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
21 #include "Database/DatabaseEnv.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
30 #include "SkillDiscovery.h"
32 #include "GossipDef.h"
33 #include "UpdateData.h"
35 #include "ChannelMgr.h"
36 #include "MapManager.h"
37 #include "MapInstanced.h"
38 #include "InstanceSaveMgr.h"
39 #include "GridNotifiers.h"
40 #include "GridNotifiersImpl.h"
42 #include "ObjectMgr.h"
43 #include "ObjectAccessor.h"
44 #include "CreatureAI.h"
49 #include "SpellAuras.h"
51 #include "Transports.h"
53 #include "BattleGround.h"
54 #include "BattleGroundMgr.h"
55 #include "ArenaTeam.h"
57 #include "Database/DatabaseImpl.h"
59 #include "SocialMgr.h"
60 #include "AchievementMgr.h"
64 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
66 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
67 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
68 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
70 #define SKILL_VALUE(x) PAIR32_LOPART(x)
71 #define SKILL_MAX(x) PAIR32_HIPART(x)
72 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
74 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
75 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
76 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
80 CHARACTER_FLAG_NONE
= 0x00000000,
81 CHARACTER_FLAG_UNK1
= 0x00000001,
82 CHARACTER_FLAG_UNK2
= 0x00000002,
83 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
84 CHARACTER_FLAG_UNK4
= 0x00000008,
85 CHARACTER_FLAG_UNK5
= 0x00000010,
86 CHARACTER_FLAG_UNK6
= 0x00000020,
87 CHARACTER_FLAG_UNK7
= 0x00000040,
88 CHARACTER_FLAG_UNK8
= 0x00000080,
89 CHARACTER_FLAG_UNK9
= 0x00000100,
90 CHARACTER_FLAG_UNK10
= 0x00000200,
91 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
92 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
93 CHARACTER_FLAG_UNK13
= 0x00001000,
94 CHARACTER_FLAG_GHOST
= 0x00002000,
95 CHARACTER_FLAG_RENAME
= 0x00004000,
96 CHARACTER_FLAG_UNK16
= 0x00008000,
97 CHARACTER_FLAG_UNK17
= 0x00010000,
98 CHARACTER_FLAG_UNK18
= 0x00020000,
99 CHARACTER_FLAG_UNK19
= 0x00040000,
100 CHARACTER_FLAG_UNK20
= 0x00080000,
101 CHARACTER_FLAG_UNK21
= 0x00100000,
102 CHARACTER_FLAG_UNK22
= 0x00200000,
103 CHARACTER_FLAG_UNK23
= 0x00400000,
104 CHARACTER_FLAG_UNK24
= 0x00800000,
105 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
106 CHARACTER_FLAG_DECLINED
= 0x02000000,
107 CHARACTER_FLAG_UNK27
= 0x04000000,
108 CHARACTER_FLAG_UNK28
= 0x08000000,
109 CHARACTER_FLAG_UNK29
= 0x10000000,
110 CHARACTER_FLAG_UNK30
= 0x20000000,
111 CHARACTER_FLAG_UNK31
= 0x40000000,
112 CHARACTER_FLAG_UNK32
= 0x80000000
115 // corpse reclaim times
116 #define DEATH_EXPIRE_STEP (5*MINUTE)
117 #define MAX_DEATH_COUNT 3
119 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
121 //== PlayerTaxi ================================================
123 PlayerTaxi::PlayerTaxi()
126 memset(m_taximask
, 0, sizeof(m_taximask
));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
131 // capital and taxi hub masks
134 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
135 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
136 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
137 case RACE_NIGHTELF
: SetTaximaskNode(26);
138 SetTaximaskNode(27); break; // Night Elf
139 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
140 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
141 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
142 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
143 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
144 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
149 case CLASS_DEATH_KNIGHT
: // TODO: figure out initial known nodes
153 // new continent starting masks (It will be accessible only at new map)
154 switch(Player::TeamForRace(race
))
156 case ALLIANCE
: SetTaximaskNode(100); break;
157 case HORDE
: SetTaximaskNode(99); break;
159 // level dependent taxi hubs
161 SetTaximaskNode(213); //Shattered Sun Staging Area
164 void PlayerTaxi::LoadTaxiMask(const char* data
)
166 Tokens tokens
= StrSplit(data
, " ");
169 Tokens::iterator iter
;
170 for (iter
= tokens
.begin(), index
= 0;
171 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
173 // load and set bits only for existed taxi nodes
174 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
178 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
182 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
183 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
187 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
188 data
<< uint32(m_taximask
[i
]); // known nodes
192 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
, uint32 team
)
194 ClearTaxiDestinations();
196 Tokens tokens
= StrSplit(values
," ");
198 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
200 uint32 node
= uint32(atol(iter
->c_str()));
201 AddTaxiDestination(node
);
204 if(m_TaxiDestinations
.empty())
208 if(m_TaxiDestinations
.size() < 2)
211 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
215 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
220 // can't load taxi path without mount set (quest taxi path?)
221 if(!objmgr
.GetTaxiMount(GetTaxiSource(),team
))
227 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
229 if(m_TaxiDestinations
.empty())
232 std::ostringstream ss
;
234 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
235 ss
<< m_TaxiDestinations
[i
] << " ";
240 uint32
PlayerTaxi::GetCurrentTaxiPath() const
242 if(m_TaxiDestinations
.size() < 2)
248 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
253 std::ostringstream
& operator<< (std::ostringstream
& ss
, PlayerTaxi
const& taxi
)
256 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
257 ss
<< taxi
.m_taximask
[i
] << " ";
262 //== Player ====================================================
264 const int32
Player::ReputationRank_Length
[MAX_REPUTATION_RANK
] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
266 UpdateMask
Player::updateVisualBits
;
268 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this)
275 m_objectType
|= TYPEMASK_PLAYER
;
276 m_objectTypeId
= TYPEID_PLAYER
;
278 m_valuesCount
= PLAYER_END
;
285 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
286 SetAcceptTicket(true);
288 // players always accept
289 if(GetSession()->GetSecurity() == SEC_PLAYER
)
290 SetAcceptWhispers(true);
298 m_usedTalentCount
= 0;
299 m_questRewardTalentCount
= 0;
302 m_weaponChangeTimer
= 0;
305 m_zoneUpdateTimer
= 0;
309 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
311 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
312 // this must help in case next save after mass player load after server startup
313 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
315 clearResurrectRequestData();
317 m_SpellModRemoveCount
= 0;
319 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
323 // group is initialized in the reference constructor
324 SetGroupInvite(NULL
);
325 m_groupUpdateMask
= 0;
326 m_auraUpdateMask
= 0;
330 m_GuildIdInvited
= 0;
331 m_ArenaTeamIdInvited
= 0;
333 m_atLoginFlags
= AT_LOGIN_NONE
;
342 PlayerTalkClass
= new PlayerMenu( GetSession() );
343 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
345 for ( int aX
= 0 ; aX
< 8 ; aX
++ )
346 m_Tutorials
[ aX
] = 0x00;
347 m_TutorialsChanged
= false;
349 m_DailyQuestChanged
= false;
350 m_lastDailyQuestTime
= 0;
353 m_weaponChangeTimer
= 0;
355 m_isunderwater
= UNDERWATER_NONE
;
361 m_deathExpireTime
= 0;
365 m_DetectInvTimer
= 1*IN_MILISECONDS
;
367 m_bgBattleGroundID
= 0;
368 m_bgTypeID
= BATTLEGROUND_TYPE_NONE
;
369 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; j
++)
371 m_bgBattleGroundQueueID
[j
].bgQueueTypeId
= BATTLEGROUND_QUEUE_NONE
;
372 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
376 m_logintime
= time(NULL
);
377 m_Last_tick
= m_logintime
;
378 m_WeaponProficiency
= 0;
379 m_ArmorProficiency
= 0;
382 m_canDualWield
= false;
383 m_canTitanGrip
= false;
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
392 ////////////////////Rest System/////////////////////
399 rest_type
=REST_TYPE_NO
;
400 ////////////////////Rest System/////////////////////
402 m_mailsLoaded
= false;
403 m_mailsUpdated
= false;
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;
416 /////////////////// Instance System /////////////////////
419 m_InstanceValid
= true;
420 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
424 for (int i
= 0; i
< BASEMOD_END
; i
++)
426 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
427 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
430 for (int i
= 0; i
< MAX_COMBAT_RATING
; i
++)
431 m_baseRatingValue
[i
] = 0;
433 m_baseSpellDamage
= 0;
434 m_baseSpellHealing
= 0;
439 m_lastHonorUpdateTime
= time(NULL
);
448 //Default movement to run mode
449 m_unit_movement_flags
= 0;
454 m_bgAfkReportedTimer
= 0;
455 m_contestedPvPTimer
= 0;
457 m_declinedname
= NULL
;
463 CleanupsBeforeDelete();
465 // it must be unloaded already in PlayerLogout and accessed only for loggined player
468 // Note: buy back item already deleted from DB when player was saved
469 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
476 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
479 //all mailed items should be deleted, also all mail should be deallocated
480 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
483 for (ItemMap::iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
484 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
486 delete PlayerTalkClass
;
490 m_transport
->RemovePassenger(this);
493 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
495 delete ItemSetEff
[x
];
497 // clean up player-instance binds, may unload some instance saves
498 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
499 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
500 itr
->second
.save
->RemovePlayer(this);
502 delete m_declinedname
;
506 void Player::CleanupsBeforeDelete()
508 if(m_uint32Values
) // only for fully created Object
511 DuelComplete(DUEL_INTERUPTED
);
513 Unit::CleanupsBeforeDelete();
516 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
)
518 //FIXME: outfitId not used in player creating
520 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
524 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
527 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
531 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
537 SetMapId(info
->mapId
);
538 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
540 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
543 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
547 uint8 powertype
= cEntry
->powerType
;
549 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
550 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
555 SetDisplayId(info
->displayId_f
);
556 SetNativeDisplayId(info
->displayId_f
);
559 SetDisplayId(info
->displayId_m
);
560 SetNativeDisplayId(info
->displayId_m
);
563 sLog
.outError("Invalid gender %u for player",gender
);
568 setFactionForRace(m_race
);
570 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
572 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
573 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
574 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
575 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
576 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
577 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
579 // -1 is default value
580 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
582 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
583 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
584 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
586 SetUInt32Value( PLAYER_GUILDID
, 0 );
587 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
588 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
590 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
591 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
592 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
593 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
594 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
595 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
596 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
598 // set starting level
599 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
600 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
601 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
603 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
605 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
606 if(gm_level
> start_level
)
607 start_level
= gm_level
;
610 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
614 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
615 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
616 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
619 m_Last_tick
= time(NULL
);
620 m_Played_time
[0] = 0;
621 m_Played_time
[1] = 0;
623 // base stats and related field values
625 InitTaxiNodesForLevel();
626 InitGlyphsForLevel();
627 InitTalentForLevel();
628 InitPrimaryProffesions(); // to max set before any spell added
630 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
631 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
632 SetHealth(GetMaxHealth());
633 if (getPowerType()==POWER_MANA
)
635 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
636 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
639 if(getPowerType() == POWER_RUNIC_POWER
)
641 SetPower(POWER_RUNE
, 8);
642 SetMaxPower(POWER_RUNE
, 8);
643 SetPower(POWER_RUNIC_POWER
, 0);
644 SetMaxPower(POWER_RUNIC_POWER
, 1000);
648 learnDefaultSpells();
650 // original action bar
651 std::list
<uint16
>::const_iterator action_itr
[4];
652 for(int i
=0; i
<4; i
++)
653 action_itr
[i
] = info
->action
[i
].begin();
655 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
658 for(int i
=0; i
<4 ;i
++)
659 taction
[i
] = (*action_itr
[i
]);
661 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
663 for(int i
=0; i
<4 ;i
++)
668 CharStartOutfitEntry
const* oEntry
= NULL
;
669 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
671 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
673 if(entry
->RaceClassGender
== RaceClassGender
)
683 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
685 if(oEntry
->ItemId
[j
] <= 0)
688 uint32 item_id
= oEntry
->ItemId
[j
];
691 // Hack for not existed item id in dbc 3.0.3
695 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
698 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
702 // max stack by default (mostly 1), 1 for infinity stackable
703 uint32 count
= iProto
->Stackable
> 0 ? uint32(iProto
->Stackable
) : 1;
705 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
707 switch(iProto
->Spells
[0].SpellCategory
)
710 if(iProto
->Stackable
> 4)
714 if(iProto
->Stackable
> 2)
720 StoreNewItemInBestSlots(item_id
, count
);
724 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
725 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
727 // bags and main-hand weapon must equipped at this moment
728 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
729 // or ammo not equipped in special bag
730 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
732 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
735 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
736 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
737 if( msg
== EQUIP_ERR_OK
)
739 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
740 EquipItem( eDest
, pItem
, true);
742 // move other items to more appropriate slots (ammo not equipped in special bag)
745 ItemPosCountVec sDest
;
746 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
747 if( msg
== EQUIP_ERR_OK
)
749 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
750 pItem
= StoreItem( sDest
, pItem
, true);
753 // if this is ammo then use it
754 uint8 msg
= CanUseAmmo( pItem
->GetProto()->ItemId
);
755 if( msg
== EQUIP_ERR_OK
)
756 SetAmmo( pItem
->GetProto()->ItemId
);
760 // all item positions resolved
765 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
767 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
769 // attempt equip by one
770 while(titem_amount
> 0)
773 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
774 if( msg
!= EQUIP_ERR_OK
)
777 EquipNewItem( eDest
, titem_id
, true);
778 AutoUnequipOffhandIfNeed();
782 if(titem_amount
== 0)
783 return true; // equipped
786 ItemPosCountVec sDest
;
787 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
788 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
789 if( msg
== EQUIP_ERR_OK
)
791 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
792 return true; // stored
795 // item can't be added
796 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
800 void Player::StartMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
)
802 uint32 BreathRegen
= (uint32
)-1;
804 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
805 data
<< (uint32
)Type
;
810 data
<< (uint32
)0; // spell id
811 GetSession()->SendPacket(&data
);
814 void Player::ModifyMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, uint32 Regen
)
816 if(Type
==BREATH_TIMER
)
817 m_breathTimer
= ((MaxValue
+ 1*IN_MILISECONDS
) - CurrentValue
) / Regen
;
819 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
820 data
<< (uint32
)Type
;
821 data
<< CurrentValue
;
825 data
<< (uint32
)0; // spell id
826 GetSession()->SendPacket( &data
);
829 void Player::StopMirrorTimer(MirrorTimerType Type
)
831 if(Type
==BREATH_TIMER
)
834 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
835 data
<< (uint32
)Type
;
836 GetSession()->SendPacket( &data
);
839 void Player::EnvironmentalDamage(uint64 guid
, EnviromentalDamage type
, uint32 damage
)
841 if(!isAlive() || isGameMaster())
844 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
845 data
<< (uint64
)guid
;
846 data
<< (uint8
)(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
847 data
<< (uint32
)damage
;
850 SendMessageToSet(&data
, true);
852 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
856 if(type
==DAMAGE_FALL
) // DealDamage not apply item durability loss at self damage
858 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
859 DurabilityLossAll(0.10f
,false);
860 // durability lost message
861 WorldPacket
data(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
862 GetSession()->SendPacket(&data
);
865 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM
, 1, type
);
869 void Player::HandleDrowning()
871 if(!(m_isunderwater
&~UNDERWATER_INLAVA
))
874 //if player is GM, have waterbreath, is dead or if breathing is disabled then return
875 if(isGameMaster() || !isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING
) || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
877 StopMirrorTimer(BREATH_TIMER
);
878 // drop every flag _except_ LAVA - otherwise waterbreathing will prevent lava damage
879 m_isunderwater
&= UNDERWATER_INLAVA
;
883 uint32 UnderWaterTime
= 3*MINUTE
*IN_MILISECONDS
; // default duration
885 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
886 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
887 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
889 if ((m_isunderwater
& UNDERWATER_INWATER
) && !(m_isunderwater
& UNDERWATER_INLAVA
) && isAlive())
891 //single trigger timer
892 if (!(m_isunderwater
& UNDERWATER_WATER_TRIGGER
))
894 m_isunderwater
|= UNDERWATER_WATER_TRIGGER
;
895 m_breathTimer
= UnderWaterTime
+ 1*IN_MILISECONDS
;
897 //single trigger "show Breathbar"
898 if ( m_breathTimer
<= UnderWaterTime
&& !(m_isunderwater
& UNDERWATER_WATER_BREATHB
))
900 m_isunderwater
|= UNDERWATER_WATER_BREATHB
;
901 StartMirrorTimer(BREATH_TIMER
, UnderWaterTime
);
903 //continuous trigger drowning "Damage"
904 if ((m_breathTimer
== 0) && (m_isunderwater
& UNDERWATER_INWATER
))
906 //TODO: Check this formula
907 uint64 guid
= GetGUID();
908 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
910 EnvironmentalDamage(guid
, DAMAGE_DROWNING
,damage
);
911 m_breathTimer
= 2000;
914 //single trigger retract bar
915 else if (!(m_isunderwater
& UNDERWATER_INWATER
) && (m_isunderwater
& UNDERWATER_WATER_TRIGGER
) && (m_breathTimer
> 0) && isAlive())
917 uint32 BreathRegen
= 10;
918 // m_breathTimer will be reduced in ModifyMirrorTimer
919 ModifyMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_breathTimer
,BreathRegen
);
920 m_isunderwater
= UNDERWATER_WATER_BREATHB_RETRACTING
;
923 else if ((m_breathTimer
< 50) && !(m_isunderwater
& UNDERWATER_INWATER
) && (m_isunderwater
== UNDERWATER_WATER_BREATHB_RETRACTING
))
925 StopMirrorTimer(BREATH_TIMER
);
926 m_isunderwater
= UNDERWATER_NONE
;
930 void Player::HandleLava()
932 if ((m_isunderwater
& UNDERWATER_INLAVA
) && isAlive())
935 * arrai: how is this supposed to work? UNDERWATER_INLAVA is always set in this scope!
936 // Single trigger Set BreathTimer
937 if (!(m_isunderwater & UNDERWATER_INLAVA))
939 m_isunderwater|= UNDERWATER_WATER_BREATHB;
940 m_breathTimer = 1*IN_MILISECONDS;
943 // Reset BreathTimer and still in the lava
946 uint64 guid
= GetGUID();
947 uint32 damage
= urand(600, 700); // TODO: Get more detailed information about lava damage
949 EnvironmentalDamage(guid
, DAMAGE_LAVA
, damage
);
951 m_breathTimer
= 1*IN_MILISECONDS
;
954 else if (!isAlive()) // Disable breath timer and reset underwater flags
957 m_isunderwater
= UNDERWATER_NONE
;
961 ///The player sobers by 256 every 10 seconds
962 void Player::HandleSobering()
966 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
967 SetDrunkValue(drunk
);
970 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
973 return DRUNKEN_SMASHED
;
975 return DRUNKEN_DRUNK
;
977 return DRUNKEN_TIPSY
;
978 return DRUNKEN_SOBER
;
981 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
983 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
985 m_drunk
= newDrunkenValue
;
986 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
988 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
990 // special drunk invisibility detection
991 if(newDrunkenState
>= DRUNKEN_DRUNK
)
992 m_detectInvisibilityMask
|= (1<<6);
994 m_detectInvisibilityMask
&= ~(1<<6);
996 if(newDrunkenState
== oldDrunkenState
)
999 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
1000 data
<< uint64(GetGUID());
1001 data
<< uint32(newDrunkenState
);
1002 data
<< uint32(itemId
);
1004 SendMessageToSet(&data
, true);
1007 void Player::Update( uint32 p_time
)
1013 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1018 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1019 m_nextMailDelivereTime
= 0;
1022 Unit::Update( p_time
);
1024 // update player only attacks
1025 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1027 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1030 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1032 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1035 time_t now
= time (NULL
);
1039 UpdateContestedPvP(p_time
);
1041 UpdateDuelFlag(now
);
1043 CheckDuelDistance(now
);
1045 UpdateAfkReport(now
);
1047 CheckExploreSystem();
1049 // Update items that have just a limited lifetime
1050 if (now
>m_Last_tick
)
1051 UpdateItemDuration(uint32(now
- m_Last_tick
));
1053 if (!m_timedquests
.empty())
1055 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1056 while (iter
!= m_timedquests
.end())
1058 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1059 if( q_status
.m_timer
<= p_time
)
1061 uint32 quest_id
= *iter
;
1062 ++iter
; // current iter will be removed in FailTimedQuest
1063 FailTimedQuest( quest_id
);
1067 q_status
.m_timer
-= p_time
;
1068 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1074 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1076 Unit
*pVictim
= getVictim();
1077 if( !IsNonMeleeSpellCasted(false) && pVictim
)
1079 // default combat reach 10
1080 // TODO add weapon,skill check
1082 float pldistance
= ATTACK_DISTANCE
;
1084 if (isAttackReady(BASE_ATTACK
))
1086 if(!IsWithinDistInMap(pVictim
, pldistance
))
1088 setAttackTimer(BASE_ATTACK
,100);
1089 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1091 SendAttackSwingNotInRange();
1092 m_swingErrorMsg
= 1;
1095 //120 degrees of radiant range
1096 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1098 setAttackTimer(BASE_ATTACK
,100);
1099 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1101 SendAttackSwingBadFacingAttack();
1102 m_swingErrorMsg
= 2;
1107 m_swingErrorMsg
= 0; // reset swing error state
1109 // prevent base and off attack in same time, delay attack at 0.2 sec
1110 if(haveOffhandWeapon())
1112 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1113 if(off_att
< ATTACK_DISPLAY_DELAY
)
1114 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1116 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1117 resetAttackTimer(BASE_ATTACK
);
1121 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1123 if(!IsWithinDistInMap(pVictim
, pldistance
))
1125 setAttackTimer(OFF_ATTACK
,100);
1127 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1129 setAttackTimer(OFF_ATTACK
,100);
1133 // prevent base and off attack in same time, delay attack at 0.2 sec
1134 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1135 if(base_att
< ATTACK_DISPLAY_DELAY
)
1136 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1138 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1139 resetAttackTimer(OFF_ATTACK
);
1143 Unit
*owner
= pVictim
->GetOwner();
1144 Unit
*u
= owner
? owner
: pVictim
;
1145 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1148 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1153 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1155 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1157 int time_inn
= time(NULL
)-GetTimeInnEnter();
1158 if (time_inn
>= 10) //freeze update
1160 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1161 //speed collect rest bonus (section/in hour)
1162 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1163 UpdateInnerTime(time(NULL
));
1168 if(m_regenTimer
> 0)
1170 if(p_time
>= m_regenTimer
)
1173 m_regenTimer
-= p_time
;
1176 if (m_weaponChangeTimer
> 0)
1178 if(p_time
>= m_weaponChangeTimer
)
1179 m_weaponChangeTimer
= 0;
1181 m_weaponChangeTimer
-= p_time
;
1184 if (m_zoneUpdateTimer
> 0)
1186 if(p_time
>= m_zoneUpdateTimer
)
1188 uint32 newzone
= GetZoneId();
1189 if( m_zoneUpdateId
!= newzone
)
1190 UpdateZone(newzone
); // also update area
1193 // use area updates as well
1194 // needed for free far all arenas for example
1195 uint32 newarea
= GetAreaId();
1196 if( m_areaUpdateId
!= newarea
)
1197 UpdateArea(newarea
);
1199 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1203 m_zoneUpdateTimer
-= p_time
;
1211 if (m_deathState
== JUST_DIED
)
1218 if(p_time
>= m_nextSave
)
1220 // m_nextSave reseted in SaveToDB call
1222 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1226 m_nextSave
-= p_time
;
1231 if(m_breathTimer
> 0)
1233 if(p_time
>= m_breathTimer
)
1236 m_breathTimer
-= p_time
;
1240 //Handle Water/drowning
1246 //Handle detect stealth players
1247 if (m_DetectInvTimer
> 0)
1249 if (p_time
>= m_DetectInvTimer
)
1251 m_DetectInvTimer
= 3000;
1252 HandleStealthedUnitsDetection();
1255 m_DetectInvTimer
-= p_time
;
1259 if (now
> m_Last_tick
)
1261 uint32 elapsed
= uint32(now
- m_Last_tick
);
1262 m_Played_time
[0] += elapsed
; // Total played time
1263 m_Played_time
[1] += elapsed
; // Level played time
1269 m_drunkTimer
+= p_time
;
1271 if (m_drunkTimer
> 10*IN_MILISECONDS
)
1275 // not auto-free ghost from body in instances
1276 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1278 if(p_time
>= m_deathTimer
)
1285 m_deathTimer
-= p_time
;
1288 UpdateEnchantTime(p_time
);
1289 UpdateHomebindTime(p_time
);
1292 SendUpdateToOutOfRangeGroupMembers();
1294 Pet
* pet
= GetPet();
1295 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1297 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1302 void Player::setDeathState(DeathState s
)
1304 uint32 ressSpellId
= 0;
1306 bool cur
= isAlive();
1308 if(s
== JUST_DIED
&& cur
)
1310 // drunken state is cleared on death
1312 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1315 clearResurrectRequestData();
1317 // remove form before other mods to prevent incorrect stats calculation
1318 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1320 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1321 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1323 // remove uncontrolled pets
1327 // save value before aura remove in Unit::setDeathState
1328 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1332 ressSpellId
= GetResurrectionSpellId();
1333 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1334 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH
, 1);
1335 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON
, 1);
1337 Unit::setDeathState(s
);
1339 // restore resurrection spell id for player after aura remove
1340 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1341 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1343 if(isAlive() && !cur
)
1345 //clear aura case after resurrection by another way (spells will be applied before next death)
1346 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1348 // restore default warrior stance
1349 if(getClass()== CLASS_WARRIOR
)
1350 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1354 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1356 Field
*fields
= result
->Fetch();
1358 *p_data
<< uint64(GetGUID());
1361 *p_data
<< uint8(getRace());
1362 uint8 pClass
= getClass();
1363 *p_data
<< uint8(pClass
);
1364 *p_data
<< uint8(getGender());
1366 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1367 *p_data
<< uint8(bytes
);
1368 *p_data
<< uint8(bytes
>> 8);
1369 *p_data
<< uint8(bytes
>> 16);
1370 *p_data
<< uint8(bytes
>> 24);
1372 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1373 *p_data
<< uint8(bytes
);
1375 *p_data
<< uint8(getLevel()); // player level
1376 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1377 uint32 zoneId
= MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY(),GetPositionZ());
1378 sLog
.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId
);
1379 *p_data
<< uint32(zoneId
);
1380 *p_data
<< uint32(GetMapId());
1382 *p_data
<< GetPositionX();
1383 *p_data
<< GetPositionY();
1384 *p_data
<< GetPositionZ();
1387 *p_data
<< (result
? fields
[13].GetUInt32() : 0);
1389 uint32 char_flags
= 0;
1390 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1391 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1392 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1393 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1394 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1395 char_flags
|= CHARACTER_FLAG_GHOST
;
1396 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1397 char_flags
|= CHARACTER_FLAG_RENAME
;
1398 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
) && (fields
[14].GetCppString() != ""))
1399 char_flags
|= CHARACTER_FLAG_DECLINED
;
1401 *p_data
<< uint32(char_flags
); // character flags
1402 // character customize (flags?)
1403 *p_data
<< uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE
) ? 1 : 0);
1404 *p_data
<< uint8(1); // unknown
1408 uint32 petDisplayId
= 0;
1409 uint32 petLevel
= 0;
1410 uint32 petFamily
= 0;
1412 // show pet at selection character in character list only for non-ghost character
1413 if(result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
))
1415 uint32 entry
= fields
[10].GetUInt32();
1416 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1419 petDisplayId
= fields
[11].GetUInt32();
1420 petLevel
= fields
[12].GetUInt32();
1421 petFamily
= cInfo
->family
;
1425 *p_data
<< uint32(petDisplayId
);
1426 *p_data
<< uint32(petLevel
);
1427 *p_data
<< uint32(petFamily
);
1430 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1432 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
1433 uint32 item_id
= GetUInt32Value(visualbase
);
1434 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1435 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1437 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<=TEMP_ENCHANTMENT_SLOT
; enchantSlot
++)
1439 uint32 enchantId
= GetUInt32Value(visualbase
+1+enchantSlot
);
1440 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1446 *p_data
<< uint32(proto
->DisplayInfoID
);
1447 *p_data
<< uint8(proto
->InventoryType
);
1448 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1452 *p_data
<< uint32(0);
1453 *p_data
<< uint8(0);
1454 *p_data
<< uint32(0); // enchant?
1457 *p_data
<< uint32(0); // first bag display id
1458 *p_data
<< uint8(0); // first bag inventory type
1459 *p_data
<< uint32(0); // enchant?
1462 bool Player::ToggleAFK()
1464 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1466 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1468 // afk player not allowed in battleground
1469 if(state
&& InBattleGround())
1470 LeaveBattleground();
1475 bool Player::ToggleDND()
1477 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1479 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1482 uint8
Player::chatTag() const
1499 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1501 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1503 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1507 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1508 Pet
* pet
= GetPet();
1510 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1512 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1513 // don't let gm level > 1 either
1514 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1517 // client without expansion support
1518 if(GetSession()->Expansion() < mEntry
->Expansion())
1520 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1523 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1525 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1527 return false; // normal client can't teleport to this map...
1531 sLog
.outDebug("Player %s is being teleported to map %u", GetName(), mapid
);
1534 // if we were on a transport, leave
1535 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1537 m_transport
->RemovePassenger(this);
1539 m_movementInfo
.t_x
= 0.0f
;
1540 m_movementInfo
.t_y
= 0.0f
;
1541 m_movementInfo
.t_z
= 0.0f
;
1542 m_movementInfo
.t_o
= 0.0f
;
1543 m_movementInfo
.t_time
= 0;
1546 SetSemaphoreTeleport(true);
1548 // The player was ported to another map and looses the duel immediately.
1549 // We have to perform this check before the teleport, otherwise the
1550 // ObjectAccessor won't find the flag.
1551 if (duel
&& GetMapId()!=mapid
)
1553 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
1555 DuelComplete(DUEL_FLED
);
1558 // reset movement flags at teleport, because player will continue move with these flags after teleport
1559 SetUnitMovementFlags(0);
1561 if ((GetMapId() == mapid
) && (!m_transport
))
1563 // prepare zone change detect
1564 uint32 old_zone
= GetZoneId();
1567 if(!GetSession()->PlayerLogout())
1570 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1571 GetSession()->SendPacket(&data
);
1572 SetPosition( x
, y
, z
, orientation
, true);
1575 // this will be used instead of the current location in SaveToDB
1576 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1578 SetFallInformation(0, z
);
1580 //BuildHeartBeatMsg(&data);
1581 //SendMessageToSet(&data, true);
1582 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1584 //same map, only remove pet if out of range
1585 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1587 if(pet
->isControlled() && !pet
->isTemporarySummoned() )
1588 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1590 m_temporaryUnsummonedPetNumber
= 0;
1592 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1596 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1599 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1602 if(pet
&& m_temporaryUnsummonedPetNumber
)
1604 Pet
* NewPet
= new Pet
;
1605 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
1608 m_temporaryUnsummonedPetNumber
= 0;
1612 if(!GetSession()->PlayerLogout())
1614 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1615 SetSemaphoreTeleport(false);
1617 UpdateZone(GetZoneId());
1621 if(old_zone
!= GetZoneId())
1624 if(pvpInfo
.inHostileArea
)
1625 CastSpell(this, 2479, true);
1630 // far teleport to another map
1631 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1632 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1634 // Check enter rights before map getting to avoid creating instance copy for player
1635 // this check not dependent from map instance copy and same for all instance copies of selected map
1636 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1638 SetSemaphoreTeleport(false);
1642 // If the map is not created, assume it is possible to enter it.
1643 // It will be created in the WorldPortAck.
1644 Map
*map
= MapManager::Instance().FindMap(mapid
);
1645 if (!map
|| map
->CanEnter(this))
1651 ResetContestedPvP();
1653 // remove player from battleground on far teleport (when changing maps)
1654 if(BattleGround
const* bg
= GetBattleGround())
1656 // Note: at battleground join battleground id set before teleport
1657 // and we already will found "current" battleground
1658 // just need check that this is targeted map or leave
1659 if(bg
->GetMapId() != mapid
)
1660 LeaveBattleground(false); // don't teleport to entry point
1663 // remove pet on map change
1666 //leaving map -> delete pet right away (doing this later will cause problems)
1667 if(pet
->isControlled() && !pet
->isTemporarySummoned())
1668 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1670 m_temporaryUnsummonedPetNumber
= 0;
1672 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1675 // remove all dyn objects
1676 RemoveAllDynObjects();
1678 // stop spellcasting
1679 // not attempt interrupt teleportation spell at caster teleport
1680 if(!(options
& TELE_TO_SPELL
))
1681 if(IsNonMeleeSpellCasted(true))
1682 InterruptNonMeleeSpells(true);
1684 if(!GetSession()->PlayerLogout())
1686 // send transfer packets
1687 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1688 data
<< uint32(mapid
);
1691 data
<< m_transport
->GetEntry() << GetMapId();
1693 GetSession()->SendPacket(&data
);
1695 data
.Initialize(SMSG_NEW_WORLD
, (20));
1698 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1702 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1704 GetSession()->SendPacket( &data
);
1705 SendSavedInstances();
1707 // remove from old map now
1708 if(oldmap
) oldmap
->Remove(this, false);
1711 // new final coordinates
1715 float final_o
= orientation
;
1719 final_x
+= m_movementInfo
.t_x
;
1720 final_y
+= m_movementInfo
.t_y
;
1721 final_z
+= m_movementInfo
.t_z
;
1722 final_o
+= m_movementInfo
.t_o
;
1725 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1726 SetFallInformation(0, final_z
);
1727 // if the player is saved before worldportack (at logout for example)
1728 // this will be used instead of the current location in SaveToDB
1730 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
);
1732 // move packet sent by client always after far teleport
1733 // SetPosition(final_x, final_y, final_z, final_o, true);
1736 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1744 void Player::AddToWorld()
1746 ///- Do not add/remove the player from the object storage
1747 ///- It will crash when updating the ObjectAccessor
1748 ///- The player should only be added when logging in
1751 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1754 m_items
[i
]->AddToWorld();
1758 void Player::RemoveFromWorld()
1763 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1765 UnsummonAllTotems();
1770 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1773 m_items
[i
]->RemoveFromWorld();
1776 ///- Do not add/remove the player from the object storage
1777 ///- It will crash when updating the ObjectAccessor
1778 ///- The player should only be removed when logging out
1779 Unit::RemoveFromWorld();
1782 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1786 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1790 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1792 // talent who gave more rage on attack
1793 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1797 addRage
= damage
/rageconversion
*2.5;
1799 // Berserker Rage effect
1800 if(HasAura(18499,0))
1804 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1806 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1809 void Player::RegenerateAll()
1811 if (m_regenTimer
!= 0)
1813 uint32 regenDelay
= 2000;
1815 // Not in combat or they have regeneration
1816 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1817 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1820 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1822 Regenerate(POWER_RAGE
);
1823 if(getClass() == CLASS_DEATH_KNIGHT
)
1824 Regenerate(POWER_RUNIC_POWER
);
1828 Regenerate( POWER_ENERGY
);
1830 Regenerate( POWER_MANA
);
1832 if(getClass() == CLASS_DEATH_KNIGHT
)
1833 Regenerate( POWER_RUNE
);
1835 m_regenTimer
= regenDelay
;
1838 void Player::Regenerate(Powers power
)
1840 uint32 curValue
= GetPower(power
);
1841 uint32 maxValue
= GetMaxPower(power
);
1843 float addvalue
= 0.0f
;
1849 bool recentCast
= IsUnderLastManaUseEffect();
1850 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1853 // Mangos Updates Mana in intervals of 2s, which is correct
1854 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1858 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1861 case POWER_RAGE
: // Regenerate rage
1863 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1864 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1866 case POWER_ENERGY
: // Regenerate energy (rogue)
1869 case POWER_RUNIC_POWER
:
1871 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1872 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1876 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1877 if(uint8 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1878 SetRuneCooldown(i
, cd
- 1); // ... by 2 sec (because update is every 2 sec)
1881 case POWER_HAPPINESS
:
1885 // Mana regen calculated in Player::UpdateManaRegen()
1886 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1887 if(power
!= POWER_MANA
)
1889 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1890 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1891 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1892 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1895 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
1897 curValue
+= uint32(addvalue
);
1898 if (curValue
> maxValue
)
1899 curValue
= maxValue
;
1903 if(curValue
<= uint32(addvalue
))
1906 curValue
-= uint32(addvalue
);
1908 SetPower(power
, curValue
);
1911 void Player::RegenerateHealth()
1913 uint32 curValue
= GetHealth();
1914 uint32 maxValue
= GetMaxHealth();
1916 if (curValue
>= maxValue
) return;
1918 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1920 float addvalue
= 0.0f
;
1923 if ( IsPolymorphed() )
1924 addvalue
= GetMaxHealth()/3;
1925 // normal regen case (maybe partly in combat case)
1926 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1928 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1931 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1932 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1933 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1935 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1936 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1942 // always regeneration bonus (including combat)
1943 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1948 ModifyHealth(int32(addvalue
));
1951 bool Player::CanInteractWithNPCs(bool alive
) const
1953 if(alive
&& !isAlive())
1961 bool Player::IsUnderWater() const
1963 return IsInWater() &&
1964 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1967 void Player::SetInWater(bool apply
)
1969 if(m_isInWater
==apply
)
1972 //define player in water by opcodes
1973 //move player's guid into HateOfflineList of those mobs
1974 //which can't swim and move guid back into ThreatList when
1976 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1977 m_isInWater
= apply
;
1979 // remove auras that need water/land
1980 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
1982 getHostilRefManager().updateThreatTables();
1985 void Player::SetGameMaster(bool on
)
1989 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
1991 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1993 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
1994 ResetContestedPvP();
1996 getHostilRefManager().setOnlineOfflineState(false);
1999 SetPhaseMask(PHASEMASK_ANYWHERE
,false); // see and visible in all phases
2004 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
2005 SetPhaseMask(!phases
.empty() ? phases
.front()->GetMiscValue() : PHASEMASK_NORMAL
,false);
2007 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
2008 setFactionForRace(getRace());
2009 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2011 // restore FFA PvP Server state
2012 if(sWorld
.IsFFAPvPRealm())
2013 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2015 // restore FFA PvP area state, remove not allowed for GM mounts
2016 UpdateArea(m_areaUpdateId
);
2018 getHostilRefManager().setOnlineOfflineState(true);
2021 ObjectAccessor::UpdateVisibilityForPlayer(this);
2024 void Player::SetGMVisible(bool on
)
2028 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2030 // Reapply stealth/invisibility if active or show if not any
2031 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2032 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2033 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2034 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2036 SetVisibility(VISIBILITY_ON
);
2040 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2042 SetAcceptWhispers(false);
2043 SetGameMaster(true);
2045 SetVisibility(VISIBILITY_OFF
);
2049 bool Player::IsGroupVisibleFor(Player
* p
) const
2051 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2053 default: return IsInSameGroupWith(p
);
2054 case 1: return IsInSameRaidWith(p
);
2055 case 2: return GetTeam()==p
->GetTeam();
2059 bool Player::IsInSameGroupWith(Player
const* p
) const
2061 return p
==this || GetGroup() != NULL
&&
2062 GetGroup() == p
->GetGroup() &&
2063 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
2066 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2067 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2068 void Player::UninviteFromGroup()
2070 Group
* group
= GetGroupInvite();
2074 group
->RemoveInvite(this);
2076 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2078 if(group
->IsCreated())
2080 group
->Disband(true);
2081 objmgr
.RemoveGroup(group
);
2084 group
->RemoveAllInvites();
2090 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2094 if (group
->RemoveMember(guid
, 0) <= 1)
2096 // group->Disband(); already disbanded in RemoveMember
2097 objmgr
.RemoveGroup(group
);
2099 // removemember sets the player's group pointer to NULL
2104 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2106 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2107 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2108 data
<< uint32(GivenXP
+RestXP
); // given experience
2109 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2112 data
<< uint32(GivenXP
); // experience without rested bonus
2113 data
<< float(1); // 1 - none 0 - 100% group bonus output
2115 data
<< uint8(0); // new 2.4.0
2116 GetSession()->SendPacket(&data
);
2119 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2127 uint32 level
= getLevel();
2129 // XP to money conversion processed in Player::RewardQuest
2130 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2133 // handle SPELL_AURA_MOD_XP_PCT auras
2134 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2135 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2136 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2138 // XP resting bonus for kill
2139 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2141 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2143 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2144 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2145 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2147 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2151 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2152 GiveLevel(level
+ 1);
2155 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2158 SetUInt32Value(PLAYER_XP
, newXP
);
2161 // Update player to next level
2162 // Current player experience not update (must be update by caller)
2163 void Player::GiveLevel(uint32 level
)
2165 if ( level
== getLevel() )
2168 PlayerLevelInfo info
;
2169 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2171 PlayerClassLevelInfo classInfo
;
2172 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2174 // send levelup info to client
2175 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2176 data
<< uint32(level
);
2177 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2178 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2179 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2187 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2188 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2190 GetSession()->SendPacket(&data
);
2192 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(level
));
2194 //update level, max level of skills
2195 if(getLevel()!= level
)
2196 m_Played_time
[1] = 0; // Level Played Time reset
2198 UpdateSkillsForLevel ();
2200 // save base values (bonuses already included in stored stats
2201 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2202 SetCreateStat(Stats(i
), info
.stats
[i
]);
2204 SetCreateHealth(classInfo
.basehealth
);
2205 SetCreateMana(classInfo
.basemana
);
2207 InitTalentForLevel();
2208 InitTaxiNodesForLevel();
2209 InitGlyphsForLevel();
2213 // set current level health and mana/energy to maximum after applying all mods.
2214 SetHealth(GetMaxHealth());
2215 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2216 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2217 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2218 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2219 SetPower(POWER_FOCUS
, 0);
2220 SetPower(POWER_HAPPINESS
, 0);
2222 // give level to summoned pet
2223 Pet
* pet
= GetPet();
2224 if(pet
&& pet
->getPetType()==SUMMON_PET
)
2225 pet
->GivePetLevel(level
);
2226 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2229 void Player::InitTalentForLevel()
2231 uint32 level
= getLevel();
2232 // talents base at level diff ( talents = level - 9 but some can be used already)
2235 // Remove all talent points
2236 if(m_usedTalentCount
> 0) // Free any used talents
2239 SetFreeTalentPoints(0);
2244 uint32 talentPointsForLevel
= CalculateTalentsPoints();
2246 // if used more that have then reset
2247 if(m_usedTalentCount
> talentPointsForLevel
)
2249 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2252 SetFreeTalentPoints(0);
2254 // else update amount of free points
2256 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2260 void Player::InitStatsForLevel(bool reapplyMods
)
2262 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2263 _RemoveAllStatBonuses();
2265 PlayerClassLevelInfo classInfo
;
2266 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2268 PlayerLevelInfo info
;
2269 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2271 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2272 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(getLevel()));
2274 UpdateSkillsForLevel ();
2276 // set default cast time multiplier
2277 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2279 // reset size before reapply auras
2280 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2282 // save base values (bonuses already included in stored stats
2283 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2284 SetCreateStat(Stats(i
), info
.stats
[i
]);
2286 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2287 SetStat(Stats(i
), info
.stats
[i
]);
2289 SetCreateHealth(classInfo
.basehealth
);
2292 SetCreateMana(classInfo
.basemana
);
2294 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2298 //reset rating fields values
2299 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2300 SetUInt32Value(index
, 0);
2302 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2303 for (int i
= 0; i
< 7; i
++)
2305 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2306 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2307 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2310 //reset attack power, damage and attack speed fields
2311 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2312 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2313 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2315 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2316 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2317 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2318 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2319 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2320 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2322 SetInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2323 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2324 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2325 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2326 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2327 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2329 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2330 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2331 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2332 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2334 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2335 for (uint8 i
= 0; i
< 7; ++i
)
2336 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2338 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2339 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2340 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2343 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2345 // set armor (resistance 0) to original value (create_agility*2)
2346 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2347 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2348 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2349 // set other resistance to original value (0)
2350 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; i
++)
2352 SetResistance(SpellSchools(i
), 0);
2353 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2354 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2357 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2358 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2359 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2361 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0.0f
);
2362 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2364 // Reset no reagent cost field
2365 for(int i
= 0; i
< 3; i
++)
2366 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2367 // Init data for form but skip reapply item mods for form
2368 InitDataForForm(reapplyMods
);
2371 for (int i
= POWER_MANA
; i
< MAX_POWERS
; i
++)
2372 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2374 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2376 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2377 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2379 // cleanup unit flags (will be re-applied if need at aura load).
2380 RemoveFlag( UNIT_FIELD_FLAGS
,
2381 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2382 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2383 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2384 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2385 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2386 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2388 SetFlag(UNIT_FIELD_FLAGS_2
,UNIT_FLAG2_REGENERATE_POWER
);// must be set
2390 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2391 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2393 RemoveStandFlags(UNIT_STAND_FLAGS_ALL
); // one form stealth modified bytes
2394 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2396 // restore if need some important flags
2397 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2399 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2400 _ApplyAllStatBonuses();
2402 // set current level health and mana/energy to maximum after applying all mods.
