID());
10561 data << uint8(1);
10562 data << uint32(cooldownSpell);
10563 data << uint32(0);
10564 GetSession()->SendPacket(&data);
10569 if( IsInWorld() && update )
10571 pItem->AddToWorld();
10572 pItem->SendUpdateToPlayer( this );
10575 ApplyEquipCooldown(pItem);
10577 if( slot == EQUIPMENT_SLOT_MAINHAND )
10578 UpdateExpertise(BASE_ATTACK);
10579 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10580 UpdateExpertise(OFF_ATTACK);
10582 else
10584 pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
10585 if( IsInWorld() && update )
10586 pItem2->SendUpdateToPlayer( this );
10588 // delete item (it not in any slot currently)
10589 //pItem->DeleteFromDB();
10590 if( IsInWorld() && update )
10592 pItem->RemoveFromWorld();
10593 pItem->DestroyForPlayer( this );
10596 RemoveEnchantmentDurations(pItem);
10597 RemoveItemDurations(pItem);
10599 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10600 pItem->SetState(ITEM_REMOVED, this);
10601 pItem2->SetState(ITEM_CHANGED, this);
10603 ApplyEquipCooldown(pItem2);
10605 return pItem2;
10609 return pItem;
10612 void Player::QuickEquipItem( uint16 pos, Item *pItem)
10614 if( pItem )
10616 AddEnchantmentDurations(pItem);
10617 AddItemDurations(pItem);
10619 uint8 slot = pos & 255;
10620 VisualizeItem( slot, pItem);
10622 if( IsInWorld() )
10624 pItem->AddToWorld();
10625 pItem->SendUpdateToPlayer( this );
10630 void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
10632 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10633 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10634 // entry // Size: 1
10635 // inspected enchantments // Size: 6
10636 // ? // Size: 5
10637 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10638 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10639 // // = 16
10641 if(pItem)
10643 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetUInt64Value(ITEM_FIELD_CREATOR));
10645 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10646 SetUInt32Value(VisibleBase + 0, pItem->GetEntry());
10648 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10649 SetUInt32Value(VisibleBase + 1 + i, pItem->GetEnchantmentId(EnchantmentSlot(i)));
10651 // Use SetInt16Value to prevent set high part to FFFF for negative value
10652 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES + (slot * MAX_VISIBLE_ITEM_OFFSET), 0, pItem->GetItemRandomPropertyId());
10653 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetItemSuffixFactor());
10655 else
10657 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10659 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10660 SetUInt32Value(VisibleBase + 0, 0);
10662 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10663 SetUInt32Value(VisibleBase + 1 + i, 0);
10665 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10666 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10670 void Player::VisualizeItem( uint8 slot, Item *pItem)
10672 if(!pItem)
10673 return;
10675 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10676 if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
10677 pItem->SetBinding( true );
10679 sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
10681 m_items[slot] = pItem;
10682 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10683 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10684 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10685 pItem->SetSlot( slot );
10686 pItem->SetContainer( NULL );
10688 if( slot < EQUIPMENT_SLOT_END )
10689 SetVisibleItemSlot(slot,pItem);
10691 pItem->SetState(ITEM_CHANGED, this);
10694 void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
10696 // note: removeitem does not actually change the item
10697 // it only takes the item out of storage temporarily
10698 // note2: if removeitem is to be used for delinking
10699 // the item must be removed from the player's updatequeue
10701 Item *pItem = GetItemByPos( bag, slot );
10702 if( pItem )
10704 sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10706 RemoveEnchantmentDurations(pItem);
10707 RemoveItemDurations(pItem);
10709 if( bag == INVENTORY_SLOT_BAG_0 )
10711 if ( slot < INVENTORY_SLOT_BAG_END )
10713 ItemPrototype const *pProto = pItem->GetProto();
10714 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10716 if(pProto && pProto->ItemSet)
10717 RemoveItemsSetItem(this,pProto);
10719 _ApplyItemMods(pItem, slot, false);
10721 // remove item dependent auras and casts (only weapon and armor slots)
10722 if(slot < EQUIPMENT_SLOT_END)
10723 RemoveItemDependentAurasAndCasts(pItem);
10725 // remove held enchantments
10726 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10728 if (pItem->GetItemSuffixFactor())
10730 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
10731 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
10733 else
10735 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
10736 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
10741 m_items[slot] = NULL;
10742 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10744 if ( slot < EQUIPMENT_SLOT_END )
10745 SetVisibleItemSlot(slot,NULL);
10747 else
10749 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10750 if( pBag )
10751 pBag->RemoveItem(slot, update);
10753 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10754 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10755 pItem->SetSlot( NULL_SLOT );
10756 if( IsInWorld() && update )
10757 pItem->SendUpdateToPlayer( this );
10759 if( slot == EQUIPMENT_SLOT_MAINHAND )
10760 UpdateExpertise(BASE_ATTACK);
10761 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10762 UpdateExpertise(OFF_ATTACK);
10766 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10767 void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
10769 if(Item* it = GetItemByPos(bag,slot))
10771 ItemRemovedQuestCheck(it->GetEntry(),it->GetCount());
10772 RemoveItem( bag,slot,update);
10773 it->RemoveFromUpdateQueueOf(this);
10774 if(it->IsInWorld())
10776 it->RemoveFromWorld();
10777 it->DestroyForPlayer( this );
10782 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10783 void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
10785 // update quest counters
10786 ItemAddedQuestCheck(pItem->GetEntry(),pItem->GetCount());
10788 // store item
10789 Item* pLastItem = StoreItem( dest, pItem, update);
10791 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10792 if(pLastItem==pItem)
10794 // update owner for last item (this can be original item with wrong owner
10795 if(pLastItem->GetOwnerGUID() != GetGUID())
10796 pLastItem->SetOwnerGUID(GetGUID());
10798 // if this original item then it need create record in inventory
10799 // in case trade we already have item in other player inventory
10800 pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
10804 void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
10806 Item *pItem = GetItemByPos( bag, slot );
10807 if( pItem )
10809 sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10811 // start from destroy contained items (only equipped bag can have its)
10812 if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10814 for (int i = 0; i < MAX_BAG_SIZE; i++)
10815 DestroyItem(slot,i,update);
10818 if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
10819 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
10821 RemoveEnchantmentDurations(pItem);
10822 RemoveItemDurations(pItem);
10824 ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
10826 if( bag == INVENTORY_SLOT_BAG_0 )
10828 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10830 // equipment and equipped bags can have applied bonuses
10831 if ( slot < INVENTORY_SLOT_BAG_END )
10833 ItemPrototype const *pProto = pItem->GetProto();
10835 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10836 if(pProto && pProto->ItemSet)
10837 RemoveItemsSetItem(this,pProto);
10839 _ApplyItemMods(pItem, slot, false);
10842 if ( slot < EQUIPMENT_SLOT_END )
10844 // remove item dependent auras and casts (only weapon and armor slots)
10845 RemoveItemDependentAurasAndCasts(pItem);
10847 // equipment visual show
10848 SetVisibleItemSlot(slot,NULL);
10851 m_items[slot] = NULL;
10853 else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
10854 pBag->RemoveItem(slot, update);
10856 if( IsInWorld() && update )
10858 pItem->RemoveFromWorld();
10859 pItem->DestroyForPlayer(this);
10862 //pItem->SetOwnerGUID(0);
10863 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10864 pItem->SetSlot( NULL_SLOT );
10865 pItem->SetState(ITEM_REMOVED, this);
10869 void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
10871 sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
10872 Item *pItem;
10873 ItemPrototype const *pProto;
10874 uint32 remcount = 0;
10876 // in inventory
10877 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10879 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10880 if( pItem && pItem->GetEntry() == item )
10882 if( pItem->GetCount() + remcount <= count )
10884 // all items in inventory can unequipped
10885 remcount += pItem->GetCount();
10886 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10888 if(remcount >=count)
10889 return;
10891 else
10893 pProto = pItem->GetProto();
10894 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10895 pItem->SetCount( pItem->GetCount() - count + remcount );
10896 if( IsInWorld() & update )
10897 pItem->SendUpdateToPlayer( this );
10898 pItem->SetState(ITEM_CHANGED, this);
10899 return;
10903 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
10905 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10906 if( pItem && pItem->GetEntry() == item )
10908 if( pItem->GetCount() + remcount <= count )
10910 // all keys can be unequipped
10911 remcount += pItem->GetCount();
10912 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10914 if(remcount >=count)
10915 return;
10917 else
10919 pProto = pItem->GetProto();
10920 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10921 pItem->SetCount( pItem->GetCount() - count + remcount );
10922 if( IsInWorld() & update )
10923 pItem->SendUpdateToPlayer( this );
10924 pItem->SetState(ITEM_CHANGED, this);
10925 return;
10930 // in inventory bags
10931 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10933 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10935 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10937 pItem = pBag->GetItemByPos(j);
10938 if( pItem && pItem->GetEntry() == item )
10940 // all items in bags can be unequipped
10941 if( pItem->GetCount() + remcount <= count )
10943 remcount += pItem->GetCount();
10944 DestroyItem( i, j, update );
10946 if(remcount >=count)
10947 return;
10949 else
10951 pProto = pItem->GetProto();
10952 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10953 pItem->SetCount( pItem->GetCount() - count + remcount );
10954 if( IsInWorld() && update )
10955 pItem->SendUpdateToPlayer( this );
10956 pItem->SetState(ITEM_CHANGED, this);
10957 return;
10964 // in equipment and bag list
10965 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10967 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10968 if( pItem && pItem->GetEntry() == item )
10970 if( pItem->GetCount() + remcount <= count )
10972 if(!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i,false) == EQUIP_ERR_OK )
10974 remcount += pItem->GetCount();
10975 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10977 if(remcount >=count)
10978 return;
10981 else
10983 pProto = pItem->GetProto();
10984 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10985 pItem->SetCount( pItem->GetCount() - count + remcount );
10986 if( IsInWorld() & update )
10987 pItem->SendUpdateToPlayer( this );
10988 pItem->SetState(ITEM_CHANGED, this);
10989 return;
10995 void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
10997 sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
10999 // in inventory
11000 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
11002 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11003 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
11004 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11006 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
11008 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11009 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
11010 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11013 // in inventory bags
11014 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11016 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11017 if( pBag )
11019 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11021 Item* pItem = pBag->GetItemByPos(j);
11022 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
11023 DestroyItem( i, j, update);
11028 // in equipment and bag list
11029 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
11031 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11032 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
11033 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11037 void Player::DestroyConjuredItems( bool update )
11039 // used when entering arena
11040 // destroys all conjured items
11041 sLog.outDebug( "STORAGE: DestroyConjuredItems" );
11043 // in inventory
11044 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
11046 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11047 if( pItem && pItem->GetProto() &&
11048 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
11049 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
11050 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11053 // in inventory bags
11054 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11056 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11057 if( pBag )
11059 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11061 Item* pItem = pBag->GetItemByPos(j);
11062 if( pItem && pItem->GetProto() &&
11063 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
11064 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
11065 DestroyItem( i, j, update);
11070 // in equipment and bag list
11071 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
11073 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11074 if( pItem && pItem->GetProto() &&
11075 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
11076 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
11077 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11081 void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
11083 if(!pItem)
11084 return;
11086 sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
11088 if( pItem->GetCount() <= count )
11090 count-= pItem->GetCount();
11092 DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
11094 else
11096 ItemRemovedQuestCheck( pItem->GetEntry(), count);
11097 pItem->SetCount( pItem->GetCount() - count );
11098 count = 0;
11099 if( IsInWorld() & update )
11100 pItem->SendUpdateToPlayer( this );
11101 pItem->SetState(ITEM_CHANGED, this);
11105 void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
11107 uint8 srcbag = src >> 8;
11108 uint8 srcslot = src & 255;
11110 uint8 dstbag = dst >> 8;
11111 uint8 dstslot = dst & 255;
11113 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
11114 if( !pSrcItem )
11116 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
11117 return;
11120 // not let split all items (can be only at cheating)
11121 if(pSrcItem->GetCount() == count)
11123 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
11124 return;
11127 // not let split more existed items (can be only at cheating)
11128 if(pSrcItem->GetCount() < count)
11130 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
11131 return;
11134 if(pSrcItem->m_lootGenerated) // prevent split looting item (item
11136 //best error message found for attempting to split while looting
11137 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
11138 return;
11141 sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
11142 Item *pNewItem = pSrcItem->CloneItem( count, this );
11143 if( !pNewItem )
11145 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
11146 return;
11149 if( IsInventoryPos( dst ) )
11151 // change item amount before check (for unique max count check)
11152 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11154 ItemPosCountVec dest;
11155 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
11156 if( msg != EQUIP_ERR_OK )
11158 delete pNewItem;
11159 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11160 SendEquipError( msg, pSrcItem, NULL );
11161 return;
11164 if( IsInWorld() )
11165 pSrcItem->SendUpdateToPlayer( this );
11166 pSrcItem->SetState(ITEM_CHANGED, this);
11167 StoreItem( dest, pNewItem, true);
11169 else if( IsBankPos ( dst ) )
11171 // change item amount before check (for unique max count check)
11172 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11174 ItemPosCountVec dest;
11175 uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
11176 if( msg != EQUIP_ERR_OK )
11178 delete pNewItem;
11179 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11180 SendEquipError( msg, pSrcItem, NULL );
11181 return;
11184 if( IsInWorld() )
11185 pSrcItem->SendUpdateToPlayer( this );
11186 pSrcItem->SetState(ITEM_CHANGED, this);
11187 BankItem( dest, pNewItem, true);
11189 else if( IsEquipmentPos ( dst ) )
11191 // change item amount before check (for unique max count check), provide space for splitted items
11192 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11194 uint16 dest;
11195 uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
11196 if( msg != EQUIP_ERR_OK )
11198 delete pNewItem;
11199 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11200 SendEquipError( msg, pSrcItem, NULL );
11201 return;
11204 if( IsInWorld() )
11205 pSrcItem->SendUpdateToPlayer( this );
11206 pSrcItem->SetState(ITEM_CHANGED, this);
11207 EquipItem( dest, pNewItem, true);
11208 AutoUnequipOffhandIfNeed();
11212 void Player::SwapItem( uint16 src, uint16 dst )
11214 uint8 srcbag = src >> 8;
11215 uint8 srcslot = src & 255;
11217 uint8 dstbag = dst >> 8;
11218 uint8 dstslot = dst & 255;
11220 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
11221 Item *pDstItem = GetItemByPos( dstbag, dstslot );
11223 if( !pSrcItem )
11224 return;
11226 sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
11228 if(!isAlive() )
11230 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
11231 return;
11234 if(pSrcItem->m_lootGenerated) // prevent swap looting item
11236 //best error message found for attempting to swap while looting
11237 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
11238 return;
11241 // check unequip potability for equipped items and bank bags
11242 if(IsEquipmentPos ( src ) || IsBagPos ( src ))
11244 // bags can be swapped with empty bag slots
11245 uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ));
11246 if(msg != EQUIP_ERR_OK)
11248 SendEquipError( msg, pSrcItem, pDstItem );
11249 return;
11253 // prevent put equipped/bank bag in self
11254 if( IsBagPos ( src ) && srcslot == dstbag)
11256 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
11257 return;
11260 if( !pDstItem )
11262 if( IsInventoryPos( dst ) )
11264 ItemPosCountVec dest;
11265 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
11266 if( msg != EQUIP_ERR_OK )
11268 SendEquipError( msg, pSrcItem, NULL );
11269 return;
11272 RemoveItem(srcbag, srcslot, true);
11273 StoreItem( dest, pSrcItem, true);
11275 else if( IsBankPos ( dst ) )
11277 ItemPosCountVec dest;
11278 uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
11279 if( msg != EQUIP_ERR_OK )
11281 SendEquipError( msg, pSrcItem, NULL );
11282 return;
11285 RemoveItem(srcbag, srcslot, true);
11286 BankItem( dest, pSrcItem, true);
11288 else if( IsEquipmentPos ( dst ) )
11290 uint16 dest;
11291 uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
11292 if( msg != EQUIP_ERR_OK )
11294 SendEquipError( msg, pSrcItem, NULL );
11295 return;
11298 RemoveItem(srcbag, srcslot, true);
11299 EquipItem( dest, pSrcItem, true);
11300 AutoUnequipOffhandIfNeed();
11303 else // if (!pDstItem)
11305 if(pDstItem->m_lootGenerated) // prevent swap looting item
11307 //best error message found for attempting to swap while looting
11308 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
11309 return;
11312 // check unequip potability for equipped items and bank bags
11313 if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
11315 // bags can be swapped with empty bag slots
11316 uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) );
11317 if(msg != EQUIP_ERR_OK)
11319 SendEquipError( msg, pSrcItem, pDstItem );
11320 return;
11324 // attempt merge to / fill target item
11326 uint8 msg;
11327 ItemPosCountVec sDest;
11328 uint16 eDest;
11329 if( IsInventoryPos( dst ) )
11330 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
11331 else if( IsBankPos ( dst ) )
11332 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
11333 else if( IsEquipmentPos ( dst ) )
11334 msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
11335 else
11336 return;
11338 // can be merge/fill
11339 if(msg == EQUIP_ERR_OK)
11341 if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
11343 RemoveItem(srcbag, srcslot, true);
11345 if( IsInventoryPos( dst ) )
11346 StoreItem( sDest, pSrcItem, true);
11347 else if( IsBankPos ( dst ) )
11348 BankItem( sDest, pSrcItem, true);
11349 else if( IsEquipmentPos ( dst ) )
11351 EquipItem( eDest, pSrcItem, true);
11352 AutoUnequipOffhandIfNeed();
11355 else
11357 pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize());
11358 pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize());
11359 pSrcItem->SetState(ITEM_CHANGED, this);
11360 pDstItem->SetState(ITEM_CHANGED, this);
11361 if( IsInWorld() )
11363 pSrcItem->SendUpdateToPlayer( this );
11364 pDstItem->SendUpdateToPlayer( this );
11367 return;
11371 // impossible merge/fill, do real swap
11372 uint8 msg;
11374 // check src->dest move possibility
11375 ItemPosCountVec sDest;
11376 uint16 eDest;
11377 if( IsInventoryPos( dst ) )
11378 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
11379 else if( IsBankPos( dst ) )
11380 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
11381 else if( IsEquipmentPos( dst ) )
11383 msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
11384 if( msg == EQUIP_ERR_OK )
11385 msg = CanUnequipItem( eDest, true );
11388 if( msg != EQUIP_ERR_OK )
11390 SendEquipError( msg, pSrcItem, pDstItem );
11391 return;
11394 // check dest->src move possibility
11395 ItemPosCountVec sDest2;
11396 uint16 eDest2;
11397 if( IsInventoryPos( src ) )
11398 msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
11399 else if( IsBankPos( src ) )
11400 msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
11401 else if( IsEquipmentPos( src ) )
11403 msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
11404 if( msg == EQUIP_ERR_OK )
11405 msg = CanUnequipItem( eDest2, true);
11408 if( msg != EQUIP_ERR_OK )
11410 SendEquipError( msg, pDstItem, pSrcItem );
11411 return;
11414 // now do moves, remove...
11415 RemoveItem(dstbag, dstslot, false);
11416 RemoveItem(srcbag, srcslot, false);
11418 // add to dest
11419 if( IsInventoryPos( dst ) )
11420 StoreItem(sDest, pSrcItem, true);
11421 else if( IsBankPos( dst ) )
11422 BankItem(sDest, pSrcItem, true);
11423 else if( IsEquipmentPos( dst ) )
11424 EquipItem(eDest, pSrcItem, true);
11426 // add to src
11427 if( IsInventoryPos( src ) )
11428 StoreItem(sDest2, pDstItem, true);
11429 else if( IsBankPos( src ) )
11430 BankItem(sDest2, pDstItem, true);
11431 else if( IsEquipmentPos( src ) )
11432 EquipItem(eDest2, pDstItem, true);
11434 AutoUnequipOffhandIfNeed();
11438 void Player::AddItemToBuyBackSlot( Item *pItem )
11440 if( pItem )
11442 uint32 slot = m_currentBuybackSlot;
11443 // if current back slot non-empty search oldest or free
11444 if(m_items[slot])
11446 uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
11447 uint32 oldest_slot = BUYBACK_SLOT_START;
11449 for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
11451 // found empty
11452 if(!m_items[i])
11454 slot = i;
11455 break;
11458 uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
11460 if(oldest_time > i_time)
11462 oldest_time = i_time;
11463 oldest_slot = i;
11467 // find oldest
11468 slot = oldest_slot;
11471 RemoveItemFromBuyBackSlot( slot, true );
11472 sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
11474 m_items[slot] = pItem;
11475 time_t base = time(NULL);
11476 uint32 etime = uint32(base - m_logintime + (30 * 3600));
11477 uint32 eslot = slot - BUYBACK_SLOT_START;
11479 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, pItem->GetGUID() );
11480 ItemPrototype const *pProto = pItem->GetProto();
11481 if( pProto )
11482 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
11483 else
11484 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11485 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
11487 // move to next (for non filled list is move most optimized choice)
11488 if(m_currentBuybackSlot < BUYBACK_SLOT_END-1)
11489 ++m_currentBuybackSlot;
11493 Item* Player::GetItemFromBuyBackSlot( uint32 slot )
11495 sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
11496 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11497 return m_items[slot];
11498 return NULL;
11501 void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
11503 sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
11504 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11506 Item *pItem = m_items[slot];
11507 if( pItem )
11509 pItem->RemoveFromWorld();
11510 if(del) pItem->SetState(ITEM_REMOVED, this);
11513 m_items[slot] = NULL;
11515 uint32 eslot = slot - BUYBACK_SLOT_START;
11516 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, 0 );
11517 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11518 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
11520 // if current backslot is filled set to now free slot
11521 if(m_items[m_currentBuybackSlot])
11522 m_currentBuybackSlot = slot;
11526 void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
11528 sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg);
11529 WorldPacket data( SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18) );
11530 data << uint8(msg);
11532 if(msg)
11534 data << uint64(pItem ? pItem->GetGUID() : 0);
11535 data << uint64(pItem2 ? pItem2->GetGUID() : 0);
11536 data << uint8(0); // not 0 there...
