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"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.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 // class specific initial known nodes
134 case CLASS_DEATH_KNIGHT
:
136 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
137 m_taximask
[i
] |= sOldContinentsNodesMask
[i
];
142 // race specific initial known nodes: capital and taxi hub masks
145 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
146 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
147 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
148 case RACE_NIGHTELF
: SetTaximaskNode(26);
149 SetTaximaskNode(27); break; // Night Elf
150 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
151 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
152 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
153 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
154 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
155 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
158 // new continent starting masks (It will be accessible only at new map)
159 switch(Player::TeamForRace(race
))
161 case ALLIANCE
: SetTaximaskNode(100); break;
162 case HORDE
: SetTaximaskNode(99); break;
164 // level dependent taxi hubs
166 SetTaximaskNode(213); //Shattered Sun Staging Area
169 void PlayerTaxi::LoadTaxiMask(const char* data
)
171 Tokens tokens
= StrSplit(data
, " ");
174 Tokens::iterator iter
;
175 for (iter
= tokens
.begin(), index
= 0;
176 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
178 // load and set bits only for existed taxi nodes
179 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
183 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
187 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
188 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
192 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
193 data
<< uint32(m_taximask
[i
]); // known nodes
197 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
, uint32 team
)
199 ClearTaxiDestinations();
201 Tokens tokens
= StrSplit(values
," ");
203 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
205 uint32 node
= uint32(atol(iter
->c_str()));
206 AddTaxiDestination(node
);
209 if(m_TaxiDestinations
.empty())
213 if(m_TaxiDestinations
.size() < 2)
216 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
220 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
225 // can't load taxi path without mount set (quest taxi path?)
226 if(!objmgr
.GetTaxiMountDisplayId(GetTaxiSource(),team
,true))
232 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
234 if(m_TaxiDestinations
.empty())
237 std::ostringstream ss
;
239 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
240 ss
<< m_TaxiDestinations
[i
] << " ";
245 uint32
PlayerTaxi::GetCurrentTaxiPath() const
247 if(m_TaxiDestinations
.size() < 2)
253 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
258 std::ostringstream
& operator<< (std::ostringstream
& ss
, PlayerTaxi
const& taxi
)
261 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
262 ss
<< taxi
.m_taximask
[i
] << " ";
267 //== Player ====================================================
269 UpdateMask
Player::updateVisualBits
;
271 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this), m_reputationMgr(this)
278 m_objectType
|= TYPEMASK_PLAYER
;
279 m_objectTypeId
= TYPEID_PLAYER
;
281 m_valuesCount
= PLAYER_END
;
288 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
289 SetAcceptTicket(true);
291 // players always accept
292 if(GetSession()->GetSecurity() == SEC_PLAYER
)
293 SetAcceptWhispers(true);
301 m_usedTalentCount
= 0;
302 m_questRewardTalentCount
= 0;
305 m_weaponChangeTimer
= 0;
308 m_zoneUpdateTimer
= 0;
312 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
314 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
315 // this must help in case next save after mass player load after server startup
316 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
318 clearResurrectRequestData();
320 m_SpellModRemoveCount
= 0;
322 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
326 // group is initialized in the reference constructor
327 SetGroupInvite(NULL
);
328 m_groupUpdateMask
= 0;
329 m_auraUpdateMask
= 0;
333 m_GuildIdInvited
= 0;
334 m_ArenaTeamIdInvited
= 0;
336 m_atLoginFlags
= AT_LOGIN_NONE
;
338 mSemaphoreTeleport_Near
= false;
339 mSemaphoreTeleport_Far
= false;
341 m_DelayedOperations
= 0;
342 m_bCanDelayTeleport
= false;
343 m_bHasDelayedTeleport
= false;
344 m_teleport_options
= 0;
351 PlayerTalkClass
= new PlayerMenu( GetSession() );
352 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
354 m_DailyQuestChanged
= false;
355 m_lastDailyQuestTime
= 0;
357 for (int i
=0; i
<MAX_TIMERS
; ++i
)
358 m_MirrorTimer
[i
] = DISABLED_MIRROR_TIMER
;
360 m_MirrorTimerFlags
= UNDERWATER_NONE
;
361 m_MirrorTimerFlagsLast
= UNDERWATER_NONE
;
367 m_deathExpireTime
= 0;
371 m_DetectInvTimer
= 1*IN_MILISECONDS
;
373 m_bgBattleGroundID
= 0;
374 m_bgTypeID
= BATTLEGROUND_TYPE_NONE
;
375 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; ++j
)
377 m_bgBattleGroundQueueID
[j
].bgQueueTypeId
= BATTLEGROUND_QUEUE_NONE
;
378 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
382 m_logintime
= time(NULL
);
383 m_Last_tick
= m_logintime
;
384 m_WeaponProficiency
= 0;
385 m_ArmorProficiency
= 0;
388 m_canDualWield
= false;
389 m_canTitanGrip
= false;
392 m_temporaryUnsummonedPetNumber
= 0;
393 //cache for UNIT_CREATED_BY_SPELL to allow
394 //returning reagents for temporarily removed pets
395 //when dying/logging out
398 ////////////////////Rest System/////////////////////
405 rest_type
=REST_TYPE_NO
;
406 ////////////////////Rest System/////////////////////
408 m_mailsLoaded
= false;
409 m_mailsUpdated
= false;
411 m_nextMailDelivereTime
= 0;
413 m_resetTalentsCost
= 0;
414 m_resetTalentsTime
= 0;
415 m_itemUpdateQueueBlocked
= false;
417 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
418 m_forced_speed_changes
[i
] = 0;
422 /////////////////// Instance System /////////////////////
425 m_InstanceValid
= true;
426 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
433 for (int i
= 0; i
< BASEMOD_END
; ++i
)
435 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
436 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
439 for (int i
= 0; i
< MAX_COMBAT_RATING
; ++i
)
440 m_baseRatingValue
[i
] = 0;
442 m_baseSpellDamage
= 0;
443 m_baseSpellHealing
= 0;
448 m_lastHonorUpdateTime
= time(NULL
);
460 m_bgAfkReportedTimer
= 0;
461 m_contestedPvPTimer
= 0;
463 m_declinedname
= NULL
;
472 CleanupsBeforeDelete();
474 // it must be unloaded already in PlayerLogout and accessed only for loggined player
477 // Note: buy back item already deleted from DB when player was saved
478 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
485 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
488 //all mailed items should be deleted, also all mail should be deallocated
489 for (PlayerMails::const_iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
492 for (ItemMap::const_iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
493 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
495 delete PlayerTalkClass
;
499 m_transport
->RemovePassenger(this);
502 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
504 delete ItemSetEff
[x
];
506 // clean up player-instance binds, may unload some instance saves
507 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
508 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
509 itr
->second
.save
->RemovePlayer(this);
511 delete m_declinedname
;
515 void Player::CleanupsBeforeDelete()
517 if(m_uint32Values
) // only for fully created Object
520 DuelComplete(DUEL_INTERUPTED
);
522 Unit::CleanupsBeforeDelete();
525 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
)
527 //FIXME: outfitId not used in player creating
529 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
533 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
536 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
540 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
543 SetMapId(info
->mapId
);
544 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
546 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
549 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
553 uint8 powertype
= cEntry
->powerType
;
555 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
556 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
558 setFactionForRace(race
);
560 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
562 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
564 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
565 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
566 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
567 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
568 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
570 // -1 is default value
571 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
573 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
574 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
575 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
577 SetUInt32Value( PLAYER_GUILDID
, 0 );
578 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
579 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
581 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
582 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
583 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2
, 0 ); // 0=disabled
584 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
585 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
586 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
587 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
588 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
590 // set starting level
591 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
592 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
593 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
595 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
597 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
598 if(gm_level
> start_level
)
599 start_level
= gm_level
;
602 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
606 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
607 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
608 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
611 m_Last_tick
= time(NULL
);
612 m_Played_time
[0] = 0;
613 m_Played_time
[1] = 0;
615 // base stats and related field values
617 InitTaxiNodesForLevel();
618 InitGlyphsForLevel();
619 InitTalentForLevel();
620 InitPrimaryProfessions(); // to max set before any spell added
622 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
623 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
624 SetHealth(GetMaxHealth());
625 if (getPowerType()==POWER_MANA
)
627 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
628 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
631 if(getPowerType() == POWER_RUNIC_POWER
)
633 SetPower(POWER_RUNE
, 8);
634 SetMaxPower(POWER_RUNE
, 8);
635 SetPower(POWER_RUNIC_POWER
, 0);
636 SetMaxPower(POWER_RUNIC_POWER
, 1000);
640 learnDefaultSpells();
642 // original action bar
643 for (PlayerCreateInfoActions::const_iterator action_itr
= info
->action
.begin(); action_itr
!= info
->action
.end(); ++action_itr
)
644 addActionButton(action_itr
->button
,action_itr
->action
,action_itr
->type
);
647 CharStartOutfitEntry
const* oEntry
= NULL
;
648 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
650 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
652 if(entry
->RaceClassGender
== RaceClassGender
)
662 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
664 if(oEntry
->ItemId
[j
] <= 0)
667 uint32 item_id
= oEntry
->ItemId
[j
];
670 // Hack for not existed item id in dbc 3.0.3
674 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
677 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
681 // max stack by default (mostly 1), 1 for infinity stackable
682 uint32 count
= iProto
->Stackable
> 0 ? uint32(iProto
->Stackable
) : 1;
684 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
686 switch(iProto
->Spells
[0].SpellCategory
)
689 if(iProto
->Stackable
> 4)
693 if(iProto
->Stackable
> 2)
699 StoreNewItemInBestSlots(item_id
, count
);
703 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
704 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
706 // bags and main-hand weapon must equipped at this moment
707 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
708 // or ammo not equipped in special bag
709 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
711 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
714 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
715 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
716 if( msg
== EQUIP_ERR_OK
)
718 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
719 EquipItem( eDest
, pItem
, true);
721 // move other items to more appropriate slots (ammo not equipped in special bag)
724 ItemPosCountVec sDest
;
725 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
726 if( msg
== EQUIP_ERR_OK
)
728 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
729 pItem
= StoreItem( sDest
, pItem
, true);
732 // if this is ammo then use it
733 msg
= CanUseAmmo( pItem
->GetEntry() );
734 if( msg
== EQUIP_ERR_OK
)
735 SetAmmo( pItem
->GetEntry() );
739 // all item positions resolved
744 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
746 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
748 // attempt equip by one
749 while(titem_amount
> 0)
752 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
753 if( msg
!= EQUIP_ERR_OK
)
756 EquipNewItem( eDest
, titem_id
, true);
757 AutoUnequipOffhandIfNeed();
761 if(titem_amount
== 0)
762 return true; // equipped
765 ItemPosCountVec sDest
;
766 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
767 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
768 if( msg
== EQUIP_ERR_OK
)
770 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
771 return true; // stored
774 // item can't be added
775 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
779 void Player::SendMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, int32 Regen
)
781 if (MaxValue
== DISABLED_MIRROR_TIMER
)
783 if (CurrentValue
!=DISABLED_MIRROR_TIMER
)
784 StopMirrorTimer(Type
);
787 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
788 data
<< (uint32
)Type
;
789 data
<< CurrentValue
;
793 data
<< (uint32
)0; // spell id
794 GetSession()->SendPacket( &data
);
797 void Player::StopMirrorTimer(MirrorTimerType Type
)
799 m_MirrorTimer
[Type
] = DISABLED_MIRROR_TIMER
;
800 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
801 data
<< (uint32
)Type
;
802 GetSession()->SendPacket( &data
);
805 void Player::EnvironmentalDamage(EnviromentalDamage type
, uint32 damage
)
807 if(!isAlive() || isGameMaster())
810 // Absorb, resist some environmental damage type
813 if (type
== DAMAGE_LAVA
)
814 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
815 else if (type
== DAMAGE_SLIME
)
816 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
818 damage
-=absorb
+resist
;
820 DealDamageMods(this,damage
,&absorb
);
822 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
823 data
<< uint64(GetGUID());
824 data
<< uint8(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
825 data
<< uint32(damage
);
826 data
<< uint32(absorb
);
827 data
<< uint32(resist
);
828 SendMessageToSet(&data
, true);
830 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
834 if(type
==DAMAGE_FALL
) // DealDamage not apply item durability loss at self damage
836 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
837 DurabilityLossAll(0.10f
,false);
838 // durability lost message
839 WorldPacket
data2(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
840 GetSession()->SendPacket(&data2
);
843 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM
, 1, type
);
847 int32
Player::getMaxTimer(MirrorTimerType timer
)
852 return MINUTE
*IN_MILISECONDS
;
855 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING
) || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
856 return DISABLED_MIRROR_TIMER
;
857 int32 UnderWaterTime
= 3*MINUTE
*IN_MILISECONDS
;
858 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
859 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
860 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
861 return UnderWaterTime
;
866 return DISABLED_MIRROR_TIMER
;
867 return 1*IN_MILISECONDS
;
875 void Player::UpdateMirrorTimers()
877 // Desync flags for update on next HandleDrowning
878 if (m_MirrorTimerFlags
)
879 m_MirrorTimerFlagsLast
= ~m_MirrorTimerFlags
;
882 void Player::HandleDrowning(uint32 time_diff
)
884 if (!m_MirrorTimerFlags
)
888 if (m_MirrorTimerFlags
& UNDERWATER_INWATER
)
890 // Breath timer not activated - activate it
891 if (m_MirrorTimer
[BREATH_TIMER
] == DISABLED_MIRROR_TIMER
)
893 m_MirrorTimer
[BREATH_TIMER
] = getMaxTimer(BREATH_TIMER
);
894 SendMirrorTimer(BREATH_TIMER
, m_MirrorTimer
[BREATH_TIMER
], m_MirrorTimer
[BREATH_TIMER
], -1);
896 else // If activated - do tick
898 m_MirrorTimer
[BREATH_TIMER
]-=time_diff
;
899 // Timer limit - need deal damage
900 if (m_MirrorTimer
[BREATH_TIMER
] < 0)
902 m_MirrorTimer
[BREATH_TIMER
]+= 1*IN_MILISECONDS
;
903 // Calculate and deal damage
904 // TODO: Check this formula
905 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
906 EnvironmentalDamage(DAMAGE_DROWNING
, damage
);
908 else if (!(m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)) // Update time in client if need
909 SendMirrorTimer(BREATH_TIMER
, getMaxTimer(BREATH_TIMER
), m_MirrorTimer
[BREATH_TIMER
], -1);
912 else if (m_MirrorTimer
[BREATH_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
914 int32 UnderWaterTime
= getMaxTimer(BREATH_TIMER
);
916 m_MirrorTimer
[BREATH_TIMER
]+=10*time_diff
;
917 if (m_MirrorTimer
[BREATH_TIMER
] >= UnderWaterTime
|| !isAlive())
918 StopMirrorTimer(BREATH_TIMER
);
919 else if (m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)
920 SendMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_MirrorTimer
[BREATH_TIMER
], 10);
924 if (m_MirrorTimerFlags
& UNDERWARER_INDARKWATER
)
926 // Fatigue timer not activated - activate it
927 if (m_MirrorTimer
[FATIGUE_TIMER
] == DISABLED_MIRROR_TIMER
)
929 m_MirrorTimer
[FATIGUE_TIMER
] = getMaxTimer(FATIGUE_TIMER
);
930 SendMirrorTimer(FATIGUE_TIMER
, m_MirrorTimer
[FATIGUE_TIMER
], m_MirrorTimer
[FATIGUE_TIMER
], -1);
934 m_MirrorTimer
[FATIGUE_TIMER
]-=time_diff
;
935 // Timer limit - need deal damage or teleport ghost to graveyard
936 if (m_MirrorTimer
[FATIGUE_TIMER
] < 0)
938 m_MirrorTimer
[FATIGUE_TIMER
]+= 1*IN_MILISECONDS
;
939 if (isAlive()) // Calculate and deal damage
941 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
942 EnvironmentalDamage(DAMAGE_EXHAUSTED
, damage
);
944 else if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
)) // Teleport ghost to graveyard
947 else if (!(m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
))
948 SendMirrorTimer(FATIGUE_TIMER
, getMaxTimer(FATIGUE_TIMER
), m_MirrorTimer
[FATIGUE_TIMER
], -1);
951 else if (m_MirrorTimer
[FATIGUE_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
953 int32 DarkWaterTime
= getMaxTimer(FATIGUE_TIMER
);
954 m_MirrorTimer
[FATIGUE_TIMER
]+=10*time_diff
;
955 if (m_MirrorTimer
[FATIGUE_TIMER
] >= DarkWaterTime
|| !isAlive())
956 StopMirrorTimer(FATIGUE_TIMER
);
957 else if (m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
)
958 SendMirrorTimer(FATIGUE_TIMER
, DarkWaterTime
, m_MirrorTimer
[FATIGUE_TIMER
], 10);
961 if (m_MirrorTimerFlags
& (UNDERWATER_INLAVA
|UNDERWATER_INSLIME
))
963 // Breath timer not activated - activate it
964 if (m_MirrorTimer
[FIRE_TIMER
] == DISABLED_MIRROR_TIMER
)
965 m_MirrorTimer
[FIRE_TIMER
] = getMaxTimer(FIRE_TIMER
);
968 m_MirrorTimer
[FIRE_TIMER
]-=time_diff
;
969 if (m_MirrorTimer
[FIRE_TIMER
] < 0)
971 m_MirrorTimer
[FIRE_TIMER
]+= 1*IN_MILISECONDS
;
972 // Calculate and deal damage
973 // TODO: Check this formula
974 uint32 damage
= urand(600, 700);
975 if (m_MirrorTimerFlags
&UNDERWATER_INLAVA
)
976 EnvironmentalDamage(DAMAGE_LAVA
, damage
);
978 EnvironmentalDamage(DAMAGE_SLIME
, damage
);
983 m_MirrorTimer
[FIRE_TIMER
] = DISABLED_MIRROR_TIMER
;
985 // Recheck timers flag
986 m_MirrorTimerFlags
&=~UNDERWATER_EXIST_TIMERS
;
987 for (int i
= 0; i
< MAX_TIMERS
; ++i
)
988 if (m_MirrorTimer
[i
]!=DISABLED_MIRROR_TIMER
)
990 m_MirrorTimerFlags
|=UNDERWATER_EXIST_TIMERS
;
993 m_MirrorTimerFlagsLast
= m_MirrorTimerFlags
;
996 ///The player sobers by 256 every 10 seconds
997 void Player::HandleSobering()
1001 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
1002 SetDrunkValue(drunk
);
1005 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
1008 return DRUNKEN_SMASHED
;
1010 return DRUNKEN_DRUNK
;
1012 return DRUNKEN_TIPSY
;
1013 return DRUNKEN_SOBER
;
1016 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
1018 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1020 m_drunk
= newDrunkenValue
;
1021 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
1023 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1025 // special drunk invisibility detection
1026 if(newDrunkenState
>= DRUNKEN_DRUNK
)
1027 m_detectInvisibilityMask
|= (1<<6);
1029 m_detectInvisibilityMask
&= ~(1<<6);
1031 if(newDrunkenState
== oldDrunkenState
)
1034 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
1035 data
<< uint64(GetGUID());
1036 data
<< uint32(newDrunkenState
);
1037 data
<< uint32(itemId
);
1039 SendMessageToSet(&data
, true);
1042 void Player::Update( uint32 p_time
)
1048 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1053 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1054 m_nextMailDelivereTime
= 0;
1057 //used to implement delayed far teleports
1058 SetCanDelayTeleport(true);
1059 Unit::Update( p_time
);
1060 SetCanDelayTeleport(false);
1062 // update player only attacks
1063 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1065 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1068 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1070 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1073 time_t now
= time (NULL
);
1077 UpdateContestedPvP(p_time
);
1079 UpdateDuelFlag(now
);
1081 CheckDuelDistance(now
);
1083 UpdateAfkReport(now
);
1085 // Update items that have just a limited lifetime
1086 if (now
>m_Last_tick
)
1087 UpdateItemDuration(uint32(now
- m_Last_tick
));
1089 if (!m_timedquests
.empty())
1091 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1092 while (iter
!= m_timedquests
.end())
1094 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1095 if( q_status
.m_timer
<= p_time
)
1097 uint32 quest_id
= *iter
;
1098 ++iter
; // current iter will be removed in FailTimedQuest
1099 FailTimedQuest( quest_id
);
1103 q_status
.m_timer
-= p_time
;
1104 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1110 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1112 Unit
*pVictim
= getVictim();
1113 if (pVictim
&& !IsNonMeleeSpellCasted(false))
1115 // default combat reach 10
1116 // TODO add weapon,skill check
1118 float pldistance
= ATTACK_DISTANCE
;
1120 if (isAttackReady(BASE_ATTACK
))
1122 if(!IsWithinDistInMap(pVictim
, pldistance
))
1124 setAttackTimer(BASE_ATTACK
,100);
1125 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1127 SendAttackSwingNotInRange();
1128 m_swingErrorMsg
= 1;
1131 //120 degrees of radiant range
1132 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1134 setAttackTimer(BASE_ATTACK
,100);
1135 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1137 SendAttackSwingBadFacingAttack();
1138 m_swingErrorMsg
= 2;
1143 m_swingErrorMsg
= 0; // reset swing error state
1145 // prevent base and off attack in same time, delay attack at 0.2 sec
1146 if(haveOffhandWeapon())
1148 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1149 if(off_att
< ATTACK_DISPLAY_DELAY
)
1150 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1152 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1153 resetAttackTimer(BASE_ATTACK
);
1157 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1159 if(!IsWithinDistInMap(pVictim
, pldistance
))
1161 setAttackTimer(OFF_ATTACK
,100);
1163 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1165 setAttackTimer(OFF_ATTACK
,100);
1169 // prevent base and off attack in same time, delay attack at 0.2 sec
1170 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1171 if(base_att
< ATTACK_DISPLAY_DELAY
)
1172 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1174 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1175 resetAttackTimer(OFF_ATTACK
);
1179 Unit
*owner
= pVictim
->GetOwner();
1180 Unit
*u
= owner
? owner
: pVictim
;
1181 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1184 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1189 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1191 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1193 int time_inn
= time(NULL
)-GetTimeInnEnter();
1194 if (time_inn
>= 10) //freeze update
1196 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1197 //speed collect rest bonus (section/in hour)
1198 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1199 UpdateInnerTime(time(NULL
));
1204 if(m_regenTimer
> 0)
1206 if(p_time
>= m_regenTimer
)
1209 m_regenTimer
-= p_time
;
1212 if (m_weaponChangeTimer
> 0)
1214 if(p_time
>= m_weaponChangeTimer
)
1215 m_weaponChangeTimer
= 0;
1217 m_weaponChangeTimer
-= p_time
;
1220 if (m_zoneUpdateTimer
> 0)
1222 if(p_time
>= m_zoneUpdateTimer
)
1224 uint32 newzone
, newarea
;
1225 GetZoneAndAreaId(newzone
,newarea
);
1227 if( m_zoneUpdateId
!= newzone
)
1228 UpdateZone(newzone
,newarea
); // also update area
1231 // use area updates as well
1232 // needed for free far all arenas for example
1233 if( m_areaUpdateId
!= newarea
)
1234 UpdateArea(newarea
);
1236 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1240 m_zoneUpdateTimer
-= p_time
;
1248 if (m_deathState
== JUST_DIED
)
1255 if(p_time
>= m_nextSave
)
1257 // m_nextSave reseted in SaveToDB call
1259 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1263 m_nextSave
-= p_time
;
1267 //Handle Water/drowning
1268 HandleDrowning(p_time
);
1270 //Handle detect stealth players
1271 if (m_DetectInvTimer
> 0)
1273 if (p_time
>= m_DetectInvTimer
)
1275 m_DetectInvTimer
= 3000;
1276 HandleStealthedUnitsDetection();
1279 m_DetectInvTimer
-= p_time
;
1283 if (now
> m_Last_tick
)
1285 uint32 elapsed
= uint32(now
- m_Last_tick
);
1286 m_Played_time
[0] += elapsed
; // Total played time
1287 m_Played_time
[1] += elapsed
; // Level played time
1293 m_drunkTimer
+= p_time
;
1295 if (m_drunkTimer
> 10*IN_MILISECONDS
)
1299 // not auto-free ghost from body in instances
1300 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1302 if(p_time
>= m_deathTimer
)
1309 m_deathTimer
-= p_time
;
1312 UpdateEnchantTime(p_time
);
1313 UpdateHomebindTime(p_time
);
1316 SendUpdateToOutOfRangeGroupMembers();
1318 Pet
* pet
= GetPet();
1319 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1321 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1324 //we should execute delayed teleports only for alive(!) players
1325 //because we don't want player's ghost teleported from graveyard
1326 if(IsHasDelayedTeleport() && isAlive())
1327 TeleportTo(m_teleport_dest
, m_teleport_options
);
1330 void Player::setDeathState(DeathState s
)
1332 uint32 ressSpellId
= 0;
1334 bool cur
= isAlive();
1336 if(s
== JUST_DIED
&& cur
)
1338 // drunken state is cleared on death
1340 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1343 clearResurrectRequestData();
1345 // remove form before other mods to prevent incorrect stats calculation
1346 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1348 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1349 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1351 // remove uncontrolled pets
1354 // save value before aura remove in Unit::setDeathState
1355 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1359 ressSpellId
= GetResurrectionSpellId();
1360 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1361 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH
, 1);
1362 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON
, 1);
1364 Unit::setDeathState(s
);
1366 // restore resurrection spell id for player after aura remove
1367 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1368 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1370 if(isAlive() && !cur
)
1372 //clear aura case after resurrection by another way (spells will be applied before next death)
1373 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1375 // restore default warrior stance
1376 if(getClass()== CLASS_WARRIOR
)
1377 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1381 bool Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1384 // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
1385 // 8 9 10 11 12 13 14
1386 // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
1387 // 15 16 17 18 19 20
1388 // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_declinedname.genitive "
1390 Field
*fields
= result
->Fetch();
1392 uint32 guid
= fields
[0].GetUInt32();
1393 uint8 pRace
= fields
[2].GetUInt8();
1394 uint8 pClass
= fields
[3].GetUInt8();
1396 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(pRace
, pClass
);
1399 sLog
.outError("Player %u has incorrect race/class pair. Don't build enum.", guid
);
1403 *p_data
<< uint64(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
1404 *p_data
<< fields
[1].GetString(); // name
1405 *p_data
<< uint8(pRace
); // race
1406 *p_data
<< uint8(pClass
); // class
1407 *p_data
<< uint8(fields
[4].GetUInt8()); // gender
1409 uint32 playerBytes
= fields
[5].GetUInt32();
1410 *p_data
<< uint8(playerBytes
); // skin
1411 *p_data
<< uint8(playerBytes
>> 8); // face
1412 *p_data
<< uint8(playerBytes
>> 16); // hair style
1413 *p_data
<< uint8(playerBytes
>> 24); // hair color
1415 uint32 playerBytes2
= fields
[6].GetUInt32();
1416 *p_data
<< uint8(playerBytes2
& 0xFF); // facial hair
1418 *p_data
<< uint8(fields
[7].GetUInt8()); // level
1419 *p_data
<< uint32(fields
[8].GetUInt32()); // zone
1420 *p_data
<< uint32(fields
[9].GetUInt32()); // map
1422 *p_data
<< fields
[10].GetFloat(); // x
1423 *p_data
<< fields
[11].GetFloat(); // y
1424 *p_data
<< fields
[12].GetFloat(); // z
1426 *p_data
<< uint32(fields
[13].GetUInt32()); // guild id
1428 uint32 char_flags
= 0;
1429 uint32 playerFlags
= fields
[14].GetUInt32();
1430 uint32 atLoginFlags
= fields
[15].GetUInt32();
1431 if(playerFlags
& PLAYER_FLAGS_HIDE_HELM
)
1432 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1433 if(playerFlags
& PLAYER_FLAGS_HIDE_CLOAK
)
1434 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1435 if(playerFlags
& PLAYER_FLAGS_GHOST
)
1436 char_flags
|= CHARACTER_FLAG_GHOST
;
1437 if(atLoginFlags
& AT_LOGIN_RENAME
)
1438 char_flags
|= CHARACTER_FLAG_RENAME
;
1439 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
))
1441 if(!fields
[20].GetCppString().empty())
1442 char_flags
|= CHARACTER_FLAG_DECLINED
;
1445 char_flags
|= CHARACTER_FLAG_DECLINED
;
1447 *p_data
<< uint32(char_flags
); // character flags
1448 // character customize (flags?)