2403 SetHealth(GetMaxHealth());
2404 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2405 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2406 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2407 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2408 SetPower(POWER_FOCUS
, 0);
2409 SetPower(POWER_HAPPINESS
, 0);
2410 SetPower(POWER_RUNIC_POWER
, 0);
2413 void Player::SendInitialSpells()
2415 time_t curTime
= time(NULL
);
2416 time_t infTime
= curTime
+ MONTH
/2;
2418 uint16 spellCount
= 0;
2420 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2423 size_t countPos
= data
.wpos();
2424 data
<< uint16(spellCount
); // spell count placeholder
2426 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2428 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2431 if(!itr
->second
->active
|| itr
->second
->disabled
)
2434 data
<< uint16(itr
->first
);
2435 data
<< uint16(0); // it's not slot id
2440 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2442 uint16 spellCooldowns
= m_spellCooldowns
.size();
2443 data
<< uint16(spellCooldowns
);
2444 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2446 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2450 // not send infinity cooldown
2451 if(itr
->second
.end
> infTime
)
2454 data
<< uint16(itr
->first
);
2456 time_t cooldown
= 0;
2457 if(itr
->second
.end
> curTime
)
2458 cooldown
= (itr
->second
.end
-curTime
)*IN_MILISECONDS
;
2460 data
<< uint16(itr
->second
.itemid
); // cast item id
2461 data
<< uint16(sEntry
->Category
); // spell category
2462 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2464 data
<< uint32(0); // cooldown
2465 data
<< uint32(cooldown
); // category cooldown
2469 data
<< uint32(cooldown
); // cooldown
2470 data
<< uint32(0); // category cooldown
2474 GetSession()->SendPacket(&data
);
2476 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2479 void Player::RemoveMail(uint32 id
)
2481 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2483 if ((*itr
)->messageID
== id
)
2485 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2492 void Player::SendMailResult(uint32 mailId
, uint32 mailAction
, uint32 mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2494 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_BAG_FULL
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2495 data
<< (uint32
) mailId
;
2496 data
<< (uint32
) mailAction
;
2497 data
<< (uint32
) mailError
;
2498 if ( mailError
== MAIL_ERR_BAG_FULL
)
2499 data
<< (uint32
) equipError
;
2500 else if( mailAction
== MAIL_ITEM_TAKEN
)
2502 data
<< (uint32
) item_guid
; // item guid low?
2503 data
<< (uint32
) item_count
; // item count?
2505 GetSession()->SendPacket(&data
);
2508 void Player::SendNewMail()
2510 // deliver undelivered mail
2511 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2513 GetSession()->SendPacket(&data
);
2516 void Player::UpdateNextMailTimeAndUnreads()
2518 // calculate next delivery time (min. from non-delivered mails
2519 // and recalculate unReadMail
2520 time_t cTime
= time(NULL
);
2521 m_nextMailDelivereTime
= 0;
2523 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2525 if((*itr
)->deliver_time
> cTime
)
2527 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2528 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2530 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2535 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2537 if(deliver_time
<= time(NULL
)) // ready now
2542 else // not ready and no have ready mails
2544 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2545 m_nextMailDelivereTime
= deliver_time
;
2549 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool dependent
, bool disabled
)
2551 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2554 // do character spell book cleanup (all characters)
2555 if(!IsInWorld() && !learning
) // spell load case
2557 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2558 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2561 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2566 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2568 // do character spell book cleanup (all characters)
2569 if(!IsInWorld() && !learning
) // spell load case
2571 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2572 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2575 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2580 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2582 bool dependent_set
= false;
2583 bool disabled_case
= false;
2584 bool superceded_old
= false;
2586 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2587 if (itr
!= m_spells
.end())
2589 uint32 next_active_spell_id
= 0;
2590 // fix activate state for non-stackable low rank (and find next spell for !active case)
2591 if(!SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2593 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2594 for(SpellChainMapNext::const_iterator next_itr
= nextMap
.lower_bound(spell_id
); next_itr
!= nextMap
.upper_bound(spell_id
); ++next_itr
)
2596 if(HasSpell(next_itr
->second
))
2598 // high rank already known so this must !active
2600 next_active_spell_id
= next_itr
->second
;
2606 // not do anything if already known in expected state
2607 if(itr
->second
->state
!= PLAYERSPELL_REMOVED
&& itr
->second
->active
== active
&&
2608 itr
->second
->dependent
== dependent
&& itr
->second
->disabled
== disabled
)
2610 if(!IsInWorld() && !learning
) // explicitly load from DB and then exist in it already and set correctly
2611 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2616 // dependent spell known as not dependent, overwrite state
2617 if (itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->dependent
&& dependent
)
2619 itr
->second
->dependent
= dependent
;
2620 if (itr
->second
->state
!= PLAYERSPELL_NEW
)
2621 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2622 dependent_set
= true;
2625 // update active state for known spell
2626 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2628 itr
->second
->active
= active
;
2630 if(!IsInWorld() && !learning
&& !dependent_set
) // explicitly load from DB and then exist in it already and set correctly
2631 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2632 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2633 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2637 if (IsPassiveSpell(spell_id
) && IsNeedCastPassiveSpellAtLearn(spellInfo
))
2638 CastSpell (this,spell_id
,true);
2640 else if(IsInWorld())
2642 if(next_active_spell_id
)
2644 // update spell ranks in spellbook and action bar
2645 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2646 data
<< uint16(spell_id
);
2647 data
<< uint16(next_active_spell_id
);
2648 GetSession()->SendPacket( &data
);
2652 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2653 data
<< uint16(spell_id
);
2654 GetSession()->SendPacket(&data
);
2658 return active
; // learn (show in spell book if active now)
2661 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2663 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2664 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2665 itr
->second
->disabled
= disabled
;
2670 disabled_case
= true;
2672 else switch(itr
->second
->state
)
2674 case PLAYERSPELL_UNCHANGED
: // known saved spell
2676 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2679 m_spells
.erase(itr
);
2680 state
= PLAYERSPELL_CHANGED
;
2681 break; // need re-add
2683 default: // known not saved yet spell (new or modified)
2685 // can be in case spell loading but learned at some previous spell loading
2686 if(!IsInWorld() && !learning
&& !dependent_set
)
2687 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2694 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2696 // talent: unlearn all other talent ranks (high and low)
2697 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2699 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2701 for(int i
=0; i
<5; ++i
)
2703 // skip learning spell and no rank spell case
2704 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2705 if(!rankSpellId
|| rankSpellId
==spell_id
)
2708 removeSpell(rankSpellId
);
2712 // non talent spell: learn low ranks (recursive call)
2713 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2715 if(!IsInWorld() || disabled
) // at spells loading, no output, but allow save
2716 addSpell(prev_spell
,active
,true,true,disabled
);
2717 else // at normal learning
2718 learnSpell(prev_spell
,true);
2721 PlayerSpell
*newspell
= new PlayerSpell
;
2722 newspell
->state
= state
;
2723 newspell
->active
= active
;
2724 newspell
->dependent
= dependent
;
2725 newspell
->disabled
= disabled
;
2727 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2728 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2730 for( PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2732 if(itr
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2733 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr
->first
);
2734 if(!i_spellInfo
) continue;
2736 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr
->first
) )
2738 if(itr
->second
->active
)
2740 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr
->first
))
2742 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2744 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2745 data
<< uint16(itr
->first
);
2746 data
<< uint16(spell_id
);
2747 GetSession()->SendPacket( &data
);
2750 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2751 itr
->second
->active
= false;
2752 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2753 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2754 superceded_old
= true; // new spell replace old in action bars and spell book.
2756 else if(spellmgr
.IsHighRankOfSpell(itr
->first
,spell_id
))
2758 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2760 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2761 data
<< uint16(spell_id
);
2762 data
<< uint16(itr
->first
);
2763 GetSession()->SendPacket( &data
);
2766 // mark new spell as disable (not learned yet for client and will not learned)
2767 newspell
->active
= false;
2768 if(newspell
->state
!= PLAYERSPELL_NEW
)
2769 newspell
->state
= PLAYERSPELL_CHANGED
;
2776 m_spells
[spell_id
] = newspell
;
2778 // return false if spell disabled
2779 if (newspell
->disabled
)
2783 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2785 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2786 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2787 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2789 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2790 CastSpell(this, spell_id
, true);
2792 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2793 else if (IsPassiveSpell(spell_id
))
2795 if(IsNeedCastPassiveSpellAtLearn(spellInfo
))
2796 CastSpell(this, spell_id
, true);
2798 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2800 CastSpell(this, spell_id
, true);
2804 // update used talent points count
2805 m_usedTalentCount
+= talentCost
;
2807 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2808 if(uint32 freeProfs
= GetFreePrimaryProffesionPoints())
2810 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2811 SetFreePrimaryProffesions(freeProfs
-1);
2814 // add dependent skills
2815 uint16 maxskill
= GetMaxSkillValueForLevel();
2817 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2821 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2822 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2824 if(skill_value
< spellLearnSkill
->value
)
2825 skill_value
= spellLearnSkill
->value
;
2827 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2829 if(skill_max_value
< new_skill_max_value
)
2830 skill_max_value
= new_skill_max_value
;
2832 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2836 // not ranked skills
2837 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2838 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2840 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2842 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2846 if(HasSkill(pSkill
->id
))
2849 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2850 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2851 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2853 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2855 case SKILL_RANGE_LANGUAGE
:
2856 SetSkill(pSkill
->id
, 300, 300 );
2858 case SKILL_RANGE_LEVEL
:
2859 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2861 case SKILL_RANGE_MONO
:
2862 SetSkill(pSkill
->id
, 1, 1 );
2871 // learn dependent spells
2872 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2873 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2875 for(SpellLearnSpellMap::const_iterator itr
= spell_begin
; itr
!= spell_end
; ++itr
)
2877 if(!itr
->second
.autoLearned
)
2879 if(!IsInWorld() || !itr
->second
.active
) // at spells loading, no output, but allow save
2880 addSpell(itr
->second
.spell
,itr
->second
.active
,true,true,false);
2881 else // at normal learning
2882 learnSpell(itr
->second
.spell
,true);
2888 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
);
2889 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
);
2892 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2893 return active
&& !disabled
&& !superceded_old
;
2896 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry
const* spellInfo
) const
2898 bool need_cast
= false;
2900 switch(spellInfo
->Id
)
2902 // some spells not have stance data expacted cast at form change or present
2903 case 5420: need_cast
= (m_form
== FORM_TREE
); break;
2904 case 5419: need_cast
= (m_form
== FORM_TRAVEL
); break;
2905 case 7376: need_cast
= (m_form
== FORM_DEFENSIVESTANCE
); break;
2906 case 7381: need_cast
= (m_form
== FORM_BERSERKERSTANCE
); break;
2907 case 21156: need_cast
= (m_form
== FORM_BATTLESTANCE
); break;
2908 case 21178: need_cast
= (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
); break;
2909 case 33948: need_cast
= (m_form
== FORM_FLIGHT
); break;
2910 case 34764: need_cast
= (m_form
== FORM_FLIGHT
); break;
2911 case 40121: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
2912 case 40122: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
2913 // another spells have proper stance data
2914 default: need_cast
= !spellInfo
->Stances
|| m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))); break;
2917 //Check CasterAuraStates
2918 return need_cast
&& (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)));
2921 void Player::learnSpell(uint32 spell_id
, bool dependent
)
2923 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2925 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
2926 bool active
= disabled
? itr
->second
->active
: true;
2928 bool learning
= addSpell(spell_id
,active
,true,dependent
,false);
2930 // learn all disabled higher ranks (recursive)
2933 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2934 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
2936 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
2937 if (iter
!= m_spells
.end() && iter
->second
->disabled
)
2938 learnSpell(i
->second
,false);
2942 // prevent duplicated entires in spell book, also not send if not in world (loading)
2943 if(!learning
|| !IsInWorld ())
2946 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
2947 data
<< uint32(spell_id
);
2948 GetSession()->SendPacket(&data
);
2951 void Player::removeSpell(uint32 spell_id
, bool disabled
, bool update_action_bar_for_low_rank
)
2953 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2954 if (itr
== m_spells
.end())
2957 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
2960 // unlearn non talent higher ranks (recursive)
2961 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2962 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
2963 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
2964 removeSpell(itr2
->second
,disabled
);
2966 bool cur_active
= itr
->second
->active
;
2967 bool cur_dependent
= itr
->second
->dependent
;
2971 itr
->second
->disabled
= disabled
;
2972 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2973 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2977 if(itr
->second
->state
== PLAYERSPELL_NEW
)
2980 m_spells
.erase(itr
);
2983 itr
->second
->state
= PLAYERSPELL_REMOVED
;
2986 RemoveAurasDueToSpell(spell_id
);
2989 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
2990 RemovePetAura(petSpell
);
2992 // free talent points
2993 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
2996 if(talentCosts
< m_usedTalentCount
)
2997 m_usedTalentCount
-= talentCosts
;
2999 m_usedTalentCount
= 0;
3002 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3003 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3005 uint32 freeProfs
= GetFreePrimaryProffesionPoints()+1;
3006 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
3007 SetFreePrimaryProffesions(freeProfs
);
3010 // remove dependent skill
3011 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
3014 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
3015 if(!prev_spell
) // first rank, remove skill
3016 SetSkill(spellLearnSkill
->skill
,0,0);
3019 // search prev. skill setting by spell ranks chain
3020 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
3021 while(!prevSkill
&& prev_spell
)
3023 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
3024 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
3027 if(!prevSkill
) // not found prev skill setting, remove skill
3028 SetSkill(spellLearnSkill
->skill
,0,0);
3029 else // set to prev. skill setting values
3031 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
3032 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
3034 if(skill_value
> prevSkill
->value
)
3035 skill_value
= prevSkill
->value
;
3037 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
3039 if(skill_max_value
> new_skill_max_value
)
3040 skill_max_value
= new_skill_max_value
;
3042 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
3049 // not ranked skills
3050 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
3051 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
3053 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
3055 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3059 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3060 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3061 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
3063 // not reset skills for professions and racial abilities
3064 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3065 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
3068 SetSkill(pSkill
->id
, 0, 0 );
3073 // remove dependent spells
3074 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
3075 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
3077 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
3078 removeSpell(itr2
->second
.spell
, disabled
);
3080 // activate lesser rank in spellbook/action bar, and cast it if need
3081 bool prev_activate
= false;
3083 if(uint32 prev_id
= spellmgr
.GetPrevSpellInChain (spell_id
))
3085 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
3087 // if talent then lesser rank also talent and need learn
3089 learnSpell (prev_id
,false);
3090 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3091 else if(cur_active
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
3093 // need manually update dependence state (learn spell ignore like attempts)
3094 PlayerSpellMap::iterator prev_itr
= m_spells
.find(prev_id
);
3095 if (prev_itr
!= m_spells
.end())
3097 if(prev_itr
->second
->dependent
!= cur_dependent
)
3099 prev_itr
->second
->dependent
= cur_dependent
;
3100 if(prev_itr
->second
->state
!= PLAYERSPELL_NEW
)
3101 prev_itr
->second
->state
= PLAYERSPELL_CHANGED
;
3104 // now re-learn if need re-activate
3105 if(cur_active
&& !prev_itr
->second
->active
)
3107 if(addSpell(prev_id
,true,false,prev_itr
->second
->dependent
,prev_itr
->second
->disabled
))
3109 if(update_action_bar_for_low_rank
)
3111 // downgrade spell ranks in spellbook and action bar
3112 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
3113 data
<< uint16(spell_id
);
3114 data
<< uint16(prev_id
);
3115 GetSession()->SendPacket( &data
);
3116 prev_activate
= true;
3124 // remove from spell book if not replaced by lesser rank
3127 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
3128 data
<< uint16(spell_id
);
3129 GetSession()->SendPacket(&data
);
3133 void Player::RemoveArenaSpellCooldowns()
3135 // remove cooldowns on spells that has < 15 min CD
3136 SpellCooldowns::iterator itr
, next
;
3137 // iterate spell cooldowns
3138 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3142 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3143 // check if spellentry is present and if the cooldown is less than 15 mins
3145 entry
->RecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
&&
3146 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
)
3149 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3150 data
<< uint32(itr
->first
);
3152 GetSession()->SendPacket(&data
);
3154 m_spellCooldowns
.erase(itr
);
3159 void Player::RemoveAllSpellCooldown()
3161 if(!m_spellCooldowns
.empty())
3163 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3165 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3166 data
<< uint32(itr
->first
);
3167 data
<< uint64(GetGUID());
3168 GetSession()->SendPacket(&data
);
3170 m_spellCooldowns
.clear();
3174 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3176 // some cooldowns can be already set at aura loading...
3178 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3182 time_t curTime
= time(NULL
);
3186 Field
*fields
= result
->Fetch();
3188 uint32 spell_id
= fields
[0].GetUInt32();
3189 uint32 item_id
= fields
[1].GetUInt32();
3190 time_t db_time
= (time_t)fields
[2].GetUInt64();
3192 if(!sSpellStore
.LookupEntry(spell_id
))
3194 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3198 // skip outdated cooldown
3199 if(db_time
<= curTime
)
3202 AddSpellCooldown(spell_id
, item_id
, db_time
);
3204 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3206 while( result
->NextRow() );
3212 void Player::_SaveSpellCooldowns()
3214 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3216 time_t curTime
= time(NULL
);
3217 time_t infTime
= curTime
+ MONTH
/2;
3219 // remove outdated and save active
3220 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3222 if(itr
->second
.end
<= curTime
)
3223 m_spellCooldowns
.erase(itr
++);
3224 else if(itr
->second
.end
<= infTime
) // not save locked cooldowns, it will be reset or set at reload
3226 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
));
3234 uint32
Player::resetTalentsCost() const
3236 // The first time reset costs 1 gold
3237 if(m_resetTalentsCost
< 1*GOLD
)
3240 else if(m_resetTalentsCost
< 5*GOLD
)
3242 // After that it increases in increments of 5 gold
3243 else if(m_resetTalentsCost
< 10*GOLD
)
3247 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3250 // This cost will be reduced by a rate of 5 gold per month
3251 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3252 // to a minimum of 10 gold.
3253 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3257 // After that it increases in increments of 5 gold
3258 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3259 // until it hits a cap of 50 gold.
3260 if(new_cost
> 50*GOLD
)
3267 bool Player::resetTalents(bool no_cost
)
3269 // not need after this call
3270 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3272 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3273 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3276 uint32 talentPointsForLevel
= CalculateTalentsPoints();
3278 if (m_usedTalentCount
== 0)
3280 SetFreeTalentPoints(talentPointsForLevel
);
3288 cost
= resetTalentsCost();
3290 if (GetMoney() < cost
)
3292 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3297 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); i
++)
3299 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3301 if (!talentInfo
) continue;
3303 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3308 // unlearn only talents for character class
3309 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3310 // to prevent unexpected lost normal learned spell skip another class talents
3311 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3314 for (int j
= 0; j
< 5; j
++)
3316 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3318 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3324 // remove learned spells (all ranks)
3325 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3327 // unlearn if first rank is talent or learned by talent
3328 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3330 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3331 itr
= GetSpellMap().begin();
3340 SetFreeTalentPoints(talentPointsForLevel
);
3344 ModifyMoney(-(int32
)cost
);
3345 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS
, cost
);
3347 m_resetTalentsCost
= cost
;
3348 m_resetTalentsTime
= time(NULL
);
3351 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3352 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3356 m_canTitanGrip
= false;
3357 if(sWorld
.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET
))
3358 AutoUnequipOffhandIfNeed();
3364 Mail
* Player::GetMail(uint32 id
)
3366 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3368 if ((*itr
)->messageID
== id
)
3376 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3380 Object::_SetCreateBits(updateMask
, target
);
3384 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3386 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3387 updateMask
->SetBit(index
);
3392 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3396 Object::_SetUpdateBits(updateMask
, target
);
3400 Object::_SetUpdateBits(updateMask
, target
);
3401 *updateMask
&= updateVisualBits
;
3405 void Player::InitVisibleBits()
3407 updateVisualBits
.SetCount(PLAYER_END
);
3409 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3410 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3411 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3412 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3413 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3414 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3415 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3416 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3417 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3418 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3419 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3420 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3421 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3422 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3423 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3424 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3425 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3426 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3427 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3428 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3429 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3430 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3431 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3432 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3433 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3434 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3435 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3436 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3437 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3438 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3439 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3440 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3441 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3442 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3443 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3444 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3445 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3446 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3447 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3448 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3449 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3450 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3451 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3452 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3453 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3454 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3455 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3456 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3457 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3458 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3459 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3460 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3461 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3462 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3463 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3465 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3466 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3467 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3468 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3469 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3470 updateVisualBits
.SetBit(PLAYER_BYTES
);
3471 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3472 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3473 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3474 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3476 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3477 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3478 updateVisualBits
.SetBit(i
);
3480 // Players visible items are not inventory stuff
3481 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3483 uint32 offset
= i
* MAX_VISIBLE_ITEM_OFFSET
;
3486 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 0 + offset
);
3487 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 1 + offset
);
3490 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 0 + offset
);
3492 // item enchantments
3493 for(uint8 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
3494 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 1 + j
+ offset
);
3496 // random properties
3497 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ offset
);
3498 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_SEED
+ offset
);
3499 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PAD
+ offset
);
3502 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3505 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3507 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3509 if(m_items
[i
] == NULL
)
3512 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3517 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3519 if(m_items
[i
] == NULL
)
3522 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3524 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
3526 if(m_items
[i
] == NULL
)
3529 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3533 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3536 void Player::DestroyForPlayer( Player
*target
) const
3538 Unit::DestroyForPlayer( target
);
3540 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
3542 if(m_items
[i
] == NULL
)
3545 m_items
[i
]->DestroyForPlayer( target
);
3550 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3552 if(m_items
[i
] == NULL
)
3555 m_items
[i
]->DestroyForPlayer( target
);
3557 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
3559 if(m_items
[i
] == NULL
)
3562 m_items
[i
]->DestroyForPlayer( target
);
3567 bool Player::HasSpell(uint32 spell
) const
3569 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3570 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3571 !itr
->second
->disabled
);
3574 bool Player::HasActiveSpell(uint32 spell
) const
3576 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3577 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3578 itr
->second
->active
&& !itr
->second
->disabled
);
3581 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3584 return TRAINER_SPELL_RED
;
3586 if (!trainer_spell
->learnedSpell
)
3587 return TRAINER_SPELL_RED
;
3590 if(HasSpell(trainer_spell
->learnedSpell
))
3591 return TRAINER_SPELL_GRAY
;
3593 // check race/class requirement
3594 if(!IsSpellFitByClassAndRace(trainer_spell
->learnedSpell
))
3595 return TRAINER_SPELL_RED
;
3597 // check level requirement
3598 if(getLevel() < trainer_spell
->reqLevel
)
3599 return TRAINER_SPELL_RED
;
3601 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->learnedSpell
))
3603 // check prev.rank requirement
3604 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3605 return TRAINER_SPELL_RED
;
3607 // check additional spell requirement
3608 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3609 return TRAINER_SPELL_RED
;
3612 // check skill requirement
3613 if(trainer_spell
->reqSkill
&& GetBaseSkillValue(trainer_spell
->reqSkill
) < trainer_spell
->reqSkillValue
)
3614 return TRAINER_SPELL_RED
;
3616 // exist, already checked at loading
3617 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->learnedSpell
);
3619 // secondary prof. or not prof. spell
3620 uint32 skill
= spell
->EffectMiscValue
[1];
3622 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3623 return TRAINER_SPELL_GREEN
;
3625 // check primary prof. limit
3626 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProffesionPoints() == 0)
3627 return TRAINER_SPELL_RED
;
3629 return TRAINER_SPELL_GREEN
;
3632 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3634 uint32 guid
= GUID_LOPART(playerguid
);
3636 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3637 // bones will be deleted by corpse/bones deleting thread shortly
3638 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3640 // remove from guild
3641 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3644 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3646 guild
->DelMember(guid
);
3649 // remove from arena teams
3650 LeaveAllArenaTeams(playerguid
);
3652 // the player was uninvited already on logout so just remove from group
3653 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3656 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3658 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3661 RemoveFromGroup(group
, playerguid
);
3665 // remove signs from petitions (also remove petitions if owner);
3666 RemovePetitionsAndSigns(playerguid
, 10);
3668 // return back all mails with COD and Item 0 1 2 3 4 5 6
3669 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
);
3674 Field
*fields
= resultMail
->Fetch();
3676 uint32 mail_id
= fields
[0].GetUInt32();
3677 uint16 mailTemplateId
= fields
[1].GetUInt16();
3678 uint32 sender
= fields
[2].GetUInt32();
3679 std::string subject
= fields
[3].GetCppString();
3680 uint32 itemTextId
= fields
[4].GetUInt32();
3681 uint32 money
= fields
[5].GetUInt32();
3682 bool has_items
= fields
[6].GetBool();
3684 //we can return mail now
3685 //so firstly delete the old one
3686 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3691 // data needs to be at first place for Item::LoadFromDB
3692 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
);
3697 Field
*fields2
= resultItems
->Fetch();
3699 uint32 item_guidlow
= fields2
[1].GetUInt32();
3700 uint32 item_template
= fields2
[2].GetUInt32();
3702 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3705 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3709 Item
*pItem
= NewItemOrBag(itemProto
);
3710 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
3712 pItem
->FSetState(ITEM_REMOVED
);
3713 pItem
->SaveToDB(); // it also deletes item object !
3717 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3719 while (resultItems
->NextRow());
3725 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3727 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3729 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3731 while (resultMail
->NextRow());
3736 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3737 // Get guids of character's pets, will deleted in transaction
3738 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3740 // NOW we can finally clear other DB data related to character
3741 CharacterDatabase
.BeginTransaction();
3746 Field
*fields3
= resultPets
->Fetch();
3747 uint32 petguidlow
= fields3
[0].GetUInt32();
3748 Pet::DeleteFromDB(petguidlow
);
3749 } while (resultPets
->NextRow());
3753 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3754 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3755 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3756 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3757 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3758 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3759 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3760 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3761 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3762 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3763 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3764 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3765 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3766 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3767 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3768 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3769 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3770 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3771 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3772 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3773 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
3774 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
3775 CharacterDatabase
.CommitTransaction();
3777 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3778 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3781 void Player::SetMovement(PlayerMovementType pType
)
3786 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3787 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3788 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3789 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3791 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3794 data
.append(GetPackGUID());
3796 GetSession()->SendPacket( &data
);
3800 - a resurrectable corpse must not be loaded for the player (only bones)
3801 - the player must be in world
3803 void Player::BuildPlayerRepop()
3805 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
3806 data
.append(GetPackGUID());
3807 GetSession()->SendPacket(&data
);
3809 if(getRace() == RACE_NIGHTELF
)
3810 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)
3811 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3813 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3814 // there must be SMSG.STOP_MIRROR_TIMER
3815 // there we must send 888 opcode
3817 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3820 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3824 // create a corpse and place it at the player's location
3826 Corpse
*corpse
= GetCorpse();
3829 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3832 GetMap()->Add(corpse
);
3834 // convert player body to ghost
3837 SetMovement(MOVE_WATER_WALK
);
3838 if(!GetSession()->isLogingOut())
3839 SetMovement(MOVE_UNROOT
);
3841 // BG - remove insignia related
3842 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3844 SendCorpseReclaimDelay();
3846 // to prevent cheating
3847 corpse
->ResetGhostTime();
3849 StopMirrorTimers(); //disable timers(bars)
3851 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3853 // set and clear other
3854 SetByteValue(UNIT_FIELD_BYTES_1
, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND
);
3857 void Player::SendDelayResponse(const uint32 ml_seconds
)
3859 //FIXME: is this delay time arg really need? 50msec by default in code
3860 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3861 data
<< (uint32
)time(NULL
);
3863 GetSession()->SendPacket( &data
);
3866 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
3868 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
3873 GetSession()->SendPacket(&data
);
3875 // speed change, land walk
3877 // remove death flag + set aura
3878 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
3879 if(getRace() == RACE_NIGHTELF
)
3880 RemoveAurasDueToSpell(20584); // speed bonuses
3881 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3883 setDeathState(ALIVE
);
3885 SetMovement(MOVE_LAND_WALK
);
3886 SetMovement(MOVE_UNROOT
);
3890 // set health/powers (0- will be set in caller)
3891 if(restore_percent
>0.0f
)
3893 SetHealth(uint32(GetMaxHealth()*restore_percent
));
3894 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
3895 SetPower(POWER_RAGE
, 0);
3896 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
3899 // trigger update zone for alive state zone updates
3900 UpdateZone(GetZoneId());
3902 // update visibility
3903 ObjectAccessor::UpdateVisibilityForPlayer(this);
3908 //Characters from level 1-10 are not affected by resurrection sickness.
3909 //Characters from level 11-19 will suffer from one minute of sickness
3910 //for each level they are above 10.
3911 //Characters level 20 and up suffer from ten minutes of sickness.
3912 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
3914 if(int32(getLevel()) >= startLevel
)
3916 // set resurrection sickness
3917 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
3919 // not full duration
3920 if(int32(getLevel()) < startLevel
+9)
3922 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
3924 for(int i
=0; i
< 3; ++i
)
3926 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
3928 Aur
->SetAuraDuration(delta
*IN_MILISECONDS
);
3929 Aur
->SendAuraUpdate(false);
3936 void Player::KillPlayer()
3938 SetMovement(MOVE_ROOT
);
3940 StopMirrorTimers(); //disable timers(bars)
3942 setDeathState(CORPSE
);
3943 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3945 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
3946 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
3948 // 6 minutes until repop at graveyard
3949 m_deathTimer
= 6*MINUTE
*IN_MILISECONDS
;
3951 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3953 // don't create corpse at this moment, player might be falling
3955 // update visibility
3956 ObjectAccessor::UpdateObjectVisibility(this);
3959 void Player::CreateCorpse()
3961 // prevent existence 2 corpse for player
3964 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
3966 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
3969 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this))
3975 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
3976 _pb
= GetUInt32Value(PLAYER_BYTES
);
3977 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
3979 uint8 race
= (uint8
)(_uf
);
3980 uint8 skin
= (uint8
)(_pb
);
3981 uint8 face
= (uint8
)(_pb
>> 8);
3982 uint8 hairstyle
= (uint8
)(_pb
>> 16);
3983 uint8 haircolor
= (uint8
)(_pb
>> 24);
3984 uint8 facialhair
= (uint8
)(_pb2
);
3986 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
3987 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
3989 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
3990 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
3992 uint32 flags
= CORPSE_FLAG_UNK2
;
3993 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
3994 flags
|= CORPSE_FLAG_HIDE_HELM
;
3995 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
3996 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
3997 if(InBattleGround())
3998 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
3999 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
4001 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
4003 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
4006 uint16 iIventoryType
;
4008 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
4012 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
4013 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
4015 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
4016 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
4020 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4021 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
4023 if(entry
->map_type
!= MAP_BATTLEGROUND
)
4026 // register for player, but not show
4027 ObjectAccessor::Instance().AddCorpse(corpse
);
4030 void Player::SpawnCorpseBones()
4032 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4033 SaveToDB(); // prevent loading as ghost without corpse
4036 Corpse
* Player::GetCorpse() const
4038 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4041 void Player::DurabilityLossAll(double percent
, bool inventory
)
4043 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
4044 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4045 DurabilityLoss(pItem
,percent
);
4049 // bags not have durability
4050 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4052 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
4053 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4054 DurabilityLoss(pItem
,percent
);
4056 // keys not have durability
4057 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
4059 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
4060 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4061 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
4062 if(Item
* pItem
= GetItemByPos( i
, j
))
4063 DurabilityLoss(pItem
,percent
);
4067 void Player::DurabilityLoss(Item
* item
, double percent
)
4072 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4077 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
4079 if(pDurabilityLoss
< 1 )
4080 pDurabilityLoss
= 1;
4082 DurabilityPointsLoss(item
,pDurabilityLoss
);
4085 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
4087 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
4088 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4089 DurabilityPointsLoss(pItem
,points
);
4093 // bags not have durability
4094 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4096 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
4097 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4098 DurabilityPointsLoss(pItem
,points
);
4100 // keys not have durability
4101 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
4103 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
4104 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4105 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
4106 if(Item
* pItem
= GetItemByPos( i
, j
))
4107 DurabilityPointsLoss(pItem
,points
);
4111 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
4113 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4114 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4115 int32 pNewDurability
= pOldDurability
- points
;
4117 if (pNewDurability
< 0)
4119 else if (pNewDurability
> pMaxDurability
)
4120 pNewDurability
= pMaxDurability
;
4122 if (pOldDurability
!= pNewDurability
)
4124 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4125 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4126 _ApplyItemMods(item
,item
->GetSlot(), false);
4128 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4130 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4131 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4132 _ApplyItemMods(item
,item
->GetSlot(), true);
4134 item
->SetState(ITEM_CHANGED
, this);
4138 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4140 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4141 DurabilityPointsLoss(pItem
,1);
4144 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4146 uint32 TotalCost
= 0;
4147 // equipped, backpack, bags itself
4148 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
4149 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4151 // bank, buyback and keys not repaired
4153 // items in inventory bags
4154 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; j
++)
4155 for(int i
= 0; i
< MAX_BAG_SIZE
; i
++)
4156 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4160 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4162 Item
* item
= GetItemByPos(pos
);
4164 uint32 TotalCost
= 0;
4168 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4172 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4176 uint32 LostDurability
= maxDurability
- curDurability
;
4177 if(LostDurability
>0)
4179 ItemPrototype
const *ditemProto
= item
->GetProto();
4181 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4184 sLog
.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4188 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4189 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4190 if(!dQualitymodEntry
)
4192 sLog
.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4196 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4197 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4199 costs
= uint32(costs
* discountMod
);
4201 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4206 if (GetGuildId()==0)
4208 DEBUG_LOG("You are not member of a guild");
4212 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4216 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4218 DEBUG_LOG("You do not have rights to withdraw for repairs");
4222 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4224 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4228 if (pGuild
->GetGuildBankMoney() < costs
)
4230 DEBUG_LOG("There is not enough money in bank");
4234 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4237 else if (GetMoney() < costs
)
4239 DEBUG_LOG("You do not have enough money");
4243 ModifyMoney( -int32(costs
) );
4247 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4248 item
->SetState(ITEM_CHANGED
, this);
4250 // reapply mods for total broken and repaired item if equipped
4251 if(IsEquipmentPos(pos
) && !curDurability
)
4252 _ApplyItemMods(item
,pos
& 255, true);
4256 void Player::RepopAtGraveyard()
4258 // note: this can be called also when the player is alive
4259 // for example from WorldSession::HandleMovementOpcodes
4261 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4263 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4264 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4266 ResurrectPlayer(0.5f
);
4270 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4272 // Special handle for battleground maps
4273 if( BattleGround
*bg
= GetBattleGround() )
4274 ClosestGrave
= bg
->GetClosestGraveYard(this);
4276 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4278 // stop countdown until repop
4281 // if no grave found, stay at the current location
4282 // and don't show spirit healer location
4285 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4286 if(isDead()) // not send if alive, because it used in TeleportTo()
4288 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4289 data
<< ClosestGrave
->map_id
;
4290 data
<< ClosestGrave
->x
;
4291 data
<< ClosestGrave
->y
;
4292 data
<< ClosestGrave
->z
;
4293 GetSession()->SendPacket(&data
);
4298 void Player::JoinedChannel(Channel
*c
)
4300 m_channels
.push_back(c
);
4303 void Player::LeftChannel(Channel
*c
)
4305 m_channels
.remove(c
);
4308 void Player::CleanupChannels()
4310 while(!m_channels
.empty())
4312 Channel
* ch
= *m_channels
.begin();
4313 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4314 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4315 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4316 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4319 sLog
.outDebug("Player: channels cleaned up!");
4322 void Player::UpdateLocalChannels(uint32 newZone
)
4324 if(m_channels
.empty())
4327 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4331 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4335 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4337 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4341 // skip non built-in channels
4342 if(!(*i
)->IsConstant())
4345 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4349 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4353 char new_channel_name_buf
[100];
4354 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4355 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4357 if((*i
)!=new_channel
)
4359 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4361 // leave old channel
4362 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4363 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4364 LeftChannel(*i
); // remove from player's channel list
4365 cMgr
->LeftChannel(name
); // delete if empty
4368 sLog
.outDebug("Player: channels cleaned up!");
4371 void Player::LeaveLFGChannel()
4373 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4377 (*i
)->Leave(GetGUID());
4383 void Player::UpdateDefense()
4385 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4387 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4389 // update dependent from defense skill part
4390 UpdateDefenseBonusesMod();
4394 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4396 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4398 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4407 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4410 if(amount
<= -100.0f
)
4413 val
= (100.0f
+ amount
) / 100.0f
;
4414 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4418 if(!CanModifyStats())
4423 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4424 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4425 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4426 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4431 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4433 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4435 sLog
.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4439 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4442 return m_auraBaseMod
[modGroup
][modType
];
4445 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4447 if(modGroup
>= BASEMOD_END
)
4449 sLog
.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4453 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4456 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4459 uint32
Player::GetShieldBlockValue() const
4461 BaseModGroup modGroup
= SHIELD_BLOCK_VALUE
;
4463 float value
= GetTotalBaseModValue(modGroup
) + GetStat(STAT_STRENGTH
) * 0.5f
- 10;
4465 value
= (value
< 0) ? 0 : value
;
4467 return uint32(value
);
4470 float Player::GetMeleeCritFromAgility()
4472 uint32 level
= getLevel();
4473 uint32 pclass
= getClass();
4475 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4477 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4478 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4479 if (critBase
==NULL
|| critRatio
==NULL
)
4482 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4486 float Player::GetDodgeFromAgility()
4488 // Table for base dodge values
4489 float dodge_base
[MAX_CLASSES
] = {
4491 0.00652f
, // Paladin
4498 0.02011f
, // Warlock
4502 // Crit/agility to dodge/agility coefficient multipliers
4503 float crit_to_dodge
[MAX_CLASSES
] = {
4517 uint32 level
= getLevel();
4518 uint32 pclass
= getClass();
4520 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4522 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4523 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4524 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4527 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4528 return dodge
*100.0f
;
4531 float Player::GetSpellCritFromIntellect()
4533 uint32 level
= getLevel();
4534 uint32 pclass
= getClass();
4536 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4538 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4539 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4540 if (critBase
==NULL
|| critRatio
==NULL
)
4543 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4547 float Player::GetRatingCoefficient(CombatRating cr
) const
4549 uint32 level
= getLevel();
4551 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4553 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4555 return 1.0f
; // By default use minimum coefficient (not must be called)
4557 return Rating
->ratio
;
4560 float Player::GetRatingBonusValue(CombatRating cr
) const
4562 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4565 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4567 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.0f
;
4568 if (melee
>25.0f
) melee
= 25.0f
;
4569 return uint32 (melee
* damage
/100.0f
);
4572 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4574 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.0f
;
4575 if (ranged
>25.0f
) ranged
=25.0f
;
4576 return uint32 (ranged
* damage
/100.0f
);
4579 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4581 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.0f
;
4582 // In wow script resilience limited to 25%
4585 return uint32 (spell
* damage
/ 100.0f
);
4588 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4590 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4591 // Dot resilience not limited (limit it by 100%)
4592 if (spellDot
> 100.0f
)
4594 return uint32 (spellDot
* damage
/ 100.0f
);
4597 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4602 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4604 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4611 float Player::OCTRegenHPPerSpirit()
4613 uint32 level
= getLevel();
4614 uint32 pclass
= getClass();
4616 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4618 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4619 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4620 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4623 // Formula from PaperDollFrame script
4624 float spirit
= GetStat(STAT_SPIRIT
);
4625 float baseSpirit
= spirit
;
4626 if (baseSpirit
>50) baseSpirit
= 50;
4627 float moreSpirit
= spirit
- baseSpirit
;
4628 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4632 float Player::OCTRegenMPPerSpirit()
4634 uint32 level
= getLevel();
4635 uint32 pclass
= getClass();
4637 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4639 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4640 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4641 if (moreRatio
==NULL
)
4644 // Formula get from PaperDollFrame script
4645 float spirit
= GetStat(STAT_SPIRIT
);
4646 float regen
= spirit
* moreRatio
->ratio
;
4650 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4652 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4654 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4655 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4656 // stat used stored in miscValueB for this aura
4657 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4658 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4659 if ((*i
)->GetMiscValue() & (1<<cr
))
4660 amount
+= int32(GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
);
4663 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4665 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4666 float RatingChange
= 0.0f
;
4668 bool affectStats
= CanModifyStats();
4672 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4673 case CR_DEFENSE_SKILL
:
4674 UpdateDefenseBonusesMod();
4677 UpdateDodgePercentage();
4680 UpdateParryPercentage();
4683 UpdateBlockPercentage();
4686 UpdateMeleeHitChances();
4689 UpdateRangedHitChances();
4692 UpdateSpellHitChances();
4697 UpdateCritPercentage(BASE_ATTACK
);
4698 UpdateCritPercentage(OFF_ATTACK
);
4701 case CR_CRIT_RANGED
:
4703 UpdateCritPercentage(RANGED_ATTACK
);
4707 UpdateAllSpellCritChances();
4709 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4710 case CR_HIT_TAKEN_RANGED
:
4712 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4714 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4715 case CR_CRIT_TAKEN_RANGED
:
4717 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4719 case CR_HASTE_MELEE
:
4720 RatingChange
= value
/ RatingCoeffecient
;
4721 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4722 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4724 case CR_HASTE_RANGED
:
4725 RatingChange
= value
/ RatingCoeffecient
;
4726 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4728 case CR_HASTE_SPELL
:
4729 RatingChange
= value
/ RatingCoeffecient
;
4730 ApplyCastTimePercentMod(RatingChange
,apply
);
4732 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4733 case CR_WEAPON_SKILL_OFFHAND
:
4734 case CR_WEAPON_SKILL_RANGED
:
4739 UpdateExpertise(BASE_ATTACK
);
4740 UpdateExpertise(OFF_ATTACK
);
4746 void Player::SetRegularAttackTime()
4748 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4750 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4751 if(tmpitem
&& !tmpitem
->IsBroken())
4753 ItemPrototype
const *proto
= tmpitem
->GetProto();
4755 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4757 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4762 //skill+step, checking for max value
4763 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4769 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4770 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4773 if(i
>=PLAYER_MAX_SKILLS
)
4776 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4777 uint32 value
= SKILL_VALUE(data
);
4778 uint32 max
= SKILL_MAX(data
);
4780 if ((!max
) || (!value
) || (value
>= max
))
4783 if (value
*512 < max
*urand(0,512))
4785 uint32 new_value
= value
+step
;
4789 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4790 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4797 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4799 if ( SkillValue
>= GrayLevel
)
4800 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4801 if ( SkillValue
>= GreenLevel
)
4802 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4803 if ( SkillValue
>= YellowLevel
)
4804 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4805 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4808 bool Player::UpdateCraftSkill(uint32 spellid
)
4810 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4812 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4813 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4815 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4817 if(_spell_idx
->second
->skillId
)
4819 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4821 // Alchemy Discoveries here
4822 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4823 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4825 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4826 learnSpell(discoveredSpell
,false);
4829 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4831 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4832 _spell_idx
->second
->max_value
,
4833 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4834 _spell_idx
->second
->min_value
),
4841 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4843 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4845 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4847 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4850 case SKILL_HERBALISM
:
4851 case SKILL_LOCKPICKING
:
4852 case SKILL_JEWELCRAFTING
:
4853 case SKILL_INSCRIPTION
:
4854 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4855 case SKILL_SKINNING
:
4856 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4857 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4859 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4861 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4862 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4864 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
4869 bool Player::UpdateFishingSkill()
4871 sLog
.outDebug("UpdateFishingSkill");
4873 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
4875 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
4877 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4879 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
4882 // levels sync. with spell requirement for skill levels to learn
4883 // bonus abilities in sSkillLineAbilityStore
4884 // Used only to avoid scan DBC at each skill grow
4885 static uint32 bonusSkillLevels
[] = {75,150,225,300,375,450};
4887 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
4889 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
4893 if(Chance
<= 0) // speedup in 0 chance case
4895 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4900 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4901 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
4902 if ( i
>= PLAYER_MAX_SKILLS
)
4905 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4906 uint16 SkillValue
= SKILL_VALUE(data
);
4907 uint16 MaxValue
= SKILL_MAX(data
);
4909 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
4912 int32 Roll
= irand(1,1000);
4914 if ( Roll
<= Chance
)
4916 uint32 new_value
= SkillValue
+step
;
4917 if(new_value
> MaxValue
)
4918 new_value
= MaxValue
;
4920 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
4921 for(uint32
* bsl
= &bonusSkillLevels
[0]; *bsl
; ++bsl
)
4923 if((SkillValue
< *bsl
&& new_value
>= *bsl
))
4925 learnSkillRewardedSpells( SkillId
, new_value
);
4929 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4930 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
4934 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4938 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
4940 // no skill gain in pvp
4941 Unit
*pVictim
= getVictim();
4942 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
4946 return; // always maximized SKILL_FERAL_COMBAT in fact
4948 if(m_form
== FORM_TREE
)
4949 return; // use weapon but not skill up
4951 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
4957 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4960 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
4961 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
4962 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4968 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4970 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4974 UpdateAllCritPercentages();
4977 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, bool defence
)
4979 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
4980 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
4981 uint32 moblevel
= pVictim
->getLevelForTarget(this);
4982 if(moblevel
< greylevel
)
4985 if (moblevel
> plevel
+ 5)
4986 moblevel
= plevel
+ 5;
4988 uint32 lvldif
= moblevel
- greylevel
;
4992 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
4996 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
4999 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
5000 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
5003 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
5005 if(roll_chance_f(chance
))
5010 UpdateWeaponSkill(attType
);
5016 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
5018 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5019 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
5021 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5022 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
5023 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
5025 if(talent
) // permanent bonus stored in high part
5026 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
5027 else // temporary/item bonus stored in low part
5028 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
5033 void Player::UpdateSkillsForLevel()
5035 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
5036 uint32 maxSkill
= GetMaxSkillValueForLevel();
5038 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
5040 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5041 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5043 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5045 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
5049 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
5052 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5053 uint32 max
= SKILL_MAX(data
);
5054 uint32 val
= SKILL_VALUE(data
);
5056 /// update only level dependent max skill values
5059 /// miximize skill always
5061 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
5062 /// update max skill value if current max skill not maximized
5063 else if(max
!= maxconfskill
)
5064 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
5069 void Player::UpdateSkillsToMaxSkillsForLevel()
5071 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5072 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5074 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5075 if( IsProfessionOrRidingSkill(pskill
))
5077 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5079 uint32 max
= SKILL_MAX(data
);
5082 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
5084 if(pskill
== SKILL_DEFENSE
)
5085 UpdateDefenseBonusesMod();
5089 // This functions sets a skill line value (and adds if doesn't exist yet)
5090 // To "remove" a skill line, set it's values to zero
5091 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
5097 for (; i
< PLAYER_MAX_SKILLS
; i
++)
5098 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
5100 if(i
<PLAYER_MAX_SKILLS
) //has skill
5104 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5105 learnSkillRewardedSpells(id
, currVal
);
5106 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
5110 // clear skill fields
5111 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
5112 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
5113 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5115 // remove all spells that related to this skill
5116 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
5117 if(SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
))
5118 if (pAbility
->skillId
==id
)
5119 removeSpell(spellmgr
.GetFirstSpellInChain(pAbility
->spellId
));
5122 else if(currVal
) //add
5124 for (i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5125 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5127 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5130 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5133 // enable unlearn button for primary professions only
5134 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5135 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5137 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5138 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5139 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
5141 // apply skill bonuses
5142 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5144 // temporary bonuses
5145 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5146 for(AuraList::const_iterator i
= mModSkill
.begin(); i
!= mModSkill
.end(); ++i
)
5147 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
5148 (*i
)->ApplyModifier(true);
5150 // permanent bonuses
5151 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5152 for(AuraList::const_iterator i
= mModSkillTalent
.begin(); i
!= mModSkillTalent
.end(); ++i
)
5153 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
5154 (*i
)->ApplyModifier(true);
5156 // Learn all spells for skill
5157 learnSkillRewardedSpells(id
, currVal
);
5163 bool Player::HasSkill(uint32 skill
) const
5165 if(!skill
)return false;
5166 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5168 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5176 uint16
Player::GetSkillValue(uint32 skill
) const
5181 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5183 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5185 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5187 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5188 result
+= SKILL_TEMP_BONUS(bonus
);
5189 result
+= SKILL_PERM_BONUS(bonus
);
5190 return result
< 0 ? 0 : result
;
5196 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5199 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5201 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5203 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5205 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5206 result
+= SKILL_TEMP_BONUS(bonus
);
5207 result
+= SKILL_PERM_BONUS(bonus
);
5208 return result
< 0 ? 0 : result
;
5214 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5217 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5219 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5221 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5227 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5230 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5232 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5234 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5235 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5236 return result
< 0 ? 0 : result
;
5242 uint16
Player::GetPureSkillValue(uint32 skill
) const
5245 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5247 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5249 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5255 int16
Player::GetSkillPermBonusValue(uint32 skill
) const
5260 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
5262 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5264 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5271 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5276 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
5278 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5280 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5287 void Player::SendInitialActionButtons()
5289 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5291 WorldPacket
data(SMSG_ACTION_BUTTONS
, (MAX_ACTION_BUTTONS
*4));
5292 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5294 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5295 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5297 data
<< uint16(itr
->second
.action
);
5298 data
<< uint8(itr
->second
.misc
);
5299 data
<< uint8(itr
->second
.type
);
5307 GetSession()->SendPacket( &data
);
5308 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5311 void Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5313 if(button
>= MAX_ACTION_BUTTONS
)
5315 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5319 // check cheating with adding non-known spells to action bar
5320 if(type
==ACTION_BUTTON_SPELL
)
5322 if(!sSpellStore
.LookupEntry(action
))
5324 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5328 if(!HasSpell(action
))
5330 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5335 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5337 if (buttonItr
==m_actionButtons
.end())
5338 { // just add new button
5339 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5342 { // change state of current button
5343 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5344 buttonItr
->second
= ActionButton(action
,type
,misc
);
5345 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5348 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5351 void Player::removeActionButton(uint8 button
)
5353 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5354 if (buttonItr
==m_actionButtons
.end())
5357 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5358 m_actionButtons
.erase(buttonItr
); // new and not saved
5360 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5362 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5365 void Player::SetDontMove(bool dontMove
)
5367 m_dontMove
= dontMove
;
5370 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5372 // prevent crash when a bad coord is sent by the client
5373 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5375 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5381 const float old_x
= GetPositionX();
5382 const float old_y
= GetPositionY();
5383 const float old_z
= GetPositionZ();
5384 const float old_r
= GetOrientation();
5386 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5388 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5389 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5391 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5393 // move and update visible state if need
5394 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5396 // reread after Map::Relocation
5403 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5404 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5407 // code block for underwater state update
5408 UpdateUnderwaterState(m
, x
, y
, z
);
5410 CheckExploreSystem();
5415 void Player::SaveRecallPosition()
5417 m_recallMap
= GetMapId();
5418 m_recallX
= GetPositionX();
5419 m_recallY
= GetPositionY();
5420 m_recallZ
= GetPositionZ();
5421 m_recallO
= GetOrientation();
5424 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5426 GetMap()->MessageBroadcast(this, data
, self
);
5429 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5431 GetMap()->MessageDistBroadcast(this, data
, dist
, self
);
5434 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5436 GetMap()->MessageDistBroadcast(this, data
, dist
, self
,own_team_only
);
5439 void Player::SendDirectMessage(WorldPacket
*data
)
5441 GetSession()->SendPacket(data
);
5444 void Player::CheckExploreSystem()
5452 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5453 if(areaFlag
==0xffff)
5455 int offset
= areaFlag
/ 32;
5459 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
);
5463 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5464 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5466 if( !(currFields
& val
) )
5468 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5470 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5472 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5475 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5477 else if(p
->area_level
> 0)
5479 uint32 area
= p
->ID
;
5480 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5482 SendExplorationExperience(area
,0);
5486 int32 diff
= int32(getLevel()) - p
->area_level
;
5490 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5494 int32 exploration_percent
= (100-((diff
-5)*5));
5495 if (exploration_percent
> 100)
5496 exploration_percent
= 100;
5497 else if (exploration_percent
< 0)
5498 exploration_percent
= 0;
5500 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5504 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5508 SendExplorationExperience(area
,XP
);
5510 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5515 uint32
Player::TeamForRace(uint8 race
)
5517 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5520 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5524 switch(rEntry
->TeamID
)
5526 case 7: return ALLIANCE
;
5527 case 1: return HORDE
;
5530 sLog
.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5534 uint32
Player::getFactionForRace(uint8 race
)
5536 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5539 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5543 return rEntry
->FactionID
;
5546 void Player::setFactionForRace(uint8 race
)
5548 m_team
= TeamForRace(race
);
5549 setFaction( getFactionForRace(race
) );
5552 void Player::UpdateReputation() const
5554 sLog
.outDetail( "WORLD: Player::UpdateReputation" );
5556 for(FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5558 SendFactionState(&(itr
->second
));
5562 void Player::SendFactionState(FactionState
const* faction
) const
5564 if(faction
->Flags
& FACTION_FLAG_VISIBLE
) //If faction is visible then update it
5566 WorldPacket
data(SMSG_SET_FACTION_STANDING
, (16)); // last check 2.4.0
5567 data
<< (float) 0; // unk 2.4.0
5568 data
<< (uint8
) 0; // wotlk 8634
5569 data
<< (uint32
) 1; // count
5571 data
<< (uint32
) faction
->ReputationListID
;
5572 data
<< (uint32
) faction
->Standing
;
5574 GetSession()->SendPacket(&data
);
5578 void Player::SendInitialReputations()
5580 WorldPacket
data(SMSG_INITIALIZE_FACTIONS
, (4+128*5));
5581 data
<< uint32 (0x00000080);
5585 for (FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5587 // fill in absent fields
5588 for (; a
!= itr
->first
; a
++)
5590 data
<< uint8 (0x00);
5591 data
<< uint32 (0x00000000);
5594 // fill in encountered data
5595 data
<< uint8 (itr
->second
.Flags
);
5596 data
<< uint32 (itr
->second
.Standing
);
5601 // fill in absent fields
5602 for (; a
!= 128; a
++)
5604 data
<< uint8 (0x00);
5605 data
<< uint32 (0x00000000);
5608 GetSession()->SendPacket(&data
);
5611 FactionState
const* Player::GetFactionState( FactionEntry
const* factionEntry
) const
5613 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5614 if (itr
!= m_factions
.end())
5615 return &itr
->second
;
5620 void Player::SetFactionAtWar(FactionState
* faction
, bool atWar
)
5622 // not allow declare war to own faction
5623 if(atWar
&& (faction
->Flags
& FACTION_FLAG_PEACE_FORCED
) )
5627 if(((faction
->Flags
& FACTION_FLAG_AT_WAR
) != 0) == atWar
)
5631 faction
->Flags
|= FACTION_FLAG_AT_WAR
;
5633 faction
->Flags
&= ~FACTION_FLAG_AT_WAR
;
5635 faction
->Changed
= true;
5638 void Player::SetFactionInactive(FactionState
* faction
, bool inactive
)
5640 // always invisible or hidden faction can't be inactive
5641 if(inactive
&& ((faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
)) || !(faction
->Flags
& FACTION_FLAG_VISIBLE
) ) )
5645 if(((faction
->Flags
& FACTION_FLAG_INACTIVE
) != 0) == inactive
)
5649 faction
->Flags
|= FACTION_FLAG_INACTIVE
;
5651 faction
->Flags
&= ~FACTION_FLAG_INACTIVE
;
5653 faction
->Changed
= true;
5656 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId
)
5658 FactionTemplateEntry
const*factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5660 if(!factionTemplateEntry
)
5663 if(factionTemplateEntry
->faction
)
5664 SetFactionVisibleForFactionId(factionTemplateEntry
->faction
);
5667 void Player::SetFactionVisibleForFactionId(uint32 FactionId
)
5669 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(FactionId
);
5673 if(factionEntry
->reputationListID
< 0)
5676 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5677 if (itr
== m_factions
.end())
5680 SetFactionVisible(&itr
->second
);
5683 void Player::SetFactionVisible(FactionState
* faction
)
5685 // always invisible or hidden faction can't be make visible
5686 if(faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
))
5690 if(faction
->Flags
& FACTION_FLAG_VISIBLE
)
5693 faction
->Flags
|= FACTION_FLAG_VISIBLE
;
5694 faction
->Changed
= true;
5696 if(!m_session
->PlayerLoading())
5698 // make faction visible in reputation list at client
5699 WorldPacket
data(SMSG_SET_FACTION_VISIBLE
, 4);
5700 data
<< faction
->ReputationListID
;
5701 GetSession()->SendPacket(&data
);
5705 void Player::SetInitialFactions()
5707 for(unsigned int i
= 1; i
< sFactionStore
.GetNumRows(); i
++)
5709 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(i
);
5711 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
5713 FactionState newFaction
;
5714 newFaction
.ID
= factionEntry
->ID
;
5715 newFaction
.ReputationListID
= factionEntry
->reputationListID
;
5716 newFaction
.Standing
= 0;
5717 newFaction
.Flags
= GetDefaultReputationFlags(factionEntry
);
5718 newFaction
.Changed
= true;
5720 m_factions
[newFaction
.ReputationListID
] = newFaction
;
5725 uint32
Player::GetDefaultReputationFlags(const FactionEntry
*factionEntry
) const
5730 uint32 raceMask
= getRaceMask();
5731 uint32 classMask
= getClassMask();
5732 for (int i
=0; i
< 4; i
++)
5734 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5735 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5736 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5737 return factionEntry
->ReputationFlags
[i
];
5742 int32
Player::GetBaseReputation(const FactionEntry
*factionEntry
) const
5747 uint32 raceMask
= getRaceMask();
5748 uint32 classMask
= getClassMask();
5749 for (int i
=0; i
< 4; i
++)
5751 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5752 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5753 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5754 return factionEntry
->BaseRepValue
[i
];
5757 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5761 int32
Player::GetReputation(uint32 faction_id
) const
5763 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(faction_id
);
5767 sLog
.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id
);
5771 return GetReputation(factionEntry
);
5774 int32
Player::GetReputation(const FactionEntry
*factionEntry
) const
5776 // Faction without recorded reputation. Just ignore.