11538 if(msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
11540 uint32 level = 0;
11542 if(pItem)
11543 if(ItemPrototype const* proto = pItem->GetProto())
11544 level = proto->RequiredLevel;
11546 data << uint32(level); // new 2.4.0
11549 GetSession()->SendPacket(&data);
11552 void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
11554 sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11555 WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
11556 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11557 data << uint32(item);
11558 if( param > 0 )
11559 data << uint32(param);
11560 data << uint8(msg);
11561 GetSession()->SendPacket(&data);
11564 void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
11566 sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11567 WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
11568 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11569 data << uint64(guid);
11570 if( param > 0 )
11571 data << uint32(param);
11572 data << uint8(msg);
11573 GetSession()->SendPacket(&data);
11576 void Player::ClearTrade()
11578 tradeGold = 0;
11579 acceptTrade = false;
11580 for(int i = 0; i < TRADE_SLOT_COUNT; i++)
11581 tradeItems[i] = NULL_SLOT;
11584 void Player::TradeCancel(bool sendback)
11586 if(pTrader)
11588 // send yellow "Trade canceled" message to both traders
11589 WorldSession* ws;
11590 ws = GetSession();
11591 if(sendback)
11592 ws->SendCancelTrade();
11593 ws = pTrader->GetSession();
11594 if(!ws->PlayerLogout())
11595 ws->SendCancelTrade();
11597 // cleanup
11598 ClearTrade();
11599 pTrader->ClearTrade();
11600 // prevent loss of reference
11601 pTrader->pTrader = NULL;
11602 pTrader = NULL;
11606 void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
11608 if(m_itemDuration.empty())
11609 return;
11611 sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time,realtimeonly);
11613 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); )
11615 Item* item = *itr;
11616 ++itr; // current element can be erased in UpdateDuration
11618 if (realtimeonly && item->GetProto()->Duration < 0 || !realtimeonly)
11619 item->UpdateDuration(this,time);
11623 void Player::UpdateEnchantTime(uint32 time)
11625 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11627 assert(itr->item);
11628 next=itr;
11629 if(!itr->item->GetEnchantmentId(itr->slot))
11631 next = m_enchantDuration.erase(itr);
11633 else if(itr->leftduration <= time)
11635 ApplyEnchantment(itr->item,itr->slot,false,false);
11636 itr->item->ClearEnchantment(itr->slot);
11637 next = m_enchantDuration.erase(itr);
11639 else if(itr->leftduration > time)
11641 itr->leftduration -= time;
11642 ++next;
11647 void Player::AddEnchantmentDurations(Item *item)
11649 for(int x=0;x<MAX_ENCHANTMENT_SLOT;++x)
11651 if(!item->GetEnchantmentId(EnchantmentSlot(x)))
11652 continue;
11654 uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
11655 if( duration > 0 )
11656 AddEnchantmentDuration(item,EnchantmentSlot(x),duration);
11660 void Player::RemoveEnchantmentDurations(Item *item)
11662 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();)
11664 if(itr->item == item)
11666 // save duration in item
11667 item->SetEnchantmentDuration(EnchantmentSlot(itr->slot),itr->leftduration);
11668 itr = m_enchantDuration.erase(itr);
11670 else
11671 ++itr;
11675 void Player::RemoveAllEnchantments(EnchantmentSlot slot)
11677 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11678 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11680 next = itr;
11681 if(itr->slot==slot)
11683 if(itr->item && itr->item->GetEnchantmentId(slot))
11685 // remove from stats
11686 ApplyEnchantment(itr->item,slot,false,false);
11687 // remove visual
11688 itr->item->ClearEnchantment(slot);
11690 // remove from update list
11691 next = m_enchantDuration.erase(itr);
11693 else
11694 ++next;
11697 // remove enchants from inventory items
11698 // NOTE: no need to remove these from stats, since these aren't equipped
11699 // in inventory
11700 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
11702 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11703 if( pItem && pItem->GetEnchantmentId(slot) )
11704 pItem->ClearEnchantment(slot);
11707 // in inventory bags
11708 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11710 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11711 if( pBag )
11713 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11715 Item* pItem = pBag->GetItemByPos(j);
11716 if( pItem && pItem->GetEnchantmentId(slot) )
11717 pItem->ClearEnchantment(slot);
11723 // duration == 0 will remove item enchant
11724 void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
11726 if(!item)
11727 return;
11729 if(slot >= MAX_ENCHANTMENT_SLOT)
11730 return;
11732 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11734 if(itr->item == item && itr->slot == slot)
11736 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
11737 m_enchantDuration.erase(itr);
11738 break;
11741 if(item && duration > 0 )
11743 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(),slot,uint32(duration/1000));
11744 m_enchantDuration.push_back(EnchantDuration(item,slot,duration));
11748 void Player::ApplyEnchantment(Item *item,bool apply)
11750 for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
11751 ApplyEnchantment(item, EnchantmentSlot(slot), apply);
11754 void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur, bool ignore_condition)
11756 if(!item)
11757 return;
11759 if(!item->IsEquipped())
11760 return;
11762 if(slot >= MAX_ENCHANTMENT_SLOT)
11763 return;
11765 uint32 enchant_id = item->GetEnchantmentId(slot);
11766 if(!enchant_id)
11767 return;
11769 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
11770 if(!pEnchant)
11771 return;
11773 if(!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
11774 return;
11776 for (int s=0; s<3; s++)
11778 uint32 enchant_display_type = pEnchant->type[s];
11779 uint32 enchant_amount = pEnchant->amount[s];
11780 uint32 enchant_spell_id = pEnchant->spellid[s];
11782 switch(enchant_display_type)
11784 case ITEM_ENCHANTMENT_TYPE_NONE:
11785 break;
11786 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
11787 // processed in Player::CastItemCombatSpell
11788 break;
11789 case ITEM_ENCHANTMENT_TYPE_DAMAGE:
11790 if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11791 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
11792 else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
11793 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
11794 else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
11795 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11796 break;
11797 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
11798 if(enchant_spell_id)
11800 if(apply)
11802 int32 basepoints = 0;
11803 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11804 if (item->GetItemRandomPropertyId())
11806 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11807 if (item_rand)
11809 // Search enchant_amount
11810 for (int k=0; k<3; k++)
11812 if(item_rand->enchant_id[k] == enchant_id)
11814 basepoints = int32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11815 break;
11820 // Cast custom spell vs all equal basepoints getted from enchant_amount
11821 if (basepoints)
11822 CastCustomSpell(this,enchant_spell_id,&basepoints,&basepoints,&basepoints,true,item);
11823 else
11824 CastSpell(this,enchant_spell_id,true,item);
11826 else
11827 RemoveAurasDueToItemSpell(item,enchant_spell_id);
11829 break;
11830 case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
11831 if (!enchant_amount)
11833 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11834 if(item_rand)
11836 for (int k=0; k<3; k++)
11838 if(item_rand->enchant_id[k] == enchant_id)
11840 enchant_amount = uint32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11841 break;
11847 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
11848 break;
11849 case ITEM_ENCHANTMENT_TYPE_STAT:
11851 if (!enchant_amount)
11853 ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11854 if(item_rand_suffix)
11856 for (int k=0; k<3; k++)
11858 if(item_rand_suffix->enchant_id[k] == enchant_id)
11860 enchant_amount = uint32((item_rand_suffix->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11861 break;
11867 sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
11868 switch (enchant_spell_id)
11870 case ITEM_MOD_AGILITY:
11871 sLog.outDebug("+ %u AGILITY",enchant_amount);
11872 HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
11873 ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
11874 break;
11875 case ITEM_MOD_STRENGTH:
11876 sLog.outDebug("+ %u STRENGTH",enchant_amount);
11877 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
11878 ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
11879 break;
11880 case ITEM_MOD_INTELLECT:
11881 sLog.outDebug("+ %u INTELLECT",enchant_amount);
11882 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
11883 ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
11884 break;
11885 case ITEM_MOD_SPIRIT:
11886 sLog.outDebug("+ %u SPIRIT",enchant_amount);
11887 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
11888 ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
11889 break;
11890 case ITEM_MOD_STAMINA:
11891 sLog.outDebug("+ %u STAMINA",enchant_amount);
11892 HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
11893 ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
11894 break;
11895 case ITEM_MOD_DEFENSE_SKILL_RATING:
11896 ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
11897 sLog.outDebug("+ %u DEFENCE", enchant_amount);
11898 break;
11899 case ITEM_MOD_DODGE_RATING:
11900 ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
11901 sLog.outDebug("+ %u DODGE", enchant_amount);
11902 break;
11903 case ITEM_MOD_PARRY_RATING:
11904 ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
11905 sLog.outDebug("+ %u PARRY", enchant_amount);
11906 break;
11907 case ITEM_MOD_BLOCK_RATING:
11908 ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
11909 sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
11910 break;
11911 case ITEM_MOD_HIT_MELEE_RATING:
11912 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11913 sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
11914 break;
11915 case ITEM_MOD_HIT_RANGED_RATING:
11916 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11917 sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
11918 break;
11919 case ITEM_MOD_HIT_SPELL_RATING:
11920 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11921 sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
11922 break;
11923 case ITEM_MOD_CRIT_MELEE_RATING:
11924 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11925 sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
11926 break;
11927 case ITEM_MOD_CRIT_RANGED_RATING:
11928 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11929 sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
11930 break;
11931 case ITEM_MOD_CRIT_SPELL_RATING:
11932 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11933 sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
11934 break;
11935 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11936 // in Enchantments
11937 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11938 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11939 // break;
11940 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11941 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11942 // break;
11943 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11944 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11945 // break;
11946 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11947 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11948 // break;
11949 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11950 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11951 // break;
11952 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11953 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11954 // break;
11955 // case ITEM_MOD_HASTE_MELEE_RATING:
11956 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11957 // break;
11958 // case ITEM_MOD_HASTE_RANGED_RATING:
11959 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11960 // break;
11961 case ITEM_MOD_HASTE_SPELL_RATING:
11962 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11963 break;
11964 case ITEM_MOD_HIT_RATING:
11965 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11966 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11967 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11968 sLog.outDebug("+ %u HIT", enchant_amount);
11969 break;
11970 case ITEM_MOD_CRIT_RATING:
11971 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11972 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11973 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11974 sLog.outDebug("+ %u CRITICAL", enchant_amount);
11975 break;
11976 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11977 // case ITEM_MOD_HIT_TAKEN_RATING:
11978 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11979 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11980 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11981 // break;
11982 // case ITEM_MOD_CRIT_TAKEN_RATING:
11983 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11984 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11985 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11986 // break;
11987 case ITEM_MOD_RESILIENCE_RATING:
11988 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11989 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11990 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11991 sLog.outDebug("+ %u RESILIENCE", enchant_amount);
11992 break;
11993 case ITEM_MOD_HASTE_RATING:
11994 ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11995 ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11996 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11997 sLog.outDebug("+ %u HASTE", enchant_amount);
11998 break;
11999 case ITEM_MOD_EXPERTISE_RATING:
12000 ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
12001 sLog.outDebug("+ %u EXPERTISE", enchant_amount);
12002 break;
12003 case ITEM_MOD_ATTACK_POWER:
12004 HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
12005 sLog.outDebug("+ %u ATTACK_POWER", enchant_amount);
12006 break;
12007 case ITEM_MOD_RANGED_ATTACK_POWER:
12008 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
12009 sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount);
12010 break;
12011 case ITEM_MOD_FERAL_ATTACK_POWER:
12012 ((Player*)this)->ApplyFeralAPBonus(enchant_amount, apply);
12013 sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount);
12014 break;
12015 case ITEM_MOD_SPELL_HEALING_DONE:
12016 ((Player*)this)->ApplySpellHealingBonus(enchant_amount, apply);
12017 sLog.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount);
12018 break;
12019 case ITEM_MOD_SPELL_DAMAGE_DONE:
12020 ((Player*)this)->ApplySpellDamageBonus(enchant_amount, apply);
12021 sLog.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount);
12022 break;
12023 case ITEM_MOD_MANA_REGENERATION:
12024 ((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply);
12025 sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount);
12026 break;
12027 case ITEM_MOD_ARMOR_PENETRATION_RATING:
12028 ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
12029 sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
12030 break;
12031 case ITEM_MOD_SPELL_POWER:
12032 ((Player*)this)->ApplySpellHealingBonus(enchant_amount, apply);
12033 ((Player*)this)->ApplySpellDamageBonus(enchant_amount, apply);
12034 sLog.outDebug("+ %u SPELL_POWER", enchant_amount);
12035 break;
12036 default:
12037 break;
12039 break;
12041 case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
12043 if(getClass() == CLASS_SHAMAN)
12045 float addValue = 0.0f;
12046 if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
12048 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
12049 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
12051 else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
12053 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
12054 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
12057 break;
12059 case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
12060 // processed in Player::CastItemUseSpell
12061 break;
12062 default:
12063 sLog.outError("Unknown item enchantment display type: %d",enchant_display_type);
12064 break;
12065 } /*switch(enchant_display_type)*/
12066 } /*for*/
12068 // visualize enchantment at player and equipped items
12069 if(slot < MAX_INSPECTED_ENCHANTMENT_SLOT)
12071 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (item->GetSlot() * MAX_VISIBLE_ITEM_OFFSET);
12072 SetUInt32Value(VisibleBase + 1 + slot, apply? item->GetEnchantmentId(slot) : 0);
12075 if(apply_dur)
12077 if(apply)
12079 // set duration
12080 uint32 duration = item->GetEnchantmentDuration(slot);
12081 if(duration > 0)
12082 AddEnchantmentDuration(item,slot,duration);
12084 else
12086 // duration == 0 will remove EnchantDuration
12087 AddEnchantmentDuration(item,slot,0);
12092 void Player::SendEnchantmentDurations()
12094 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
12096 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(),itr->slot,uint32(itr->leftduration)/1000);
12100 void Player::SendItemDurations()
12102 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end();++itr)
12104 (*itr)->SendTimeUpdate(this);
12108 void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
12110 if(!item) // prevent crash
12111 return;
12113 // last check 2.0.10
12114 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
12115 data << GetGUID(); // player GUID
12116 data << uint32(received); // 0=looted, 1=from npc
12117 data << uint32(created); // 0=received, 1=created
12118 data << uint32(1); // always 0x01 (probably meant to be count of listed items)
12119 data << (uint8)item->GetBagSlot(); // bagslot
12120 // item slot, but when added to stack: 0xFFFFFFFF
12121 data << (uint32) ((item->GetCount()==count) ? item->GetSlot() : -1);
12122 data << uint32(item->GetEntry()); // item id
12123 data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
12124 data << uint32(item->GetItemRandomPropertyId()); // random item property id
12125 data << uint32(count); // count of items
12126 data << GetItemCount(item->GetEntry()); // count of items in inventory
12128 if (broadcast && GetGroup())
12129 GetGroup()->BroadcastPacket(&data);
12130 else
12131 GetSession()->SendPacket(&data);
12134 /*********************************************************/
12135 /*** QUEST SYSTEM ***/
12136 /*********************************************************/
12138 void Player::PrepareQuestMenu( uint64 guid )
12140 Object *pObject;
12141 QuestRelations* pObjectQR;
12142 QuestRelations* pObjectQIR;
12143 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
12144 if( pCreature )
12146 pObject = (Object*)pCreature;
12147 pObjectQR = &objmgr.mCreatureQuestRelations;
12148 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
12150 else
12152 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
12153 if( pGameObject )
12155 pObject = (Object*)pGameObject;
12156 pObjectQR = &objmgr.mGOQuestRelations;
12157 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
12159 else
12160 return;
12163 QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
12164 qm.ClearMenu();
12166 for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
12168 uint32 quest_id = i->second;
12169 QuestStatus status = GetQuestStatus( quest_id );
12170 if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
12171 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
12172 else if ( status == QUEST_STATUS_INCOMPLETE )
12173 qm.AddMenuItem(quest_id, DIALOG_STATUS_INCOMPLETE);
12174 else if (status == QUEST_STATUS_AVAILABLE )
12175 qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
12178 for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
12180 uint32 quest_id = i->second;
12181 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
12182 if(!pQuest) continue;
12184 QuestStatus status = GetQuestStatus( quest_id );
12186 if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
12187 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
12188 else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
12189 qm.AddMenuItem(quest_id, DIALOG_STATUS_AVAILABLE);
12193 void Player::SendPreparedQuest( uint64 guid )
12195 QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
12196 if( questMenu.Empty() )
12197 return;
12199 QuestMenuItem const& qmi0 = questMenu.GetItem( 0 );
12201 uint32 status = qmi0.m_qIcon;
12203 // single element case
12204 if ( questMenu.MenuItemCount() == 1 )
12206 // Auto open -- maybe also should verify there is no greeting
12207 uint32 quest_id = qmi0.m_qId;
12208 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
12209 if ( pQuest )
12211 if( status == DIALOG_STATUS_REWARD_REP && !GetQuestRewardStatus( quest_id ) )
12212 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanRewardQuest(pQuest,false), true );
12213 else if( status == DIALOG_STATUS_INCOMPLETE )
12214 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, false, true );
12215 // Send completable on repeatable quest if player don't have quest
12216 else if( pQuest->IsRepeatable() && !pQuest->IsDaily() )
12217 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanCompleteRepeatableQuest(pQuest), true );
12218 else
12219 PlayerTalkClass->SendQuestGiverQuestDetails( pQuest, guid, true );
12222 // multiply entries
12223 else
12225 QEmote qe;
12226 qe._Delay = 0;
12227 qe._Emote = 0;
12228 std::string title = "";
12229 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
12230 if( pCreature )
12232 uint32 textid = pCreature->GetNpcTextId();
12233 GossipText * gossiptext = objmgr.GetGossipText(textid);
12234 if( !gossiptext )
12236 qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12237 qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12238 title = "";
12240 else
12242 qe = gossiptext->Options[0].Emotes[0];
12244 if(!gossiptext->Options[0].Text_0.empty())
12246 title = gossiptext->Options[0].Text_0;
12248 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12249 if (loc_idx >= 0)
12251 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
12252 if (nl)
12254 if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
12255 title = nl->Text_0[0][loc_idx];
12259 else
12261 title = gossiptext->Options[0].Text_1;
12263 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12264 if (loc_idx >= 0)
12266 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
12267 if (nl)
12269 if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
12270 title = nl->Text_1[0][loc_idx];
12276 PlayerTalkClass->SendQuestGiverQuestList( qe, title, guid );
12280 bool Player::IsActiveQuest( uint32 quest_id ) const
12282 QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
12284 return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
12287 Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
12289 Object *pObject;
12290 QuestRelations* pObjectQR;
12291 QuestRelations* pObjectQIR;
12293 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
12294 if( pCreature )
12296 pObject = (Object*)pCreature;
12297 pObjectQR = &objmgr.mCreatureQuestRelations;
12298 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
12300 else
12302 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
12303 if( pGameObject )
12305 pObject = (Object*)pGameObject;
12306 pObjectQR = &objmgr.mGOQuestRelations;
12307 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
12309 else
12310 return NULL;
12313 uint32 nextQuestID = pQuest->GetNextQuestInChain();
12314 for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
12316 if (itr->second == nextQuestID)
12317 return objmgr.GetQuestTemplate(nextQuestID);
12320 return NULL;
12323 bool Player::CanSeeStartQuest( Quest const *pQuest )
12325 if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
12326 SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
12327 SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
12328 SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
12330 return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
12333 return false;
12336 bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
12338 return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
12339 && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
12340 && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
12341 && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
12342 && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
12343 && SatisfyQuestDay( pQuest, msg );
12346 bool Player::CanAddQuest( Quest const *pQuest, bool msg )
12348 if( !SatisfyQuestLog( msg ) )
12349 return false;
12351 uint32 srcitem = pQuest->GetSrcItemId();
12352 if( srcitem > 0 )
12354 uint32 count = pQuest->GetSrcItemCount();
12355 ItemPosCountVec dest;
12356 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12358 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12359 if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12360 return true;
12361 else if( msg != EQUIP_ERR_OK )
12363 SendEquipError( msg, NULL, NULL );
12364 return false;
12367 return true;
12370 bool Player::CanCompleteQuest( uint32 quest_id )
12372 if( quest_id )
12374 QuestStatusData& q_status = mQuestStatus[quest_id];
12375 if( q_status.m_status == QUEST_STATUS_COMPLETE )
12376 return false; // not allow re-complete quest
12378 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12380 if(!qInfo)
12381 return false;
12383 // auto complete quest
12384 if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
12385 return true;
12387 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
12390 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12392 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12394 if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
12395 return false;
12399 if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12401 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12403 if( qInfo->ReqCreatureOrGOId[i] == 0 )
12404 continue;
12406 if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
12407 return false;
12411 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
12412 return false;
12414 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && q_status.m_timer == 0 )
12415 return false;
12417 if ( qInfo->GetRewOrReqMoney() < 0 )
12419 if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
12420 return false;
12423 uint32 repFacId = qInfo->GetRepObjectiveFaction();
12424 if ( repFacId && GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
12425 return false;
12427 return true;
12430 return false;
12433 bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
12435 // Solve problem that player don't have the quest and try complete it.
12436 // if repeatable she must be able to complete event if player don't have it.
12437 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12438 if( !CanTakeQuest(pQuest, false) )
12439 return false;
12441 if (pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER) )
12442 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12443 if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
12444 return false;
12446 if( !CanRewardQuest(pQuest, false) )
12447 return false;
12449 return true;
12452 bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
12454 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12455 if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
12456 return false;
12458 // daily quest can't be rewarded (25 daily quest already completed)
12459 if(!SatisfyQuestDay(pQuest,true))
12460 return false;
12462 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12463 if(GetQuestRewardStatus(pQuest->GetQuestId()))
12464 return false;
12466 // prevent receive reward with quest items in bank
12467 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12469 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12471 if( pQuest->ReqItemCount[i]!= 0 &&
12472 GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
12474 if(msg)
12475 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
12476 return false;
12481 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12482 if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
12483 return false;
12485 return true;
12488 bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
12490 // prevent receive reward with quest items in bank or for not completed quest
12491 if(!CanRewardQuest(pQuest,msg))
12492 return false;
12494 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12496 if( pQuest->RewChoiceItemId[reward] )
12498 ItemPosCountVec dest;
12499 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
12500 if( res != EQUIP_ERR_OK )
12502 SendEquipError( res, NULL, NULL );
12503 return false;
12508 if ( pQuest->GetRewItemsCount() > 0 )
12510 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
12512 if( pQuest->RewItemId[i] )
12514 ItemPosCountVec dest;
12515 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
12516 if( res != EQUIP_ERR_OK )
12518 SendEquipError( res, NULL, NULL );
12519 return false;
12525 return true;
12528 void Player::AddQuest( Quest const *pQuest, Object *questGiver )
12530 uint16 log_slot = FindQuestSlot( 0 );
12531 assert(log_slot < MAX_QUEST_LOG_SIZE);
12533 uint32 quest_id = pQuest->GetQuestId();
12535 // if not exist then created with set uState==NEW and rewarded=false
12536 QuestStatusData& questStatusData = mQuestStatus[quest_id];
12537 if (questStatusData.uState != QUEST_NEW)
12538 questStatusData.uState = QUEST_CHANGED;
12540 // check for repeatable quests status reset
12541 questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
12542 questStatusData.m_explored = false;
12544 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12546 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12547 questStatusData.m_itemcount[i] = 0;
12550 if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12552 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12553 questStatusData.m_creatureOrGOcount[i] = 0;
12556 GiveQuestSourceItem( pQuest );
12557 AdjustQuestReqItemCount( pQuest );
12559 if( pQuest->GetRepObjectiveFaction() )
12560 SetFactionVisibleForFactionId(pQuest->GetRepObjectiveFaction());
12562 uint32 qtime = 0;
12563 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
12565 uint32 limittime = pQuest->GetLimitTime();
12567 // shared timed quest
12568 if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
12569 limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / 1000;
12571 AddTimedQuest( quest_id );
12572 questStatusData.m_timer = limittime * 1000;
12573 qtime = static_cast<uint32>(time(NULL)) + limittime;
12575 else
12576 questStatusData.m_timer = 0;
12578 SetQuestSlot(log_slot, quest_id, qtime);
12580 //starting initial quest script
12581 if(questGiver && pQuest->GetQuestStartScript()!=0)
12582 sWorld.ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
12584 UpdateForQuestsGO();
12587 void Player::CompleteQuest( uint32 quest_id )
12589 if( quest_id )
12591 SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
12593 uint16 log_slot = FindQuestSlot( quest_id );
12594 if( log_slot < MAX_QUEST_LOG_SIZE)
12595 SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12597 if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
12599 if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
12600 RewardQuest(qInfo,0,this,false);
12601 else
12602 SendQuestComplete( quest_id );
12607 void Player::IncompleteQuest( uint32 quest_id )
12609 if( quest_id )
12611 SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
12613 uint16 log_slot = FindQuestSlot( quest_id );
12614 if( log_slot < MAX_QUEST_LOG_SIZE)
12615 RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12619 void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
12621 uint32 quest_id = pQuest->GetQuestId();
12623 for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++ )
12625 if ( pQuest->ReqItemId[i] )
12626 DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
12629 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12630 // SetTimedQuest( 0 );
12631 m_timedquests.erase(pQuest->GetQuestId());
12633 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12635 if( pQuest->RewChoiceItemId[reward] )
12637 ItemPosCountVec dest;
12638 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK )
12640 Item* item = StoreNewItem( dest, pQuest->RewChoiceItemId[reward], true);
12641 SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
12646 if ( pQuest->GetRewItemsCount() > 0 )
12648 for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
12650 if( pQuest->RewItemId[i] )
12652 ItemPosCountVec dest;
12653 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ) == EQUIP_ERR_OK )
12655 Item* item = StoreNewItem( dest, pQuest->RewItemId[i], true);
12656 SendNewItem(item, pQuest->RewItemCount[i], true, false);
12662 RewardReputation( pQuest );
12664 if( pQuest->GetRewSpellCast() > 0 )
12665 CastSpell( this, pQuest->GetRewSpellCast(), true);
12666 else if( pQuest->GetRewSpell() > 0)
12667 CastSpell( this, pQuest->GetRewSpell(), true);
12669 uint16 log_slot = FindQuestSlot( quest_id );
12670 if( log_slot < MAX_QUEST_LOG_SIZE)
12671 SetQuestSlot(log_slot,0);
12673 QuestStatusData& q_status = mQuestStatus[quest_id];
12675 // Not give XP in case already completed once repeatable quest
12676 uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
12678 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
12679 GiveXP( XP , NULL );
12680 else
12681 ModifyMoney( int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)) );
12683 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12684 ModifyMoney( pQuest->GetRewOrReqMoney() );
12686 // honor reward
12687 if(pQuest->GetRewHonorableKills())
12688 RewardHonor(NULL, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
12690 // title reward
12691 if(pQuest->GetCharTitleId())
12693 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
12694 SetTitle(titleEntry);
12697 if(pQuest->GetBonusTalents())
12699 m_questRewardTalentCount+=pQuest->GetBonusTalents();
12700 InitTalentForLevel();
12703 // Send reward mail
12704 if(pQuest->GetRewMailTemplateId())
12706 MailMessageType mailType;
12707 uint32 senderGuidOrEntry;
12708 switch(questGiver->GetTypeId())
12710 case TYPEID_UNIT:
12711 mailType = MAIL_CREATURE;
12712 senderGuidOrEntry = questGiver->GetEntry();
12713 break;
12714 case TYPEID_GAMEOBJECT:
12715 mailType = MAIL_GAMEOBJECT;
12716 senderGuidOrEntry = questGiver->GetEntry();
12717 break;
12718 case TYPEID_ITEM:
12719 mailType = MAIL_ITEM;
12720 senderGuidOrEntry = questGiver->GetEntry();
12721 break;
12722 case TYPEID_PLAYER:
12723 mailType = MAIL_NORMAL;
12724 senderGuidOrEntry = questGiver->GetGUIDLow();
12725 break;
12726 default:
12727 mailType = MAIL_NORMAL;
12728 senderGuidOrEntry = GetGUIDLow();
12729 break;
12732 Loot questMailLoot;
12734 questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this);