1449 *p_data
<< uint32(atLoginFlags
& AT_LOGIN_CUSTOMIZE
? 1 : 0);
1450 *p_data
<< uint8(1); // unknown
1454 uint32 petDisplayId
= 0;
1455 uint32 petLevel
= 0;
1456 uint32 petFamily
= 0;
1458 // show pet at selection character in character list only for non-ghost character
1459 if (result
&& !(playerFlags
& PLAYER_FLAGS_GHOST
) && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
|| pClass
== CLASS_DEATH_KNIGHT
))
1461 uint32 entry
= fields
[16].GetUInt32();
1462 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1465 petDisplayId
= fields
[17].GetUInt32();
1466 petLevel
= fields
[18].GetUInt32();
1467 petFamily
= cInfo
->family
;
1471 *p_data
<< uint32(petDisplayId
);
1472 *p_data
<< uint32(petLevel
);
1473 *p_data
<< uint32(petFamily
);
1476 // TODO: do not access data field here
1477 Tokens data
= StrSplit(fields
[19].GetCppString(), " ");
1479 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1481 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2);
1482 uint32 item_id
= GetUInt32ValueFromArray(data
, visualbase
);
1483 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1486 *p_data
<< uint32(0);
1487 *p_data
<< uint8(0);
1488 *p_data
<< uint32(0);
1492 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1494 uint32 enchants
= GetUInt32ValueFromArray(data
, visualbase
+ 1);
1495 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<= TEMP_ENCHANTMENT_SLOT
; ++enchantSlot
)
1497 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantSlot
>> enchantSlot
*16))
1501 *p_data
<< uint32(proto
->DisplayInfoID
);
1502 *p_data
<< uint8(proto
->InventoryType
);
1503 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1505 *p_data
<< uint32(0); // first bag display id
1506 *p_data
<< uint8(0); // first bag inventory type
1507 *p_data
<< uint32(0); // enchant?
1512 bool Player::ToggleAFK()
1514 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1516 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1518 // afk player not allowed in battleground
1519 if(state
&& InBattleGround())
1520 LeaveBattleground();
1525 bool Player::ToggleDND()
1527 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1529 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1532 uint8
Player::chatTag() const
1549 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1551 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1553 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1557 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1558 Pet
* pet
= GetPet();
1560 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1562 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1563 // don't let gm level > 1 either
1564 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1567 // client without expansion support
1568 if(GetSession()->Expansion() < mEntry
->Expansion())
1570 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1573 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1575 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1577 return false; // normal client can't teleport to this map...
1581 sLog
.outDebug("Player %s is being teleported to map %u", GetName(), mapid
);
1584 // if we were on a transport, leave
1585 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1587 m_transport
->RemovePassenger(this);
1589 m_movementInfo
.t_x
= 0.0f
;
1590 m_movementInfo
.t_y
= 0.0f
;
1591 m_movementInfo
.t_z
= 0.0f
;
1592 m_movementInfo
.t_o
= 0.0f
;
1593 m_movementInfo
.t_time
= 0;
1596 // The player was ported to another map and looses the duel immediately.
1597 // We have to perform this check before the teleport, otherwise the
1598 // ObjectAccessor won't find the flag.
1599 if (duel
&& GetMapId()!=mapid
)
1601 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
1603 DuelComplete(DUEL_FLED
);
1606 // reset movement flags at teleport, because player will continue move with these flags after teleport
1607 m_movementInfo
.SetMovementFlags(MOVEMENTFLAG_NONE
);
1609 if ((GetMapId() == mapid
) && (!m_transport
))
1611 //lets reset far teleport flag if it wasn't reset during chained teleports
1612 SetSemaphoreTeleportFar(false);
1613 //setup delayed teleport flag
1614 SetDelayedTeleportFlag(IsCanDelayTeleport());
1615 //if teleport spell is casted in Unit::Update() func
1616 //then we need to delay it until update process will be finished
1617 if(IsHasDelayedTeleport())
1619 SetSemaphoreTeleportNear(true);
1620 //lets save teleport destination for player
1621 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1622 m_teleport_options
= options
;
1626 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1628 //same map, only remove pet if out of range for new position
1629 if(pet
&& !pet
->IsWithinDist3d(x
,y
,z
, OWNER_MAX_DISTANCE
))
1630 UnsummonPetTemporaryIfAny();
1633 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1636 // this will be used instead of the current location in SaveToDB
1637 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1638 SetFallInformation(0, z
);
1640 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1641 // at client packet MSG_MOVE_TELEPORT_ACK
1642 SetSemaphoreTeleportNear(true);
1643 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1644 if(!GetSession()->PlayerLogout())
1647 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1648 GetSession()->SendPacket(&data
);
1653 // far teleport to another map
1654 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1655 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1657 // Check enter rights before map getting to avoid creating instance copy for player
1658 // this check not dependent from map instance copy and same for all instance copies of selected map
1659 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1662 // If the map is not created, assume it is possible to enter it.
1663 // It will be created in the WorldPortAck.
1664 Map
*map
= MapManager::Instance().FindMap(mapid
);
1665 if (!map
|| map
->CanEnter(this))
1667 //lets reset near teleport flag if it wasn't reset during chained teleports
1668 SetSemaphoreTeleportNear(false);
1669 //setup delayed teleport flag
1670 SetDelayedTeleportFlag(IsCanDelayTeleport());
1671 //if teleport spell is casted in Unit::Update() func
1672 //then we need to delay it until update process will be finished
1673 if(IsHasDelayedTeleport())
1675 SetSemaphoreTeleportFar(true);
1676 //lets save teleport destination for player
1677 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1678 m_teleport_options
= options
;
1686 ResetContestedPvP();
1688 // remove player from battleground on far teleport (when changing maps)
1689 if(BattleGround
const* bg
= GetBattleGround())
1691 // Note: at battleground join battleground id set before teleport
1692 // and we already will found "current" battleground
1693 // just need check that this is targeted map or leave
1694 if(bg
->GetMapId() != mapid
)
1695 LeaveBattleground(false); // don't teleport to entry point
1698 // remove pet on map change
1700 UnsummonPetTemporaryIfAny();
1702 // remove all dyn objects
1703 RemoveAllDynObjects();
1705 // stop spellcasting
1706 // not attempt interrupt teleportation spell at caster teleport
1707 if(!(options
& TELE_TO_SPELL
))
1708 if(IsNonMeleeSpellCasted(true))
1709 InterruptNonMeleeSpells(true);
1711 //remove auras before removing from map...
1712 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
| AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
1714 if(!GetSession()->PlayerLogout())
1716 // send transfer packets
1717 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1718 data
<< uint32(mapid
);
1721 data
<< m_transport
->GetEntry() << GetMapId();
1723 GetSession()->SendPacket(&data
);
1725 data
.Initialize(SMSG_NEW_WORLD
, (20));
1728 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1732 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1734 GetSession()->SendPacket( &data
);
1735 SendSavedInstances();
1737 // remove from old map now
1738 if(oldmap
) oldmap
->Remove(this, false);
1741 // new final coordinates
1745 float final_o
= orientation
;
1749 final_x
+= m_movementInfo
.t_x
;
1750 final_y
+= m_movementInfo
.t_y
;
1751 final_z
+= m_movementInfo
.t_z
;
1752 final_o
+= m_movementInfo
.t_o
;
1755 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1756 SetFallInformation(0, final_z
);
1757 // if the player is saved before worldportack (at logout for example)
1758 // this will be used instead of the current location in SaveToDB
1760 // move packet sent by client always after far teleport
1761 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1762 SetSemaphoreTeleportFar(true);
1770 void Player::ProcessDelayedOperations()
1772 if(m_DelayedOperations
== 0)
1775 if(m_DelayedOperations
& DELAYED_RESURRECT_PLAYER
)
1777 ResurrectPlayer(0.0f
, false);
1779 if(GetMaxHealth() > m_resurrectHealth
)
1780 SetHealth( m_resurrectHealth
);
1782 SetHealth( GetMaxHealth() );
1784 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
1785 SetPower(POWER_MANA
, m_resurrectMana
);
1787 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
1789 SetPower(POWER_RAGE
, 0 );
1790 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
1795 if(m_DelayedOperations
& DELAYED_SAVE_PLAYER
)
1800 if(m_DelayedOperations
& DELAYED_SPELL_CAST_DESERTER
)
1802 CastSpell(this, 26013, true); // Deserter
1805 //we have executed ALL delayed ops, so clear the flag
1806 m_DelayedOperations
= 0;
1809 void Player::ScheduleDelayedOperation(uint32 operation
)
1811 if(operation
>= DELAYED_END
)
1814 m_DelayedOperations
|= operation
;
1817 void Player::AddToWorld()
1819 ///- Do not add/remove the player from the object storage
1820 ///- It will crash when updating the ObjectAccessor
1821 ///- The player should only be added when logging in
1824 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1827 m_items
[i
]->AddToWorld();
1831 void Player::RemoveFromWorld()
1836 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1838 UnsummonAllTotems();
1842 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1845 m_items
[i
]->RemoveFromWorld();
1848 ///- Do not add/remove the player from the object storage
1849 ///- It will crash when updating the ObjectAccessor
1850 ///- The player should only be removed when logging out
1851 Unit::RemoveFromWorld();
1854 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1858 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1862 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1864 // talent who gave more rage on attack
1865 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1869 addRage
= damage
/rageconversion
*2.5;
1871 // Berserker Rage effect
1872 if(HasAura(18499,0))
1876 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1878 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1881 void Player::RegenerateAll()
1883 if (m_regenTimer
!= 0)
1885 uint32 regenDelay
= 2000;
1887 // Not in combat or they have regeneration
1888 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1889 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1892 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1894 Regenerate(POWER_RAGE
);
1895 if(getClass() == CLASS_DEATH_KNIGHT
)
1896 Regenerate(POWER_RUNIC_POWER
);
1900 Regenerate( POWER_ENERGY
);
1902 Regenerate( POWER_MANA
);
1904 if(getClass() == CLASS_DEATH_KNIGHT
)
1905 Regenerate( POWER_RUNE
);
1907 m_regenTimer
= regenDelay
;
1910 void Player::Regenerate(Powers power
)
1912 uint32 curValue
= GetPower(power
);
1913 uint32 maxValue
= GetMaxPower(power
);
1915 float addvalue
= 0.0f
;
1921 bool recentCast
= IsUnderLastManaUseEffect();
1922 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1925 // Mangos Updates Mana in intervals of 2s, which is correct
1926 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1930 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1933 case POWER_RAGE
: // Regenerate rage
1935 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1936 addvalue
= 20 * RageDecreaseRate
; // 2 rage by tick (= 2 seconds => 1 rage/sec)
1938 case POWER_ENERGY
: // Regenerate energy (rogue)
1941 case POWER_RUNIC_POWER
:
1943 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1944 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1948 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1949 if(uint8 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1950 SetRuneCooldown(i
, cd
- 1); // ... by 2 sec (because update is every 2 sec)
1953 case POWER_HAPPINESS
:
1958 // Mana regen calculated in Player::UpdateManaRegen()
1959 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1960 if(power
!= POWER_MANA
)
1962 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1963 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1964 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1965 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1968 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
1970 curValue
+= uint32(addvalue
);
1971 if (curValue
> maxValue
)
1972 curValue
= maxValue
;
1976 if(curValue
<= uint32(addvalue
))
1979 curValue
-= uint32(addvalue
);
1981 SetPower(power
, curValue
);
1984 void Player::RegenerateHealth()
1986 uint32 curValue
= GetHealth();
1987 uint32 maxValue
= GetMaxHealth();
1989 if (curValue
>= maxValue
) return;
1991 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1993 float addvalue
= 0.0f
;
1996 if ( IsPolymorphed() )
1997 addvalue
= GetMaxHealth()/3;
1998 // normal regen case (maybe partly in combat case)
1999 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
2001 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
2004 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
2005 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
2006 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
2008 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
2009 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
2015 // always regeneration bonus (including combat)
2016 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
2021 ModifyHealth(int32(addvalue
));
2024 bool Player::CanInteractWithNPCs(bool alive
) const
2026 if(alive
&& !isAlive())
2035 Player::GetNPCIfCanInteractWith(uint64 guid
, uint32 npcflagmask
)
2044 // exist (we need look pets also for some interaction (quest/etc)
2045 Creature
*unit
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
2050 if(!CanInteractWithNPCs(!unit
->isSpiritService()))
2053 // appropriate npc type
2054 if(npcflagmask
&& !unit
->HasFlag( UNIT_NPC_FLAGS
, npcflagmask
))
2057 // alive or spirit healer
2058 if(!unit
->isAlive() && (!unit
->isSpiritService() || isAlive() ))
2061 // not allow interaction under control, but allow with own pets
2062 if(unit
->GetCharmerGUID())
2066 if( unit
->IsHostileTo(this))
2070 if(FactionTemplateEntry
const* factionTemplate
= sFactionTemplateStore
.LookupEntry(unit
->getFaction()))
2071 if(factionTemplate
->faction
)
2072 if(FactionEntry
const* faction
= sFactionStore
.LookupEntry(factionTemplate
->faction
))
2073 if(faction
->reputationListID
>= 0 && GetReputationMgr().GetRank(faction
) <= REP_UNFRIENDLY
)
2077 if(!unit
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
2083 GameObject
* Player::GetGameObjectIfCanInteractWith(uint64 guid
, GameobjectTypes type
) const
2085 if(GameObject
*go
= GetMap()->GetGameObject(guid
))
2087 if(go
->GetGoType() == type
)
2092 // TODO: find out how the client calculates the maximal usage distance to spellless working
2093 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2094 case GAMEOBJECT_TYPE_GUILD_BANK
:
2095 case GAMEOBJECT_TYPE_MAILBOX
:
2098 case GAMEOBJECT_TYPE_FISHINGHOLE
:
2099 maxdist
= 20.0f
+CONTACT_DISTANCE
; // max spell range
2102 maxdist
= INTERACTION_DISTANCE
;
2106 if (go
->IsWithinDistInMap(this, maxdist
))
2109 sLog
.outError("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go
->GetGOInfo()->name
,
2110 go
->GetGUIDLow(), GetName(), GetGUIDLow(), go
->GetDistance(this));
2116 bool Player::IsUnderWater() const
2118 return IsInWater() &&
2119 GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2122 void Player::SetInWater(bool apply
)
2124 if(m_isInWater
==apply
)
2127 //define player in water by opcodes
2128 //move player's guid into HateOfflineList of those mobs
2129 //which can't swim and move guid back into ThreatList when
2131 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2132 m_isInWater
= apply
;
2134 // remove auras that need water/land
2135 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
2137 getHostilRefManager().updateThreatTables();
2140 void Player::SetGameMaster(bool on
)
2144 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
2146 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2148 if (Pet
* pet
= GetPet())
2150 pet
->setFaction(35);
2151 pet
->getHostilRefManager().setOnlineOfflineState(false);
2154 for (int8 i
= 0; i
< MAX_TOTEM
; ++i
)
2156 if(Creature
*totem
= GetMap()->GetCreature(m_TotemSlot
[i
]))
2157 totem
->setFaction(35);
2159 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2160 ResetContestedPvP();
2162 getHostilRefManager().setOnlineOfflineState(false);
2163 CombatStopWithPets();
2165 SetPhaseMask(PHASEMASK_ANYWHERE
,false); // see and visible in all phases
2170 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
2171 SetPhaseMask(!phases
.empty() ? phases
.front()->GetMiscValue() : PHASEMASK_NORMAL
,false);
2173 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
2174 setFactionForRace(getRace());
2175 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2177 if (Pet
* pet
= GetPet())
2179 pet
->setFaction(getFaction());
2180 pet
->getHostilRefManager().setOnlineOfflineState(true);
2183 for (int8 i
= 0; i
< MAX_TOTEM
; ++i
)
2185 if(Creature
*totem
= GetMap()->GetCreature(m_TotemSlot
[i
]))
2186 totem
->setFaction(getFaction());
2188 // restore FFA PvP Server state
2189 if(sWorld
.IsFFAPvPRealm())
2190 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2192 // restore FFA PvP area state, remove not allowed for GM mounts
2193 UpdateArea(m_areaUpdateId
);
2195 getHostilRefManager().setOnlineOfflineState(true);
2198 ObjectAccessor::UpdateVisibilityForPlayer(this);
2201 void Player::SetGMVisible(bool on
)
2205 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2207 // Reapply stealth/invisibility if active or show if not any
2208 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2209 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2210 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2211 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2213 SetVisibility(VISIBILITY_ON
);
2217 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2219 SetAcceptWhispers(false);
2220 SetGameMaster(true);
2222 SetVisibility(VISIBILITY_OFF
);
2226 bool Player::IsGroupVisibleFor(Player
* p
) const
2228 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2230 default: return IsInSameGroupWith(p
);
2231 case 1: return IsInSameRaidWith(p
);
2232 case 2: return GetTeam()==p
->GetTeam();
2236 bool Player::IsInSameGroupWith(Player
const* p
) const
2238 return p
==this || GetGroup() != NULL
&&
2239 GetGroup() == p
->GetGroup() &&
2240 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
2243 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2244 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2245 void Player::UninviteFromGroup()
2247 Group
* group
= GetGroupInvite();
2251 group
->RemoveInvite(this);
2253 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2255 if(group
->IsCreated())
2257 group
->Disband(true);
2258 objmgr
.RemoveGroup(group
);
2261 group
->RemoveAllInvites();
2267 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2271 if (group
->RemoveMember(guid
, 0) <= 1)
2273 // group->Disband(); already disbanded in RemoveMember
2274 objmgr
.RemoveGroup(group
);
2276 // removemember sets the player's group pointer to NULL
2281 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2283 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2284 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2285 data
<< uint32(GivenXP
+RestXP
); // given experience
2286 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2289 data
<< uint32(GivenXP
); // experience without rested bonus
2290 data
<< float(1); // 1 - none 0 - 100% group bonus output
2292 data
<< uint8(0); // new 2.4.0
2293 GetSession()->SendPacket(&data
);
2296 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2304 uint32 level
= getLevel();
2306 // XP to money conversion processed in Player::RewardQuest
2307 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2310 // handle SPELL_AURA_MOD_XP_PCT auras
2311 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2312 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2313 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2315 // XP resting bonus for kill
2316 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2318 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2320 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2321 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2322 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2324 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2328 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2329 GiveLevel(level
+ 1);
2332 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2335 SetUInt32Value(PLAYER_XP
, newXP
);
2338 // Update player to next level
2339 // Current player experience not update (must be update by caller)
2340 void Player::GiveLevel(uint32 level
)
2342 if ( level
== getLevel() )
2345 PlayerLevelInfo info
;
2346 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2348 PlayerClassLevelInfo classInfo
;
2349 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2351 // send levelup info to client
2352 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2353 data
<< uint32(level
);
2354 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2355 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2356 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2364 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2365 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2367 GetSession()->SendPacket(&data
);
2369 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(level
));
2371 //update level, max level of skills
2372 if(getLevel()!= level
)
2373 m_Played_time
[1] = 0; // Level Played Time reset
2375 UpdateSkillsForLevel ();
2377 // save base values (bonuses already included in stored stats
2378 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2379 SetCreateStat(Stats(i
), info
.stats
[i
]);
2381 SetCreateHealth(classInfo
.basehealth
);
2382 SetCreateMana(classInfo
.basemana
);
2384 InitTalentForLevel();
2385 InitTaxiNodesForLevel();
2386 InitGlyphsForLevel();
2390 // set current level health and mana/energy to maximum after applying all mods.