5780 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5781 if (itr
!= m_factions
.end())
5782 return GetBaseReputation(factionEntry
) + itr
->second
.Standing
;
5787 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5789 FactionEntry
const*factionEntry
= sFactionStore
.LookupEntry(faction
);
5791 return MIN_REPUTATION_RANK
;
5793 return GetReputationRank(factionEntry
);
5796 ReputationRank
Player::ReputationToRank(int32 standing
) const
5798 int32 Limit
= Reputation_Cap
+ 1;
5799 for (int i
= MAX_REPUTATION_RANK
-1; i
>= MIN_REPUTATION_RANK
; --i
)
5801 Limit
-= ReputationRank_Length
[i
];
5802 if (standing
>= Limit
)
5803 return ReputationRank(i
);
5805 return MIN_REPUTATION_RANK
;
5808 ReputationRank
Player::GetReputationRank(const FactionEntry
*factionEntry
) const
5810 int32 Reputation
= GetReputation(factionEntry
);
5811 return ReputationToRank(Reputation
);
5814 ReputationRank
Player::GetBaseReputationRank(const FactionEntry
*factionEntry
) const
5816 int32 Reputation
= GetBaseReputation(factionEntry
);
5817 return ReputationToRank(Reputation
);
5820 bool Player::ModifyFactionReputation(uint32 FactionTemplateId
, int32 DeltaReputation
)
5822 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5824 if(!factionTemplateEntry
)
5826 sLog
.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5830 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5832 // Faction without recorded reputation. Just ignore.
5836 return ModifyFactionReputation(factionEntry
, DeltaReputation
);
5839 bool Player::ModifyFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5841 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5845 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5847 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5848 if(factionEntryCalc
)
5849 res
= ModifyOneFactionReputation(factionEntryCalc
, standing
);
5854 return ModifyOneFactionReputation(factionEntry
, standing
);
5857 bool Player::ModifyOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5859 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5860 if (itr
!= m_factions
.end())
5862 int32 BaseRep
= GetBaseReputation(factionEntry
);
5863 int32 new_rep
= BaseRep
+ itr
->second
.Standing
+ standing
;
5865 if (new_rep
> Reputation_Cap
)
5866 new_rep
= Reputation_Cap
;
5868 if (new_rep
< Reputation_Bottom
)
5869 new_rep
= Reputation_Bottom
;
5871 if(ReputationToRank(new_rep
) <= REP_HOSTILE
)
5872 SetFactionAtWar(&itr
->second
,true);
5874 itr
->second
.Standing
= new_rep
- BaseRep
;
5875 itr
->second
.Changed
= true;
5877 SetFactionVisible(&itr
->second
);
5879 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
5881 if(uint32 questid
= GetQuestSlotQuestId(i
))
5883 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
5884 if( qInfo
&& qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
5886 QuestStatusData
& q_status
= mQuestStatus
[questid
];
5887 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
5889 if(GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
5890 if ( CanCompleteQuest( questid
) )
5891 CompleteQuest( questid
);
5893 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
5895 if(GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
5896 IncompleteQuest( questid
);
5901 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION
);
5902 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION
);
5903 SendFactionState(&(itr
->second
));
5910 bool Player::SetFactionReputation(uint32 FactionTemplateId
, int32 standing
)
5912 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5914 if(!factionTemplateEntry
)
5916 sLog
.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5920 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5922 // Faction without recorded reputation. Just ignore.
5926 return SetFactionReputation(factionEntry
, standing
);
5929 bool Player::SetFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5931 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5935 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5937 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5938 if(factionEntryCalc
)
5939 res
= SetOneFactionReputation(factionEntryCalc
, standing
);
5944 return SetOneFactionReputation(factionEntry
, standing
);
5947 bool Player::SetOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5949 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5950 if (itr
!= m_factions
.end())
5952 if (standing
> Reputation_Cap
)
5953 standing
= Reputation_Cap
;
5955 if (standing
< Reputation_Bottom
)
5956 standing
= Reputation_Bottom
;
5958 int32 BaseRep
= GetBaseReputation(factionEntry
);
5959 itr
->second
.Standing
= standing
- BaseRep
;
5960 itr
->second
.Changed
= true;
5962 SetFactionVisible(&itr
->second
);
5964 if(ReputationToRank(standing
) <= REP_HOSTILE
)
5965 SetFactionAtWar(&itr
->second
,true);
5967 SendFactionState(&(itr
->second
));
5968 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION
);
5969 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION
);
5975 //Calculate total reputation percent player gain with quest/creature level
5976 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, bool for_quest
)
5978 // for grey creature kill received 20%, in other case 100.
5979 int32 percent
= (!for_quest
&& (creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5981 int32 repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5983 percent
+= rep
> 0 ? repMod
: -repMod
;
5988 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100);
5991 //Calculates how many reputation points player gains in victim's enemy factions
5992 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5994 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5997 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
6002 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
6004 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue1
,false);
6005 donerep1
= int32(donerep1
*rate
);
6006 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
6007 uint32 current_reputation_rank1
= GetReputationRank(factionEntry1
);
6008 if(factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
6009 ModifyFactionReputation(factionEntry1
, donerep1
);
6011 // Wiki: Team factions value divided by 2
6012 if(Rep
->is_teamaward1
)
6014 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
6015 if(team1_factionEntry
)
6016 ModifyFactionReputation(team1_factionEntry
, donerep1
/ 2);
6020 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
6022 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue2
,false);
6023 donerep2
= int32(donerep2
*rate
);
6024 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
6025 uint32 current_reputation_rank2
= GetReputationRank(factionEntry2
);
6026 if(factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
6027 ModifyFactionReputation(factionEntry2
, donerep2
);
6029 // Wiki: Team factions value divided by 2
6030 if(Rep
->is_teamaward2
)
6032 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
6033 if(team2_factionEntry
)
6034 ModifyFactionReputation(team2_factionEntry
, donerep2
/ 2);
6039 //Calculate how many reputation points player gain with the quest
6040 void Player::RewardReputation(Quest
const *pQuest
)
6042 // quest reputation reward/loss
6043 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
6045 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
6047 int32 rep
= CalculateReputationGain(GetQuestLevel(pQuest
),pQuest
->RewRepValue
[i
],true);
6048 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
6050 ModifyFactionReputation(factionEntry
, rep
);
6054 // TODO: implement reputation spillover
6057 void Player::UpdateArenaFields(void)
6059 /* arena calcs go here */
6062 void Player::UpdateHonorFields()
6064 /// called when rewarding honor and at each save
6065 uint64 now
= time(NULL
);
6066 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
6068 if(m_lastHonorUpdateTime
< today
)
6070 uint64 yesterday
= today
- DAY
;
6072 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
6074 // update yesterday's contribution
6075 if(m_lastHonorUpdateTime
>= yesterday
)
6077 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
6079 // this is the first update today, reset today's contribution
6080 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
6081 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
6085 // no honor/kills yesterday or today, reset
6086 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
6087 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
6091 m_lastHonorUpdateTime
= now
;
6094 ///Calculate the amount of honor gained based on the victim
6095 ///and the size of the group for which the honor is divided
6096 ///An exact honor value can also be given (overriding the calcs)
6097 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
6099 // do not reward honor in arenas, but enable onkill spellproc
6102 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
6105 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
6111 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
6112 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
6115 uint64 victim_guid
= 0;
6116 uint32 victim_rank
= 0;
6118 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
6119 UpdateHonorFields();
6123 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
6126 victim_guid
= uVictim
->GetGUID();
6128 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
6130 Player
*pVictim
= (Player
*)uVictim
;
6132 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
6135 float f
= 1; //need for total kills (?? need more info)
6137 uint32 k_level
= getLevel();
6138 uint32 v_level
= pVictim
->getLevel();
6141 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6143 // [1..14] Alliance honor titles and player name
6144 // [15..28] Horde honor titles and player name
6145 // [29..38] Other title and player name
6147 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
6148 // Get Killer titles, CharTitlesEntry::bit_index
6150 // title[1..14] -> rank[5..18]
6151 // title[15..28] -> rank[5..18]
6152 // title[other] -> 0
6153 if (victim_title
== 0)
6154 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6155 else if (victim_title
< 15)
6156 victim_rank
= victim_title
+ 4;
6157 else if (victim_title
< 29)
6158 victim_rank
= victim_title
- 14 + 4;
6160 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6163 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
6168 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
6170 int32 v_rank
=1; //need more info
6172 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
6173 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
6175 // count the number of playerkills in one day
6176 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
6177 // and those in a lifetime
6178 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
6182 Creature
*cVictim
= (Creature
*)uVictim
;
6184 if (!cVictim
->isRacialLeader())
6187 honor
= 100; // ??? need more info
6188 victim_rank
= 19; // HK: Leader
6192 if (uVictim
!= NULL
)
6194 honor
*= sWorld
.getRate(RATE_HONOR
);
6199 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6202 // honor - for show honor points in log
6203 // victim_guid - for show victim name in log
6204 // victim_rank [1..4] HK: <dishonored rank>
6205 // victim_rank [5..19] HK: <alliance\horde rank>
6206 // victim_rank [0,20+] HK: <>
6207 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
6208 data
<< (uint32
) honor
;
6209 data
<< (uint64
) victim_guid
;
6210 data
<< (uint32
) victim_rank
;
6212 GetSession()->SendPacket(&data
);
6215 ModifyHonorPoints(int32(honor
));
6217 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
6221 void Player::ModifyHonorPoints( int32 value
)
6225 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
6226 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
6228 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
6231 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
6234 void Player::ModifyArenaPoints( int32 value
)
6238 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6239 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6241 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
6244 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
6247 uint32
Player::GetGuildIdFromDB(uint64 guid
)
6249 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
6253 uint32 id
= result
->Fetch()[0].GetUInt32();
6258 uint32
Player::GetRankFromDB(uint64 guid
)
6260 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
6263 uint32 v
= result
->Fetch()[0].GetUInt32();
6271 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6273 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
);
6277 uint32 id
= (*result
)[0].GetUInt32();
6282 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6284 uint32 guidLow
= GUID_LOPART(guid
);
6285 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
6288 Field
* fields
= result
->Fetch();
6289 uint32 zone
= fields
[0].GetUInt32();
6294 // stored zone is zero, use generic and slow zone detection
6295 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
6298 fields
= result
->Fetch();
6299 uint32 map
= fields
[0].GetUInt32();
6300 float posx
= fields
[1].GetFloat();
6301 float posy
= fields
[2].GetFloat();
6302 float posz
= fields
[3].GetFloat();
6305 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
,posz
);
6307 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
6313 void Player::UpdateArea(uint32 newArea
)
6315 // FFA_PVP flags are area and not zone id dependent
6316 // so apply them accordingly
6317 m_areaUpdateId
= newArea
;
6319 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6321 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6324 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6328 // remove ffa flag only if not ffapvp realm
6329 // removal in sanctuaries and capitals is handled in zone update
6330 if(HasByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6331 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6334 UpdateAreaDependentAuras(newArea
);
6337 void Player::UpdateZone(uint32 newZone
)
6339 m_zoneUpdateId
= newZone
;
6340 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6342 // zone changed, so area changed as well, update it
6343 UpdateArea(GetAreaId());
6345 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6349 if (sWorld
.getConfig(CONFIG_WEATHER
))
6351 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6354 wth
->SendWeatherUpdateToPlayer(this);
6358 if(!sWorld
.AddWeather(zone
->ID
))
6360 // send fine weather packet to remove old zone's weather
6361 Weather::SendFineWeatherUpdateToPlayer(this);
6366 pvpInfo
.inHostileArea
=
6367 GetTeam() == ALLIANCE
&& zone
->team
== AREATEAM_HORDE
||
6368 GetTeam() == HORDE
&& zone
->team
== AREATEAM_ALLY
||
6369 sWorld
.IsPvPRealm() && zone
->team
== AREATEAM_NONE
||
6370 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6372 if(pvpInfo
.inHostileArea
) // in hostile area
6374 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6375 UpdatePvP(true, true);
6377 else // in friendly area
6379 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6380 pvpInfo
.endTimer
= time(0); // start toggle-off
6383 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6385 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6386 if(sWorld
.IsFFAPvPRealm())
6387 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6391 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6394 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6396 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6397 SetRestType(REST_TYPE_IN_CITY
);
6398 InnEnter(time(0),GetMapId(),0,0,0);
6400 if(sWorld
.IsFFAPvPRealm())
6401 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6403 else // anywhere else
6405 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6407 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6409 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6411 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6412 SetRestType(REST_TYPE_NO
);
6414 if(sWorld
.IsFFAPvPRealm())
6415 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6418 else // not in tavern (leave city then)
6420 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6421 SetRestType(REST_TYPE_NO
);
6423 // Set player to FFA PVP when not in rested environment.
6424 if(sWorld
.IsFFAPvPRealm())
6425 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6430 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6431 // if player resurrected at teleport this will be applied in resurrect code
6433 DestroyZoneLimitedItem( true, newZone
);
6435 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6436 AutoUnequipOffhandIfNeed();
6438 // recent client version not send leave/join channel packets for built-in local channels
6439 UpdateLocalChannels( newZone
);
6443 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6445 UpdateZoneDependentAuras(newZone
);
6448 //If players are too far way of duel flag... then player loose the duel
6449 void Player::CheckDuelDistance(time_t currTime
)
6454 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6455 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, duelFlagGUID
);
6459 if(duel
->outOfBound
== 0)
6461 if(!IsWithinDistInMap(obj
, 50))
6463 duel
->outOfBound
= currTime
;
6465 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6466 GetSession()->SendPacket(&data
);
6471 if(IsWithinDistInMap(obj
, 40))
6473 duel
->outOfBound
= 0;
6475 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6476 GetSession()->SendPacket(&data
);
6478 else if(currTime
>= (duel
->outOfBound
+10))
6480 DuelComplete(DUEL_FLED
);
6485 void Player::DuelComplete(DuelCompleteType type
)
6487 // duel not requested
6491 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6492 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6493 GetSession()->SendPacket(&data
);
6494 duel
->opponent
->GetSession()->SendPacket(&data
);
6496 if(type
!= DUEL_INTERUPTED
)
6498 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6499 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6500 data
<< duel
->opponent
->GetName();
6502 SendMessageToSet(&data
,true);
6505 // cool-down duel spell
6506 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6513 GetSession()->SendPacket(&data);
6514 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6515 data<<duel->opponent->GetGUID();
6519 duel->opponent->GetSession()->SendPacket(&data);*/
6521 //Remove Duel Flag object
6522 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
6524 duel
->initiator
->RemoveGameObject(obj
,true);
6527 std::vector
<uint32
> auras2remove
;
6528 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6529 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6531 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6532 auras2remove
.push_back(i
->second
->GetId());
6535 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6536 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6538 auras2remove
.clear();
6539 AuraMap
const& auras
= GetAuras();
6540 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6542 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6543 auras2remove
.push_back(i
->second
->GetId());
6545 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6546 RemoveAurasDueToSpell(auras2remove
[i
]);
6548 // cleanup combo points
6549 if(GetComboTarget()==duel
->opponent
->GetGUID())
6551 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6554 if(duel
->opponent
->GetComboTarget()==GetGUID())
6555 duel
->opponent
->ClearComboPoints();
6556 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6557 duel
->opponent
->ClearComboPoints();
6560 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6561 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6562 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6563 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6565 delete duel
->opponent
->duel
;
6566 duel
->opponent
->duel
= NULL
;
6571 //---------------------------------------------------------//
6573 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6575 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6578 // not apply/remove mods for broken item
6579 if(item
->IsBroken())
6582 ItemPrototype
const *proto
= item
->GetProto();
6587 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6589 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6590 if(attacktype
< MAX_ATTACK
)
6591 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6593 _ApplyItemBonuses(proto
,slot
,apply
);
6595 if( slot
==EQUIPMENT_SLOT_RANGED
)
6596 _ApplyAmmoBonuses();
6598 ApplyItemEquipSpell(item
,apply
);
6599 ApplyEnchantment(item
, apply
);
6601 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6602 CorrectMetaGemEnchants(slot
, apply
);
6604 sLog
.outDebug("_ApplyItemMods complete.");
6607 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
)
6609 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6612 for (int i
= 0; i
< MAX_ITEM_PROTO_STATS
; ++i
)
6614 uint32 statType
= 0;
6617 if(proto
->ScalingStatDistribution
)
6619 if(ScalingStatDistributionEntry
const *ssd
= sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
))
6621 statType
= ssd
->StatMod
[i
];
6623 if(uint32 modifier
= ssd
->Modifier
[i
])
6625 uint32 level
= ((getLevel() > ssd
->MaxLevel
) ? ssd
->MaxLevel
: getLevel());
6626 if(ScalingStatValuesEntry
const *ssv
= sScalingStatValuesStore
.LookupEntry(level
))
6628 uint32 multiplier
= ssv
->Multiplier
[proto
->GetScalingStatValuesColumn()];
6629 val
= (multiplier
* modifier
) / 10000;
6636 statType
= proto
->ItemStat
[i
].ItemStatType
;
6637 val
= proto
->ItemStat
[i
].ItemStatValue
;
6646 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6648 case ITEM_MOD_HEALTH
: // modify HP
6649 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6651 case ITEM_MOD_AGILITY
: // modify agility
6652 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6653 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6655 case ITEM_MOD_STRENGTH
: //modify strength
6656 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6657 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6659 case ITEM_MOD_INTELLECT
: //modify intellect
6660 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6661 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6663 case ITEM_MOD_SPIRIT
: //modify spirit
6664 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6665 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6667 case ITEM_MOD_STAMINA
: //modify stamina
6668 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6669 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6671 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6672 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6674 case ITEM_MOD_DODGE_RATING
:
6675 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6677 case ITEM_MOD_PARRY_RATING
:
6678 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6680 case ITEM_MOD_BLOCK_RATING
:
6681 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6683 case ITEM_MOD_HIT_MELEE_RATING
:
6684 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6686 case ITEM_MOD_HIT_RANGED_RATING
:
6687 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6689 case ITEM_MOD_HIT_SPELL_RATING
:
6690 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6692 case ITEM_MOD_CRIT_MELEE_RATING
:
6693 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6695 case ITEM_MOD_CRIT_RANGED_RATING
:
6696 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6698 case ITEM_MOD_CRIT_SPELL_RATING
:
6699 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6701 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6702 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6704 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6705 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6707 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6708 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6710 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6711 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6713 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6714 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6716 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6717 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6719 case ITEM_MOD_HASTE_MELEE_RATING
:
6720 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6722 case ITEM_MOD_HASTE_RANGED_RATING
:
6723 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6725 case ITEM_MOD_HASTE_SPELL_RATING
:
6726 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6728 case ITEM_MOD_HIT_RATING
:
6729 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6730 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6731 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6733 case ITEM_MOD_CRIT_RATING
:
6734 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6735 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6736 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6738 case ITEM_MOD_HIT_TAKEN_RATING
:
6739 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6740 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6741 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6743 case ITEM_MOD_CRIT_TAKEN_RATING
:
6744 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6745 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6746 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6748 case ITEM_MOD_RESILIENCE_RATING
:
6749 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6750 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6751 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6753 case ITEM_MOD_HASTE_RATING
:
6754 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6755 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6756 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6758 case ITEM_MOD_EXPERTISE_RATING
:
6759 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6761 case ITEM_MOD_ATTACK_POWER
:
6762 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(val
), apply
);
6763 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6765 case ITEM_MOD_RANGED_ATTACK_POWER
:
6766 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6768 case ITEM_MOD_FERAL_ATTACK_POWER
:
6769 ApplyFeralAPBonus(int32(val
), apply
);
6771 case ITEM_MOD_SPELL_HEALING_DONE
:
6772 ApplySpellHealingBonus(int32(val
), apply
);
6774 case ITEM_MOD_SPELL_DAMAGE_DONE
:
6775 ApplySpellDamageBonus(int32(val
), apply
);
6777 case ITEM_MOD_MANA_REGENERATION
:
6778 ApplyManaRegenBonus(int32(val
), apply
);
6780 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6781 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6783 case ITEM_MOD_SPELL_POWER
:
6784 ApplySpellHealingBonus(int32(val
), apply
);
6785 ApplySpellDamageBonus(int32(val
), apply
);
6791 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(proto
->Armor
), apply
);
6794 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6797 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6800 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6802 if (proto
->NatureRes
)
6803 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6805 if (proto
->FrostRes
)
6806 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6808 if (proto
->ShadowRes
)
6809 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6811 if (proto
->ArcaneRes
)
6812 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6814 WeaponAttackType attType
= BASE_ATTACK
;
6815 float damage
= 0.0f
;
6817 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6818 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6819 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6821 attType
= RANGED_ATTACK
;
6823 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6825 attType
= OFF_ATTACK
;
6828 if (proto
->Damage
[0].DamageMin
> 0 )
6830 damage
= apply
? proto
->Damage
[0].DamageMin
: BASE_MINDAMAGE
;
6831 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6832 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6835 if (proto
->Damage
[0].DamageMax
> 0 )
6837 damage
= apply
? proto
->Damage
[0].DamageMax
: BASE_MAXDAMAGE
;
6838 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6841 // Druids get feral AP bonus from weapon dps
6842 if(getClass() == CLASS_DRUID
)
6844 int32 feral_bonus
= proto
->getFeralBonus();
6845 if (feral_bonus
> 0)
6846 ApplyFeralAPBonus(feral_bonus
, apply
);
6849 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6854 if(slot
== EQUIPMENT_SLOT_RANGED
)
6855 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6856 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6857 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6858 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6859 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6862 if(CanModifyStats() && (damage
|| proto
->Delay
))
6863 UpdateDamagePhysical(attType
);
6866 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6868 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6869 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6870 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6872 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6873 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6874 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6876 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6877 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6878 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6881 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6883 // generic not weapon specific case processes in aura code
6884 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6887 BaseModGroup mod
= BASEMOD_END
;
6890 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6891 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6892 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6896 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6898 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6902 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6904 // ignore spell mods for not wands
6905 Modifier
const* modifier
= aura
->GetModifier();
6906 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6909 // generic not weapon specific case processes in aura code
6910 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6913 UnitMods unitMod
= UNIT_MOD_END
;
6916 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6917 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6918 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6922 UnitModifierType unitModType
= TOTAL_VALUE
;
6923 switch(modifier
->m_auraname
)
6925 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6926 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6930 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6932 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6936 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6941 ItemPrototype
const *proto
= item
->GetProto();
6945 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6947 _Spell
const& spellData
= proto
->Spells
[i
];
6950 if(!spellData
.SpellId
)
6953 // wrong triggering type
6954 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6957 // check if it is valid spell
6958 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6962 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6966 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6970 // Cannot be used in this stance/form
6971 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)!=0)
6974 if(form_change
) // check aura active state from other form
6977 for (int k
=0; k
< 3; ++k
)
6979 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6980 for (AuraMap::iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6982 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6992 if(found
) // and skip re-cast already active aura at form change
6996 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6998 CastSpell(this,spellInfo
,true,item
);
7002 if(form_change
) // check aura compatibility
7004 // Cannot be used in this stance/form
7005 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==0)
7006 return; // and remove only not compatible at form change
7010 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
7012 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
7016 void Player::UpdateEquipSpellsAtFormChange()
7018 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7020 if(m_items
[i
] && !m_items
[i
]->IsBroken())
7022 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
7023 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
7027 // item set bonuses not dependent from item broken state
7028 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
7030 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
7034 for(uint32 y
=0;y
<8; ++y
)
7036 SpellEntry
const* spellInfo
= eff
->spells
[y
];
7040 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
7041 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
7046 void Player::CastItemCombatSpell(Item
*item
,Unit
* Target
, WeaponAttackType attType
)
7048 if(!item
|| item
->IsBroken())
7051 ItemPrototype
const *proto
= item
->GetProto();
7055 if (!Target
|| Target
== this )
7058 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7060 _Spell
const& spellData
= proto
->Spells
[i
];
7063 if(!spellData
.SpellId
)
7066 // wrong triggering type
7067 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
7070 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7073 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
7077 // not allow proc extra attack spell at extra attack
7078 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
7081 float chance
= spellInfo
->procChance
;
7083 if(spellData
.SpellPPMRate
)
7085 uint32 WeaponSpeed
= GetAttackTime(attType
);
7086 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
7088 else if(chance
> 100.0f
)
7090 chance
= GetWeaponProcChance();
7093 if (roll_chance_f(chance
))
7094 CastSpell(Target
, spellInfo
->Id
, true, item
);
7097 // item combat enchantments
7098 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7100 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7101 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7102 if(!pEnchant
) continue;
7103 for (int s
=0;s
<3;s
++)
7105 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
7108 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7111 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7115 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
7116 if (roll_chance_f(chance
))
7118 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
7119 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
7121 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
7127 void Player::CastItemUseSpell(Item
*item
,SpellCastTargets
const& targets
,uint8 cast_count
, uint32 glyphIndex
)
7129 ItemPrototype
const* proto
= item
->GetProto();
7130 // special learning case
7131 if(proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN
|| proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN_PET
)
7133 uint32 learn_spell_id
= proto
->Spells
[0].SpellId
;
7134 uint32 learning_spell_id
= proto
->Spells
[1].SpellId
;
7136 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(learn_spell_id
);
7139 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto
->ItemId
, learn_spell_id
);
7140 SendEquipError(EQUIP_ERR_NONE
,item
,NULL
);
7144 Spell
*spell
= new Spell(this, spellInfo
, false);
7145 spell
->m_CastItem
= item
;
7146 spell
->m_cast_count
= cast_count
; //set count of casts
7147 spell
->m_currentBasePoints
[0] = learning_spell_id
;
7148 spell
->prepare(&targets
);
7152 // use triggered flag only for items with many spell casts and for not first cast
7155 // item spells casted at use
7156 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7158 _Spell
const& spellData
= proto
->Spells
[i
];
7161 if(!spellData
.SpellId
)
7164 // wrong triggering type
7165 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_NO_DELAY_USE
)
7168 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7171 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto
->ItemId
, spellData
.SpellId
);
7175 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7176 spell
->m_CastItem
= item
;
7177 spell
->m_cast_count
= cast_count
; // set count of casts
7178 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7179 spell
->prepare(&targets
);
7184 // Item enchantments spells casted at use
7185 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7187 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7188 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7189 if(!pEnchant
) continue;
7190 for (int s
=0;s
<3;s
++)
7192 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL
)
7195 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7198 sLog
.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7202 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7203 spell
->m_CastItem
= item
;
7204 spell
->m_cast_count
= cast_count
; // set count of casts
7205 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7206 spell
->prepare(&targets
);
7213 void Player::_RemoveAllItemMods()
7215 sLog
.outDebug("_RemoveAllItemMods start.");
7217 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7221 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7225 // item set bonuses not dependent from item broken state
7227 RemoveItemsSetItem(this,proto
);
7229 if(m_items
[i
]->IsBroken())
7232 ApplyItemEquipSpell(m_items
[i
],false);
7233 ApplyEnchantment(m_items
[i
], false);
7237 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7241 if(m_items
[i
]->IsBroken())
7243 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7247 uint32 attacktype
= Player::GetAttackBySlot(i
);
7248 if(attacktype
< MAX_ATTACK
)
7249 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
7251 _ApplyItemBonuses(proto
,i
, false);
7253 if( i
== EQUIPMENT_SLOT_RANGED
)
7254 _ApplyAmmoBonuses();
7258 sLog
.outDebug("_RemoveAllItemMods complete.");
7261 void Player::_ApplyAllItemMods()
7263 sLog
.outDebug("_ApplyAllItemMods start.");
7265 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7269 if(m_items
[i
]->IsBroken())
7272 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7276 uint32 attacktype
= Player::GetAttackBySlot(i
);
7277 if(attacktype
< MAX_ATTACK
)
7278 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
7280 _ApplyItemBonuses(proto
,i
, true);
7282 if( i
== EQUIPMENT_SLOT_RANGED
)
7283 _ApplyAmmoBonuses();
7287 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7291 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7295 // item set bonuses not dependent from item broken state
7297 AddItemsSetItem(this,m_items
[i
]);
7299 if(m_items
[i
]->IsBroken())
7302 ApplyItemEquipSpell(m_items
[i
],true);
7303 ApplyEnchantment(m_items
[i
], true);
7307 sLog
.outDebug("_ApplyAllItemMods complete.");
7310 void Player::_ApplyAmmoBonuses()
7313 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7317 float currentAmmoDPS
;
7319 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
7320 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7321 currentAmmoDPS
= 0.0f
;
7323 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7325 if(currentAmmoDPS
== GetAmmoDPS())
7328 m_ammoDPS
= currentAmmoDPS
;
7330 if(CanModifyStats())
7331 UpdateDamagePhysical(RANGED_ATTACK
);
7334 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7339 // check ranged weapon
7340 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7341 if(!weapon
|| weapon
->IsBroken() )
7344 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7345 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7348 // check ammo ws. weapon compatibility
7349 switch(weapon_proto
->SubClass
)
7351 case ITEM_SUBCLASS_WEAPON_BOW
:
7352 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7353 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7356 case ITEM_SUBCLASS_WEAPON_GUN
:
7357 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7367 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7368 Called by remove insignia spell effect */
7369 void Player::RemovedInsignia(Player
* looterPlr
)
7371 if (!GetBattleGroundId())
7374 // If not released spirit, do it !
7375 if(m_deathTimer
> 0)
7382 Corpse
*corpse
= GetCorpse();
7386 // We have to convert player corpse to bones, not to be able to resurrect there
7387 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7388 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7392 // Now we must make bones lootable, and send player loot
7393 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7395 // We store the level of our player in the gold field
7396 // We retrieve this information at Player::SendLoot()
7397 bones
->loot
.gold
= getLevel();
7398 bones
->lootRecipient
= looterPlr
;
7399 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7408 void Player::SendLootRelease( uint64 guid
)
7410 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7411 data
<< uint64(guid
) << uint8(1);
7412 SendDirectMessage( &data
);
7415 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7418 PermissionTypes permission
= ALL_PERMISSION
;
7420 sLog
.outDebug("Player::SendLoot");
7421 if (IS_GAMEOBJECT_GUID(guid
))
7423 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7425 ObjectAccessor::GetGameObject(*this, guid
);
7427 // not check distance for GO in case owned GO (fishing bobber case, for example)
7428 // And permit out of range GO with no owner in case fishing hole
7429 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7431 SendLootRelease(guid
);
7437 if(go
->getLootState() == GO_READY
)
7439 uint32 lootid
= go
->GetLootId();
7443 sLog
.outDebug(" if(lootid)");
7445 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this, false);
7448 if(loot_type
== LOOT_FISHING
)
7449 go
->getFishLoot(loot
,this);
7451 go
->SetLootState(GO_ACTIVATED
);
7454 else if (IS_ITEM_GUID(guid
))
7456 Item
*item
= GetItemByGuid( guid
);
7460 SendLootRelease(guid
);
7464 if(loot_type
== LOOT_DISENCHANTING
)
7468 if(!item
->m_lootGenerated
)
7470 item
->m_lootGenerated
= true;
7472 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this,true);
7475 else if(loot_type
== LOOT_PROSPECTING
)
7479 if(!item
->m_lootGenerated
)
7481 item
->m_lootGenerated
= true;
7483 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this,true);
7486 else if(loot_type
== LOOT_MILLING
)
7490 if(!item
->m_lootGenerated
)
7492 item
->m_lootGenerated
= true;
7494 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this,true);
7501 if(!item
->m_lootGenerated
)
7503 item
->m_lootGenerated
= true;
7505 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this,true);
7507 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7511 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7513 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7515 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7517 SendLootRelease(guid
);
7521 loot
= &bones
->loot
;
7523 if (!bones
->lootForBody
)
7525 bones
->lootForBody
= true;
7526 uint32 pLevel
= bones
->loot
.gold
;
7527 bones
->loot
.clear();
7528 // It may need a better formula
7529 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7530 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7533 if (bones
->lootRecipient
!= this)
7534 permission
= NONE_PERMISSION
;
7538 Creature
*creature
= ObjectAccessor::GetCreature(*this, guid
);
7540 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7541 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7543 SendLootRelease(guid
);
7547 if(loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7549 SendLootRelease(guid
);
7553 loot
= &creature
->loot
;
7555 if(loot_type
== LOOT_PICKPOCKETING
)
7557 if ( !creature
->lootForPickPocketed
)
7559 creature
->lootForPickPocketed
= true;
7562 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7563 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this, false);
7565 // Generate extra money for pick pocket loot
7566 const uint32 a
= urand(0, creature
->getLevel()/2);
7567 const uint32 b
= urand(0, getLevel()/2);
7568 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7573 // the player whose group may loot the corpse
7574 Player
*recipient
= creature
->GetLootRecipient();
7577 creature
->SetLootRecipient(this);
7581 if (creature
->lootForPickPocketed
)
7583 creature
->lootForPickPocketed
= false;
7587 if(!creature
->lootForBody
)
7589 creature
->lootForBody
= true;
7592 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7593 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
, false);
7595 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7597 if(Group
* group
= recipient
->GetGroup())
7599 group
->UpdateLooterGuid(creature
,true);
7601 switch (group
->GetLootMethod())
7604 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7605 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7607 case NEED_BEFORE_GREED
:
7608 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7611 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7619 // possible only if creature->lootForBody && loot->empty() at spell cast check
7620 if (loot_type
== LOOT_SKINNING
)
7623 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this, false);
7625 // set group rights only for loot_type != LOOT_SKINNING
7628 if(Group
* group
= GetGroup())
7630 if( group
== recipient
->GetGroup() )
7632 if(group
->GetLootMethod() == FREE_FOR_ALL
)
7633 permission
= ALL_PERMISSION
;
7634 else if(group
->GetLooterGuid() == GetGUID())
7636 if(group
->GetLootMethod() == MASTER_LOOT
)
7637 permission
= MASTER_PERMISSION
;
7639 permission
= ALL_PERMISSION
;
7642 permission
= GROUP_PERMISSION
;
7645 permission
= NONE_PERMISSION
;
7647 else if(recipient
== this)
7648 permission
= ALL_PERMISSION
;
7650 permission
= NONE_PERMISSION
;
7657 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING, LOOT_INSIGNIA and LOOT_MILLING unsupported by client, sending LOOT_SKINNING instead
7658 if(loot_type
== LOOT_PICKPOCKETING
|| loot_type
== LOOT_DISENCHANTING
|| loot_type
== LOOT_PROSPECTING
|| loot_type
== LOOT_INSIGNIA
|| loot_type
== LOOT_MILLING
)
7659 loot_type
= LOOT_SKINNING
;
7661 if(loot_type
== LOOT_FISHINGHOLE
)
7662 loot_type
= LOOT_FISHING
;
7664 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7666 data
<< uint64(guid
);
7667 data
<< uint8(loot_type
);
7668 data
<< LootView(*loot
, this, permission
);
7670 SendDirectMessage(&data
);
7672 // add 'this' player as one of the players that are looting 'loot'
7673 if (permission
!= NONE_PERMISSION
)
7674 loot
->AddLooter(GetGUID());
7676 if ( loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
) )
7677 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7680 void Player::SendNotifyLootMoneyRemoved()
7682 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7683 GetSession()->SendPacket( &data
);
7686 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7688 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7689 data
<< uint8(lootSlot
);
7690 GetSession()->SendPacket( &data
);
7693 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7695 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7698 GetSession()->SendPacket(&data
);
7701 void Player::SendInitWorldStates()
7703 // data depends on zoneid/mapid...