12736 // fill mail
12737 MailItemsInfo mi; // item list preparing
12739 for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.items.size(); ++i)
12741 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
12743 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12745 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12746 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12751 for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.quest_items.size(); ++i)
12753 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i+questMailLoot.items.size(),this))
12755 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12757 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12758 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12763 WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
12766 if(pQuest->IsDaily())
12768 SetDailyQuestStatus(quest_id);
12769 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
12772 if ( !pQuest->IsRepeatable() )
12773 SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
12774 else
12775 SetQuestStatus(quest_id, QUEST_STATUS_NONE);
12777 q_status.m_rewarded = true;
12779 if(announce)
12780 SendQuestReward( pQuest, XP, questGiver );
12782 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12783 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
12784 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST);
12787 void Player::FailQuest( uint32 quest_id )
12789 if( quest_id )
12791 IncompleteQuest( quest_id );
12793 uint16 log_slot = FindQuestSlot( quest_id );
12794 if( log_slot < MAX_QUEST_LOG_SIZE)
12796 SetQuestSlotTimer(log_slot, 1 );
12797 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12799 SendQuestFailed( quest_id );
12803 void Player::FailTimedQuest( uint32 quest_id )
12805 if( quest_id )
12807 QuestStatusData& q_status = mQuestStatus[quest_id];
12809 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12810 q_status.m_timer = 0;
12812 IncompleteQuest( quest_id );
12814 uint16 log_slot = FindQuestSlot( quest_id );
12815 if( log_slot < MAX_QUEST_LOG_SIZE)
12817 SetQuestSlotTimer(log_slot, 1 );
12818 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12820 SendQuestTimerFailed( quest_id );
12824 bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
12826 int32 zoneOrSort = qInfo->GetZoneOrSort();
12827 int32 skillOrClass = qInfo->GetSkillOrClass();
12829 // skip zone zoneOrSort and 0 case skillOrClass
12830 if( zoneOrSort >= 0 && skillOrClass == 0 )
12831 return true;
12833 int32 questSort = -zoneOrSort;
12834 uint8 reqSortClass = ClassByQuestSort(questSort);
12836 // check class sort cases in zoneOrSort
12837 if( reqSortClass != 0 && getClass() != reqSortClass)
12839 if( msg )
12840 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12841 return false;
12844 // check class
12845 if( skillOrClass < 0 )
12847 uint8 reqClass = -int32(skillOrClass);
12848 if(getClass() != reqClass)
12850 if( msg )
12851 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12852 return false;
12855 // check skill
12856 else if( skillOrClass > 0 )
12858 uint32 reqSkill = skillOrClass;
12859 if( GetSkillValue( reqSkill ) < qInfo->GetRequiredSkillValue() )
12861 if( msg )
12862 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12863 return false;
12867 return true;
12870 bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
12872 if( getLevel() < qInfo->GetMinLevel() )
12874 if( msg )
12875 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12876 return false;
12878 return true;
12881 bool Player::SatisfyQuestLog( bool msg )
12883 // exist free slot
12884 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE )
12885 return true;
12887 if( msg )
12889 WorldPacket data( SMSG_QUESTLOG_FULL, 0 );
12890 GetSession()->SendPacket( &data );
12891 sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12893 return false;
12896 bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
12898 // No previous quest (might be first quest in a series)
12899 if( qInfo->prevQuests.empty())
12900 return true;
12902 for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter )
12904 uint32 prevId = abs(*iter);
12906 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
12907 Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
12909 if( qPrevInfo && i_prevstatus != mQuestStatus.end() )
12911 // If any of the positive previous quests completed, return true
12912 if( *iter > 0 && i_prevstatus->second.m_rewarded )
12914 // skip one-from-all exclusive group
12915 if(qPrevInfo->GetExclusiveGroup() >= 0)
12916 return true;
12918 // each-from-all exclusive group ( < 0)
12919 // can be start if only all quests in prev quest exclusive group completed and rewarded
12920 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12921 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12923 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12925 for(; iter != end; ++iter)
12927 uint32 exclude_Id = iter->second;
12929 // skip checked quest id, only state of other quests in group is interesting
12930 if(exclude_Id == prevId)
12931 continue;
12933 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12935 // alternative quest from group also must be completed and rewarded(reported)
12936 if( i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded )
12938 if( msg )
12939 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12940 return false;
12943 return true;
12945 // If any of the negative previous quests active, return true
12946 if( *iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12947 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
12949 // skip one-from-all exclusive group
12950 if(qPrevInfo->GetExclusiveGroup() >= 0)
12951 return true;
12953 // each-from-all exclusive group ( < 0)
12954 // can be start if only all quests in prev quest exclusive group active
12955 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12956 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12958 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12960 for(; iter != end; ++iter)
12962 uint32 exclude_Id = iter->second;
12964 // skip checked quest id, only state of other quests in group is interesting
12965 if(exclude_Id == prevId)
12966 continue;
12968 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12970 // alternative quest from group also must be active
12971 if( i_exstatus == mQuestStatus.end() ||
12972 i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
12973 (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)) )
12975 if( msg )
12976 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12977 return false;
12980 return true;
12985 // Has only positive prev. quests in non-rewarded state
12986 // and negative prev. quests in non-active state
12987 if( msg )
12988 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12990 return false;
12993 bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
12995 uint32 reqraces = qInfo->GetRequiredRaces();
12996 if ( reqraces == 0 )
12997 return true;
12998 if( (reqraces & getRaceMask()) == 0 )
13000 if( msg )
13001 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
13002 return false;
13004 return true;
13007 bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
13009 uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
13010 if(fIdMin && GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
13012 if( msg )
13013 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13014 return false;
13017 uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
13018 if(fIdMax && GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
13020 if( msg )
13021 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13022 return false;
13025 return true;
13028 bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
13030 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
13031 if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
13033 if( msg )
13034 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
13035 return false;
13037 return true;
13040 bool Player::SatisfyQuestTimed( Quest const* qInfo, bool msg )
13042 if ( (find(m_timedquests.begin(), m_timedquests.end(), qInfo->GetQuestId()) != m_timedquests.end()) && qInfo->HasFlag(QUEST_MANGOS_FLAGS_TIMED) )
13044 if( msg )
13045 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED );
13046 return false;
13048 return true;
13051 bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
13053 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
13054 if(qInfo->GetExclusiveGroup() <= 0)
13055 return true;
13057 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
13058 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
13060 assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
13062 for(; iter != end; ++iter)
13064 uint32 exclude_Id = iter->second;
13066 // skip checked quest id, only state of other quests in group is interesting
13067 if(exclude_Id == qInfo->GetQuestId())
13068 continue;
13070 // not allow have daily quest if daily quest from exclusive group already recently completed
13071 Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
13072 if( !SatisfyQuestDay(Nquest, false) )
13074 if( msg )
13075 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13076 return false;
13079 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
13081 // alternative quest already started or completed
13082 if( i_exstatus != mQuestStatus.end()
13083 && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
13085 if( msg )
13086 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13087 return false;
13090 return true;
13093 bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
13095 if(!qInfo->GetNextQuestInChain())
13096 return true;
13098 // next quest in chain already started or completed
13099 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
13100 if( itr != mQuestStatus.end()
13101 && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) )
13103 if( msg )
13104 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13105 return false;
13108 // check for all quests further up the chain
13109 // only necessary if there are quest chains with more than one quest that can be skipped
13110 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
13111 return true;
13114 bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
13116 // No previous quest in chain
13117 if( qInfo->prevChainQuests.empty())
13118 return true;
13120 for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
13122 uint32 prevId = *iter;
13124 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
13126 if( i_prevstatus != mQuestStatus.end() )
13128 // If any of the previous quests in chain active, return false
13129 if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
13130 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
13132 if( msg )
13133 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13134 return false;
13138 // check for all quests further down the chain
13139 // only necessary if there are quest chains with more than one quest that can be skipped
13140 //if( !SatisfyQuestPrevChain( prevId, msg ) )
13141 // return false;
13144 // No previous quest in chain active
13145 return true;
13148 bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
13150 if(!qInfo->IsDaily())
13151 return true;
13153 bool have_slot = false;
13154 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
13156 uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
13157 if(qInfo->GetQuestId()==id)
13158 return false;
13160 if(!id)
13161 have_slot = true;
13164 if(!have_slot)
13166 if( msg )
13167 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
13168 return false;
13171 return true;
13174 bool Player::GiveQuestSourceItem( Quest const *pQuest )
13176 uint32 srcitem = pQuest->GetSrcItemId();
13177 if( srcitem > 0 )
13179 uint32 count = pQuest->GetSrcItemCount();
13180 if( count <= 0 )
13181 count = 1;
13183 ItemPosCountVec dest;
13184 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
13185 if( msg == EQUIP_ERR_OK )
13187 Item * item = StoreNewItem(dest, srcitem, true);
13188 SendNewItem(item, count, true, false);
13189 return true;
13191 // player already have max amount required item, just report success
13192 else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
13193 return true;
13194 else
13195 SendEquipError( msg, NULL, NULL );
13196 return false;
13199 return true;
13202 bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
13204 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13205 if( qInfo )
13207 uint32 srcitem = qInfo->GetSrcItemId();
13208 if( srcitem > 0 )
13210 uint32 count = qInfo->GetSrcItemCount();
13211 if( count <= 0 )
13212 count = 1;
13214 // exist one case when destroy source quest item not possible:
13215 // non un-equippable item (equipped non-empty bag, for example)
13216 uint8 res = CanUnequipItems(srcitem,count);
13217 if(res != EQUIP_ERR_OK)
13219 if(msg)
13220 SendEquipError( res, NULL, NULL );
13221 return false;
13224 DestroyItemCount(srcitem, count, true, true);
13227 return true;
13230 bool Player::GetQuestRewardStatus( uint32 quest_id ) const
13232 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13233 if( qInfo )
13235 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13236 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13237 if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
13238 && !qInfo->IsRepeatable() )
13239 return itr->second.m_rewarded;
13241 return false;
13243 return false;
13246 QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
13248 if( quest_id )
13250 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13251 if( itr != mQuestStatus.end() )
13252 return itr->second.m_status;
13254 return QUEST_STATUS_NONE;
13257 bool Player::CanShareQuest(uint32 quest_id) const
13259 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13260 if( qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) )
13262 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13263 if( itr != mQuestStatus.end() )
13264 return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
13266 return false;
13269 void Player::SetQuestStatus( uint32 quest_id, QuestStatus status )
13271 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13272 if( qInfo )
13274 if( status == QUEST_STATUS_NONE || status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE )
13276 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
13277 m_timedquests.erase(qInfo->GetQuestId());
13280 QuestStatusData& q_status = mQuestStatus[quest_id];
13282 q_status.m_status = status;
13283 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13286 UpdateForQuestsGO();
13289 // not used in MaNGOS, but used in scripting code
13290 uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
13292 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13293 if( !qInfo )
13294 return 0;
13296 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13297 if ( qInfo->ReqCreatureOrGOId[j] == entry )
13298 return mQuestStatus[quest_id].m_creatureOrGOcount[j];
13300 return 0;
13303 void Player::AdjustQuestReqItemCount( Quest const* pQuest )
13305 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13307 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
13309 uint32 reqitemcount = pQuest->ReqItemCount[i];
13310 if( reqitemcount != 0 )
13312 uint32 quest_id = pQuest->GetQuestId();
13313 uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
13315 QuestStatusData& q_status = mQuestStatus[quest_id];
13316 q_status.m_itemcount[i] = std::min(curitemcount, reqitemcount);
13317 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13323 uint16 Player::FindQuestSlot( uint32 quest_id ) const
13325 for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13326 if ( GetQuestSlotQuestId(i) == quest_id )
13327 return i;
13329 return MAX_QUEST_LOG_SIZE;
13332 void Player::AreaExploredOrEventHappens( uint32 questId )
13334 if( questId )
13336 uint16 log_slot = FindQuestSlot( questId );
13337 if( log_slot < MAX_QUEST_LOG_SIZE)
13339 QuestStatusData& q_status = mQuestStatus[questId];
13341 if(!q_status.m_explored)
13343 q_status.m_explored = true;
13344 if (q_status.uState != QUEST_NEW)
13345 q_status.uState = QUEST_CHANGED;
13348 if( CanCompleteQuest( questId ) )
13349 CompleteQuest( questId );
13353 //not used in mangosd, function for external script library
13354 void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
13356 if( Group *pGroup = GetGroup() )
13358 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
13360 Player *pGroupGuy = itr->getSource();
13362 // for any leave or dead (with not released body) group member at appropriate distance
13363 if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse() )
13364 pGroupGuy->AreaExploredOrEventHappens(questId);
13367 else
13368 AreaExploredOrEventHappens(questId);
13371 void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
13373 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13375 uint32 questid = GetQuestSlotQuestId(i);
13376 if ( questid == 0 )
13377 continue;
13379 QuestStatusData& q_status = mQuestStatus[questid];
13381 if ( q_status.m_status != QUEST_STATUS_INCOMPLETE )
13382 continue;
13384 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13385 if( !qInfo || !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13386 continue;
13388 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13390 uint32 reqitem = qInfo->ReqItemId[j];
13391 if ( reqitem == entry )
13393 uint32 reqitemcount = qInfo->ReqItemCount[j];
13394 uint32 curitemcount = q_status.m_itemcount[j];
13395 if ( curitemcount < reqitemcount )
13397 uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
13398 q_status.m_itemcount[j] += additemcount;
13399 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13401 SendQuestUpdateAddItem( qInfo, j, additemcount );
13403 if ( CanCompleteQuest( questid ) )
13404 CompleteQuest( questid );
13405 return;
13409 UpdateForQuestsGO();
13410 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
13413 void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
13415 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13417 uint32 questid = GetQuestSlotQuestId(i);
13418 if(!questid)
13419 continue;
13420 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13421 if ( !qInfo )
13422 continue;
13423 if( !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13424 continue;
13426 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13428 uint32 reqitem = qInfo->ReqItemId[j];
13429 if ( reqitem == entry )
13431 QuestStatusData& q_status = mQuestStatus[questid];
13433 uint32 reqitemcount = qInfo->ReqItemCount[j];
13434 uint32 curitemcount;
13435 if( q_status.m_status != QUEST_STATUS_COMPLETE )
13436 curitemcount = q_status.m_itemcount[j];
13437 else
13438 curitemcount = GetItemCount(entry,true);
13439 if ( curitemcount < reqitemcount + count )
13441 uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
13442 q_status.m_itemcount[j] = curitemcount - remitemcount;
13443 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13445 IncompleteQuest( questid );
13447 return;
13451 UpdateForQuestsGO();
13454 void Player::KilledMonster( uint32 entry, uint64 guid )
13456 uint32 addkillcount = 1;
13457 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, entry, addkillcount);
13458 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13460 uint32 questid = GetQuestSlotQuestId(i);
13461 if(!questid)
13462 continue;
13464 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13465 if( !qInfo )
13466 continue;
13467 // just if !ingroup || !noraidgroup || raidgroup
13468 QuestStatusData& q_status = mQuestStatus[questid];
13469 if( q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
13471 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST) )
13473 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13475 // skip GO activate objective or none
13476 if(qInfo->ReqCreatureOrGOId[j] <=0)
13477 continue;
13479 // skip Cast at creature objective
13480 if(qInfo->ReqSpell[j] !=0 )
13481 continue;
13483 uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
13485 if ( reqkill == entry )
13487 uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
13488 uint32 curkillcount = q_status.m_creatureOrGOcount[j];
13489 if ( curkillcount < reqkillcount )
13491 q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
13492 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13494 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
13496 if ( CanCompleteQuest( questid ) )
13497 CompleteQuest( questid );
13499 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13500 continue;
13508 void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
13510 bool isCreature = IS_CREATURE_GUID(guid);
13512 uint32 addCastCount = 1;
13513 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13515 uint32 questid = GetQuestSlotQuestId(i);
13516 if(!questid)
13517 continue;
13519 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13520 if ( !qInfo )
13521 continue;
13523 QuestStatusData& q_status = mQuestStatus[questid];
13525 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13527 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST ) )
13529 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13531 // skip kill creature objective (0) or wrong spell casts
13532 if(qInfo->ReqSpell[j] != spell_id )
13533 continue;
13535 uint32 reqTarget = 0;
13537 if(isCreature)
13539 // creature activate objectives
13540 if(qInfo->ReqCreatureOrGOId[j] > 0)
13541 // checked at quest_template loading
13542 reqTarget = qInfo->ReqCreatureOrGOId[j];
13544 else
13546 // GO activate objective
13547 if(qInfo->ReqCreatureOrGOId[j] < 0)
13548 // checked at quest_template loading
13549 reqTarget = - qInfo->ReqCreatureOrGOId[j];
13552 // other not this creature/GO related objectives
13553 if( reqTarget != entry )
13554 continue;
13556 uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
13557 uint32 curCastCount = q_status.m_creatureOrGOcount[j];
13558 if ( curCastCount < reqCastCount )
13560 q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
13561 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13563 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount);
13566 if ( CanCompleteQuest( questid ) )
13567 CompleteQuest( questid );
13569 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13570 break;
13577 void Player::TalkedToCreature( uint32 entry, uint64 guid )
13579 uint32 addTalkCount = 1;
13580 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13582 uint32 questid = GetQuestSlotQuestId(i);
13583 if(!questid)
13584 continue;
13586 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13587 if ( !qInfo )
13588 continue;
13590 QuestStatusData& q_status = mQuestStatus[questid];
13592 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13594 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) )
13596 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13598 // skip spell casts and Gameobject objectives
13599 if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
13600 continue;
13602 uint32 reqTarget = 0;
13604 if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
13605 // checked at quest_template loading
13606 reqTarget = qInfo->ReqCreatureOrGOId[j];
13607 else
13608 continue;
13610 if ( reqTarget == entry )
13612 uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
13613 uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
13614 if ( curTalkCount < reqTalkCount )
13616 q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
13617 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13619 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount);
13621 if ( CanCompleteQuest( questid ) )
13622 CompleteQuest( questid );
13624 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13625 continue;
13633 void Player::MoneyChanged( uint32 count )
13635 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13637 uint32 questid = GetQuestSlotQuestId(i);
13638 if (!questid)
13639 continue;
13641 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13642 if( qInfo && qInfo->GetRewOrReqMoney() < 0 )
13644 QuestStatusData& q_status = mQuestStatus[questid];
13646 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13648 if(int32(count) >= -qInfo->GetRewOrReqMoney())
13650 if ( CanCompleteQuest( questid ) )
13651 CompleteQuest( questid );
13654 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13656 if(int32(count) < -qInfo->GetRewOrReqMoney())
13657 IncompleteQuest( questid );
13663 bool Player::HasQuestForItem( uint32 itemid ) const
13665 for( QuestStatusMap::const_iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
13667 QuestStatusData const& q_status = i->second;
13669 if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
13671 Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
13672 if(!qinfo)
13673 continue;
13675 // hide quest if player is in raid-group and quest is no raid quest
13676 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
13677 continue;
13679 // There should be no mixed ReqItem/ReqSource drop
13680 // This part for ReqItem drop
13681 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13683 if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] )
13684 return true;
13686 // This part - for ReqSource
13687 for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; j++)
13689 // examined item is a source item
13690 if (qinfo->ReqSourceId[j] == itemid && qinfo->ReqSourceRef[j] > 0 && qinfo->ReqSourceRef[j] <= QUEST_OBJECTIVES_COUNT)
13692 uint32 idx = qinfo->ReqSourceRef[j]-1;
13694 // total count of created ReqItems and SourceItems is less than ReqItemCount
13695 if(qinfo->ReqItemId[idx] != 0 &&
13696 q_status.m_itemcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqItemCount[idx] * qinfo->ReqSourceCount[j])
13697 return true;
13699 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13700 if (qinfo->ReqCreatureOrGOId[idx] != 0)
13702 if(q_status.m_creatureOrGOcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqCreatureOrGOCount[idx] * qinfo->ReqSourceCount[j])
13703 return true;
13705 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13706 else if(qinfo->ReqSpell[idx] != 0)
13708 // not casted and need more reagents/item for use.
13709 if(!q_status.m_explored && GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
13710 return true;
13716 return false;
13719 void Player::SendQuestComplete( uint32 quest_id )
13721 if( quest_id )
13723 WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 );
13724 data << uint32(quest_id);
13725 GetSession()->SendPacket( &data );
13726 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id );
13730 void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
13732 uint32 questid = pQuest->GetQuestId();
13733 sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
13734 WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) );
13735 data << uint32(questid);
13737 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
13739 data << uint32(XP);
13740 data << uint32(pQuest->GetRewOrReqMoney());
13742 else
13744 data << uint32(0);
13745 data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
13748 data << uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
13749 data << uint32(pQuest->GetBonusTalents()); // bonus talents
13750 GetSession()->SendPacket( &data );
13752 if (pQuest->GetQuestCompleteScript() != 0)
13753 sWorld.ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
13756 void Player::SendQuestFailed( uint32 quest_id )
13758 if( quest_id )
13760 WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 );
13761 data << quest_id;
13762 data << uint32(0); // failed reason (4 for inventory is full)
13763 GetSession()->SendPacket( &data );
13764 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13768 void Player::SendQuestTimerFailed( uint32 quest_id )
13770 if( quest_id )
13772 WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
13773 data << quest_id;
13774 GetSession()->SendPacket( &data );
13775 sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13779 void Player::SendCanTakeQuestResponse( uint32 msg )
13781 WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
13782 data << uint32(msg);
13783 GetSession()->SendPacket( &data );
13784 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13787 void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
13789 if( pPlayer )
13791 WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
13792 data << uint64(pPlayer->GetGUID());
13793 data << uint8(msg); // valid values: 0-8
13794 GetSession()->SendPacket( &data );
13795 sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13799 void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
13801 WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 );
13802 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13803 //data << pQuest->ReqItemId[item_idx];
13804 //data << count;
13805 GetSession()->SendPacket( &data );
13808 void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
13810 assert(old_count + add_count < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13812 int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
13813 if (entry < 0)
13814 // client expected gameobject template id in form (id|0x80000000)
13815 entry = (-entry) | 0x80000000;
13817 WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
13818 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13819 data << uint32(pQuest->GetQuestId());
13820 data << uint32(entry);
13821 data << uint32(old_count + add_count);
13822 data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
13823 data << uint64(guid);
13824 GetSession()->SendPacket(&data);
13826 uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
13827 if( log_slot < MAX_QUEST_LOG_SIZE)
13828 SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
13831 /*********************************************************/
13832 /*** LOAD SYSTEM ***/
13833 /*********************************************************/
13835 bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
13837 bool delete_result = true;
13838 if(!result)
13840 // 0 1 2 3 4 5 6 7 8 9
13841 result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid);
13842 if(!result) return false;
13844 else delete_result = false;
13846 Field *fields = result->Fetch();
13848 if(!LoadValues( fields[1].GetString()))
13850 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid));
13851 if(delete_result) delete result;
13852 return false;
13855 // overwrite possible wrong/corrupted guid
13856 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13858 m_name = fields[2].GetCppString();
13860 Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat());
13861 SetMapId(fields[6].GetUInt32());
13862 // the instance id is not needed at character enum
13864 m_Played_time[0] = fields[7].GetUInt32();
13865 m_Played_time[1] = fields[8].GetUInt32();
13867 m_atLoginFlags = fields[9].GetUInt32();
13869 // I don't see these used anywhere ..
13870 /*_LoadGroup();
13872 _LoadBoundInstances();*/
13874 if (delete_result) delete result;
13876 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
13877 m_items[i] = NULL;
13879 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
13880 m_deathState = DEAD;
13882 return true;
13885 void Player::_LoadDeclinedNames(QueryResult* result)
13887 if(!result)
13888 return;
13890 if(m_declinedname)
13891 delete m_declinedname;
13893 m_declinedname = new DeclinedName;
13894 Field *fields = result->Fetch();
13895 for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
13896 m_declinedname->name[i] = fields[i].GetCppString();
13898 delete result;
13901 void Player::_LoadArenaTeamInfo(QueryResult *result)
13903 // arenateamid, played_week, played_season, personal_rating
13904 memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32)*18);
13905 if (!result)
13906 return;
13910 Field *fields = result->Fetch();
13912 uint32 arenateamid = fields[0].GetUInt32();
13913 uint32 played_week = fields[1].GetUInt32();
13914 uint32 played_season = fields[2].GetUInt32();
13915 uint32 personal_rating = fields[3].GetUInt32();
13917 ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid);
13918 if(!aTeam)
13920 sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid, played_week, played_season, personal_rating);
13921 continue;
13923 uint8 arenaSlot = aTeam->GetSlot();
13925 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6] = arenateamid; // TeamID
13926 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 1] = ((aTeam->GetCaptain() == GetGUID()) ? (uint32)0 : (uint32)1); // Captain 0, member 1
13927 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 2] = played_week; // Played Week
13928 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 3] = played_season; // Played Season
13929 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 4] = 0; // Unk
13930 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 5] = personal_rating; // Personal Rating
13932 }while (result->NextRow());
13933 delete result;
13936 bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
13938 QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
13939 if(!result)
13940 return false;
13942 Field *fields = result->Fetch();
13944 x = fields[0].GetFloat();
13945 y = fields[1].GetFloat();
13946 z = fields[2].GetFloat();
13947 o = fields[3].GetFloat();
13948 mapid = fields[4].GetUInt32();
13949 in_flight = !fields[5].GetCppString().empty();
13951 delete result;
13952 return true;
13955 bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
13957 QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
13958 if( !result )
13959 return false;
13961 Field *fields = result->Fetch();
13963 data = StrSplit(fields[0].GetCppString(), " ");
13965 delete result;
13967 return true;
13970 uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
13972 if(index >= data.size())
13973 return 0;
13975 return (uint32)atoi(data[index].c_str());
13978 float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
13980 float result;
13981 uint32 temp = Player::GetUInt32ValueFromArray(data,index);
13982 memcpy(&result, &temp, sizeof(result));
13984 return result;
13987 uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
13989 Tokens data;
13990 if(!LoadValuesArrayFromDB(data,guid))
13991 return 0;
13993 return GetUInt32ValueFromArray(data,index);
13996 float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
13998 float result;
13999 uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
14000 memcpy(&result, &temp, sizeof(result));
14002 return result;
14005 bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
14007 //// 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
14008 //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 FROM characters WHERE guid = '%u'", guid);
14009 QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
14011 if(!result)
14013 sLog.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid);
14014 return false;
14017 Field *fields = result->Fetch();
14019 uint32 dbAccountId = fields[1].GetUInt32();
14021 // check if the character's account in the db and the logged in account match.
14022 // player should be able to load/delete character only with correct account!