2391 SetHealth(GetMaxHealth());
2392 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2393 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2394 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2395 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2396 SetPower(POWER_FOCUS
, 0);
2397 SetPower(POWER_HAPPINESS
, 0);
2399 // update level to hunter/summon pet
2400 if (Pet
* pet
= GetPet())
2401 pet
->SynchronizeLevelWithOwner();
2403 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2406 void Player::InitTalentForLevel()
2408 uint32 level
= getLevel();
2409 // talents base at level diff ( talents = level - 9 but some can be used already)
2412 // Remove all talent points
2413 if(m_usedTalentCount
> 0) // Free any used talents
2416 SetFreeTalentPoints(0);
2421 uint32 talentPointsForLevel
= CalculateTalentsPoints();
2423 // if used more that have then reset
2424 if(m_usedTalentCount
> talentPointsForLevel
)
2426 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2429 SetFreeTalentPoints(0);
2431 // else update amount of free points
2433 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2436 if(!GetSession()->PlayerLoading())
2437 SendTalentsInfoData(false); // update at client
2440 void Player::InitStatsForLevel(bool reapplyMods
)
2442 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2443 _RemoveAllStatBonuses();
2445 PlayerClassLevelInfo classInfo
;
2446 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2448 PlayerLevelInfo info
;
2449 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2451 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2452 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(getLevel()));
2454 UpdateSkillsForLevel ();
2456 // set default cast time multiplier
2457 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2459 // reset size before reapply auras
2460 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2462 // save base values (bonuses already included in stored stats
2463 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2464 SetCreateStat(Stats(i
), info
.stats
[i
]);
2466 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2467 SetStat(Stats(i
), info
.stats
[i
]);
2469 SetCreateHealth(classInfo
.basehealth
);
2472 SetCreateMana(classInfo
.basemana
);
2474 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2478 //reset rating fields values
2479 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2480 SetUInt32Value(index
, 0);
2482 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2483 for (int i
= 0; i
< 7; ++i
)
2485 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2486 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2487 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2490 //reset attack power, damage and attack speed fields
2491 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2492 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2493 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2495 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2496 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2497 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2498 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2499 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2500 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2502 SetInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2503 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2504 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2505 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2506 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2507 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2509 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2510 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2511 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2512 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2514 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2515 for (uint8 i
= 0; i
< 7; ++i
)
2516 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2518 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2519 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2520 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2523 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2525 // set armor (resistance 0) to original value (create_agility*2)
2526 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2527 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2528 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2529 // set other resistance to original value (0)
2530 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; ++i
)
2532 SetResistance(SpellSchools(i
), 0);
2533 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2534 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2537 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2538 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2539 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2541 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0);
2542 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2544 // Reset no reagent cost field
2545 for(int i
= 0; i
< 3; ++i
)
2546 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2547 // Init data for form but skip reapply item mods for form
2548 InitDataForForm(reapplyMods
);
2551 for (int i
= POWER_MANA
; i
< MAX_POWERS
; ++i
)
2552 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2554 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2556 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2557 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2559 // cleanup unit flags (will be re-applied if need at aura load).
2560 RemoveFlag( UNIT_FIELD_FLAGS
,
2561 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2562 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2563 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2564 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2565 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2566 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2568 SetFlag(UNIT_FIELD_FLAGS_2
,UNIT_FLAG2_REGENERATE_POWER
);// must be set
2570 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2571 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2573 RemoveStandFlags(UNIT_STAND_FLAGS_ALL
); // one form stealth modified bytes
2574 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2576 // restore if need some important flags
2577 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2579 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2580 _ApplyAllStatBonuses();
2582 // set current level health and mana/energy to maximum after applying all mods.
2583 SetHealth(GetMaxHealth());
2584 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2585 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2586 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2587 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2588 SetPower(POWER_FOCUS
, 0);
2589 SetPower(POWER_HAPPINESS
, 0);
2590 SetPower(POWER_RUNIC_POWER
, 0);
2592 // update level to hunter/summon pet
2593 if (Pet
* pet
= GetPet())
2594 pet
->SynchronizeLevelWithOwner();
2597 void Player::SendInitialSpells()
2599 time_t curTime
= time(NULL
);
2600 time_t infTime
= curTime
+ infinityCooldownDelayCheck
;
2602 uint16 spellCount
= 0;
2604 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2607 size_t countPos
= data
.wpos();
2608 data
<< uint16(spellCount
); // spell count placeholder
2610 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2612 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2615 if(!itr
->second
->active
|| itr
->second
->disabled
)
2618 data
<< uint32(itr
->first
);
2619 data
<< uint16(0); // it's not slot id
2624 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2626 uint16 spellCooldowns
= m_spellCooldowns
.size();
2627 data
<< uint16(spellCooldowns
);
2628 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2630 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2634 data
<< uint32(itr
->first
);
2636 data
<< uint16(itr
->second
.itemid
); // cast item id
2637 data
<< uint16(sEntry
->Category
); // spell category
2639 // send infinity cooldown in special format
2640 if(itr
->second
.end
>= infTime
)
2642 data
<< uint32(1); // cooldown
2643 data
<< uint32(0x80000000); // category cooldown
2647 time_t cooldown
= itr
->second
.end
> curTime
? (itr
->second
.end
-curTime
)*IN_MILISECONDS
: 0;
2649 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2651 data
<< uint32(0); // cooldown
2652 data
<< uint32(cooldown
); // category cooldown
2656 data
<< uint32(cooldown
); // cooldown
2657 data
<< uint32(0); // category cooldown
2661 GetSession()->SendPacket(&data
);
2663 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2666 void Player::RemoveMail(uint32 id
)
2668 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2670 if ((*itr
)->messageID
== id
)
2672 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2679 void Player::SendMailResult(uint32 mailId
, MailResponseType mailAction
, MailResponseResult mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2681 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_EQUIP_ERROR
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2682 data
<< (uint32
) mailId
;
2683 data
<< (uint32
) mailAction
;
2684 data
<< (uint32
) mailError
;
2685 if ( mailError
== MAIL_ERR_EQUIP_ERROR
)
2686 data
<< (uint32
) equipError
;
2687 else if( mailAction
== MAIL_ITEM_TAKEN
)
2689 data
<< (uint32
) item_guid
; // item guid low?
2690 data
<< (uint32
) item_count
; // item count?
2692 GetSession()->SendPacket(&data
);
2695 void Player::SendNewMail()
2697 // deliver undelivered mail
2698 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2700 GetSession()->SendPacket(&data
);
2703 void Player::UpdateNextMailTimeAndUnreads()
2705 // calculate next delivery time (min. from non-delivered mails
2706 // and recalculate unReadMail
2707 time_t cTime
= time(NULL
);
2708 m_nextMailDelivereTime
= 0;
2710 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2712 if((*itr
)->deliver_time
> cTime
)
2714 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2715 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2717 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2722 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2724 if(deliver_time
<= time(NULL
)) // ready now
2729 else // not ready and no have ready mails
2731 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2732 m_nextMailDelivereTime
= deliver_time
;
2736 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool dependent
, bool disabled
)
2738 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2741 // do character spell book cleanup (all characters)
2742 if(!IsInWorld() && !learning
) // spell load case
2744 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2745 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2748 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2753 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2755 // do character spell book cleanup (all characters)
2756 if(!IsInWorld() && !learning
) // spell load case
2758 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2759 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2762 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2767 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2769 bool dependent_set
= false;
2770 bool disabled_case
= false;
2771 bool superceded_old
= false;
2773 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2774 if (itr
!= m_spells
.end())
2776 uint32 next_active_spell_id
= 0;
2777 // fix activate state for non-stackable low rank (and find next spell for !active case)
2778 if(!SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2780 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2781 for(SpellChainMapNext::const_iterator next_itr
= nextMap
.lower_bound(spell_id
); next_itr
!= nextMap
.upper_bound(spell_id
); ++next_itr
)
2783 if(HasSpell(next_itr
->second
))
2785 // high rank already known so this must !active
2787 next_active_spell_id
= next_itr
->second
;
2793 // not do anything if already known in expected state
2794 if(itr
->second
->state
!= PLAYERSPELL_REMOVED
&& itr
->second
->active
== active
&&
2795 itr
->second
->dependent
== dependent
&& itr
->second
->disabled
== disabled
)
2797 if(!IsInWorld() && !learning
) // explicitly load from DB and then exist in it already and set correctly
2798 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2803 // dependent spell known as not dependent, overwrite state
2804 if (itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->dependent
&& dependent
)
2806 itr
->second
->dependent
= dependent
;
2807 if (itr
->second
->state
!= PLAYERSPELL_NEW
)
2808 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2809 dependent_set
= true;
2812 // update active state for known spell
2813 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2815 itr
->second
->active
= active
;
2817 if(!IsInWorld() && !learning
&& !dependent_set
) // explicitly load from DB and then exist in it already and set correctly
2818 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2819 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2820 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2824 if (IsPassiveSpell(spell_id
) && IsNeedCastPassiveSpellAtLearn(spellInfo
))
2825 CastSpell (this,spell_id
,true);
2827 else if(IsInWorld())
2829 if(next_active_spell_id
)
2831 // update spell ranks in spellbook and action bar
2832 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2833 data
<< uint32(spell_id
);
2834 data
<< uint32(next_active_spell_id
);
2835 GetSession()->SendPacket( &data
);
2839 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2840 data
<< uint32(spell_id
);
2841 GetSession()->SendPacket(&data
);
2845 return active
; // learn (show in spell book if active now)
2848 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2850 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2851 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2852 itr
->second
->disabled
= disabled
;
2857 disabled_case
= true;
2859 else switch(itr
->second
->state
)
2861 case PLAYERSPELL_UNCHANGED
: // known saved spell
2863 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2866 m_spells
.erase(itr
);
2867 state
= PLAYERSPELL_CHANGED
;
2868 break; // need re-add
2870 default: // known not saved yet spell (new or modified)
2872 // can be in case spell loading but learned at some previous spell loading
2873 if(!IsInWorld() && !learning
&& !dependent_set
)
2874 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2881 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2883 // talent: unlearn all other talent ranks (high and low)
2884 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2886 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2888 for(int i
=0; i
< MAX_TALENT_RANK
; ++i
)
2890 // skip learning spell and no rank spell case
2891 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2892 if(!rankSpellId
|| rankSpellId
==spell_id
)
2895 removeSpell(rankSpellId
,false,false);
2899 // non talent spell: learn low ranks (recursive call)
2900 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2902 if(!IsInWorld() || disabled
) // at spells loading, no output, but allow save
2903 addSpell(prev_spell
,active
,true,true,disabled
);
2904 else // at normal learning
2905 learnSpell(prev_spell
,true);
2908 PlayerSpell
*newspell
= new PlayerSpell
;
2909 newspell
->state
= state
;
2910 newspell
->active
= active
;
2911 newspell
->dependent
= dependent
;
2912 newspell
->disabled
= disabled
;
2914 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2915 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2917 for( PlayerSpellMap::iterator itr2
= m_spells
.begin(); itr2
!= m_spells
.end(); ++itr2
)
2919 if(itr2
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2920 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr2
->first
);
2921 if(!i_spellInfo
) continue;
2923 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr2
->first
) )
2925 if(itr2
->second
->active
)
2927 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr2
->first
))
2929 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2931 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2932 data
<< uint32(itr2
->first
);
2933 data
<< uint32(spell_id
);
2934 GetSession()->SendPacket( &data
);
2937 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2938 itr2
->second
->active
= false;
2939 if(itr2
->second
->state
!= PLAYERSPELL_NEW
)
2940 itr2
->second
->state
= PLAYERSPELL_CHANGED
;
2941 superceded_old
= true; // new spell replace old in action bars and spell book.
2943 else if(spellmgr
.IsHighRankOfSpell(itr2
->first
,spell_id
))
2945 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2947 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2948 data
<< uint32(spell_id
);
2949 data
<< uint32(itr2
->first
);
2950 GetSession()->SendPacket( &data
);
2953 // mark new spell as disable (not learned yet for client and will not learned)
2954 newspell
->active
= false;
2955 if(newspell
->state
!= PLAYERSPELL_NEW
)
2956 newspell
->state
= PLAYERSPELL_CHANGED
;
2963 m_spells
[spell_id
] = newspell
;
2965 // return false if spell disabled
2966 if (newspell
->disabled
)
2970 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2972 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2973 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2974 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2976 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2977 CastSpell(this, spell_id
, true);
2979 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2980 else if (IsPassiveSpell(spell_id
))
2982 if(IsNeedCastPassiveSpellAtLearn(spellInfo
))
2983 CastSpell(this, spell_id
, true);
2985 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2987 CastSpell(this, spell_id
, true);
2991 // update used talent points count
2992 m_usedTalentCount
+= talentCost
;
2994 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2995 if(uint32 freeProfs
= GetFreePrimaryProfessionPoints())
2997 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2998 SetFreePrimaryProfessions(freeProfs
-1);
3001 // add dependent skills
3002 uint16 maxskill
= GetMaxSkillValueForLevel();
3004 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
3006 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
3007 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
3011 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
3012 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
3014 if(skill_value
< spellLearnSkill
->value
)
3015 skill_value
= spellLearnSkill
->value
;
3017 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
3019 if(skill_max_value
< new_skill_max_value
)
3020 skill_max_value
= new_skill_max_value
;
3022 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
3026 // not ranked skills
3027 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
3029 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3033 if(HasSkill(pSkill
->id
))
3036 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3037 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3038 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
3040 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
3042 case SKILL_RANGE_LANGUAGE
:
3043 SetSkill(pSkill
->id
, 300, 300 );
3045 case SKILL_RANGE_LEVEL
:
3046 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
3048 case SKILL_RANGE_MONO
:
3049 SetSkill(pSkill
->id
, 1, 1 );
3058 // learn dependent spells
3059 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
3060 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
3062 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
3064 if(!itr2
->second
.autoLearned
)
3066 if(!IsInWorld() || !itr2
->second
.active
) // at spells loading, no output, but allow save
3067 addSpell(itr2
->second
.spell
,itr2
->second
.active
,true,true,false);
3068 else // at normal learning
3069 learnSpell(itr2
->second
.spell
,true);
3073 if(!GetSession()->PlayerLoading())
3075 // not ranked skills
3076 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
3078 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE
,_spell_idx
->second
->skillId
);
3079 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
,_spell_idx
->second
->skillId
);
3082 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
,spell_id
);
3085 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
3086 return active
&& !disabled
&& !superceded_old
;
3089 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry
const* spellInfo
) const
3091 bool need_cast
= false;
3093 switch(spellInfo
->Id
)
3095 // some spells not have stance data expected cast at form change or present
3096 case 5420: need_cast
= (m_form
== FORM_TREE
); break;
3097 case 5419: need_cast
= (m_form
== FORM_TRAVEL
); break;
3098 case 7376: need_cast
= (m_form
== FORM_DEFENSIVESTANCE
); break;
3099 case 7381: need_cast
= (m_form
== FORM_BERSERKERSTANCE
); break;
3100 case 21156: need_cast
= (m_form
== FORM_BATTLESTANCE
); break;
3101 case 21178: need_cast
= (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
); break;
3102 case 33948: need_cast
= (m_form
== FORM_FLIGHT
); break;
3103 case 34764: need_cast
= (m_form
== FORM_FLIGHT
); break;
3104 case 40121: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
3105 case 40122: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
3106 // another spells have proper stance data
3107 default: need_cast
= !spellInfo
->Stances
|| m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))); break;
3110 //Check CasterAuraStates
3111 return need_cast
&& (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)));
3114 void Player::learnSpell(uint32 spell_id
, bool dependent
)
3116 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3118 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
3119 bool active
= disabled
? itr
->second
->active
: true;
3121 bool learning
= addSpell(spell_id
,active
,true,dependent
,false);
3123 // learn all disabled higher ranks (recursive)
3126 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3127 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
3129 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
3130 if (iter
!= m_spells
.end() && iter
->second
->disabled
)
3131 learnSpell(i
->second
,false);
3135 // prevent duplicated entires in spell book, also not send if not in world (loading)
3136 if(!learning
|| !IsInWorld ())
3139 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
3140 data
<< uint32(spell_id
);
3141 GetSession()->SendPacket(&data
);
3144 void Player::removeSpell(uint32 spell_id
, bool disabled
, bool learn_low_rank
)
3146 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3147 if (itr
== m_spells
.end())
3150 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
3153 // unlearn non talent higher ranks (recursive)
3154 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3155 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
3156 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
3157 removeSpell(itr2
->second
,disabled
,false);
3159 // re-search, it can be corrupted in prev loop
3160 itr
= m_spells
.find(spell_id
);
3161 if (itr
== m_spells
.end())
3162 return; // already unleared
3164 bool cur_active
= itr
->second
->active
;
3165 bool cur_dependent
= itr
->second
->dependent
;
3169 itr
->second
->disabled
= disabled
;
3170 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
3171 itr
->second
->state
= PLAYERSPELL_CHANGED
;
3175 if(itr
->second
->state
== PLAYERSPELL_NEW
)
3178 m_spells
.erase(itr
);
3181 itr
->second
->state
= PLAYERSPELL_REMOVED
;
3184 RemoveAurasDueToSpell(spell_id
);
3187 for(int i
= 0; i
< 3; ++i
)
3188 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
, i
))
3189 RemovePetAura(petSpell
);
3191 // free talent points
3192 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
3195 if(talentCosts
< m_usedTalentCount
)
3196 m_usedTalentCount
-= talentCosts
;
3198 m_usedTalentCount
= 0;
3201 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3202 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3204 uint32 freeProfs
= GetFreePrimaryProfessionPoints()+1;
3205 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
3206 SetFreePrimaryProfessions(freeProfs
);
3209 // remove dependent skill
3210 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
3213 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
3214 if(!prev_spell
) // first rank, remove skill
3215 SetSkill(spellLearnSkill
->skill
,0,0);
3218 // search prev. skill setting by spell ranks chain
3219 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
3220 while(!prevSkill
&& prev_spell
)
3222 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
3223 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
3226 if(!prevSkill
) // not found prev skill setting, remove skill
3227 SetSkill(spellLearnSkill
->skill
,0,0);
3228 else // set to prev. skill setting values
3230 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
3231 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
3233 if(skill_value
> prevSkill
->value
)
3234 skill_value
= prevSkill
->value
;
3236 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
3238 if(skill_max_value
> new_skill_max_value
)
3239 skill_max_value
= new_skill_max_value
;
3241 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
3248 // not ranked skills
3249 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
3250 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
3252 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
3254 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3258 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3259 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3260 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
3262 // not reset skills for professions and racial abilities
3263 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3264 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
3267 SetSkill(pSkill
->id
, 0, 0 );
3272 // remove dependent spells
3273 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
3274 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
3276 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
3277 removeSpell(itr2
->second
.spell
, disabled
);
3279 // activate lesser rank in spellbook/action bar, and cast it if need
3280 bool prev_activate
= false;
3282 if(uint32 prev_id
= spellmgr
.GetPrevSpellInChain (spell_id
))
3284 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
3286 // if talent then lesser rank also talent and need learn
3290 learnSpell (prev_id
,false);
3292 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3293 else if(cur_active
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
3295 // need manually update dependence state (learn spell ignore like attempts)
3296 PlayerSpellMap::iterator prev_itr
= m_spells
.find(prev_id
);
3297 if (prev_itr
!= m_spells
.end())
3299 if(prev_itr
->second
->dependent
!= cur_dependent
)
3301 prev_itr
->second
->dependent
= cur_dependent
;
3302 if(prev_itr
->second
->state
!= PLAYERSPELL_NEW
)
3303 prev_itr
->second
->state
= PLAYERSPELL_CHANGED
;
3306 // now re-learn if need re-activate
3307 if(cur_active
&& !prev_itr
->second
->active
&& learn_low_rank
)
3309 if(addSpell(prev_id
,true,false,prev_itr
->second
->dependent
,prev_itr
->second
->disabled
))
3311 // downgrade spell ranks in spellbook and action bar
3312 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
3313 data
<< uint32(spell_id
);
3314 data
<< uint32(prev_id
);
3315 GetSession()->SendPacket( &data
);
3316 prev_activate
= true;
3323 // remove from spell book if not replaced by lesser rank
3326 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
3327 data
<< uint32(spell_id
);
3328 GetSession()->SendPacket(&data
);
3332 void Player::RemoveSpellCooldown( uint32 spell_id
, bool update
/* = false */ )
3334 m_spellCooldowns
.erase(spell_id
);
3337 SendClearCooldown(spell_id
, this);
3340 void Player::RemoveSpellCategoryCooldown(uint32 cat
, bool update
/* = false */)
3342 SpellCategoryStore::const_iterator ct
= sSpellCategoryStore
.find(cat
);
3343 if (ct
== sSpellCategoryStore
.end())
3346 const SpellCategorySet
& ct_set
= ct
->second
;
3347 for (SpellCooldowns::const_iterator i
= m_spellCooldowns
.begin(); i
!= m_spellCooldowns
.end();)
3349 if (ct_set
.find(i
->first
) != ct_set
.end())
3350 RemoveSpellCooldown((i
++)->first
, update
);
3356 void Player::RemoveArenaSpellCooldowns()
3358 // remove cooldowns on spells that has < 15 min CD
3359 SpellCooldowns::iterator itr
, next
;
3360 // iterate spell cooldowns
3361 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3365 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3366 // check if spellentry is present and if the cooldown is less than 15 mins
3368 entry
->RecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
&&
3369 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
)
3372 RemoveSpellCooldown(itr
->first
, true);
3377 void Player::RemoveAllSpellCooldown()
3379 if(!m_spellCooldowns
.empty())
3381 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3382 SendClearCooldown(itr
->first
, this);
3384 m_spellCooldowns
.clear();
3388 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3390 // some cooldowns can be already set at aura loading...