7704 BattleGround
* bg
= GetBattleGround();
7705 uint16 NumberOfFields
= 0;
7706 uint32 mapid
= GetMapId();
7707 uint32 zoneid
= GetZoneId();
7708 uint32 areaid
= GetAreaId();
7709 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7710 // may be exist better way to do this...
7733 NumberOfFields
= 41;
7736 NumberOfFields
= 15;
7739 NumberOfFields
= 83;
7742 NumberOfFields
= 16;
7746 NumberOfFields
= 40;
7749 NumberOfFields
= 27;
7752 NumberOfFields
= 39;
7755 NumberOfFields
= 38;
7758 NumberOfFields
= 37;
7763 NumberOfFields
= 11;
7766 NumberOfFields
= 11;
7769 NumberOfFields
= 12;
7773 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7774 data
<< uint32(mapid
); // mapid
7775 data
<< uint32(zoneid
); // zone id
7776 data
<< uint32(areaid
); // area id, new 2.1.0
7777 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7778 data
<< uint32(0x8d8) << uint32(0x0); // 1
7779 data
<< uint32(0x8d7) << uint32(0x0); // 2
7780 data
<< uint32(0x8d6) << uint32(0x0); // 3
7781 data
<< uint32(0x8d5) << uint32(0x0); // 4
7782 data
<< uint32(0x8d4) << uint32(0x0); // 5
7783 data
<< uint32(0x8d3) << uint32(0x0); // 6
7784 // 7 1 - Arena season in progress, 0 - end of season
7785 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7786 // 8 Arena season id
7787 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7788 if(mapid
== 530) // Outland
7790 data
<< uint32(0x9bf) << uint32(0x0); // 7
7791 data
<< uint32(0x9bd) << uint32(0xF); // 8
7792 data
<< uint32(0x9bb) << uint32(0xF); // 9
7807 data
<< uint32(0x7ae) << uint32(0x1); // 7
7808 data
<< uint32(0x532) << uint32(0x1); // 8
7809 data
<< uint32(0x531) << uint32(0x0); // 9
7810 data
<< uint32(0x52e) << uint32(0x0); // 10
7811 data
<< uint32(0x571) << uint32(0x0); // 11
7812 data
<< uint32(0x570) << uint32(0x0); // 12
7813 data
<< uint32(0x567) << uint32(0x1); // 13
7814 data
<< uint32(0x566) << uint32(0x1); // 14
7815 data
<< uint32(0x550) << uint32(0x1); // 15
7816 data
<< uint32(0x544) << uint32(0x0); // 16
7817 data
<< uint32(0x536) << uint32(0x0); // 17
7818 data
<< uint32(0x535) << uint32(0x1); // 18
7819 data
<< uint32(0x518) << uint32(0x0); // 19
7820 data
<< uint32(0x517) << uint32(0x0); // 20
7821 data
<< uint32(0x574) << uint32(0x0); // 21
7822 data
<< uint32(0x573) << uint32(0x0); // 22
7823 data
<< uint32(0x572) << uint32(0x0); // 23
7824 data
<< uint32(0x56f) << uint32(0x0); // 24
7825 data
<< uint32(0x56e) << uint32(0x0); // 25
7826 data
<< uint32(0x56d) << uint32(0x0); // 26
7827 data
<< uint32(0x56c) << uint32(0x0); // 27
7828 data
<< uint32(0x56b) << uint32(0x0); // 28
7829 data
<< uint32(0x56a) << uint32(0x1); // 29
7830 data
<< uint32(0x569) << uint32(0x1); // 30
7831 data
<< uint32(0x568) << uint32(0x1); // 13
7832 data
<< uint32(0x565) << uint32(0x0); // 32
7833 data
<< uint32(0x564) << uint32(0x0); // 33
7834 data
<< uint32(0x563) << uint32(0x0); // 34
7835 data
<< uint32(0x562) << uint32(0x0); // 35
7836 data
<< uint32(0x561) << uint32(0x0); // 36
7837 data
<< uint32(0x560) << uint32(0x0); // 37
7838 data
<< uint32(0x55f) << uint32(0x0); // 38
7839 data
<< uint32(0x55e) << uint32(0x0); // 39
7840 data
<< uint32(0x55d) << uint32(0x0); // 40
7841 data
<< uint32(0x3c6) << uint32(0x4); // 41
7842 data
<< uint32(0x3c4) << uint32(0x6); // 42
7843 data
<< uint32(0x3c2) << uint32(0x4); // 43
7844 data
<< uint32(0x516) << uint32(0x1); // 44
7845 data
<< uint32(0x515) << uint32(0x0); // 45
7846 data
<< uint32(0x3b6) << uint32(0x6); // 46
7847 data
<< uint32(0x55c) << uint32(0x0); // 47
7848 data
<< uint32(0x55b) << uint32(0x0); // 48
7849 data
<< uint32(0x55a) << uint32(0x0); // 49
7850 data
<< uint32(0x559) << uint32(0x0); // 50
7851 data
<< uint32(0x558) << uint32(0x0); // 51
7852 data
<< uint32(0x557) << uint32(0x0); // 52
7853 data
<< uint32(0x556) << uint32(0x0); // 53
7854 data
<< uint32(0x555) << uint32(0x0); // 54
7855 data
<< uint32(0x554) << uint32(0x1); // 55
7856 data
<< uint32(0x553) << uint32(0x1); // 56
7857 data
<< uint32(0x552) << uint32(0x1); // 57
7858 data
<< uint32(0x551) << uint32(0x1); // 58
7859 data
<< uint32(0x54f) << uint32(0x0); // 59
7860 data
<< uint32(0x54e) << uint32(0x0); // 60
7861 data
<< uint32(0x54d) << uint32(0x1); // 61
7862 data
<< uint32(0x54c) << uint32(0x0); // 62
7863 data
<< uint32(0x54b) << uint32(0x0); // 63
7864 data
<< uint32(0x545) << uint32(0x0); // 64
7865 data
<< uint32(0x543) << uint32(0x1); // 65
7866 data
<< uint32(0x542) << uint32(0x0); // 66
7867 data
<< uint32(0x540) << uint32(0x0); // 67
7868 data
<< uint32(0x53f) << uint32(0x0); // 68
7869 data
<< uint32(0x53e) << uint32(0x0); // 69
7870 data
<< uint32(0x53d) << uint32(0x0); // 70
7871 data
<< uint32(0x53c) << uint32(0x0); // 71
7872 data
<< uint32(0x53b) << uint32(0x0); // 72
7873 data
<< uint32(0x53a) << uint32(0x1); // 73
7874 data
<< uint32(0x539) << uint32(0x0); // 74
7875 data
<< uint32(0x538) << uint32(0x0); // 75
7876 data
<< uint32(0x537) << uint32(0x0); // 76
7877 data
<< uint32(0x534) << uint32(0x0); // 77
7878 data
<< uint32(0x533) << uint32(0x0); // 78
7879 data
<< uint32(0x530) << uint32(0x0); // 79
7880 data
<< uint32(0x52f) << uint32(0x0); // 80
7881 data
<< uint32(0x52d) << uint32(0x1); // 81
7884 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7885 bg
->FillInitialWorldStates(data
);
7888 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7889 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7890 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7891 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7892 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7893 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7894 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7895 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7899 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7900 bg
->FillInitialWorldStates(data
);
7903 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7904 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7905 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7906 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7907 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7908 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7909 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7910 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7911 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7912 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7913 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7914 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7915 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7916 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7917 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7918 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7919 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7920 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7921 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7922 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7923 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7924 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7925 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7926 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7927 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7928 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7929 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7930 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7931 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7932 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7933 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7934 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7938 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7939 bg
->FillInitialWorldStates(data
);
7942 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7943 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7944 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7945 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7946 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7947 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7948 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7949 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7950 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7951 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7952 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7953 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7954 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7955 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7956 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7957 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7958 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7959 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7960 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7961 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7962 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7963 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7964 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7965 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7966 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7967 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7968 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7969 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7970 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7971 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7972 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7973 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7974 // and some more ... unknown
7977 case 3483: // Hellfire Peninsula
7978 data
<< uint32(0x9ba) << uint32(0x1); // 10
7979 data
<< uint32(0x9b9) << uint32(0x1); // 11
7980 data
<< uint32(0x9b5) << uint32(0x0); // 12
7981 data
<< uint32(0x9b4) << uint32(0x1); // 13
7982 data
<< uint32(0x9b3) << uint32(0x0); // 14
7983 data
<< uint32(0x9b2) << uint32(0x0); // 15
7984 data
<< uint32(0x9b1) << uint32(0x1); // 16
7985 data
<< uint32(0x9b0) << uint32(0x0); // 17
7986 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7987 data
<< uint32(0x9ac) << uint32(0x0); // 19
7988 data
<< uint32(0x9a8) << uint32(0x0); // 20
7989 data
<< uint32(0x9a7) << uint32(0x0); // 21
7990 data
<< uint32(0x9a6) << uint32(0x1); // 22
7992 case 3519: // Terokkar Forest
7993 data
<< uint32(0xa41) << uint32(0x0); // 10
7994 data
<< uint32(0xa40) << uint32(0x14); // 11
7995 data
<< uint32(0xa3f) << uint32(0x0); // 12
7996 data
<< uint32(0xa3e) << uint32(0x0); // 13
7997 data
<< uint32(0xa3d) << uint32(0x5); // 14
7998 data
<< uint32(0xa3c) << uint32(0x0); // 15
7999 data
<< uint32(0xa87) << uint32(0x0); // 16
8000 data
<< uint32(0xa86) << uint32(0x0); // 17
8001 data
<< uint32(0xa85) << uint32(0x0); // 18
8002 data
<< uint32(0xa84) << uint32(0x0); // 19
8003 data
<< uint32(0xa83) << uint32(0x0); // 20
8004 data
<< uint32(0xa82) << uint32(0x0); // 21
8005 data
<< uint32(0xa81) << uint32(0x0); // 22
8006 data
<< uint32(0xa80) << uint32(0x0); // 23
8007 data
<< uint32(0xa7e) << uint32(0x0); // 24
8008 data
<< uint32(0xa7d) << uint32(0x0); // 25
8009 data
<< uint32(0xa7c) << uint32(0x0); // 26
8010 data
<< uint32(0xa7b) << uint32(0x0); // 27
8011 data
<< uint32(0xa7a) << uint32(0x0); // 28
8012 data
<< uint32(0xa79) << uint32(0x0); // 29
8013 data
<< uint32(0x9d0) << uint32(0x5); // 30
8014 data
<< uint32(0x9ce) << uint32(0x0); // 31
8015 data
<< uint32(0x9cd) << uint32(0x0); // 32
8016 data
<< uint32(0x9cc) << uint32(0x0); // 33
8017 data
<< uint32(0xa88) << uint32(0x0); // 34
8018 data
<< uint32(0xad0) << uint32(0x0); // 35
8019 data
<< uint32(0xacf) << uint32(0x1); // 36
8021 case 3521: // Zangarmarsh
8022 data
<< uint32(0x9e1) << uint32(0x0); // 10
8023 data
<< uint32(0x9e0) << uint32(0x0); // 11
8024 data
<< uint32(0x9df) << uint32(0x0); // 12
8025 data
<< uint32(0xa5d) << uint32(0x1); // 13
8026 data
<< uint32(0xa5c) << uint32(0x0); // 14
8027 data
<< uint32(0xa5b) << uint32(0x1); // 15
8028 data
<< uint32(0xa5a) << uint32(0x0); // 16
8029 data
<< uint32(0xa59) << uint32(0x1); // 17
8030 data
<< uint32(0xa58) << uint32(0x0); // 18
8031 data
<< uint32(0xa57) << uint32(0x0); // 19
8032 data
<< uint32(0xa56) << uint32(0x0); // 20
8033 data
<< uint32(0xa55) << uint32(0x1); // 21
8034 data
<< uint32(0xa54) << uint32(0x0); // 22
8035 data
<< uint32(0x9e7) << uint32(0x0); // 23
8036 data
<< uint32(0x9e6) << uint32(0x0); // 24
8037 data
<< uint32(0x9e5) << uint32(0x0); // 25
8038 data
<< uint32(0xa00) << uint32(0x0); // 26
8039 data
<< uint32(0x9ff) << uint32(0x1); // 27
8040 data
<< uint32(0x9fe) << uint32(0x0); // 28
8041 data
<< uint32(0x9fd) << uint32(0x0); // 29
8042 data
<< uint32(0x9fc) << uint32(0x1); // 30
8043 data
<< uint32(0x9fb) << uint32(0x0); // 31
8044 data
<< uint32(0xa62) << uint32(0x0); // 32
8045 data
<< uint32(0xa61) << uint32(0x1); // 33
8046 data
<< uint32(0xa60) << uint32(0x1); // 34
8047 data
<< uint32(0xa5f) << uint32(0x0); // 35
8049 case 3698: // Nagrand Arena
8050 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
8051 bg
->FillInitialWorldStates(data
);
8054 data
<< uint32(0xa0f) << uint32(0x0); // 7
8055 data
<< uint32(0xa10) << uint32(0x0); // 8
8056 data
<< uint32(0xa11) << uint32(0x0); // 9 show
8059 case 3702: // Blade's Edge Arena
8060 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
8061 bg
->FillInitialWorldStates(data
);
8064 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
8065 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
8066 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
8069 case 3968: // Ruins of Lordaeron
8070 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
8071 bg
->FillInitialWorldStates(data
);
8074 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
8075 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
8076 data
<< uint32(0xbba) << uint32(0x0); // 9 show
8079 case 3703: // Shattrath City
8082 data
<< uint32(0x914) << uint32(0x0); // 7
8083 data
<< uint32(0x913) << uint32(0x0); // 8
8084 data
<< uint32(0x912) << uint32(0x0); // 9
8085 data
<< uint32(0x915) << uint32(0x0); // 10
8088 GetSession()->SendPacket(&data
);
8091 uint32
Player::GetXPRestBonus(uint32 xp
)
8093 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
8095 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
8098 SetRestBonus( GetRestBonus() - rested_bonus
);
8100 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
8101 return rested_bonus
;
8104 void Player::SetBindPoint(uint64 guid
)
8106 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
8107 data
<< uint64(guid
);
8108 GetSession()->SendPacket( &data
);
8111 void Player::SendTalentWipeConfirm(uint64 guid
)
8113 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
8114 data
<< uint64(guid
);
8115 data
<< uint32(resetTalentsCost());
8116 GetSession()->SendPacket( &data
);
8119 void Player::SendPetSkillWipeConfirm()
8121 Pet
* pet
= GetPet();
8124 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
8125 data
<< pet
->GetGUID();
8126 data
<< uint32(pet
->resetTalentsCost());
8127 GetSession()->SendPacket( &data
);
8130 /*********************************************************/
8131 /*** STORAGE SYSTEM ***/
8132 /*********************************************************/
8134 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
8139 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
8141 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
8145 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
8146 else if(charges
<= 1)
8148 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
8149 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
8154 void Player::SetSheath( uint32 sheathed
)
8158 case SHEATH_STATE_UNARMED
: // no prepared weapon
8159 SetVirtualItemSlot(0,NULL
);
8160 SetVirtualItemSlot(1,NULL
);
8161 SetVirtualItemSlot(2,NULL
);
8163 case SHEATH_STATE_MELEE
: // prepared melee weapon
8165 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
8166 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
8167 SetVirtualItemSlot(2,NULL
);
8169 case SHEATH_STATE_RANGED
: // prepared ranged weapon
8170 SetVirtualItemSlot(0,NULL
);
8171 SetVirtualItemSlot(1,NULL
);
8172 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
8175 SetVirtualItemSlot(0,NULL
);
8176 SetVirtualItemSlot(1,NULL
);
8177 SetVirtualItemSlot(2,NULL
);
8180 SetByteValue(UNIT_FIELD_BYTES_2
, 0, sheathed
); // this must visualize Sheath changing for other players...
8183 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
8185 uint8 pClass
= getClass();
8188 slots
[0] = NULL_SLOT
;
8189 slots
[1] = NULL_SLOT
;
8190 slots
[2] = NULL_SLOT
;
8191 slots
[3] = NULL_SLOT
;
8192 switch( proto
->InventoryType
)
8195 slots
[0] = EQUIPMENT_SLOT_HEAD
;
8198 slots
[0] = EQUIPMENT_SLOT_NECK
;
8200 case INVTYPE_SHOULDERS
:
8201 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
8204 slots
[0] = EQUIPMENT_SLOT_BODY
;
8207 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8210 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8213 slots
[0] = EQUIPMENT_SLOT_WAIST
;
8216 slots
[0] = EQUIPMENT_SLOT_LEGS
;
8219 slots
[0] = EQUIPMENT_SLOT_FEET
;
8221 case INVTYPE_WRISTS
:
8222 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
8225 slots
[0] = EQUIPMENT_SLOT_HANDS
;
8227 case INVTYPE_FINGER
:
8228 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
8229 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
8231 case INVTYPE_TRINKET
:
8232 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
8233 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
8236 slots
[0] = EQUIPMENT_SLOT_BACK
;
8238 case INVTYPE_WEAPON
:
8240 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8242 // suggest offhand slot only if know dual wielding
8243 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8245 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8248 case INVTYPE_SHIELD
:
8249 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8251 case INVTYPE_RANGED
:
8252 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8254 case INVTYPE_2HWEAPON
:
8255 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8256 if (CanDualWield() && CanTitanGrip())
8257 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8259 case INVTYPE_TABARD
:
8260 slots
[0] = EQUIPMENT_SLOT_TABARD
;
8262 case INVTYPE_WEAPONMAINHAND
:
8263 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8265 case INVTYPE_WEAPONOFFHAND
:
8266 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8268 case INVTYPE_HOLDABLE
:
8269 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8271 case INVTYPE_THROWN
:
8272 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8274 case INVTYPE_RANGEDRIGHT
:
8275 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8278 slots
[0] = INVENTORY_SLOT_BAG_1
;
8279 slots
[1] = INVENTORY_SLOT_BAG_2
;
8280 slots
[2] = INVENTORY_SLOT_BAG_3
;
8281 slots
[3] = INVENTORY_SLOT_BAG_4
;
8285 switch(proto
->SubClass
)
8287 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
8288 if (pClass
== CLASS_PALADIN
)
8289 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8291 case ITEM_SUBCLASS_ARMOR_IDOL
:
8292 if (pClass
== CLASS_DRUID
)
8293 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8295 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8296 if (pClass
== CLASS_SHAMAN
)
8297 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8299 case ITEM_SUBCLASS_ARMOR_MISC
:
8300 if (pClass
== CLASS_WARLOCK
)
8301 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8303 case ITEM_SUBCLASS_ARMOR_SIGIL
:
8304 if (pClass
== CLASS_DEATH_KNIGHT
)
8305 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8314 if( slot
!= NULL_SLOT
)
8316 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
8318 for (int i
= 0; i
< 4; i
++)
8320 if ( slots
[i
] == slot
)
8327 // search free slot at first
8328 for (int i
= 0; i
< 4; i
++)
8330 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8332 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8333 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8338 // if not found free and can swap return first appropriate from used
8339 for (int i
= 0; i
< 4; i
++)
8341 if ( slots
[i
] != NULL_SLOT
&& swap
)
8350 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8353 uint32 tempcount
= 0;
8355 uint8 res
= EQUIP_ERR_OK
;
8357 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8359 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8360 if( pItem
&& pItem
->GetEntry() == item
)
8362 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8363 if(ires
==EQUIP_ERR_OK
)
8365 tempcount
+= pItem
->GetCount();
8366 if( tempcount
>= count
)
8367 return EQUIP_ERR_OK
;
8373 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8375 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8376 if( pItem
&& pItem
->GetEntry() == item
)
8378 tempcount
+= pItem
->GetCount();
8379 if( tempcount
>= count
)
8380 return EQUIP_ERR_OK
;
8383 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8385 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8386 if( pItem
&& pItem
->GetEntry() == item
)
8388 tempcount
+= pItem
->GetCount();
8389 if( tempcount
>= count
)
8390 return EQUIP_ERR_OK
;
8394 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8396 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8399 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8401 pItem
= GetItemByPos( i
, j
);
8402 if( pItem
&& pItem
->GetEntry() == item
)
8404 tempcount
+= pItem
->GetCount();
8405 if( tempcount
>= count
)
8406 return EQUIP_ERR_OK
;
8412 // not found req. item count and have unequippable items
8416 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8419 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8421 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8422 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8423 count
+= pItem
->GetCount();
8425 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8427 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8428 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8429 count
+= pItem
->GetCount();
8431 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8433 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8435 count
+= pBag
->GetItemCount(item
,skipItem
);
8438 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8440 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8442 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8443 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8444 count
+= pItem
->GetGemCountWithID(item
);
8450 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8452 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8453 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8454 count
+= pItem
->GetCount();
8456 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8458 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8460 count
+= pBag
->GetItemCount(item
,skipItem
);
8463 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8465 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8467 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8468 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8469 count
+= pItem
->GetGemCountWithID(item
);
8477 Item
* Player::GetItemByGuid( uint64 guid
) const
8479 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8481 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8482 if( pItem
&& pItem
->GetGUID() == guid
)
8485 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8487 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8488 if( pItem
&& pItem
->GetGUID() == guid
)
8492 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8494 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8497 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8499 Item
* pItem
= pBag
->GetItemByPos( j
);
8500 if( pItem
&& pItem
->GetGUID() == guid
)
8505 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8507 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8510 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8512 Item
* pItem
= pBag
->GetItemByPos( j
);
8513 if( pItem
&& pItem
->GetGUID() == guid
)
8522 Item
* Player::GetItemByPos( uint16 pos
) const
8524 uint8 bag
= pos
>> 8;
8525 uint8 slot
= pos
& 255;
8526 return GetItemByPos( bag
, slot
);
8529 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8531 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8532 return m_items
[slot
];
8533 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8534 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8536 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8538 return pBag
->GetItemByPos(slot
);
8543 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8548 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8549 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8550 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8551 default: return NULL
;
8554 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8555 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8561 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8567 Item
* Player::GetShield(bool useable
) const
8569 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8570 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8576 if( item
->IsBroken())
8582 uint32
Player::GetAttackBySlot( uint8 slot
)
8586 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8587 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8588 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8589 default: return MAX_ATTACK
;
8593 bool Player::HasBankBagSlot( uint8 slot
) const
8595 uint32 maxslot
= GetByteValue(PLAYER_BYTES_2
, 2) + BANK_SLOT_BAG_START
;
8596 if( slot
< maxslot
)
8601 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8603 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8605 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8607 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8609 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8614 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8616 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8618 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8623 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8625 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8627 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8629 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8634 bool Player::IsBagPos( uint16 pos
)
8636 uint8 bag
= pos
>> 8;
8637 uint8 slot
= pos
& 255;
8638 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8640 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8645 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8651 if (bag
== INVENTORY_SLOT_BAG_0
)
8653 // any post selected
8654 if (slot
== NULL_SLOT
)
8658 if (slot
< EQUIPMENT_SLOT_END
)
8662 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8666 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8670 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8674 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8678 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8684 // bag content slots
8685 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8687 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8691 // any post selected
8692 if (slot
== NULL_SLOT
)
8695 return slot
< pBag
->GetBagSize();
8698 // bank bag content slots
8699 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8701 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8705 // any post selected
8706 if (slot
== NULL_SLOT
)
8709 return slot
< pBag
->GetBagSize();
8717 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8719 uint32 tempcount
= 0;
8720 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8722 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8723 if( pItem
&& pItem
->GetEntry() == item
)
8725 tempcount
+= pItem
->GetCount();
8726 if( tempcount
>= count
)
8730 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8732 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8733 if( pItem
&& pItem
->GetEntry() == item
)
8735 tempcount
+= pItem
->GetCount();
8736 if( tempcount
>= count
)
8740 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8742 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8744 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8746 Item
* pItem
= GetItemByPos( i
, j
);
8747 if( pItem
&& pItem
->GetEntry() == item
)
8749 tempcount
+= pItem
->GetCount();
8750 if( tempcount
>= count
)
8759 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8761 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8762 if( pItem
&& pItem
->GetEntry() == item
)
8764 tempcount
+= pItem
->GetCount();
8765 if( tempcount
>= count
)
8769 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8771 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8773 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8775 Item
* pItem
= GetItemByPos( i
, j
);
8776 if( pItem
&& pItem
->GetEntry() == item
)
8778 tempcount
+= pItem
->GetCount();
8779 if( tempcount
>= count
)
8790 bool Player::HasItemOrGemWithIdEquipped( uint32 item
, uint32 count
, uint8 except_slot
) const
8792 uint32 tempcount
= 0;
8793 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8795 if(i
==int(except_slot
))
8798 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8799 if( pItem
&& pItem
->GetEntry() == item
)
8801 tempcount
+= pItem
->GetCount();
8802 if( tempcount
>= count
)
8807 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8808 if (pProto
&& pProto
->GemProperties
)
8810 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8812 if(i
==int(except_slot
))
8815 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8816 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8818 tempcount
+= pItem
->GetGemCountWithID(item
);
8819 if( tempcount
>= count
)
8828 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory
, uint32 count
, uint8 except_slot
) const
8830 uint32 tempcount
= 0;
8831 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8833 if(i
==int(except_slot
))
8836 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8840 ItemPrototype
const *pProto
= pItem
->GetProto();
8844 if (pProto
->ItemLimitCategory
== limitCategory
)
8846 tempcount
+= pItem
->GetCount();
8847 if( tempcount
>= count
)
8851 if( pProto
->Socket
[0].Color
)
8853 tempcount
+= pItem
->GetGemCountWithLimitCategory(limitCategory
);
8854 if( tempcount
>= count
)
8862 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8864 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8868 *no_space_count
= count
;
8869 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8873 if(pProto
->MaxCount
<= 0)
8874 return EQUIP_ERR_OK
;
8876 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8878 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8881 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8882 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8885 return EQUIP_ERR_OK
;
8888 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8891 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8893 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8894 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8897 for(uint8 i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8899 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8900 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8903 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8905 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8907 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8909 pItem
= GetItemByPos( i
, j
);
8910 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8918 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8920 Item
* pItem2
= GetItemByPos( bag
, slot
);
8922 // ignore move item (this slot will be empty at move)
8923 if(pItem2
==pSrcItem
)
8928 // empty specific slot - check item fit to slot
8929 if( !pItem2
|| swap
)
8931 if( bag
== INVENTORY_SLOT_BAG_0
)
8934 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8935 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8937 // vanitypet case (not use, vanity pets stored as spells)
8938 if(slot
>= VANITYPET_SLOT_START
&& slot
< VANITYPET_SLOT_END
)
8939 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8941 // currencytoken case (disabled until proper implement)
8942 if(slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(false /*pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS*/))
8943 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8945 // guestbag case (disabled until proper implement)
8946 if(slot
>= QUESTBAG_SLOT_START
&& slot
< QUESTBAG_SLOT_END
&& !(false /*pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS*/))
8947 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8950 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8951 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8955 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8957 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8959 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8961 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8963 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8964 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8967 // non empty stack with space
8968 need_space
= pProto
->GetMaxStackSize();
8970 // non empty slot, check item type
8974 if(pItem2
->GetEntry() != pProto
->ItemId
)
8975 return EQUIP_ERR_ITEM_CANT_STACK
;
8978 if(pItem2
->GetCount() >= pProto
->GetMaxStackSize())
8979 return EQUIP_ERR_ITEM_CANT_STACK
;
8981 // free stack space or infinity
8982 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8985 if(need_space
> count
)
8988 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8989 if(!newPosition
.isContainedIn(dest
))
8991 dest
.push_back(newPosition
);
8992 count
-= need_space
;
8994 return EQUIP_ERR_OK
;
8997 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
8999 // skip specific bag already processed in first called _CanStoreItem_InBag
9001 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9003 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
9005 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9007 ItemPrototype
const* pBagProto
= pBag
->GetProto();
9009 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9011 // specialized bag mode or non-specilized
9012 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
9013 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9015 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
9016 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
9018 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9020 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9024 Item
* pItem2
= GetItemByPos( bag
, j
);
9026 // ignore move item (this slot will be empty at move)
9027 if(pItem2
==pSrcItem
)
9030 // if merge skip empty, if !merge skip non-empty
9031 if((pItem2
!=NULL
)!=merge
)
9036 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
9038 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
9039 if(need_space
> count
)
9042 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
9043 if(!newPosition
.isContainedIn(dest
))
9045 dest
.push_back(newPosition
);
9046 count
-= need_space
;
9049 return EQUIP_ERR_OK
;
9055 uint32 need_space
= pProto
->GetMaxStackSize();
9056 if(need_space
> count
)
9059 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
9060 if(!newPosition
.isContainedIn(dest
))
9062 dest
.push_back(newPosition
);
9063 count
-= need_space
;
9066 return EQUIP_ERR_OK
;
9070 return EQUIP_ERR_OK
;
9073 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
9075 for(uint32 j
= slot_begin
; j
< slot_end
; j
++)
9077 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9078 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
9081 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
9083 // ignore move item (this slot will be empty at move)
9084 if(pItem2
==pSrcItem
)
9087 // if merge skip empty, if !merge skip non-empty
9088 if((pItem2
!=NULL
)!=merge
)
9093 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
9095 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
9096 if(need_space
> count
)
9098 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
9099 if(!newPosition
.isContainedIn(dest
))
9101 dest
.push_back(newPosition
);
9102 count
-= need_space
;
9105 return EQUIP_ERR_OK
;
9111 uint32 need_space
= pProto
->GetMaxStackSize();
9112 if(need_space
> count
)
9115 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
9116 if(!newPosition
.isContainedIn(dest
))
9118 dest
.push_back(newPosition
);
9119 count
-= need_space
;
9122 return EQUIP_ERR_OK
;
9126 return EQUIP_ERR_OK
;
9129 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
9131 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
9133 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
9137 *no_space_count
= count
;
9138 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
9141 if(pItem
&& pItem
->IsBindedNotWith(GetGUID()))
9144 *no_space_count
= count
;
9145 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9148 // check count of items (skip for auto move for same player from bank)
9149 uint32 no_similar_count
= 0; // can't store this amount similar items
9150 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
9151 if(res
!=EQUIP_ERR_OK
)
9153 if(count
==no_similar_count
)
9156 *no_space_count
= no_similar_count
;
9159 count
-= no_similar_count
;
9163 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9165 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9166 if(res
!=EQUIP_ERR_OK
)
9169 *no_space_count
= count
+ no_similar_count
;
9175 if(no_similar_count
==0)
9176 return EQUIP_ERR_OK
;
9179 *no_space_count
= count
+ no_similar_count
;
9180 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9184 // not specific slot or have space for partly store only in specific slot
9187 if( bag
!= NULL_BAG
)
9189 // search stack in bag for merge to
9190 if( pProto
->Stackable
!= 1 )
9192 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
9194 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9195 if(res
!=EQUIP_ERR_OK
)
9198 *no_space_count
= count
+ no_similar_count
;
9204 if(no_similar_count
==0)
9205 return EQUIP_ERR_OK
;
9208 *no_space_count
= count
+ no_similar_count
;
9209 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9212 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9213 if(res
!=EQUIP_ERR_OK
)
9216 *no_space_count
= count
+ no_similar_count
;
9222 if(no_similar_count
==0)
9223 return EQUIP_ERR_OK
;
9226 *no_space_count
= count
+ no_similar_count
;
9227 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9230 else // equipped bag
9232 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
9233 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9234 if(res
!=EQUIP_ERR_OK
)
9235 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9237 if(res
!=EQUIP_ERR_OK
)
9240 *no_space_count
= count
+ no_similar_count
;
9246 if(no_similar_count
==0)
9247 return EQUIP_ERR_OK
;
9250 *no_space_count
= count
+ no_similar_count
;
9251 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9256 // search free slot in bag for place to
9257 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
9259 // search free slot - keyring case
9260 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9262 uint32 keyringSize
= GetMaxKeyringSize();
9263 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9264 if(res
!=EQUIP_ERR_OK
)
9267 *no_space_count
= count
+ no_similar_count
;
9273 if(no_similar_count
==0)
9274 return EQUIP_ERR_OK
;
9277 *no_space_count
= count
+ no_similar_count
;
9278 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9282 // Vanity pet case skipped as not used
9284 /* until proper implementation
9285 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9287 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9288 if(res!=EQUIP_ERR_OK)
9291 *no_space_count = count + no_similar_count;
9297 if(no_similar_count==0)
9298 return EQUIP_ERR_OK;
9301 *no_space_count = count + no_similar_count;
9302 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9306 /* until proper implementation
9307 else if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9309 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9310 if(res!=EQUIP_ERR_OK)
9313 *no_space_count = count + no_similar_count;
9319 if(no_similar_count==0)
9320 return EQUIP_ERR_OK;
9323 *no_space_count = count + no_similar_count;
9324 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9329 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9330 if(res
!=EQUIP_ERR_OK
)
9333 *no_space_count
= count
+ no_similar_count
;
9339 if(no_similar_count
==0)
9340 return EQUIP_ERR_OK
;
9343 *no_space_count
= count
+ no_similar_count
;
9344 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9347 else // equipped bag
9349 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9350 if(res
!=EQUIP_ERR_OK
)
9351 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9353 if(res
!=EQUIP_ERR_OK
)
9356 *no_space_count
= count
+ no_similar_count
;
9362 if(no_similar_count
==0)
9363 return EQUIP_ERR_OK
;
9366 *no_space_count
= count
+ no_similar_count
;
9367 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9372 // not specific bag or have space for partly store only in specific bag
9374 // search stack for merge to
9375 if( pProto
->Stackable
!= 1 )
9377 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9378 if(res
!=EQUIP_ERR_OK
)
9381 *no_space_count
= count
+ no_similar_count
;
9387 if(no_similar_count
==0)
9388 return EQUIP_ERR_OK
;
9391 *no_space_count
= count
+ no_similar_count
;
9392 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9395 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9396 if(res
!=EQUIP_ERR_OK
)
9399 *no_space_count
= count
+ no_similar_count
;
9405 if(no_similar_count
==0)
9406 return EQUIP_ERR_OK
;
9409 *no_space_count
= count
+ no_similar_count
;
9410 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9413 if( pProto
->BagFamily
)
9415 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9417 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9418 if(res
!=EQUIP_ERR_OK
)
9423 if(no_similar_count
==0)
9424 return EQUIP_ERR_OK
;
9427 *no_space_count
= count
+ no_similar_count
;
9428 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9433 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9435 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9436 if(res
!=EQUIP_ERR_OK
)
9441 if(no_similar_count
==0)
9442 return EQUIP_ERR_OK
;
9445 *no_space_count
= count
+ no_similar_count
;
9446 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9451 // search free slot - special bag case
9452 if( pProto
->BagFamily
)
9454 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9456 uint32 keyringSize
= GetMaxKeyringSize();
9457 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9458 if(res
!=EQUIP_ERR_OK
)
9461 *no_space_count
= count
+ no_similar_count
;
9467 if(no_similar_count
==0)
9468 return EQUIP_ERR_OK
;
9471 *no_space_count
= count
+ no_similar_count
;
9472 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9476 // Vanity pet case skipped as not used
9478 /* until proper implementation
9479 else if(false pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9481 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9482 if(res!=EQUIP_ERR_OK)
9485 *no_space_count = count + no_similar_count;
9491 if(no_similar_count==0)
9492 return EQUIP_ERR_OK;
9495 *no_space_count = count + no_similar_count;
9496 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9500 /* until proper implementation
9501 else if(false pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9503 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9504 if(res!=EQUIP_ERR_OK)
9507 *no_space_count = count + no_similar_count;
9513 if(no_similar_count==0)
9514 return EQUIP_ERR_OK;
9517 *no_space_count = count + no_similar_count;
9518 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9523 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9525 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9526 if(res
!=EQUIP_ERR_OK
)
9531 if(no_similar_count
==0)
9532 return EQUIP_ERR_OK
;
9535 *no_space_count
= count
+ no_similar_count
;
9536 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9542 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9543 if(res
!=EQUIP_ERR_OK
)
9546 *no_space_count
= count
+ no_similar_count
;
9552 if(no_similar_count
==0)
9553 return EQUIP_ERR_OK
;
9556 *no_space_count
= count
+ no_similar_count
;
9557 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9560 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9562 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9563 if(res
!=EQUIP_ERR_OK
)
9568 if(no_similar_count
==0)
9569 return EQUIP_ERR_OK
;
9572 *no_space_count
= count
+ no_similar_count
;
9573 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9578 *no_space_count
= count
+ no_similar_count
;
9580 return EQUIP_ERR_INVENTORY_FULL
;
9583 //////////////////////////////////////////////////////////////////////////
9584 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9589 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9590 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9591 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9592 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9593 int inv_quests
[QUESTBAG_SLOT_END
-QUESTBAG_SLOT_START
];
9595 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9596 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9597 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9598 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9599 memset(inv_quests
,0,sizeof(int)*(QUESTBAG_SLOT_END
-QUESTBAG_SLOT_START
));
9601 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
9603 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9605 if (pItem2
&& !pItem2
->IsInTrade())
9607 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9611 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
9613 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9615 if (pItem2
&& !pItem2
->IsInTrade())
9617 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9621 // Vanity pet case skipped as not used
9623 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; i
++)
9625 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9627 if (pItem2
&& !pItem2
->IsInTrade())
9629 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9633 for(int i
= QUESTBAG_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
9635 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9637 if (pItem2
&& !pItem2
->IsInTrade())
9639 inv_quests
[i
-QUESTBAG_SLOT_START
] = pItem2
->GetCount();
9643 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9645 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9647 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9649 pItem2
= GetItemByPos( i
, j
);
9650 if (pItem2
&& !pItem2
->IsInTrade())
9652 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9658 // check free space for all items
9659 for (int k
=0;k
<count
;k
++)
9661 Item
*pItem
= pItems
[k
];
9664 if (!pItem
) continue;
9666 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9667 ItemPrototype
const *pProto
= pItem
->GetProto();
9671 return EQUIP_ERR_ITEM_NOT_FOUND
;
9674 if(pItem
->IsBindedNotWith(GetGUID()))
9675 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9678 ItemPrototype
const *pBagProto
;
9680 // item is 'one item only'
9681 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9682 if(res
!= EQUIP_ERR_OK
)
9685 // search stack for merge to
9686 if( pProto
->Stackable
!= 1 )
9688 bool b_found
= false;
9690 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; t
++)
9692 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9693 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9695 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9700 if (b_found
) continue;
9702 // Vanity pet case skipped as not used
9704 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; t
++)
9706 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9707 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9709 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9714 if (b_found
) continue;
9716 for(int t
= QUESTBAG_SLOT_START
; t
< QUESTBAG_SLOT_END
; t
++)
9718 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9719 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_quests
[t
-QUESTBAG_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9721 inv_quests
[t
-QUESTBAG_SLOT_START
] += pItem
->GetCount();
9726 if (b_found
) continue;
9728 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9730 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9731 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9733 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9738 if (b_found
) continue;
9740 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9742 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9745 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9747 pItem2
= GetItemByPos( t
, j
);
9748 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9750 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9757 if (b_found
) continue;
9761 if( pProto
->BagFamily
)
9763 bool b_found
= false;
9764 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9766 uint32 keyringSize
= GetMaxKeyringSize();
9767 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9769 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9771 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9778 if (b_found
) continue;
9780 // Vanity pet case skipped as not used
9782 /* until proper implementation
9783 if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9785 for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9787 if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
9789 inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
9796 if (b_found) continue;
9798 /* until proper implementation
9799 if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9801 for(uint32 t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; ++t)
9803 if( inv_quests[t-QUESTBAG_SLOT_START] == 0 )
9805 inv_quests[t-QUESTBAG_SLOT_START] = 1;
9812 if (b_found) continue;
9815 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9817 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9820 pBagProto
= pBag
->GetProto();
9822 // not plain container check
9823 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9824 ItemCanGoIntoBag(pProto
,pBagProto
) )
9826 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9828 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9830 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9838 if (b_found
) continue;
9842 bool b_found
= false;
9843 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9845 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9847 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9852 if (b_found
) continue;
9854 // search free slot in bags
9855 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9857 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9860 pBagProto
= pBag
->GetProto();
9862 // special bag already checked
9863 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
))
9866 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9868 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9870 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9878 // no free slot found?