14023 if( dbAccountId != GetSession()->GetAccountId() )
14025 sLog.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
14026 delete result;
14027 return false;
14030 Object::_Create( guid, 0, HIGHGUID_PLAYER );
14032 m_name = fields[3].GetCppString();
14034 // check name limitations
14035 if(!ObjectMgr::IsValidName(m_name) || GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name))
14037 delete result;
14038 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
14039 return false;
14042 if(!LoadValues( fields[2].GetString()))
14044 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
14045 delete result;
14046 return false;
14049 // overwrite possible wrong/corrupted guid
14050 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
14052 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
14053 for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
14055 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), 0 );
14056 SetVisibleItemSlot(slot,NULL);
14058 if (m_items[slot])
14060 delete m_items[slot];
14061 m_items[slot] = NULL;
14065 // update money limits
14066 if(GetMoney() > MAX_MONEY_AMOUNT)
14067 SetMoney(MAX_MONEY_AMOUNT);
14069 sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
14070 outDebugValues();
14072 m_race = fields[4].GetUInt8();
14073 //Need to call it to initialize m_team (m_team can be calculated from m_race)
14074 //Other way is to saves m_team into characters table.
14075 setFactionForRace(m_race);
14076 SetCharm(0);
14078 m_class = fields[5].GetUInt8();
14080 PlayerInfo const *info = objmgr.GetPlayerInfo(m_race, m_class);
14081 if(!info)
14083 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
14084 delete result;
14085 return false;
14088 InitPrimaryProffesions(); // to max set before any spell loaded
14090 uint32 transGUID = fields[24].GetUInt32();
14091 Relocate(fields[6].GetFloat(),fields[7].GetFloat(),fields[8].GetFloat(),fields[10].GetFloat());
14092 SetMapId(fields[9].GetUInt32());
14093 SetDifficulty(fields[32].GetUInt32()); // may be changed in _LoadGroup
14095 _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
14097 _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
14099 uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[33].GetUInt32();
14100 if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
14101 arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS);
14103 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
14105 // check arena teams integrity
14106 for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
14108 uint32 arena_team_id = GetArenaTeamId(arena_slot);
14109 if(!arena_team_id)
14110 continue;
14112 if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
14113 if(at->HaveMember(GetGUID()))
14114 continue;
14116 // arena team not exist or not member, cleanup fields
14117 for(int j =0; j < 6; ++j)
14118 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arena_slot * 6 + j, 0);
14121 _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
14123 if(!IsPositionValid())
14125 sLog.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
14127 SetMapId(info->mapId);
14128 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
14130 transGUID = 0;
14132 m_movementInfo.t_x = 0.0f;
14133 m_movementInfo.t_y = 0.0f;
14134 m_movementInfo.t_z = 0.0f;
14135 m_movementInfo.t_o = 0.0f;
14138 // load the player's map here if it's not already loaded
14139 Map *map = GetMap();
14140 // since the player may not be bound to the map yet, make sure subsequent
14141 // getmap calls won't create new maps
14142 SetInstanceId(map->GetInstanceId());
14144 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14145 if(GetInstanceId() && !sInstanceSaveManager.GetInstanceSave(GetInstanceId()))
14147 AreaTrigger const* at = objmgr.GetMapEntranceTrigger(GetMapId());
14148 if(at)
14149 Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
14150 else
14151 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());
14154 SaveRecallPosition();
14156 if (transGUID != 0)
14158 m_movementInfo.t_x = fields[20].GetFloat();
14159 m_movementInfo.t_y = fields[21].GetFloat();
14160 m_movementInfo.t_z = fields[22].GetFloat();
14161 m_movementInfo.t_o = fields[23].GetFloat();
14163 if( !MaNGOS::IsValidMapCoord(
14164 GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
14165 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
14166 // transport size limited
14167 m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
14169 sLog.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14170 guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
14171 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
14173 SetMapId(info->mapId);
14174 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
14176 m_movementInfo.t_x = 0.0f;
14177 m_movementInfo.t_y = 0.0f;
14178 m_movementInfo.t_z = 0.0f;
14179 m_movementInfo.t_o = 0.0f;
14181 transGUID = 0;
14185 if (transGUID != 0)
14187 for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
14189 if( (*iter)->GetGUIDLow() == transGUID)
14191 m_transport = *iter;
14192 m_transport->AddPassenger(this);
14193 SetMapId(m_transport->GetMapId());
14194 break;
14198 if(!m_transport)
14200 sLog.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
14201 guid,transGUID);
14203 SetMapId(info->mapId);
14204 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
14206 m_movementInfo.t_x = 0.0f;
14207 m_movementInfo.t_y = 0.0f;
14208 m_movementInfo.t_z = 0.0f;
14209 m_movementInfo.t_o = 0.0f;
14211 transGUID = 0;
14215 time_t now = time(NULL);
14216 time_t logoutTime = time_t(fields[16].GetUInt64());
14218 // since last logout (in seconds)
14219 uint64 time_diff = uint64(now - logoutTime);
14221 // set value, including drunk invisibility detection
14222 // calculate sobering. after 15 minutes logged out, the player will be sober again
14223 float soberFactor;
14224 if(time_diff > 15*MINUTE)
14225 soberFactor = 0;
14226 else
14227 soberFactor = 1-time_diff/(15.0f*MINUTE);
14228 uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
14229 SetDrunkValue(newDrunkenValue);
14231 m_rest_bonus = fields[15].GetFloat();
14232 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14233 float bubble0 = 0.031;
14234 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14235 float bubble1 = 0.125;
14237 if((int32)fields[16].GetUInt32() > 0)
14239 float bubble = fields[17].GetUInt32() > 0
14240 ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
14241 : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
14243 SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
14246 m_cinematic = fields[12].GetUInt32();
14247 m_Played_time[0]= fields[13].GetUInt32();
14248 m_Played_time[1]= fields[14].GetUInt32();
14250 m_resetTalentsCost = fields[18].GetUInt32();
14251 m_resetTalentsTime = time_t(fields[19].GetUInt64());
14253 // reserve some flags
14254 uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
14256 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) )
14257 SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
14259 m_taxi.LoadTaxiMask( fields[11].GetString() ); // must be before InitTaxiNodesForLevel
14261 uint32 extraflags = fields[25].GetUInt32();
14263 m_stableSlots = fields[26].GetUInt32();
14264 if(m_stableSlots > 4)
14266 sLog.outError("Player can have not more 4 stable slots, but have in DB %u",uint32(m_stableSlots));
14267 m_stableSlots = 4;
14270 m_atLoginFlags = fields[27].GetUInt32();
14272 // Honor system
14273 // Update Honor kills data
14274 m_lastHonorUpdateTime = logoutTime;
14275 UpdateHonorFields();
14277 m_deathExpireTime = (time_t)fields[30].GetUInt64();
14278 if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
14279 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
14281 std::string taxi_nodes = fields[31].GetCppString();
14283 delete result;
14285 // clear channel spell data (if saved at channel spell casting)
14286 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
14287 SetUInt32Value(UNIT_CHANNEL_SPELL,0);
14289 // clear charm/summon related fields
14290 SetCharm(NULL);
14291 SetPet(NULL);
14292 SetCharmerGUID(0);
14293 SetOwnerGUID(0);
14294 SetCreatorGUID(0);
14296 // reset some aura modifiers before aura apply
14297 SetFarSightGUID(0);
14298 SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
14299 SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
14301 _LoadSkills();
14303 // make sure the unit is considered out of combat for proper loading
14304 ClearInCombat();
14306 // make sure the unit is considered not in duel for proper loading
14307 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
14308 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
14310 // remember loaded power/health values to restore after stats initialization and modifier applying
14311 uint32 savedHealth = GetHealth();
14312 uint32 savedPower[MAX_POWERS];
14313 for(uint32 i = 0; i < MAX_POWERS; ++i)
14314 savedPower[i] = GetPower(Powers(i));
14316 // reset stats before loading any modifiers
14317 InitStatsForLevel();
14318 InitTaxiNodesForLevel();
14319 InitGlyphsForLevel();
14320 InitRunes();
14322 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14324 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14325 //_LoadMail();
14327 _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
14328 _LoadGlyphAuras();
14330 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14331 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
14332 m_deathState = DEAD;
14334 _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
14336 // after spell load, learn rewarded spell if need also
14337 _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
14338 _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
14340 // after spell and quest load
14341 InitTalentForLevel();
14342 learnDefaultSpells();
14344 _LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS));
14346 // must be before inventory (some items required reputation check)
14347 _LoadReputation(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
14349 _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
14351 // update items with duration and realtime
14352 UpdateItemDuration(time_diff, true);
14354 _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
14356 // unread mails and next delivery time, actual mails not loaded
14357 _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
14359 m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
14361 if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
14362 return false;
14364 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14365 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14366 if(uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
14368 if(!HasTitle(curTitle))
14369 SetUInt32Value(PLAYER_CHOSEN_TITLE,0);
14372 // Not finish taxi flight path
14373 if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam()))
14375 // problems with taxi path loading
14376 TaxiNodesEntry const* nodeEntry = NULL;
14377 if(uint32 node_id = m_taxi.GetTaxiSource())
14378 nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14380 if(!nodeEntry) // don't know taxi start node, to homebind
14382 sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14383 SetMapId(m_homebindMapId);
14384 Relocate( m_homebindX, m_homebindY, m_homebindZ,0.0f);
14385 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14387 else // have start node, to it
14389 sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14390 SetMapId(nodeEntry->map_id);
14391 Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
14392 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14394 m_taxi.ClearTaxiDestinations();
14396 else if(uint32 node_id = m_taxi.GetTaxiSource())
14398 // save source node as recall coord to prevent recall and fall from sky
14399 TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14400 assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
14401 m_recallMap = nodeEntry->map_id;
14402 m_recallX = nodeEntry->x;
14403 m_recallY = nodeEntry->y;
14404 m_recallZ = nodeEntry->z;
14406 // flight will started later
14409 // has to be called after last Relocate() in Player::LoadFromDB
14410 SetFallInformation(0, GetPositionZ());
14412 _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
14414 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14415 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14416 if(!isAlive())
14417 RemoveAllAurasOnDeath();
14419 //apply all stat bonuses from items and auras
14420 SetCanModifyStats(true);
14421 UpdateAllStats();
14423 // restore remembered power/health values (but not more max values)
14424 SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
14425 for(uint32 i = 0; i < MAX_POWERS; ++i)
14426 SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
14428 sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
14429 outDebugValues();
14431 // GM state
14432 if(GetSession()->GetSecurity() > SEC_PLAYER)
14434 switch(sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
14436 default:
14437 case 0: break; // disable
14438 case 1: SetGameMaster(true); break; // enable
14439 case 2: // save state
14440 if(extraflags & PLAYER_EXTRA_GM_ON)
14441 SetGameMaster(true);
14442 break;
14445 switch(sWorld.getConfig(CONFIG_GM_VISIBLE_STATE))
14447 default:
14448 case 0: SetGMVisible(false); break; // invisible
14449 case 1: break; // visible
14450 case 2: // save state
14451 if(extraflags & PLAYER_EXTRA_GM_INVISIBLE)
14452 SetGMVisible(false);
14453 break;
14456 switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
14458 default:
14459 case 0: break; // disable
14460 case 1: SetAcceptTicket(true); break; // enable
14461 case 2: // save state
14462 if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
14463 SetAcceptTicket(true);
14464 break;
14467 switch(sWorld.getConfig(CONFIG_GM_CHAT))
14469 default:
14470 case 0: break; // disable
14471 case 1: SetGMChat(true); break; // enable
14472 case 2: // save state
14473 if(extraflags & PLAYER_EXTRA_GM_CHAT)
14474 SetGMChat(true);
14475 break;
14478 switch(sWorld.getConfig(CONFIG_GM_WISPERING_TO))
14480 default:
14481 case 0: break; // disable
14482 case 1: SetAcceptWhispers(true); break; // enable
14483 case 2: // save state
14484 if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
14485 SetAcceptWhispers(true);
14486 break;
14490 _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
14492 m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
14493 m_achievementMgr.CheckAllAchievementCriteria();
14494 return true;
14497 bool Player::isAllowedToLoot(Creature* creature)
14499 if(Player* recipient = creature->GetLootRecipient())
14501 if (recipient == this)
14502 return true;
14503 if( Group* otherGroup = recipient->GetGroup())
14505 Group* thisGroup = GetGroup();
14506 if(!thisGroup)
14507 return false;
14508 return thisGroup == otherGroup;
14510 return false;
14512 else
14513 // prevent other players from looting if the recipient got disconnected
14514 return !creature->hasLootRecipient();
14517 void Player::_LoadActions(QueryResult *result)
14519 m_actionButtons.clear();
14521 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14523 if(result)
14527 Field *fields = result->Fetch();
14529 uint8 button = fields[0].GetUInt8();
14531 addActionButton(button, fields[1].GetUInt16(), fields[2].GetUInt8(), fields[3].GetUInt8());
14533 m_actionButtons[button].uState = ACTIONBUTTON_UNCHANGED;
14535 while( result->NextRow() );
14537 delete result;
14541 void Player::_LoadAuras(QueryResult *result, uint32 timediff)
14543 m_Auras.clear();
14544 for (int i = 0; i < TOTAL_AURAS; i++)
14545 m_modAuras[i].clear();
14547 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14549 if(result)
14553 Field *fields = result->Fetch();
14554 uint64 caster_guid = fields[0].GetUInt64();
14555 uint32 spellid = fields[1].GetUInt32();
14556 uint32 effindex = fields[2].GetUInt32();
14557 uint32 stackcount = fields[3].GetUInt32();
14558 int32 damage = (int32)fields[4].GetUInt32();
14559 int32 maxduration = (int32)fields[5].GetUInt32();
14560 int32 remaintime = (int32)fields[6].GetUInt32();
14561 int32 remaincharges = (int32)fields[7].GetUInt32();
14563 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
14564 if(!spellproto)
14566 sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex);
14567 continue;
14570 if(effindex >= 3)
14572 sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex);
14573 continue;
14576 // negative effects should continue counting down after logout
14577 if (remaintime != -1 && !IsPositiveEffect(spellid, effindex))
14579 if(remaintime <= int32(timediff))
14580 continue;
14582 remaintime -= timediff;
14585 // prevent wrong values of remaincharges
14586 if(spellproto->procCharges)
14588 if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
14589 remaincharges = spellproto->procCharges;
14591 else
14592 remaincharges = 0;
14594 //do not load single target auras (unless they were cast by the player)
14595 if (caster_guid != GetGUID() && IsSingleTargetSpell(spellproto))
14596 continue;
14598 for(uint32 i=0; i<stackcount; i++)
14600 Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
14601 if(!damage)
14602 damage = aura->GetModifier()->m_amount;
14603 aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
14604 AddAura(aura);
14605 sLog.outDetail("Added aura spellid %u, effect %u", spellproto->Id, effindex);
14608 while( result->NextRow() );
14610 delete result;
14613 if(m_class == CLASS_WARRIOR)
14614 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
14617 void Player::_LoadGlyphAuras()
14619 for (uint8 i = 0; i <= MAX_GLYPH_SLOT_INDEX; ++i)
14621 if (uint32 glyph = GetGlyph(i))
14623 if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
14625 if (GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i)))
14627 if(gp->TypeFlags == gs->TypeFlags)
14629 CastSpell(this, gp->SpellId, true);
14630 continue;
14632 else
14633 sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags);
14635 else
14636 sLog.outError("Player %s has not existing glyph slot entry %u on index %u", m_name.c_str(), GetGlyphSlot(i), i);
14638 else
14639 sLog.outError("Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i);
14641 // On any error remove glyph
14642 SetGlyph(i, 0);
14647 void Player::LoadCorpse()
14649 if( isAlive() )
14651 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14653 else
14655 if(Corpse *corpse = GetCorpse())
14657 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
14659 else
14661 //Prevent Dead Player login without corpse
14662 ResurrectPlayer(0.5f);
14667 void Player::_LoadInventory(QueryResult *result, uint32 timediff)
14669 //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());
14670 std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
14671 //NOTE: the "order by `bag`" is important because it makes sure
14672 //the bagMap is filled before items in the bags are loaded
14673 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14674 //expected to be equipped before offhand items (TODO: fixme)
14676 uint32 zone = GetZoneId();
14678 if (result)
14680 std::list<Item*> problematicItems;
14682 // prevent items from being added to the queue when stored
14683 m_itemUpdateQueueBlocked = true;
14686 Field *fields = result->Fetch();
14687 uint32 bag_guid = fields[1].GetUInt32();
14688 uint8 slot = fields[2].GetUInt8();
14689 uint32 item_guid = fields[3].GetUInt32();
14690 uint32 item_id = fields[4].GetUInt32();
14692 ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
14694 if(!proto)
14696 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14697 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
14698 sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
14699 continue;
14702 Item *item = NewItemOrBag(proto);
14704 if(!item->LoadFromDB(item_guid, GetGUID(), result))
14706 sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
14707 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14708 item->FSetState(ITEM_REMOVED);
14709 item->SaveToDB(); // it also deletes item object !
14710 continue;
14713 // not allow have in alive state item limited to another map/zone
14714 if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
14716 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14717 item->FSetState(ITEM_REMOVED);
14718 item->SaveToDB(); // it also deletes item object !
14719 continue;
14722 // "Conjured items disappear if you are logged out for more than 15 minutes"
14723 if ((timediff > 15*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED)))
14725 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14726 item->FSetState(ITEM_REMOVED);
14727 item->SaveToDB(); // it also deletes item object !
14728 continue;
14731 bool success = true;
14733 if (!bag_guid)
14735 // the item is not in a bag
14736 item->SetContainer( NULL );
14737 item->SetSlot(slot);
14739 if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
14741 ItemPosCountVec dest;
14742 if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK )
14743 item = StoreItem(dest, item, true);
14744 else
14745 success = false;
14747 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) )
14749 uint16 dest;
14750 if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK )
14751 QuickEquipItem(dest, item);
14752 else
14753 success = false;
14755 else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) )
14757 ItemPosCountVec dest;
14758 if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK )
14759 item = BankItem(dest, item, true);
14760 else
14761 success = false;
14764 if(success)
14766 // store bags that may contain items in them
14767 if(item->IsBag() && IsBagPos(item->GetPos()))
14768 bagMap[item_guid] = (Bag*)item;
14771 else
14773 item->SetSlot(NULL_SLOT);
14774 // the item is in a bag, find the bag
14775 std::map<uint64, Bag*>::iterator itr = bagMap.find(bag_guid);
14776 if(itr != bagMap.end())
14777 itr->second->StoreItem(slot, item, true );
14778 else
14779 success = false;
14782 // item's state may have changed after stored
14783 if (success)
14784 item->SetState(ITEM_UNCHANGED, this);
14785 else
14787 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);
14788 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14789 problematicItems.push_back(item);
14791 } while (result->NextRow());
14793 delete result;
14794 m_itemUpdateQueueBlocked = false;
14796 // send by mail problematic items
14797 while(!problematicItems.empty())
14799 // fill mail
14800 MailItemsInfo mi; // item list preparing
14802 for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
14804 Item* item = problematicItems.front();
14805 problematicItems.pop_front();
14807 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
14810 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
14812 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
14815 //if(isAlive())
14816 _ApplyAllItemMods();
14819 // load mailed item which should receive current player
14820 void Player::_LoadMailedItems(Mail *mail)
14822 // data needs to be at first place for Item::LoadFromDB
14823 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);
14824 if(!result)
14825 return;
14829 Field *fields = result->Fetch();
14830 uint32 item_guid_low = fields[1].GetUInt32();
14831 uint32 item_template = fields[2].GetUInt32();
14833 mail->AddItem(item_guid_low, item_template);
14835 ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
14837 if(!proto)
14839 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);
14840 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14841 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
14842 continue;
14845 Item *item = NewItemOrBag(proto);
14847 if(!item->LoadFromDB(item_guid_low, 0, result))
14849 sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
14850 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14851 item->FSetState(ITEM_REMOVED);
14852 item->SaveToDB(); // it also deletes item object !
14853 continue;
14856 AddMItem(item);
14857 } while (result->NextRow());
14859 delete result;
14862 void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery)
14864 //set a count of unread mails
14865 //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);
14866 if (resultUnread)
14868 Field *fieldMail = resultUnread->Fetch();
14869 unReadMails = fieldMail[0].GetUInt8();
14870 delete resultUnread;
14873 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14874 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14875 if (resultDelivery)
14877 Field *fieldMail = resultDelivery->Fetch();
14878 m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
14879 delete resultDelivery;
14883 void Player::_LoadMail()
14885 m_mail.clear();
14886 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14887 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());
14888 if(result)
14892 Field *fields = result->Fetch();
14893 Mail *m = new Mail;
14894 m->messageID = fields[0].GetUInt32();
14895 m->messageType = fields[1].GetUInt8();
14896 m->sender = fields[2].GetUInt32();
14897 m->receiver = fields[3].GetUInt32();
14898 m->subject = fields[4].GetCppString();
14899 m->itemTextId = fields[5].GetUInt32();
14900 bool has_items = fields[6].GetBool();
14901 m->expire_time = (time_t)fields[7].GetUInt64();
14902 m->deliver_time = (time_t)fields[8].GetUInt64();
14903 m->money = fields[9].GetUInt32();
14904 m->COD = fields[10].GetUInt32();
14905 m->checked = fields[11].GetUInt32();
14906 m->stationery = fields[12].GetUInt8();
14907 m->mailTemplateId = fields[13].GetInt16();
14909 if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
14911 sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
14912 m->mailTemplateId = 0;
14915 m->state = MAIL_STATE_UNCHANGED;
14917 if (has_items)
14918 _LoadMailedItems(m);
14920 m_mail.push_back(m);
14921 } while( result->NextRow() );
14922 delete result;
14924 m_mailsLoaded = true;
14927 void Player::LoadPet()
14929 //fixme: the pet should still be loaded if the player is not in world
14930 // just not added to the map
14931 if(IsInWorld())
14933 Pet *pet = new Pet;
14934 if(!pet->LoadPetFromDB(this,0,0,true))
14935 delete pet;
14939 void Player::_LoadQuestStatus(QueryResult *result)
14941 mQuestStatus.clear();
14943 uint32 slot = 0;
14945 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14946 //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());
14948 if(result)
14952 Field *fields = result->Fetch();
14954 uint32 quest_id = fields[0].GetUInt32();
14955 // used to be new, no delete?