3392 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3396 time_t curTime
= time(NULL
);
3400 Field
*fields
= result
->Fetch();
3402 uint32 spell_id
= fields
[0].GetUInt32();
3403 uint32 item_id
= fields
[1].GetUInt32();
3404 time_t db_time
= (time_t)fields
[2].GetUInt64();
3406 if(!sSpellStore
.LookupEntry(spell_id
))
3408 sLog
.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3412 // skip outdated cooldown
3413 if(db_time
<= curTime
)
3416 AddSpellCooldown(spell_id
, item_id
, db_time
);
3418 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3420 while( result
->NextRow() );
3426 void Player::_SaveSpellCooldowns()
3428 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3430 time_t curTime
= time(NULL
);
3431 time_t infTime
= curTime
+ infinityCooldownDelayCheck
;
3433 // remove outdated and save active
3434 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3436 if(itr
->second
.end
<= curTime
)
3437 m_spellCooldowns
.erase(itr
++);
3438 else if(itr
->second
.end
<= infTime
) // not save locked cooldowns, it will be reset or set at reload
3440 CharacterDatabase
.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" UI64FMTD
"')", GetGUIDLow(), itr
->first
, itr
->second
.itemid
, uint64(itr
->second
.end
));
3448 uint32
Player::resetTalentsCost() const
3450 // The first time reset costs 1 gold
3451 if(m_resetTalentsCost
< 1*GOLD
)
3454 else if(m_resetTalentsCost
< 5*GOLD
)
3456 // After that it increases in increments of 5 gold
3457 else if(m_resetTalentsCost
< 10*GOLD
)
3461 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3464 // This cost will be reduced by a rate of 5 gold per month
3465 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3466 // to a minimum of 10 gold.
3467 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3471 // After that it increases in increments of 5 gold
3472 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3473 // until it hits a cap of 50 gold.
3474 if(new_cost
> 50*GOLD
)
3481 bool Player::resetTalents(bool no_cost
)
3483 // not need after this call
3484 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3485 RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS
,true);
3487 uint32 talentPointsForLevel
= CalculateTalentsPoints();
3489 if (m_usedTalentCount
== 0)
3491 SetFreeTalentPoints(talentPointsForLevel
);
3499 cost
= resetTalentsCost();
3501 if (GetMoney() < cost
)
3503 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3508 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); ++i
)
3510 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3512 if (!talentInfo
) continue;
3514 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3519 // unlearn only talents for character class
3520 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3521 // to prevent unexpected lost normal learned spell skip another class talents
3522 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3525 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
3527 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3529 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3535 // remove learned spells (all ranks)
3536 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3538 // unlearn if first rank is talent or learned by talent
3539 if (itrFirstId
== talentInfo
->RankID
[j
])
3541 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
),false);
3542 itr
= GetSpellMap().begin();
3545 else if (spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3547 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3548 itr
= GetSpellMap().begin();
3557 SetFreeTalentPoints(talentPointsForLevel
);
3561 ModifyMoney(-(int32
)cost
);
3562 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS
, cost
);
3563 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS
, 1);
3565 m_resetTalentsCost
= cost
;
3566 m_resetTalentsTime
= time(NULL
);
3569 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3570 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3571 /* when prev line will dropped use next line
3572 if(Pet* pet = GetPet())
3574 if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
3575 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3582 m_canTitanGrip
= false;
3583 if(sWorld
.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET
))
3584 AutoUnequipOffhandIfNeed();
3590 Mail
* Player::GetMail(uint32 id
)
3592 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3594 if ((*itr
)->messageID
== id
)
3602 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3606 Object::_SetCreateBits(updateMask
, target
);
3610 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3612 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3613 updateMask
->SetBit(index
);
3618 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3622 Object::_SetUpdateBits(updateMask
, target
);
3626 Object::_SetUpdateBits(updateMask
, target
);
3627 *updateMask
&= updateVisualBits
;
3631 void Player::InitVisibleBits()
3633 updateVisualBits
.SetCount(PLAYER_END
);
3635 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3636 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3637 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3638 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3639 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3640 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3641 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3642 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3643 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3644 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3645 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3646 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3647 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3648 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3649 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3650 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3651 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3652 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3653 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3654 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3655 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3656 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3657 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3658 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3659 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3660 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3661 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3662 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3663 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3664 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3665 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3666 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3667 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3668 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3669 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3670 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3671 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3672 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3673 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3674 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3675 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3676 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3677 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3678 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3679 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3680 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3681 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3682 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3683 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3684 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3685 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3686 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3687 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3688 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3689 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3691 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3692 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3693 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3694 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3695 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3696 updateVisualBits
.SetBit(PLAYER_BYTES
);
3697 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3698 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3699 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3700 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3702 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3703 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3704 updateVisualBits
.SetBit(i
);
3706 // Players visible items are not inventory stuff
3707 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3709 uint32 offset
= i
* 2;
3712 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ offset
);
3714 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ offset
);
3717 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3720 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3722 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3724 if(m_items
[i
] == NULL
)
3727 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3732 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3734 if(m_items
[i
] == NULL
)
3737 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3739 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3741 if(m_items
[i
] == NULL
)
3744 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3748 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3751 void Player::DestroyForPlayer( Player
*target
) const
3753 Unit::DestroyForPlayer( target
);
3755 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
3757 if(m_items
[i
] == NULL
)
3760 m_items
[i
]->DestroyForPlayer( target
);
3765 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3767 if(m_items
[i
] == NULL
)
3770 m_items
[i
]->DestroyForPlayer( target
);
3772 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3774 if(m_items
[i
] == NULL
)
3777 m_items
[i
]->DestroyForPlayer( target
);
3782 bool Player::HasSpell(uint32 spell
) const
3784 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3785 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3786 !itr
->second
->disabled
);
3789 bool Player::HasActiveSpell(uint32 spell
) const
3791 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3792 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3793 itr
->second
->active
&& !itr
->second
->disabled
);
3796 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3799 return TRAINER_SPELL_RED
;
3801 if (!trainer_spell
->learnedSpell
)
3802 return TRAINER_SPELL_RED
;
3805 if(HasSpell(trainer_spell
->learnedSpell
))
3806 return TRAINER_SPELL_GRAY
;
3808 // check race/class requirement
3809 if(!IsSpellFitByClassAndRace(trainer_spell
->learnedSpell
))
3810 return TRAINER_SPELL_RED
;
3812 // check level requirement
3813 if(getLevel() < trainer_spell
->reqLevel
)
3814 return TRAINER_SPELL_RED
;
3816 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->learnedSpell
))
3818 // check prev.rank requirement
3819 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3820 return TRAINER_SPELL_RED
;
3822 // check additional spell requirement
3823 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3824 return TRAINER_SPELL_RED
;
3827 // check skill requirement
3828 if(trainer_spell
->reqSkill
&& GetBaseSkillValue(trainer_spell
->reqSkill
) < trainer_spell
->reqSkillValue
)
3829 return TRAINER_SPELL_RED
;
3831 // exist, already checked at loading
3832 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->learnedSpell
);
3834 // secondary prof. or not prof. spell
3835 uint32 skill
= spell
->EffectMiscValue
[1];
3837 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3838 return TRAINER_SPELL_GREEN
;
3840 // check primary prof. limit
3841 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProfessionPoints() == 0)
3842 return TRAINER_SPELL_GREEN_DISABLED
;
3844 return TRAINER_SPELL_GREEN
;
3847 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3849 uint32 guid
= GUID_LOPART(playerguid
);
3851 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3852 // bones will be deleted by corpse/bones deleting thread shortly
3853 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3855 // remove from guild
3856 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3859 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3861 guild
->DelMember(guid
);
3864 // remove from arena teams
3865 LeaveAllArenaTeams(playerguid
);
3867 // the player was uninvited already on logout so just remove from group
3868 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3871 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3873 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3876 RemoveFromGroup(group
, playerguid
);
3880 // remove signs from petitions (also remove petitions if owner);
3881 RemovePetitionsAndSigns(playerguid
, 10);
3883 // return back all mails with COD and Item 0 1 2 3 4 5 6
3884 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
);
3889 Field
*fields
= resultMail
->Fetch();
3891 uint32 mail_id
= fields
[0].GetUInt32();
3892 uint16 mailTemplateId
= fields
[1].GetUInt16();
3893 uint32 sender
= fields
[2].GetUInt32();
3894 std::string subject
= fields
[3].GetCppString();
3895 uint32 itemTextId
= fields
[4].GetUInt32();
3896 uint32 money
= fields
[5].GetUInt32();
3897 bool has_items
= fields
[6].GetBool();
3899 //we can return mail now
3900 //so firstly delete the old one
3901 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3906 // data needs to be at first place for Item::LoadFromDB
3907 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
);
3912 Field
*fields2
= resultItems
->Fetch();
3914 uint32 item_guidlow
= fields2
[1].GetUInt32();
3915 uint32 item_template
= fields2
[2].GetUInt32();
3917 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3920 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3924 Item
*pItem
= NewItemOrBag(itemProto
);
3925 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
3927 pItem
->FSetState(ITEM_REMOVED
);
3928 pItem
->SaveToDB(); // it also deletes item object !
3932 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3934 while (resultItems
->NextRow());
3940 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3942 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3944 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3946 while (resultMail
->NextRow());
3951 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3952 // Get guids of character's pets, will deleted in transaction
3953 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3955 // NOW we can finally clear other DB data related to character
3956 CharacterDatabase
.BeginTransaction();
3961 Field
*fields3
= resultPets
->Fetch();
3962 uint32 petguidlow
= fields3
[0].GetUInt32();
3963 Pet::DeleteFromDB(petguidlow
);
3964 } while (resultPets
->NextRow());
3968 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3969 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3970 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3971 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3972 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3973 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3974 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3975 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3976 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3977 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3978 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3979 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3980 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3981 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3982 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3983 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3984 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3985 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3986 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3987 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3988 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
3989 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
3990 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid
);
3991 CharacterDatabase
.CommitTransaction();
3993 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3994 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3997 void Player::SetMovement(PlayerMovementType pType
)
4002 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
4003 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
4004 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
4005 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
4007 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
4010 data
.append(GetPackGUID());
4012 GetSession()->SendPacket( &data
);
4016 - a resurrectable corpse must not be loaded for the player (only bones)
4017 - the player must be in world
4019 void Player::BuildPlayerRepop()
4021 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
4022 data
.append(GetPackGUID());
4023 GetSession()->SendPacket(&data
);
4025 if(getRace() == RACE_NIGHTELF
)
4026 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)
4027 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
4029 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
4030 // there must be SMSG.STOP_MIRROR_TIMER
4031 // there we must send 888 opcode
4033 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
4036 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
4040 // create a corpse and place it at the player's location
4042 Corpse
*corpse
= GetCorpse();
4045 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
4048 GetMap()->Add(corpse
);
4050 // convert player body to ghost
4053 SetMovement(MOVE_WATER_WALK
);
4054 if(!GetSession()->isLogingOut())
4055 SetMovement(MOVE_UNROOT
);
4057 // BG - remove insignia related
4058 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
4060 SendCorpseReclaimDelay();
4062 // to prevent cheating
4063 corpse
->ResetGhostTime();
4065 StopMirrorTimers(); //disable timers(bars)
4067 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
4069 // set and clear other
4070 SetByteValue(UNIT_FIELD_BYTES_1
, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND
);
4073 void Player::SendDelayResponse(const uint32 ml_seconds
)
4075 //FIXME: is this delay time arg really need? 50msec by default in code
4076 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
4077 data
<< (uint32
)time(NULL
);
4079 GetSession()->SendPacket( &data
);
4082 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
4084 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
4089 GetSession()->SendPacket(&data
);
4091 // speed change, land walk
4093 // remove death flag + set aura
4094 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
4095 if(getRace() == RACE_NIGHTELF
)
4096 RemoveAurasDueToSpell(20584); // speed bonuses
4097 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
4099 setDeathState(ALIVE
);
4101 SetMovement(MOVE_LAND_WALK
);
4102 SetMovement(MOVE_UNROOT
);
4106 // set health/powers (0- will be set in caller)
4107 if(restore_percent
>0.0f
)
4109 SetHealth(uint32(GetMaxHealth()*restore_percent
));
4110 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
4111 SetPower(POWER_RAGE
, 0);
4112 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
4115 // trigger update zone for alive state zone updates
4116 uint32 newzone
, newarea
;
4117 GetZoneAndAreaId(newzone
,newarea
);
4118 UpdateZone(newzone
,newarea
);
4120 // update visibility
4121 ObjectAccessor::UpdateVisibilityForPlayer(this);
4126 //Characters from level 1-10 are not affected by resurrection sickness.
4127 //Characters from level 11-19 will suffer from one minute of sickness
4128 //for each level they are above 10.
4129 //Characters level 20 and up suffer from ten minutes of sickness.
4130 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
4132 if(int32(getLevel()) >= startLevel
)
4134 // set resurrection sickness
4135 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
4137 // not full duration
4138 if(int32(getLevel()) < startLevel
+9)
4140 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
4142 for(int i
=0; i
< 3; ++i
)
4144 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
4146 Aur
->SetAuraDuration(delta
*IN_MILISECONDS
);
4147 Aur
->SendAuraUpdate(false);
4154 void Player::KillPlayer()
4156 SetMovement(MOVE_ROOT
);
4158 StopMirrorTimers(); //disable timers(bars)
4160 setDeathState(CORPSE
);
4161 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4163 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
4164 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
4166 // 6 minutes until repop at graveyard
4167 m_deathTimer
= 6*MINUTE
*IN_MILISECONDS
;
4169 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4171 // don't create corpse at this moment, player might be falling
4173 // update visibility
4174 ObjectAccessor::UpdateObjectVisibility(this);
4177 void Player::CreateCorpse()
4179 // prevent existence 2 corpse for player
4182 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
4184 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
4187 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this))
4193 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
4194 _pb
= GetUInt32Value(PLAYER_BYTES
);
4195 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
4197 uint8 race
= (uint8
)(_uf
);
4198 uint8 skin
= (uint8
)(_pb
);
4199 uint8 face
= (uint8
)(_pb
>> 8);
4200 uint8 hairstyle
= (uint8
)(_pb
>> 16);
4201 uint8 haircolor
= (uint8
)(_pb
>> 24);
4202 uint8 facialhair
= (uint8
)(_pb2
);
4204 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
4205 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
4207 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
4208 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
4210 uint32 flags
= CORPSE_FLAG_UNK2
;
4211 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
4212 flags
|= CORPSE_FLAG_HIDE_HELM
;
4213 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
4214 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
4215 if(InBattleGround() && !InArena())
4216 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
4217 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
4219 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
4221 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
4224 uint16 iIventoryType
;
4226 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
4230 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
4231 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
4233 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
4234 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
4238 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4239 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
4241 if(entry
->map_type
!= MAP_BATTLEGROUND
)
4244 // register for player, but not show
4245 ObjectAccessor::Instance().AddCorpse(corpse
);
4248 void Player::SpawnCorpseBones()
4250 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4251 SaveToDB(); // prevent loading as ghost without corpse
4254 Corpse
* Player::GetCorpse() const
4256 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4259 void Player::DurabilityLossAll(double percent
, bool inventory
)
4261 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4262 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4263 DurabilityLoss(pItem
,percent
);
4267 // bags not have durability
4268 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4270 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4271 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4272 DurabilityLoss(pItem
,percent
);
4274 // keys not have durability
4275 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4277 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4278 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4279 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4280 if(Item
* pItem
= GetItemByPos( i
, j
))
4281 DurabilityLoss(pItem
,percent
);
4285 void Player::DurabilityLoss(Item
* item
, double percent
)
4290 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4295 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
4297 if(pDurabilityLoss
< 1 )
4298 pDurabilityLoss
= 1;
4300 DurabilityPointsLoss(item
,pDurabilityLoss
);
4303 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
4305 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4306 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4307 DurabilityPointsLoss(pItem
,points
);
4311 // bags not have durability
4312 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4314 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4315 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4316 DurabilityPointsLoss(pItem
,points
);
4318 // keys not have durability
4319 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4321 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4322 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4323 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4324 if(Item
* pItem
= GetItemByPos( i
, j
))
4325 DurabilityPointsLoss(pItem
,points
);
4329 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
4331 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4332 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4333 int32 pNewDurability
= pOldDurability
- points
;
4335 if (pNewDurability
< 0)
4337 else if (pNewDurability
> pMaxDurability
)
4338 pNewDurability
= pMaxDurability
;
4340 if (pOldDurability
!= pNewDurability
)
4342 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4343 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4344 _ApplyItemMods(item
,item
->GetSlot(), false);
4346 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4348 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4349 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4350 _ApplyItemMods(item
,item
->GetSlot(), true);
4352 item
->SetState(ITEM_CHANGED
, this);
4356 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4358 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4359 DurabilityPointsLoss(pItem
,1);
4362 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4364 uint32 TotalCost
= 0;
4365 // equipped, backpack, bags itself
4366 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4367 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4369 // bank, buyback and keys not repaired
4371 // items in inventory bags
4372 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; ++j
)
4373 for(int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
4374 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4378 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4380 Item
* item
= GetItemByPos(pos
);
4382 uint32 TotalCost
= 0;
4386 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4390 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4394 uint32 LostDurability
= maxDurability
- curDurability
;
4395 if(LostDurability
>0)
4397 ItemPrototype
const *ditemProto
= item
->GetProto();
4399 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4402 sLog
.outError("RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4406 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4407 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4408 if(!dQualitymodEntry
)
4410 sLog
.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4414 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4415 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4417 costs
= uint32(costs
* discountMod
);
4419 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4424 if (GetGuildId()==0)
4426 DEBUG_LOG("You are not member of a guild");
4430 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4434 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4436 DEBUG_LOG("You do not have rights to withdraw for repairs");
4440 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4442 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4446 if (pGuild
->GetGuildBankMoney() < costs
)
4448 DEBUG_LOG("There is not enough money in bank");
4452 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4455 else if (GetMoney() < costs
)
4457 DEBUG_LOG("You do not have enough money");
4461 ModifyMoney( -int32(costs
) );
4465 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4466 item
->SetState(ITEM_CHANGED
, this);
4468 // reapply mods for total broken and repaired item if equipped
4469 if(IsEquipmentPos(pos
) && !curDurability
)
4470 _ApplyItemMods(item
,pos
& 255, true);
4474 void Player::RepopAtGraveyard()
4476 // note: this can be called also when the player is alive
4477 // for example from WorldSession::HandleMovementOpcodes
4479 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4481 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4482 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4484 ResurrectPlayer(0.5f
);
4488 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4490 // Special handle for battleground maps
4491 if( BattleGround
*bg
= GetBattleGround() )
4492 ClosestGrave
= bg
->GetClosestGraveYard(this);
4494 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4496 // stop countdown until repop
4499 // if no grave found, stay at the current location
4500 // and don't show spirit healer location
4503 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4504 if(isDead()) // not send if alive, because it used in TeleportTo()
4506 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4507 data
<< ClosestGrave
->map_id
;
4508 data
<< ClosestGrave
->x
;
4509 data
<< ClosestGrave
->y
;
4510 data
<< ClosestGrave
->z
;
4511 GetSession()->SendPacket(&data
);
4516 void Player::JoinedChannel(Channel
*c
)
4518 m_channels
.push_back(c
);
4521 void Player::LeftChannel(Channel
*c
)
4523 m_channels
.remove(c
);
4526 void Player::CleanupChannels()
4528 while(!m_channels
.empty())
4530 Channel
* ch
= *m_channels
.begin();
4531 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4532 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4533 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4534 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4537 sLog
.outDebug("Player: channels cleaned up!");
4540 void Player::UpdateLocalChannels(uint32 newZone
)
4542 if(m_channels
.empty())
4545 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4549 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4553 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4555 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4559 // skip non built-in channels
4560 if(!(*i
)->IsConstant())
4563 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4567 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4571 char new_channel_name_buf
[100];
4572 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4573 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4575 if((*i
)!=new_channel
)
4577 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4579 // leave old channel
4580 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4581 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4582 LeftChannel(*i
); // remove from player's channel list
4583 cMgr
->LeftChannel(name
); // delete if empty
4586 sLog
.outDebug("Player: channels cleaned up!");
4589 void Player::LeaveLFGChannel()
4591 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4595 (*i
)->Leave(GetGUID());
4601 void Player::UpdateDefense()
4603 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4605 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4607 // update dependent from defense skill part
4608 UpdateDefenseBonusesMod();
4612 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4614 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4616 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4625 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4628 if(amount
<= -100.0f
)
4631 val
= (100.0f
+ amount
) / 100.0f
;
4632 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4636 if(!CanModifyStats())
4641 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4642 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4643 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4644 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4649 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4651 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4653 sLog
.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4657 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4660 return m_auraBaseMod
[modGroup
][modType
];
4663 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4665 if(modGroup
>= BASEMOD_END
)
4667 sLog
.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4671 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4674 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4677 uint32
Player::GetShieldBlockValue() const
4679 float value
= (m_auraBaseMod
[SHIELD_BLOCK_VALUE
][FLAT_MOD
] + GetStat(STAT_STRENGTH
) * 0.5f
- 10)*m_auraBaseMod
[SHIELD_BLOCK_VALUE
][PCT_MOD
];
4681 value
= (value
< 0) ? 0 : value
;
4683 return uint32(value
);
4686 float Player::GetMeleeCritFromAgility()
4688 uint32 level
= getLevel();
4689 uint32 pclass
= getClass();
4691 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4693 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4694 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4695 if (critBase
==NULL
|| critRatio
==NULL
)
4698 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4702 float Player::GetDodgeFromAgility()
4704 // Table for base dodge values
4705 float dodge_base
[MAX_CLASSES
] = {
4707 0.00652f
, // Paladin
4714 0.02011f
, // Warlock
4718 // Crit/agility to dodge/agility coefficient multipliers
4719 float crit_to_dodge
[MAX_CLASSES
] = {
4733 uint32 level
= getLevel();
4734 uint32 pclass
= getClass();
4736 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4738 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4739 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4740 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4743 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4744 return dodge
*100.0f
;
4747 float Player::GetSpellCritFromIntellect()
4749 uint32 level
= getLevel();
4750 uint32 pclass
= getClass();
4752 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4754 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4755 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4756 if (critBase
==NULL
|| critRatio
==NULL
)
4759 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4763 float Player::GetRatingCoefficient(CombatRating cr
) const
4765 uint32 level
= getLevel();
4767 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4769 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4771 return 1.0f
; // By default use minimum coefficient (not must be called)
4773 return Rating
->ratio
;
4776 float Player::GetRatingBonusValue(CombatRating cr
) const
4778 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4781 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4783 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.2f
;
4784 if (melee
>33.0f
) melee
= 33.0f
;
4785 return uint32 (melee
* damage
/100.0f
);
4788 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4790 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.2f
;
4791 if (ranged
>33.0f
) ranged
=33.0f
;
4792 return uint32 (ranged
* damage
/100.0f
);
4795 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4797 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.2f
;
4798 // In wow script resilience limited to 33%
4801 return uint32 (spell
* damage
/ 100.0f
);
4804 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4806 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4807 // Dot resilience not limited (limit it by 100%)