9880 return EQUIP_ERR_INVENTORY_FULL
;
9883 return EQUIP_ERR_OK
;
9886 //////////////////////////////////////////////////////////////////////////
9887 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9890 Item
*pItem
= Item::CreateItem( item
, 1, this );
9893 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9898 return EQUIP_ERR_ITEM_NOT_FOUND
;
9901 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9906 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9907 ItemPrototype
const *pProto
= pItem
->GetProto();
9910 if(pItem
->IsBindedNotWith(GetGUID()))
9911 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9913 // check count of items (skip for auto move for same player from bank)
9914 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9915 if(res
!= EQUIP_ERR_OK
)
9918 // check this only in game
9921 // May be here should be more stronger checks; STUNNED checked
9922 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9923 if (hasUnitState(UNIT_STAT_STUNNED
))
9924 return EQUIP_ERR_YOU_ARE_STUNNED
;
9926 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9928 // - in-progress arenas
9929 if( !pProto
->CanChangeEquipStateInCombat() )
9932 return EQUIP_ERR_NOT_IN_COMBAT
;
9934 if(BattleGround
* bg
= GetBattleGround())
9935 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9936 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9939 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9940 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9942 if(IsNonMeleeSpellCasted(false))
9943 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9946 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9947 if( eslot
== NULL_SLOT
)
9948 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9950 uint8 msg
= CanUseItem( pItem
, not_loading
);
9951 if( msg
!= EQUIP_ERR_OK
)
9953 if( !swap
&& GetItemByPos( INVENTORY_SLOT_BAG_0
, eslot
) )
9954 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9956 // if swap ignore item (equipped also)
9957 if(uint8 res
= CanEquipUniqueItem(pItem
, swap
? eslot
: NULL_SLOT
))
9960 // check unique-equipped special item classes
9961 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9963 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9965 if( Item
* pBag
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
) )
9967 if( ItemPrototype
const* pBagProto
= pBag
->GetProto() )
9969 if( pBagProto
->Class
==pProto
->Class
&& (!swap
|| pBag
->GetSlot() != eslot
) )
9971 if(pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9972 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
;
9974 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9981 uint32 type
= pProto
->InventoryType
;
9983 if(eslot
== EQUIPMENT_SLOT_OFFHAND
)
9985 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9988 return EQUIP_ERR_CANT_DUAL_WIELD
;
9990 else if (type
== INVTYPE_2HWEAPON
)
9992 if(!CanDualWield() || !CanTitanGrip())
9993 return EQUIP_ERR_CANT_DUAL_WIELD
;
9997 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
10000 // equip two-hand weapon case (with possible unequip 2 items)
10001 if( type
== INVTYPE_2HWEAPON
)
10003 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
10005 if (!CanTitanGrip())
10006 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
10008 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
10009 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
10011 if (!CanTitanGrip())
10013 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
10014 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
10015 ItemPosCountVec off_dest
;
10016 if( offItem
&& (!not_loading
||
10017 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
10018 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
) )
10019 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
10022 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
10023 return EQUIP_ERR_OK
;
10027 return EQUIP_ERR_ITEM_NOT_FOUND
;
10029 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
10032 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
10034 // Applied only to equipped items and bank bags
10035 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
10036 return EQUIP_ERR_OK
;
10038 Item
* pItem
= GetItemByPos(pos
);
10040 // Applied only to existed equipped item
10042 return EQUIP_ERR_OK
;
10044 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
10046 ItemPrototype
const *pProto
= pItem
->GetProto();
10048 return EQUIP_ERR_ITEM_NOT_FOUND
;
10050 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
10052 // - in-progress arenas
10053 if( !pProto
->CanChangeEquipStateInCombat() )
10056 return EQUIP_ERR_NOT_IN_COMBAT
;
10058 if(BattleGround
* bg
= GetBattleGround())
10059 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
10060 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
10063 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
10064 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
10066 return EQUIP_ERR_OK
;
10069 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
10072 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
10074 uint32 count
= pItem
->GetCount();
10076 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
10077 ItemPrototype
const *pProto
= pItem
->GetProto();
10079 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
10081 if( pItem
->IsBindedNotWith(GetGUID()) )
10082 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10084 // check count of items (skip for auto move for same player from bank)
10085 uint8 res
= CanTakeMoreSimilarItems(pItem
);
10086 if(res
!= EQUIP_ERR_OK
)
10089 // in specific slot
10090 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
10092 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
10094 if (!pItem
->IsBag())
10095 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
10097 Bag
*pBag
= (Bag
*)pItem
;
10098 if( !HasBankBagSlot( slot
) )
10099 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
10101 if( uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
10105 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
10106 if(res
!=EQUIP_ERR_OK
)
10110 return EQUIP_ERR_OK
;
10113 // not specific slot or have space for partly store only in specific slot
10116 if( bag
!= NULL_BAG
)
10118 if( pProto
->InventoryType
== INVTYPE_BAG
)
10120 Bag
*pBag
= (Bag
*)pItem
;
10121 if( pBag
&& !pBag
->IsEmpty() )
10122 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
10125 // search stack in bag for merge to
10126 if( pProto
->Stackable
!= 1 )
10128 if( bag
== INVENTORY_SLOT_BAG_0
)
10130 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
10131 if(res
!=EQUIP_ERR_OK
)
10135 return EQUIP_ERR_OK
;
10139 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
10140 if(res
!=EQUIP_ERR_OK
)
10141 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
10143 if(res
!=EQUIP_ERR_OK
)
10147 return EQUIP_ERR_OK
;
10151 // search free slot in bag
10152 if( bag
== INVENTORY_SLOT_BAG_0
)
10154 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10155 if(res
!=EQUIP_ERR_OK
)
10159 return EQUIP_ERR_OK
;
10163 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
10164 if(res
!=EQUIP_ERR_OK
)
10165 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
10167 if(res
!=EQUIP_ERR_OK
)
10171 return EQUIP_ERR_OK
;
10175 // not specific bag or have space for partly store only in specific bag
10177 // search stack for merge to
10178 if( pProto
->Stackable
!= 1 )
10181 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
10182 if(res
!=EQUIP_ERR_OK
)
10186 return EQUIP_ERR_OK
;
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
,true,false,pItem
,bag
,slot
);
10194 if(res
!=EQUIP_ERR_OK
)
10198 return EQUIP_ERR_OK
;
10202 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10204 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
10205 if(res
!=EQUIP_ERR_OK
)
10209 return EQUIP_ERR_OK
;
10213 // search free place in special bag
10214 if( pProto
->BagFamily
)
10216 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10218 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
10219 if(res
!=EQUIP_ERR_OK
)
10223 return EQUIP_ERR_OK
;
10227 // search free space
10228 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10229 if(res
!=EQUIP_ERR_OK
)
10233 return EQUIP_ERR_OK
;
10235 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10237 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
10238 if(res
!=EQUIP_ERR_OK
)
10242 return EQUIP_ERR_OK
;
10244 return EQUIP_ERR_BANK_FULL
;
10247 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
10251 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
10252 if( !isAlive() && not_loading
)
10253 return EQUIP_ERR_YOU_ARE_DEAD
;
10254 //if( isStunned() )
10255 // return EQUIP_ERR_YOU_ARE_STUNNED;
10256 ItemPrototype
const *pProto
= pItem
->GetProto();
10259 if( pItem
->IsBindedNotWith(GetGUID()) )
10260 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10261 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10262 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10263 if( pItem
->GetSkill() != 0 )
10265 if( GetSkillValue( pItem
->GetSkill() ) == 0 )
10266 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10268 if( pProto
->RequiredSkill
!= 0 )
10270 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10271 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10272 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10273 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10275 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10276 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10277 if( pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
10278 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
10279 if( getLevel() < pProto
->RequiredLevel
)
10280 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10281 return EQUIP_ERR_OK
;
10284 return EQUIP_ERR_ITEM_NOT_FOUND
;
10287 bool Player::CanUseItem( ItemPrototype
const *pProto
)
10289 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10293 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10295 if( pProto
->RequiredSkill
!= 0 )
10297 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10299 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10302 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10304 if( getLevel() < pProto
->RequiredLevel
)
10311 uint8
Player::CanUseAmmo( uint32 item
) const
10313 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
10315 return EQUIP_ERR_YOU_ARE_DEAD
;
10316 //if( isStunned() )
10317 // return EQUIP_ERR_YOU_ARE_STUNNED;
10318 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
10321 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
10322 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
10323 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10324 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10325 if( pProto
->RequiredSkill
!= 0 )
10327 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10328 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10329 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10330 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10332 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10333 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10334 /*if( GetReputation() < pProto->RequiredReputation )
10335 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10337 if( getLevel() < pProto
->RequiredLevel
)
10338 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10340 // Requires No Ammo
10341 if(GetDummyAura(46699))
10342 return EQUIP_ERR_BAG_FULL6
;
10344 return EQUIP_ERR_OK
;
10346 return EQUIP_ERR_ITEM_NOT_FOUND
;
10349 void Player::SetAmmo( uint32 item
)
10355 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10361 uint8 msg
= CanUseAmmo( item
);
10362 if( msg
!= EQUIP_ERR_OK
)
10364 SendEquipError( msg
, NULL
, NULL
);
10369 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10371 _ApplyAmmoBonuses();
10374 void Player::RemoveAmmo()
10376 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10380 if(CanModifyStats())
10381 UpdateDamagePhysical(RANGED_ATTACK
);
10384 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10385 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10388 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10389 count
+= itr
->count
;
10391 Item
*pItem
= Item::CreateItem( item
, count
, this );
10394 ItemAddedQuestCheck( item
, count
);
10395 if(randomPropertyId
)
10396 pItem
->SetItemRandomProperties(randomPropertyId
);
10397 pItem
= StoreItem( dest
, pItem
, update
);
10402 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10407 Item
* lastItem
= pItem
;
10409 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10411 uint16 pos
= itr
->pos
;
10412 uint32 count
= itr
->count
;
10416 if(itr
== dest
.end())
10418 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10422 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10428 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10429 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10434 uint8 bag
= pos
>> 8;
10435 uint8 slot
= pos
& 255;
10437 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10439 Item
*pItem2
= GetItemByPos( bag
, slot
);
10444 pItem
= pItem
->CloneItem(count
,this);
10446 pItem
->SetCount(count
);
10451 if( pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10452 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10453 pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
10454 pItem
->SetBinding( true );
10456 if( bag
== INVENTORY_SLOT_BAG_0
)
10458 m_items
[slot
] = pItem
;
10459 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10460 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10461 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10463 pItem
->SetSlot( slot
);
10464 pItem
->SetContainer( NULL
);
10466 if( IsInWorld() && update
)
10468 pItem
->AddToWorld();
10469 pItem
->SendUpdateToPlayer( this );
10472 pItem
->SetState(ITEM_CHANGED
, this);
10476 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10479 pBag
->StoreItem( slot
, pItem
, update
);
10480 if( IsInWorld() && update
)
10482 pItem
->AddToWorld();
10483 pItem
->SendUpdateToPlayer( this );
10485 pItem
->SetState(ITEM_CHANGED
, this);
10486 pBag
->SetState(ITEM_CHANGED
, this);
10490 AddEnchantmentDurations(pItem
);
10491 AddItemDurations(pItem
);
10497 if( pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10498 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10499 pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
10500 pItem2
->SetBinding( true );
10502 pItem2
->SetCount( pItem2
->GetCount() + count
);
10503 if( IsInWorld() && update
)
10504 pItem2
->SendUpdateToPlayer( this );
10508 // delete item (it not in any slot currently)
10509 if( IsInWorld() && update
)
10511 pItem
->RemoveFromWorld();
10512 pItem
->DestroyForPlayer( this );
10515 RemoveEnchantmentDurations(pItem
);
10516 RemoveItemDurations(pItem
);
10518 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10519 pItem
->SetState(ITEM_REMOVED
, this);
10521 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10522 AddEnchantmentDurations(pItem2
);
10524 pItem2
->SetState(ITEM_CHANGED
, this);
10530 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10532 Item
*pItem
= Item::CreateItem( item
, 1, this );
10535 ItemAddedQuestCheck( item
, 1 );
10536 Item
* retItem
= EquipItem( pos
, pItem
, update
);
10543 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10547 AddEnchantmentDurations(pItem
);
10548 AddItemDurations(pItem
);
10550 uint8 bag
= pos
>> 8;
10551 uint8 slot
= pos
& 255;
10553 Item
*pItem2
= GetItemByPos( bag
, slot
);
10557 VisualizeItem( slot
, pItem
);
10561 ItemPrototype
const *pProto
= pItem
->GetProto();
10563 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10564 if(pProto
&& pProto
->ItemSet
)
10565 AddItemsSetItem(this,pItem
);
10567 _ApplyItemMods(pItem
, slot
, true);
10569 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10571 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10573 if (getClass() == CLASS_ROGUE
)
10574 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10576 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10579 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10582 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10584 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10585 data
<< uint64(GetGUID());
10587 data
<< uint32(cooldownSpell
);
10589 GetSession()->SendPacket(&data
);
10594 if( IsInWorld() && update
)
10596 pItem
->AddToWorld();
10597 pItem
->SendUpdateToPlayer( this );
10600 ApplyEquipCooldown(pItem
);
10602 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10603 UpdateExpertise(BASE_ATTACK
);
10604 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10605 UpdateExpertise(OFF_ATTACK
);
10609 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10610 if( IsInWorld() && update
)
10611 pItem2
->SendUpdateToPlayer( this );
10613 // delete item (it not in any slot currently)
10614 //pItem->DeleteFromDB();
10615 if( IsInWorld() && update
)
10617 pItem
->RemoveFromWorld();
10618 pItem
->DestroyForPlayer( this );
10621 RemoveEnchantmentDurations(pItem
);
10622 RemoveItemDurations(pItem
);
10624 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10625 pItem
->SetState(ITEM_REMOVED
, this);
10626 pItem2
->SetState(ITEM_CHANGED
, this);
10628 ApplyEquipCooldown(pItem2
);
10637 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10641 AddEnchantmentDurations(pItem
);
10642 AddItemDurations(pItem
);
10644 uint8 slot
= pos
& 255;
10645 VisualizeItem( slot
, pItem
);
10649 pItem
->AddToWorld();
10650 pItem
->SendUpdateToPlayer( this );
10655 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10657 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10658 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10659 // entry // Size: 1
10660 // inspected enchantments // Size: 6
10662 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10663 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10668 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetUInt64Value(ITEM_FIELD_CREATOR
));
10670 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10671 SetUInt32Value(VisibleBase
+ 0, pItem
->GetEntry());
10673 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10674 SetUInt32Value(VisibleBase
+ 1 + i
, pItem
->GetEnchantmentId(EnchantmentSlot(i
)));
10676 // Use SetInt16Value to prevent set high part to FFFF for negative value
10677 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0, pItem
->GetItemRandomPropertyId());
10678 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetItemSuffixFactor());
10682 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10684 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10685 SetUInt32Value(VisibleBase
+ 0, 0);
10687 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10688 SetUInt32Value(VisibleBase
+ 1 + i
, 0);
10690 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10691 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10695 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10700 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10701 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10702 pItem
->SetBinding( true );
10704 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10706 m_items
[slot
] = pItem
;
10707 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10708 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10709 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10710 pItem
->SetSlot( slot
);
10711 pItem
->SetContainer( NULL
);
10713 if( slot
< EQUIPMENT_SLOT_END
)
10714 SetVisibleItemSlot(slot
,pItem
);
10716 pItem
->SetState(ITEM_CHANGED
, this);
10719 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10721 // note: removeitem does not actually change the item
10722 // it only takes the item out of storage temporarily
10723 // note2: if removeitem is to be used for delinking
10724 // the item must be removed from the player's updatequeue
10726 Item
*pItem
= GetItemByPos( bag
, slot
);
10729 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10731 RemoveEnchantmentDurations(pItem
);
10732 RemoveItemDurations(pItem
);
10734 if( bag
== INVENTORY_SLOT_BAG_0
)
10736 if ( slot
< INVENTORY_SLOT_BAG_END
)
10738 ItemPrototype
const *pProto
= pItem
->GetProto();
10739 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10741 if(pProto
&& pProto
->ItemSet
)
10742 RemoveItemsSetItem(this,pProto
);
10744 _ApplyItemMods(pItem
, slot
, false);
10746 // remove item dependent auras and casts (only weapon and armor slots)
10747 if(slot
< EQUIPMENT_SLOT_END
)
10748 RemoveItemDependentAurasAndCasts(pItem
);
10750 // remove held enchantments
10751 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10753 if (pItem
->GetItemSuffixFactor())
10755 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10756 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10760 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10761 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10766 m_items
[slot
] = NULL
;
10767 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10769 if ( slot
< EQUIPMENT_SLOT_END
)
10770 SetVisibleItemSlot(slot
,NULL
);
10774 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10776 pBag
->RemoveItem(slot
, update
);
10778 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10779 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10780 pItem
->SetSlot( NULL_SLOT
);
10781 if( IsInWorld() && update
)
10782 pItem
->SendUpdateToPlayer( this );
10784 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10785 UpdateExpertise(BASE_ATTACK
);
10786 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10787 UpdateExpertise(OFF_ATTACK
);
10791 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10792 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10794 if(Item
* it
= GetItemByPos(bag
,slot
))
10796 ItemRemovedQuestCheck(it
->GetEntry(),it
->GetCount());
10797 RemoveItem( bag
,slot
,update
);
10798 it
->RemoveFromUpdateQueueOf(this);
10799 if(it
->IsInWorld())
10801 it
->RemoveFromWorld();
10802 it
->DestroyForPlayer( this );
10807 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10808 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10810 // update quest counters
10811 ItemAddedQuestCheck(pItem
->GetEntry(),pItem
->GetCount());
10814 Item
* pLastItem
= StoreItem( dest
, pItem
, update
);
10816 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10817 if(pLastItem
==pItem
)
10819 // update owner for last item (this can be original item with wrong owner
10820 if(pLastItem
->GetOwnerGUID() != GetGUID())
10821 pLastItem
->SetOwnerGUID(GetGUID());
10823 // if this original item then it need create record in inventory
10824 // in case trade we already have item in other player inventory
10825 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10829 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10831 Item
*pItem
= GetItemByPos( bag
, slot
);
10834 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10836 // start from destroy contained items (only equipped bag can have its)
10837 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10839 for (int i
= 0; i
< MAX_BAG_SIZE
; i
++)
10840 DestroyItem(slot
,i
,update
);
10843 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10844 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10846 RemoveEnchantmentDurations(pItem
);
10847 RemoveItemDurations(pItem
);
10849 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10851 if( bag
== INVENTORY_SLOT_BAG_0
)
10853 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10855 // equipment and equipped bags can have applied bonuses
10856 if ( slot
< INVENTORY_SLOT_BAG_END
)
10858 ItemPrototype
const *pProto
= pItem
->GetProto();
10860 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10861 if(pProto
&& pProto
->ItemSet
)
10862 RemoveItemsSetItem(this,pProto
);
10864 _ApplyItemMods(pItem
, slot
, false);
10867 if ( slot
< EQUIPMENT_SLOT_END
)
10869 // remove item dependent auras and casts (only weapon and armor slots)
10870 RemoveItemDependentAurasAndCasts(pItem
);
10872 // equipment visual show
10873 SetVisibleItemSlot(slot
,NULL
);
10876 m_items
[slot
] = NULL
;
10878 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10879 pBag
->RemoveItem(slot
, update
);
10881 if( IsInWorld() && update
)
10883 pItem
->RemoveFromWorld();
10884 pItem
->DestroyForPlayer(this);
10887 //pItem->SetOwnerGUID(0);
10888 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10889 pItem
->SetSlot( NULL_SLOT
);
10890 pItem
->SetState(ITEM_REMOVED
, this);
10894 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10896 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10898 ItemPrototype
const *pProto
;
10899 uint32 remcount
= 0;
10902 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10904 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10905 if( pItem
&& pItem
->GetEntry() == item
)
10907 if( pItem
->GetCount() + remcount
<= count
)
10909 // all items in inventory can unequipped
10910 remcount
+= pItem
->GetCount();
10911 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10913 if(remcount
>=count
)
10918 pProto
= pItem
->GetProto();
10919 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10920 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10921 if( IsInWorld() & update
)
10922 pItem
->SendUpdateToPlayer( this );
10923 pItem
->SetState(ITEM_CHANGED
, this);
10928 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
10930 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10931 if( pItem
&& pItem
->GetEntry() == item
)
10933 if( pItem
->GetCount() + remcount
<= count
)
10935 // all keys can be unequipped
10936 remcount
+= pItem
->GetCount();
10937 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10939 if(remcount
>=count
)
10944 pProto
= pItem
->GetProto();
10945 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10946 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10947 if( IsInWorld() & update
)
10948 pItem
->SendUpdateToPlayer( this );
10949 pItem
->SetState(ITEM_CHANGED
, this);
10955 // in inventory bags
10956 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10958 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10960 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10962 pItem
= pBag
->GetItemByPos(j
);
10963 if( pItem
&& pItem
->GetEntry() == item
)
10965 // all items in bags can be unequipped
10966 if( pItem
->GetCount() + remcount
<= count
)
10968 remcount
+= pItem
->GetCount();
10969 DestroyItem( i
, j
, update
);
10971 if(remcount
>=count
)
10976 pProto
= pItem
->GetProto();
10977 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10978 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10979 if( IsInWorld() && update
)
10980 pItem
->SendUpdateToPlayer( this );
10981 pItem
->SetState(ITEM_CHANGED
, this);
10989 // in equipment and bag list
10990 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10992 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10993 if( pItem
&& pItem
->GetEntry() == item
)
10995 if( pItem
->GetCount() + remcount
<= count
)
10997 if(!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
,false) == EQUIP_ERR_OK
)
10999 remcount
+= pItem
->GetCount();
11000 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11002 if(remcount
>=count
)
11008 pProto
= pItem
->GetProto();
11009 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
11010 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
11011 if( IsInWorld() & update
)
11012 pItem
->SendUpdateToPlayer( this );
11013 pItem
->SetState(ITEM_CHANGED
, this);
11020 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
11022 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
11025 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
11027 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11028 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
11029 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11031 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
11033 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11034 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
11035 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11038 // in inventory bags
11039 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11041 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11044 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
11046 Item
* pItem
= pBag
->GetItemByPos(j
);
11047 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
11048 DestroyItem( i
, j
, update
);
11053 // in equipment and bag list
11054 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11056 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11057 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
11058 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11062 void Player::DestroyConjuredItems( bool update
)
11064 // used when entering arena
11065 // destroys all conjured items
11066 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
11069 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
11071 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11072 if( pItem
&& pItem
->GetProto() &&
11073 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
11074 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
11075 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11078 // in inventory bags
11079 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11081 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11084 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
11086 Item
* pItem
= pBag
->GetItemByPos(j
);
11087 if( pItem
&& pItem
->GetProto() &&
11088 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
11089 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
11090 DestroyItem( i
, j
, update
);
11095 // in equipment and bag list
11096 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11098 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11099 if( pItem
&& pItem
->GetProto() &&
11100 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
11101 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
11102 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
11106 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
11111 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
11113 if( pItem
->GetCount() <= count
)
11115 count
-= pItem
->GetCount();
11117 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
11121 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
11122 pItem
->SetCount( pItem
->GetCount() - count
);
11124 if( IsInWorld() & update
)
11125 pItem
->SendUpdateToPlayer( this );
11126 pItem
->SetState(ITEM_CHANGED
, this);
11130 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
11132 uint8 srcbag
= src
>> 8;
11133 uint8 srcslot
= src
& 255;
11135 uint8 dstbag
= dst
>> 8;
11136 uint8 dstslot
= dst
& 255;
11138 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11141 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
11145 // not let split all items (can be only at cheating)
11146 if(pSrcItem
->GetCount() == count
)
11148 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
11152 // not let split more existed items (can be only at cheating)
11153 if(pSrcItem
->GetCount() < count
)
11155 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
11159 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
11161 //best error message found for attempting to split while looting
11162 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
11166 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
11167 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
11170 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
11174 if( IsInventoryPos( dst
) )
11176 // change item amount before check (for unique max count check)
11177 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11179 ItemPosCountVec dest
;
11180 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11181 if( msg
!= EQUIP_ERR_OK
)
11184 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11185 SendEquipError( msg
, pSrcItem
, NULL
);
11190 pSrcItem
->SendUpdateToPlayer( this );
11191 pSrcItem
->SetState(ITEM_CHANGED
, this);
11192 StoreItem( dest
, pNewItem
, true);
11194 else if( IsBankPos ( dst
) )
11196 // change item amount before check (for unique max count check)
11197 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11199 ItemPosCountVec dest
;
11200 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11201 if( msg
!= EQUIP_ERR_OK
)
11204 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11205 SendEquipError( msg
, pSrcItem
, NULL
);
11210 pSrcItem
->SendUpdateToPlayer( this );
11211 pSrcItem
->SetState(ITEM_CHANGED
, this);
11212 BankItem( dest
, pNewItem
, true);
11214 else if( IsEquipmentPos ( dst
) )
11216 // change item amount before check (for unique max count check), provide space for splitted items
11217 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11220 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
11221 if( msg
!= EQUIP_ERR_OK
)
11224 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11225 SendEquipError( msg
, pSrcItem
, NULL
);
11230 pSrcItem
->SendUpdateToPlayer( this );
11231 pSrcItem
->SetState(ITEM_CHANGED
, this);
11232 EquipItem( dest
, pNewItem
, true);
11233 AutoUnequipOffhandIfNeed();
11237 void Player::SwapItem( uint16 src
, uint16 dst
)
11239 uint8 srcbag
= src
>> 8;
11240 uint8 srcslot
= src
& 255;
11242 uint8 dstbag
= dst
>> 8;
11243 uint8 dstslot
= dst
& 255;
11245 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11246 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
11251 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
11255 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
11261 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
11263 //best error message found for attempting to swap while looting
11264 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
11268 // check unequip potability for equipped items and bank bags
11269 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
11271 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11272 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
) || pDstItem
&& pDstItem
->IsBag() && ((Bag
*)pDstItem
)->IsEmpty());
11273 if(msg
!= EQUIP_ERR_OK
)
11275 SendEquipError( msg
, pSrcItem
, pDstItem
);
11280 // prevent put equipped/bank bag in self
11281 if( IsBagPos ( src
) && srcslot
== dstbag
)
11283 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11291 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
11293 //best error message found for attempting to swap while looting
11294 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
11298 // check unequip potability for equipped items and bank bags
11299 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
11301 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11302 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) || pSrcItem
->IsBag() && ((Bag
*)pSrcItem
)->IsEmpty());
11303 if(msg
!= EQUIP_ERR_OK
)
11305 SendEquipError( msg
, pSrcItem
, pDstItem
);
11311 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
11312 // or swap empty bag with another empty or not empty bag (with items exchange)
11317 if( IsInventoryPos( dst
) )
11319 ItemPosCountVec dest
;
11320 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
11321 if( msg
!= EQUIP_ERR_OK
)
11323 SendEquipError( msg
, pSrcItem
, NULL
);
11327 RemoveItem(srcbag
, srcslot
, true);
11328 StoreItem( dest
, pSrcItem
, true);
11330 else if( IsBankPos ( dst
) )
11332 ItemPosCountVec dest
;
11333 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
11334 if( msg
!= EQUIP_ERR_OK
)
11336 SendEquipError( msg
, pSrcItem
, NULL
);
11340 RemoveItem(srcbag
, srcslot
, true);
11341 BankItem( dest
, pSrcItem
, true);
11343 else if( IsEquipmentPos ( dst
) )
11346 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
11347 if( msg
!= EQUIP_ERR_OK
)
11349 SendEquipError( msg
, pSrcItem
, NULL
);
11353 RemoveItem(srcbag
, srcslot
, true);
11354 EquipItem( dest
, pSrcItem
, true);
11355 AutoUnequipOffhandIfNeed();
11361 // attempt merge to / fill target item
11362 if(!pSrcItem
->IsBag() && !pDstItem
->IsBag())
11365 ItemPosCountVec sDest
;
11367 if( IsInventoryPos( dst
) )
11368 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11369 else if( IsBankPos ( dst
) )
11370 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11371 else if( IsEquipmentPos ( dst
) )
11372 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11376 // can be merge/fill
11377 if(msg
== EQUIP_ERR_OK
)
11379 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
11381 RemoveItem(srcbag
, srcslot
, true);
11383 if( IsInventoryPos( dst
) )
11384 StoreItem( sDest
, pSrcItem
, true);
11385 else if( IsBankPos ( dst
) )
11386 BankItem( sDest
, pSrcItem
, true);
11387 else if( IsEquipmentPos ( dst
) )
11389 EquipItem( eDest
, pSrcItem
, true);
11390 AutoUnequipOffhandIfNeed();
11395 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
11396 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
11397 pSrcItem
->SetState(ITEM_CHANGED
, this);
11398 pDstItem
->SetState(ITEM_CHANGED
, this);
11401 pSrcItem
->SendUpdateToPlayer( this );
11402 pDstItem
->SendUpdateToPlayer( this );
11409 // impossible merge/fill, do real swap
11412 // check src->dest move possibility
11413 ItemPosCountVec sDest
;
11415 if( IsInventoryPos( dst
) )
11416 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11417 else if( IsBankPos( dst
) )
11418 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11419 else if( IsEquipmentPos( dst
) )
11421 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11422 if( msg
== EQUIP_ERR_OK
)
11423 msg
= CanUnequipItem( eDest
, true );
11426 if( msg
!= EQUIP_ERR_OK
)
11428 SendEquipError( msg
, pSrcItem
, pDstItem
);
11432 // check dest->src move possibility
11433 ItemPosCountVec sDest2
;
11435 if( IsInventoryPos( src
) )
11436 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11437 else if( IsBankPos( src
) )
11438 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11439 else if( IsEquipmentPos( src
) )
11441 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11442 if( msg
== EQUIP_ERR_OK
)
11443 msg
= CanUnequipItem( eDest2
, true);
11446 if( msg
!= EQUIP_ERR_OK
)
11448 SendEquipError( msg
, pDstItem
, pSrcItem
);
11452 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11453 if(pSrcItem
->IsBag() && pDstItem
->IsBag())
11455 Bag
* emptyBag
= NULL
;
11456 Bag
* fullBag
= NULL
;
11457 if(((Bag
*)pSrcItem
)->IsEmpty() && !IsBagPos(src
))
11459 emptyBag
= (Bag
*)pSrcItem
;
11460 fullBag
= (Bag
*)pDstItem
;
11462 else if(((Bag
*)pDstItem
)->IsEmpty() && !IsBagPos(dst
))
11464 emptyBag
= (Bag
*)pDstItem
;
11465 fullBag
= (Bag
*)pSrcItem
;
11468 // bag swap (with items exchange) case
11469 if(emptyBag
&& fullBag
)
11471 ItemPrototype
const* emotyProto
= emptyBag
->GetProto();
11475 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11477 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11481 ItemPrototype
const* bagItemProto
= bagItem
->GetProto();
11482 if (!bagItemProto
|| !ItemCanGoIntoBag(bagItemProto
, emotyProto
))
11484 // one from items not go to empry target bag
11485 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11493 if (count
> emptyBag
->GetBagSize())
11495 // too small targeted bag
11496 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
, pSrcItem
, pDstItem
);
11501 count
= 0; // will pos in new bag
11502 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11504 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11508 fullBag
->RemoveItem(i
, true);
11509 emptyBag
->StoreItem(count
, bagItem
, true);
11510 bagItem
->SetState(ITEM_CHANGED
, this);
11517 // now do moves, remove...
11518 RemoveItem(dstbag
, dstslot
, false);
11519 RemoveItem(srcbag
, srcslot
, false);
11522 if( IsInventoryPos( dst
) )
11523 StoreItem(sDest
, pSrcItem
, true);
11524 else if( IsBankPos( dst
) )
11525 BankItem(sDest
, pSrcItem
, true);
11526 else if( IsEquipmentPos( dst
) )
11527 EquipItem(eDest
, pSrcItem
, true);
11530 if( IsInventoryPos( src
) )
11531 StoreItem(sDest2
, pDstItem
, true);
11532 else if( IsBankPos( src
) )
11533 BankItem(sDest2
, pDstItem
, true);
11534 else if( IsEquipmentPos( src
) )
11535 EquipItem(eDest2
, pDstItem
, true);
11537 AutoUnequipOffhandIfNeed();
11540 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11544 uint32 slot
= m_currentBuybackSlot
;
11545 // if current back slot non-empty search oldest or free
11548 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11549 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11551 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11560 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11562 if(oldest_time
> i_time
)
11564 oldest_time
= i_time
;
11570 slot
= oldest_slot
;
11573 RemoveItemFromBuyBackSlot( slot
, true );
11574 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11576 m_items
[slot
] = pItem
;
11577 time_t base
= time(NULL
);
11578 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11579 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11581 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, pItem
->GetGUID() );
11582 ItemPrototype
const *pProto
= pItem
->GetProto();
11584 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11586 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11587 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11589 // move to next (for non filled list is move most optimized choice)
11590 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
-1)
11591 ++m_currentBuybackSlot
;
11595 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11597 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11598 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11599 return m_items
[slot
];
11603 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11605 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11606 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11608 Item
*pItem
= m_items
[slot
];
11611 pItem
->RemoveFromWorld();
11612 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11615 m_items
[slot
] = NULL
;
11617 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11618 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, 0 );
11619 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11620 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11622 // if current backslot is filled set to now free slot
11623 if(m_items
[m_currentBuybackSlot
])
11624 m_currentBuybackSlot
= slot
;
11628 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11630 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg
);
11631 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11632 data
<< uint8(msg
);
11636 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11637 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11638 data
<< uint8(0); // not 0 there...
11640 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11645 if(ItemPrototype
const* proto
= pItem
->GetProto())
11646 level
= proto
->RequiredLevel
;
11648 data
<< uint32(level
); // new 2.4.0
11651 GetSession()->SendPacket(&data
);
11654 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11656 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11657 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11658 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11659 data
<< uint32(item
);
11661 data
<< uint32(param
);
11662 data
<< uint8(msg
);
11663 GetSession()->SendPacket(&data
);
11666 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11668 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11669 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11670 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11671 data
<< uint64(guid
);
11673 data
<< uint32(param
);
11674 data
<< uint8(msg
);
11675 GetSession()->SendPacket(&data
);
11678 void Player::ClearTrade()
11681 acceptTrade
= false;
11682 for(int i
= 0; i
< TRADE_SLOT_COUNT
; i
++)
11683 tradeItems
[i
] = NULL_SLOT
;
11686 void Player::TradeCancel(bool sendback
)
11690 // send yellow "Trade canceled" message to both traders
11694 ws
->SendCancelTrade();
11695 ws
= pTrader
->GetSession();
11696 if(!ws
->PlayerLogout())
11697 ws
->SendCancelTrade();
11701 pTrader
->ClearTrade();
11702 // prevent loss of reference
11703 pTrader
->pTrader
= NULL
;
11708 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11710 if(m_itemDuration
.empty())
11713 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
,realtimeonly
);
11715 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); )
11718 ++itr
; // current element can be erased in UpdateDuration
11720 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11721 item
->UpdateDuration(this,time
);
11725 void Player::UpdateEnchantTime(uint32 time
)
11727 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11731 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11733 next
= m_enchantDuration
.erase(itr
);
11735 else if(itr
->leftduration
<= time
)
11737 ApplyEnchantment(itr
->item
,itr
->slot
,false,false);
11738 itr
->item
->ClearEnchantment(itr
->slot
);
11739 next
= m_enchantDuration
.erase(itr
);
11741 else if(itr
->leftduration
> time
)
11743 itr
->leftduration
-= time
;
11749 void Player::AddEnchantmentDurations(Item
*item
)
11751 for(int x
=0;x
<MAX_ENCHANTMENT_SLOT
;++x
)
11753 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11756 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11758 AddEnchantmentDuration(item
,EnchantmentSlot(x
),duration
);
11762 void Player::RemoveEnchantmentDurations(Item
*item
)
11764 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();)
11766 if(itr
->item
== item
)
11768 // save duration in item
11769 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
),itr
->leftduration
);
11770 itr
= m_enchantDuration
.erase(itr
);
11777 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11779 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11780 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11783 if(itr
->slot
==slot
)
11785 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11787 // remove from stats
11788 ApplyEnchantment(itr
->item
,slot
,false,false);
11790 itr
->item
->ClearEnchantment(slot
);
11792 // remove from update list
11793 next
= m_enchantDuration
.erase(itr
);
11799 // remove enchants from inventory items
11800 // NOTE: no need to remove these from stats, since these aren't equipped
11802 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
11804 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11805 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11806 pItem
->ClearEnchantment(slot
);
11809 // in inventory bags
11810 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11812 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11815 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
11817 Item
* pItem
= pBag
->GetItemByPos(j
);
11818 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11819 pItem
->ClearEnchantment(slot
);
11825 // duration == 0 will remove item enchant
11826 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11831 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11834 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11836 if(itr
->item
== item
&& itr
->slot
== slot
)
11838 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
11839 m_enchantDuration
.erase(itr
);
11843 if(item
&& duration
> 0 )
11845 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(),slot
,uint32(duration
/1000));
11846 m_enchantDuration
.push_back(EnchantDuration(item
,slot
,duration
));
11850 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11852 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11853 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11856 void Player::ApplyEnchantment(Item
*item
,EnchantmentSlot slot
,bool apply
, bool apply_dur
, bool ignore_condition
)
11861 if(!item
->IsEquipped())
11864 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11867 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11871 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11875 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11878 for (int s
=0; s
<3; s
++)
11880 uint32 enchant_display_type
= pEnchant
->type
[s
];
11881 uint32 enchant_amount
= pEnchant
->amount
[s
];
11882 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11884 switch(enchant_display_type
)
11886 case ITEM_ENCHANTMENT_TYPE_NONE
:
11888 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11889 // processed in Player::CastItemCombatSpell
11891 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11892 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11893 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11894 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11895 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11896 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11897 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11899 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11900 if(enchant_spell_id
)
11904 int32 basepoints
= 0;
11905 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11906 if (item
->GetItemRandomPropertyId())
11908 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11911 // Search enchant_amount
11912 for (int k
=0; k
<3; k
++)
11914 if(item_rand
->enchant_id
[k
] == enchant_id
)
11916 basepoints
= int32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11922 // Cast custom spell vs all equal basepoints getted from enchant_amount
11924 CastCustomSpell(this,enchant_spell_id
,&basepoints
,&basepoints
,&basepoints
,true,item
);
11926 CastSpell(this,enchant_spell_id
,true,item
);
11929 RemoveAurasDueToItemSpell(item
,enchant_spell_id
);
11932 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11933 if (!enchant_amount
)
11935 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11938 for (int k
=0; k
<3; k
++)
11940 if(item_rand
->enchant_id
[k
] == enchant_id
)
11942 enchant_amount
= uint32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11949 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11951 case ITEM_ENCHANTMENT_TYPE_STAT
:
11953 if (!enchant_amount
)
11955 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11956 if(item_rand_suffix
)
11958 for (int k
=0; k
<3; k
++)
11960 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11962 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11969 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11970 switch (enchant_spell_id
)
11972 case ITEM_MOD_AGILITY
:
11973 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11974 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11975 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11977 case ITEM_MOD_STRENGTH
:
11978 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11979 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11980 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11982 case ITEM_MOD_INTELLECT
:
11983 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11984 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11985 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11987 case ITEM_MOD_SPIRIT
:
11988 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11989 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11990 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11992 case ITEM_MOD_STAMINA
:
11993 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11994 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11995 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11997 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11998 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11999 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
12001 case ITEM_MOD_DODGE_RATING
:
12002 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
12003 sLog
.outDebug("+ %u DODGE", enchant_amount
);
12005 case ITEM_MOD_PARRY_RATING
:
12006 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
12007 sLog
.outDebug("+ %u PARRY", enchant_amount
);
12009 case ITEM_MOD_BLOCK_RATING
:
12010 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
12011 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
12013 case ITEM_MOD_HIT_MELEE_RATING
:
12014 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
12015 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
12017 case ITEM_MOD_HIT_RANGED_RATING
:
12018 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
12019 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
12021 case ITEM_MOD_HIT_SPELL_RATING
:
12022 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
12023 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
12025 case ITEM_MOD_CRIT_MELEE_RATING
:
12026 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
12027 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
12029 case ITEM_MOD_CRIT_RANGED_RATING
:
12030 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
12031 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
12033 case ITEM_MOD_CRIT_SPELL_RATING
:
12034 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
12035 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
12037 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
12039 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
12040 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
12042 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
12043 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
12045 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
12046 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
12048 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
12049 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12051 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
12052 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12054 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
12055 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12057 // case ITEM_MOD_HASTE_MELEE_RATING:
12058 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
12060 // case ITEM_MOD_HASTE_RANGED_RATING:
12061 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
12063 case ITEM_MOD_HASTE_SPELL_RATING
:
12064 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
12066 case ITEM_MOD_HIT_RATING
:
12067 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
12068 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
12069 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
12070 sLog
.outDebug("+ %u HIT", enchant_amount
);
12072 case ITEM_MOD_CRIT_RATING
:
12073 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
12074 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
12075 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
12076 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
12078 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
12079 // case ITEM_MOD_HIT_TAKEN_RATING:
12080 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
12081 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
12082 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
12084 // case ITEM_MOD_CRIT_TAKEN_RATING:
12085 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12086 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12087 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12089 case ITEM_MOD_RESILIENCE_RATING
:
12090 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
12091 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
12092 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
12093 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
12095 case ITEM_MOD_HASTE_RATING
:
12096 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
12097 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
12098 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
12099 sLog
.outDebug("+ %u HASTE", enchant_amount
);
12101 case ITEM_MOD_EXPERTISE_RATING
:
12102 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
12103 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
12105 case ITEM_MOD_ATTACK_POWER
:
12106 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12107 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12108 sLog
.outDebug("+ %u ATTACK_POWER", enchant_amount
);
12110 case ITEM_MOD_RANGED_ATTACK_POWER
:
12111 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
12112 sLog
.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount
);
12114 case ITEM_MOD_FERAL_ATTACK_POWER
:
12115 ((Player
*)this)->ApplyFeralAPBonus(enchant_amount
, apply
);
12116 sLog
.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount
);
12118 case ITEM_MOD_SPELL_HEALING_DONE
:
12119 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
12120 sLog
.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount
);
12122 case ITEM_MOD_SPELL_DAMAGE_DONE
:
12123 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
12124 sLog
.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount
);
12126 case ITEM_MOD_MANA_REGENERATION
:
12127 ((Player
*)this)->ApplyManaRegenBonus(enchant_amount
, apply
);
12128 sLog
.outDebug("+ %u MANA_REGENERATION", enchant_amount
);
12130 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
12131 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
12132 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
12134 case ITEM_MOD_SPELL_POWER
:
12135 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
12136 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
12137 sLog
.outDebug("+ %u SPELL_POWER", enchant_amount
);
12144 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
12146 if(getClass() == CLASS_SHAMAN
)
12148 float addValue
= 0.0f
;
12149 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
12151 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
12152 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
12154 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
12156 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
12157 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
12162 case ITEM_ENCHANTMENT_TYPE_USE_SPELL
:
12163 // processed in Player::CastItemUseSpell
12165 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET
:
12169 sLog
.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id
, enchant_display_type
);
12171 } /*switch(enchant_display_type)*/
12174 // visualize enchantment at player and equipped items
12175 if(slot
< MAX_INSPECTED_ENCHANTMENT_SLOT
)
12177 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (item
->GetSlot() * MAX_VISIBLE_ITEM_OFFSET
);
12178 SetUInt32Value(VisibleBase
+ 1 + slot
, apply
? item
->GetEnchantmentId(slot
) : 0);
12186 uint32 duration
= item
->GetEnchantmentDuration(slot
);
12188 AddEnchantmentDuration(item
,slot
,duration
);
12192 // duration == 0 will remove EnchantDuration
12193 AddEnchantmentDuration(item
,slot
,0);
12198 void Player::SendEnchantmentDurations()
12200 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
12202 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(),itr
->slot
,uint32(itr
->leftduration
)/1000);
12206 void Player::SendItemDurations()
12208 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end();++itr
)
12210 (*itr
)->SendTimeUpdate(this);
12214 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
12216 if(!item
) // prevent crash
12219 // last check 2.0.10
12220 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
12221 data
<< GetGUID(); // player GUID
12222 data
<< uint32(received
); // 0=looted, 1=from npc
12223 data
<< uint32(created
); // 0=received, 1=created
12224 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
12225 data
<< (uint8
)item
->GetBagSlot(); // bagslot
12226 // item slot, but when added to stack: 0xFFFFFFFF
12227 data
<< (uint32
) ((item
->GetCount()==count
) ? item
->GetSlot() : -1);
12228 data
<< uint32(item
->GetEntry()); // item id
12229 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
12230 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
12231 data
<< uint32(count
); // count of items
12232 data
<< GetItemCount(item
->GetEntry()); // count of items in inventory
12234 if (broadcast
&& GetGroup())
12235 GetGroup()->BroadcastPacket(&data
);
12237 GetSession()->SendPacket(&data
);
12240 /*********************************************************/
12241 /*** QUEST SYSTEM ***/
12242 /*********************************************************/
12244 void Player::PrepareQuestMenu( uint64 guid
)
12247 QuestRelations
* pObjectQR
;
12248 QuestRelations
* pObjectQIR
;
12249 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
12252 pObject
= (Object
*)pCreature
;
12253 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12254 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12258 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
12261 pObject
= (Object
*)pGameObject
;
12262 pObjectQR
= &objmgr
.mGOQuestRelations
;
12263 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12269 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
12272 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
12274 uint32 quest_id
= i
->second
;
12275 QuestStatus status
= GetQuestStatus( quest_id
);
12276 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
12277 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
12278 else if ( status
== QUEST_STATUS_INCOMPLETE
)
12279 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_INCOMPLETE
);
12280 else if (status
== QUEST_STATUS_AVAILABLE
)
12281 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12284 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
12286 uint32 quest_id
= i
->second
;
12287 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12288 if(!pQuest
) continue;
12290 QuestStatus status
= GetQuestStatus( quest_id
);
12292 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
12293 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
12294 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
12295 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_AVAILABLE
);
12299 void Player::SendPreparedQuest( uint64 guid
)
12301 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
12302 if( questMenu
.Empty() )
12305 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
12307 uint32 status
= qmi0
.m_qIcon
;
12309 // single element case
12310 if ( questMenu
.MenuItemCount() == 1 )
12312 // Auto open -- maybe also should verify there is no greeting
12313 uint32 quest_id
= qmi0
.m_qId
;
12314 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12317 if( status
== DIALOG_STATUS_REWARD_REP
&& !GetQuestRewardStatus( quest_id
) )
12318 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
,false), true );
12319 else if( status
== DIALOG_STATUS_INCOMPLETE
)
12320 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, false, true );
12321 // Send completable on repeatable quest if player don't have quest
12322 else if( pQuest
->IsRepeatable() && !pQuest
->IsDaily() )
12323 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
12325 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
12328 // multiply entries
12334 std::string title
= "";
12335 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
12338 uint32 textid
= pCreature
->GetNpcTextId();
12339 GossipText
const* gossiptext
= objmgr
.GetGossipText(textid
);
12342 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12343 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12348 qe
= gossiptext
->Options
[0].Emotes
[0];
12350 if(!gossiptext
->Options
[0].Text_0
.empty())
12352 title
= gossiptext
->Options
[0].Text_0
;
12354 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12357 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12360 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
12361 title
= nl
->Text_0
[0][loc_idx
];
12367 title
= gossiptext
->Options
[0].Text_1
;
12369 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12372 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12375 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
12376 title
= nl
->Text_1
[0][loc_idx
];
12382 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
12386 bool Player::IsActiveQuest( uint32 quest_id
) const
12388 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
12390 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
12393 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
12396 QuestRelations
* pObjectQR
;
12397 QuestRelations
* pObjectQIR
;
12399 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
12402 pObject
= (Object
*)pCreature
;
12403 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12404 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12408 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
12411 pObject
= (Object
*)pGameObject
;
12412 pObjectQR
= &objmgr
.mGOQuestRelations
;
12413 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12419 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
12420 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
12422 if (itr
->second
== nextQuestID
)
12423 return objmgr
.GetQuestTemplate(nextQuestID
);
12429 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
12431 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
12432 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
12433 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
12434 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
12436 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12442 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12444 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12445 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12446 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12447 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12448 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12449 && SatisfyQuestDay( pQuest
, msg
);
12452 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12454 if( !SatisfyQuestLog( msg
) )
12457 uint32 srcitem
= pQuest
->GetSrcItemId();
12460 uint32 count
= pQuest
->GetSrcItemCount();
12461 ItemPosCountVec dest
;
12462 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12464 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12465 if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12467 else if( msg
!= EQUIP_ERR_OK
)
12469 SendEquipError( msg
, NULL
, NULL
);
12476 bool Player::CanCompleteQuest( uint32 quest_id
)
12480 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12481 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12482 return false; // not allow re-complete quest
12484 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12489 // auto complete quest
12490 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12493 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12496 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12498 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12500 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12505 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12507 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12509 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12512 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12517 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12520 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12523 if ( qInfo
->GetRewOrReqMoney() < 0 )
12525 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12529 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12530 if ( repFacId
&& GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12539 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12541 // Solve problem that player don't have the quest and try complete it.
12542 // if repeatable she must be able to complete event if player don't have it.