14956 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14957 if( pQuest )
14959 // find or create
14960 QuestStatusData& questStatusData = mQuestStatus[quest_id];
14962 uint32 qstatus = fields[1].GetUInt32();
14963 if(qstatus < MAX_QUEST_STATUS)
14964 questStatusData.m_status = QuestStatus(qstatus);
14965 else
14967 questStatusData.m_status = QUEST_STATUS_NONE;
14968 sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
14971 questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
14972 questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
14974 time_t quest_time = time_t(fields[4].GetUInt64());
14976 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE )
14978 AddTimedQuest( quest_id );
14980 if (quest_time <= sWorld.GetGameTime())
14981 questStatusData.m_timer = 1;
14982 else
14983 questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * 1000;
14985 else
14986 quest_time = 0;
14988 questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
14989 questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
14990 questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
14991 questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
14992 questStatusData.m_itemcount[0] = fields[9].GetUInt32();
14993 questStatusData.m_itemcount[1] = fields[10].GetUInt32();
14994 questStatusData.m_itemcount[2] = fields[11].GetUInt32();
14995 questStatusData.m_itemcount[3] = fields[12].GetUInt32();
14997 questStatusData.uState = QUEST_UNCHANGED;
14999 // add to quest log
15000 if( slot < MAX_QUEST_LOG_SIZE &&
15001 ( questStatusData.m_status==QUEST_STATUS_INCOMPLETE ||
15002 questStatusData.m_status==QUEST_STATUS_COMPLETE &&
15003 (!questStatusData.m_rewarded || pQuest->IsDaily()) ) )
15005 SetQuestSlot(slot,quest_id,quest_time);
15007 if(questStatusData.m_status == QUEST_STATUS_COMPLETE)
15008 SetQuestSlotState(slot,QUEST_STATE_COMPLETE);
15010 for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
15011 if(questStatusData.m_creatureOrGOcount[idx])
15012 SetQuestSlotCounter(slot,idx,questStatusData.m_creatureOrGOcount[idx]);
15014 ++slot;
15017 if(questStatusData.m_rewarded)
15019 // learn rewarded spell if unknown
15020 learnQuestRewardedSpells(pQuest);
15022 // set rewarded title if any
15023 if(pQuest->GetCharTitleId())
15025 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
15026 SetTitle(titleEntry);
15029 if(pQuest->GetBonusTalents())
15030 m_questRewardTalentCount+=pQuest->GetBonusTalents();
15033 sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
15036 while( result->NextRow() );
15038 delete result;
15041 // clear quest log tail
15042 for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
15043 SetQuestSlot(i,0);
15046 void Player::_LoadDailyQuestStatus(QueryResult *result)
15048 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15049 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
15051 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
15053 if(result)
15055 uint32 quest_daily_idx = 0;
15059 if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
15061 sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15062 break;
15065 Field *fields = result->Fetch();
15067 uint32 quest_id = fields[0].GetUInt32();
15069 // save _any_ from daily quest times (it must be after last reset anyway)
15070 m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
15072 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
15073 if( !pQuest )
15074 continue;
15076 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
15077 ++quest_daily_idx;
15079 sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
15081 while( result->NextRow() );
15083 delete result;
15086 m_DailyQuestChanged = false;
15089 void Player::_LoadReputation(QueryResult *result)
15091 m_factions.clear();
15093 // Set initial reputations (so everything is nifty before DB data load)
15094 SetInitialFactions();
15096 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
15098 if(result)
15102 Field *fields = result->Fetch();
15104 FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
15105 if( factionEntry && (factionEntry->reputationListID >= 0))
15107 FactionState* faction = &m_factions[factionEntry->reputationListID];
15109 // update standing to current
15110 faction->Standing = int32(fields[1].GetUInt32());
15112 uint32 dbFactionFlags = fields[2].GetUInt32();
15114 if( dbFactionFlags & FACTION_FLAG_VISIBLE )
15115 SetFactionVisible(faction); // have internal checks for forced invisibility
15117 if( dbFactionFlags & FACTION_FLAG_INACTIVE)
15118 SetFactionInactive(faction,true); // have internal checks for visibility requirement
15120 if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war
15121 SetFactionAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
15122 else // DB not at war
15124 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
15125 if( faction->Flags & FACTION_FLAG_VISIBLE )
15126 SetFactionAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
15129 // set atWar for hostile
15130 if(GetReputationRank(factionEntry) <= REP_HOSTILE)
15131 SetFactionAtWar(faction,true);
15133 // reset changed flag if values similar to saved in DB
15134 if(faction->Flags==dbFactionFlags)
15135 faction->Changed = false;
15138 while( result->NextRow() );
15140 delete result;
15144 void Player::_LoadSpells(QueryResult *result)
15146 for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
15147 delete itr->second;
15148 m_spells.clear();
15150 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15152 if(result)
15156 Field *fields = result->Fetch();
15158 addSpell(fields[0].GetUInt16(), fields[1].GetBool(), false, false, fields[2].GetBool());
15160 while( result->NextRow() );
15162 delete result;
15166 void Player::_LoadTutorials(QueryResult *result)
15168 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
15170 if(result)
15174 Field *fields = result->Fetch();
15176 for (int iI=0; iI<8; iI++)
15177 m_Tutorials[iI] = fields[iI].GetUInt32();
15179 while( result->NextRow() );
15181 delete result;
15184 m_TutorialsChanged = false;
15187 void Player::_LoadGroup(QueryResult *result)
15189 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15190 if(result)
15192 uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
15193 delete result;
15194 Group* group = objmgr.GetGroupByLeader(leaderGuid);
15195 if(group)
15197 uint8 subgroup = group->GetMemberGroup(GetGUID());
15198 SetGroup(group, subgroup);
15199 if(getLevel() >= LEVELREQUIREMENT_HEROIC)
15201 // the group leader may change the instance difficulty while the player is offline
15202 SetDifficulty(group->GetDifficulty());
15208 void Player::_LoadBoundInstances(QueryResult *result)
15210 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15211 m_boundInstances[i].clear();
15213 Group *group = GetGroup();
15215 //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));
15216 if(result)
15220 Field *fields = result->Fetch();
15221 bool perm = fields[1].GetBool();
15222 uint32 mapId = fields[2].GetUInt32();
15223 uint32 instanceId = fields[0].GetUInt32();
15224 uint8 difficulty = fields[3].GetUInt8();
15225 time_t resetTime = (time_t)fields[4].GetUInt64();
15226 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15227 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15228 // and in that case it is not used
15230 if(!perm && group)
15232 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);
15233 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
15234 continue;
15237 // since non permanent binds are always solo bind, they can always be reset
15238 InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true);
15239 if(save) BindToInstance(save, perm, true);
15240 } while(result->NextRow());
15241 delete result;
15245 InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty)
15247 // some instances only have one difficulty
15248 const MapEntry* entry = sMapStore.LookupEntry(mapid);
15249 if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
15251 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15252 if(itr != m_boundInstances[difficulty].end())
15253 return &itr->second;
15254 else
15255 return NULL;
15258 void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
15260 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15261 UnbindInstance(itr, difficulty, unload);
15264 void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload)
15266 if(itr != m_boundInstances[difficulty].end())
15268 if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
15269 itr->second.save->RemovePlayer(this); // save can become invalid
15270 m_boundInstances[difficulty].erase(itr++);
15274 InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
15276 if(save)
15278 InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
15279 if(bind.save)
15281 // update the save when the group kills a boss
15282 if(permanent != bind.perm || save != bind.save)
15283 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());
15285 else
15286 if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
15288 if(bind.save != save)
15290 if(bind.save) bind.save->RemovePlayer(this);
15291 save->AddPlayer(this);
15294 if(permanent) save->SetCanReset(false);
15296 bind.save = save;
15297 bind.perm = permanent;
15298 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());
15299 return &bind;
15301 else
15302 return NULL;
15305 void Player::SendRaidInfo()
15307 uint32 counter = 0;
15309 WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
15311 size_t p_counter = data.wpos();
15312 data << uint32(counter); // placeholder
15314 for(int i = 0; i < TOTAL_DIFFICULTIES; ++i)
15316 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15318 if(itr->second.perm)
15320 InstanceSave *save = itr->second.save;
15321 data << uint32(save->GetMapId());
15322 data << uint32(save->GetResetTime() - time(NULL));
15323 data << uint32(save->GetInstanceId());
15324 data << uint32(save->GetDifficulty());
15325 ++counter;
15329 data.put<uint32>(p_counter,counter);
15330 GetSession()->SendPacket(&data);
15334 - called on every successful teleportation to a map
15336 void Player::SendSavedInstances()
15338 bool hasBeenSaved = false;
15339 WorldPacket data;
15341 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15343 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15345 if(itr->second.perm) // only permanent binds are sent
15347 hasBeenSaved = true;
15348 break;
15353 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15354 data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
15355 data << uint32(hasBeenSaved);
15356 GetSession()->SendPacket(&data);
15358 if(!hasBeenSaved)
15359 return;
15361 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15363 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15365 if(itr->second.perm)
15367 data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
15368 data << uint32(itr->second.save->GetMapId());
15369 GetSession()->SendPacket(&data);
15375 /// convert the player's binds to the group
15376 void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
15378 bool has_binds = false;
15379 bool has_solo = false;
15381 if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); }
15382 assert(player_guid);
15384 // copy all binds to the group, when changing leader it's assumed the character
15385 // will not have any solo binds
15387 if(player)
15389 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15391 for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
15393 has_binds = true;
15394 if(group) group->BindToInstance(itr->second.save, itr->second.perm, true);
15395 // permanent binds are not removed
15396 if(!itr->second.perm)
15398 player->UnbindInstance(itr, i, true); // increments itr
15399 has_solo = true;
15401 else
15402 ++itr;
15407 // if the player's not online we don't know what binds it has
15408 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));
15409 // the following should not get executed when changing leaders
15410 if(!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
15413 bool Player::_LoadHomeBind(QueryResult *result)
15415 bool ok = false;
15416 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15417 if (result)
15419 Field *fields = result->Fetch();
15420 m_homebindMapId = fields[0].GetUInt32();
15421 m_homebindZoneId = fields[1].GetUInt16();
15422 m_homebindX = fields[2].GetFloat();
15423 m_homebindY = fields[3].GetFloat();
15424 m_homebindZ = fields[4].GetFloat();
15425 delete result;
15427 // accept saved data only for valid position (and non instanceable)
15428 if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
15429 !sMapStore.LookupEntry(m_homebindMapId)->Instanceable() )
15431 ok = true;
15433 else
15434 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15437 if(!ok)
15439 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
15440 if(!info) return false;
15442 m_homebindMapId = info->mapId;
15443 m_homebindZoneId = info->zoneId;
15444 m_homebindX = info->positionX;
15445 m_homebindY = info->positionY;
15446 m_homebindZ = info->positionZ;
15448 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);
15451 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
15452 m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
15454 return true;
15457 /*********************************************************/
15458 /*** SAVE SYSTEM ***/
15459 /*********************************************************/
15461 void Player::SaveToDB()
15463 // delay auto save at any saves (manual, in code, or autosave)
15464 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
15466 // first save/honor gain after midnight will also update the player's honor fields
15467 UpdateHonorFields();
15469 // players aren't saved on battleground maps
15470 uint32 mapid = IsBeingTeleported() ? GetTeleportDest().mapid : GetMapId();
15471 const MapEntry * me = sMapStore.LookupEntry(mapid);
15472 if(!me || me->IsBattleGroundOrArena())
15473 return;
15475 int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0;
15476 //save, far from tavern/city
15477 //save, but in tavern/city
15478 sLog.outDebug("The value of player %s at save: ", m_name.c_str());
15479 outDebugValues();
15481 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15482 uint32 tmp_bytes = GetUInt32Value(UNIT_FIELD_BYTES_1);
15483 uint32 tmp_bytes2 = GetUInt32Value(UNIT_FIELD_BYTES_2);
15484 uint32 tmp_flags = GetUInt32Value(UNIT_FIELD_FLAGS);
15485 uint32 tmp_pflags = GetUInt32Value(PLAYER_FLAGS);
15486 uint32 tmp_displayid = GetDisplayId();
15488 // Set player sit state to standing on save, also stealth and shifted form
15489 SetStandState(UNIT_STAND_STATE_STAND); // stand state
15490 RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // stand flags?
15491 SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift
15492 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
15493 SetDisplayId(GetNativeDisplayId());
15495 bool inworld = IsInWorld();
15497 CharacterDatabase.BeginTransaction();
15499 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15501 std::string sql_name = m_name;
15502 CharacterDatabase.escape_string(sql_name);
15504 std::ostringstream ss;
15505 ss << "INSERT INTO characters (guid,account,name,race,class,"
15506 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15507 "taximask, online, cinematic, "
15508 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15509 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15510 "death_expire_time, taxi_path, arena_pending_points) VALUES ("
15511 << GetGUIDLow() << ", "
15512 << GetSession()->GetAccountId() << ", '"
15513 << sql_name << "', "
15514 << m_race << ", "
15515 << m_class << ", ";
15517 bool save_to_dest = false;
15518 if(IsBeingTeleported())
15520 // don't save to battlegrounds or arenas
15521 const MapEntry *entry = sMapStore.LookupEntry(GetTeleportDest().mapid);
15522 if(entry && entry->map_type != MAP_BATTLEGROUND && entry->map_type != MAP_ARENA)
15523 save_to_dest = true;
15526 if(!save_to_dest)
15528 ss << GetMapId() << ", "
15529 << (uint32)GetDifficulty() << ", "
15530 << finiteAlways(GetPositionX()) << ", "
15531 << finiteAlways(GetPositionY()) << ", "
15532 << finiteAlways(GetPositionZ()) << ", "
15533 << finiteAlways(GetOrientation()) << ", '";
15535 else
15537 ss << GetTeleportDest().mapid << ", "
15538 << (uint32)GetDifficulty() << ", "
15539 << finiteAlways(GetTeleportDest().x) << ", "
15540 << finiteAlways(GetTeleportDest().y) << ", "
15541 << finiteAlways(GetTeleportDest().z) << ", "
15542 << finiteAlways(GetTeleportDest().o) << ", '";
15545 uint16 i;
15546 for( i = 0; i < m_valuesCount; i++ )
15548 ss << GetUInt32Value(i) << " ";
15551 ss << "', ";
15553 ss << m_taxi; // string with TaxiMaskSize numbers
15555 ss << ", ";
15556 ss << (inworld ? 1 : 0);
15558 ss << ", ";
15559 ss << m_cinematic;
15561 ss << ", ";
15562 ss << m_Played_time[0];
15563 ss << ", ";
15564 ss << m_Played_time[1];
15566 ss << ", ";
15567 ss << finiteAlways(m_rest_bonus);
15568 ss << ", ";
15569 ss << (uint64)time(NULL);
15570 ss << ", ";
15571 ss << is_save_resting;
15572 ss << ", ";
15573 ss << m_resetTalentsCost;
15574 ss << ", ";
15575 ss << (uint64)m_resetTalentsTime;
15577 ss << ", ";
15578 ss << finiteAlways(m_movementInfo.t_x);
15579 ss << ", ";
15580 ss << finiteAlways(m_movementInfo.t_y);
15581 ss << ", ";
15582 ss << finiteAlways(m_movementInfo.t_z);
15583 ss << ", ";
15584 ss << finiteAlways(m_movementInfo.t_o);
15585 ss << ", ";
15586 if (m_transport)
15587 ss << m_transport->GetGUIDLow();
15588 else
15589 ss << "0";
15591 ss << ", ";
15592 ss << m_ExtraFlags;
15594 ss << ", ";
15595 ss << uint32(m_stableSlots); // to prevent save uint8 as char
15597 ss << ", ";
15598 ss << uint32(m_atLoginFlags);
15600 ss << ", ";
15601 ss << GetZoneId();
15603 ss << ", ";
15604 ss << (uint64)m_deathExpireTime;
15606 ss << ", '";
15607 ss << m_taxi.SaveTaxiDestinationsToString();
15608 ss << "', '0' )";
15610 CharacterDatabase.Execute( ss.str().c_str() );
15612 if(m_mailsUpdated) //save mails only when needed
15613 _SaveMail();
15615 _SaveInventory();
15616 _SaveQuestStatus();
15617 _SaveDailyQuestStatus();
15618 _SaveTutorials();
15619 _SaveSpells();
15620 _SaveSpellCooldowns();
15621 _SaveActions();
15622 _SaveAuras();
15623 _SaveReputation();
15625 CharacterDatabase.CommitTransaction();
15627 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15628 SetDisplayId(tmp_displayid);
15629 SetUInt32Value(UNIT_FIELD_BYTES_1, tmp_bytes);
15630 SetUInt32Value(UNIT_FIELD_BYTES_2, tmp_bytes2);
15631 SetUInt32Value(UNIT_FIELD_FLAGS, tmp_flags);
15632 SetUInt32Value(PLAYER_FLAGS, tmp_pflags);
15634 // save pet (hunter pet level and experience and all type pets health/mana).
15635 if(Pet* pet = GetPet())
15636 pet->SavePetToDB(PET_SAVE_AS_CURRENT);
15637 m_achievementMgr.SaveToDB();
15640 // fast save function for item/money cheating preventing - save only inventory and money state
15641 void Player::SaveInventoryAndGoldToDB()
15643 _SaveInventory();
15644 //money is in data field
15645 SaveDataFieldToDB();
15648 void Player::_SaveActions()
15650 for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); )
15652 switch (itr->second.uState)
15654 case ACTIONBUTTON_NEW:
15655 CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15656 GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc );
15657 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15658 ++itr;
15659 break;
15660 case ACTIONBUTTON_CHANGED:
15661 CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15662 (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc, GetGUIDLow(), (uint32)itr->first );
15663 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15664 ++itr;
15665 break;
15666 case ACTIONBUTTON_DELETED:
15667 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first );
15668 m_actionButtons.erase(itr++);
15669 break;
15670 default:
15671 ++itr;
15672 break;
15677 void Player::_SaveAuras()
15679 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15681 AuraMap const& auras = GetAuras();
15683 if (auras.empty())
15684 return;
15686 spellEffectPair lastEffectPair = auras.begin()->first;
15687 uint32 stackCounter = 1;
15689 for(AuraMap::const_iterator itr = auras.begin(); ; ++itr)
15691 if(itr == auras.end() || lastEffectPair != itr->first)
15693 AuraMap::const_iterator itr2 = itr;
15694 // save previous spellEffectPair to db
15695 itr2--;
15696 SpellEntry const *spellInfo = itr2->second->GetSpellProto();
15698 //skip all auras from spells that are passive or need a shapeshift
15699 if (!(itr2->second->IsPassive() || itr2->second->IsRemovedOnShapeLost()))
15701 //do not save single target auras (unless they were cast by the player)
15702 if (!(itr2->second->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo)))
15704 uint8 i;
15705 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15706 for (i = 0; i < 3; i++)
15707 if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT ||
15708 spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH)
15709 break;
15711 if (i == 3)
15713 CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15714 "VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15715 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()));
15720 if(itr == auras.end())
15721 break;
15724 if (lastEffectPair == itr->first)
15725 stackCounter++;
15726 else
15728 lastEffectPair = itr->first;
15729 stackCounter = 1;
15734 void Player::_SaveInventory()
15736 // force items in buyback slots to new state
15737 // and remove those that aren't already
15738 for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; i++)
15740 Item *item = m_items[i];
15741 if (!item || item->GetState() == ITEM_NEW) continue;
15742 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15743 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
15744 m_items[i]->FSetState(ITEM_NEW);
15747 // update enchantment durations
15748 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
15750 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
15753 // if no changes
15754 if (m_itemUpdateQueue.empty()) return;
15756 // do not save if the update queue is corrupt
15757 bool error = false;
15758 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15760 Item *item = m_itemUpdateQueue[i];
15761 if(!item || item->GetState() == ITEM_REMOVED) continue;
15762 Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
15764 if (test == NULL)
15766 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());
15767 error = true;
15769 else if (test != item)
15771 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());
15772 error = true;
15776 if (error)
15778 sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15779 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
15780 return;
15783 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15785 Item *item = m_itemUpdateQueue[i];
15786 if(!item) continue;
15788 Bag *container = item->GetContainer();
15789 uint32 bag_guid = container ? container->GetGUIDLow() : 0;
15791 switch(item->GetState())
15793 case ITEM_NEW:
15794 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());
15795 break;
15796 case ITEM_CHANGED:
15797 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());
15798 break;
15799 case ITEM_REMOVED:
15800 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15801 break;
15802 case ITEM_UNCHANGED:
15803 break;
15806 item->SaveToDB(); // item have unchanged inventory record and can be save standalone
15808 m_itemUpdateQueue.clear();
15811 void Player::_SaveMail()
15813 if (!m_mailsLoaded)
15814 return;
15816 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
15818 Mail *m = (*itr);
15819 if (m->state == MAIL_STATE_CHANGED)
15821 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'",
15822 m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
15823 if(m->removedItems.size())
15825 for(std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
15826 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
15827 m->removedItems.clear();
15829 m->state = MAIL_STATE_UNCHANGED;
15831 else if (m->state == MAIL_STATE_DELETED)
15833 if (m->HasItems())
15834 for(std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
15835 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
15836 if (m->itemTextId)
15837 CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
15838 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
15839 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
15843 //deallocate deleted mails...
15844 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); )
15846 if ((*itr)->state == MAIL_STATE_DELETED)
15848 Mail* m = *itr;
15849 m_mail.erase(itr);
15850 delete m;
15851 itr = m_mail.begin();
15853 else
15854 ++itr;
15857 m_mailsUpdated = false;
15860 void Player::_SaveQuestStatus()
15862 // we don't need transactions here.
15863 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
15865 switch (i->second.uState)
15867 case QUEST_NEW :
15868 CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15869 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15870 GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / 1000 + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]);
15871 break;
15872 case QUEST_CHANGED :
15873 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' ",
15874 i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / 1000 + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first );
15875 break;
15876 case QUEST_UNCHANGED:
15877 break;
15879 i->second.uState = QUEST_UNCHANGED;
15883 void Player::_SaveDailyQuestStatus()
15885 if(!m_DailyQuestChanged)
15886 return;
15888 m_DailyQuestChanged = false;
15890 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15892 // we don't need transactions here.
15893 CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15894 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15895 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
15896 CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD "')",
15897 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
15900 void Player::_SaveReputation()
15902 for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
15904 if (itr->second.Changed)
15906 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr->second.ID);
15907 CharacterDatabase.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
15908 itr->second.Changed = false;
15913 void Player::_SaveSpells()
15915 for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();)
15917 if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
15918 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
15920 // add only changed/new not dependent spells
15921 if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED))
15922 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);
15924 if (itr->second->state == PLAYERSPELL_REMOVED)
15926 delete itr->second;
15927 m_spells.erase(itr++);
15929 else
15931 itr->second->state = PLAYERSPELL_UNCHANGED;
15932 ++itr;
15938 void Player::_SaveTutorials()
15940 if(!m_TutorialsChanged)
15941 return;
15943 uint32 Rows=0;
15944 // it's better than rebuilding indexes multiple times
15945 QueryResult *result = CharacterDatabase.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID );
15946 if(result)
15948 Rows = result->Fetch()[0].GetUInt32();
15949 delete result;
15952 if (Rows)
15954 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'",
15955 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 );
15957 else
15959 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]);
15962 m_TutorialsChanged = false;
15965 void Player::outDebugValues() const
15967 if(!sLog.IsOutDebug()) // optimize disabled debug output
15968 return;
15970 sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
15971 sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
15972 sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
15973 sLog.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA), GetStat(STAT_SPIRIT));
15974 sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
15975 sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
15976 sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
15977 sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
15978 sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
15979 sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
15980 sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
15981 sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
15984 /*********************************************************/
15985 /*** FLOOD FILTER SYSTEM ***/
15986 /*********************************************************/
15988 void Player::UpdateSpeakTime()
15990 // ignore chat spam protection for GMs in any mode
15991 if(GetSession()->GetSecurity() > SEC_PLAYER)
15992 return;
15994 time_t current = time (NULL);
15995 if(m_speakTime > current)
15997 uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
15998 if(!max_count)
15999 return;
16001 ++m_speakCount;
16002 if(m_speakCount >= max_count)
16004 // prevent overwrite mute time, if message send just before mutes set, for example.