4808 if (spellDot
> 100.0f
)
4810 return uint32 (spellDot
* damage
/ 100.0f
);
4813 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4818 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4820 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4827 float Player::OCTRegenHPPerSpirit()
4829 uint32 level
= getLevel();
4830 uint32 pclass
= getClass();
4832 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4834 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4835 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4836 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4839 // Formula from PaperDollFrame script
4840 float spirit
= GetStat(STAT_SPIRIT
);
4841 float baseSpirit
= spirit
;
4842 if (baseSpirit
>50) baseSpirit
= 50;
4843 float moreSpirit
= spirit
- baseSpirit
;
4844 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4848 float Player::OCTRegenMPPerSpirit()
4850 uint32 level
= getLevel();
4851 uint32 pclass
= getClass();
4853 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4855 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4856 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4857 if (moreRatio
==NULL
)
4860 // Formula get from PaperDollFrame script
4861 float spirit
= GetStat(STAT_SPIRIT
);
4862 float regen
= spirit
* moreRatio
->ratio
;
4866 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4868 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4870 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4871 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4872 // stat used stored in miscValueB for this aura
4873 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4874 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4875 if ((*i
)->GetMiscValue() & (1<<cr
))
4876 amount
+= int32(GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
);
4879 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4881 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4882 float RatingChange
= 0.0f
;
4884 bool affectStats
= CanModifyStats();
4888 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4889 case CR_DEFENSE_SKILL
:
4890 UpdateDefenseBonusesMod();
4893 UpdateDodgePercentage();
4896 UpdateParryPercentage();
4899 UpdateBlockPercentage();
4902 UpdateMeleeHitChances();
4905 UpdateRangedHitChances();
4908 UpdateSpellHitChances();
4913 UpdateCritPercentage(BASE_ATTACK
);
4914 UpdateCritPercentage(OFF_ATTACK
);
4917 case CR_CRIT_RANGED
:
4919 UpdateCritPercentage(RANGED_ATTACK
);
4923 UpdateAllSpellCritChances();
4925 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4926 case CR_HIT_TAKEN_RANGED
:
4928 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4930 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4931 case CR_CRIT_TAKEN_RANGED
:
4933 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4935 case CR_HASTE_MELEE
:
4936 RatingChange
= value
/ RatingCoeffecient
;
4937 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4938 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4940 case CR_HASTE_RANGED
:
4941 RatingChange
= value
/ RatingCoeffecient
;
4942 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4944 case CR_HASTE_SPELL
:
4945 RatingChange
= value
/ RatingCoeffecient
;
4946 ApplyCastTimePercentMod(RatingChange
,apply
);
4948 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4949 case CR_WEAPON_SKILL_OFFHAND
:
4950 case CR_WEAPON_SKILL_RANGED
:
4955 UpdateExpertise(BASE_ATTACK
);
4956 UpdateExpertise(OFF_ATTACK
);
4959 case CR_ARMOR_PENETRATION
:
4964 void Player::SetRegularAttackTime()
4966 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4968 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4969 if(tmpitem
&& !tmpitem
->IsBroken())
4971 ItemPrototype
const *proto
= tmpitem
->GetProto();
4973 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4975 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4980 //skill+step, checking for max value
4981 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4987 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
4988 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4991 if(i
>=PLAYER_MAX_SKILLS
)
4994 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4995 uint32 value
= SKILL_VALUE(data
);
4996 uint32 max
= SKILL_MAX(data
);
4998 if ((!max
) || (!value
) || (value
>= max
))
5001 if (value
*512 < max
*urand(0,512))
5003 uint32 new_value
= value
+step
;
5007 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
5008 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,skill_id
);
5015 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
5017 if ( SkillValue
>= GrayLevel
)
5018 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
5019 if ( SkillValue
>= GreenLevel
)
5020 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
5021 if ( SkillValue
>= YellowLevel
)
5022 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
5023 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
5026 bool Player::UpdateCraftSkill(uint32 spellid
)
5028 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
5030 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
5031 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
5033 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
5035 if(_spell_idx
->second
->skillId
)
5037 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
5039 // Alchemy Discoveries here
5040 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
5041 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
5043 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
5044 learnSpell(discoveredSpell
,false);
5047 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
5049 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
5050 _spell_idx
->second
->max_value
,
5051 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
5052 _spell_idx
->second
->min_value
),
5059 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
5061 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
5063 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
5065 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
5068 case SKILL_HERBALISM
:
5069 case SKILL_LOCKPICKING
:
5070 case SKILL_JEWELCRAFTING
:
5071 case SKILL_INSCRIPTION
:
5072 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5073 case SKILL_SKINNING
:
5074 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
5075 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5077 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
5079 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
5080 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5082 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
5087 bool Player::UpdateFishingSkill()
5089 sLog
.outDebug("UpdateFishingSkill");
5091 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
5093 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
5095 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
5097 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
5100 // levels sync. with spell requirement for skill levels to learn
5101 // bonus abilities in sSkillLineAbilityStore
5102 // Used only to avoid scan DBC at each skill grow
5103 static uint32 bonusSkillLevels
[] = {75,150,225,300,375,450};
5105 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
5107 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
5111 if(Chance
<= 0) // speedup in 0 chance case
5113 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5118 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5119 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
5120 if ( i
>= PLAYER_MAX_SKILLS
)
5123 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5124 uint16 SkillValue
= SKILL_VALUE(data
);
5125 uint16 MaxValue
= SKILL_MAX(data
);
5127 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
5130 int32 Roll
= irand(1,1000);
5132 if ( Roll
<= Chance
)
5134 uint32 new_value
= SkillValue
+step
;
5135 if(new_value
> MaxValue
)
5136 new_value
= MaxValue
;
5138 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
5139 for(uint32
* bsl
= &bonusSkillLevels
[0]; *bsl
; ++bsl
)
5141 if((SkillValue
< *bsl
&& new_value
>= *bsl
))
5143 learnSkillRewardedSpells( SkillId
, new_value
);
5147 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,SkillId
);
5148 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
5152 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5156 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
5158 // no skill gain in pvp
5159 Unit
*pVictim
= getVictim();
5160 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
5164 return; // always maximized SKILL_FERAL_COMBAT in fact
5166 if(m_form
== FORM_TREE
)
5167 return; // use weapon but not skill up
5169 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
5175 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5178 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
5179 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
5180 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5186 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5188 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5192 UpdateAllCritPercentages();
5195 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, bool defence
)
5197 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
5198 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
5199 uint32 moblevel
= pVictim
->getLevelForTarget(this);
5200 if(moblevel
< greylevel
)
5203 if (moblevel
> plevel
+ 5)
5204 moblevel
= plevel
+ 5;
5206 uint32 lvldif
= moblevel
- greylevel
;
5210 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
5214 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
5217 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
5218 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
5221 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
5223 if(roll_chance_f(chance
))
5228 UpdateWeaponSkill(attType
);
5234 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
5236 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5237 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
5239 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5240 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
5241 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
5243 if(talent
) // permanent bonus stored in high part
5244 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
5245 else // temporary/item bonus stored in low part
5246 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
5251 void Player::UpdateSkillsForLevel()
5253 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
5254 uint32 maxSkill
= GetMaxSkillValueForLevel();
5256 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
5258 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5259 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5261 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5263 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
5267 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
5270 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5271 uint32 max
= SKILL_MAX(data
);
5272 uint32 val
= SKILL_VALUE(data
);
5274 /// update only level dependent max skill values
5277 /// miximize skill always
5279 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
5280 /// update max skill value if current max skill not maximized
5281 else if(max
!= maxconfskill
)
5282 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
5287 void Player::UpdateSkillsToMaxSkillsForLevel()
5289 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5290 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5292 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5293 if( IsProfessionOrRidingSkill(pskill
))
5295 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5297 uint32 max
= SKILL_MAX(data
);
5300 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
5302 if(pskill
== SKILL_DEFENSE
)
5303 UpdateDefenseBonusesMod();
5307 // This functions sets a skill line value (and adds if doesn't exist yet)
5308 // To "remove" a skill line, set it's values to zero
5309 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
5315 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5316 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
5318 if(i
<PLAYER_MAX_SKILLS
) //has skill
5322 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5323 learnSkillRewardedSpells(id
, currVal
);
5324 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5325 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5329 // clear skill fields
5330 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
5331 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
5332 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5334 // remove all spells that related to this skill
5335 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
5336 if(SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
))
5337 if (pAbility
->skillId
==id
)
5338 removeSpell(spellmgr
.GetFirstSpellInChain(pAbility
->spellId
));
5341 else if(currVal
) //add
5343 for (i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5344 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5346 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5349 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5352 // enable unlearn button for primary professions only
5353 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5354 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5356 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5357 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5358 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5359 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5361 // apply skill bonuses
5362 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5364 // temporary bonuses
5365 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5366 for(AuraList::const_iterator j
= mModSkill
.begin(); j
!= mModSkill
.end(); ++j
)
5367 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5368 (*j
)->ApplyModifier(true);
5370 // permanent bonuses
5371 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5372 for(AuraList::const_iterator j
= mModSkillTalent
.begin(); j
!= mModSkillTalent
.end(); ++j
)
5373 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5374 (*j
)->ApplyModifier(true);
5376 // Learn all spells for skill
5377 learnSkillRewardedSpells(id
, currVal
);
5383 bool Player::HasSkill(uint32 skill
) const
5385 if(!skill
)return false;
5386 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5388 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5396 uint16
Player::GetSkillValue(uint32 skill
) const
5401 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5403 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5405 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5407 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5408 result
+= SKILL_TEMP_BONUS(bonus
);
5409 result
+= SKILL_PERM_BONUS(bonus
);
5410 return result
< 0 ? 0 : result
;
5416 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5419 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5421 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5423 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5425 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5426 result
+= SKILL_TEMP_BONUS(bonus
);
5427 result
+= SKILL_PERM_BONUS(bonus
);
5428 return result
< 0 ? 0 : result
;
5434 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5437 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5439 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5441 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5447 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5450 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5452 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5454 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5455 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5456 return result
< 0 ? 0 : result
;
5462 uint16
Player::GetPureSkillValue(uint32 skill
) const
5465 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5467 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5469 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5475 int16
Player::GetSkillPermBonusValue(uint32 skill
) const
5480 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5482 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5484 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5491 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5496 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5498 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5500 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5507 void Player::SendInitialActionButtons() const
5509 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5511 WorldPacket
data(SMSG_ACTION_BUTTONS
, 1+(MAX_ACTION_BUTTONS
*4));
5512 data
<< uint8(0); // can be 0, 1, 2 (talent spec)
5513 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5515 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5516 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5517 data
<< uint32(itr
->second
.packedData
);
5522 GetSession()->SendPacket( &data
);
5523 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5526 ActionButton
* Player::addActionButton(uint8 button
, uint32 action
, uint8 type
)
5528 if(button
>= MAX_ACTION_BUTTONS
)
5530 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5534 if(action
>= MAX_ACTION_BUTTON_ACTION_VALUE
)
5536 sLog
.outError( "Action %u not added into button %u for player %s: action must be < %u", action
, button
, GetName(), MAX_ACTION_BUTTON_ACTION_VALUE
);
5542 case ACTION_BUTTON_SPELL
:
5543 if(!sSpellStore
.LookupEntry(action
))
5545 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5549 if(!HasSpell(action
))
5551 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5555 case ACTION_BUTTON_ITEM
:
5556 if(!objmgr
.GetItemPrototype(action
))
5558 sLog
.outError( "Action %u not added into button %u for player %s: item not exist", action
, button
, GetName() );
5563 break; // pther cases not checked at this moment
5567 // it create new button (NEW state) if need or return existed
5568 ActionButton
& ab
= m_actionButtons
[button
];
5570 // set data and update to CHANGED if not NEW
5571 ab
.SetActionAndType(action
,ActionButtonType(type
));
5573 sLog
.outDetail( "Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action
, uint32(type
), button
);
5577 void Player::removeActionButton(uint8 button
)
5579 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5580 if (buttonItr
==m_actionButtons
.end())
5583 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5584 m_actionButtons
.erase(buttonItr
); // new and not saved
5586 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5588 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5591 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5593 // prevent crash when a bad coord is sent by the client
5594 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5596 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5602 const float old_x
= GetPositionX();
5603 const float old_y
= GetPositionY();
5604 const float old_z
= GetPositionZ();
5605 const float old_r
= GetOrientation();
5607 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5609 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5610 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5612 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5614 // move and update visible state if need
5615 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5617 // reread after Map::Relocation
5624 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5625 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5628 // code block for underwater state update
5629 UpdateUnderwaterState(m
, x
, y
, z
);
5631 CheckExploreSystem();
5636 void Player::SaveRecallPosition()
5638 m_recallMap
= GetMapId();
5639 m_recallX
= GetPositionX();
5640 m_recallY
= GetPositionY();
5641 m_recallZ
= GetPositionZ();
5642 m_recallO
= GetOrientation();
5645 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5647 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5650 _map
->MessageBroadcast(this, data
, self
);
5654 //if player is not in world and map in not created/already destroyed
5655 //no need to create one, just send packet for itself!
5657 GetSession()->SendPacket(data
);
5660 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5662 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5665 _map
->MessageDistBroadcast(this, data
, dist
, self
);
5670 GetSession()->SendPacket(data
);
5673 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5675 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5678 _map
->MessageDistBroadcast(this, data
, dist
, self
, own_team_only
);
5683 GetSession()->SendPacket(data
);
5686 void Player::SendDirectMessage(WorldPacket
*data
)
5688 GetSession()->SendPacket(data
);
5691 void Player::SendCinematicStart(uint32 CinematicSequenceId
)
5693 WorldPacket
data(SMSG_TRIGGER_CINEMATIC
, 4);
5694 data
<< uint32(CinematicSequenceId
);
5695 SendDirectMessage(&data
);
5698 void Player::SendMovieStart(uint32 MovieId
)
5700 WorldPacket
data(SMSG_TRIGGER_MOVIE
, 4);
5701 data
<< uint32(MovieId
);
5702 SendDirectMessage(&data
);
5705 void Player::CheckExploreSystem()
5713 uint16 areaFlag
= GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5714 if(areaFlag
==0xffff)
5716 int offset
= areaFlag
/ 32;
5720 sLog
.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5724 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5725 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5727 if( !(currFields
& val
) )
5729 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5731 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5733 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5736 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5738 else if(p
->area_level
> 0)
5740 uint32 area
= p
->ID
;
5741 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5743 SendExplorationExperience(area
,0);
5747 int32 diff
= int32(getLevel()) - p
->area_level
;
5751 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5755 int32 exploration_percent
= (100-((diff
-5)*5));
5756 if (exploration_percent
> 100)
5757 exploration_percent
= 100;
5758 else if (exploration_percent
< 0)
5759 exploration_percent
= 0;
5761 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5765 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5769 SendExplorationExperience(area
,XP
);
5771 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5776 uint32
Player::TeamForRace(uint8 race
)
5778 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5781 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5785 switch(rEntry
->TeamID
)
5787 case 7: return ALLIANCE
;
5788 case 1: return HORDE
;
5791 sLog
.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5795 uint32
Player::getFactionForRace(uint8 race
)
5797 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5800 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5804 return rEntry
->FactionID
;
5807 void Player::setFactionForRace(uint8 race
)
5809 m_team
= TeamForRace(race
);
5810 setFaction( getFactionForRace(race
) );
5813 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5815 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(faction
);
5816 return GetReputationMgr().GetRank(factionEntry
);
5819 //Calculate total reputation percent player gain with quest/creature level
5820 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, int32 faction
, bool for_quest
)
5822 float percent
= 100.0f
;
5824 float rate
= for_quest
? sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_QUEST
) : sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_KILL
);
5826 if (rate
!= 1.0f
&& creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))
5829 float repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5832 repMod
+= GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN
, faction
);
5834 percent
+= rep
> 0 ? repMod
: -repMod
;
5836 if (percent
<= 0.0f
)
5839 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100.0f
);
5842 //Calculates how many reputation points player gains in victim's enemy factions
5843 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5845 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5848 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5853 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5855 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue1
, Rep
->repfaction1
, false);
5856 donerep1
= int32(donerep1
*rate
);
5857 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5858 uint32 current_reputation_rank1
= GetReputationMgr().GetRank(factionEntry1
);
5859 if (factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5860 GetReputationMgr().ModifyReputation(factionEntry1
, donerep1
);
5862 // Wiki: Team factions value divided by 2
5863 if (factionEntry1
&& Rep
->is_teamaward1
)
5865 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5866 if(team1_factionEntry
)
5867 GetReputationMgr().ModifyReputation(team1_factionEntry
, donerep1
/ 2);
5871 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5873 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue2
, Rep
->repfaction2
, false);
5874 donerep2
= int32(donerep2
*rate
);
5875 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5876 uint32 current_reputation_rank2
= GetReputationMgr().GetRank(factionEntry2
);
5877 if (factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5878 GetReputationMgr().ModifyReputation(factionEntry2
, donerep2
);
5880 // Wiki: Team factions value divided by 2
5881 if (factionEntry2
&& Rep
->is_teamaward2
)
5883 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5884 if(team2_factionEntry
)
5885 GetReputationMgr().ModifyReputation(team2_factionEntry
, donerep2
/ 2);
5890 //Calculate how many reputation points player gain with the quest
5891 void Player::RewardReputation(Quest
const *pQuest
)
5893 // quest reputation reward/loss
5894 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5896 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5898 int32 rep
= CalculateReputationGain(GetQuestLevel(pQuest
), pQuest
->RewRepValue
[i
], pQuest
->RewRepFaction
[i
], true);
5899 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5901 GetReputationMgr().ModifyReputation(factionEntry
, rep
);
5905 // TODO: implement reputation spillover
5908 void Player::UpdateArenaFields(void)
5910 /* arena calcs go here */
5913 void Player::UpdateHonorFields()
5915 /// called when rewarding honor and at each save
5916 uint64 now
= time(NULL
);
5917 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5919 if(m_lastHonorUpdateTime
< today
)
5921 uint64 yesterday
= today
- DAY
;
5923 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5925 // update yesterday's contribution
5926 if(m_lastHonorUpdateTime
>= yesterday
)
5928 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5930 // this is the first update today, reset today's contribution
5931 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5932 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5936 // no honor/kills yesterday or today, reset
5937 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5938 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5942 m_lastHonorUpdateTime
= now
;
5945 ///Calculate the amount of honor gained based on the victim
5946 ///and the size of the group for which the honor is divided
5947 ///An exact honor value can also be given (overriding the calcs)
5948 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5950 // do not reward honor in arenas, but enable onkill spellproc
5953 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
5956 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
5962 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5963 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5966 uint64 victim_guid
= 0;
5967 uint32 victim_rank
= 0;
5969 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5970 UpdateHonorFields();
5974 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
5977 victim_guid
= uVictim
->GetGUID();
5979 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
5981 Player
*pVictim
= (Player
*)uVictim
;
5983 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
5986 float f
= 1; //need for total kills (?? need more info)
5988 uint32 k_level
= getLevel();
5989 uint32 v_level
= pVictim
->getLevel();
5992 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5994 // [1..14] Alliance honor titles and player name
5995 // [15..28] Horde honor titles and player name
5996 // [29..38] Other title and player name
5998 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
5999 // Get Killer titles, CharTitlesEntry::bit_index
6001 // title[1..14] -> rank[5..18]
6002 // title[15..28] -> rank[5..18]
6003 // title[other] -> 0
6004 if (victim_title
== 0)
6005 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6006 else if (victim_title
< 15)
6007 victim_rank
= victim_title
+ 4;
6008 else if (victim_title
< 29)
6009 victim_rank
= victim_title
- 14 + 4;
6011 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6014 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
6019 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
6021 int32 v_rank
=1; //need more info
6023 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
6024 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
6026 // count the number of playerkills in one day
6027 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
6028 // and those in a lifetime
6029 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
6030 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL
);
6031 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS
, pVictim
->getClass());
6032 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE
, pVictim
->getRace());
6036 Creature
*cVictim
= (Creature
*)uVictim
;
6038 if (!cVictim
->isRacialLeader())
6041 honor
= 100; // ??? need more info
6042 victim_rank
= 19; // HK: Leader
6046 if (uVictim
!= NULL
)
6048 honor
*= sWorld
.getRate(RATE_HONOR
);
6053 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6056 // honor - for show honor points in log
6057 // victim_guid - for show victim name in log
6058 // victim_rank [1..4] HK: <dishonored rank>
6059 // victim_rank [5..19] HK: <alliance\horde rank>
6060 // victim_rank [0,20+] HK: <>
6061 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
6062 data
<< (uint32
) honor
;
6063 data
<< (uint64
) victim_guid
;
6064 data
<< (uint32
) victim_rank
;
6066 GetSession()->SendPacket(&data
);
6069 ModifyHonorPoints(int32(honor
));
6071 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
6075 void Player::ModifyHonorPoints( int32 value
)
6079 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
6080 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
6082 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
6085 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
6088 void Player::ModifyArenaPoints( int32 value
)
6092 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6093 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6095 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
6098 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
6101 uint32
Player::GetGuildIdFromDB(uint64 guid
)
6103 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
6107 uint32 id
= result
->Fetch()[0].GetUInt32();
6112 uint32
Player::GetRankFromDB(uint64 guid
)
6114 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
6117 uint32 v
= result
->Fetch()[0].GetUInt32();
6125 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6127 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
);
6131 uint32 id
= (*result
)[0].GetUInt32();
6136 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6138 uint32 guidLow
= GUID_LOPART(guid
);
6139 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
6142 Field
* fields
= result
->Fetch();
6143 uint32 zone
= fields
[0].GetUInt32();
6148 // stored zone is zero, use generic and slow zone detection
6149 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
6152 fields
= result
->Fetch();
6153 uint32 map
= fields
[0].GetUInt32();
6154 float posx
= fields
[1].GetFloat();
6155 float posy
= fields
[2].GetFloat();
6156 float posz
= fields
[3].GetFloat();
6159 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
,posz
);
6161 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
6167 uint32
Player::GetLevelFromDB(uint64 guid
)
6169 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid
) );
6173 Field
* fields
= result
->Fetch();
6174 uint32 level
= fields
[0].GetUInt32();
6180 void Player::UpdateArea(uint32 newArea
)
6182 // FFA_PVP flags are area and not zone id dependent
6183 // so apply them accordingly
6184 m_areaUpdateId
= newArea
;
6186 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6188 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6191 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6195 // remove ffa flag only if not ffapvp realm
6196 // removal in sanctuaries and capitals is handled in zone update
6197 if(HasByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6198 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6201 UpdateAreaDependentAuras(newArea
);
6204 void Player::UpdateZone(uint32 newZone
, uint32 newArea
)
6206 if(m_zoneUpdateId
!= newZone
)
6207 SendInitWorldStates(newZone
, newArea
); // only if really enters to new zone, not just area change, works strange...
6209 m_zoneUpdateId
= newZone
;
6210 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6212 // zone changed, so area changed as well, update it
6213 UpdateArea(newArea
);
6215 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6219 if (sWorld
.getConfig(CONFIG_WEATHER
))
6221 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6224 wth
->SendWeatherUpdateToPlayer(this);
6228 if(!sWorld
.AddWeather(zone
->ID
))
6230 // send fine weather packet to remove old zone's weather
6231 Weather::SendFineWeatherUpdateToPlayer(this);
6236 // in PvP, any not controlled zone (except zone->team == 6, default case)
6237 // in PvE, only opposition team capital
6241 pvpInfo
.inHostileArea
= GetTeam() != ALLIANCE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6243 case AREATEAM_HORDE
:
6244 pvpInfo
.inHostileArea
= GetTeam() != HORDE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6247 // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6248 pvpInfo
.inHostileArea
= sWorld
.IsPvPRealm() || InBattleGround();
6250 default: // 6 in fact
6251 pvpInfo
.inHostileArea
= false;
6255 if(pvpInfo
.inHostileArea
) // in hostile area
6257 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6258 UpdatePvP(true, true);
6260 else // in friendly area
6262 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6263 pvpInfo
.endTimer
= time(0); // start toggle-off
6266 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6268 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6269 if(sWorld
.IsFFAPvPRealm())
6270 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6274 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6277 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6279 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6280 SetRestType(REST_TYPE_IN_CITY
);
6281 InnEnter(time(0),GetMapId(),0,0,0);
6283 if(sWorld
.IsFFAPvPRealm())
6284 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6286 else // anywhere else
6288 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6290 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6292 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6294 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6295 SetRestType(REST_TYPE_NO
);
6297 if(sWorld
.IsFFAPvPRealm())
6298 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6301 else // not in tavern (leave city then)
6303 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6304 SetRestType(REST_TYPE_NO
);
6306 // Set player to FFA PVP when not in rested environment.