12543 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12544 if( !CanTakeQuest(pQuest
, false) )
12547 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12548 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12549 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12552 if( !CanRewardQuest(pQuest
, false) )
12558 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12560 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12561 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12564 // daily quest can't be rewarded (25 daily quest already completed)
12565 if(!SatisfyQuestDay(pQuest
,true))
12568 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12569 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12572 // prevent receive reward with quest items in bank
12573 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12575 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12577 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12578 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12581 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12587 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12588 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12594 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12596 // prevent receive reward with quest items in bank or for not completed quest
12597 if(!CanRewardQuest(pQuest
,msg
))
12600 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12602 if( pQuest
->RewChoiceItemId
[reward
] )
12604 ItemPosCountVec dest
;
12605 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12606 if( res
!= EQUIP_ERR_OK
)
12608 SendEquipError( res
, NULL
, NULL
);
12614 if ( pQuest
->GetRewItemsCount() > 0 )
12616 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12618 if( pQuest
->RewItemId
[i
] )
12620 ItemPosCountVec dest
;
12621 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12622 if( res
!= EQUIP_ERR_OK
)
12624 SendEquipError( res
, NULL
, NULL
);
12634 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12636 uint16 log_slot
= FindQuestSlot( 0 );
12637 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12639 uint32 quest_id
= pQuest
->GetQuestId();
12641 // if not exist then created with set uState==NEW and rewarded=false
12642 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12644 // check for repeatable quests status reset
12645 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12646 questStatusData
.m_explored
= false;
12648 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12650 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12651 questStatusData
.m_itemcount
[i
] = 0;
12654 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12656 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12657 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12660 GiveQuestSourceItem( pQuest
);
12661 AdjustQuestReqItemCount( pQuest
, questStatusData
);
12663 if( pQuest
->GetRepObjectiveFaction() )
12664 SetFactionVisibleForFactionId(pQuest
->GetRepObjectiveFaction());
12667 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12669 uint32 limittime
= pQuest
->GetLimitTime();
12671 // shared timed quest
12672 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12673 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ IN_MILISECONDS
;
12675 AddTimedQuest( quest_id
);
12676 questStatusData
.m_timer
= limittime
* IN_MILISECONDS
;
12677 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12680 questStatusData
.m_timer
= 0;
12682 SetQuestSlot(log_slot
, quest_id
, qtime
);
12684 if (questStatusData
.uState
!= QUEST_NEW
)
12685 questStatusData
.uState
= QUEST_CHANGED
;
12687 //starting initial quest script
12688 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12689 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12691 // Some spells applied at quest activation
12692 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,true);
12693 if(saBounds
.first
!= saBounds
.second
)
12695 uint32 zone
= GetZoneId();
12696 uint32 area
= GetAreaId();
12698 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12699 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12700 if( !HasAura(itr
->second
->spellId
,0) )
12701 CastSpell(this,itr
->second
->spellId
,true);
12704 UpdateForQuestsGO();
12707 void Player::CompleteQuest( uint32 quest_id
)
12711 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12713 uint16 log_slot
= FindQuestSlot( quest_id
);
12714 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12715 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12717 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12719 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12720 RewardQuest(qInfo
,0,this,false);
12722 SendQuestComplete( quest_id
);
12727 void Player::IncompleteQuest( uint32 quest_id
)
12731 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12733 uint16 log_slot
= FindQuestSlot( quest_id
);
12734 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12735 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12739 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12741 uint32 quest_id
= pQuest
->GetQuestId();
12743 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++ )
12745 if ( pQuest
->ReqItemId
[i
] )
12746 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12749 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12750 // SetTimedQuest( 0 );
12751 m_timedquests
.erase(pQuest
->GetQuestId());
12753 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12755 if( pQuest
->RewChoiceItemId
[reward
] )
12757 ItemPosCountVec dest
;
12758 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12760 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12761 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12766 if ( pQuest
->GetRewItemsCount() > 0 )
12768 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12770 if( pQuest
->RewItemId
[i
] )
12772 ItemPosCountVec dest
;
12773 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12775 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12776 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12782 RewardReputation( pQuest
);
12784 if( pQuest
->GetRewSpellCast() > 0 )
12785 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12786 else if( pQuest
->GetRewSpell() > 0)
12787 CastSpell( this, pQuest
->GetRewSpell(), true);
12789 uint16 log_slot
= FindQuestSlot( quest_id
);
12790 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12791 SetQuestSlot(log_slot
,0);
12793 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12795 // Not give XP in case already completed once repeatable quest
12796 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12798 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12799 GiveXP( XP
, NULL
);
12802 int32 money
= int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
));
12803 ModifyMoney( money
);
12804 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, money
);
12807 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12808 if(pQuest
->GetRewOrReqMoney())
12810 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12811 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, pQuest
->GetRewOrReqMoney());
12815 if(pQuest
->GetRewHonorableKills())
12816 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12819 if(pQuest
->GetCharTitleId())
12821 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12822 SetTitle(titleEntry
);
12825 if(pQuest
->GetBonusTalents())
12827 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
12828 InitTalentForLevel();
12831 // Send reward mail
12832 if(pQuest
->GetRewMailTemplateId())
12834 MailMessageType mailType
;
12835 uint32 senderGuidOrEntry
;
12836 switch(questGiver
->GetTypeId())
12839 mailType
= MAIL_CREATURE
;
12840 senderGuidOrEntry
= questGiver
->GetEntry();
12842 case TYPEID_GAMEOBJECT
:
12843 mailType
= MAIL_GAMEOBJECT
;
12844 senderGuidOrEntry
= questGiver
->GetEntry();
12847 mailType
= MAIL_ITEM
;
12848 senderGuidOrEntry
= questGiver
->GetEntry();
12850 case TYPEID_PLAYER
:
12851 mailType
= MAIL_NORMAL
;
12852 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12855 mailType
= MAIL_NORMAL
;
12856 senderGuidOrEntry
= GetGUIDLow();
12860 Loot questMailLoot
;
12862 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this,true);
12865 MailItemsInfo mi
; // item list preparing
12867 uint32 max_slot
= questMailLoot
.GetMaxSlotInLootFor(this);
12868 for(uint32 i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< max_slot
; ++i
)
12870 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12872 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12874 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12875 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12880 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12883 if(pQuest
->IsDaily())
12885 SetDailyQuestStatus(quest_id
);
12886 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12889 if ( !pQuest
->IsRepeatable() )
12890 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12892 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12894 q_status
.m_rewarded
= true;
12897 SendQuestReward( pQuest
, XP
, questGiver
);
12899 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12900 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12901 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
);
12906 // remove auras from spells with quest reward state limitations
12907 SpellAreaForQuestMapBounds saEndBounds
= spellmgr
.GetSpellAreaForQuestEndMapBounds(quest_id
);
12908 if(saEndBounds
.first
!= saEndBounds
.second
)
12910 uint32 zone
= GetZoneId();
12911 uint32 area
= GetAreaId();
12913 for(SpellAreaForAreaMap::const_iterator itr
= saEndBounds
.first
; itr
!= saEndBounds
.second
; ++itr
)
12914 if(!itr
->second
->IsFitToRequirements(this,zone
,area
))
12915 RemoveAurasDueToSpell(itr
->second
->spellId
);
12918 // Some spells applied at quest reward
12919 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,false);
12920 if(saBounds
.first
!= saBounds
.second
)
12922 if(!zone
) zone
= GetZoneId();
12923 if(!area
) area
= GetAreaId();
12925 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12926 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12927 if( !HasAura(itr
->second
->spellId
,0) )
12928 CastSpell(this,itr
->second
->spellId
,true);
12932 void Player::FailQuest( uint32 quest_id
)
12936 IncompleteQuest( quest_id
);
12938 uint16 log_slot
= FindQuestSlot( quest_id
);
12939 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12941 SetQuestSlotTimer(log_slot
, 1 );
12942 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12944 SendQuestFailed( quest_id
);
12948 void Player::FailTimedQuest( uint32 quest_id
)
12952 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12954 q_status
.m_timer
= 0;
12955 if (q_status
.uState
!= QUEST_NEW
)
12956 q_status
.uState
= QUEST_CHANGED
;
12958 IncompleteQuest( quest_id
);
12960 uint16 log_slot
= FindQuestSlot( quest_id
);
12961 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12963 SetQuestSlotTimer(log_slot
, 1 );
12964 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12966 SendQuestTimerFailed( quest_id
);
12970 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12972 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12973 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12975 // skip zone zoneOrSort and 0 case skillOrClass
12976 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12979 int32 questSort
= -zoneOrSort
;
12980 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12982 // check class sort cases in zoneOrSort
12983 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12986 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12991 if( skillOrClass
< 0 )
12993 uint8 reqClass
= -int32(skillOrClass
);
12994 if(getClass() != reqClass
)
12997 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13002 else if( skillOrClass
> 0 )
13004 uint32 reqSkill
= skillOrClass
;
13005 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
13008 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13016 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
13018 if( getLevel() < qInfo
->GetMinLevel() )
13021 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13027 bool Player::SatisfyQuestLog( bool msg
)
13030 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
13035 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
13036 GetSession()->SendPacket( &data
);
13037 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
13042 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
13044 // No previous quest (might be first quest in a series)
13045 if( qInfo
->prevQuests
.empty())
13048 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
13050 uint32 prevId
= abs(*iter
);
13052 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
13053 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
13055 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
13057 // If any of the positive previous quests completed, return true
13058 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
13060 // skip one-from-all exclusive group
13061 if(qPrevInfo
->GetExclusiveGroup() >= 0)
13064 // each-from-all exclusive group ( < 0)
13065 // can be start if only all quests in prev quest exclusive group completed and rewarded
13066 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
13067 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
13069 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
13071 for(; iter
!= end
; ++iter
)
13073 uint32 exclude_Id
= iter
->second
;
13075 // skip checked quest id, only state of other quests in group is interesting
13076 if(exclude_Id
== prevId
)
13079 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13081 // alternative quest from group also must be completed and rewarded(reported)
13082 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
13085 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13091 // If any of the negative previous quests active, return true
13092 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
13093 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
13095 // skip one-from-all exclusive group
13096 if(qPrevInfo
->GetExclusiveGroup() >= 0)
13099 // each-from-all exclusive group ( < 0)
13100 // can be start if only all quests in prev quest exclusive group active
13101 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
13102 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
13104 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
13106 for(; iter
!= end
; ++iter
)
13108 uint32 exclude_Id
= iter
->second
;
13110 // skip checked quest id, only state of other quests in group is interesting
13111 if(exclude_Id
== prevId
)
13114 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13116 // alternative quest from group also must be active
13117 if( i_exstatus
== mQuestStatus
.end() ||
13118 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
13119 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
13122 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13131 // Has only positive prev. quests in non-rewarded state
13132 // and negative prev. quests in non-active state
13134 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13139 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
13141 uint32 reqraces
= qInfo
->GetRequiredRaces();
13142 if ( reqraces
== 0 )
13144 if( (reqraces
& getRaceMask()) == 0 )
13147 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
13153 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
13155 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
13156 if(fIdMin
&& GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
13159 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13163 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
13164 if(fIdMax
&& GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
13167 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13174 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
13176 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
13177 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
13180 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
13186 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
13188 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
13191 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
13197 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
13199 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
13200 if(qInfo
->GetExclusiveGroup() <= 0)
13203 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
13204 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
13206 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
13208 for(; iter
!= end
; ++iter
)
13210 uint32 exclude_Id
= iter
->second
;
13212 // skip checked quest id, only state of other quests in group is interesting
13213 if(exclude_Id
== qInfo
->GetQuestId())
13216 // not allow have daily quest if daily quest from exclusive group already recently completed
13217 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
13218 if( !SatisfyQuestDay(Nquest
, false) )
13221 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13225 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13227 // alternative quest already started or completed
13228 if( i_exstatus
!= mQuestStatus
.end()
13229 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13232 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13239 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
13241 if(!qInfo
->GetNextQuestInChain())
13244 // next quest in chain already started or completed
13245 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
13246 if( itr
!= mQuestStatus
.end()
13247 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13250 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13254 // check for all quests further up the chain
13255 // only necessary if there are quest chains with more than one quest that can be skipped
13256 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
13260 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
13262 // No previous quest in chain
13263 if( qInfo
->prevChainQuests
.empty())
13266 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
13268 uint32 prevId
= *iter
;
13270 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
13272 if( i_prevstatus
!= mQuestStatus
.end() )
13274 // If any of the previous quests in chain active, return false
13275 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
13276 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
13279 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13284 // check for all quests further down the chain
13285 // only necessary if there are quest chains with more than one quest that can be skipped
13286 //if( !SatisfyQuestPrevChain( prevId, msg ) )
13290 // No previous quest in chain active
13294 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
13296 if(!qInfo
->IsDaily())
13299 bool have_slot
= false;
13300 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
13302 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
13303 if(qInfo
->GetQuestId()==id
)
13313 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
13320 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
13322 uint32 srcitem
= pQuest
->GetSrcItemId();
13325 uint32 count
= pQuest
->GetSrcItemCount();
13329 ItemPosCountVec dest
;
13330 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
13331 if( msg
== EQUIP_ERR_OK
)
13333 Item
* item
= StoreNewItem(dest
, srcitem
, true);
13334 SendNewItem(item
, count
, true, false);
13337 // player already have max amount required item, just report success
13338 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
13341 SendEquipError( msg
, NULL
, NULL
);
13348 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
13350 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13353 uint32 srcitem
= qInfo
->GetSrcItemId();
13356 uint32 count
= qInfo
->GetSrcItemCount();
13360 // exist one case when destroy source quest item not possible:
13361 // non un-equippable item (equipped non-empty bag, for example)
13362 uint8 res
= CanUnequipItems(srcitem
,count
);
13363 if(res
!= EQUIP_ERR_OK
)
13366 SendEquipError( res
, NULL
, NULL
);
13370 DestroyItemCount(srcitem
, count
, true, true);
13376 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
13378 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13381 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13382 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13383 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
13384 && !qInfo
->IsRepeatable() )
13385 return itr
->second
.m_rewarded
;
13392 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
13396 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13397 if( itr
!= mQuestStatus
.end() )
13398 return itr
->second
.m_status
;
13400 return QUEST_STATUS_NONE
;
13403 bool Player::CanShareQuest(uint32 quest_id
) const
13405 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13406 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
13408 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13409 if( itr
!= mQuestStatus
.end() )
13410 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
13415 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
13417 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13420 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
13422 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
13423 m_timedquests
.erase(qInfo
->GetQuestId());
13426 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13428 q_status
.m_status
= status
;
13429 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13432 UpdateForQuestsGO();
13435 // not used in MaNGOS, but used in scripting code
13436 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13438 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13442 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13443 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13444 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13449 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
, QuestStatusData
& questStatusData
)
13451 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13453 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
13455 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13456 if( reqitemcount
!= 0 )
13458 uint32 quest_id
= pQuest
->GetQuestId();
13459 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
13461 questStatusData
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13462 if (questStatusData
.uState
!= QUEST_NEW
) questStatusData
.uState
= QUEST_CHANGED
;
13468 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13470 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13471 if ( GetQuestSlotQuestId(i
) == quest_id
)
13474 return MAX_QUEST_LOG_SIZE
;
13477 void Player::AreaExploredOrEventHappens( uint32 questId
)
13481 uint16 log_slot
= FindQuestSlot( questId
);
13482 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13484 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13486 if(!q_status
.m_explored
)
13488 q_status
.m_explored
= true;
13489 if (q_status
.uState
!= QUEST_NEW
)
13490 q_status
.uState
= QUEST_CHANGED
;
13493 if( CanCompleteQuest( questId
) )
13494 CompleteQuest( questId
);
13498 //not used in mangosd, function for external script library
13499 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13501 if( Group
*pGroup
= GetGroup() )
13503 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13505 Player
*pGroupGuy
= itr
->getSource();
13507 // for any leave or dead (with not released body) group member at appropriate distance
13508 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13509 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13513 AreaExploredOrEventHappens(questId
);
13516 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13518 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13520 uint32 questid
= GetQuestSlotQuestId(i
);
13521 if ( questid
== 0 )
13524 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13526 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13529 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13530 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13533 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13535 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13536 if ( reqitem
== entry
)
13538 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13539 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13540 if ( curitemcount
< reqitemcount
)
13542 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13543 q_status
.m_itemcount
[j
] += additemcount
;
13544 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13546 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13548 if ( CanCompleteQuest( questid
) )
13549 CompleteQuest( questid
);
13554 UpdateForQuestsGO();
13555 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
13558 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13560 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13562 uint32 questid
= GetQuestSlotQuestId(i
);
13565 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13568 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13571 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13573 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13574 if ( reqitem
== entry
)
13576 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13578 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13579 uint32 curitemcount
;
13580 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13581 curitemcount
= q_status
.m_itemcount
[j
];
13583 curitemcount
= GetItemCount(entry
,true);
13584 if ( curitemcount
< reqitemcount
+ count
)
13586 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13587 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13588 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13590 IncompleteQuest( questid
);
13596 UpdateForQuestsGO();
13599 void Player::KilledMonster( uint32 entry
, uint64 guid
)
13601 uint32 addkillcount
= 1;
13602 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13603 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13605 uint32 questid
= GetQuestSlotQuestId(i
);
13609 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13612 // just if !ingroup || !noraidgroup || raidgroup
13613 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13614 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13616 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13618 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13620 // skip GO activate objective or none
13621 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13624 // skip Cast at creature objective
13625 if(qInfo
->ReqSpell
[j
] !=0 )
13628 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13630 if ( reqkill
== entry
)
13632 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13633 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13634 if ( curkillcount
< reqkillcount
)
13636 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13637 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13639 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13641 if ( CanCompleteQuest( questid
) )
13642 CompleteQuest( questid
);
13644 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13653 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13655 bool isCreature
= IS_CREATURE_GUID(guid
);
13657 uint32 addCastCount
= 1;
13658 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13660 uint32 questid
= GetQuestSlotQuestId(i
);
13664 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13668 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13670 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13672 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13674 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13676 // skip kill creature objective (0) or wrong spell casts
13677 if(qInfo
->ReqSpell
[j
] != spell_id
)
13680 uint32 reqTarget
= 0;
13684 // creature activate objectives
13685 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13686 // checked at quest_template loading
13687 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13691 // GO activate objective
13692 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13693 // checked at quest_template loading
13694 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13697 // other not this creature/GO related objectives
13698 if( reqTarget
!= entry
)
13701 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13702 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13703 if ( curCastCount
< reqCastCount
)
13705 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13706 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13708 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13711 if ( CanCompleteQuest( questid
) )
13712 CompleteQuest( questid
);
13714 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13722 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13724 uint32 addTalkCount
= 1;
13725 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13727 uint32 questid
= GetQuestSlotQuestId(i
);
13731 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13735 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13737 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13739 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13741 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13743 // skip spell casts and Gameobject objectives
13744 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13747 uint32 reqTarget
= 0;
13749 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13750 // checked at quest_template loading
13751 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13755 if ( reqTarget
== entry
)
13757 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13758 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13759 if ( curTalkCount
< reqTalkCount
)
13761 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13762 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13764 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13766 if ( CanCompleteQuest( questid
) )
13767 CompleteQuest( questid
);
13769 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13778 void Player::MoneyChanged( uint32 count
)
13780 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13782 uint32 questid
= GetQuestSlotQuestId(i
);
13786 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13787 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13789 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13791 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13793 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13795 if ( CanCompleteQuest( questid
) )
13796 CompleteQuest( questid
);
13799 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13801 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13802 IncompleteQuest( questid
);
13808 bool Player::HasQuestForItem( uint32 itemid
) const
13810 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13812 uint32 questid
= GetQuestSlotQuestId(i
);
13813 if ( questid
== 0 )
13816 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
13817 if(qs_itr
== mQuestStatus
.end())
13820 QuestStatusData
const& q_status
= qs_itr
->second
;
13822 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13824 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
13828 // hide quest if player is in raid-group and quest is no raid quest
13829 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13832 // There should be no mixed ReqItem/ReqSource drop
13833 // This part for ReqItem drop
13834 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13836 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13839 // This part - for ReqSource
13840 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; j
++)
13842 // examined item is a source item
13843 if (qinfo
->ReqSourceId
[j
] == itemid
)
13845 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(itemid
);
13848 if (pProto
->MaxCount
&& GetItemCount(itemid
,true) < pProto
->MaxCount
)
13851 // allows custom amount drop when not 0
13852 if (qinfo
->ReqSourceCount
[j
])
13854 if (GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13856 } else if (GetItemCount(itemid
,true) < pProto
->Stackable
)
13865 void Player::SendQuestComplete( uint32 quest_id
)
13869 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13870 data
<< uint32(quest_id
);
13871 GetSession()->SendPacket( &data
);
13872 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13876 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13878 uint32 questid
= pQuest
->GetQuestId();
13879 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13880 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13881 data
<< uint32(questid
);
13883 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13885 data
<< uint32(XP
);
13886 data
<< uint32(pQuest
->GetRewOrReqMoney());
13891 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13894 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13895 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13896 GetSession()->SendPacket( &data
);
13898 if (pQuest
->GetQuestCompleteScript() != 0)
13899 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13902 void Player::SendQuestFailed( uint32 quest_id
)
13906 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13908 data
<< uint32(0); // failed reason (4 for inventory is full)
13909 GetSession()->SendPacket( &data
);
13910 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13914 void Player::SendQuestTimerFailed( uint32 quest_id
)
13918 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13920 GetSession()->SendPacket( &data
);
13921 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13925 void Player::SendCanTakeQuestResponse( uint32 msg
)
13927 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13928 data
<< uint32(msg
);
13929 GetSession()->SendPacket( &data
);
13930 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13933 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13937 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13938 data
<< uint64(pPlayer
->GetGUID());
13939 data
<< uint8(msg
); // valid values: 0-8
13940 GetSession()->SendPacket( &data
);
13941 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13945 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13947 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13948 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13949 //data << pQuest->ReqItemId[item_idx];
13951 GetSession()->SendPacket( &data
);
13954 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13956 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13958 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13960 // client expected gameobject template id in form (id|0x80000000)
13961 entry
= (-entry
) | 0x80000000;
13963 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13964 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13965 data
<< uint32(pQuest
->GetQuestId());
13966 data
<< uint32(entry
);
13967 data
<< uint32(old_count
+ add_count
);
13968 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13969 data
<< uint64(guid
);
13970 GetSession()->SendPacket(&data
);
13972 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13973 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13974 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13977 /*********************************************************/
13978 /*** LOAD SYSTEM ***/
13979 /*********************************************************/
13981 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13983 bool delete_result
= true;
13986 // 0 1 2 3 4 5 6 7 8 9
13987 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid
);
13988 if(!result
) return false;
13990 else delete_result
= false;
13992 Field
*fields
= result
->Fetch();
13994 if(!LoadValues( fields
[1].GetString()))
13996 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid
));
13997 if(delete_result
) delete result
;
14001 // overwrite possible wrong/corrupted guid
14002 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
14004 m_name
= fields
[2].GetCppString();
14006 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
14007 SetMapId(fields
[6].GetUInt32());
14008 // the instance id is not needed at character enum
14010 m_Played_time
[0] = fields
[7].GetUInt32();
14011 m_Played_time
[1] = fields
[8].GetUInt32();
14013 m_atLoginFlags
= fields
[9].GetUInt32();
14015 // I don't see these used anywhere ..
14018 _LoadBoundInstances();*/
14020 if (delete_result
) delete result
;
14022 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
14025 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14026 m_deathState
= DEAD
;
14031 void Player::_LoadDeclinedNames(QueryResult
* result
)
14037 delete m_declinedname
;
14039 m_declinedname
= new DeclinedName
;
14040 Field
*fields
= result
->Fetch();
14041 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
14042 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
14047 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
14049 // arenateamid, played_week, played_season, personal_rating
14050 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
)*18);
14056 Field
*fields
= result
->Fetch();
14058 uint32 arenateamid
= fields
[0].GetUInt32();
14059 uint32 played_week
= fields
[1].GetUInt32();
14060 uint32 played_season
= fields
[2].GetUInt32();
14061 uint32 personal_rating
= fields
[3].GetUInt32();
14063 ArenaTeam
* aTeam
= objmgr
.GetArenaTeamById(arenateamid
);
14066 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid
, played_week
, played_season
, personal_rating
);
14069 uint8 arenaSlot
= aTeam
->GetSlot();
14071 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6] = arenateamid
; // TeamID
14072 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 1] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
14073 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 2] = played_week
; // Played Week
14074 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 3] = played_season
; // Played Season
14075 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 4] = 0; // Unk
14076 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 5] = personal_rating
; // Personal Rating
14078 }while (result
->NextRow());
14082 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
14084 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
14088 Field
*fields
= result
->Fetch();
14090 x
= fields
[0].GetFloat();
14091 y
= fields
[1].GetFloat();
14092 z
= fields
[2].GetFloat();
14093 o
= fields
[3].GetFloat();
14094 mapid
= fields
[4].GetUInt32();
14095 in_flight
= !fields
[5].GetCppString().empty();
14101 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
14103 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
14107 Field
*fields
= result
->Fetch();
14109 data
= StrSplit(fields
[0].GetCppString(), " ");
14116 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
14118 if(index
>= data
.size())
14121 return (uint32
)atoi(data
[index
].c_str());
14124 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
14127 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
14128 memcpy(&result
, &temp
, sizeof(result
));
14133 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
14136 if(!LoadValuesArrayFromDB(data
,guid
))
14139 return GetUInt32ValueFromArray(data
,index
);
14142 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
14145 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
14146 memcpy(&result
, &temp
, sizeof(result
));
14151 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
14153 //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 [28] [29] 30 31 32 33 34 35 36 37 38 39 40
14154 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points,bgid,bgteam,bgmap,bgx,bgy,bgz,bgo FROM characters WHERE guid = '%u'", guid);
14155 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
14159 sLog
.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
14163 Field
*fields
= result
->Fetch();
14165 uint32 dbAccountId
= fields
[1].GetUInt32();
14167 // check if the character's account in the db and the logged in account match.
14168 // player should be able to load/delete character only with correct account!
14169 if( dbAccountId
!= GetSession()->GetAccountId() )
14171 sLog
.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
14176 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
14178 m_name
= fields
[3].GetCppString();
14180 // check name limitations
14181 if(!ObjectMgr::IsValidName(m_name
) || GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
))
14184 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
14188 if(!LoadValues( fields
[2].GetString()))
14190 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
14195 // overwrite possible wrong/corrupted guid
14196 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
14198 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
14199 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
14201 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), 0 );
14202 SetVisibleItemSlot(slot
,NULL
);
14206 delete m_items
[slot
];
14207 m_items
[slot
] = NULL
;
14211 // update money limits
14212 if(GetMoney() > MAX_MONEY_AMOUNT
)
14213 SetMoney(MAX_MONEY_AMOUNT
);
14215 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
14218 m_race
= fields
[4].GetUInt8();
14219 //Need to call it to initialize m_team (m_team can be calculated from m_race)
14220 //Other way is to saves m_team into characters table.
14221 setFactionForRace(m_race
);
14224 m_class
= fields
[5].GetUInt8();
14226 // load home bind and check in same time class/race pair, it used later for restore broken positions
14227 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
14230 InitPrimaryProffesions(); // to max set before any spell loaded
14232 // init saved position, and fix it later if problematic
14233 uint32 transGUID
= fields
[24].GetUInt32();
14234 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
14235 SetMapId(fields
[9].GetUInt32());
14236 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
14238 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
14240 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
14242 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[33].GetUInt32();
14243 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
14244 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
14246 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
14248 // check arena teams integrity
14249 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
14251 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
14255 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
14256 if(at
->HaveMember(GetGUID()))
14259 // arena team not exist or not member, cleanup fields
14260 for(int j
=0; j
< 6; ++j
)
14261 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
14264 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
14266 if(!IsPositionValid())
14268 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());
14269 RelocateToHomebind();
14273 m_movementInfo
.t_x
= 0.0f
;
14274 m_movementInfo
.t_y
= 0.0f
;
14275 m_movementInfo
.t_z
= 0.0f
;
14276 m_movementInfo
.t_o
= 0.0f
;
14279 uint32 bgid
= fields
[34].GetUInt32();
14280 uint32 bgteam
= fields
[35].GetUInt32();
14282 if(bgid
) //saved in BattleGround
14284 SetBattleGroundEntryPoint(fields
[36].GetUInt32(),fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
14286 // check entry point and fix to homebind if need
14287 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(m_bgEntryPoint
.mapid
);
14288 if(!mapEntry
|| mapEntry
->Instanceable() || !MapManager::IsValidMapCoord(m_bgEntryPoint
))
14289 SetBattleGroundEntryPoint(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
,0.0f
);
14291 BattleGround
*currentBg
= sBattleGroundMgr
.GetBattleGround(bgid
, BATTLEGROUND_TYPE_NONE
);
14293 if(currentBg
&& currentBg
->IsPlayerInBattleGround(GetGUID()))
14295 BattleGroundQueueTypeId bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(currentBg
->GetTypeID(), currentBg
->GetArenaType());
14296 uint32 queueSlot
= AddBattleGroundQueueId(bgQueueTypeId
);
14298 SetBattleGroundId(currentBg
->GetInstanceID(), currentBg
->GetTypeID());
14301 //join player to battleground group
14302 currentBg
->PlayerRelogin(this);
14303 currentBg
->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), bgteam
);
14305 SetInviteForBattleGroundQueueType(bgQueueTypeId
,currentBg
->GetInstanceID());
14309 Relocate(GetBattleGroundEntryPoint());
14310 //RemoveArenaAuras(true);
14315 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14316 // if server restart after player save in BG or area
14317 // player can have current coordinates in to BG/Arean map, fix this
14318 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena())
14320 // return to BG master
14321 SetMapId(fields
[36].GetUInt32());
14322 Relocate(fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
14324 // check entry point and fix to homebind if need
14325 mapEntry
= sMapStore
.LookupEntry(GetMapId());
14326 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena() || !IsPositionValid())
14327 RelocateToHomebind();
14331 if (transGUID
!= 0)
14333 m_movementInfo
.t_x
= fields
[20].GetFloat();
14334 m_movementInfo
.t_y
= fields
[21].GetFloat();
14335 m_movementInfo
.t_z
= fields
[22].GetFloat();
14336 m_movementInfo
.t_o
= fields
[23].GetFloat();
14338 if( !MaNGOS::IsValidMapCoord(
14339 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14340 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
14341 // transport size limited
14342 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
14344 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14345 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14346 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
14348 RelocateToHomebind();
14350 m_movementInfo
.t_x
= 0.0f
;
14351 m_movementInfo
.t_y
= 0.0f
;
14352 m_movementInfo
.t_z
= 0.0f
;
14353 m_movementInfo
.t_o
= 0.0f
;
14359 if (transGUID
!= 0)
14361 for (MapManager::TransportSet::iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
14363 if( (*iter
)->GetGUIDLow() == transGUID
)
14365 MapEntry
const* transMapEntry
= sMapStore
.LookupEntry((*iter
)->GetMapId());
14366 // client without expansion support
14367 if(GetSession()->Expansion() < transMapEntry
->Expansion())
14369 sLog
.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter
)->GetMapId());
14373 m_transport
= *iter
;
14374 m_transport
->AddPassenger(this);
14375 SetMapId(m_transport
->GetMapId());
14382 sLog
.outError("ERROR: Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14385 RelocateToHomebind();
14387 m_movementInfo
.t_x
= 0.0f
;
14388 m_movementInfo
.t_y
= 0.0f
;
14389 m_movementInfo
.t_z
= 0.0f
;
14390 m_movementInfo
.t_o
= 0.0f
;
14395 else // not transport case
14397 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14398 // client without expansion support
14399 if(GetSession()->Expansion() < mapEntry
->Expansion())
14401 sLog
.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14402 RelocateToHomebind();
14406 // NOW player must have valid map
14407 // load the player's map here if it's not already loaded
14408 Map
*map
= GetMap();
14410 // since the player may not be bound to the map yet, make sure subsequent
14411 // getmap calls won't create new maps
14412 SetInstanceId(map
->GetInstanceId());
14414 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14415 if(GetInstanceId() && !sInstanceSaveManager
.GetInstanceSave(GetInstanceId()))
14417 AreaTrigger
const* at
= objmgr
.GetMapEntranceTrigger(GetMapId());
14419 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
14421 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());
14424 SaveRecallPosition();
14426 time_t now
= time(NULL
);
14427 time_t logoutTime
= time_t(fields
[16].GetUInt64());
14429 // since last logout (in seconds)
14430 uint64 time_diff
= uint64(now
- logoutTime
);
14432 // set value, including drunk invisibility detection
14433 // calculate sobering. after 15 minutes logged out, the player will be sober again
14435 if(time_diff
> 15*MINUTE
)
14438 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14439 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14440 SetDrunkValue(newDrunkenValue
);
14442 m_rest_bonus
= fields
[15].GetFloat();
14443 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14444 float bubble0
= 0.031;
14445 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14446 float bubble1
= 0.125;
14448 if((int32
)fields
[16].GetUInt32() > 0)
14450 float bubble
= fields
[17].GetUInt32() > 0
14451 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14452 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14454 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14457 m_cinematic
= fields
[12].GetUInt32();
14458 m_Played_time
[0]= fields
[13].GetUInt32();
14459 m_Played_time
[1]= fields
[14].GetUInt32();
14461 m_resetTalentsCost
= fields
[18].GetUInt32();
14462 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
14464 // reserve some flags
14465 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14467 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14468 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14470 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
14472 uint32 extraflags
= fields
[25].GetUInt32();
14474 m_stableSlots
= fields
[26].GetUInt32();
14475 if(m_stableSlots
> 4)
14477 sLog
.outError("Player can have not more 4 stable slots, but have in DB %u",uint32(m_stableSlots
));
14481 m_atLoginFlags
= fields
[27].GetUInt32();
14484 // Update Honor kills data
14485 m_lastHonorUpdateTime
= logoutTime
;
14486 UpdateHonorFields();
14488 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
14489 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14490 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14492 std::string taxi_nodes
= fields
[31].GetCppString();
14496 // clear channel spell data (if saved at channel spell casting)
14497 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
14498 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14500 // clear charm/summon related fields
14507 // reset some aura modifiers before aura apply
14508 SetFarSightGUID(0);
14509 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14510 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14514 // make sure the unit is considered out of combat for proper loading
14517 // make sure the unit is considered not in duel for proper loading
14518 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14519 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14521 // remember loaded power/health values to restore after stats initialization and modifier applying
14522 uint32 savedHealth
= GetHealth();
14523 uint32 savedPower
[MAX_POWERS
];
14524 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14525 savedPower
[i
] = GetPower(Powers(i
));
14527 // reset stats before loading any modifiers
14528 InitStatsForLevel();
14529 InitTaxiNodesForLevel();
14530 InitGlyphsForLevel();
14533 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14535 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14538 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14541 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14542 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14543 m_deathState
= DEAD
;
14545 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14547 // after spell load, learn rewarded spell if need also
14548 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14549 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14551 // after spell and quest load
14552 InitTalentForLevel();
14553 learnDefaultSpells();
14555 _LoadTutorials(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS
));
14557 // must be before inventory (some items required reputation check)
14558 _LoadReputation(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14560 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14562 // update items with duration and realtime
14563 UpdateItemDuration(time_diff
, true);
14565 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14567 // unread mails and next delivery time, actual mails not loaded
14568 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14570 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14572 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14573 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14574 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14576 if(!HasTitle(curTitle
))
14577 SetUInt32Value(PLAYER_CHOSEN_TITLE
,0);
14580 // Not finish taxi flight path
14581 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
,GetTeam()))
14583 // problems with taxi path loading
14584 TaxiNodesEntry
const* nodeEntry
= NULL
;
14585 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14586 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14588 if(!nodeEntry
) // don't know taxi start node, to homebind
14590 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14591 RelocateToHomebind();
14592 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14594 else // have start node, to it
14596 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14597 SetMapId(nodeEntry
->map_id
);
14598 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14599 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14601 m_taxi
.ClearTaxiDestinations();
14603 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
14605 // save source node as recall coord to prevent recall and fall from sky
14606 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14607 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14608 m_recallMap
= nodeEntry
->map_id
;
14609 m_recallX
= nodeEntry
->x
;
14610 m_recallY
= nodeEntry
->y
;
14611 m_recallZ
= nodeEntry
->z
;
14613 // flight will started later
14616 // has to be called after last Relocate() in Player::LoadFromDB
14617 SetFallInformation(0, GetPositionZ());
14619 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14621 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14622 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14624 RemoveAllAurasOnDeath();
14626 //apply all stat bonuses from items and auras
14627 SetCanModifyStats(true);
14630 // restore remembered power/health values (but not more max values)
14631 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14632 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14633 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14635 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14639 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14641 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14644 case 0: break; // disable
14645 case 1: SetGameMaster(true); break; // enable
14646 case 2: // save state
14647 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14648 SetGameMaster(true);
14652 switch(sWorld
.getConfig(CONFIG_GM_VISIBLE_STATE
))
14655 case 0: SetGMVisible(false); break; // invisible
14656 case 1: break; // visible
14657 case 2: // save state
14658 if(extraflags
& PLAYER_EXTRA_GM_INVISIBLE
)
14659 SetGMVisible(false);
14663 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14666 case 0: break; // disable
14667 case 1: SetAcceptTicket(true); break; // enable
14668 case 2: // save state
14669 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14670 SetAcceptTicket(true);
14674 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14677 case 0: break; // disable
14678 case 1: SetGMChat(true); break; // enable
14679 case 2: // save state
14680 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14685 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14688 case 0: break; // disable
14689 case 1: SetAcceptWhispers(true); break; // enable
14690 case 2: // save state
14691 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14692 SetAcceptWhispers(true);
14697 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14699 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14700 m_achievementMgr
.CheckAllAchievementCriteria();
14704 bool Player::isAllowedToLoot(Creature
* creature
)
14706 if(Player
* recipient
= creature
->GetLootRecipient())
14708 if (recipient
== this)
14710 if( Group
* otherGroup
= recipient
->GetGroup())
14712 Group
* thisGroup
= GetGroup();
14715 return thisGroup
== otherGroup
;
14720 // prevent other players from looting if the recipient got disconnected
14721 return !creature
->hasLootRecipient();
14724 void Player::_LoadActions(QueryResult
*result
)
14726 m_actionButtons
.clear();
14728 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14734 Field
*fields
= result
->Fetch();
14736 uint8 button
= fields
[0].GetUInt8();
14738 addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8());
14740 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
14742 while( result
->NextRow() );
14748 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14751 for (int i
= 0; i
< TOTAL_AURAS
; i
++)
14752 m_modAuras
[i
].clear();
14754 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14760 Field
*fields
= result
->Fetch();
14761 uint64 caster_guid
= fields
[0].GetUInt64();
14762 uint32 spellid
= fields
[1].GetUInt32();
14763 uint32 effindex
= fields
[2].GetUInt32();
14764 uint32 stackcount
= fields
[3].GetUInt32();
14765 int32 damage
= (int32
)fields
[4].GetUInt32();
14766 int32 maxduration
= (int32
)fields
[5].GetUInt32();
14767 int32 remaintime
= (int32
)fields
[6].GetUInt32();
14768 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
14770 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14773 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14779 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14783 // negative effects should continue counting down after logout
14784 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14786 if(remaintime
<= int32(timediff
))
14789 remaintime
-= timediff
;
14792 // prevent wrong values of remaincharges
14793 if(spellproto
->procCharges
)
14795 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14796 remaincharges
= spellproto
->procCharges
;
14801 //do not load single target auras (unless they were cast by the player)
14802 if (caster_guid
!= GetGUID() && IsSingleTargetSpell(spellproto
))
14805 for(uint32 i
=0; i
<stackcount
; i
++)
14807 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14809 damage
= aura
->GetModifier()->m_amount
;
14810 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14812 sLog
.outDetail("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14815 while( result
->NextRow() );
14820 if(m_class
== CLASS_WARRIOR
)
14821 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14824 void Player::_LoadGlyphAuras()
14826 for (uint8 i
= 0; i
<= MAX_GLYPH_SLOT_INDEX
; ++i
)
14828 if (uint32 glyph
= GetGlyph(i
))
14830 if (GlyphPropertiesEntry
const *gp
= sGlyphPropertiesStore
.LookupEntry(glyph
))
14832 if (GlyphSlotEntry
const *gs
= sGlyphSlotStore
.LookupEntry(GetGlyphSlot(i
)))
14834 if(gp
->TypeFlags
== gs
->TypeFlags
)
14836 CastSpell(this, gp
->SpellId
, true);
14840 sLog
.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name
.c_str(), gp
->TypeFlags
, gs
->TypeFlags
);
14843 sLog
.outError("Player %s has not existing glyph slot entry %u on index %u", m_name
.c_str(), GetGlyphSlot(i
), i
);
14846 sLog
.outError("Player %s has not existing glyph entry %u on index %u", m_name
.c_str(), glyph
, i
);
14848 // On any error remove glyph
14854 void Player::LoadCorpse()
14858 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14862 if(Corpse
*corpse
= GetCorpse())
14864 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14868 //Prevent Dead Player login without corpse
14869 ResurrectPlayer(0.5f
);
14874 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14876 //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());
14877 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14878 //NOTE: the "order by `bag`" is important because it makes sure
14879 //the bagMap is filled before items in the bags are loaded
14880 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14881 //expected to be equipped before offhand items (TODO: fixme)
14883 uint32 zone
= GetZoneId();
14887 std::list
<Item
*> problematicItems
;
14889 // prevent items from being added to the queue when stored
14890 m_itemUpdateQueueBlocked
= true;
14893 Field
*fields
= result
->Fetch();
14894 uint32 bag_guid
= fields
[1].GetUInt32();
14895 uint8 slot
= fields
[2].GetUInt8();
14896 uint32 item_guid
= fields
[3].GetUInt32();
14897 uint32 item_id
= fields
[4].GetUInt32();
14899 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14903 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14904 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14905 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14909 Item
*item
= NewItemOrBag(proto
);
14911 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14913 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14914 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14915 item
->FSetState(ITEM_REMOVED
);
14916 item
->SaveToDB(); // it also deletes item object !
14920 // not allow have in alive state item limited to another map/zone
14921 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14923 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14924 item
->FSetState(ITEM_REMOVED
);
14925 item
->SaveToDB(); // it also deletes item object !
14929 // "Conjured items disappear if you are logged out for more than 15 minutes"
14930 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14932 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14933 item
->FSetState(ITEM_REMOVED
);
14934 item
->SaveToDB(); // it also deletes item object !
14938 bool success
= true;
14942 // the item is not in a bag
14943 item
->SetContainer( NULL
);
14944 item
->SetSlot(slot
);
14946 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14948 ItemPosCountVec dest
;
14949 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14950 item
= StoreItem(dest
, item
, true);
14954 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14957 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14958 QuickEquipItem(dest
, item
);
14962 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14964 ItemPosCountVec dest
;
14965 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14966 item
= BankItem(dest
, item
, true);
14973 // store bags that may contain items in them
14974 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14975 bagMap
[item_guid
] = (Bag
*)item
;
14980 item
->SetSlot(NULL_SLOT
);
14981 // the item is in a bag, find the bag
14982 std::map
<uint64
, Bag
*>::iterator itr
= bagMap
.find(bag_guid
);
14983 if(itr
!= bagMap
.end())
14984 itr
->second
->StoreItem(slot
, item
, true );
14989 // item's state may have changed after stored
14991 item
->SetState(ITEM_UNCHANGED
, this);
14994 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
);
14995 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14996 problematicItems
.push_back(item
);
14998 } while (result
->NextRow());
15001 m_itemUpdateQueueBlocked
= false;
15003 // send by mail problematic items
15004 while(!problematicItems
.empty())
15007 MailItemsInfo mi
; // item list preparing
15009 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
15011 Item
* item
= problematicItems
.front();
15012 problematicItems
.pop_front();
15014 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
15017 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
15019 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
15023 _ApplyAllItemMods();
15026 // load mailed item which should receive current player
15027 void Player::_LoadMailedItems(Mail
*mail
)
15029 // data needs to be at first place for Item::LoadFromDB
15030 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
);
15036 Field
*fields
= result
->Fetch();
15037 uint32 item_guid_low
= fields
[1].GetUInt32();
15038 uint32 item_template
= fields
[2].GetUInt32();
15040 mail
->AddItem(item_guid_low
, item_template
);
15042 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
15046 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
);
15047 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
15048 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
15052 Item
*item
= NewItemOrBag(proto
);
15054 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
15056 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
15057 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
15058 item
->FSetState(ITEM_REMOVED
);
15059 item
->SaveToDB(); // it also deletes item object !
15064 } while (result
->NextRow());
15069 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
15071 //set a count of unread mails
15072 //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);
15075 Field
*fieldMail
= resultUnread
->Fetch();
15076 unReadMails
= fieldMail
[0].GetUInt8();
15077 delete resultUnread
;
15080 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
15081 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
15082 if (resultDelivery
)
15084 Field
*fieldMail
= resultDelivery
->Fetch();
15085 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
15086 delete resultDelivery
;
15090 void Player::_LoadMail()
15093 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
15094 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());
15099 Field
*fields
= result
->Fetch();
15100 Mail
*m
= new Mail
;
15101 m
->messageID
= fields
[0].GetUInt32();
15102 m
->messageType
= fields
[1].GetUInt8();
15103 m
->sender
= fields
[2].GetUInt32();
15104 m
->receiver
= fields
[3].GetUInt32();
15105 m
->subject
= fields
[4].GetCppString();
15106 m
->itemTextId
= fields
[5].GetUInt32();
15107 bool has_items
= fields
[6].GetBool();
15108 m
->expire_time
= (time_t)fields
[7].GetUInt64();
15109 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
15110 m
->money
= fields
[9].GetUInt32();
15111 m
->COD
= fields
[10].GetUInt32();
15112 m
->checked
= fields
[11].GetUInt32();
15113 m
->stationery
= fields
[12].GetUInt8();
15114 m
->mailTemplateId
= fields
[13].GetInt16();
15116 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
15118 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
15119 m
->mailTemplateId
= 0;
15122 m
->state
= MAIL_STATE_UNCHANGED
;
15125 _LoadMailedItems(m
);
15127 m_mail
.push_back(m
);
15128 } while( result
->NextRow() );
15131 m_mailsLoaded
= true;
15134 void Player::LoadPet()
15136 //fixme: the pet should still be loaded if the player is not in world
15137 // just not added to the map
15140 Pet
*pet
= new Pet
;
15141 if(!pet
->LoadPetFromDB(this,0,0,true))
15146 void Player::_LoadQuestStatus(QueryResult
*result
)
15148 mQuestStatus
.clear();
15152 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
15153 //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());
15159 Field
*fields
= result
->Fetch();
15161 uint32 quest_id
= fields
[0].GetUInt32();
15162 // used to be new, no delete?