16005 time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
16006 if(GetSession()->m_muteTime < new_mute)
16007 GetSession()->m_muteTime = new_mute;
16009 m_speakCount = 0;
16012 else
16013 m_speakCount = 0;
16015 m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
16018 bool Player::CanSpeak() const
16020 return GetSession()->m_muteTime <= time (NULL);
16023 /*********************************************************/
16024 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
16025 /*********************************************************/
16027 void Player::SendAttackSwingNotInRange()
16029 WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
16030 GetSession()->SendPacket( &data );
16033 void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
16035 std::ostringstream ss;
16036 ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
16037 << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
16038 << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
16039 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
16040 sLog.outDebug(ss.str().c_str());
16041 CharacterDatabase.Execute(ss.str().c_str());
16044 void Player::SaveDataFieldToDB()
16046 std::ostringstream ss;
16047 ss<<"UPDATE characters SET data='";
16049 for(uint16 i = 0; i < m_valuesCount; i++ )
16051 ss << GetUInt32Value(i) << " ";
16053 ss<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
16055 CharacterDatabase.Execute(ss.str().c_str());
16058 bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
16060 std::ostringstream ss2;
16061 ss2<<"UPDATE characters SET data='";
16062 int i=0;
16063 for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i)
16065 ss2<<tokens[i]<<" ";
16067 ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'";
16069 return CharacterDatabase.Execute(ss2.str().c_str());
16072 void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
16074 char buf[11];
16075 snprintf(buf,11,"%u",value);
16077 if(index >= tokens.size())
16078 return;
16080 tokens[index] = buf;
16083 void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
16085 Tokens tokens;
16086 if(!LoadValuesArrayFromDB(tokens,guid))
16087 return;
16089 if(index >= tokens.size())
16090 return;
16092 char buf[11];
16093 snprintf(buf,11,"%u",value);
16094 tokens[index] = buf;
16096 SaveValuesArrayInDB(tokens,guid);
16099 void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
16101 uint32 temp;
16102 memcpy(&temp, &value, sizeof(value));
16103 Player::SetUInt32ValueInDB(index, temp, guid);
16106 void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
16108 Tokens tokens;
16109 if(!LoadValuesArrayFromDB(tokens, guid))
16110 return;
16112 uint32 unit_bytes0 = GetUInt32ValueFromArray(tokens, UNIT_FIELD_BYTES_0);
16113 uint8 race = unit_bytes0 & 0xFF;
16114 uint8 class_ = (unit_bytes0 >> 8) & 0xFF;
16116 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
16117 if(!info)
16118 return;
16120 unit_bytes0 &= ~(0xFF << 16);
16121 unit_bytes0 |= (gender << 16);
16122 SetUInt32ValueInArray(tokens, UNIT_FIELD_BYTES_0, unit_bytes0);
16124 SetUInt32ValueInArray(tokens, UNIT_FIELD_DISPLAYID, gender ? info->displayId_f : info->displayId_m);
16125 SetUInt32ValueInArray(tokens, UNIT_FIELD_NATIVEDISPLAYID, gender ? info->displayId_f : info->displayId_m);
16127 SetUInt32ValueInArray(tokens, PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
16129 uint32 player_bytes2 = GetUInt32ValueFromArray(tokens, PLAYER_BYTES_2);
16130 player_bytes2 &= ~0xFF;
16131 player_bytes2 |= facialHair;
16132 SetUInt32ValueInArray(tokens, PLAYER_BYTES_2, player_bytes2);
16134 uint32 player_bytes3 = GetUInt32ValueFromArray(tokens, PLAYER_BYTES_3);
16135 player_bytes3 &= ~0xFF;
16136 player_bytes3 |= gender;
16137 SetUInt32ValueInArray(tokens, PLAYER_BYTES_3, player_bytes3);
16139 SaveValuesArrayInDB(tokens, guid);
16142 void Player::SendAttackSwingNotStanding()
16144 WorldPacket data(SMSG_ATTACKSWING_NOTSTANDING, 0);
16145 GetSession()->SendPacket( &data );
16148 void Player::SendAttackSwingDeadTarget()
16150 WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
16151 GetSession()->SendPacket( &data );
16154 void Player::SendAttackSwingCantAttack()
16156 WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
16157 GetSession()->SendPacket( &data );
16160 void Player::SendAttackSwingCancelAttack()
16162 WorldPacket data(SMSG_CANCEL_COMBAT, 0);
16163 GetSession()->SendPacket( &data );
16166 void Player::SendAttackSwingBadFacingAttack()
16168 WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
16169 GetSession()->SendPacket( &data );
16172 void Player::SendAutoRepeatCancel()
16174 WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, GetPackGUID().size());
16175 data.append(GetPackGUID()); // may be it's target guid
16176 GetSession()->SendPacket( &data );
16179 void Player::PlaySound(uint32 Sound, bool OnlySelf)
16181 WorldPacket data(SMSG_PLAY_SOUND, 4);
16182 data << Sound;
16183 if (OnlySelf)
16184 GetSession()->SendPacket( &data );
16185 else
16186 SendMessageToSet( &data, true );
16189 void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
16191 WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
16192 data << Area;
16193 data << Experience;
16194 GetSession()->SendPacket(&data);
16197 void Player::SendDungeonDifficulty(bool IsInGroup)
16199 uint8 val = 0x00000001;
16200 WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
16201 data << (uint32)GetDifficulty();
16202 data << uint32(val);
16203 data << uint32(IsInGroup);
16204 GetSession()->SendPacket(&data);
16207 void Player::SendResetFailedNotify(uint32 mapid)
16209 WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
16210 data << uint32(mapid);
16211 GetSession()->SendPacket(&data);
16214 /// Reset all solo instances and optionally send a message on success for each
16215 void Player::ResetInstances(uint8 method)
16217 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16219 // we assume that when the difficulty changes, all instances that can be reset will be
16220 uint8 dif = GetDifficulty();
16222 for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
16224 InstanceSave *p = itr->second.save;
16225 const MapEntry *entry = sMapStore.LookupEntry(itr->first);
16226 if(!entry || !p->CanReset())
16228 ++itr;
16229 continue;
16232 if(method == INSTANCE_RESET_ALL)
16234 // the "reset all instances" method can only reset normal maps
16235 if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
16237 ++itr;
16238 continue;
16242 // if the map is loaded, reset it
16243 Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
16244 if(map && map->IsDungeon())
16245 ((InstanceMap*)map)->Reset(method);
16247 // since this is a solo instance there should not be any players inside
16248 if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
16249 SendResetInstanceSuccess(p->GetMapId());
16251 p->DeleteFromDB();
16252 m_boundInstances[dif].erase(itr++);
16254 // the following should remove the instance save from the manager and delete it as well
16255 p->RemovePlayer(this);
16259 void Player::SendResetInstanceSuccess(uint32 MapId)
16261 WorldPacket data(SMSG_INSTANCE_RESET, 4);
16262 data << MapId;
16263 GetSession()->SendPacket(&data);
16266 void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
16268 // TODO: find what other fail reasons there are besides players in the instance
16269 WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
16270 data << reason;
16271 data << MapId;
16272 GetSession()->SendPacket(&data);
16275 /*********************************************************/
16276 /*** Update timers ***/
16277 /*********************************************************/
16279 ///checks the 15 afk reports per 5 minutes limit
16280 void Player::UpdateAfkReport(time_t currTime)
16282 if(m_bgAfkReportedTimer <= currTime)
16284 m_bgAfkReportedCount = 0;
16285 m_bgAfkReportedTimer = currTime+5*MINUTE;
16289 void Player::UpdateContestedPvP(uint32 diff)
16291 if(!m_contestedPvPTimer||isInCombat())
16292 return;
16293 if(m_contestedPvPTimer <= diff)
16295 ResetContestedPvP();
16297 else
16298 m_contestedPvPTimer -= diff;
16301 void Player::UpdatePvPFlag(time_t currTime)
16303 if(!IsPvP())
16304 return;
16305 if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
16306 return;
16308 UpdatePvP(false);
16311 void Player::UpdateDuelFlag(time_t currTime)
16313 if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
16314 return;
16316 SetUInt32Value(PLAYER_DUEL_TEAM, 1);
16317 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
16319 duel->startTimer = 0;
16320 duel->startTime = currTime;
16321 duel->opponent->duel->startTimer = 0;
16322 duel->opponent->duel->startTime = currTime;
16325 void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
16327 if(!pet)
16328 pet = GetPet();
16330 if(returnreagent && (pet || m_temporaryUnsummonedPetNumber))
16332 //returning of reagents only for players, so best done here
16333 uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
16334 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16336 if(spellInfo)
16338 for(uint32 i = 0; i < 7; ++i)
16340 if(spellInfo->Reagent[i] > 0)
16342 ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16343 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
16344 if( msg == EQUIP_ERR_OK )
16346 Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
16347 if(IsInWorld())
16348 SendNewItem(item,spellInfo->ReagentCount[i],true,false);
16353 m_temporaryUnsummonedPetNumber = 0;
16356 if(!pet || pet->GetOwnerGUID()!=GetGUID())
16357 return;
16359 // only if current pet in slot
16360 switch(pet->getPetType())
16362 case MINI_PET:
16363 m_miniPet = 0;
16364 break;
16365 case GUARDIAN_PET:
16366 m_guardianPets.erase(pet->GetGUID());
16367 break;
16368 default:
16369 if(GetPetGUID() == pet->GetGUID())
16370 SetPet(NULL);
16371 break;
16374 pet->CombatStop();
16376 if(returnreagent)
16378 switch(pet->GetEntry())
16380 //warlock pets except imp are removed(?) when logging out
16381 case 1860:
16382 case 1863:
16383 case 417:
16384 case 17252:
16385 mode = PET_SAVE_NOT_IN_SLOT;
16386 break;
16390 pet->SavePetToDB(mode);
16392 pet->CleanupsBeforeDelete();
16393 pet->AddObjectToRemoveList();
16394 pet->m_removed = true;
16396 if(pet->isControlled())
16398 WorldPacket data(SMSG_PET_SPELLS, 8);
16399 data << uint64(0);
16400 data << uint32(0);
16401 GetSession()->SendPacket(&data);
16403 if(GetGroup())
16404 SetGroupUpdateFlag(GROUP_UPDATE_PET);
16408 void Player::RemoveMiniPet()
16410 if(Pet* pet = GetMiniPet())
16412 pet->Remove(PET_SAVE_AS_DELETED);
16413 m_miniPet = 0;
16417 Pet* Player::GetMiniPet()
16419 if(!m_miniPet)
16420 return NULL;
16421 return ObjectAccessor::GetPet(m_miniPet);
16424 void Player::RemoveGuardians()
16426 while(!m_guardianPets.empty())
16428 uint64 guid = *m_guardianPets.begin();
16429 if(Pet* pet = ObjectAccessor::GetPet(guid))
16430 pet->Remove(PET_SAVE_AS_DELETED);
16432 m_guardianPets.erase(guid);
16436 bool Player::HasGuardianWithEntry(uint32 entry)
16438 // pet guid middle part is entry (and creature also)
16439 // and in guardian list must be guardians with same entry _always_
16440 for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
16441 if(GUID_ENPART(*itr)==entry)
16442 return true;
16444 return false;
16447 void Player::Uncharm()
16449 Unit* charm = GetCharm();
16450 if(!charm)
16451 return;
16453 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
16454 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
16457 void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
16459 *data << (uint8)msgtype;
16460 *data << (uint32)language;
16461 *data << (uint64)GetGUID();
16462 *data << (uint32)language; //language 2.1.0 ?
16463 *data << (uint64)GetGUID();
16464 *data << (uint32)(text.length()+1);
16465 *data << text;
16466 *data << (uint8)chatTag();
16469 void Player::Say(const std::string& text, const uint32 language)
16471 WorldPacket data(SMSG_MESSAGECHAT, 200);
16472 BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
16473 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
16476 void Player::Yell(const std::string& text, const uint32 language)
16478 WorldPacket data(SMSG_MESSAGECHAT, 200);
16479 BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
16480 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
16483 void Player::TextEmote(const std::string& text)
16485 WorldPacket data(SMSG_MESSAGECHAT, 200);
16486 BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
16487 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT) );
16490 void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
16492 if (language != LANG_ADDON) // if not addon data
16493 language = LANG_UNIVERSAL; // whispers should always be readable
16495 Player *rPlayer = objmgr.GetPlayer(receiver);
16497 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16498 if(!rPlayer->isDND() || isGameMaster())
16500 WorldPacket data(SMSG_MESSAGECHAT, 200);
16501 BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
16502 rPlayer->GetSession()->SendPacket(&data);
16504 data.Initialize(SMSG_MESSAGECHAT, 200);
16505 rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, text, language);
16506 GetSession()->SendPacket(&data);
16508 else
16510 // announce to player that player he is whispering to is dnd and cannot receive his message
16511 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
16514 if(!isAcceptWhispers())
16516 SetAcceptWhispers(true);
16517 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
16520 // announce to player that player he is whispering to is afk
16521 if(rPlayer->isAFK())
16522 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
16524 // if player whisper someone, auto turn of dnd to be able to receive an answer
16525 if(isDND() && !rPlayer->isGameMaster())
16526 ToggleDND();
16529 void Player::PetSpellInitialize()
16531 Pet* pet = GetPet();
16533 if(!pet)
16534 return;
16536 sLog.outDebug("Pet Spells Groups");
16538 CharmInfo *charmInfo = pet->GetCharmInfo();
16540 WorldPacket data(SMSG_PET_SPELLS, 8+4+4+4+10*4);
16541 data << uint64(pet->GetGUID());
16542 data << uint32(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
16543 data << uint32(0);
16544 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
16546 // action bar loop
16547 for(uint32 i = 0; i < 10; i++)
16549 data << uint32(charmInfo->GetActionBarEntry(i)->Raw);
16552 size_t spellsCountPos = data.wpos();
16554 // spells count
16555 uint8 addlist = 0;
16556 data << uint8(addlist); // placeholder
16558 if(pet->isControlled() && ((pet->getPetType() == HUNTER_PET) || ((pet->GetCreatureInfo()->type == CREATURE_TYPE_DEMON) && (getClass() == CLASS_WARLOCK))))
16560 // spells loop
16561 for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
16563 if(itr->second->state == PETSPELL_REMOVED)
16564 continue;
16566 data << uint16(itr->first);
16567 data << uint16(itr->second->active); // pet spell active state isn't boolean
16568 ++addlist;
16572 data.put<uint8>(spellsCountPos, addlist);
16574 uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
16575 data << uint8(cooldownsCount);
16577 time_t curTime = time(NULL);
16579 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
16581 time_t cooldown = 0;
16583 if(itr->second > curTime)
16584 cooldown = (itr->second - curTime) * 1000;
16586 data << uint16(itr->first); // spellid
16587 data << uint16(0); // spell category?
16588 data << uint32(itr->second); // cooldown
16589 data << uint32(0); // category cooldown
16592 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
16594 time_t cooldown = 0;
16596 if(itr->second > curTime)
16597 cooldown = (itr->second - curTime) * 1000;
16599 data << uint16(itr->first); // spellid
16600 data << uint16(0); // spell category?
16601 data << uint32(0); // cooldown
16602 data << uint32(itr->second); // category cooldown
16605 GetSession()->SendPacket(&data);
16608 void Player::PossessSpellInitialize()
16610 Unit* charm = GetCharm();
16612 if(!charm)
16613 return;
16615 CharmInfo *charmInfo = charm->GetCharmInfo();
16617 if(!charmInfo)
16619 sLog.outError("Player::PossessSpellInitialize(): charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16620 return;
16623 uint8 addlist = 0;
16624 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16626 //16
16627 data << uint64(charm->GetGUID());
16628 data << uint32(0x00000000);
16629 data << uint32(0);
16630 data << uint8(0) << uint8(0) << uint16(0);
16632 for(uint32 i = 0; i < 10; i++) //40
16634 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16637 data << uint8(addlist); //1
16639 uint8 count = 0;
16640 data << uint8(count); // cooldowns count
16642 GetSession()->SendPacket(&data);
16645 void Player::CharmSpellInitialize()
16647 Unit* charm = GetCharm();
16649 if(!charm)
16650 return;
16652 CharmInfo *charmInfo = charm->GetCharmInfo();
16653 if(!charmInfo)
16655 sLog.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16656 return;
16659 uint8 addlist = 0;
16661 if(charm->GetTypeId() != TYPEID_PLAYER)
16663 CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
16665 if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
16667 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16669 if(charmInfo->GetCharmSpell(i)->spellId)
16670 ++addlist;
16675 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16677 data << uint64(charm->GetGUID());
16678 data << uint32(0x00000000);
16679 data << uint32(0);
16680 if(charm->GetTypeId() != TYPEID_PLAYER)
16681 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState());
16682 else
16683 data << uint8(0) << uint8(0);
16684 data << uint16(0);
16686 for(uint32 i = 0; i < 10; i++) //40
16688 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16691 data << uint8(addlist); //1
16693 if(addlist)
16695 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16697 CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
16698 if(cspell->spellId)
16700 data << uint16(cspell->spellId);
16701 data << uint16(cspell->active);
16706 uint8 count = 0;
16707 data << uint8(count); // cooldowns count
16709 GetSession()->SendPacket(&data);
16712 bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell)
16714 if (!mod || !spellInfo)
16715 return false;
16717 if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish
16719 // prevent apply to any spell except spell that trigger expire
16720 if(spell)
16722 if(mod->lastAffected != spell)
16723 return false;
16725 else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id))
16726 return false;
16729 return spellmgr.IsAffectedByMod(spellInfo, mod);
16732 void Player::AddSpellMod(SpellModifier* mod, bool apply)
16734 uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
16736 for(int eff=0;eff<96;++eff)
16738 uint64 _mask = 0;
16739 uint64 _mask2= 0;
16740 if (eff<64) _mask = uint64(1) << (eff- 0);
16741 else _mask2= uint64(1) << (eff-64);
16742 if ( mod->mask & _mask || mod->mask2 & _mask2)
16744 int32 val = 0;
16745 for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
16747 if ((*itr)->type == mod->type && ((*itr)->mask & _mask || (*itr)->mask2 & _mask2))
16748 val += (*itr)->value;
16750 val += apply ? mod->value : -(mod->value);
16751 WorldPacket data(Opcode, (1+1+4));
16752 data << uint8(eff);
16753 data << uint8(mod->op);
16754 data << int32(val);
16755 SendDirectMessage(&data);
16759 if (apply)
16760 m_spellMods[mod->op].push_back(mod);
16761 else
16763 if (mod->charges == -1)
16764 --m_SpellModRemoveCount;
16765 m_spellMods[mod->op].remove(mod);
16766 delete mod;
16770 void Player::RemoveSpellMods(Spell const* spell)
16772 if(!spell || (m_SpellModRemoveCount == 0))
16773 return;
16775 for(int i=0;i<MAX_SPELLMOD;++i)
16777 for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
16779 SpellModifier *mod = *itr;
16780 ++itr;
16782 if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
16784 RemoveAurasDueToSpell(mod->spellId);
16785 if (m_spellMods[i].empty())
16786 break;
16787 else
16788 itr = m_spellMods[i].begin();
16794 // send Proficiency
16795 void Player::SendProficiency(uint8 pr1, uint32 pr2)
16797 WorldPacket data(SMSG_SET_PROFICIENCY, 8);
16798 data << pr1 << pr2;
16799 GetSession()->SendPacket (&data);
16802 void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
16804 QueryResult *result = NULL;
16805 if(type==10)
16806 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16807 else
16808 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16809 if(result)
16811 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.
16812 { // and SendPetitionQueryOpcode reads data from the DB
16813 Field *fields = result->Fetch();
16814 uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
16815 uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
16817 // send update if charter owner in game
16818 Player* owner = objmgr.GetPlayer(ownerguid);
16819 if(owner)
16820 owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
16822 } while ( result->NextRow() );
16824 delete result;
16826 if(type==10)
16827 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16828 else
16829 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16832 CharacterDatabase.BeginTransaction();
16833 if(type == 10)
16835 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
16836 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
16838 else
16840 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16841 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16843 CharacterDatabase.CommitTransaction();
16846 void Player::LeaveAllArenaTeams(uint64 guid)
16848 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));
16849 if(!result)
16850 return;
16854 Field *fields = result->Fetch();
16855 uint32 at_id = fields[0].GetUInt32();
16856 if(at_id != 0)
16858 ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
16859 if(at)
16860 at->DelMember(guid);
16862 } while (result->NextRow());
16864 delete result;
16867 void Player::SetRestBonus (float rest_bonus_new)
16869 // Prevent resting on max level
16870 if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
16871 rest_bonus_new = 0;
16873 if(rest_bonus_new < 0)
16874 rest_bonus_new = 0;
16876 float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
16878 if(rest_bonus_new > rest_bonus_max)
16879 m_rest_bonus = rest_bonus_max;
16880 else
16881 m_rest_bonus = rest_bonus_new;
16883 // update data for client
16884 if(m_rest_bonus>10)
16885 SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
16886 else if(m_rest_bonus<=1)
16887 SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
16889 //RestTickUpdate
16890 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
16893 void Player::HandleStealthedUnitsDetection()
16895 std::list<Unit*> stealthedUnits;
16897 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16898 Cell cell(p);
16899 cell.data.Part.reserved = ALL_DISTRICT;
16900 cell.SetNoCreate();
16902 MaNGOS::AnyStealthedCheck u_check;
16903 MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(this,stealthedUnits, u_check);
16905 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher);
16906 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher);
16908 CellLock<GridReadGuard> cell_lock(cell, p);
16909 cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap());
16910 cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap());
16912 for (std::list<Unit*>::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();)
16914 if((*i)==this)
16916 i = stealthedUnits.erase(i);
16917 continue;
16920 if ((*i)->isVisibleForOrDetect(this,true))
16923 (*i)->SendUpdateToPlayer(this);
16924 m_clientGUIDs.insert((*i)->GetGUID());
16926 #ifdef MANGOS_DEBUG
16927 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
16928 sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
16929 #endif
16931 // target aura duration for caster show only if target exist at caster client
16932 // send data at target visibility change (adding to client)
16933 if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
16934 SendAurasForTarget(*i);
16936 i = stealthedUnits.erase(i);
16937 continue;
16940 ++i;
16944 bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, uint32 mount_id, Creature* npc)
16946 if(nodes.size() < 2)
16947 return false;
16949 // not let cheating with start flight mounted
16950 if(IsMounted())
16952 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16953 data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
16954 GetSession()->SendPacket(&data);
16955 return false;
16958 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
16960 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16961 data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
16962 GetSession()->SendPacket(&data);
16963 return false;
16966 // 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
16967 if(GetSession()->isLogingOut() ||
16968 (!m_currentSpells[CURRENT_GENERIC_SPELL] ||
16969 m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Effect[0] != SPELL_EFFECT_SEND_TAXI)&&
16970 IsNonMeleeSpellCasted(false) ||
16971 isInCombat())
16973 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16974 data << uint32(ERR_TAXIPLAYERBUSY);
16975 GetSession()->SendPacket(&data);
16976 return false;
16979 if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
16980 return false;
16982 uint32 sourcenode = nodes[0];
16984 // starting node too far away (cheat?)
16985 TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
16986 if( !node || node->map_id != GetMapId() ||
16987 (node->x - GetPositionX())*(node->x - GetPositionX())+
16988 (node->y - GetPositionY())*(node->y - GetPositionY())+
16989 (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
16990 (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE) )
16992 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16993 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16994 GetSession()->SendPacket(&data);
16995 return false;
16998 // Prepare to flight start now
17000 // stop combat at start taxi flight if any
17001 CombatStop();
17003 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
17004 TradeCancel(true);
17006 // clean not finished taxi path if any
17007 m_taxi.ClearTaxiDestinations();
17009 // 0 element current node
17010 m_taxi.AddTaxiDestination(sourcenode);
17012 // fill destinations path tail
17013 uint32 sourcepath = 0;
17014 uint32 totalcost = 0;
17016 uint32 prevnode = sourcenode;
17017 uint32 lastnode = 0;
17019 for(uint32 i = 1; i < nodes.size(); ++i)
17021 uint32 path, cost;
17023 lastnode = nodes[i];
17024 objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
17026 if(!path)
17028 m_taxi.ClearTaxiDestinations();
17029 return false;
17032 totalcost += cost;
17034 if(prevnode == sourcenode)
17035 sourcepath = path;
17037 m_taxi.AddTaxiDestination(lastnode);
17039 prevnode = lastnode;
17042 if(!mount_id) // if not provide then attempt use default.
17043 mount_id = objmgr.GetTaxiMount(sourcenode, GetTeam());
17045 if (mount_id == 0 || sourcepath == 0)
17047 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17048 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
17049 GetSession()->SendPacket(&data);
17050 m_taxi.ClearTaxiDestinations();
17051 return false;
17054 uint32 money = GetMoney();
17056 if(npc)
17058 totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
17061 if(money < totalcost)
17063 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17064 data << uint32(ERR_TAXINOTENOUGHMONEY);
17065 GetSession()->SendPacket(&data);
17066 m_taxi.ClearTaxiDestinations();
17067 return false;
17070 //Checks and preparations done, DO FLIGHT
17071 ModifyMoney(-(int32)totalcost);
17073 // prevent stealth flight
17074 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
17076 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17077 data << uint32(ERR_TAXIOK);
17078 GetSession()->SendPacket(&data);
17080 sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
17082 GetSession()->SendDoFlight(mount_id, sourcepath);
17084 return true;
17087 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
17089 // last check 2.0.10
17090 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
17091 data << GetGUID();
17092 data << uint8(0x0); // flags (0x1, 0x2)
17093 time_t curTime = time(NULL);
17094 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
17096 if (itr->second->state == PLAYERSPELL_REMOVED)
17097 continue;
17098 uint32 unSpellId = itr->first;
17099 SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
17100 if (!spellInfo)
17102 ASSERT(spellInfo);
17103 continue;
17106 // Not send cooldown for this spells
17107 if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
17108 continue;
17110 if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
17112 data << unSpellId;
17113 data << unTimeMs; // in m.secs
17114 AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/1000);
17117 GetSession()->SendPacket(&data);
17120 void Player::InitDataForForm(bool reapplyMods)
17122 SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
17123 if(ssEntry && ssEntry->attackSpeed)
17125 SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
17126 SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
17127 SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
17129 else
17130 SetRegularAttackTime();
17132 switch(m_form)
17134 case FORM_CAT:
17136 if(getPowerType()!=POWER_ENERGY)
17137 setPowerType(POWER_ENERGY);
17138 break;
17140 case FORM_BEAR:
17141 case FORM_DIREBEAR:
17143 if(getPowerType()!=POWER_RAGE)
17144 setPowerType(POWER_RAGE);
17145 break;
17147 default: // 0, for example
17149 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
17150 if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
17151 setPowerType(Powers(cEntry->powerType));
17152 break;
17156 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17157 if (!reapplyMods)
17158 UpdateEquipSpellsAtFormChange();
17160 UpdateAttackPowerAndDamage();
17161 UpdateAttackPowerAndDamage(true);
17164 // Return true is the bought item has a max count to force refresh of window by caller
17165 bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot)
17167 // cheating attempt
17168 if(count < 1) count = 1;
17170 if(!isAlive())
17171 return false;
17173 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
17174 if( !pProto )
17176 SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
17177 return false;
17180 Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid,UNIT_NPC_FLAG_VENDOR);
17181 if (!pCreature)
17183 sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
17184 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
17185 return false;
17188 VendorItemData const* vItems = pCreature->GetVendorItems();
17189 if(!vItems || vItems->Empty())
17191 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
17192 return false;
17195 size_t vendor_slot = vItems->FindItemSlot(item);
17196 if(vendor_slot >= vItems->GetItemCount())
17198 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
17199 return false;
17202 VendorItem const* crItem = vItems->m_items[vendor_slot];
17204 // check current item amount if it limited
17205 if( crItem->maxcount != 0 )
17207 if(pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
17209 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
17210 return false;
17214 if( uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
17216 SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
17217 return false;
17220 if(crItem->ExtendedCost)
17222 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17223 if(!iece)
17225 sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
17226 return false;
17229 // honor points price
17230 if(GetHonorPoints() < (iece->reqhonorpoints * count))
17232 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
17233 return false;
17236 // arena points price
17237 if(GetArenaPoints() < (iece->reqarenapoints * count))
17239 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
17240 return false;
17243 // item base price
17244 for (uint8 i = 0; i < 5; ++i)
17246 if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
17248 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
17249 return false;
17253 // check for personal arena rating requirement
17254 if( GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating )
17256 // probably not the proper equip err
17257 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
17258 return false;
17262 uint32 price = pProto->BuyPrice * count;
17264 // reputation discount
17265 price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
17267 if( GetMoney() < price )
17269 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
17270 return false;
17273 uint8 bag = 0; // init for case invalid bagGUID
17275 if (bagguid != NULL_BAG && slot != NULL_SLOT)
17277 Bag *pBag;
17278 if( bagguid == GetGUID() )
17280 bag = INVENTORY_SLOT_BAG_0;
17282 else
17284 for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END;i++)
17286 pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0,i);
17287 if( pBag )
17289 if( bagguid == pBag->GetGUID() )
17291 bag = i;
17292 break;
17299 if( IsInventoryPos( bag, slot ) || (bagguid == NULL_BAG && slot == NULL_SLOT) )
17301 ItemPosCountVec dest;
17302 uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
17303 if( msg != EQUIP_ERR_OK )
17305 SendEquipError( msg, NULL, NULL );
17306 return false;
17309 ModifyMoney( -(int32)price );
17310 if(crItem->ExtendedCost) // case for new honor system
17312 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17313 if(iece->reqhonorpoints)
17314 ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
17315 if(iece->reqarenapoints)
17316 ModifyArenaPoints( - int32(iece->reqarenapoints * count));
17317 for (uint8 i = 0; i < 5; ++i)
17319 if(iece->reqitem[i])
17320 DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
17324 if(Item *it = StoreNewItem( dest, item, true ))
17326 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17328 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17329 data << pCreature->GetGUID();
17330 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17331 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17332 data << (uint32)count;
17333 GetSession()->SendPacket(&data);
17335 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17338 else if( IsEquipmentPos( bag, slot ) )
17340 if(pProto->BuyCount * count != 1)
17342 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL );
17343 return false;
17346 uint16 dest;
17347 uint8 msg = CanEquipNewItem( slot, dest, item, false );
17348 if( msg != EQUIP_ERR_OK )
17350 SendEquipError( msg, NULL, NULL );
17351 return false;
17354 ModifyMoney( -(int32)price );
17355 if(crItem->ExtendedCost) // case for new honor system
17357 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17358 if(iece->reqhonorpoints)
17359 ModifyHonorPoints( - int32(iece->reqhonorpoints));
17360 if(iece->reqarenapoints)
17361 ModifyArenaPoints( - int32(iece->reqarenapoints));
17362 for (uint8 i = 0; i < 5; ++i)
17364 if(iece->reqitem[i])
17365 DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
17369 if(Item *it = EquipNewItem( dest, item, true ))
17371 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17373 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17374 data << pCreature->GetGUID();
17375 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17376 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17377 data << (uint32)count;
17378 GetSession()->SendPacket(&data);
17380 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17382 AutoUnequipOffhandIfNeed();
17385 else
17387 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
17388 return false;
17391 return crItem->maxcount!=0;
17394 uint32 Player::GetMaxPersonalArenaRatingRequirement()
17396 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17397 // the personal rating of the arena team must match the required limit as well
17398 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17399 uint32 max_personal_rating = 0;
17400 for(int i = 0; i < MAX_ARENA_SLOT; ++i)
17402 if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
17404 uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5);
17405 uint32 t_rating = at->GetRating();
17406 p_rating = p_rating<t_rating? p_rating : t_rating;
17407 if(max_personal_rating < p_rating)
17408 max_personal_rating = p_rating;
17411 return max_personal_rating;
17414 void Player::UpdateHomebindTime(uint32 time)
17416 // GMs never get homebind timer online
17417 if (m_InstanceValid || isGameMaster())
17419 if(m_HomebindTimer) // instance valid, but timer not reset
17421 // hide reminder
17422 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17423 data << uint32(0);
17424 data << uint32(0);
17425 GetSession()->SendPacket(&data);
17427 // instance is valid, reset homebind timer
17428 m_HomebindTimer = 0;
17430 else if (m_HomebindTimer > 0)
17432 if (time >= m_HomebindTimer)
17434 // teleport to homebind location
17435 TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
17437 else
17438 m_HomebindTimer -= time;
17440 else
17442 // instance is invalid, start homebind timer
17443 m_HomebindTimer = 60000;
17444 // send message to player
17445 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17446 data << m_HomebindTimer;
17447 data << uint32(1);
17448 GetSession()->SendPacket(&data);
17449 sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17453 void Player::UpdatePvP(bool state, bool ovrride)
17455 if(!state || ovrride)
17457 SetPvP(state);
17458 if(Pet* pet = GetPet())
17459 pet->SetPvP(state);
17460 if(Unit* charmed = GetCharm())
17461 charmed->SetPvP(state);
17463 pvpInfo.endTimer = 0;
17465 else
17467 if(pvpInfo.endTimer != 0)
17468 pvpInfo.endTimer = time(NULL);
17469 else
17471 SetPvP(state);
17473 if(Pet* pet = GetPet())
17474 pet->SetPvP(state);
17475 if(Unit* charmed = GetCharm())
17476 charmed->SetPvP(state);
17481 void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
17483 SpellCooldown sc;
17484 sc.end = end_time;
17485 sc.itemid = itemid;
17486 m_spellCooldowns[spellid] = sc;
17489 void Player::SendCooldownEvent(SpellEntry const *spellInfo)
17491 if ( !(spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) )
17492 return;
17494 // Get spell cooldown
17495 int32 cooldown = GetSpellRecoveryTime(spellInfo);
17496 // Apply spellmods
17497 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, cooldown);
17498 if (cooldown < 0)
17499 cooldown = 0;
17500 // Add cooldown
17501 AddSpellCooldown(spellInfo->Id, 0, time(NULL) + cooldown / 1000);
17502 // Send activate
17503 WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
17504 data << spellInfo->Id;
17505 data << GetGUID();
17506 SendDirectMessage(&data);
17508 //slot to be excluded while counting
17509 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
17511 if(!enchantmentcondition)
17512 return true;
17514 SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
17516 if(!Condition)
17517 return true;
17519 uint8 curcount[4] = {0, 0, 0, 0};
17521 //counting current equipped gem colors
17522 for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
17524 if(i == slot)
17525 continue;
17526 Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
17527 if(pItem2 && pItem2->GetProto()->Socket[0].Color)
17529 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17531 uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17532 if(!enchant_id)
17533 continue;
17535 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17536 if(!enchantEntry)
17537 continue;
17539 uint32 gemid = enchantEntry->GemID;
17540 if(!gemid)
17541 continue;
17543 ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
17544 if(!gemProto)
17545 continue;
17547 GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
17548 if(!gemProperty)
17549 continue;
17551 uint8 GemColor = gemProperty->color;
17553 for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
17555 if(tmpcolormask & GemColor)
17556 ++curcount[b];
17562 bool activate = true;
17564 for(int i = 0; i < 5; i++)
17566 if(!Condition->Color[i])
17567 continue;
17569 uint32 _cur_gem = curcount[Condition->Color[i] - 1];
17571 // if have <CompareColor> use them as count, else use <value> from Condition
17572 uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
17574 switch(Condition->Comparator[i])
17576 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17577 activate &= (_cur_gem < _cmp_gem) ? true : false;
17578 break;
17579 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17580 activate &= (_cur_gem > _cmp_gem) ? true : false;
17581 break;
17582 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17583 activate &= (_cur_gem >= _cmp_gem) ? true : false;
17584 break;
17588 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");
17590 return activate;
17593 void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
17595 //cycle all equipped items
17596 for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17598 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17599 if(slot == exceptslot)
17600 continue;
17602 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17604 if(!pItem || !pItem->GetProto()->Socket[0].Color)
17605 continue;
17607 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17609 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17610 if(!enchant_id)
17611 continue;
17613 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17614 if(!enchantEntry)
17615 continue;
17617 uint32 condition = enchantEntry->EnchantmentCondition;
17618 if(condition)
17620 //was enchant active with/without item?