6307 if(sWorld
.IsFFAPvPRealm())
6308 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6313 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6314 // if player resurrected at teleport this will be applied in resurrect code
6316 DestroyZoneLimitedItem( true, newZone
);
6318 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6319 AutoUnequipOffhandIfNeed();
6321 // recent client version not send leave/join channel packets for built-in local channels
6322 UpdateLocalChannels( newZone
);
6326 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6328 UpdateZoneDependentAuras(newZone
);
6331 //If players are too far way of duel flag... then player loose the duel
6332 void Player::CheckDuelDistance(time_t currTime
)
6337 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6338 GameObject
* obj
= GetMap()->GetGameObject(duelFlagGUID
);
6342 if(duel
->outOfBound
== 0)
6344 if(!IsWithinDistInMap(obj
, 50))
6346 duel
->outOfBound
= currTime
;
6348 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6349 GetSession()->SendPacket(&data
);
6354 if(IsWithinDistInMap(obj
, 40))
6356 duel
->outOfBound
= 0;
6358 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6359 GetSession()->SendPacket(&data
);
6361 else if(currTime
>= (duel
->outOfBound
+10))
6363 DuelComplete(DUEL_FLED
);
6368 void Player::DuelComplete(DuelCompleteType type
)
6370 // duel not requested
6374 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6375 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6376 GetSession()->SendPacket(&data
);
6377 duel
->opponent
->GetSession()->SendPacket(&data
);
6379 if(type
!= DUEL_INTERUPTED
)
6381 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6382 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6383 data
<< duel
->opponent
->GetName();
6385 SendMessageToSet(&data
,true);
6388 if (type
== DUEL_WON
)
6390 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL
, 1);
6392 duel
->opponent
->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL
, 1);
6395 //Remove Duel Flag object
6396 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
6398 duel
->initiator
->RemoveGameObject(obj
,true);
6401 std::vector
<uint32
> auras2remove
;
6402 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6403 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6405 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6406 auras2remove
.push_back(i
->second
->GetId());
6409 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6410 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6412 auras2remove
.clear();
6413 AuraMap
const& auras
= GetAuras();
6414 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6416 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6417 auras2remove
.push_back(i
->second
->GetId());
6419 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6420 RemoveAurasDueToSpell(auras2remove
[i
]);
6422 // cleanup combo points
6423 if(GetComboTarget()==duel
->opponent
->GetGUID())
6425 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6428 if(duel
->opponent
->GetComboTarget()==GetGUID())
6429 duel
->opponent
->ClearComboPoints();
6430 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6431 duel
->opponent
->ClearComboPoints();
6434 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6435 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6436 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6437 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6439 delete duel
->opponent
->duel
;
6440 duel
->opponent
->duel
= NULL
;
6445 //---------------------------------------------------------//
6447 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6449 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6452 // not apply/remove mods for broken item
6453 if(item
->IsBroken())
6456 ItemPrototype
const *proto
= item
->GetProto();
6461 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6463 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6464 if(attacktype
< MAX_ATTACK
)
6465 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6467 _ApplyItemBonuses(proto
,slot
,apply
);
6469 if( slot
==EQUIPMENT_SLOT_RANGED
)
6470 _ApplyAmmoBonuses();
6472 ApplyItemEquipSpell(item
,apply
);
6473 ApplyEnchantment(item
, apply
);
6475 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6476 CorrectMetaGemEnchants(slot
, apply
);
6478 sLog
.outDebug("_ApplyItemMods complete.");
6481 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
)
6483 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6486 ScalingStatDistributionEntry
const *ssd
= proto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
) : 0;
6487 ScalingStatValuesEntry
const *ssv
= proto
->ScalingStatValue
? sScalingStatValuesStore
.LookupEntry(getLevel()) : 0;
6489 for (int i
= 0; i
< MAX_ITEM_PROTO_STATS
; ++i
)
6491 uint32 statType
= 0;
6493 // If set ScalingStatDistribution need get stats and values from it
6496 if (ssd
->StatMod
[i
] < 0)
6498 statType
= ssd
->StatMod
[i
];
6499 val
= (ssv
->getssdMultiplier(proto
->ScalingStatValue
) * ssd
->Modifier
[i
]) / 10000;
6503 if (i
>= proto
->StatsCount
)
6505 statType
= proto
->ItemStat
[i
].ItemStatType
;
6506 val
= proto
->ItemStat
[i
].ItemStatValue
;
6515 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6517 case ITEM_MOD_HEALTH
: // modify HP
6518 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6520 case ITEM_MOD_AGILITY
: // modify agility
6521 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6522 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6524 case ITEM_MOD_STRENGTH
: //modify strength
6525 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6526 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6528 case ITEM_MOD_INTELLECT
: //modify intellect
6529 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6530 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6532 case ITEM_MOD_SPIRIT
: //modify spirit
6533 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6534 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6536 case ITEM_MOD_STAMINA
: //modify stamina
6537 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6538 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6540 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6541 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6543 case ITEM_MOD_DODGE_RATING
:
6544 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6546 case ITEM_MOD_PARRY_RATING
:
6547 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6549 case ITEM_MOD_BLOCK_RATING
:
6550 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6552 case ITEM_MOD_HIT_MELEE_RATING
:
6553 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6555 case ITEM_MOD_HIT_RANGED_RATING
:
6556 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6558 case ITEM_MOD_HIT_SPELL_RATING
:
6559 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6561 case ITEM_MOD_CRIT_MELEE_RATING
:
6562 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6564 case ITEM_MOD_CRIT_RANGED_RATING
:
6565 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6567 case ITEM_MOD_CRIT_SPELL_RATING
:
6568 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6570 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6571 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6573 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6574 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6576 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6577 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6579 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6580 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6582 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6583 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6585 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6586 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6588 case ITEM_MOD_HASTE_MELEE_RATING
:
6589 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6591 case ITEM_MOD_HASTE_RANGED_RATING
:
6592 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6594 case ITEM_MOD_HASTE_SPELL_RATING
:
6595 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6597 case ITEM_MOD_HIT_RATING
:
6598 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6599 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6600 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6602 case ITEM_MOD_CRIT_RATING
:
6603 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6604 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6605 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6607 case ITEM_MOD_HIT_TAKEN_RATING
:
6608 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6609 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6610 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6612 case ITEM_MOD_CRIT_TAKEN_RATING
:
6613 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6614 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6615 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6617 case ITEM_MOD_RESILIENCE_RATING
:
6618 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6619 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6620 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6622 case ITEM_MOD_HASTE_RATING
:
6623 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6624 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6625 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6627 case ITEM_MOD_EXPERTISE_RATING
:
6628 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6630 case ITEM_MOD_ATTACK_POWER
:
6631 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(val
), apply
);
6632 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6634 case ITEM_MOD_RANGED_ATTACK_POWER
:
6635 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6637 case ITEM_MOD_FERAL_ATTACK_POWER
:
6638 ApplyFeralAPBonus(int32(val
), apply
);
6640 case ITEM_MOD_SPELL_HEALING_DONE
:
6641 ApplySpellHealingBonus(int32(val
), apply
);
6643 case ITEM_MOD_SPELL_DAMAGE_DONE
:
6644 ApplySpellDamageBonus(int32(val
), apply
);
6646 case ITEM_MOD_MANA_REGENERATION
:
6647 ApplyManaRegenBonus(int32(val
), apply
);
6649 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6650 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6652 case ITEM_MOD_SPELL_POWER
:
6653 ApplySpellHealingBonus(int32(val
), apply
);
6654 ApplySpellDamageBonus(int32(val
), apply
);
6659 // If set ScalingStatValue armor get it or use item armor
6660 uint32 armor
= proto
->Armor
;
6663 if (uint32 ssvarmor
= ssv
->getArmorMod(proto
->ScalingStatValue
))
6666 // Add armor bonus from ArmorDamageModifier if > 0
6667 if (proto
->ArmorDamageModifier
> 0)
6668 armor
+=proto
->ArmorDamageModifier
;
6670 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(armor
), apply
);
6673 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6676 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6679 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6681 if (proto
->NatureRes
)
6682 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6684 if (proto
->FrostRes
)
6685 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6687 if (proto
->ShadowRes
)
6688 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6690 if (proto
->ArcaneRes
)
6691 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6693 WeaponAttackType attType
= BASE_ATTACK
;
6694 float damage
= 0.0f
;
6696 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6697 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6698 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6700 attType
= RANGED_ATTACK
;
6702 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6704 attType
= OFF_ATTACK
;
6707 float minDamage
= proto
->Damage
[0].DamageMin
;
6708 float maxDamage
= proto
->Damage
[0].DamageMax
;
6710 // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
6713 if (extraDPS
= ssv
->getDPSMod(proto
->ScalingStatValue
))
6715 float average
= extraDPS
* proto
->Delay
/ 1000.0f
;
6716 minDamage
= 0.7f
* average
;
6717 maxDamage
= 1.3f
* average
;
6722 damage
= apply
? minDamage
: BASE_MINDAMAGE
;
6723 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6724 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6729 damage
= apply
? maxDamage
: BASE_MAXDAMAGE
;
6730 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6733 // Apply feral bonus from ScalingStatValue if set
6736 if (int32 feral_bonus
= ssv
->getFeralBonus(proto
->ScalingStatValue
))
6737 ApplyFeralAPBonus(feral_bonus
, apply
);
6739 // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
6740 if(getClass() == CLASS_DRUID
)
6742 int32 feral_bonus
= proto
->getFeralBonus(extraDPS
);
6743 if (feral_bonus
> 0)
6744 ApplyFeralAPBonus(feral_bonus
, apply
);
6747 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6752 if(slot
== EQUIPMENT_SLOT_RANGED
)
6753 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6754 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6755 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6756 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6757 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6760 if(CanModifyStats() && (damage
|| proto
->Delay
))
6761 UpdateDamagePhysical(attType
);
6764 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6766 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6767 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6768 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6770 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6771 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6772 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6774 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6775 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6776 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6779 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6781 // generic not weapon specific case processes in aura code
6782 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6785 BaseModGroup mod
= BASEMOD_END
;
6788 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6789 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6790 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6794 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6796 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6800 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6802 // ignore spell mods for not wands
6803 Modifier
const* modifier
= aura
->GetModifier();
6804 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6807 // generic not weapon specific case processes in aura code
6808 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6811 UnitMods unitMod
= UNIT_MOD_END
;
6814 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6815 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6816 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6820 UnitModifierType unitModType
= TOTAL_VALUE
;
6821 switch(modifier
->m_auraname
)
6823 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6824 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6828 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6830 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6834 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6839 ItemPrototype
const *proto
= item
->GetProto();
6843 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6845 _Spell
const& spellData
= proto
->Spells
[i
];
6848 if(!spellData
.SpellId
)
6851 // wrong triggering type
6852 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6855 // check if it is valid spell
6856 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6860 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6864 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6868 // Cannot be used in this stance/form
6869 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
) != SPELL_CAST_OK
)
6872 if(form_change
) // check aura active state from other form
6875 for (int k
=0; k
< 3; ++k
)
6877 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6878 for (AuraMap::const_iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6880 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6890 if(found
) // and skip re-cast already active aura at form change
6894 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6896 CastSpell(this,spellInfo
,true,item
);
6900 if(form_change
) // check aura compatibility
6902 // Cannot be used in this stance/form
6903 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==SPELL_CAST_OK
)
6904 return; // and remove only not compatible at form change
6908 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6910 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6914 void Player::UpdateEquipSpellsAtFormChange()
6916 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6918 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6920 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6921 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6925 // item set bonuses not dependent from item broken state
6926 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6928 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6932 for(uint32 y
=0;y
<8; ++y
)
6934 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6938 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6939 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6944 void Player::CastItemCombatSpell(Unit
* Target
, WeaponAttackType attType
)
6946 Item
*item
= GetWeaponForAttack(attType
, true);
6947 if(!item
|| item
->IsBroken())
6950 ItemPrototype
const *proto
= item
->GetProto();
6954 if (!Target
|| Target
== this )
6957 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6959 _Spell
const& spellData
= proto
->Spells
[i
];
6962 if(!spellData
.SpellId
)
6965 // wrong triggering type
6966 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6969 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6972 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6976 // not allow proc extra attack spell at extra attack
6977 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6980 float chance
= spellInfo
->procChance
;
6982 if(spellData
.SpellPPMRate
)
6984 uint32 WeaponSpeed
= GetAttackTime(attType
);
6985 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6987 else if(chance
> 100.0f
)
6989 chance
= GetWeaponProcChance();
6992 if (roll_chance_f(chance
))
6993 CastSpell(Target
, spellInfo
->Id
, true, item
);
6996 // item combat enchantments
6997 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6999 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7000 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7001 if(!pEnchant
) continue;
7002 for (int s
=0;s
<3;s
++)
7004 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
7007 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7010 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7014 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
7015 if (roll_chance_f(chance
))
7017 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
7018 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
7020 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
7026 void Player::CastItemUseSpell(Item
*item
,SpellCastTargets
const& targets
,uint8 cast_count
, uint32 glyphIndex
)
7028 ItemPrototype
const* proto
= item
->GetProto();
7029 // special learning case
7030 if(proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN
|| proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN_PET
)
7032 uint32 learn_spell_id
= proto
->Spells
[0].SpellId
;
7033 uint32 learning_spell_id
= proto
->Spells
[1].SpellId
;
7035 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(learn_spell_id
);
7038 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto
->ItemId
, learn_spell_id
);
7039 SendEquipError(EQUIP_ERR_NONE
,item
,NULL
);
7043 Spell
*spell
= new Spell(this, spellInfo
, false);
7044 spell
->m_CastItem
= item
;
7045 spell
->m_cast_count
= cast_count
; //set count of casts
7046 spell
->m_currentBasePoints
[0] = learning_spell_id
;
7047 spell
->prepare(&targets
);
7051 // use triggered flag only for items with many spell casts and for not first cast
7054 // item spells casted at use
7055 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7057 _Spell
const& spellData
= proto
->Spells
[i
];
7060 if(!spellData
.SpellId
)
7063 // wrong triggering type
7064 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_NO_DELAY_USE
)
7067 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7070 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto
->ItemId
, spellData
.SpellId
);
7074 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7075 spell
->m_CastItem
= item
;
7076 spell
->m_cast_count
= cast_count
; // set count of casts
7077 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7078 spell
->prepare(&targets
);
7083 // Item enchantments spells casted at use
7084 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7086 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7087 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7088 if(!pEnchant
) continue;
7089 for (int s
=0;s
<3;s
++)
7091 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL
)
7094 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7097 sLog
.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7101 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7102 spell
->m_CastItem
= item
;
7103 spell
->m_cast_count
= cast_count
; // set count of casts
7104 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7105 spell
->prepare(&targets
);
7112 void Player::_RemoveAllItemMods()
7114 sLog
.outDebug("_RemoveAllItemMods start.");
7116 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7120 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7124 // item set bonuses not dependent from item broken state
7126 RemoveItemsSetItem(this,proto
);
7128 if(m_items
[i
]->IsBroken())
7131 ApplyItemEquipSpell(m_items
[i
],false);
7132 ApplyEnchantment(m_items
[i
], false);
7136 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7140 if(m_items
[i
]->IsBroken())
7142 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7146 uint32 attacktype
= Player::GetAttackBySlot(i
);
7147 if(attacktype
< MAX_ATTACK
)
7148 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
7150 _ApplyItemBonuses(proto
,i
, false);
7152 if( i
== EQUIPMENT_SLOT_RANGED
)
7153 _ApplyAmmoBonuses();
7157 sLog
.outDebug("_RemoveAllItemMods complete.");
7160 void Player::_ApplyAllItemMods()
7162 sLog
.outDebug("_ApplyAllItemMods start.");
7164 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7168 if(m_items
[i
]->IsBroken())
7171 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7175 uint32 attacktype
= Player::GetAttackBySlot(i
);
7176 if(attacktype
< MAX_ATTACK
)
7177 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
7179 _ApplyItemBonuses(proto
,i
, true);
7181 if( i
== EQUIPMENT_SLOT_RANGED
)
7182 _ApplyAmmoBonuses();
7186 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7190 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7194 // item set bonuses not dependent from item broken state
7196 AddItemsSetItem(this,m_items
[i
]);
7198 if(m_items
[i
]->IsBroken())
7201 ApplyItemEquipSpell(m_items
[i
],true);
7202 ApplyEnchantment(m_items
[i
], true);
7206 sLog
.outDebug("_ApplyAllItemMods complete.");
7209 void Player::_ApplyAmmoBonuses()
7212 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7216 float currentAmmoDPS
;
7218 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
7219 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7220 currentAmmoDPS
= 0.0f
;
7222 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7224 if(currentAmmoDPS
== GetAmmoDPS())
7227 m_ammoDPS
= currentAmmoDPS
;
7229 if(CanModifyStats())
7230 UpdateDamagePhysical(RANGED_ATTACK
);
7233 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7238 // check ranged weapon
7239 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7240 if(!weapon
|| weapon
->IsBroken() )
7243 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7244 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7247 // check ammo ws. weapon compatibility
7248 switch(weapon_proto
->SubClass
)
7250 case ITEM_SUBCLASS_WEAPON_BOW
:
7251 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7252 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7255 case ITEM_SUBCLASS_WEAPON_GUN
:
7256 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7266 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7267 Called by remove insignia spell effect */
7268 void Player::RemovedInsignia(Player
* looterPlr
)
7270 if (!GetBattleGroundId())
7273 // If not released spirit, do it !
7274 if(m_deathTimer
> 0)
7281 Corpse
*corpse
= GetCorpse();
7285 // We have to convert player corpse to bones, not to be able to resurrect there
7286 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7287 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7291 // Now we must make bones lootable, and send player loot
7292 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7294 // We store the level of our player in the gold field
7295 // We retrieve this information at Player::SendLoot()
7296 bones
->loot
.gold
= getLevel();
7297 bones
->lootRecipient
= looterPlr
;
7298 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7301 void Player::SendLootRelease( uint64 guid
)
7303 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7304 data
<< uint64(guid
) << uint8(1);
7305 SendDirectMessage( &data
);
7308 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7310 if (uint64 lguid
= GetLootGUID())
7311 m_session
->DoLootRelease(lguid
);
7314 PermissionTypes permission
= ALL_PERMISSION
;
7316 sLog
.outDebug("Player::SendLoot");
7317 if (IS_GAMEOBJECT_GUID(guid
))
7319 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7320 GameObject
*go
= GetMap()->GetGameObject(guid
);
7322 // not check distance for GO in case owned GO (fishing bobber case, for example)
7323 // And permit out of range GO with no owner in case fishing hole
7324 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7326 SendLootRelease(guid
);
7332 if (go
->getLootState() == GO_READY
)
7334 uint32 lootid
= go
->GetLootId();
7338 sLog
.outDebug(" if(lootid)");
7340 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this, false);
7343 if (loot_type
== LOOT_FISHING
)
7344 go
->getFishLoot(loot
,this);
7346 go
->SetLootState(GO_ACTIVATED
);
7349 else if (IS_ITEM_GUID(guid
))
7351 Item
*item
= GetItemByGuid( guid
);
7355 SendLootRelease(guid
);
7361 if (!item
->m_lootGenerated
)
7363 item
->m_lootGenerated
= true;
7368 case LOOT_DISENCHANTING
:
7369 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this,true);
7371 case LOOT_PROSPECTING
:
7372 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this,true);
7375 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this,true);
7378 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this,true);
7379 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7384 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7386 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7388 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7390 SendLootRelease(guid
);
7394 loot
= &bones
->loot
;
7396 if (!bones
->lootForBody
)
7398 bones
->lootForBody
= true;
7399 uint32 pLevel
= bones
->loot
.gold
;
7400 bones
->loot
.clear();
7401 // It may need a better formula
7402 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7403 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7406 if (bones
->lootRecipient
!= this)
7407 permission
= NONE_PERMISSION
;
7411 Creature
*creature
= GetMap()->GetCreature(guid
);
7413 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7414 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7416 SendLootRelease(guid
);
7420 if (loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7422 SendLootRelease(guid
);
7426 loot
= &creature
->loot
;
7428 if (loot_type
== LOOT_PICKPOCKETING
)
7430 if (!creature
->lootForPickPocketed
)
7432 creature
->lootForPickPocketed
= true;
7435 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7436 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this, false);
7438 // Generate extra money for pick pocket loot
7439 const uint32 a
= urand(0, creature
->getLevel()/2);
7440 const uint32 b
= urand(0, getLevel()/2);
7441 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7446 // the player whose group may loot the corpse
7447 Player
*recipient
= creature
->GetLootRecipient();
7450 creature
->SetLootRecipient(this);
7454 if (creature
->lootForPickPocketed
)
7456 creature
->lootForPickPocketed
= false;
7460 if (!creature
->lootForBody
)
7462 creature
->lootForBody
= true;
7465 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7466 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
, false);
7468 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7470 if (Group
* group
= recipient
->GetGroup())
7472 group
->UpdateLooterGuid(creature
,true);
7474 switch (group
->GetLootMethod())
7477 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7478 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7480 case NEED_BEFORE_GREED
:
7481 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7484 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7492 // possible only if creature->lootForBody && loot->empty() at spell cast check
7493 if (loot_type
== LOOT_SKINNING
)
7496 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this, false);
7498 // set group rights only for loot_type != LOOT_SKINNING
7501 if(Group
* group
= GetGroup())
7503 if (group
== recipient
->GetGroup())
7505 if (group
->GetLootMethod() == FREE_FOR_ALL
)
7506 permission
= ALL_PERMISSION
;
7507 else if (group
->GetLooterGuid() == GetGUID())
7509 if (group
->GetLootMethod() == MASTER_LOOT
)
7510 permission
= MASTER_PERMISSION
;
7512 permission
= ALL_PERMISSION
;
7515 permission
= GROUP_PERMISSION
;
7518 permission
= NONE_PERMISSION
;
7520 else if (recipient
== this)
7521 permission
= ALL_PERMISSION
;
7523 permission
= NONE_PERMISSION
;
7530 // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
7533 case LOOT_INSIGNIA
: loot_type
= LOOT_SKINNING
; break;
7534 case LOOT_FISHINGHOLE
: loot_type
= LOOT_FISHING
; break;
7538 // need know merged fishing/corpse loot type for achievements
7539 loot
->loot_type
= loot_type
;
7541 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7543 data
<< uint64(guid
);
7544 data
<< uint8(loot_type
);
7545 data
<< LootView(*loot
, this, permission
);
7547 SendDirectMessage(&data
);
7549 // add 'this' player as one of the players that are looting 'loot'
7550 if (permission
!= NONE_PERMISSION
)
7551 loot
->AddLooter(GetGUID());
7553 if (loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
))
7554 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7557 void Player::SendNotifyLootMoneyRemoved()
7559 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7560 GetSession()->SendPacket( &data
);
7563 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7565 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7566 data
<< uint8(lootSlot
);
7567 GetSession()->SendPacket( &data
);
7570 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7572 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7575 GetSession()->SendPacket(&data
);
7578 void Player::SendInitWorldStates(uint32 zoneid
, uint32 areaid
)
7580 // data depends on zoneid/mapid...