15163 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
15167 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
15169 uint32 qstatus
= fields
[1].GetUInt32();
15170 if(qstatus
< MAX_QUEST_STATUS
)
15171 questStatusData
.m_status
= QuestStatus(qstatus
);
15174 questStatusData
.m_status
= QUEST_STATUS_NONE
;
15175 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
15178 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
15179 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
15181 time_t quest_time
= time_t(fields
[4].GetUInt64());
15183 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
15185 AddTimedQuest( quest_id
);
15187 if (quest_time
<= sWorld
.GetGameTime())
15188 questStatusData
.m_timer
= 1;
15190 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * IN_MILISECONDS
;
15195 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
15196 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
15197 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
15198 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
15199 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
15200 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
15201 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
15202 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
15204 questStatusData
.uState
= QUEST_UNCHANGED
;
15206 // add to quest log
15207 if( slot
< MAX_QUEST_LOG_SIZE
&&
15208 ( questStatusData
.m_status
==QUEST_STATUS_INCOMPLETE
||
15209 questStatusData
.m_status
==QUEST_STATUS_COMPLETE
&&
15210 (!questStatusData
.m_rewarded
|| pQuest
->IsDaily()) ) )
15212 SetQuestSlot(slot
,quest_id
,quest_time
);
15214 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
15215 SetQuestSlotState(slot
,QUEST_STATE_COMPLETE
);
15217 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
15218 if(questStatusData
.m_creatureOrGOcount
[idx
])
15219 SetQuestSlotCounter(slot
,idx
,questStatusData
.m_creatureOrGOcount
[idx
]);
15224 if(questStatusData
.m_rewarded
)
15226 // learn rewarded spell if unknown
15227 learnQuestRewardedSpells(pQuest
);
15229 // set rewarded title if any
15230 if(pQuest
->GetCharTitleId())
15232 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
15233 SetTitle(titleEntry
);
15236 if(pQuest
->GetBonusTalents())
15237 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
15240 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
15243 while( result
->NextRow() );
15248 // clear quest log tail
15249 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
15253 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
15255 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15256 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
15258 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
15262 uint32 quest_daily_idx
= 0;
15266 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
15268 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15272 Field
*fields
= result
->Fetch();
15274 uint32 quest_id
= fields
[0].GetUInt32();
15276 // save _any_ from daily quest times (it must be after last reset anyway)
15277 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
15279 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
15283 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
15286 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
15288 while( result
->NextRow() );
15293 m_DailyQuestChanged
= false;
15296 void Player::_LoadReputation(QueryResult
*result
)
15298 m_factions
.clear();
15300 // Set initial reputations (so everything is nifty before DB data load)
15301 SetInitialFactions();
15303 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
15309 Field
*fields
= result
->Fetch();
15311 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(fields
[0].GetUInt32());
15312 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
15314 FactionState
* faction
= &m_factions
[factionEntry
->reputationListID
];
15316 // update standing to current
15317 faction
->Standing
= int32(fields
[1].GetUInt32());
15319 uint32 dbFactionFlags
= fields
[2].GetUInt32();
15321 if( dbFactionFlags
& FACTION_FLAG_VISIBLE
)
15322 SetFactionVisible(faction
); // have internal checks for forced invisibility
15324 if( dbFactionFlags
& FACTION_FLAG_INACTIVE
)
15325 SetFactionInactive(faction
,true); // have internal checks for visibility requirement
15327 if( dbFactionFlags
& FACTION_FLAG_AT_WAR
) // DB at war
15328 SetFactionAtWar(faction
,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
15329 else // DB not at war
15331 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
15332 if( faction
->Flags
& FACTION_FLAG_VISIBLE
)
15333 SetFactionAtWar(faction
,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
15336 // set atWar for hostile
15337 if(GetReputationRank(factionEntry
) <= REP_HOSTILE
)
15338 SetFactionAtWar(faction
,true);
15340 // reset changed flag if values similar to saved in DB
15341 if(faction
->Flags
==dbFactionFlags
)
15342 faction
->Changed
= false;
15345 while( result
->NextRow() );
15351 void Player::_LoadSpells(QueryResult
*result
)
15353 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15359 Field
*fields
= result
->Fetch();
15361 addSpell(fields
[0].GetUInt16(), fields
[1].GetBool(), false, false, fields
[2].GetBool());
15363 while( result
->NextRow() );
15369 void Player::_LoadTutorials(QueryResult
*result
)
15371 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
15377 Field
*fields
= result
->Fetch();
15379 for (int iI
=0; iI
<8; iI
++)
15380 m_Tutorials
[iI
] = fields
[iI
].GetUInt32();
15382 while( result
->NextRow() );
15387 m_TutorialsChanged
= false;
15390 void Player::_LoadGroup(QueryResult
*result
)
15392 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15395 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
15397 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
15400 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
15401 SetGroup(group
, subgroup
);
15402 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
15404 // the group leader may change the instance difficulty while the player is offline
15405 SetDifficulty(group
->GetDifficulty());
15411 void Player::_LoadBoundInstances(QueryResult
*result
)
15413 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15414 m_boundInstances
[i
].clear();
15416 Group
*group
= GetGroup();
15418 //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));
15423 Field
*fields
= result
->Fetch();
15424 bool perm
= fields
[1].GetBool();
15425 uint32 mapId
= fields
[2].GetUInt32();
15426 uint32 instanceId
= fields
[0].GetUInt32();
15427 uint8 difficulty
= fields
[3].GetUInt8();
15428 time_t resetTime
= (time_t)fields
[4].GetUInt64();
15429 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15430 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15431 // and in that case it is not used
15435 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
);
15436 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15440 // since non permanent binds are always solo bind, they can always be reset
15441 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
15442 if(save
) BindToInstance(save
, perm
, true);
15443 } while(result
->NextRow());
15448 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
15450 // some instances only have one difficulty
15451 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
15452 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
15454 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15455 if(itr
!= m_boundInstances
[difficulty
].end())
15456 return &itr
->second
;
15461 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
15463 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15464 UnbindInstance(itr
, difficulty
, unload
);
15467 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
15469 if(itr
!= m_boundInstances
[difficulty
].end())
15471 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15472 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15473 m_boundInstances
[difficulty
].erase(itr
++);
15477 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15481 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15484 // update the save when the group kills a boss
15485 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15486 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());
15489 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15491 if(bind
.save
!= save
)
15493 if(bind
.save
) bind
.save
->RemovePlayer(this);
15494 save
->AddPlayer(this);
15497 if(permanent
) save
->SetCanReset(false);
15500 bind
.perm
= permanent
;
15501 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());
15508 void Player::SendRaidInfo()
15510 uint32 counter
= 0;
15512 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15514 size_t p_counter
= data
.wpos();
15515 data
<< uint32(counter
); // placeholder
15517 for(int i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15519 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15521 if(itr
->second
.perm
)
15523 InstanceSave
*save
= itr
->second
.save
;
15524 data
<< uint32(save
->GetMapId());
15525 data
<< uint32(save
->GetResetTime() - time(NULL
));
15526 data
<< uint32(save
->GetInstanceId());
15527 data
<< uint32(save
->GetDifficulty());
15532 data
.put
<uint32
>(p_counter
,counter
);
15533 GetSession()->SendPacket(&data
);
15537 - called on every successful teleportation to a map
15539 void Player::SendSavedInstances()
15541 bool hasBeenSaved
= false;
15544 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15546 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15548 if(itr
->second
.perm
) // only permanent binds are sent
15550 hasBeenSaved
= true;
15556 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15557 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15558 data
<< uint32(hasBeenSaved
);
15559 GetSession()->SendPacket(&data
);
15564 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15566 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15568 if(itr
->second
.perm
)
15570 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15571 data
<< uint32(itr
->second
.save
->GetMapId());
15572 GetSession()->SendPacket(&data
);
15578 /// convert the player's binds to the group
15579 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15581 bool has_binds
= false;
15582 bool has_solo
= false;
15584 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15585 assert(player_guid
);
15587 // copy all binds to the group, when changing leader it's assumed the character
15588 // will not have any solo binds
15592 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15594 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15597 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15598 // permanent binds are not removed
15599 if(!itr
->second
.perm
)
15601 player
->UnbindInstance(itr
, i
, true); // increments itr
15610 // if the player's not online we don't know what binds it has
15611 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
));
15612 // the following should not get executed when changing leaders
15613 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15616 bool Player::_LoadHomeBind(QueryResult
*result
)
15618 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
15621 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
15626 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15629 Field
*fields
= result
->Fetch();
15630 m_homebindMapId
= fields
[0].GetUInt32();
15631 m_homebindZoneId
= fields
[1].GetUInt16();
15632 m_homebindX
= fields
[2].GetFloat();
15633 m_homebindY
= fields
[3].GetFloat();
15634 m_homebindZ
= fields
[4].GetFloat();
15637 MapEntry
const* bindMapEntry
= sMapStore
.LookupEntry(m_homebindMapId
);
15639 // accept saved data only for valid position (and non instanceable), and accessable
15640 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15641 !bindMapEntry
->Instanceable() && GetSession()->Expansion() >= bindMapEntry
->Expansion())
15646 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15651 m_homebindMapId
= info
->mapId
;
15652 m_homebindZoneId
= info
->zoneId
;
15653 m_homebindX
= info
->positionX
;
15654 m_homebindY
= info
->positionY
;
15655 m_homebindZ
= info
->positionZ
;
15657 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
);
15660 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
15661 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15666 /*********************************************************/
15667 /*** SAVE SYSTEM ***/
15668 /*********************************************************/
15670 void Player::SaveToDB()
15672 // delay auto save at any saves (manual, in code, or autosave)
15673 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15675 // first save/honor gain after midnight will also update the player's honor fields
15676 UpdateHonorFields();
15678 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
15679 //save, far from tavern/city
15680 //save, but in tavern/city
15681 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15684 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15685 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
15686 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
15687 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
15688 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
15689 uint32 tmp_displayid
= GetDisplayId();
15691 // Set player sit state to standing on save, also stealth and shifted form
15692 SetByteValue(UNIT_FIELD_BYTES_1
, 0, UNIT_STAND_STATE_STAND
);
15693 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
15694 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_STUNNED
);
15695 SetDisplayId(GetNativeDisplayId());
15697 bool inworld
= IsInWorld();
15699 CharacterDatabase
.BeginTransaction();
15701 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15703 std::string sql_name
= m_name
;
15704 CharacterDatabase
.escape_string(sql_name
);
15706 std::ostringstream ss
;
15707 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
15708 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15709 "taximask, online, cinematic, "
15710 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15711 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15712 "death_expire_time, taxi_path, arena_pending_points, bgid, bgteam, bgmap, bgx, bgy, bgz, bgo) VALUES ("
15713 << GetGUIDLow() << ", "
15714 << GetSession()->GetAccountId() << ", '"
15715 << sql_name
<< "', "
15717 << m_class
<< ", ";
15719 if(!IsBeingTeleported())
15721 ss
<< GetMapId() << ", "
15722 << (uint32
)GetDifficulty() << ", "
15723 << finiteAlways(GetPositionX()) << ", "
15724 << finiteAlways(GetPositionY()) << ", "
15725 << finiteAlways(GetPositionZ()) << ", "
15726 << finiteAlways(GetOrientation()) << ", '";
15730 ss
<< GetTeleportDest().mapid
<< ", "
15731 << (uint32
)GetDifficulty() << ", "
15732 << finiteAlways(GetTeleportDest().x
) << ", "
15733 << finiteAlways(GetTeleportDest().y
) << ", "
15734 << finiteAlways(GetTeleportDest().z
) << ", "
15735 << finiteAlways(GetTeleportDest().o
) << ", '";
15739 for( i
= 0; i
< m_valuesCount
; i
++ )
15741 ss
<< GetUInt32Value(i
) << " ";
15746 ss
<< m_taxi
; // string with TaxiMaskSize numbers
15749 ss
<< (inworld
? 1 : 0);
15755 ss
<< m_Played_time
[0];
15757 ss
<< m_Played_time
[1];
15760 ss
<< finiteAlways(m_rest_bonus
);
15762 ss
<< (uint64
)time(NULL
);
15764 ss
<< is_save_resting
;
15766 ss
<< m_resetTalentsCost
;
15768 ss
<< (uint64
)m_resetTalentsTime
;
15771 ss
<< finiteAlways(m_movementInfo
.t_x
);
15773 ss
<< finiteAlways(m_movementInfo
.t_y
);
15775 ss
<< finiteAlways(m_movementInfo
.t_z
);
15777 ss
<< finiteAlways(m_movementInfo
.t_o
);
15780 ss
<< m_transport
->GetGUIDLow();
15785 ss
<< m_ExtraFlags
;
15788 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
15791 ss
<< uint32(m_atLoginFlags
);
15797 ss
<< (uint64
)m_deathExpireTime
;
15800 ss
<< m_taxi
.SaveTaxiDestinationsToString();
15802 ss
<< GetBattleGroundId();
15806 ss
<< m_bgEntryPoint
.mapid
<< ", "
15807 << finiteAlways(m_bgEntryPoint
.x
) << ", "
15808 << finiteAlways(m_bgEntryPoint
.y
) << ", "
15809 << finiteAlways(m_bgEntryPoint
.z
) << ", "
15810 << finiteAlways(m_bgEntryPoint
.o
);
15813 CharacterDatabase
.Execute( ss
.str().c_str() );
15815 if(m_mailsUpdated
) //save mails only when needed
15819 _SaveQuestStatus();
15820 _SaveDailyQuestStatus();
15823 _SaveSpellCooldowns();
15828 CharacterDatabase
.CommitTransaction();
15830 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15831 SetDisplayId(tmp_displayid
);
15832 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
15833 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
15834 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
15835 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
15837 // save pet (hunter pet level and experience and all type pets health/mana).
15838 if(Pet
* pet
= GetPet())
15839 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15840 m_achievementMgr
.SaveToDB();
15843 // fast save function for item/money cheating preventing - save only inventory and money state
15844 void Player::SaveInventoryAndGoldToDB()
15847 //money is in data field
15848 SaveDataFieldToDB();
15851 void Player::_SaveActions()
15853 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15855 switch (itr
->second
.uState
)
15857 case ACTIONBUTTON_NEW
:
15858 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15859 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
15860 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15863 case ACTIONBUTTON_CHANGED
:
15864 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15865 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
15866 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15869 case ACTIONBUTTON_DELETED
:
15870 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15871 m_actionButtons
.erase(itr
++);
15880 void Player::_SaveAuras()
15882 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15884 AuraMap
const& auras
= GetAuras();
15889 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15890 uint32 stackCounter
= 1;
15892 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15894 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15896 AuraMap::const_iterator itr2
= itr
;
15897 // save previous spellEffectPair to db
15900 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
15902 //skip all auras from spells that are passive or need a shapeshift
15903 if (!(itr2
->second
->IsPassive() || itr2
->second
->IsRemovedOnShapeLost()))
15905 //do not save single target auras (unless they were cast by the player)
15906 if (!(itr2
->second
->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo
)))
15909 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15910 for (i
= 0; i
< 3; i
++)
15911 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
15912 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
15917 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15918 "VALUES ('%u', '" I64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15919 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()));
15924 if(itr
== auras
.end())
15928 if (lastEffectPair
== itr
->first
)
15932 lastEffectPair
= itr
->first
;
15938 void Player::_SaveInventory()
15940 // force items in buyback slots to new state
15941 // and remove those that aren't already
15942 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; i
++)
15944 Item
*item
= m_items
[i
];
15945 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15946 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15947 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15948 m_items
[i
]->FSetState(ITEM_NEW
);
15951 // update enchantment durations
15952 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15954 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15958 if (m_itemUpdateQueue
.empty()) return;
15960 // do not save if the update queue is corrupt
15961 bool error
= false;
15962 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15964 Item
*item
= m_itemUpdateQueue
[i
];
15965 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15966 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15970 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());
15973 else if (test
!= item
)
15975 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());
15982 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15983 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15987 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15989 Item
*item
= m_itemUpdateQueue
[i
];
15990 if(!item
) continue;
15992 Bag
*container
= item
->GetContainer();
15993 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15995 switch(item
->GetState())
15998 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());
16001 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());
16004 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
16006 case ITEM_UNCHANGED
:
16010 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
16012 m_itemUpdateQueue
.clear();
16015 void Player::_SaveMail()
16017 if (!m_mailsLoaded
)
16020 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
16023 if (m
->state
== MAIL_STATE_CHANGED
)
16025 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'",
16026 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
16027 if(m
->removedItems
.size())
16029 for(std::vector
<uint32
>::iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
16030 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
16031 m
->removedItems
.clear();
16033 m
->state
= MAIL_STATE_UNCHANGED
;
16035 else if (m
->state
== MAIL_STATE_DELETED
)
16038 for(std::vector
<MailItemInfo
>::iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
16039 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
16041 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
16042 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
16043 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
16047 //deallocate deleted mails...
16048 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
16050 if ((*itr
)->state
== MAIL_STATE_DELETED
)
16055 itr
= m_mail
.begin();
16061 m_mailsUpdated
= false;
16064 void Player::_SaveQuestStatus()
16066 // we don't need transactions here.
16067 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
16069 switch (i
->second
.uState
)
16072 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
16073 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
16074 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3]);
16076 case QUEST_CHANGED
:
16077 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' ",
16078 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3], GetGUIDLow(), i
->first
);
16080 case QUEST_UNCHANGED
:
16083 i
->second
.uState
= QUEST_UNCHANGED
;
16087 void Player::_SaveDailyQuestStatus()
16089 if(!m_DailyQuestChanged
)
16092 m_DailyQuestChanged
= false;
16094 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
16096 // we don't need transactions here.
16097 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
16098 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
16099 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
16100 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD
"')",
16101 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
16104 void Player::_SaveReputation()
16106 for(FactionStateList::iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
16108 if (itr
->second
.Changed
)
16110 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr
->second
.ID
);
16111 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
);
16112 itr
->second
.Changed
= false;
16117 void Player::_SaveSpells()
16119 for (PlayerSpellMap::iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end();)
16121 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
16122 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
16124 // add only changed/new not dependent spells
16125 if (!itr
->second
->dependent
&& (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
))
16126 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);
16128 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16130 delete itr
->second
;
16131 m_spells
.erase(itr
++);
16135 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
16142 void Player::_SaveTutorials()
16144 if(!m_TutorialsChanged
)
16148 // it's better than rebuilding indexes multiple times
16149 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID
);
16152 Rows
= result
->Fetch()[0].GetUInt32();
16158 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'",
16159 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
);
16163 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]);
16166 m_TutorialsChanged
= false;
16169 void Player::outDebugValues() const
16171 if(!sLog
.IsOutDebug()) // optimize disabled debug output
16174 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
16175 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
16176 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
16177 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
16178 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
16179 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
16180 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
16181 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
16182 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
16183 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
16184 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
16185 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
16188 /*********************************************************/
16189 /*** FLOOD FILTER SYSTEM ***/
16190 /*********************************************************/
16192 void Player::UpdateSpeakTime()
16194 // ignore chat spam protection for GMs in any mode
16195 if(GetSession()->GetSecurity() > SEC_PLAYER
)
16198 time_t current
= time (NULL
);
16199 if(m_speakTime
> current
)
16201 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
16206 if(m_speakCount
>= max_count
)
16208 // prevent overwrite mute time, if message send just before mutes set, for example.
16209 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
16210 if(GetSession()->m_muteTime
< new_mute
)
16211 GetSession()->m_muteTime
= new_mute
;
16219 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
16222 bool Player::CanSpeak() const
16224 return GetSession()->m_muteTime
<= time (NULL
);
16227 /*********************************************************/
16228 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
16229 /*********************************************************/
16231 void Player::SendAttackSwingNotInRange()
16233 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
16234 GetSession()->SendPacket( &data
);
16237 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
16239 std::ostringstream ss
;
16240 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
16241 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
16242 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
16243 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
16244 sLog
.outDebug(ss
.str().c_str());
16245 CharacterDatabase
.Execute(ss
.str().c_str());
16248 void Player::SaveDataFieldToDB()
16250 std::ostringstream ss
;
16251 ss
<<"UPDATE characters SET data='";
16253 for(uint16 i
= 0; i
< m_valuesCount
; i
++ )
16255 ss
<< GetUInt32Value(i
) << " ";
16257 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
16259 CharacterDatabase
.Execute(ss
.str().c_str());
16262 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
16264 std::ostringstream ss2
;
16265 ss2
<<"UPDATE characters SET data='";
16267 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
16269 ss2
<<tokens
[i
]<<" ";
16271 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
16273 return CharacterDatabase
.Execute(ss2
.str().c_str());
16276 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
16279 snprintf(buf
,11,"%u",value
);
16281 if(index
>= tokens
.size())
16284 tokens
[index
] = buf
;
16287 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
16290 if(!LoadValuesArrayFromDB(tokens
,guid
))
16293 if(index
>= tokens
.size())
16297 snprintf(buf
,11,"%u",value
);
16298 tokens
[index
] = buf
;
16300 SaveValuesArrayInDB(tokens
,guid
);
16303 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
16306 memcpy(&temp
, &value
, sizeof(value
));
16307 Player::SetUInt32ValueInDB(index
, temp
, guid
);
16310 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
16313 if(!LoadValuesArrayFromDB(tokens
, guid
))
16316 uint32 unit_bytes0
= GetUInt32ValueFromArray(tokens
, UNIT_FIELD_BYTES_0
);
16317 uint8 race
= unit_bytes0
& 0xFF;
16318 uint8 class_
= (unit_bytes0
>> 8) & 0xFF;
16320 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
16324 unit_bytes0
&= ~(0xFF << 16);
16325 unit_bytes0
|= (gender
<< 16);
16326 SetUInt32ValueInArray(tokens
, UNIT_FIELD_BYTES_0
, unit_bytes0
);
16328 SetUInt32ValueInArray(tokens
, UNIT_FIELD_DISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
16329 SetUInt32ValueInArray(tokens
, UNIT_FIELD_NATIVEDISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
16331 SetUInt32ValueInArray(tokens
, PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
16333 uint32 player_bytes2
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_2
);
16334 player_bytes2
&= ~0xFF;
16335 player_bytes2
|= facialHair
;
16336 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_2
, player_bytes2
);
16338 uint32 player_bytes3
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_3
);
16339 player_bytes3
&= ~0xFF;
16340 player_bytes3
|= gender
;
16341 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_3
, player_bytes3
);
16343 SaveValuesArrayInDB(tokens
, guid
);
16346 void Player::SendAttackSwingNotStanding()
16348 WorldPacket
data(SMSG_ATTACKSWING_NOTSTANDING
, 0);
16349 GetSession()->SendPacket( &data
);
16352 void Player::SendAttackSwingDeadTarget()
16354 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
16355 GetSession()->SendPacket( &data
);
16358 void Player::SendAttackSwingCantAttack()
16360 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
16361 GetSession()->SendPacket( &data
);
16364 void Player::SendAttackSwingCancelAttack()
16366 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
16367 GetSession()->SendPacket( &data
);
16370 void Player::SendAttackSwingBadFacingAttack()
16372 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
16373 GetSession()->SendPacket( &data
);
16376 void Player::SendAutoRepeatCancel()
16378 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, GetPackGUID().size());
16379 data
.append(GetPackGUID()); // may be it's target guid
16380 GetSession()->SendPacket( &data
);
16383 void Player::PlaySound(uint32 Sound
, bool OnlySelf
)
16385 WorldPacket
data(SMSG_PLAY_SOUND
, 4);
16388 GetSession()->SendPacket( &data
);
16390 SendMessageToSet( &data
, true );
16393 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
16395 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
16397 data
<< Experience
;
16398 GetSession()->SendPacket(&data
);
16401 void Player::SendDungeonDifficulty(bool IsInGroup
)
16403 uint8 val
= 0x00000001;
16404 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
16405 data
<< (uint32
)GetDifficulty();
16406 data
<< uint32(val
);
16407 data
<< uint32(IsInGroup
);
16408 GetSession()->SendPacket(&data
);
16411 void Player::SendResetFailedNotify(uint32 mapid
)
16413 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
16414 data
<< uint32(mapid
);
16415 GetSession()->SendPacket(&data
);
16418 /// Reset all solo instances and optionally send a message on success for each
16419 void Player::ResetInstances(uint8 method
)
16421 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16423 // we assume that when the difficulty changes, all instances that can be reset will be
16424 uint8 dif
= GetDifficulty();
16426 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
16428 InstanceSave
*p
= itr
->second
.save
;
16429 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
16430 if(!entry
|| !p
->CanReset())
16436 if(method
== INSTANCE_RESET_ALL
)
16438 // the "reset all instances" method can only reset normal maps
16439 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
16446 // if the map is loaded, reset it
16447 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
16448 if(map
&& map
->IsDungeon())
16449 ((InstanceMap
*)map
)->Reset(method
);
16451 // since this is a solo instance there should not be any players inside
16452 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
16453 SendResetInstanceSuccess(p
->GetMapId());
16456 m_boundInstances
[dif
].erase(itr
++);
16458 // the following should remove the instance save from the manager and delete it as well
16459 p
->RemovePlayer(this);
16463 void Player::SendResetInstanceSuccess(uint32 MapId
)
16465 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
16467 GetSession()->SendPacket(&data
);
16470 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16472 // TODO: find what other fail reasons there are besides players in the instance
16473 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16476 GetSession()->SendPacket(&data
);
16479 /*********************************************************/
16480 /*** Update timers ***/
16481 /*********************************************************/
16483 ///checks the 15 afk reports per 5 minutes limit
16484 void Player::UpdateAfkReport(time_t currTime
)
16486 if(m_bgAfkReportedTimer
<= currTime
)
16488 m_bgAfkReportedCount
= 0;
16489 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
16493 void Player::UpdateContestedPvP(uint32 diff
)
16495 if(!m_contestedPvPTimer
||isInCombat())
16497 if(m_contestedPvPTimer
<= diff
)
16499 ResetContestedPvP();
16502 m_contestedPvPTimer
-= diff
;
16505 void Player::UpdatePvPFlag(time_t currTime
)
16509 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16515 void Player::UpdateDuelFlag(time_t currTime
)
16517 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16520 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16521 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16523 duel
->startTimer
= 0;
16524 duel
->startTime
= currTime
;
16525 duel
->opponent
->duel
->startTimer
= 0;
16526 duel
->opponent
->duel
->startTime
= currTime
;
16529 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16534 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16536 //returning of reagents only for players, so best done here
16537 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16538 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16542 for(uint32 i
= 0; i
< 7; ++i
)
16544 if(spellInfo
->Reagent
[i
] > 0)
16546 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16547 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16548 if( msg
== EQUIP_ERR_OK
)
16550 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16552 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16557 m_temporaryUnsummonedPetNumber
= 0;
16560 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16563 // only if current pet in slot
16564 switch(pet
->getPetType())
16570 m_guardianPets
.erase(pet
->GetGUID());
16573 if(GetPetGUID() == pet
->GetGUID())
16582 switch(pet
->GetEntry())
16584 //warlock pets except imp are removed(?) when logging out
16589 mode
= PET_SAVE_NOT_IN_SLOT
;
16594 pet
->SavePetToDB(mode
);
16596 pet
->CleanupsBeforeDelete();
16597 pet
->AddObjectToRemoveList();
16598 pet
->m_removed
= true;
16600 if(pet
->isControlled())
16602 WorldPacket
data(SMSG_PET_SPELLS
, 8);
16605 GetSession()->SendPacket(&data
);
16608 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16612 void Player::RemoveMiniPet()
16614 if(Pet
* pet
= GetMiniPet())
16616 pet
->Remove(PET_SAVE_AS_DELETED
);
16621 Pet
* Player::GetMiniPet()
16625 return ObjectAccessor::GetPet(m_miniPet
);
16628 void Player::RemoveGuardians()
16630 while(!m_guardianPets
.empty())
16632 uint64 guid
= *m_guardianPets
.begin();
16633 if(Pet
* pet
= ObjectAccessor::GetPet(guid
))
16634 pet
->Remove(PET_SAVE_AS_DELETED
);
16636 m_guardianPets
.erase(guid
);
16640 bool Player::HasGuardianWithEntry(uint32 entry
)
16642 // pet guid middle part is entry (and creature also)
16643 // and in guardian list must be guardians with same entry _always_
16644 for(GuardianPetList::const_iterator itr
= m_guardianPets
.begin(); itr
!= m_guardianPets
.end(); ++itr
)
16645 if(GUID_ENPART(*itr
)==entry
)
16651 void Player::Uncharm()
16653 Unit
* charm
= GetCharm();
16657 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
16658 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
16661 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16663 *data
<< (uint8
)msgtype
;
16664 *data
<< (uint32
)language
;
16665 *data
<< (uint64
)GetGUID();
16666 *data
<< (uint32
)language
; //language 2.1.0 ?
16667 *data
<< (uint64
)GetGUID();
16668 *data
<< (uint32
)(text
.length()+1);
16670 *data
<< (uint8
)chatTag();
16673 void Player::Say(const std::string
& text
, const uint32 language
)
16675 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16676 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16677 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16680 void Player::Yell(const std::string
& text
, const uint32 language
)
16682 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16683 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16684 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16687 void Player::TextEmote(const std::string
& text
)
16689 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16690 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16691 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16694 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16696 if (language
!= LANG_ADDON
) // if not addon data
16697 language
= LANG_UNIVERSAL
; // whispers should always be readable
16699 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
16701 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16702 if(!rPlayer
->isDND() || isGameMaster())
16704 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16705 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16706 rPlayer
->GetSession()->SendPacket(&data
);
16708 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16709 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16710 GetSession()->SendPacket(&data
);
16714 // announce to player that player he is whispering to is dnd and cannot receive his message
16715 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16718 if(!isAcceptWhispers())
16720 SetAcceptWhispers(true);
16721 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16724 // announce to player that player he is whispering to is afk
16725 if(rPlayer
->isAFK())
16726 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16728 // if player whisper someone, auto turn of dnd to be able to receive an answer
16729 if(isDND() && !rPlayer
->isGameMaster())
16733 void Player::PetSpellInitialize()
16735 Pet
* pet
= GetPet();
16740 sLog
.outDebug("Pet Spells Groups");
16742 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16744 WorldPacket
data(SMSG_PET_SPELLS
, 8+4+4+4+10*4);
16745 data
<< uint64(pet
->GetGUID());
16746 data
<< uint32(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16748 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16751 for(uint32 i
= 0; i
< 10; i
++)
16753 data
<< uint32(charmInfo
->GetActionBarEntry(i
)->Raw
);
16756 size_t spellsCountPos
= data
.wpos();
16760 data
<< uint8(addlist
); // placeholder
16762 if(pet
->isControlled() && ((pet
->getPetType() == HUNTER_PET
) || ((pet
->GetCreatureInfo()->type
== CREATURE_TYPE_DEMON
) && (getClass() == CLASS_WARLOCK
))))
16765 for (PetSpellMap::iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16767 if(itr
->second
->state
== PETSPELL_REMOVED
)
16770 data
<< uint16(itr
->first
);
16771 data
<< uint16(itr
->second
->active
); // pet spell active state isn't boolean
16776 data
.put
<uint8
>(spellsCountPos
, addlist
);
16778 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16779 data
<< uint8(cooldownsCount
);
16781 time_t curTime
= time(NULL
);
16783 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16785 time_t cooldown
= 0;
16787 if(itr
->second
> curTime
)
16788 cooldown
= (itr
->second
- curTime
) * IN_MILISECONDS
;
16790 data
<< uint16(itr
->first
); // spellid
16791 data
<< uint16(0); // spell category?
16792 data
<< uint32(itr
->second
); // cooldown
16793 data
<< uint32(0); // category cooldown
16796 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16798 time_t cooldown
= 0;
16800 if(itr
->second
> curTime
)
16801 cooldown
= (itr
->second
- curTime
) * IN_MILISECONDS
;
16803 data
<< uint16(itr
->first
); // spellid
16804 data
<< uint16(0); // spell category?
16805 data
<< uint32(0); // cooldown
16806 data
<< uint32(itr
->second
); // category cooldown
16809 GetSession()->SendPacket(&data
);
16812 void Player::PossessSpellInitialize()
16814 Unit
* charm
= GetCharm();
16819 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16823 sLog
.outError("Player::PossessSpellInitialize(): charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16828 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16831 data
<< uint64(charm
->GetGUID());
16832 data
<< uint32(0x00000000);
16834 data
<< uint8(0) << uint8(0) << uint16(0);
16836 for(uint32 i
= 0; i
< 10; i
++) //40
16838 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16841 data
<< uint8(addlist
); //1
16844 data
<< uint8(count
); // cooldowns count
16846 GetSession()->SendPacket(&data
);
16849 void Player::CharmSpellInitialize()
16851 Unit
* charm
= GetCharm();
16856 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16859 sLog
.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16865 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16867 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16869 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16871 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16873 if(charmInfo
->GetCharmSpell(i
)->spellId
)
16879 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16881 data
<< uint64(charm
->GetGUID());
16882 data
<< uint32(0x00000000);
16884 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16885 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState());
16887 data
<< uint8(0) << uint8(0);
16890 for(uint32 i
= 0; i
< 10; i
++) //40
16892 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16895 data
<< uint8(addlist
); //1
16899 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16901 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16902 if(cspell
->spellId
)
16904 data
<< uint16(cspell
->spellId
);
16905 data
<< uint16(cspell
->active
);
16911 data
<< uint8(count
); // cooldowns count
16913 GetSession()->SendPacket(&data
);
16916 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16918 if (!mod
|| !spellInfo
)
16921 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16923 // prevent apply to any spell except spell that trigger expire
16926 if(mod
->lastAffected
!= spell
)
16929 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16933 return spellmgr
.IsAffectedByMod(spellInfo
, mod
);
16936 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16938 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16940 for(int eff
=0;eff
<96;++eff
)
16944 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
16945 else _mask2
= uint64(1) << (eff
-64);
16946 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
16949 for (SpellModList::iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16951 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
16952 val
+= (*itr
)->value
;
16954 val
+= apply
? mod
->value
: -(mod
->value
);
16955 WorldPacket
data(Opcode
, (1+1+4));
16956 data
<< uint8(eff
);
16957 data
<< uint8(mod
->op
);
16958 data
<< int32(val
);
16959 SendDirectMessage(&data
);
16964 m_spellMods
[mod
->op
].push_back(mod
);
16967 if (mod
->charges
== -1)
16968 --m_SpellModRemoveCount
;
16969 m_spellMods
[mod
->op
].remove(mod
);
16974 void Player::RemoveSpellMods(Spell
const* spell
)
16976 if(!spell
|| (m_SpellModRemoveCount
== 0))
16979 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16981 for (SpellModList::iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16983 SpellModifier
*mod
= *itr
;
16986 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16988 RemoveAurasDueToSpell(mod
->spellId
);
16989 if (m_spellMods
[i
].empty())
16992 itr
= m_spellMods
[i
].begin();
16998 // send Proficiency
16999 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
17001 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
17002 data
<< pr1
<< pr2
;
17003 GetSession()->SendPacket (&data
);
17006 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
17008 QueryResult
*result
= NULL
;
17010 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
17012 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17015 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.
17016 { // and SendPetitionQueryOpcode reads data from the DB
17017 Field
*fields
= result
->Fetch();
17018 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
17019 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
17021 // send update if charter owner in game
17022 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
17024 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
17026 } while ( result
->NextRow() );
17031 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
17033 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17036 CharacterDatabase
.BeginTransaction();
17039 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
17040 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
17044 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17045 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
17047 CharacterDatabase
.CommitTransaction();
17050 void Player::LeaveAllArenaTeams(uint64 guid
)
17052 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
));
17058 Field
*fields
= result
->Fetch();
17059 uint32 at_id
= fields
[0].GetUInt32();
17062 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
17064 at
->DelMember(guid
);
17066 } while (result
->NextRow());
17071 void Player::SetRestBonus (float rest_bonus_new
)
17073 // Prevent resting on max level
17074 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
17075 rest_bonus_new
= 0;
17077 if(rest_bonus_new
< 0)
17078 rest_bonus_new
= 0;
17080 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
17082 if(rest_bonus_new
> rest_bonus_max
)
17083 m_rest_bonus
= rest_bonus_max
;
17085 m_rest_bonus
= rest_bonus_new
;
17087 // update data for client
17088 if(m_rest_bonus
>10)
17089 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
17090 else if(m_rest_bonus
<=1)
17091 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
17094 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
17097 void Player::HandleStealthedUnitsDetection()
17099 std::list
<Unit
*> stealthedUnits
;
17101 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
17103 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
17104 cell
.SetNoCreate();
17106 MaNGOS::AnyStealthedCheck u_check
;
17107 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(this,stealthedUnits
, u_check
);
17109 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
17110 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
17112 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
17113 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap());
17114 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap());
17116 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
17120 i
= stealthedUnits
.erase(i
);
17124 if ((*i
)->isVisibleForOrDetect(this,true))
17127 (*i
)->SendUpdateToPlayer(this);
17128 m_clientGUIDs
.insert((*i
)->GetGUID());
17130 #ifdef MANGOS_DEBUG
17131 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17132 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
17135 // target aura duration for caster show only if target exist at caster client
17136 // send data at target visibility change (adding to client)
17137 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
17138 SendAurasForTarget(*i
);
17140 i
= stealthedUnits
.erase(i
);
17148 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, uint32 mount_id
, Creature
* npc
)
17150 if(nodes
.size() < 2)
17153 // not let cheating with start flight mounted
17156 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17157 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
17158 GetSession()->SendPacket(&data
);
17162 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
17164 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17165 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
17166 GetSession()->SendPacket(&data
);
17170 // 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
17171 if(GetSession()->isLogingOut() ||
17172 (!m_currentSpells
[CURRENT_GENERIC_SPELL
] ||
17173 m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Effect
[0] != SPELL_EFFECT_SEND_TAXI
)&&
17174 IsNonMeleeSpellCasted(false) ||
17177 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17178 data
<< uint32(ERR_TAXIPLAYERBUSY
);
17179 GetSession()->SendPacket(&data
);
17183 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
17186 uint32 sourcenode
= nodes
[0];
17188 // starting node too far away (cheat?)
17189 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
17190 if( !node
|| node
->map_id
!= GetMapId() ||
17191 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
17192 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
17193 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
17194 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
) )
17196 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17197 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
17198 GetSession()->SendPacket(&data
);
17202 // Prepare to flight start now
17204 // stop combat at start taxi flight if any
17207 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
17210 // clean not finished taxi path if any
17211 m_taxi
.ClearTaxiDestinations();
17213 // 0 element current node
17214 m_taxi
.AddTaxiDestination(sourcenode
);
17216 // fill destinations path tail
17217 uint32 sourcepath
= 0;
17218 uint32 totalcost
= 0;
17220 uint32 prevnode
= sourcenode
;
17221 uint32 lastnode
= 0;
17223 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
17227 lastnode
= nodes
[i
];
17228 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
17232 m_taxi
.ClearTaxiDestinations();
17238 if(prevnode
== sourcenode
)
17241 m_taxi
.AddTaxiDestination(lastnode
);
17243 prevnode
= lastnode
;
17246 if(!mount_id
) // if not provide then attempt use default.
17247 mount_id
= objmgr
.GetTaxiMount(sourcenode
, GetTeam());
17249 if (mount_id
== 0 || sourcepath
== 0)
17251 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17252 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
17253 GetSession()->SendPacket(&data
);
17254 m_taxi
.ClearTaxiDestinations();
17258 uint32 money
= GetMoney();
17262 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
17265 if(money
< totalcost
)
17267 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17268 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
17269 GetSession()->SendPacket(&data
);
17270 m_taxi
.ClearTaxiDestinations();
17274 //Checks and preparations done, DO FLIGHT
17275 ModifyMoney(-(int32
)totalcost
);
17276 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING
, totalcost
);
17278 // prevent stealth flight
17279 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
17281 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17282 data
<< uint32(ERR_TAXIOK
);
17283 GetSession()->SendPacket(&data
);
17285 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
17287 GetSession()->SendDoFlight(mount_id
, sourcepath
);
17292 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
17294 // last check 2.0.10
17295 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
17297 data
<< uint8(0x0); // flags (0x1, 0x2)
17298 time_t curTime
= time(NULL
);
17299 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17301 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
17303 uint32 unSpellId
= itr
->first
;
17304 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
17311 // Not send cooldown for this spells
17312 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
17315 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
17318 data
<< unTimeMs
; // in m.secs
17319 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/IN_MILISECONDS
);
17322 GetSession()->SendPacket(&data
);
17325 void Player::InitDataForForm(bool reapplyMods
)
17327 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
17328 if(ssEntry
&& ssEntry
->attackSpeed
)
17330 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
17331 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
17332 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
17335 SetRegularAttackTime();
17341 if(getPowerType()!=POWER_ENERGY
)
17342 setPowerType(POWER_ENERGY
);
17346 case FORM_DIREBEAR
:
17348 if(getPowerType()!=POWER_RAGE
)
17349 setPowerType(POWER_RAGE
);
17352 default: // 0, for example
17354 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
17355 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
17356 setPowerType(Powers(cEntry
->powerType
));
17361 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17363 UpdateEquipSpellsAtFormChange();
17365 UpdateAttackPowerAndDamage();
17366 UpdateAttackPowerAndDamage(true);
17369 // Return true is the bought item has a max count to force refresh of window by caller
17370 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
17372 // cheating attempt
17373 if(count
< 1) count
= 1;
17378 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
17381 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
17385 Creature
*pCreature
= ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid
,UNIT_NPC_FLAG_VENDOR
);
17388 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
17389 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
17393 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
17394 if(!vItems
|| vItems
->Empty())
17396 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17400 size_t vendor_slot
= vItems
->FindItemSlot(item
);
17401 if(vendor_slot
>= vItems
->GetItemCount())
17403 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17407 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
17409 // check current item amount if it limited
17410 if( crItem
->maxcount
!= 0 )
17412 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
17414 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
17419 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
17421 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
17425 if(crItem
->ExtendedCost
)
17427 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17430 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
17434 // honor points price
17435 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
17437 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
17441 // arena points price
17442 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
17444 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
17449 for (uint8 i
= 0; i
< 5; ++i
)
17451 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
17453 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
17458 // check for personal arena rating requirement
17459 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
17461 // probably not the proper equip err
17462 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
17467 uint32 price
= pProto
->BuyPrice
* count
;
17469 // reputation discount
17470 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
17472 if( GetMoney() < price
)
17474 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17478 uint8 bag
= 0; // init for case invalid bagGUID
17480 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
17483 if( bagguid
== GetGUID() )
17485 bag
= INVENTORY_SLOT_BAG_0
;
17489 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;i
++)
17491 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
17494 if( bagguid
== pBag
->GetGUID() )
17504 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
17506 ItemPosCountVec dest
;
17507 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17508 if( msg
!= EQUIP_ERR_OK
)
17510 SendEquipError( msg
, NULL
, NULL
);
17514 ModifyMoney( -(int32
)price
);
17515 if(crItem
->ExtendedCost
) // case for new honor system
17517 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17518 if(iece
->reqhonorpoints
)
17519 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17520 if(iece
->reqarenapoints
)
17521 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17522 for (uint8 i
= 0; i
< 5; ++i
)
17524 if(iece
->reqitem
[i
])
17525 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17529 if(Item
*it
= StoreNewItem( dest
, item
, true ))
17531 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17533 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17534 data
<< pCreature
->GetGUID();
17535 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17536 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17537 data
<< (uint32
)count
;
17538 GetSession()->SendPacket(&data
);
17540 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17543 else if( IsEquipmentPos( bag
, slot
) )
17545 if(pProto
->BuyCount
* count
!= 1)
17547 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17552 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17553 if( msg
!= EQUIP_ERR_OK
)
17555 SendEquipError( msg
, NULL
, NULL
);
17559 ModifyMoney( -(int32
)price
);
17560 if(crItem
->ExtendedCost
) // case for new honor system
17562 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17563 if(iece
->reqhonorpoints
)
17564 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17565 if(iece
->reqarenapoints
)
17566 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17567 for (uint8 i
= 0; i
< 5; ++i
)
17569 if(iece
->reqitem
[i
])
17570 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17574 if(Item
*it
= EquipNewItem( dest
, item
, true ))
17576 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17578 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17579 data
<< pCreature
->GetGUID();
17580 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17581 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17582 data
<< (uint32
)count
;
17583 GetSession()->SendPacket(&data
);
17585 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17587 AutoUnequipOffhandIfNeed();
17592 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17596 return crItem
->maxcount
!=0;
17599 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17601 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17602 // the personal rating of the arena team must match the required limit as well
17603 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17604 uint32 max_personal_rating
= 0;
17605 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17607 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17609 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
17610 uint32 t_rating
= at
->GetRating();
17611 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
17612 if(max_personal_rating
< p_rating
)
17613 max_personal_rating
= p_rating
;
17616 return max_personal_rating
;
17619 void Player::UpdateHomebindTime(uint32 time
)
17621 // GMs never get homebind timer online
17622 if (m_InstanceValid
|| isGameMaster())
17624 if(m_HomebindTimer
) // instance valid, but timer not reset
17627 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17630 GetSession()->SendPacket(&data
);
17632 // instance is valid, reset homebind timer
17633 m_HomebindTimer
= 0;
17635 else if (m_HomebindTimer
> 0)
17637 if (time
>= m_HomebindTimer
)
17639 // teleport to homebind location
17640 TeleportTo(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetOrientation());
17643 m_HomebindTimer
-= time
;
17647 // instance is invalid, start homebind timer
17648 m_HomebindTimer
= 60000;
17649 // send message to player
17650 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17651 data
<< m_HomebindTimer
;
17653 GetSession()->SendPacket(&data
);
17654 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17658 void Player::UpdatePvP(bool state
, bool ovrride
)
17660 if(!state
|| ovrride
)
17663 if(Pet
* pet
= GetPet())
17664 pet
->SetPvP(state
);
17665 if(Unit
* charmed
= GetCharm())
17666 charmed
->SetPvP(state
);
17668 pvpInfo
.endTimer
= 0;
17672 if(pvpInfo
.endTimer
!= 0)
17673 pvpInfo
.endTimer
= time(NULL
);
17678 if(Pet
* pet
= GetPet())
17679 pet
->SetPvP(state
);
17680 if(Unit
* charmed
= GetCharm())
17681 charmed
->SetPvP(state
);
17686 void Player::AddSpellAndCategoryCooldowns(SpellEntry
const* spellInfo
, uint32 itemId
, Spell
* spell
, bool infinityCooldown
)
17688 // init cooldown values
17693 // some special item spells without correct cooldown in SpellInfo
17694 // cooldown information stored in item prototype
17695 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17699 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(itemId
))
17701 for(int idx
= 0; idx
< 5; ++idx
)
17703 if(proto
->Spells
[idx
].SpellId
== spellInfo
->Id
)
17705 cat
= proto
->Spells
[idx
].SpellCategory
;
17706 rec
= proto
->Spells
[idx
].SpellCooldown
;
17707 catrec
= proto
->Spells
[idx
].SpellCategoryCooldown
;
17714 // if no cooldown found above then base at DBC data
17715 if(rec
< 0 && catrec
< 0)
17717 cat
= spellInfo
->Category
;
17718 rec
= spellInfo
->RecoveryTime
;
17719 catrec
= spellInfo
->CategoryRecoveryTime
;
17722 time_t curTime
= time(NULL
);
17727 // overwrite time for selected category
17728 if(infinityCooldown
)
17730 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17731 // but not allow ignore until reset or re-login
17732 catrecTime
= catrec
> 0 ? curTime
+MONTH
: 0;
17733 recTime
= rec
> 0 ? curTime
+MONTH
: catrecTime
;
17737 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17738 // prevent 0 cooldowns set by another way
17739 if (rec
<= 0 && catrec
<= 0 && (cat
== 76 || IsAutoRepeatRangedSpell(spellInfo
) && spellInfo
->Id
!= SPELL_ID_AUTOSHOT
))
17740 rec
= GetAttackTime(RANGED_ATTACK
);
17742 // Now we have cooldown data (if found any), time to apply mods
17744 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, rec
, spell
);
17747 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, catrec
, spell
);
17749 // replace negative cooldowns by 0
17750 if (rec
< 0) rec
= 0;
17751 if (catrec
< 0) catrec
= 0;
17753 // no cooldown after applying spell mods
17754 if( rec
== 0 && catrec
== 0)
17757 catrecTime
= catrec
? curTime
+catrec
/IN_MILISECONDS
: 0;
17758 recTime
= rec
? curTime
+rec
/IN_MILISECONDS
: catrecTime
;
17761 // self spell cooldown
17763 AddSpellCooldown(spellInfo
->Id
, itemId
, recTime
);
17766 if (cat
&& catrec
> 0)
17768 SpellCategoryStore::const_iterator i_scstore
= sSpellCategoryStore
.find(cat
);
17769 if(i_scstore
!= sSpellCategoryStore
.end())
17771 for(SpellCategorySet::const_iterator i_scset
= i_scstore
->second
.begin(); i_scset
!= i_scstore
->second
.end(); ++i_scset
)
17773 if(*i_scset
== spellInfo
->Id
) // skip main spell, already handled above
17776 AddSpellCooldown(*i_scset
, itemId
, catrecTime
);
17782 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
17786 sc
.itemid
= itemid
;
17787 m_spellCooldowns
[spellid
] = sc
;
17790 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
, uint32 itemId
, Spell
* spell
)
17792 // start cooldowns at server side, if any
17793 AddSpellAndCategoryCooldowns(spellInfo
,itemId
,spell
);
17795 // Send activate cooldown timer (possible 0) at client side
17796 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
17797 data
<< spellInfo
->Id
;
17799 SendDirectMessage(&data
);
17802 void Player::UpdatePotionCooldown(Spell
* spell
)
17804 // no potion used i combat or still in combat
17805 if(!m_lastPotionId
|| isInCombat())
17808 // Call not from spell cast, send cooldown event for item spells if no in combat
17811 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17812 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(m_lastPotionId
))
17813 for(int idx
= 0; idx
< 5; ++idx
)
17814 if(proto
->Spells
[idx
].SpellId
&& proto
->Spells
[idx
].SpellTrigger
== ITEM_SPELLTRIGGER_ON_USE
)
17815 if(SpellEntry
const* spellInfo
= sSpellStore
.LookupEntry(proto
->Spells
[idx
].SpellId
))
17816 SendCooldownEvent(spellInfo
,m_lastPotionId
);
17818 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17820 SendCooldownEvent(spell
->m_spellInfo
,m_lastPotionId
,spell
);
17822 m_lastPotionId
= 0;
17825 //slot to be excluded while counting
17826 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
17828 if(!enchantmentcondition
)
17831 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
17836 uint8 curcount
[4] = {0, 0, 0, 0};
17838 //counting current equipped gem colors
17839 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17843 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17844 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17846 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17848 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17852 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17856 uint32 gemid
= enchantEntry
->GemID
;
17860 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17864 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17868 uint8 GemColor
= gemProperty
->color
;
17870 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17872 if(tmpcolormask
& GemColor
)
17879 bool activate
= true;
17881 for(int i
= 0; i
< 5; i
++)
17883 if(!Condition
->Color
[i
])
17886 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17888 // if have <CompareColor> use them as count, else use <value> from Condition
17889 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17891 switch(Condition
->Comparator
[i
])
17893 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17894 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17896 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17897 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17899 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17900 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17905 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");
17910 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17912 //cycle all equipped items
17913 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17915 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17916 if(slot
== exceptslot
)
17919 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17921 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17924 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17926 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17930 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17934 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17937 //was enchant active with/without item?