17621 bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
17622 //should it now be?
17623 if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
17625 // ignore item gem conditions
17626 //if state changed, (dis)apply enchant
17627 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true);
17634 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17635 void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
17637 //cycle all equipped items
17638 for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17640 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17641 if(slot == exceptslot)
17642 continue;
17644 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17646 if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
17647 continue;
17649 //cycle all (gem)enchants
17650 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17652 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17653 if(!enchant_id) //if no enchant go to next enchant(slot)
17654 continue;
17656 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17657 if(!enchantEntry)
17658 continue;
17660 //only metagems to be (de)activated, so only enchants with condition
17661 uint32 condition = enchantEntry->EnchantmentCondition;
17662 if(condition)
17663 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
17668 void Player::LeaveBattleground(bool teleportToEntryPoint)
17670 if(BattleGround *bg = GetBattleGround())
17672 bool need_debuf = bg->isBattleGround() && (bg->GetStatus() == STATUS_IN_PROGRESS) && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER);
17674 bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
17676 // call after remove to be sure that player resurrected for correct cast
17677 if(need_debuf)
17678 CastSpell(this, 26013, true); // Deserter
17682 bool Player::CanJoinToBattleground() const
17684 // check Deserter debuff
17685 if(GetDummyAura(26013))
17686 return false;
17688 return true;
17691 bool Player::CanReportAfkDueToLimit()
17693 // a player can complain about 15 people per 5 minutes
17694 if(m_bgAfkReportedCount >= 15)
17695 return false;
17696 ++m_bgAfkReportedCount;
17697 return true;
17700 ///This player has been blamed to be inactive in a battleground
17701 void Player::ReportedAfkBy(Player* reporter)
17703 BattleGround *bg = GetBattleGround();
17704 if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
17705 return;
17707 // check if player has 'Idle' or 'Inactive' debuff
17708 if(m_bgAfkReporter.find(reporter->GetGUIDLow())==m_bgAfkReporter.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter->CanReportAfkDueToLimit())
17710 m_bgAfkReporter.insert(reporter->GetGUIDLow());
17711 // 3 players have to complain to apply debuff
17712 if(m_bgAfkReporter.size() >= 3)
17714 // cast 'Idle' spell
17715 CastSpell(this, 43680, true);
17716 m_bgAfkReporter.clear();
17721 bool Player::IsVisibleInGridForPlayer( Player* pl ) const
17723 // gamemaster in GM mode see all, including ghosts
17724 if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
17725 return true;
17727 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17728 if (InBattleGround())
17730 if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
17731 return false;
17732 return true;
17735 // Live player see live player or dead player with not realized corpse
17736 if(pl->isAlive() || pl->m_deathTimer > 0)
17738 return isAlive() || m_deathTimer > 0;
17741 // Ghost see other friendly ghosts, that's for sure
17742 if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
17743 return true;
17745 // Dead player see live players near own corpse
17746 if(isAlive())
17748 Corpse *corpse = pl->GetCorpse();
17749 if(corpse)
17751 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17752 if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
17753 return true;
17757 // and not see any other
17758 return false;
17761 bool Player::IsVisibleGloballyFor( Player* u ) const
17763 if(!u)
17764 return false;
17766 // Always can see self
17767 if (u==this)
17768 return true;
17770 // Visible units, always are visible for all players
17771 if (GetVisibility() == VISIBILITY_ON)
17772 return true;
17774 // GMs are visible for higher gms (or players are visible for gms)
17775 if (u->GetSession()->GetSecurity() > SEC_PLAYER)
17776 return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
17778 // non faction visibility non-breakable for non-GMs
17779 if (GetVisibility() == VISIBILITY_OFF)
17780 return false;
17782 // non-gm stealth/invisibility not hide from global player lists
17783 return true;
17786 void Player::UpdateVisibilityOf(WorldObject* target)
17788 if(HaveAtClient(target))
17790 if(!target->isVisibleForInState(this,true))
17792 target->DestroyForPlayer(this);
17793 m_clientGUIDs.erase(target->GetGUID());
17795 #ifdef MANGOS_DEBUG
17796 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17797 sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17798 #endif
17801 else
17803 if(target->isVisibleForInState(this,false))
17805 target->SendUpdateToPlayer(this);
17806 if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
17807 m_clientGUIDs.insert(target->GetGUID());
17809 #ifdef MANGOS_DEBUG
17810 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17811 sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17812 #endif
17814 // target aura duration for caster show only if target exist at caster client
17815 // send data at target visibility change (adding to client)
17816 if(target!=this && target->isType(TYPEMASK_UNIT))
17817 SendAurasForTarget((Unit*)target);
17819 if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
17820 ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17825 template<class T>
17826 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target)
17828 s64.insert(target->GetGUID());
17831 template<>
17832 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target)
17834 if(!target->IsTransport())
17835 s64.insert(target->GetGUID());
17838 template<class T>
17839 void Player::UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow)
17841 if(HaveAtClient(target))
17843 if(!target->isVisibleForInState(this,true))
17845 target->BuildOutOfRangeUpdateBlock(&data);
17846 m_clientGUIDs.erase(target->GetGUID());
17848 #ifdef MANGOS_DEBUG
17849 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17850 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));
17851 #endif
17854 else
17856 if(target->isVisibleForInState(this,false))
17858 visibleNow.insert(target);
17859 target->BuildUpdate(data_updates);
17860 target->BuildCreateUpdateBlockForPlayer(&data, this);
17861 UpdateVisibilityOf_helper(m_clientGUIDs,target);
17863 #ifdef MANGOS_DEBUG
17864 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17865 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));
17866 #endif
17871 template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17872 template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17873 template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17874 template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17875 template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17877 void Player::InitPrimaryProffesions()
17879 SetFreePrimaryProffesions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
17882 void Player::SendComboPoints()
17884 Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
17885 if (combotarget)
17887 WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
17888 data.append(combotarget->GetPackGUID());
17889 data << uint8(m_comboPoints);
17890 GetSession()->SendPacket(&data);
17894 void Player::AddComboPoints(Unit* target, int8 count)
17896 if(!count)
17897 return;
17899 // without combo points lost (duration checked in aura)
17900 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17902 if(target->GetGUID() == m_comboTarget)
17904 m_comboPoints += count;
17906 else
17908 if(m_comboTarget)
17909 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17910 target->RemoveComboPointHolder(GetGUIDLow());
17912 m_comboTarget = target->GetGUID();
17913 m_comboPoints = count;
17915 target->AddComboPointHolder(GetGUIDLow());
17918 if (m_comboPoints > 5) m_comboPoints = 5;
17919 if (m_comboPoints < 0) m_comboPoints = 0;
17921 SendComboPoints();
17924 void Player::ClearComboPoints()
17926 if(!m_comboTarget)
17927 return;
17929 // without combopoints lost (duration checked in aura)
17930 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17932 m_comboPoints = 0;
17934 SendComboPoints();
17936 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17937 target->RemoveComboPointHolder(GetGUIDLow());
17939 m_comboTarget = 0;
17942 void Player::SetGroup(Group *group, int8 subgroup)
17944 if(group == NULL) m_group.unlink();
17945 else
17947 // never use SetGroup without a subgroup unless you specify NULL for group
17948 assert(subgroup >= 0);
17949 m_group.link(group, this);
17950 m_group.setSubGroup((uint8)subgroup);
17954 void Player::SendInitialPacketsBeforeAddToMap()
17956 WorldPacket data(SMSG_SET_REST_START_OBSOLETE, 4);
17957 data << uint32(0); // unknown, may be rest state time or experience
17958 GetSession()->SendPacket(&data);
17960 // Homebind
17961 data.Initialize(SMSG_BINDPOINTUPDATE, 5*4);
17962 data << m_homebindX << m_homebindY << m_homebindZ;
17963 data << (uint32) m_homebindMapId;
17964 data << (uint32) m_homebindZoneId;
17965 GetSession()->SendPacket(&data);
17967 // SMSG_SET_PROFICIENCY
17968 // SMSG_UPDATE_AURA_DURATION
17970 // tutorial stuff
17971 data.Initialize(SMSG_TUTORIAL_FLAGS, 8*4);
17972 for (int i = 0; i < 8; ++i)
17973 data << uint32( GetTutorialInt(i) );
17974 GetSession()->SendPacket(&data);
17976 SendInitialSpells();
17978 data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
17979 data << uint32(0); // count, for(count) uint32;
17980 GetSession()->SendPacket(&data);
17982 SendInitialActionButtons();
17983 SendInitialReputations();
17984 m_achievementMgr.SendAllAchievementData();
17985 UpdateZone(GetZoneId());
17986 SendInitWorldStates();
17988 // SMSG_SET_AURA_SINGLE
17990 data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8);
17991 data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
17992 data << (float)0.01666667f; // game speed
17993 GetSession()->SendPacket( &data );
17995 data.Initialize(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
17996 data << uint32(0x00000000); // on blizz it increments periodically
17997 GetSession()->SendPacket(&data);
17999 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
18000 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || isInFlight())
18001 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
18003 m_mover = this;
18006 void Player::SendInitialPacketsAfterAddToMap()
18008 WorldPacket data(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
18009 data << uint32(0x00000000); // on blizz it increments periodically
18010 GetSession()->SendPacket(&data);
18012 CastSpell(this, 836, true); // LOGINEFFECT
18014 // set some aura effects that send packet to player client after add player to map
18015 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
18016 // same auras state lost at far teleport, send it one more time in this case also
18017 static const AuraType auratypes[] =
18019 SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
18020 SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
18021 SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED, SPELL_AURA_NONE
18023 for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
18025 Unit::AuraList const& auraList = GetAurasByType(*itr);
18026 if(!auraList.empty())
18027 auraList.front()->ApplyModifier(true,true);
18030 if(HasAuraType(SPELL_AURA_MOD_STUN))
18031 SetMovement(MOVE_ROOT);
18033 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
18034 if(HasAuraType(SPELL_AURA_MOD_ROOT))
18036 WorldPacket data(SMSG_FORCE_MOVE_ROOT, 10);
18037 data.append(GetPackGUID());
18038 data << (uint32)2;
18039 SendMessageToSet(&data,true);
18042 SendAurasForTarget(this);
18043 SendEnchantmentDurations(); // must be after add to map
18044 SendItemDurations(); // must be after add to map
18047 void Player::SendUpdateToOutOfRangeGroupMembers()
18049 if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
18050 return;
18051 if(Group* group = GetGroup())
18052 group->UpdatePlayerOutOfRange(this);
18054 m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
18055 m_auraUpdateMask = 0;
18056 if(Pet *pet = GetPet())
18057 pet->ResetAuraUpdateMask();
18060 void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
18062 WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
18063 data << uint32(mapid);
18064 data << uint8(reason); // transfer abort reason
18065 switch(reason)
18067 case TRANSFER_ABORT_INSUF_EXPAN_LVL:
18068 case TRANSFER_ABORT_DIFFICULTY:
18069 case TRANSFER_ABORT_UNIQUE_MESSAGE:
18070 data << uint8(arg);
18071 break;
18073 GetSession()->SendPacket(&data);
18076 void Player::SendInstanceResetWarning(uint32 mapid, uint32 time)
18078 // type of warning, based on the time remaining until reset
18079 uint32 type;
18080 if(time > 3600)
18081 type = RAID_INSTANCE_WELCOME;
18082 else if(time > 900 && time <= 3600)
18083 type = RAID_INSTANCE_WARNING_HOURS;
18084 else if(time > 300 && time <= 900)
18085 type = RAID_INSTANCE_WARNING_MIN;
18086 else
18087 type = RAID_INSTANCE_WARNING_MIN_SOON;
18088 WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4);
18089 data << uint32(type);
18090 data << uint32(mapid);
18091 data << uint32(time);
18092 GetSession()->SendPacket(&data);
18095 void Player::ApplyEquipCooldown( Item * pItem )
18097 for(int i = 0; i <5; ++i)
18099 _Spell const& spellData = pItem->GetProto()->Spells[i];
18101 // no spell
18102 if( !spellData.SpellId )
18103 continue;
18105 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
18106 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
18107 continue;
18109 AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
18111 WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
18112 data << pItem->GetGUID();
18113 data << uint32(spellData.SpellId);
18114 GetSession()->SendPacket(&data);
18118 void Player::resetSpells()
18120 // not need after this call
18121 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
18123 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_SPELLS;
18124 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS), GetGUIDLow());
18127 // make full copy of map (spells removed and marked as deleted at another spell remove
18128 // and we can't use original map for safe iterative with visit each spell at loop end
18129 PlayerSpellMap smap = GetSpellMap();
18131 for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
18132 removeSpell(iter->first); // only iter->first can be accessed, object by iter->second can be deleted already
18134 learnDefaultSpells();
18135 learnQuestRewardedSpells();
18138 void Player::learnDefaultSpells()
18140 // learn default race/class spells
18141 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
18142 for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr)
18144 uint32 tspell = *itr;
18145 sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell);
18146 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18147 addSpell(tspell,true,true,true,false);
18148 else // but send in normal spell in game learn case
18149 learnSpell(tspell,true);
18153 void Player::learnQuestRewardedSpells(Quest const* quest)
18155 uint32 spell_id = quest->GetRewSpellCast();
18157 // skip quests without rewarded spell
18158 if( !spell_id )
18159 return;
18161 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
18162 if(!spellInfo)
18163 return;
18165 // check learned spells state
18166 bool found = false;
18167 for(int i=0; i < 3; ++i)
18169 if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
18171 found = true;
18172 break;
18176 // skip quests with not teaching spell or already known spell
18177 if(!found)
18178 return;
18180 // prevent learn non first rank unknown profession and second specialization for same profession)
18181 uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
18182 if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
18184 // not have first rank learned (unlearned prof?)
18185 uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
18186 if( !HasSpell(first_spell) )
18187 return;
18189 SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
18190 if(!learnedInfo)
18191 return;
18193 // specialization
18194 if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0)
18196 // search other specialization for same prof
18197 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
18199 if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
18200 continue;
18202 SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
18203 if(!itrInfo)
18204 return;
18206 // compare only specializations
18207 if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
18208 continue;
18210 // compare same chain spells
18211 if(spellmgr.GetFirstSpellInChain(itr->first) != first_spell)
18212 continue;
18214 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18215 if(!spellmgr.IsHighRankOfSpell(learned_0,itr->first))
18216 return;
18221 CastSpell( this, spell_id, true);
18224 void Player::learnQuestRewardedSpells()
18226 // learn spells received from quest completing
18227 for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
18229 // skip no rewarded quests
18230 if(!itr->second.m_rewarded)
18231 continue;
18233 Quest const* quest = objmgr.GetQuestTemplate(itr->first);
18234 if( !quest )
18235 continue;
18237 learnQuestRewardedSpells(quest);
18241 void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value )
18243 uint32 raceMask = getRaceMask();
18244 uint32 classMask = getClassMask();
18245 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
18247 SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
18248 if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
18249 continue;
18250 // Check race if set
18251 if (pAbility->racemask && !(pAbility->racemask & raceMask))
18252 continue;
18253 // Check class if set
18254 if (pAbility->classmask && !(pAbility->classmask & classMask))
18255 continue;
18257 if (sSpellStore.LookupEntry(pAbility->spellId))
18259 // need unlearn spell
18260 if (skill_value < pAbility->req_skill_value)
18261 removeSpell(pAbility->spellId);
18262 // need learn
18263 else if (!IsInWorld())
18264 addSpell(pAbility->spellId,true,true,true,false);
18265 else
18266 learnSpell(pAbility->spellId,true);
18271 void Player::SendAurasForTarget(Unit *target)
18273 if(target->GetVisibleAuras()->empty()) // speedup things
18274 return;
18276 WorldPacket data(SMSG_AURA_UPDATE_ALL);
18277 data.append(target->GetPackGUID());
18279 Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
18280 for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
18282 for(uint32 j = 0; j < 3; ++j)
18284 if(Aura *aura = target->GetAura(itr->second, j))
18286 data << uint8(aura->GetAuraSlot());
18287 data << uint32(aura->GetId());
18289 if(aura->GetId())
18291 uint8 auraFlags = aura->GetAuraFlags();
18292 // flags
18293 data << uint8(auraFlags);
18294 // level
18295 data << uint8(aura->GetAuraLevel());
18296 // charges
18297 data << uint8(aura->GetAuraCharges());
18299 if(!(auraFlags & AFLAG_NOT_CASTER))
18301 data << uint8(0); // packed GUID of someone (caster?)