7581 BattleGround
* bg
= GetBattleGround();
7582 uint16 NumberOfFields
= 0;
7583 uint32 mapid
= GetMapId();
7585 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7587 // may be exist better way to do this...
7610 NumberOfFields
= 41;
7613 NumberOfFields
= 15;
7616 NumberOfFields
= 83;
7619 NumberOfFields
= 16;
7623 NumberOfFields
= 40;
7626 NumberOfFields
= 27;
7629 NumberOfFields
= 39;
7632 NumberOfFields
= 38;
7635 NumberOfFields
= 37;
7640 NumberOfFields
= 11;
7643 NumberOfFields
= 11;
7646 NumberOfFields
= 12;
7650 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7651 data
<< uint32(mapid
); // mapid
7652 data
<< uint32(zoneid
); // zone id
7653 data
<< uint32(areaid
); // area id, new 2.1.0
7654 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7655 data
<< uint32(0x8d8) << uint32(0x0); // 1
7656 data
<< uint32(0x8d7) << uint32(0x0); // 2
7657 data
<< uint32(0x8d6) << uint32(0x0); // 3
7658 data
<< uint32(0x8d5) << uint32(0x0); // 4
7659 data
<< uint32(0x8d4) << uint32(0x0); // 5
7660 data
<< uint32(0x8d3) << uint32(0x0); // 6
7661 // 7 1 - Arena season in progress, 0 - end of season
7662 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7663 // 8 Arena season id
7664 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7665 if(mapid
== 530) // Outland
7667 data
<< uint32(0x9bf) << uint32(0x0); // 7
7668 data
<< uint32(0x9bd) << uint32(0xF); // 8
7669 data
<< uint32(0x9bb) << uint32(0xF); // 9
7684 data
<< uint32(0x7ae) << uint32(0x1); // 7
7685 data
<< uint32(0x532) << uint32(0x1); // 8
7686 data
<< uint32(0x531) << uint32(0x0); // 9
7687 data
<< uint32(0x52e) << uint32(0x0); // 10
7688 data
<< uint32(0x571) << uint32(0x0); // 11
7689 data
<< uint32(0x570) << uint32(0x0); // 12
7690 data
<< uint32(0x567) << uint32(0x1); // 13
7691 data
<< uint32(0x566) << uint32(0x1); // 14
7692 data
<< uint32(0x550) << uint32(0x1); // 15
7693 data
<< uint32(0x544) << uint32(0x0); // 16
7694 data
<< uint32(0x536) << uint32(0x0); // 17
7695 data
<< uint32(0x535) << uint32(0x1); // 18
7696 data
<< uint32(0x518) << uint32(0x0); // 19
7697 data
<< uint32(0x517) << uint32(0x0); // 20
7698 data
<< uint32(0x574) << uint32(0x0); // 21
7699 data
<< uint32(0x573) << uint32(0x0); // 22
7700 data
<< uint32(0x572) << uint32(0x0); // 23
7701 data
<< uint32(0x56f) << uint32(0x0); // 24
7702 data
<< uint32(0x56e) << uint32(0x0); // 25
7703 data
<< uint32(0x56d) << uint32(0x0); // 26
7704 data
<< uint32(0x56c) << uint32(0x0); // 27
7705 data
<< uint32(0x56b) << uint32(0x0); // 28
7706 data
<< uint32(0x56a) << uint32(0x1); // 29
7707 data
<< uint32(0x569) << uint32(0x1); // 30
7708 data
<< uint32(0x568) << uint32(0x1); // 13
7709 data
<< uint32(0x565) << uint32(0x0); // 32
7710 data
<< uint32(0x564) << uint32(0x0); // 33
7711 data
<< uint32(0x563) << uint32(0x0); // 34
7712 data
<< uint32(0x562) << uint32(0x0); // 35
7713 data
<< uint32(0x561) << uint32(0x0); // 36
7714 data
<< uint32(0x560) << uint32(0x0); // 37
7715 data
<< uint32(0x55f) << uint32(0x0); // 38
7716 data
<< uint32(0x55e) << uint32(0x0); // 39
7717 data
<< uint32(0x55d) << uint32(0x0); // 40
7718 data
<< uint32(0x3c6) << uint32(0x4); // 41
7719 data
<< uint32(0x3c4) << uint32(0x6); // 42
7720 data
<< uint32(0x3c2) << uint32(0x4); // 43
7721 data
<< uint32(0x516) << uint32(0x1); // 44
7722 data
<< uint32(0x515) << uint32(0x0); // 45
7723 data
<< uint32(0x3b6) << uint32(0x6); // 46
7724 data
<< uint32(0x55c) << uint32(0x0); // 47
7725 data
<< uint32(0x55b) << uint32(0x0); // 48
7726 data
<< uint32(0x55a) << uint32(0x0); // 49
7727 data
<< uint32(0x559) << uint32(0x0); // 50
7728 data
<< uint32(0x558) << uint32(0x0); // 51
7729 data
<< uint32(0x557) << uint32(0x0); // 52
7730 data
<< uint32(0x556) << uint32(0x0); // 53
7731 data
<< uint32(0x555) << uint32(0x0); // 54
7732 data
<< uint32(0x554) << uint32(0x1); // 55
7733 data
<< uint32(0x553) << uint32(0x1); // 56
7734 data
<< uint32(0x552) << uint32(0x1); // 57
7735 data
<< uint32(0x551) << uint32(0x1); // 58
7736 data
<< uint32(0x54f) << uint32(0x0); // 59
7737 data
<< uint32(0x54e) << uint32(0x0); // 60
7738 data
<< uint32(0x54d) << uint32(0x1); // 61
7739 data
<< uint32(0x54c) << uint32(0x0); // 62
7740 data
<< uint32(0x54b) << uint32(0x0); // 63
7741 data
<< uint32(0x545) << uint32(0x0); // 64
7742 data
<< uint32(0x543) << uint32(0x1); // 65
7743 data
<< uint32(0x542) << uint32(0x0); // 66
7744 data
<< uint32(0x540) << uint32(0x0); // 67
7745 data
<< uint32(0x53f) << uint32(0x0); // 68
7746 data
<< uint32(0x53e) << uint32(0x0); // 69
7747 data
<< uint32(0x53d) << uint32(0x0); // 70
7748 data
<< uint32(0x53c) << uint32(0x0); // 71
7749 data
<< uint32(0x53b) << uint32(0x0); // 72
7750 data
<< uint32(0x53a) << uint32(0x1); // 73
7751 data
<< uint32(0x539) << uint32(0x0); // 74
7752 data
<< uint32(0x538) << uint32(0x0); // 75
7753 data
<< uint32(0x537) << uint32(0x0); // 76
7754 data
<< uint32(0x534) << uint32(0x0); // 77
7755 data
<< uint32(0x533) << uint32(0x0); // 78
7756 data
<< uint32(0x530) << uint32(0x0); // 79
7757 data
<< uint32(0x52f) << uint32(0x0); // 80
7758 data
<< uint32(0x52d) << uint32(0x1); // 81
7761 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7762 bg
->FillInitialWorldStates(data
);
7765 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7766 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7767 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7768 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7769 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7770 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7771 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7772 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7776 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7777 bg
->FillInitialWorldStates(data
);
7780 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7781 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7782 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7783 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7784 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7785 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7786 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7787 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7788 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7789 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7790 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7791 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7792 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7793 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7794 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7795 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7796 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7797 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7798 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7799 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7800 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7801 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7802 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7803 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7804 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7805 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7806 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7807 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7808 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7809 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7810 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7811 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7815 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7816 bg
->FillInitialWorldStates(data
);
7819 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7820 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7821 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7822 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7823 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7824 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7825 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7826 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7827 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7828 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7829 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7830 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7831 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7832 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7833 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7834 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7835 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7836 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7837 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7838 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7839 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7840 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7841 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7842 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7843 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7844 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7845 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7846 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7847 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7848 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7849 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7850 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7851 // and some more ... unknown
7854 case 3483: // Hellfire Peninsula
7855 data
<< uint32(0x9ba) << uint32(0x1); // 10
7856 data
<< uint32(0x9b9) << uint32(0x1); // 11
7857 data
<< uint32(0x9b5) << uint32(0x0); // 12
7858 data
<< uint32(0x9b4) << uint32(0x1); // 13
7859 data
<< uint32(0x9b3) << uint32(0x0); // 14
7860 data
<< uint32(0x9b2) << uint32(0x0); // 15
7861 data
<< uint32(0x9b1) << uint32(0x1); // 16
7862 data
<< uint32(0x9b0) << uint32(0x0); // 17
7863 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7864 data
<< uint32(0x9ac) << uint32(0x0); // 19
7865 data
<< uint32(0x9a8) << uint32(0x0); // 20
7866 data
<< uint32(0x9a7) << uint32(0x0); // 21
7867 data
<< uint32(0x9a6) << uint32(0x1); // 22
7869 case 3519: // Terokkar Forest
7870 data
<< uint32(0xa41) << uint32(0x0); // 10
7871 data
<< uint32(0xa40) << uint32(0x14); // 11
7872 data
<< uint32(0xa3f) << uint32(0x0); // 12
7873 data
<< uint32(0xa3e) << uint32(0x0); // 13
7874 data
<< uint32(0xa3d) << uint32(0x5); // 14
7875 data
<< uint32(0xa3c) << uint32(0x0); // 15
7876 data
<< uint32(0xa87) << uint32(0x0); // 16
7877 data
<< uint32(0xa86) << uint32(0x0); // 17
7878 data
<< uint32(0xa85) << uint32(0x0); // 18
7879 data
<< uint32(0xa84) << uint32(0x0); // 19
7880 data
<< uint32(0xa83) << uint32(0x0); // 20
7881 data
<< uint32(0xa82) << uint32(0x0); // 21
7882 data
<< uint32(0xa81) << uint32(0x0); // 22
7883 data
<< uint32(0xa80) << uint32(0x0); // 23
7884 data
<< uint32(0xa7e) << uint32(0x0); // 24
7885 data
<< uint32(0xa7d) << uint32(0x0); // 25
7886 data
<< uint32(0xa7c) << uint32(0x0); // 26
7887 data
<< uint32(0xa7b) << uint32(0x0); // 27
7888 data
<< uint32(0xa7a) << uint32(0x0); // 28
7889 data
<< uint32(0xa79) << uint32(0x0); // 29
7890 data
<< uint32(0x9d0) << uint32(0x5); // 30
7891 data
<< uint32(0x9ce) << uint32(0x0); // 31
7892 data
<< uint32(0x9cd) << uint32(0x0); // 32
7893 data
<< uint32(0x9cc) << uint32(0x0); // 33
7894 data
<< uint32(0xa88) << uint32(0x0); // 34
7895 data
<< uint32(0xad0) << uint32(0x0); // 35
7896 data
<< uint32(0xacf) << uint32(0x1); // 36
7898 case 3521: // Zangarmarsh
7899 data
<< uint32(0x9e1) << uint32(0x0); // 10
7900 data
<< uint32(0x9e0) << uint32(0x0); // 11
7901 data
<< uint32(0x9df) << uint32(0x0); // 12
7902 data
<< uint32(0xa5d) << uint32(0x1); // 13
7903 data
<< uint32(0xa5c) << uint32(0x0); // 14
7904 data
<< uint32(0xa5b) << uint32(0x1); // 15
7905 data
<< uint32(0xa5a) << uint32(0x0); // 16
7906 data
<< uint32(0xa59) << uint32(0x1); // 17
7907 data
<< uint32(0xa58) << uint32(0x0); // 18
7908 data
<< uint32(0xa57) << uint32(0x0); // 19
7909 data
<< uint32(0xa56) << uint32(0x0); // 20
7910 data
<< uint32(0xa55) << uint32(0x1); // 21
7911 data
<< uint32(0xa54) << uint32(0x0); // 22
7912 data
<< uint32(0x9e7) << uint32(0x0); // 23
7913 data
<< uint32(0x9e6) << uint32(0x0); // 24
7914 data
<< uint32(0x9e5) << uint32(0x0); // 25
7915 data
<< uint32(0xa00) << uint32(0x0); // 26
7916 data
<< uint32(0x9ff) << uint32(0x1); // 27
7917 data
<< uint32(0x9fe) << uint32(0x0); // 28
7918 data
<< uint32(0x9fd) << uint32(0x0); // 29
7919 data
<< uint32(0x9fc) << uint32(0x1); // 30
7920 data
<< uint32(0x9fb) << uint32(0x0); // 31
7921 data
<< uint32(0xa62) << uint32(0x0); // 32
7922 data
<< uint32(0xa61) << uint32(0x1); // 33
7923 data
<< uint32(0xa60) << uint32(0x1); // 34
7924 data
<< uint32(0xa5f) << uint32(0x0); // 35
7926 case 3698: // Nagrand Arena
7927 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
7928 bg
->FillInitialWorldStates(data
);
7931 data
<< uint32(0xa0f) << uint32(0x0); // 7
7932 data
<< uint32(0xa10) << uint32(0x0); // 8
7933 data
<< uint32(0xa11) << uint32(0x0); // 9 show
7936 case 3702: // Blade's Edge Arena
7937 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
7938 bg
->FillInitialWorldStates(data
);
7941 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
7942 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
7943 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
7946 case 3968: // Ruins of Lordaeron
7947 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
7948 bg
->FillInitialWorldStates(data
);
7951 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
7952 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
7953 data
<< uint32(0xbba) << uint32(0x0); // 9 show
7956 case 3703: // Shattrath City
7959 data
<< uint32(0x914) << uint32(0x0); // 7
7960 data
<< uint32(0x913) << uint32(0x0); // 8
7961 data
<< uint32(0x912) << uint32(0x0); // 9
7962 data
<< uint32(0x915) << uint32(0x0); // 10
7965 GetSession()->SendPacket(&data
);
7968 uint32
Player::GetXPRestBonus(uint32 xp
)
7970 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7972 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7975 SetRestBonus( GetRestBonus() - rested_bonus
);
7977 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7978 return rested_bonus
;
7981 void Player::SetBindPoint(uint64 guid
)
7983 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7984 data
<< uint64(guid
);
7985 GetSession()->SendPacket( &data
);
7988 void Player::SendTalentWipeConfirm(uint64 guid
)
7990 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7991 data
<< uint64(guid
);
7992 data
<< uint32(resetTalentsCost());
7993 GetSession()->SendPacket( &data
);
7996 void Player::SendPetSkillWipeConfirm()
7998 Pet
* pet
= GetPet();
8001 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
8002 data
<< pet
->GetGUID();
8003 data
<< uint32(pet
->resetTalentsCost());
8004 GetSession()->SendPacket( &data
);
8007 /*********************************************************/
8008 /*** STORAGE SYSTEM ***/
8009 /*********************************************************/
8011 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
8016 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
8018 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
8022 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
8023 else if(charges
<= 1)
8025 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
8026 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
8031 void Player::SetSheath( SheathState sheathed
)
8035 case SHEATH_STATE_UNARMED
: // no prepared weapon
8036 SetVirtualItemSlot(0,NULL
);
8037 SetVirtualItemSlot(1,NULL
);
8038 SetVirtualItemSlot(2,NULL
);
8040 case SHEATH_STATE_MELEE
: // prepared melee weapon
8042 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
8043 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
8044 SetVirtualItemSlot(2,NULL
);
8046 case SHEATH_STATE_RANGED
: // prepared ranged weapon
8047 SetVirtualItemSlot(0,NULL
);
8048 SetVirtualItemSlot(1,NULL
);
8049 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
8052 SetVirtualItemSlot(0,NULL
);
8053 SetVirtualItemSlot(1,NULL
);
8054 SetVirtualItemSlot(2,NULL
);
8057 Unit::SetSheath(sheathed
); // this must visualize Sheath changing for other players...
8060 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
8062 uint8 pClass
= getClass();
8065 slots
[0] = NULL_SLOT
;
8066 slots
[1] = NULL_SLOT
;
8067 slots
[2] = NULL_SLOT
;
8068 slots
[3] = NULL_SLOT
;
8069 switch( proto
->InventoryType
)
8072 slots
[0] = EQUIPMENT_SLOT_HEAD
;
8075 slots
[0] = EQUIPMENT_SLOT_NECK
;
8077 case INVTYPE_SHOULDERS
:
8078 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
8081 slots
[0] = EQUIPMENT_SLOT_BODY
;
8084 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8087 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8090 slots
[0] = EQUIPMENT_SLOT_WAIST
;
8093 slots
[0] = EQUIPMENT_SLOT_LEGS
;
8096 slots
[0] = EQUIPMENT_SLOT_FEET
;
8098 case INVTYPE_WRISTS
:
8099 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
8102 slots
[0] = EQUIPMENT_SLOT_HANDS
;
8104 case INVTYPE_FINGER
:
8105 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
8106 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
8108 case INVTYPE_TRINKET
:
8109 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
8110 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
8113 slots
[0] = EQUIPMENT_SLOT_BACK
;
8115 case INVTYPE_WEAPON
:
8117 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8119 // suggest offhand slot only if know dual wielding
8120 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8122 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8125 case INVTYPE_SHIELD
:
8126 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8128 case INVTYPE_RANGED
:
8129 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8131 case INVTYPE_2HWEAPON
:
8132 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8133 if (CanDualWield() && CanTitanGrip())
8134 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8136 case INVTYPE_TABARD
:
8137 slots
[0] = EQUIPMENT_SLOT_TABARD
;
8139 case INVTYPE_WEAPONMAINHAND
:
8140 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8142 case INVTYPE_WEAPONOFFHAND
:
8143 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8145 case INVTYPE_HOLDABLE
:
8146 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8148 case INVTYPE_THROWN
:
8149 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8151 case INVTYPE_RANGEDRIGHT
:
8152 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8155 slots
[0] = INVENTORY_SLOT_BAG_START
+ 0;
8156 slots
[1] = INVENTORY_SLOT_BAG_START
+ 1;
8157 slots
[2] = INVENTORY_SLOT_BAG_START
+ 2;
8158 slots
[3] = INVENTORY_SLOT_BAG_START
+ 3;
8162 switch(proto
->SubClass
)
8164 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
8165 if (pClass
== CLASS_PALADIN
)
8166 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8168 case ITEM_SUBCLASS_ARMOR_IDOL
:
8169 if (pClass
== CLASS_DRUID
)
8170 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8172 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8173 if (pClass
== CLASS_SHAMAN
)
8174 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8176 case ITEM_SUBCLASS_ARMOR_MISC
:
8177 if (pClass
== CLASS_WARLOCK
)
8178 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8180 case ITEM_SUBCLASS_ARMOR_SIGIL
:
8181 if (pClass
== CLASS_DEATH_KNIGHT
)
8182 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8191 if( slot
!= NULL_SLOT
)
8193 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
8195 for (int i
= 0; i
< 4; ++i
)
8197 if ( slots
[i
] == slot
)
8204 // search free slot at first
8205 for (int i
= 0; i
< 4; ++i
)
8207 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8209 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8210 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8215 // if not found free and can swap return first appropriate from used
8216 for (int i
= 0; i
< 4; ++i
)
8218 if ( slots
[i
] != NULL_SLOT
&& swap
)
8227 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8230 uint32 tempcount
= 0;
8232 uint8 res
= EQUIP_ERR_OK
;
8234 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8236 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8237 if( pItem
&& pItem
->GetEntry() == item
)
8239 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8240 if(ires
==EQUIP_ERR_OK
)
8242 tempcount
+= pItem
->GetCount();
8243 if( tempcount
>= count
)
8244 return EQUIP_ERR_OK
;
8250 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8252 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8253 if( pItem
&& pItem
->GetEntry() == item
)
8255 tempcount
+= pItem
->GetCount();
8256 if( tempcount
>= count
)
8257 return EQUIP_ERR_OK
;
8260 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8262 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8263 if( pItem
&& pItem
->GetEntry() == item
)
8265 tempcount
+= pItem
->GetCount();
8266 if( tempcount
>= count
)
8267 return EQUIP_ERR_OK
;
8271 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8273 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8276 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8278 pItem
= GetItemByPos( i
, j
);
8279 if( pItem
&& pItem
->GetEntry() == item
)
8281 tempcount
+= pItem
->GetCount();
8282 if( tempcount
>= count
)
8283 return EQUIP_ERR_OK
;
8289 // not found req. item count and have unequippable items
8293 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8296 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8298 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8299 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8300 count
+= pItem
->GetCount();
8302 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8304 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8305 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8306 count
+= pItem
->GetCount();
8308 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8310 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8312 count
+= pBag
->GetItemCount(item
,skipItem
);
8315 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8317 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8319 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8320 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8321 count
+= pItem
->GetGemCountWithID(item
);
8327 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8329 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8330 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8331 count
+= pItem
->GetCount();
8333 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8335 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8337 count
+= pBag
->GetItemCount(item
,skipItem
);
8340 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8342 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8344 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8345 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8346 count
+= pItem
->GetGemCountWithID(item
);
8354 Item
* Player::GetItemByGuid( uint64 guid
) const
8356 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8358 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8359 if( pItem
&& pItem
->GetGUID() == guid
)
8362 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8364 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8365 if( pItem
&& pItem
->GetGUID() == guid
)
8369 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8371 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8374 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8376 Item
* pItem
= pBag
->GetItemByPos( j
);
8377 if( pItem
&& pItem
->GetGUID() == guid
)
8382 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8384 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8387 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8389 Item
* pItem
= pBag
->GetItemByPos( j
);
8390 if( pItem
&& pItem
->GetGUID() == guid
)
8399 Item
* Player::GetItemByPos( uint16 pos
) const
8401 uint8 bag
= pos
>> 8;
8402 uint8 slot
= pos
& 255;
8403 return GetItemByPos( bag
, slot
);
8406 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8408 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8409 return m_items
[slot
];
8410 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8411 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8413 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8415 return pBag
->GetItemByPos(slot
);
8420 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8425 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8426 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8427 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8428 default: return NULL
;
8431 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8432 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8438 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8444 Item
* Player::GetShield(bool useable
) const
8446 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8447 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8453 if( item
->IsBroken())
8459 uint32
Player::GetAttackBySlot( uint8 slot
)
8463 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8464 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8465 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8466 default: return MAX_ATTACK
;
8470 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8472 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8474 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8476 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8478 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8483 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8485 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8487 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8492 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8494 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8496 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8498 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8503 bool Player::IsBagPos( uint16 pos
)
8505 uint8 bag
= pos
>> 8;
8506 uint8 slot
= pos
& 255;
8507 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8509 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8514 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8520 if (bag
== INVENTORY_SLOT_BAG_0
)
8522 // any post selected
8523 if (slot
== NULL_SLOT
)
8527 if (slot
< EQUIPMENT_SLOT_END
)
8531 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8535 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8539 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8543 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8547 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8553 // bag content slots
8554 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8556 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8560 // any post selected
8561 if (slot
== NULL_SLOT
)
8564 return slot
< pBag
->GetBagSize();
8567 // bank bag content slots
8568 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8570 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8574 // any post selected
8575 if (slot
== NULL_SLOT
)
8578 return slot
< pBag
->GetBagSize();
8586 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8588 uint32 tempcount
= 0;
8589 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8591 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8592 if( pItem
&& pItem
->GetEntry() == item
)
8594 tempcount
+= pItem
->GetCount();
8595 if( tempcount
>= count
)
8599 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8601 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8602 if( pItem
&& pItem
->GetEntry() == item
)
8604 tempcount
+= pItem
->GetCount();
8605 if( tempcount
>= count
)
8609 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8611 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8613 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8615 Item
* pItem
= GetItemByPos( i
, j
);
8616 if( pItem
&& pItem
->GetEntry() == item
)
8618 tempcount
+= pItem
->GetCount();
8619 if( tempcount
>= count
)
8628 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8630 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8631 if( pItem
&& pItem
->GetEntry() == item
)
8633 tempcount
+= pItem
->GetCount();
8634 if( tempcount
>= count
)
8638 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8640 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8642 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8644 Item
* pItem
= GetItemByPos( i
, j
);
8645 if( pItem
&& pItem
->GetEntry() == item
)
8647 tempcount
+= pItem
->GetCount();
8648 if( tempcount
>= count
)
8659 bool Player::HasItemOrGemWithIdEquipped( uint32 item
, uint32 count
, uint8 except_slot
) const
8661 uint32 tempcount
= 0;
8662 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8664 if(i
==int(except_slot
))
8667 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8668 if( pItem
&& pItem
->GetEntry() == item
)
8670 tempcount
+= pItem
->GetCount();
8671 if( tempcount
>= count
)
8676 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8677 if (pProto
&& pProto
->GemProperties
)
8679 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8681 if(i
==int(except_slot
))
8684 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8685 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8687 tempcount
+= pItem
->GetGemCountWithID(item
);
8688 if( tempcount
>= count
)
8697 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory
, uint32 count
, uint8 except_slot
) const
8699 uint32 tempcount
= 0;
8700 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8702 if(i
==int(except_slot
))
8705 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8709 ItemPrototype
const *pProto
= pItem
->GetProto();
8713 if (pProto
->ItemLimitCategory
== limitCategory
)
8715 tempcount
+= pItem
->GetCount();
8716 if( tempcount
>= count
)
8720 if( pProto
->Socket
[0].Color
)
8722 tempcount