17938 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17939 //should it now be?
17940 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17942 // ignore item gem conditions
17943 //if state changed, (dis)apply enchant
17944 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17951 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17952 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17954 //cycle all equipped items
17955 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17957 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17958 if(slot
== exceptslot
)
17961 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17963 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17966 //cycle all (gem)enchants
17967 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17969 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17970 if(!enchant_id
) //if no enchant go to next enchant(slot)
17973 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17977 //only metagems to be (de)activated, so only enchants with condition
17978 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17980 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17985 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17987 if(BattleGround
*bg
= GetBattleGround())
17989 bool need_debuf
= bg
->isBattleGround() && (bg
->GetStatus() == STATUS_IN_PROGRESS
) && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
);
17991 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17993 // call after remove to be sure that player resurrected for correct cast
17995 CastSpell(this, 26013, true); // Deserter
17999 bool Player::CanJoinToBattleground() const
18001 // check Deserter debuff
18002 if(GetDummyAura(26013))
18008 bool Player::CanReportAfkDueToLimit()
18010 // a player can complain about 15 people per 5 minutes
18011 if(m_bgAfkReportedCount
>= 15)
18013 ++m_bgAfkReportedCount
;
18017 ///This player has been blamed to be inactive in a battleground
18018 void Player::ReportedAfkBy(Player
* reporter
)
18020 BattleGround
*bg
= GetBattleGround();
18021 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
18024 // check if player has 'Idle' or 'Inactive' debuff
18025 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
18027 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
18028 // 3 players have to complain to apply debuff
18029 if(m_bgAfkReporter
.size() >= 3)
18031 // cast 'Idle' spell
18032 CastSpell(this, 43680, true);
18033 m_bgAfkReporter
.clear();
18038 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
18040 // gamemaster in GM mode see all, including ghosts
18041 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
18044 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
18045 if (InBattleGround())
18047 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
18052 // Live player see live player or dead player with not realized corpse
18053 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
18055 return isAlive() || m_deathTimer
> 0;
18058 // Ghost see other friendly ghosts, that's for sure
18059 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
18062 // Dead player see live players near own corpse
18065 Corpse
*corpse
= pl
->GetCorpse();
18068 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
18069 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
18074 // and not see any other
18078 bool Player::IsVisibleGloballyFor( Player
* u
) const
18083 // Always can see self
18087 // Visible units, always are visible for all players
18088 if (GetVisibility() == VISIBILITY_ON
)
18091 // GMs are visible for higher gms (or players are visible for gms)
18092 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
18093 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
18095 // non faction visibility non-breakable for non-GMs
18096 if (GetVisibility() == VISIBILITY_OFF
)
18099 // non-gm stealth/invisibility not hide from global player lists
18103 void Player::UpdateVisibilityOf(WorldObject
* target
)
18105 if(HaveAtClient(target
))
18107 if(!target
->isVisibleForInState(this,true))
18109 target
->DestroyForPlayer(this);
18110 m_clientGUIDs
.erase(target
->GetGUID());
18112 #ifdef MANGOS_DEBUG
18113 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18114 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
18120 if(target
->isVisibleForInState(this,false))
18122 target
->SendUpdateToPlayer(this);
18123 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
18124 m_clientGUIDs
.insert(target
->GetGUID());
18126 #ifdef MANGOS_DEBUG
18127 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18128 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
18131 // target aura duration for caster show only if target exist at caster client
18132 // send data at target visibility change (adding to client)
18133 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
18134 SendAurasForTarget((Unit
*)target
);
18136 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
18137 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
18143 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
18145 s64
.insert(target
->GetGUID());
18149 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
18151 if(!target
->IsTransport())
18152 s64
.insert(target
->GetGUID());
18156 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
18158 if(HaveAtClient(target
))
18160 if(!target
->isVisibleForInState(this,true))
18162 target
->BuildOutOfRangeUpdateBlock(&data
);
18163 m_clientGUIDs
.erase(target
->GetGUID());
18165 #ifdef MANGOS_DEBUG
18166 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18167 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
));
18173 if(target
->isVisibleForInState(this,false))
18175 visibleNow
.insert(target
);
18176 target
->BuildUpdate(data_updates
);
18177 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
18178 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
18180 #ifdef MANGOS_DEBUG
18181 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18182 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
));
18188 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18189 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18190 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18191 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18192 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18194 void Player::InitPrimaryProffesions()
18196 SetFreePrimaryProffesions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
18199 void Player::SendComboPoints()
18201 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
18204 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
18205 data
.append(combotarget
->GetPackGUID());
18206 data
<< uint8(m_comboPoints
);
18207 GetSession()->SendPacket(&data
);
18211 void Player::AddComboPoints(Unit
* target
, int8 count
)
18216 // without combo points lost (duration checked in aura)
18217 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18219 if(target
->GetGUID() == m_comboTarget
)
18221 m_comboPoints
+= count
;
18226 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18227 target
->RemoveComboPointHolder(GetGUIDLow());
18229 m_comboTarget
= target
->GetGUID();
18230 m_comboPoints
= count
;
18232 target
->AddComboPointHolder(GetGUIDLow());
18235 if (m_comboPoints
> 5) m_comboPoints
= 5;
18236 if (m_comboPoints
< 0) m_comboPoints
= 0;
18241 void Player::ClearComboPoints()
18246 // without combopoints lost (duration checked in aura)
18247 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18253 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18254 target
->RemoveComboPointHolder(GetGUIDLow());
18259 void Player::SetGroup(Group
*group
, int8 subgroup
)
18261 if(group
== NULL
) m_group
.unlink();
18264 // never use SetGroup without a subgroup unless you specify NULL for group
18265 assert(subgroup
>= 0);
18266 m_group
.link(group
, this);
18267 m_group
.setSubGroup((uint8
)subgroup
);
18271 void Player::SendInitialPacketsBeforeAddToMap()
18273 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
18274 data
<< uint32(0); // unknown, may be rest state time or experience
18275 GetSession()->SendPacket(&data
);
18278 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
18279 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
18280 data
<< (uint32
) m_homebindMapId
;
18281 data
<< (uint32
) m_homebindZoneId
;
18282 GetSession()->SendPacket(&data
);
18284 // SMSG_SET_PROFICIENCY
18285 // SMSG_UPDATE_AURA_DURATION
18288 data
.Initialize(SMSG_TUTORIAL_FLAGS
, 8*4);
18289 for (int i
= 0; i
< 8; ++i
)
18290 data
<< uint32( GetTutorialInt(i
) );
18291 GetSession()->SendPacket(&data
);
18293 SendInitialSpells();
18295 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
18296 data
<< uint32(0); // count, for(count) uint32;
18297 GetSession()->SendPacket(&data
);
18299 SendInitialActionButtons();
18300 SendInitialReputations();
18301 m_achievementMgr
.SendAllAchievementData();
18302 UpdateZone(GetZoneId());
18303 SendInitWorldStates();
18305 // SMSG_SET_AURA_SINGLE
18307 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 8);
18308 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
18309 data
<< (float)0.01666667f
; // game speed
18310 GetSession()->SendPacket( &data
);
18312 data
.Initialize(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
18313 data
<< uint32(0x00000000); // on blizz it increments periodically
18314 GetSession()->SendPacket(&data
);
18316 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
18317 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
18318 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2
);
18323 void Player::SendInitialPacketsAfterAddToMap()
18325 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
18326 data
<< uint32(0x00000000); // on blizz it increments periodically
18327 GetSession()->SendPacket(&data
);
18329 CastSpell(this, 836, true); // LOGINEFFECT
18331 // set some aura effects that send packet to player client after add player to map
18332 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
18333 // same auras state lost at far teleport, send it one more time in this case also
18334 static const AuraType auratypes
[] =
18336 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
18337 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
18338 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
18340 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
18342 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
18343 if(!auraList
.empty())
18344 auraList
.front()->ApplyModifier(true,true);
18347 if(HasAuraType(SPELL_AURA_MOD_STUN
))
18348 SetMovement(MOVE_ROOT
);
18350 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
18351 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
18353 WorldPacket
data(SMSG_FORCE_MOVE_ROOT
, 10);
18354 data
.append(GetPackGUID());
18356 SendMessageToSet(&data
,true);
18359 SendAurasForTarget(this);
18360 SendEnchantmentDurations(); // must be after add to map
18361 SendItemDurations(); // must be after add to map
18364 void Player::SendUpdateToOutOfRangeGroupMembers()
18366 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
18368 if(Group
* group
= GetGroup())
18369 group
->UpdatePlayerOutOfRange(this);
18371 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
18372 m_auraUpdateMask
= 0;
18373 if(Pet
*pet
= GetPet())
18374 pet
->ResetAuraUpdateMask();
18377 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
18379 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
18380 data
<< uint32(mapid
);
18381 data
<< uint8(reason
); // transfer abort reason
18384 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
18385 case TRANSFER_ABORT_DIFFICULTY
:
18386 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
18387 data
<< uint8(arg
);
18390 GetSession()->SendPacket(&data
);
18393 void Player::SendInstanceResetWarning(uint32 mapid
, uint32 time
)
18395 // type of warning, based on the time remaining until reset
18398 type
= RAID_INSTANCE_WELCOME
;
18399 else if(time
> 900 && time
<= 3600)
18400 type
= RAID_INSTANCE_WARNING_HOURS
;
18401 else if(time
> 300 && time
<= 900)
18402 type
= RAID_INSTANCE_WARNING_MIN
;
18404 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
18405 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4);
18406 data
<< uint32(type
);
18407 data
<< uint32(mapid
);
18408 data
<< uint32(time
);
18409 GetSession()->SendPacket(&data
);
18412 void Player::ApplyEquipCooldown( Item
* pItem
)
18414 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
18416 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
18419 if( !spellData
.SpellId
)
18422 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
18423 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
18426 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
18428 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
18429 data
<< pItem
->GetGUID();
18430 data
<< uint32(spellData
.SpellId
);
18431 GetSession()->SendPacket(&data
);
18435 void Player::resetSpells()
18437 // not need after this call
18438 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
18440 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
18441 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
18444 // make full copy of map (spells removed and marked as deleted at another spell remove
18445 // and we can't use original map for safe iterative with visit each spell at loop end
18446 PlayerSpellMap smap
= GetSpellMap();
18448 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
18449 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
18451 learnDefaultSpells();
18452 learnQuestRewardedSpells();
18455 void Player::learnDefaultSpells()
18457 // learn default race/class spells
18458 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
18459 for (PlayerCreateInfoSpells::const_iterator itr
= info
->spell
.begin(); itr
!=info
->spell
.end(); ++itr
)
18461 uint32 tspell
= *itr
;
18462 sLog
.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell
);
18463 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18464 addSpell(tspell
,true,true,true,false);
18465 else // but send in normal spell in game learn case
18466 learnSpell(tspell
,true);
18470 void Player::learnQuestRewardedSpells(Quest
const* quest
)
18472 uint32 spell_id
= quest
->GetRewSpellCast();
18474 // skip quests without rewarded spell
18478 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
18482 // check learned spells state
18483 bool found
= false;
18484 for(int i
=0; i
< 3; ++i
)
18486 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
18493 // skip quests with not teaching spell or already known spell
18497 // prevent learn non first rank unknown profession and second specialization for same profession)
18498 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
18499 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
18501 // not have first rank learned (unlearned prof?)
18502 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
18503 if( !HasSpell(first_spell
) )
18506 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
18511 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
18513 // search other specialization for same prof
18514 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
18516 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
18519 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
18523 // compare only specializations
18524 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
18527 // compare same chain spells
18528 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
18531 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18532 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
18538 CastSpell( this, spell_id
, true);
18541 void Player::learnQuestRewardedSpells()
18543 // learn spells received from quest completing
18544 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
18546 // skip no rewarded quests
18547 if(!itr
->second
.m_rewarded
)
18550 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
18554 learnQuestRewardedSpells(quest
);
18558 void Player::learnSkillRewardedSpells(uint32 skill_id
, uint32 skill_value
)
18560 uint32 raceMask
= getRaceMask();
18561 uint32 classMask
= getClassMask();
18562 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
18564 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
18565 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
18567 // Check race if set
18568 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
18570 // Check class if set
18571 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
18574 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
18576 // need unlearn spell
18577 if (skill_value
< pAbility
->req_skill_value
)
18578 removeSpell(pAbility
->spellId
);
18580 else if (!IsInWorld())
18581 addSpell(pAbility
->spellId
,true,true,true,false);
18583 learnSpell(pAbility
->spellId
,true);
18588 void Player::SendAurasForTarget(Unit
*target
)
18590 if(target
->GetVisibleAuras()->empty()) // speedup things
18593 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
18594 data
.append(target
->GetPackGUID());
18596 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
18597 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
18599 for(uint32 j
= 0; j
< 3; ++j
)
18601 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
18603 data
<< uint8(aura
->GetAuraSlot());
18604 data
<< uint32(aura
->GetId());
18608 uint8 auraFlags
= aura
->GetAuraFlags();
18610 data
<< uint8(auraFlags
);
18612 data
<< uint8(aura
->GetAuraLevel());
18614 data
<< uint8(aura
->GetAuraCharges());
18616 if(!(auraFlags
& AFLAG_NOT_CASTER
))
18618 data
<< uint8(0); // packed GUID of someone (caster?)
18621 if(auraFlags
& AFLAG_DURATION
) // include aura duration
18623 data
<< uint32(aura
->GetAuraMaxDuration());
18624 data
<< uint32(aura
->GetAuraDuration());
18632 GetSession()->SendPacket(&data
);
18635 void Player::SetDailyQuestStatus( uint32 quest_id
)
18637 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18639 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
18641 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
18642 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
18643 m_DailyQuestChanged
= true;
18649 void Player::ResetDailyQuestStatus()
18651 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18652 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
18654 // DB data deleted in caller
18655 m_DailyQuestChanged
= false;
18656 m_lastDailyQuestTime
= 0;
18659 BattleGround
* Player::GetBattleGround() const
18661 if(GetBattleGroundId()==0)
18664 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgTypeID
);
18667 bool Player::InArena() const
18669 BattleGround
*bg
= GetBattleGround();
18670 if(!bg
|| !bg
->isArena())
18676 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId
) const
18678 // get a template bg instead of running one
18679 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
18683 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
18689 BGQueueIdBasedOnLevel
Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId
) const
18691 //returned to hardcoded version of this function, because there is no way to code it dynamic
18692 uint32 level
= getLevel();
18693 if( bgTypeId
== BATTLEGROUND_AV
)
18696 uint32 queue_id
= (level
/ 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
18697 if( queue_id
>= MAX_BATTLEGROUND_QUEUES
)
18699 sLog
.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id
);
18700 return QUEUE_ID_MAX_LEVEL_80
;
18702 return BGQueueIdBasedOnLevel(queue_id
);
18705 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
18707 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
18708 if(!vendor_faction
|| !vendor_faction
->faction
)
18711 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
18712 if(rank
<= REP_NEUTRAL
)
18715 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
18718 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
18720 uint32 racemask
= getRaceMask();
18721 uint32 classmask
= getClassMask();
18723 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
18724 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
18728 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
18730 // skip wrong race skills
18731 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
18734 // skip wrong class skills
18735 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
18744 bool Player::HasQuestForGO(int32 GOId
) const
18746 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
18748 uint32 questid
= GetQuestSlotQuestId(i
);
18749 if ( questid
== 0 )
18752 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
18753 if(qs_itr
== mQuestStatus
.end())
18756 QuestStatusData
const& qs
= qs_itr
->second
;
18758 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
18760 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
18764 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
18767 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
18769 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
18772 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
18780 void Player::UpdateForQuestsGO()
18782 if(m_clientGUIDs
.empty())
18786 WorldPacket packet
;
18787 for(ClientGUIDs::iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
18789 if(IS_GAMEOBJECT_GUID(*itr
))
18791 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
18793 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
18796 udata
.BuildPacket(&packet
);
18797 GetSession()->SendPacket(&packet
);
18800 void Player::SummonIfPossible(bool agree
)
18804 m_summon_expire
= 0;
18808 // expire and auto declined
18809 if(m_summon_expire
< time(NULL
))
18812 // stop taxi flight at summon
18815 GetMotionMaster()->MovementExpired();
18816 m_taxi
.ClearTaxiDestinations();
18819 // drop flag at summon
18820 if(BattleGround
*bg
= GetBattleGround())
18821 bg
->EventPlayerDroppedFlag(this);
18823 m_summon_expire
= 0;
18825 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
18828 void Player::RemoveItemDurations( Item
*item
)
18830 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
18834 m_itemDuration
.erase(itr
);
18840 void Player::AddItemDurations( Item
*item
)
18842 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
18844 m_itemDuration
.push_back(item
);
18845 item
->SendTimeUpdate(this);
18849 void Player::AutoUnequipOffhandIfNeed()
18851 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18855 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18856 if (CanTitanGrip() || (offItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
&& !IsTwoHandUsed()))
18859 ItemPosCountVec off_dest
;
18860 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18861 if( off_msg
== EQUIP_ERR_OK
)
18863 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18864 StoreItem( off_dest
, offItem
, true );
18869 mi
.AddItem(offItem
->GetGUIDLow(), offItem
->GetEntry(), offItem
);
18870 MoveItemFromInventory(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18871 CharacterDatabase
.BeginTransaction();
18872 offItem
->DeleteFromInventoryDB(); // deletes item from character's inventory
18873 offItem
->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18874 CharacterDatabase
.CommitTransaction();
18876 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
18877 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
18881 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18883 if(spellInfo
->EquippedItemClass
< 0)
18886 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18887 // for optimize check 2 used cases only
18888 switch(spellInfo
->EquippedItemClass
)
18890 case ITEM_CLASS_WEAPON
:
18892 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18893 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18894 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18898 case ITEM_CLASS_ARMOR
:
18900 // tabard not have dependent spells
18901 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18902 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18903 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18906 // shields can be equipped to offhand slot
18907 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18908 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18911 // ranged slot can have some armor subclasses
18912 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18913 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18919 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18926 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
18928 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18929 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
18930 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
18933 // Check no reagent use mask
18934 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
18935 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
18936 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
18937 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
18943 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18945 AuraMap
& auras
= GetAuras();
18946 for(AuraMap::iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18948 Aura
* aura
= itr
->second
;
18950 // skip passive (passive item dependent spells work in another way) and not self applied auras
18951 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18952 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18958 // skip if not item dependent or have alternative item
18959 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18965 // no alt item, remove aura, restart check
18966 RemoveAurasDueToSpell(aura
->GetId());
18967 itr
= auras
.begin();
18970 // currently casted spells can be dependent from item
18971 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; i
++)
18973 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
18974 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
18979 uint32
Player::GetResurrectionSpellId()
18981 // search priceless resurrection possibilities
18983 uint32 spell_id
= 0;
18984 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18985 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18987 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18988 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18990 switch((*itr
)->GetId())
18992 case 20707: spell_id
= 3026; break; // rank 1
18993 case 20762: spell_id
= 20758; break; // rank 2
18994 case 20763: spell_id
= 20759; break; // rank 3
18995 case 20764: spell_id
= 20760; break; // rank 4
18996 case 20765: spell_id
= 20761; break; // rank 5
18997 case 27239: spell_id
= 27240; break; // rank 6
18998 case 47883: spell_id
= 47882; break; // rank 7
19000 sLog
.outError("Unhandled spell %%u: S.Resurrection",(*itr
)->GetId());
19006 // Twisting Nether // prio: 2 (max)
19007 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
19014 // Reincarnation (passive spell) // prio: 1
19015 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
19021 // Used in triggers for check "Only to targets that grant experience or honor" req
19022 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
19024 uint32 v_level
= pVictim
->getLevel();
19025 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
19027 // Victim level less gray level
19028 if(v_level
<=k_grey
)
19031 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
19033 if (((Creature
*)pVictim
)->isTotem() ||
19034 ((Creature
*)pVictim
)->isPet() ||
19035 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
19041 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
19043 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
19045 // prepare data for near group iteration (PvP and !PvP cases)
19047 bool honored_kill
= false;
19049 if(Group
*pGroup
= GetGroup())
19052 uint32 sum_level
= 0;
19053 Player
* member_with_max_level
= NULL
;
19054 Player
* not_gray_member_with_max_level
= NULL
;
19056 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
19058 if(member_with_max_level
)
19060 /// not get Xp in PvP or no not gray players in group
19061 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
19063 /// skip in check PvP case (for speed, not used)
19064 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
19065 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
19066 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
19068 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19070 Player
* pGroupGuy
= itr
->getSource();
19074 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
19075 continue; // member (alive or dead) or his corpse at req. distance
19077 // honor can be in PvP and !PvP (racial leader) cases (for alive)
19078 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
19079 honored_kill
= true;
19081 // xp and reputation only in !PvP case
19084 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
19086 // if is in dungeon then all receive full reputation at kill
19087 // rewarded any alive/dead/near_corpse group member
19088 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
19090 // XP updated only for alive group member
19091 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
19092 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
19094 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
19096 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
19097 if(Pet
* pet
= pGroupGuy
->GetPet())
19098 pet
->GivePetXP(itr_xp
/2);
19101 // quest objectives updated only for alive group member or dead but with not released body
19102 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
19104 // normal creature (not pet/etc) can be only in !PvP case
19105 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
19106 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
19112 else // if (!pGroup)
19114 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
19116 // honor can be in PvP and !PvP (racial leader) cases
19117 if(RewardHonor(pVictim
,1))
19118 honored_kill
= true;
19120 // xp and reputation only in !PvP case
19123 RewardReputation(pVictim
,1);
19124 GiveXP(xp
, pVictim
);
19126 if(Pet
* pet
= GetPet())
19127 pet
->GivePetXP(xp
);
19129 // normal creature (not pet/etc) can be only in !PvP case
19130 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
19131 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
19134 return xp
|| honored_kill
;
19137 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
19139 if(pRewardSource
->GetDistance(this) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
))
19145 Corpse
* corpse
= GetCorpse();
19149 return pRewardSource
->GetDistance(corpse
) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
);
19152 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
19154 Item
* item
= GetWeaponForAttack(attType
,true);
19156 // unarmed only with base attack
19157 if(attType
!= BASE_ATTACK
&& !item
)
19160 // weapon skill or (unarmed for base attack)
19161 uint32 skill
= item
? item
->GetSkill() : SKILL_UNARMED
;
19162 return GetBaseSkillValue(skill
);
19165 void Player::ResurectUsingRequestData()
19167 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
19168 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
19170 ResurrectPlayer(0.0f
,false);
19172 if(GetMaxHealth() > m_resurrectHealth
)
19173 SetHealth( m_resurrectHealth
);
19175 SetHealth( GetMaxHealth() );
19177 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
19178 SetPower(POWER_MANA
, m_resurrectMana
);
19180 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
19182 SetPower(POWER_RAGE
, 0 );
19184 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
19186 SpawnCorpseBones();
19189 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
19191 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
19192 data
.append(target
->GetPackGUID());
19193 data
<< uint8(allowMove
);
19194 GetSession()->SendPacket(&data
);
19197 void Player::UpdateZoneDependentAuras( uint32 newZone
)
19199 // remove new continent flight forms
19200 if( !IsAllowUseFlyMountsHere() )
19202 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
19203 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
19206 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
19207 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newZone
);
19208 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19209 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,newZone
,0))
19210 if( !HasAura(itr
->second
->spellId
,0) )
19211 CastSpell(this,itr
->second
->spellId
,true);
19214 void Player::UpdateAreaDependentAuras( uint32 newArea
)
19216 // remove auras from spells with area limitations
19217 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
19219 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
19220 if(spellmgr
.GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
,this)!=0)
19226 // some auras applied at subzone enter
19227 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newArea
);
19228 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19229 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,m_zoneUpdateId
,newArea
))
19230 if( !HasAura(itr
->second
->spellId
,0) )
19231 CastSpell(this,itr
->second
->spellId
,true);
19234 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
19236 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19237 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19239 return copseReclaimDelay
[0];
19242 time_t now
= time(NULL
);
19243 // 0..2 full period
19244 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
19245 return copseReclaimDelay
[count
];
19248 void Player::UpdateCorpseReclaimDelay()
19250 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
19252 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19253 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19256 time_t now
= time(NULL
);
19257 if(now
< m_deathExpireTime
)
19259 // full and partly periods 1..3
19260 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
19261 if(count
< MAX_DEATH_COUNT
)
19262 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
19264 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
19267 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
19270 void Player::SendCorpseReclaimDelay(bool load
)
19272 Corpse
* corpse
= GetCorpse();
19279 if(corpse
->GetGhostTime() > m_deathExpireTime
)
19282 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
19285 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19286 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19288 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
19289 if(count
>=MAX_DEATH_COUNT
)
19290 count
= MAX_DEATH_COUNT
-1;
19295 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
19297 time_t now
= time(NULL
);
19298 if(now
>= expected_time
)
19301 delay
= expected_time
-now
;
19304 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
19306 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
19307 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
19308 data
<< uint32(delay
*IN_MILISECONDS
);
19309 GetSession()->SendPacket( &data
);
19312 Player
* Player::GetNextRandomRaidMember(float radius
)
19314 Group
*pGroup
= GetGroup();
19318 std::vector
<Player
*> nearMembers
;
19319 nearMembers
.reserve(pGroup
->GetMembersCount());
19321 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19323 Player
* Target
= itr
->getSource();
19325 // IsHostileTo check duel and controlled by enemy
19326 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
19327 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
19328 nearMembers
.push_back(Target
);
19331 if (nearMembers
.empty())
19334 uint32 randTarget
= urand(0,nearMembers
.size()-1);
19335 return nearMembers
[randTarget
];
19338 PartyResult
Player::CanUninviteFromGroup() const
19340 const Group
* grp
= GetGroup();
19342 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
19344 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
19345 return PARTY_RESULT_YOU_NOT_LEADER
;
19347 if(InBattleGround())
19348 return PARTY_RESULT_INVITE_RESTRICTED
;
19350 return PARTY_RESULT_OK
;
19353 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
19355 float water_z
= m
->GetWaterLevel(x
,y
);
19356 float terrain_z
= m
->GetHeight(x
,y
,z
, false); // use .map base surface height
19357 uint8 flag1
= m
->GetTerrainType(x
,y
);
19359 //!Underwater check, not in water if underground or above water level - take UC royal quater for example
19360 if (terrain_z
<= INVALID_HEIGHT
|| z
< (terrain_z
-2) || z
> (water_z
- 2) )
19361 m_isunderwater
&= ~UNDERWATER_INWATER
;
19362 else if ((z
< (water_z
- 2)) && (flag1
& 0x01))
19363 m_isunderwater
|= UNDERWATER_INWATER
;
19365 //!in lava check, anywhere under lava level
19366 if ((terrain_z
<= INVALID_HEIGHT
|| z
< (terrain_z
- 0)) && (flag1
== 0x00) && IsInWater())
19367 m_isunderwater
|= UNDERWATER_INLAVA
;
19369 m_isunderwater
&= ~UNDERWATER_INLAVA
;
19372 void Player::SetCanParry( bool value
)
19374 if(m_canParry
==value
)
19377 m_canParry
= value
;
19378 UpdateParryPercentage();
19381 void Player::SetCanBlock( bool value
)
19383 if(m_canBlock
==value
)
19386 m_canBlock
= value
;
19387 UpdateBlockPercentage();
19390 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
19392 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
19393 if(itr
->pos
== pos
)
19399 bool Player::isAllowUseBattleGroundObject()
19401 return ( //InBattleGround() && // in battleground - not need, check in other cases
19402 !IsMounted() && // not mounted
19403 !HasStealthAura() && // not stealthed
19404 !HasInvisibilityAura() && // not invisible
19405 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
19406 isAlive() // live player
19410 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
19412 uint32 level
= getLevel();
19414 if(level
> GT_MAX_LEVEL
)
19415 level
= GT_MAX_LEVEL
; // max level in this dbc
19417 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
19418 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
19419 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
19421 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
19424 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
19426 if(!bsc
) // shouldn't happen
19431 if(hairstyle
!= newhairstyle
)
19432 cost
+= bsc
->cost
; // full price
19434 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
19435 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
19437 if(facialhair
!= newfacialhair
)
19438 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
19440 return uint32(cost
);
19443 void Player::InitGlyphsForLevel()
19445 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
19446 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
19448 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
19450 uint32 level
= getLevel();
19453 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19455 value
|= (0x01 | 0x02);
19465 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
19468 void Player::EnterVehicle(Vehicle
*vehicle
)
19470 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
19474 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
19478 vehicle
->SetCharmerGUID(GetGUID());
19479 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19480 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19481 vehicle
->setFaction(getFaction());
19483 SetCharm(vehicle
); // charm
19484 SetFarSightGUID(vehicle
->GetGUID()); // set view
19486 SetClientControl(vehicle
, 1); // redirect controls to vehicle
19488 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
19489 GetSession()->SendPacket(&data
);
19491 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
19492 data
.append(GetPackGUID());
19493 data
<< uint32(0); // counter?
19494 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
19495 data
<< uint16(0); // special flags
19496 data
<< uint32(getMSTime()); // time
19497 data
<< vehicle
->GetPositionX(); // x
19498 data
<< vehicle
->GetPositionY(); // y
19499 data
<< vehicle
->GetPositionZ(); // z
19500 data
<< vehicle
->GetOrientation(); // o
19501 // transport part, TODO: load/calculate seat offsets
19502 data
<< uint64(vehicle
->GetGUID()); // transport guid
19503 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
19504 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
19505 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
19506 data
<< float(0); // transport orientation
19507 data
<< uint32(getMSTime()); // transport time
19508 data
<< uint8(0); // seat
19509 // end of transport part
19510 data
<< uint32(0); // fall time
19511 GetSession()->SendPacket(&data
);
19513 data
.Initialize(SMSG_PET_SPELLS
, 8+4+4+4+4*10+1+1);
19514 data
<< uint64(vehicle
->GetGUID());
19515 data
<< uint32(0x00000000);
19516 data
<< uint32(0x00000000);
19517 data
<< uint32(0x00000101);
19519 for(uint32 i
= 0; i
< 10; ++i
)
19520 data
<< uint16(0) << uint8(0) << uint8(i
+8);
19524 GetSession()->SendPacket(&data
);
19527 void Player::ExitVehicle(Vehicle
*vehicle
)
19529 vehicle
->SetCharmerGUID(0);
19530 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19531 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19532 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
19535 SetFarSightGUID(0);
19537 SetClientControl(vehicle
, 0);
19539 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
19540 data
.append(GetPackGUID());
19541 data
<< uint32(0); // counter?
19542 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
19543 data
<< uint16(0x40); // special flags
19544 data
<< uint32(getMSTime()); // time
19545 data
<< vehicle
->GetPositionX(); // x
19546 data
<< vehicle
->GetPositionY(); // y
19547 data
<< vehicle
->GetPositionZ(); // z
19548 data
<< vehicle
->GetOrientation(); // o
19549 data
<< uint32(0); // fall time
19550 GetSession()->SendPacket(&data
);
19552 data
.Initialize(SMSG_PET_SPELLS
, 8+4);
19555 GetSession()->SendPacket(&data
);
19557 // only for flyable vehicles?
19558 CastSpell(this, 45472, true); // Parachute
19561 bool Player::HasTitle(uint32 bitIndex
)
19563 if (bitIndex
> 128)
19566 uint32 fieldIndexOffset
= bitIndex
/32;
19567 uint32 flag
= 1 << (bitIndex
%32);
19568 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19571 void Player::SetTitle(CharTitlesEntry
const* title
)
19573 uint32 fieldIndexOffset
= title
->bit_index
/32;
19574 uint32 flag
= 1 << (title
->bit_index
%32);
19575 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19578 void Player::ConvertRune(uint8 index
, uint8 newType
)
19580 SetCurrentRune(index
, newType
);
19582 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
19583 data
<< uint8(index
);
19584 data
<< uint8(newType
);
19585 GetSession()->SendPacket(&data
);
19588 void Player::ResyncRunes(uint8 count
)
19590 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
19591 for(uint32 i
= 0; i
< count
; ++i
)
19593 data
<< uint8(GetCurrentRune(i
)); // rune type
19594 data
<< uint8(255 - (GetRuneCooldown(i
) * 51)); // passed cooldown time (0-255)
19596 GetSession()->SendPacket(&data
);
19599 void Player::AddRunePower(uint8 index
)
19601 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
19602 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
19603 GetSession()->SendPacket(&data
);
19606 void Player::InitRunes()
19608 if(getClass() != CLASS_DEATH_KNIGHT
)
19611 m_runes
= new Runes
;
19613 m_runes
->runeState
= 0;
19615 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19617 SetBaseRune(i
, i
/ 2); // init base types
19618 SetCurrentRune(i
, i
/ 2); // init current types
19619 SetRuneCooldown(i
, 0); // reset cooldowns
19620 m_runes
->SetRuneState(i
);
19623 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
19624 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);
19627 void Player::AutoStoreLoot(uint8 bag
, uint8 slot
, uint32 loot_id
, LootStore
const& store
, bool broadcast
)
19630 loot
.FillLoot (loot_id
,store
,this,true);
19632 uint32 max_slot
= loot
.GetMaxSlotInLootFor(this);
19633 for(uint32 i
= 0; i
< max_slot
; ++i
)
19635 LootItem
* lootItem
= loot
.LootItemInSlot(i
,this);
19637 ItemPosCountVec dest
;
19638 uint8 msg
= CanStoreNewItem (bag
,slot
,dest
,lootItem
->itemid
,lootItem
->count
);
19639 if(msg
!= EQUIP_ERR_OK
&& slot
!= NULL_SLOT
)
19640 msg
= CanStoreNewItem( bag
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19641 if( msg
!= EQUIP_ERR_OK
&& bag
!= NULL_BAG
)
19642 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19643 if(msg
!= EQUIP_ERR_OK
)
19645 SendEquipError( msg
, NULL
, NULL
);
19649 Item
* pItem
= StoreNewItem (dest
,lootItem
->itemid
,true,lootItem
->randomPropertyId
);
19650 SendNewItem(pItem
, lootItem
->count
, false, false, broadcast
);
19654 uint32
Player::CalculateTalentsPoints() const
19656 uint32 base_talent
= getLevel() < 10 ? 0 : uint32((getLevel()-9)*sWorld
.getRate(RATE_TALENT
));
19658 if(getClass() != CLASS_DEATH_KNIGHT
)
19659 return base_talent
;
19661 uint32 talentPointsForLevel
=
19662 (getLevel() < 56 ? 0 : uint32((getLevel()-55)*sWorld
.getRate(RATE_TALENT
)))
19663 + m_questRewardTalentCount
;
19665 if(talentPointsForLevel
> base_talent
)
19666 talentPointsForLevel
= base_talent
;
19668 return talentPointsForLevel
;
19671 bool Player::IsAllowUseFlyMountsHere() const
19673 if (isGameMaster())
19676 uint32 v_map
= GetVirtualMapForMapAndZone(GetMapId(), GetZoneId());
19677 return v_map
== 530 || v_map
== 571 && HasSpell(54197);
19680 void Player::learnSpellHighRank(uint32 spellid
)
19682 learnSpell(spellid
,false);
19684 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
19685 for(SpellChainMapNext::const_iterator itr
= nextMap
.lower_bound(spellid
); itr
!= nextMap
.upper_bound(spellid
); ++itr
)
19686 learnSpellHighRank(itr
->second
);
19689 void Player::_LoadSkills()
19691 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19693 // reset skill modifiers and set correct unlearn flags
19694 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
19696 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
19698 // set correct unlearn bit
19699 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
19702 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
19703 if(!pSkill
) continue;
19705 // enable unlearn button for primary professions only
19706 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
19707 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
19709 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
19711 uint32 vskill
= SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
19713 learnSkillRewardedSpells(id
, vskill
);
19716 // special settings
19717 if(getClass()==CLASS_DEATH_KNIGHT
)
19719 uint32 base_level
= std::min(getLevel(),sWorld
.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL
));
19722 uint32 base_skill
= (base_level
-1)*5; // 270 at starting level 55
19724 base_skill
= 1; // skill mast be known and then > 0 in any case
19726 if(GetPureSkillValue (SKILL_FIRST_AID
) < base_skill
)
19727 SetSkill(SKILL_FIRST_AID
,base_skill
, base_skill
);
19728 if(GetPureSkillValue (SKILL_AXES
) < base_skill
)
19729 SetSkill(SKILL_AXES
, base_skill
,base_skill
);
19730 if(GetPureSkillValue (SKILL_DEFENSE
) < base_skill
)
19731 SetSkill(SKILL_DEFENSE
, base_skill
,base_skill
);
19732 if(GetPureSkillValue (SKILL_POLEARMS
) < base_skill
)
19733 SetSkill(SKILL_POLEARMS
, base_skill
,base_skill
);
19734 if(GetPureSkillValue (SKILL_SWORDS
) < base_skill
)
19735 SetSkill(SKILL_SWORDS
, base_skill
,base_skill
);
19736 if(GetPureSkillValue (SKILL_2H_AXES
) < base_skill
)
19737 SetSkill(SKILL_2H_AXES
, base_skill
,base_skill
);
19738 if(GetPureSkillValue (SKILL_2H_SWORDS
) < base_skill
)
19739 SetSkill(SKILL_2H_SWORDS
, base_skill
,base_skill
);
19740 if(GetPureSkillValue (SKILL_UNARMED
) < base_skill
)
19741 SetSkill(SKILL_UNARMED
, base_skill
,base_skill
);
19745 uint32
Player::GetPhaseMaskForSpawn() const
19747 uint32 phase
= PHASEMASK_NORMAL
;
19748 if(!isGameMaster())
19749 phase
= GetPhaseMask();
19752 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
19753 if(!phases
.empty())
19754 phase
= phases
.front()->GetMiscValue();
19757 // some aura phases include 1 normal map in addition to phase itself
19758 if(uint32 n_phase
= phase
& ~PHASEMASK_NORMAL
)
19761 return PHASEMASK_NORMAL
;
19764 uint8
Player::CanEquipUniqueItem(Item
* pItem
, uint8 eslot
, uint32 limit_count
) const
19766 ItemPrototype
const* pProto
= pItem
->GetProto();
19768 // proto based limitations
19769 if(uint8 res
= CanEquipUniqueItem(pProto
,eslot
,limit_count
))
19772 // check unique-equipped on gems
19773 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
19775 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
19778 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
19782 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
19786 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19787 uint32 gem_limit_count
= !pItem
->IsEquipped() && pGem
->ItemLimitCategory
19788 ? pItem
->GetGemCountWithLimitCategory(pGem
->ItemLimitCategory
) : 1;
19790 if(uint8 res
= CanEquipUniqueItem(pGem
, eslot
,gem_limit_count
))
19794 return EQUIP_ERR_OK
;
19797 uint8
Player::CanEquipUniqueItem( ItemPrototype
const* itemProto
, uint8 except_slot
, uint32 limit_count
) const
19799 // check unique-equipped on item
19800 if (itemProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
19802 // there is an equip limit on this item
19803 if(HasItemOrGemWithIdEquipped(itemProto
->ItemId
,1,except_slot
))
19804 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19807 // check unique-equipped limit
19808 if (itemProto
->ItemLimitCategory
)
19810 ItemLimitCategoryEntry
const* limitEntry
= sItemLimitCategoryStore
.LookupEntry(itemProto
->ItemLimitCategory
);
19812 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19814 if(limit_count
> limitEntry
->maxCount
)
19815 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
; // attempt add too many limit category items (gems)
19817 // there is an equip limit on this item
19818 if(HasItemOrGemWithLimitCategoryEquipped(itemProto
->ItemLimitCategory
,limitEntry
->maxCount
-limit_count
+1,except_slot
))
19819 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19822 return EQUIP_ERR_OK
;
19825 void Player::HandleFall(MovementInfo
const& movementInfo
)
19827 // calculate total z distance of the fall
19828 float z_diff
= m_lastFallZ
- movementInfo
.z
;
19829 sLog
.outDebug("zDiff = %f", z_diff
);
19831 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
19832 // 14.57 can be calculated by resolving damageperc formular below to 0
19833 if (z_diff
>= 14.57f
&& !isDead() && !isGameMaster() &&
19834 !HasAuraType(SPELL_AURA_HOVER
) && !HasAuraType(SPELL_AURA_FEATHER_FALL
) &&
19835 !HasAuraType(SPELL_AURA_FLY
) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL
) )
19837 //Safe fall, fall height reduction
19838 int32 safe_fall
= GetTotalAuraModifier(SPELL_AURA_SAFE_FALL
);
19840 float damageperc
= 0.018f
*(z_diff
-safe_fall
)-0.2426f
;
19844 uint32 damage
= (uint32
)(damageperc
* GetMaxHealth()*sWorld
.getRate(RATE_DAMAGE_FALL
));
19846 float height
= movementInfo
.z
;
19847 UpdateGroundPositionZ(movementInfo
.x
,movementInfo
.y
,height
);
19851 //Prevent fall damage from being more than the player maximum health
19852 if (damage
> GetMaxHealth())
19853 damage
= GetMaxHealth();
19856 if (GetDummyAura(43621))
19857 damage
= GetMaxHealth()/2;
19859 EnvironmentalDamage(GetGUID(), DAMAGE_FALL
, damage
);
19861 // recheck alive, might have died of EnvironmentalDamage
19863 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING
, uint32(z_diff
*100));
19866 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
19867 DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo
.z
, height
, GetPositionZ(), movementInfo
.fallTime
, height
, damage
, safe_fall
);
19872 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type
, uint32 miscvalue1
/*=0*/, uint32 miscvalue2
/*=0*/, Unit
*unit
/*=NULL*/, uint32 time
/*=0*/ )
19874 GetAchievementMgr().UpdateAchievementCriteria(type
, miscvalue1
,miscvalue2
,unit
,time
);