18304 if(auraFlags & AFLAG_DURATION) // include aura duration
18306 data << uint32(aura->GetAuraMaxDuration());
18307 data << uint32(aura->GetAuraDuration());
18310 break;
18315 GetSession()->SendPacket(&data);
18318 void Player::SetDailyQuestStatus( uint32 quest_id )
18320 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18322 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
18324 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
18325 m_lastDailyQuestTime = time(NULL); // last daily quest time
18326 m_DailyQuestChanged = true;
18327 break;
18332 void Player::ResetDailyQuestStatus()
18334 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18335 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
18337 // DB data deleted in caller
18338 m_DailyQuestChanged = false;
18339 m_lastDailyQuestTime = 0;
18342 BattleGround* Player::GetBattleGround() const
18344 if(GetBattleGroundId()==0)
18345 return NULL;
18347 return sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
18350 bool Player::InArena() const
18352 BattleGround *bg = GetBattleGround();
18353 if(!bg || !bg->isArena())
18354 return false;
18356 return true;
18359 bool Player::GetBGAccessByLevel(uint32 bgTypeId) const
18361 // get a template bg instead of running one
18362 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
18363 if(!bg)
18364 return false;
18366 if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
18367 return false;
18369 return true;
18372 uint32 Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id)
18374 if(queue_id < 1)
18375 return 0;
18377 if(queue_id >=7)
18378 queue_id = 7;
18380 return 10*(queue_id+1);
18383 uint32 Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id)
18385 if(queue_id >=7)
18386 return 255; // hardcoded max level
18388 return 10*(queue_id+2)-1;
18391 uint32 Player::GetBattleGroundQueueIdFromLevel() const
18393 uint32 level = getLevel();
18394 if(level <= 19)
18395 return 0;
18396 else if (level > 79)
18397 return 7;
18398 else
18399 return level/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
18401 assert(bgTypeId < MAX_BATTLEGROUND_TYPES);
18402 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
18403 assert(bg);
18404 return (getLevel() - bg->GetMinLevel()) / 10;*/
18407 float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
18409 FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
18410 if(!vendor_faction)
18411 return 1.0f;
18413 ReputationRank rank = GetReputationRank(vendor_faction->faction);
18414 if(rank <= REP_NEUTRAL)
18415 return 1.0f;
18417 return 1.0f - 0.05f* (rank - REP_NEUTRAL);
18420 bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
18422 uint32 racemask = getRaceMask();
18423 uint32 classmask = getClassMask();
18425 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
18426 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
18427 if(lower==upper)
18428 return true;
18430 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
18432 // skip wrong race skills
18433 if( _spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
18434 continue;
18436 // skip wrong class skills
18437 if( _spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
18438 continue;
18440 return true;
18443 return false;
18446 bool Player::HasQuestForGO(int32 GOId)
18448 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
18450 QuestStatusData qs=i->second;
18451 if (qs.m_status == QUEST_STATUS_INCOMPLETE)
18453 Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
18454 if(!qinfo)
18455 continue;
18457 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
18458 continue;
18460 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
18462 if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case
18463 continue;
18465 if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
18466 return true;
18470 return false;
18473 void Player::UpdateForQuestsGO()
18475 if(m_clientGUIDs.empty())
18476 return;
18478 UpdateData udata;
18479 WorldPacket packet;
18480 for(ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
18482 if(IS_GAMEOBJECT_GUID(*itr))
18484 GameObject *obj = HashMapHolder<GameObject>::Find(*itr);
18485 if(obj)
18486 obj->BuildValuesUpdateBlockForPlayer(&udata,this);
18489 udata.BuildPacket(&packet);
18490 GetSession()->SendPacket(&packet);
18493 void Player::SummonIfPossible(bool agree)
18495 if(!agree)
18497 m_summon_expire = 0;
18498 return;
18501 // expire and auto declined
18502 if(m_summon_expire < time(NULL))
18503 return;
18505 // stop taxi flight at summon
18506 if(isInFlight())
18508 GetMotionMaster()->MovementExpired();
18509 m_taxi.ClearTaxiDestinations();
18512 // drop flag at summon
18513 if(BattleGround *bg = GetBattleGround())
18514 bg->EventPlayerDroppedFlag(this);
18516 m_summon_expire = 0;
18518 TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
18521 void Player::RemoveItemDurations( Item *item )
18523 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr)
18525 if(*itr==item)
18527 m_itemDuration.erase(itr);
18528 break;
18533 void Player::AddItemDurations( Item *item )
18535 if(item->GetUInt32Value(ITEM_FIELD_DURATION))
18537 m_itemDuration.push_back(item);
18538 item->SendTimeUpdate(this);
18542 void Player::AutoUnequipOffhandIfNeed()
18544 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
18545 if(!offItem)
18546 return;
18548 // need unequip for 2h-weapon without TitanGrip
18549 if (!IsTwoHandUsed())
18550 return;
18552 ItemPosCountVec off_dest;
18553 uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false );
18554 if( off_msg == EQUIP_ERR_OK )
18556 RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
18557 StoreItem( off_dest, offItem, true );
18559 else
18561 sLog.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
18565 bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
18567 if(spellInfo->EquippedItemClass < 0)
18568 return true;
18570 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18571 // for optimize check 2 used cases only
18572 switch(spellInfo->EquippedItemClass)
18574 case ITEM_CLASS_WEAPON:
18576 for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
18577 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18578 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18579 return true;
18580 break;
18582 case ITEM_CLASS_ARMOR:
18584 // tabard not have dependent spells
18585 for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
18586 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18587 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18588 return true;
18590 // shields can be equipped to offhand slot
18591 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
18592 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18593 return true;
18595 // ranged slot can have some armor subclasses
18596 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
18597 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18598 return true;
18600 break;
18602 default:
18603 sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
18604 break;
18607 return false;
18610 bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
18612 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18613 if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
18614 HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
18615 return true;
18617 // Check no reagent use mask
18618 uint64 noReagentMask_0_1 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1);
18619 uint32 noReagentMask_2 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1+2);
18620 if (spellInfo->SpellFamilyFlags & noReagentMask_0_1 ||
18621 spellInfo->SpellFamilyFlags2 & noReagentMask_2)
18622 return true;
18624 return false;
18627 void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
18629 AuraMap& auras = GetAuras();
18630 for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); )
18632 Aura* aura = itr->second;
18634 // skip passive (passive item dependent spells work in another way) and not self applied auras
18635 SpellEntry const* spellInfo = aura->GetSpellProto();
18636 if(aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
18638 ++itr;
18639 continue;
18642 // skip if not item dependent or have alternative item
18643 if(HasItemFitToSpellReqirements(spellInfo,pItem))
18645 ++itr;
18646 continue;
18649 // no alt item, remove aura, restart check
18650 RemoveAurasDueToSpell(aura->GetId());
18651 itr = auras.begin();
18654 // currently casted spells can be dependent from item
18655 for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++)
18657 if( m_currentSpells[i] && m_currentSpells[i]->getState()!=SPELL_STATE_DELAYED &&
18658 !HasItemFitToSpellReqirements(m_currentSpells[i]->m_spellInfo,pItem) )
18659 InterruptSpell(i);
18663 uint32 Player::GetResurrectionSpellId()
18665 // search priceless resurrection possibilities
18666 uint32 prio = 0;
18667 uint32 spell_id = 0;
18668 AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
18669 for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
18671 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18672 if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
18674 switch((*itr)->GetId())
18676 case 20707: spell_id = 3026; break; // rank 1
18677 case 20762: spell_id = 20758; break; // rank 2
18678 case 20763: spell_id = 20759; break; // rank 3
18679 case 20764: spell_id = 20760; break; // rank 4
18680 case 20765: spell_id = 20761; break; // rank 5
18681 case 27239: spell_id = 27240; break; // rank 6
18682 default:
18683 sLog.outError("Unhandled spell %%u: S.Resurrection",(*itr)->GetId());
18684 continue;
18687 prio = 3;
18689 // Twisting Nether // prio: 2 (max)
18690 else if((*itr)->GetId()==23701 && roll_chance_i(10))
18692 prio = 2;
18693 spell_id = 23700;
18697 // Reincarnation (passive spell) // prio: 1
18698 if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18699 spell_id = 21169;
18701 return spell_id;
18704 // Used in triggers for check "Only to targets that grant experience or honor" req
18705 bool Player::isHonorOrXPTarget(Unit* pVictim)
18707 uint32 v_level = pVictim->getLevel();
18708 uint32 k_grey = MaNGOS::XP::GetGrayLevel(getLevel());
18710 // Victim level less gray level
18711 if(v_level<=k_grey)
18712 return false;
18714 if(pVictim->GetTypeId() == TYPEID_UNIT)
18716 if (((Creature*)pVictim)->isTotem() ||
18717 ((Creature*)pVictim)->isPet() ||
18718 ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
18719 return false;
18721 return true;
18724 bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
18726 bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
18728 // prepare data for near group iteration (PvP and !PvP cases)
18729 uint32 xp = 0;
18730 bool honored_kill = false;
18732 if(Group *pGroup = GetGroup())
18734 uint32 count = 0;
18735 uint32 sum_level = 0;
18736 Player* member_with_max_level = NULL;
18737 Player* not_gray_member_with_max_level = NULL;
18739 pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
18741 if(member_with_max_level)
18743 /// not get Xp in PvP or no not gray players in group
18744 xp = (PvP || !not_gray_member_with_max_level) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level, pVictim);
18746 /// skip in check PvP case (for speed, not used)
18747 bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
18748 bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
18749 float group_rate = MaNGOS::XP::xp_in_group_rate(count,is_raid);
18751 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18753 Player* pGroupGuy = itr->getSource();
18754 if(!pGroupGuy)
18755 continue;
18757 if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
18758 continue; // member (alive or dead) or his corpse at req. distance
18760 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18761 if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count) && pGroupGuy==this)
18762 honored_kill = true;
18764 // xp and reputation only in !PvP case
18765 if(!PvP)
18767 float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
18769 // if is in dungeon then all receive full reputation at kill
18770 // rewarded any alive/dead/near_corpse group member
18771 pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
18773 // XP updated only for alive group member
18774 if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
18775 pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
18777 uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
18779 pGroupGuy->GiveXP(itr_xp, pVictim);
18780 if(Pet* pet = pGroupGuy->GetPet())
18781 pet->GivePetXP(itr_xp/2);
18784 // quest objectives updated only for alive group member or dead but with not released body
18785 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
18787 // normal creature (not pet/etc) can be only in !PvP case
18788 if(pVictim->GetTypeId()==TYPEID_UNIT)
18789 pGroupGuy->KilledMonster(pVictim->GetEntry(), pVictim->GetGUID());
18795 else // if (!pGroup)
18797 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim);
18799 // honor can be in PvP and !PvP (racial leader) cases
18800 if(RewardHonor(pVictim,1))
18801 honored_kill = true;
18803 // xp and reputation only in !PvP case
18804 if(!PvP)
18806 RewardReputation(pVictim,1);
18807 GiveXP(xp, pVictim);
18809 if(Pet* pet = GetPet())
18810 pet->GivePetXP(xp);
18812 // normal creature (not pet/etc) can be only in !PvP case
18813 if(pVictim->GetTypeId()==TYPEID_UNIT)
18814 KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
18817 return xp || honored_kill;
18820 bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
18822 if(pRewardSource->GetDistance(this) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
18823 return true;
18825 if(isAlive())
18826 return false;
18828 Corpse* corpse = GetCorpse();
18829 if(!corpse)
18830 return false;
18832 return pRewardSource->GetDistance(corpse) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
18835 uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
18837 Item* item = GetWeaponForAttack(attType,true);
18839 // unarmed only with base attack
18840 if(attType != BASE_ATTACK && !item)
18841 return 0;
18843 // weapon skill or (unarmed for base attack)
18844 uint32 skill = item ? item->GetSkill() : SKILL_UNARMED;
18845 return GetBaseSkillValue(skill);
18848 void Player::ResurectUsingRequestData()
18850 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
18851 TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
18853 ResurrectPlayer(0.0f,false);
18855 if(GetMaxHealth() > m_resurrectHealth)
18856 SetHealth( m_resurrectHealth );
18857 else
18858 SetHealth( GetMaxHealth() );
18860 if(GetMaxPower(POWER_MANA) > m_resurrectMana)
18861 SetPower(POWER_MANA, m_resurrectMana );
18862 else
18863 SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
18865 SetPower(POWER_RAGE, 0 );
18867 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
18869 SpawnCorpseBones();
18872 void Player::SetClientControl(Unit* target, uint8 allowMove)
18874 WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
18875 data.append(target->GetPackGUID());
18876 data << uint8(allowMove);
18877 GetSession()->SendPacket(&data);
18880 void Player::UpdateZoneDependentAuras( uint32 newZone )
18882 // remove new continent flight forms
18883 if( !IsAllowUseFlyMountsHere() )
18885 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED);
18886 RemoveSpellsCausingAura(SPELL_AURA_FLY);
18889 // Some spells applied at enter into zone (with subzones)
18890 switch(newZone)
18892 case 2367: // Old Hillsbrad Foothills
18894 // Human Illusion
18895 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
18896 uint32 spellid = 0;
18897 // all horde races
18898 if( GetTeam() == HORDE )
18899 spellid = getGender() == GENDER_FEMALE ? 35481 : 35480;
18900 // and some alliance races
18901 else if( getRace() == RACE_NIGHTELF || getRace() == RACE_DRAENEI )
18902 spellid = getGender() == GENDER_FEMALE ? 35483 : 35482;
18904 if(spellid && !HasAura(spellid,0) )
18905 CastSpell(this,spellid,true);
18906 break;
18911 void Player::UpdateAreaDependentAuras( uint32 newArea )
18913 // remove auras from spells with area limitations
18914 for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
18916 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18917 if(GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea)!=0)
18918 RemoveAura(iter);
18919 else
18920 ++iter;
18923 // some auras applied at subzone enter
18924 switch(newArea)
18926 // Dragonmaw Illusion
18927 case 3759: // Netherwing Ledge
18928 case 3939: // Dragonmaw Fortress
18929 case 3966: // Dragonmaw Base Camp
18930 if( GetDummyAura(40214) )
18932 if( !HasAura(40216,0) )
18933 CastSpell(this,40216,true);
18934 if( !HasAura(42016,0) )
18935 CastSpell(this,42016,true);
18937 break;
18938 // Dominion Over Acherus
18939 case 4281: // Acherus: The Ebon Hold
18940 case 4342: // Acherus: The Ebon Hold
18941 if( HasSpell(51721) )
18942 if( !HasAura(51721,0) )
18943 CastSpell(this,51721,true);
18944 break;
18945 // Mist of the Kvaldir
18946 case 4028: //Riplash Strand
18947 case 4029: //Riplash Ruins
18948 case 4106: //Garrosh's Landing
18949 case 4031: //Pal'ea
18950 CastSpell(this,54119,true);
18951 break;
18955 uint32 Player::GetCorpseReclaimDelay(bool pvp) const
18957 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18958 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18960 return copseReclaimDelay[0];
18963 time_t now = time(NULL);
18964 // 0..2 full period
18965 uint32 count = (now < m_deathExpireTime) ? (m_deathExpireTime - now)/DEATH_EXPIRE_STEP : 0;
18966 return copseReclaimDelay[count];
18969 void Player::UpdateCorpseReclaimDelay()
18971 bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
18973 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18974 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18975 return;
18977 time_t now = time(NULL);
18978 if(now < m_deathExpireTime)
18980 // full and partly periods 1..3
18981 uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
18982 if(count < MAX_DEATH_COUNT)
18983 m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
18984 else
18985 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
18987 else
18988 m_deathExpireTime = now+DEATH_EXPIRE_STEP;
18991 void Player::SendCorpseReclaimDelay(bool load)
18993 Corpse* corpse = GetCorpse();
18994 if(!corpse)
18995 return;
18997 uint32 delay;
18998 if(load)
19000 if(corpse->GetGhostTime() > m_deathExpireTime)
19001 return;
19003 bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP;
19005 uint32 count;
19006 if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
19007 !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
19009 count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
19010 if(count>=MAX_DEATH_COUNT)
19011 count = MAX_DEATH_COUNT-1;
19013 else
19014 count=0;
19016 time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
19018 time_t now = time(NULL);
19019 if(now >= expected_time)
19020 return;
19022 delay = expected_time-now;
19024 else
19025 delay = GetCorpseReclaimDelay(corpse->GetType()==CORPSE_RESURRECTABLE_PVP);
19027 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
19028 WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
19029 data << uint32(delay*1000);
19030 GetSession()->SendPacket( &data );
19033 Player* Player::GetNextRandomRaidMember(float radius)
19035 Group *pGroup = GetGroup();
19036 if(!pGroup)
19037 return NULL;
19039 std::vector<Player*> nearMembers;
19040 nearMembers.reserve(pGroup->GetMembersCount());
19042 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
19044 Player* Target = itr->getSource();
19046 // IsHostileTo check duel and controlled by enemy
19047 if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
19048 !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
19049 nearMembers.push_back(Target);
19052 if (nearMembers.empty())
19053 return NULL;
19055 uint32 randTarget = urand(0,nearMembers.size()-1);
19056 return nearMembers[randTarget];
19059 PartyResult Player::CanUninviteFromGroup() const
19061 const Group* grp = GetGroup();
19062 if(!grp)
19063 return PARTY_RESULT_YOU_NOT_IN_GROUP;
19065 if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
19066 return PARTY_RESULT_YOU_NOT_LEADER;
19068 if(InBattleGround())
19069 return PARTY_RESULT_INVITE_RESTRICTED;
19071 return PARTY_RESULT_OK;
19074 void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
19076 float water_z = m->GetWaterLevel(x,y);
19077 float terrain_z = m->GetHeight(x,y,z, false); // use .map base surface height
19078 uint8 flag1 = m->GetTerrainType(x,y);
19080 //!Underwater check, not in water if underground or above water level - take UC royal quater for example
19081 if (terrain_z <= INVALID_HEIGHT || z < (terrain_z-2) || z > (water_z - 2) )
19082 m_isunderwater &= ~UNDERWATER_INWATER;
19083 else if ((z < (water_z - 2)) && (flag1 & 0x01))
19084 m_isunderwater |= UNDERWATER_INWATER;
19086 //!in lava check, anywhere under lava level
19087 if ((terrain_z <= INVALID_HEIGHT || z < (terrain_z - 0)) && (flag1 == 0x00) && IsInWater())
19088 m_isunderwater |= UNDERWATER_INLAVA;
19089 else
19090 m_isunderwater &= ~UNDERWATER_INLAVA;
19093 void Player::SetCanParry( bool value )
19095 if(m_canParry==value)
19096 return;
19098 m_canParry = value;
19099 UpdateParryPercentage();
19102 void Player::SetCanBlock( bool value )
19104 if(m_canBlock==value)
19105 return;
19107 m_canBlock = value;
19108 UpdateBlockPercentage();
19111 bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
19113 for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
19114 if(itr->pos == pos)
19115 return true;
19117 return false;
19120 bool Player::isAllowUseBattleGroundObject()
19122 return ( //InBattleGround() && // in battleground - not need, check in other cases
19123 !IsMounted() && // not mounted
19124 !HasStealthAura() && // not stealthed
19125 !HasInvisibilityAura() && // not invisible
19126 !HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
19127 isAlive() // live player
19131 uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair)
19133 uint32 level = getLevel();
19135 if(level > GT_MAX_LEVEL)
19136 level = GT_MAX_LEVEL; // max level in this dbc
19138 uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
19139 uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
19140 uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
19142 if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair))
19143 return 0;
19145 GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
19147 if(!bsc) // shouldn't happen
19148 return 0xFFFFFFFF;
19150 float cost = 0;
19152 if(hairstyle != newhairstyle)
19153 cost += bsc->cost; // full price
19155 if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
19156 cost += bsc->cost * 0.5f; // +1/2 of price
19158 if(facialhair != newfacialhair)
19159 cost += bsc->cost * 0.75f; // +3/4 of price
19161 return uint32(cost);
19164 void Player::InitGlyphsForLevel()
19166 for(uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
19167 if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i))
19168 if(gs->Order)
19169 SetGlyphSlot(gs->Order - 1, gs->Id);
19171 uint32 level = getLevel();
19172 uint32 value = 0;
19174 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19175 if(level >= 15)
19176 value |= (0x01 | 0x02);
19177 if(level >= 30)
19178 value |= 0x08;
19179 if(level >= 50)
19180 value |= 0x04;
19181 if(level >= 70)
19182 value |= 0x10;
19183 if(level >= 80)
19184 value |= 0x20;
19186 SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
19189 void Player::EnterVehicle(Vehicle *vehicle)
19191 VehicleEntry const *ve = sVehicleStore.LookupEntry(vehicle->GetVehicleId());
19192 if(!ve)
19193 return;
19195 VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(ve->m_seatID[0]);
19196 if(!veSeat)
19197 return;
19199 vehicle->SetCharmerGUID(GetGUID());
19200 vehicle->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
19201 vehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
19202 vehicle->setFaction(getFaction());
19204 SetCharm(vehicle); // charm
19205 SetFarSightGUID(vehicle->GetGUID()); // set view
19207 SetClientControl(vehicle, 1); // redirect controls to vehicle
19209 WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
19210 GetSession()->SendPacket(&data);
19212 data.Initialize(MSG_MOVE_TELEPORT_ACK, 30);
19213 data.append(GetPackGUID());
19214 data << uint32(0); // counter?
19215 data << uint32(MOVEMENTFLAG_ONTRANSPORT); // transport
19216 data << uint16(0); // special flags
19217 data << uint32(getMSTime()); // time
19218 data << vehicle->GetPositionX(); // x
19219 data << vehicle->GetPositionY(); // y
19220 data << vehicle->GetPositionZ(); // z
19221 data << vehicle->GetOrientation(); // o
19222 // transport part, TODO: load/calculate seat offsets
19223 data << uint64(vehicle->GetGUID()); // transport guid
19224 data << float(veSeat->m_attachmentOffsetX); // transport offsetX
19225 data << float(veSeat->m_attachmentOffsetY); // transport offsetY
19226 data << float(veSeat->m_attachmentOffsetZ); // transport offsetZ
19227 data << float(0); // transport orientation
19228 data << uint32(getMSTime()); // transport time
19229 data << uint8(0); // seat
19230 // end of transport part
19231 data << uint32(0); // fall time
19232 GetSession()->SendPacket(&data);
19234 data.Initialize(SMSG_PET_SPELLS, 8+4+4+4+4*10+1+1);
19235 data << uint64(vehicle->GetGUID());
19236 data << uint32(0x00000000);
19237 data << uint32(0x00000000);
19238 data << uint32(0x00000101);
19240 for(uint32 i = 0; i < 10; ++i)
19241 data << uint16(0) << uint8(0) << uint8(i+8);
19243 data << uint8(0);
19244 data << uint8(0);
19245 GetSession()->SendPacket(&data);
19248 void Player::ExitVehicle(Vehicle *vehicle)
19250 vehicle->SetCharmerGUID(0);
19251 vehicle->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
19252 vehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
19253 vehicle->setFaction((GetTeam() == ALLIANCE) ? vehicle->GetCreatureInfo()->faction_A : vehicle->GetCreatureInfo()->faction_H);
19255 SetCharm(NULL);
19256 SetFarSightGUID(0);
19258 SetClientControl(vehicle, 0);
19260 WorldPacket data(MSG_MOVE_TELEPORT_ACK, 30);
19261 data.append(GetPackGUID());
19262 data << uint32(0); // counter?
19263 data << uint32(MOVEMENTFLAG_FLY_UNK1); // fly unk
19264 data << uint16(0x40); // special flags
19265 data << uint32(getMSTime()); // time
19266 data << vehicle->GetPositionX(); // x
19267 data << vehicle->GetPositionY(); // y
19268 data << vehicle->GetPositionZ(); // z
19269 data << vehicle->GetOrientation(); // o
19270 data << uint32(0); // fall time
19271 GetSession()->SendPacket(&data);
19273 data.Initialize(SMSG_PET_SPELLS, 8+4);
19274 data << uint64(0);
19275 data << uint32(0);
19276 GetSession()->SendPacket(&data);
19278 // only for flyable vehicles?
19279 CastSpell(this, 45472, true); // Parachute
19282 bool Player::HasTitle(uint32 bitIndex)
19284 if (bitIndex > 128)
19285 return false;
19287 uint32 fieldIndexOffset = bitIndex/32;
19288 uint32 flag = 1 << (bitIndex%32);
19289 return HasFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
19292 void Player::SetTitle(CharTitlesEntry const* title)
19294 uint32 fieldIndexOffset = title->bit_index/32;
19295 uint32 flag = 1 << (title->bit_index%32);
19296 SetFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
19299 void Player::ConvertRune(uint8 index, uint8 newType)
19301 SetCurrentRune(index, newType);
19303 WorldPacket data(SMSG_CONVERT_RUNE, 2);
19304 data << uint8(index);
19305 data << uint8(newType);
19306 GetSession()->SendPacket(&data);
19309 void Player::ResyncRunes(uint8 count)
19311 WorldPacket data(SMSG_RESYNC_RUNES, count * 2);
19312 for(uint32 i = 0; i < count; ++i)
19314 data << uint8(GetCurrentRune(i)); // rune type
19315 data << uint8(255 - (GetRuneCooldown(i) * 51)); // passed cooldown time (0-255)
19317 GetSession()->SendPacket(&data);
19320 void Player::AddRunePower(uint8 index)
19322 WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
19323 data << uint32(1 << index); // mask (0x00-0x3F probably)
19324 GetSession()->SendPacket(&data);
19327 void Player::InitRunes()
19329 if(getClass() != CLASS_DEATH_KNIGHT)
19330 return;
19332 m_runes = new Runes;
19334 m_runes->runeState = 0;
19336 for(uint32 i = 0; i < MAX_RUNES; ++i)
19338 SetBaseRune(i, i / 2); // init base types
19339 SetCurrentRune(i, i / 2); // init current types
19340 SetRuneCooldown(i, 0); // reset cooldowns
19341 m_runes->SetRuneState(i);
19344 for(uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
19345 SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
19348 void Player::AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store)
19350 Loot loot;
19351 loot.FillLoot (loot_id,store,this);
19352 if(loot.items.empty ())
19353 return;
19354 LootItem const* lootItem = &loot.items[0];
19356 ItemPosCountVec dest;
19357 uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count);
19358 if(msg != EQUIP_ERR_OK && slot != NULL_SLOT)
19359 msg = CanStoreNewItem( bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
19360 if( msg != EQUIP_ERR_OK && bag != NULL_BAG)
19361 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
19362 if(msg != EQUIP_ERR_OK)
19363 return;
19365 StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
19368 uint32 Player::CalculateTalentsPoints() const
19370 uint32 base_talent = getLevel() < 10 ? 0 : uint32((getLevel()-9)*sWorld.getRate(RATE_TALENT));
19372 if(getClass() != CLASS_DEATH_KNIGHT)
19373 return base_talent;
19375 uint32 talentPointsForLevel =
19376 (getLevel() < 56 ? 0 : uint32((getLevel()-55)*sWorld.getRate(RATE_TALENT)))
19377 + m_questRewardTalentCount;
19379 if(talentPointsForLevel > base_talent)
19380 talentPointsForLevel = base_talent;
19382 return talentPointsForLevel;
19385 bool Player::IsAllowUseFlyMountsHere() const
19387 if (isGameMaster())
19388 return true;
19390 uint32 v_map = GetVirtualMapForMapAndZone(GetMapId(), GetZoneId());
19391 return v_map == 530 || v_map == 571 && HasSpell(54197);
19394 void Player::learnSpellHighRank(uint32 spellid)
19396 learnSpell(spellid,false);
19398 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
19399 for(SpellChainMapNext::const_iterator itr = nextMap.lower_bound(spellid); itr != nextMap.upper_bound(spellid); ++itr)
19400 learnSpellHighRank(itr->second);
19403 void Player::_LoadSkills()
19405 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19407 // reset skill modifiers and set correct unlearn flags
19408 for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++)
19410 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
19412 // set correct unlearn bit
19413 uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
19414 if(!id) continue;
19416 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
19417 if(!pSkill) continue;
19419 // enable unlearn button for primary professions only
19420 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
19421 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
19422 else
19423 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
19425 uint32 vskill = SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
19427 learnSkillRewardedSpells(id, vskill);
19430 // special settings
19431 if(getClass()==CLASS_DEATH_KNIGHT)
19433 uint32 base_level = std::min(getLevel(),sWorld.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL));
19434 if(base_level < 1)
19435 base_level = 1;
19436 uint32 base_skill = (base_level-1)*5; // 270 at starting level 55
19437 if(base_skill < 1)
19438 base_skill = 1; // skill mast be known and then > 0 in any case
19440 if(GetPureSkillValue (SKILL_FIRST_AID) < base_skill)
19441 SetSkill(SKILL_FIRST_AID,base_skill, base_skill);
19442 if(GetPureSkillValue (SKILL_AXES) < base_skill)
19443 SetSkill(SKILL_AXES, base_skill,base_skill);
19444 if(GetPureSkillValue (SKILL_DEFENSE) < base_skill)
19445 SetSkill(SKILL_DEFENSE, base_skill,base_skill);
19446 if(GetPureSkillValue (SKILL_POLEARMS) < base_skill)
19447 SetSkill(SKILL_POLEARMS, base_skill,base_skill);
19448 if(GetPureSkillValue (SKILL_SWORDS) < base_skill)
19449 SetSkill(SKILL_SWORDS, base_skill,base_skill);
19450 if(GetPureSkillValue (SKILL_2H_AXES) < base_skill)
19451 SetSkill(SKILL_2H_AXES, base_skill,base_skill);
19452 if(GetPureSkillValue (SKILL_2H_SWORDS) < base_skill)
19453 SetSkill(SKILL_2H_SWORDS, base_skill,base_skill);
19454 if(GetPureSkillValue (SKILL_UNARMED) < base_skill)
19455 SetSkill(SKILL_UNARMED, base_skill,base_skill);