+= pItem
->GetGemCountWithLimitCategory(limitCategory
);
8723 if( tempcount
>= count
)
8731 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8733 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8737 *no_space_count
= count
;
8738 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8742 if(pProto
->MaxCount
<= 0)
8743 return EQUIP_ERR_OK
;
8745 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8747 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8750 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8751 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8754 return EQUIP_ERR_OK
;
8757 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8760 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8762 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8763 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8766 for(uint8 i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8768 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8769 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8772 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8774 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8776 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8778 pItem
= GetItemByPos( i
, j
);
8779 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8787 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8789 Item
* pItem2
= GetItemByPos( bag
, slot
);
8791 // ignore move item (this slot will be empty at move)
8792 if (pItem2
==pSrcItem
)
8797 // empty specific slot - check item fit to slot
8798 if (!pItem2
|| swap
)
8800 if (bag
== INVENTORY_SLOT_BAG_0
)
8803 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8804 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8806 // currencytoken case
8807 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
8808 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8811 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8812 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8816 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8818 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8820 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8822 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8824 if (slot
>= pBagProto
->ContainerSlots
)
8825 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8827 if (!ItemCanGoIntoBag(pProto
,pBagProto
))
8828 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8831 // non empty stack with space
8832 need_space
= pProto
->GetMaxStackSize();
8834 // non empty slot, check item type
8838 if (pItem2
->GetEntry() != pProto
->ItemId
)
8839 return EQUIP_ERR_ITEM_CANT_STACK
;
8842 if (pItem2
->GetCount() >= pProto
->GetMaxStackSize())
8843 return EQUIP_ERR_ITEM_CANT_STACK
;
8845 // free stack space or infinity
8846 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8849 if (need_space
> count
)
8852 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8853 if (!newPosition
.isContainedIn(dest
))
8855 dest
.push_back(newPosition
);
8856 count
-= need_space
;
8858 return EQUIP_ERR_OK
;
8861 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
8863 // skip specific bag already processed in first called _CanStoreItem_InBag
8865 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8867 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8869 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8871 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8873 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8875 // specialized bag mode or non-specilized
8876 if (non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
))
8877 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8879 if (!ItemCanGoIntoBag(pProto
,pBagProto
))
8880 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8882 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8884 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8888 Item
* pItem2
= GetItemByPos( bag
, j
);
8890 // ignore move item (this slot will be empty at move)
8891 if (pItem2
==pSrcItem
)
8894 // if merge skip empty, if !merge skip non-empty
8895 if ((pItem2
!=NULL
)!=merge
)
8900 if (pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8902 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8903 if(need_space
> count
)
8906 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8907 if (!newPosition
.isContainedIn(dest
))
8909 dest
.push_back(newPosition
);
8910 count
-= need_space
;
8913 return EQUIP_ERR_OK
;
8919 uint32 need_space
= pProto
->GetMaxStackSize();
8920 if (need_space
> count
)
8923 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8924 if (!newPosition
.isContainedIn(dest
))
8926 dest
.push_back(newPosition
);
8927 count
-= need_space
;
8930 return EQUIP_ERR_OK
;
8934 return EQUIP_ERR_OK
;
8937 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
8939 for(uint32 j
= slot_begin
; j
< slot_end
; ++j
)
8941 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8942 if (INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8945 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8947 // ignore move item (this slot will be empty at move)
8948 if (pItem2
==pSrcItem
)
8951 // if merge skip empty, if !merge skip non-empty
8952 if ((pItem2
!=NULL
)!=merge
)
8957 if (pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8959 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8960 if (need_space
> count
)
8962 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8963 if (!newPosition
.isContainedIn(dest
))
8965 dest
.push_back(newPosition
);
8966 count
-= need_space
;
8969 return EQUIP_ERR_OK
;
8975 uint32 need_space
= pProto
->GetMaxStackSize();
8976 if (need_space
> count
)
8979 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8980 if (!newPosition
.isContainedIn(dest
))
8982 dest
.push_back(newPosition
);
8983 count
-= need_space
;
8986 return EQUIP_ERR_OK
;
8990 return EQUIP_ERR_OK
;
8993 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8995 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8997 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
9001 *no_space_count
= count
;
9002 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
9005 if (pItem
&& pItem
->IsBindedNotWith(this))
9008 *no_space_count
= count
;
9009 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9012 // check count of items (skip for auto move for same player from bank)
9013 uint32 no_similar_count
= 0; // can't store this amount similar items
9014 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
9015 if (res
!=EQUIP_ERR_OK
)
9017 if (count
==no_similar_count
)
9020 *no_space_count
= no_similar_count
;
9023 count
-= no_similar_count
;
9027 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9029 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9030 if (res
!=EQUIP_ERR_OK
)
9033 *no_space_count
= count
+ no_similar_count
;
9039 if (no_similar_count
==0)
9040 return EQUIP_ERR_OK
;
9043 *no_space_count
= count
+ no_similar_count
;
9044 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9048 // not specific slot or have space for partly store only in specific slot
9051 if (bag
!= NULL_BAG
)
9053 // search stack in bag for merge to
9054 if (pProto
->Stackable
!= 1)
9056 if (bag
== INVENTORY_SLOT_BAG_0
) // inventory
9058 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9059 if (res
!=EQUIP_ERR_OK
)
9062 *no_space_count
= count
+ no_similar_count
;
9068 if (no_similar_count
==0)
9069 return EQUIP_ERR_OK
;
9072 *no_space_count
= count
+ no_similar_count
;
9073 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9076 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9077 if (res
!=EQUIP_ERR_OK
)
9080 *no_space_count
= count
+ no_similar_count
;
9086 if (no_similar_count
==0)
9087 return EQUIP_ERR_OK
;
9090 *no_space_count
= count
+ no_similar_count
;
9091 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9094 else // equipped bag
9096 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
9097 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9098 if (res
!=EQUIP_ERR_OK
)
9099 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9101 if (res
!=EQUIP_ERR_OK
)
9104 *no_space_count
= count
+ no_similar_count
;
9110 if (no_similar_count
==0)
9111 return EQUIP_ERR_OK
;
9114 *no_space_count
= count
+ no_similar_count
;
9115 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9120 // search free slot in bag for place to
9121 if(bag
== INVENTORY_SLOT_BAG_0
) // inventory
9123 // search free slot - keyring case
9124 if (pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9126 uint32 keyringSize
= GetMaxKeyringSize();
9127 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9128 if (res
!=EQUIP_ERR_OK
)
9131 *no_space_count
= count
+ no_similar_count
;
9137 if (no_similar_count
==0)
9138 return EQUIP_ERR_OK
;
9141 *no_space_count
= count
+ no_similar_count
;
9142 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9145 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9146 if (res
!=EQUIP_ERR_OK
)
9149 *no_space_count
= count
+ no_similar_count
;
9155 if (no_similar_count
==0)
9156 return EQUIP_ERR_OK
;
9159 *no_space_count
= count
+ no_similar_count
;
9160 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9163 else if (pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9165 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
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 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9185 if (res
!=EQUIP_ERR_OK
)
9188 *no_space_count
= count
+ no_similar_count
;
9194 if (no_similar_count
==0)
9195 return EQUIP_ERR_OK
;
9198 *no_space_count
= count
+ no_similar_count
;
9199 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9202 else // equipped bag
9204 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9205 if (res
!=EQUIP_ERR_OK
)
9206 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9208 if (res
!=EQUIP_ERR_OK
)
9211 *no_space_count
= count
+ no_similar_count
;
9217 if (no_similar_count
==0)
9218 return EQUIP_ERR_OK
;
9221 *no_space_count
= count
+ no_similar_count
;
9222 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9227 // not specific bag or have space for partly store only in specific bag
9229 // search stack for merge to
9230 if (pProto
->Stackable
!= 1)
9232 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9233 if (res
!=EQUIP_ERR_OK
)
9236 *no_space_count
= count
+ no_similar_count
;
9242 if (no_similar_count
==0)
9243 return EQUIP_ERR_OK
;
9246 *no_space_count
= count
+ no_similar_count
;
9247 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9250 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9251 if (res
!=EQUIP_ERR_OK
)
9254 *no_space_count
= count
+ no_similar_count
;
9260 if (no_similar_count
==0)
9261 return EQUIP_ERR_OK
;
9264 *no_space_count
= count
+ no_similar_count
;
9265 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9268 if (pProto
->BagFamily
)
9270 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9272 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9273 if (res
!=EQUIP_ERR_OK
)
9278 if (no_similar_count
==0)
9279 return EQUIP_ERR_OK
;
9282 *no_space_count
= count
+ no_similar_count
;
9283 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9288 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9290 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9291 if (res
!=EQUIP_ERR_OK
)
9296 if (no_similar_count
==0)
9297 return EQUIP_ERR_OK
;
9300 *no_space_count
= count
+ no_similar_count
;
9301 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9306 // search free slot - special bag case
9307 if (pProto
->BagFamily
)
9309 if (pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9311 uint32 keyringSize
= GetMaxKeyringSize();
9312 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9313 if (res
!=EQUIP_ERR_OK
)
9316 *no_space_count
= count
+ no_similar_count
;
9322 if (no_similar_count
==0)
9323 return EQUIP_ERR_OK
;
9326 *no_space_count
= count
+ no_similar_count
;
9327 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9330 else if (pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9332 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9333 if (res
!=EQUIP_ERR_OK
)
9336 *no_space_count
= count
+ no_similar_count
;
9342 if (no_similar_count
==0)
9343 return EQUIP_ERR_OK
;
9346 *no_space_count
= count
+ no_similar_count
;
9347 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9351 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9353 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9354 if (res
!=EQUIP_ERR_OK
)
9359 if (no_similar_count
==0)
9360 return EQUIP_ERR_OK
;
9363 *no_space_count
= count
+ no_similar_count
;
9364 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9370 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9371 if (res
!=EQUIP_ERR_OK
)
9374 *no_space_count
= count
+ no_similar_count
;
9380 if (no_similar_count
==0)
9381 return EQUIP_ERR_OK
;
9384 *no_space_count
= count
+ no_similar_count
;
9385 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9388 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9390 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9391 if (res
!=EQUIP_ERR_OK
)
9396 if (no_similar_count
==0)
9397 return EQUIP_ERR_OK
;
9400 *no_space_count
= count
+ no_similar_count
;
9401 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9406 *no_space_count
= count
+ no_similar_count
;
9408 return EQUIP_ERR_INVENTORY_FULL
;
9411 //////////////////////////////////////////////////////////////////////////
9412 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9417 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9418 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9419 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9420 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9422 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9423 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9424 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9425 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9427 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
9429 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9431 if (pItem2
&& !pItem2
->IsInTrade())
9433 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9437 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
9439 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9441 if (pItem2
&& !pItem2
->IsInTrade())
9443 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9447 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
9449 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9451 if (pItem2
&& !pItem2
->IsInTrade())
9453 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9457 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9459 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9461 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9463 pItem2
= GetItemByPos( i
, j
);
9464 if (pItem2
&& !pItem2
->IsInTrade())
9466 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9472 // check free space for all items
9473 for (int k
= 0; k
< count
; ++k
)
9475 Item
*pItem
= pItems
[k
];
9478 if (!pItem
) continue;
9480 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9481 ItemPrototype
const *pProto
= pItem
->GetProto();
9485 return EQUIP_ERR_ITEM_NOT_FOUND
;
9488 if(pItem
->IsBindedNotWith(this))
9489 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9492 ItemPrototype
const *pBagProto
;
9494 // item is 'one item only'
9495 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9496 if(res
!= EQUIP_ERR_OK
)
9499 // search stack for merge to
9500 if( pProto
->Stackable
!= 1 )
9502 bool b_found
= false;
9504 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; ++t
)
9506 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9507 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9509 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9514 if (b_found
) continue;
9516 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9518 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9519 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9521 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9526 if (b_found
) continue;
9528 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9530 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9531 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9533 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9538 if (b_found
) continue;
9540 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9542 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9545 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9547 pItem2
= GetItemByPos( t
, j
);
9548 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9550 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9557 if (b_found
) continue;
9561 if( pProto
->BagFamily
)
9563 bool b_found
= false;
9564 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9566 uint32 keyringSize
= GetMaxKeyringSize();
9567 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9569 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9571 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9578 if (b_found
) continue;
9580 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9582 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9584 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9586 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9593 if (b_found
) continue;
9595 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9597 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9600 pBagProto
= pBag
->GetProto();
9602 // not plain container check
9603 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9604 ItemCanGoIntoBag(pProto
,pBagProto
) )
9606 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9608 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9610 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9618 if (b_found
) continue;
9622 bool b_found
= false;
9623 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9625 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9627 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9632 if (b_found
) continue;
9634 // search free slot in bags
9635 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9637 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9640 pBagProto
= pBag
->GetProto();
9642 // special bag already checked
9643 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
))
9646 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9648 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9650 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9658 // no free slot found?
9660 return EQUIP_ERR_INVENTORY_FULL
;
9663 return EQUIP_ERR_OK
;
9666 //////////////////////////////////////////////////////////////////////////
9667 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9670 Item
*pItem
= Item::CreateItem( item
, 1, this );
9673 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9678 return EQUIP_ERR_ITEM_NOT_FOUND
;
9681 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9686 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9687 ItemPrototype
const *pProto
= pItem
->GetProto();
9690 if(pItem
->IsBindedNotWith(this))
9691 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9693 // check count of items (skip for auto move for same player from bank)
9694 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9695 if(res
!= EQUIP_ERR_OK
)
9698 // check this only in game
9701 // May be here should be more stronger checks; STUNNED checked
9702 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9703 if (hasUnitState(UNIT_STAT_STUNNED
))
9704 return EQUIP_ERR_YOU_ARE_STUNNED
;
9706 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9708 // - in-progress arenas
9709 if( !pProto
->CanChangeEquipStateInCombat() )
9712 return EQUIP_ERR_NOT_IN_COMBAT
;
9714 if(BattleGround
* bg
= GetBattleGround())
9715 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9716 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9719 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9720 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9722 if(IsNonMeleeSpellCasted(false))
9723 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9726 ScalingStatDistributionEntry
const *ssd
= pProto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(pProto
->ScalingStatDistribution
) : 0;
9727 if (ssd
&& ssd
->MaxLevel
< getLevel())
9728 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9730 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9731 if (eslot
== NULL_SLOT
)
9732 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9734 uint8 msg
= CanUseItem(pItem
, not_loading
);
9735 if (msg
!= EQUIP_ERR_OK
)
9737 if (!swap
&& GetItemByPos(INVENTORY_SLOT_BAG_0
, eslot
))
9738 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9740 // if swap ignore item (equipped also)
9741 if (uint8 res2
= CanEquipUniqueItem(pItem
, swap
? eslot
: NULL_SLOT
))
9744 // check unique-equipped special item classes
9745 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9747 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9749 if (Item
* pBag
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
))
9753 if (ItemPrototype
const* pBagProto
= pBag
->GetProto())
9755 if (pBagProto
->Class
==pProto
->Class
&& (!swap
|| pBag
->GetSlot() != eslot
))
9756 return (pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9757 ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
9758 : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9765 uint32 type
= pProto
->InventoryType
;
9767 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9769 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9771 if (!CanDualWield())
9772 return EQUIP_ERR_CANT_DUAL_WIELD
;
9774 else if (type
== INVTYPE_2HWEAPON
)
9776 if (!CanDualWield() || !CanTitanGrip())
9777 return EQUIP_ERR_CANT_DUAL_WIELD
;
9780 if (IsTwoHandUsed())
9781 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9784 // equip two-hand weapon case (with possible unequip 2 items)
9785 if (type
== INVTYPE_2HWEAPON
)
9787 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9789 if (!CanTitanGrip())
9790 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9792 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9793 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9795 if (!CanTitanGrip())
9797 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9798 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9799 ItemPosCountVec off_dest
;
9800 if (offItem
&& (!not_loading
||
9801 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9802 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
))
9803 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9806 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9807 return EQUIP_ERR_OK
;
9811 return !swap
? EQUIP_ERR_ITEM_NOT_FOUND
: EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9814 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9816 // Applied only to equipped items and bank bags
9817 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9818 return EQUIP_ERR_OK
;
9820 Item
* pItem
= GetItemByPos(pos
);
9822 // Applied only to existed equipped item
9824 return EQUIP_ERR_OK
;
9826 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9828 ItemPrototype
const *pProto
= pItem
->GetProto();
9830 return EQUIP_ERR_ITEM_NOT_FOUND
;
9832 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9834 // - in-progress arenas
9835 if( !pProto
->CanChangeEquipStateInCombat() )
9838 return EQUIP_ERR_NOT_IN_COMBAT
;
9840 if(BattleGround
* bg
= GetBattleGround())
9841 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9842 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9845 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9846 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9848 return EQUIP_ERR_OK
;
9851 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9854 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9856 uint32 count
= pItem
->GetCount();
9858 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9859 ItemPrototype
const *pProto
= pItem
->GetProto();
9861 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9863 if (pItem
->IsBindedNotWith(this))
9864 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9866 // check count of items (skip for auto move for same player from bank)
9867 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9868 if (res
!= EQUIP_ERR_OK
)
9872 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9874 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9876 if (!pItem
->IsBag())
9877 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9879 if (slot
- BANK_SLOT_BAG_START
>= GetBankBagSlotCount())
9880 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9882 if (uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9886 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9887 if (res
!=EQUIP_ERR_OK
)
9891 return EQUIP_ERR_OK
;
9894 // not specific slot or have space for partly store only in specific slot
9897 if( bag
!= NULL_BAG
)
9899 if( pProto
->InventoryType
== INVTYPE_BAG
)
9901 Bag
*pBag
= (Bag
*)pItem
;
9902 if( pBag
&& !pBag
->IsEmpty() )
9903 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9906 // search stack in bag for merge to
9907 if( pProto
->Stackable
!= 1 )
9909 if( bag
== INVENTORY_SLOT_BAG_0
)
9911 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9912 if(res
!=EQUIP_ERR_OK
)
9916 return EQUIP_ERR_OK
;
9920 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9921 if(res
!=EQUIP_ERR_OK
)
9922 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9924 if(res
!=EQUIP_ERR_OK
)
9928 return EQUIP_ERR_OK
;
9932 // search free slot in bag
9933 if( bag
== INVENTORY_SLOT_BAG_0
)
9935 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9936 if(res
!=EQUIP_ERR_OK
)
9940 return EQUIP_ERR_OK
;
9944 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, false, pItem
, NULL_BAG
, slot
);
9945 if(res
!= EQUIP_ERR_OK
)
9946 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, true, pItem
, NULL_BAG
, slot
);
9948 if(res
!= EQUIP_ERR_OK
)
9952 return EQUIP_ERR_OK
;
9956 // not specific bag or have space for partly store only in specific bag
9958 // search stack for merge to
9959 if( pProto
->Stackable
!= 1 )
9962 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9963 if(res
!= EQUIP_ERR_OK
)
9967 return EQUIP_ERR_OK
;
9970 if( pProto
->BagFamily
)
9972 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9974 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9975 if(res
!=EQUIP_ERR_OK
)
9979 return EQUIP_ERR_OK
;
9983 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9985 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9986 if(res
!=EQUIP_ERR_OK
)
9990 return EQUIP_ERR_OK
;
9994 // search free place in special bag
9995 if( pProto
->BagFamily
)
9997 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9999 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
10000 if(res
!=EQUIP_ERR_OK
)
10004 return EQUIP_ERR_OK
;
10008 // search free space
10009 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10010 if(res
!=EQUIP_ERR_OK
)
10014 return EQUIP_ERR_OK
;
10016 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10018 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
10019 if(res
!=EQUIP_ERR_OK
)
10023 return EQUIP_ERR_OK
;
10025 return EQUIP_ERR_BANK_FULL
;
10028 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
10032 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
10034 if (!isAlive() && not_loading
)
10035 return EQUIP_ERR_YOU_ARE_DEAD
;
10038 // return EQUIP_ERR_YOU_ARE_STUNNED;
10040 ItemPrototype
const *pProto
= pItem
->GetProto();
10043 if (pItem
->IsBindedNotWith(this))
10044 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10046 if ((pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0)
10047 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10049 if (pItem
->GetSkill() != 0)
10051 if (GetSkillValue( pItem
->GetSkill() ) == 0)
10052 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10055 if (pProto
->RequiredSkill
!= 0)
10057 if (GetSkillValue( pProto
->RequiredSkill
) == 0)
10058 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10060 if (GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10061 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10064 if (pProto
->RequiredSpell
!= 0 && !HasSpell(pProto
->RequiredSpell
))
10065 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10067 if (pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
10068 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
10070 if (getLevel() < pProto
->RequiredLevel
)
10071 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10073 return EQUIP_ERR_OK
;
10076 return EQUIP_ERR_ITEM_NOT_FOUND
;
10079 bool Player::CanUseItem( ItemPrototype
const *pProto
)
10081 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10085 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10087 if( pProto
->RequiredSkill
!= 0 )
10089 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10091 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10094 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10096 if( getLevel() < pProto
->RequiredLevel
)
10103 uint8
Player::CanUseAmmo( uint32 item
) const
10105 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
10107 return EQUIP_ERR_YOU_ARE_DEAD
;
10108 //if( isStunned() )
10109 // return EQUIP_ERR_YOU_ARE_STUNNED;
10110 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
10113 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
10114 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
10115 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10116 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10117 if( pProto
->RequiredSkill
!= 0 )
10119 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10120 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10121 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10122 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10124 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10125 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10126 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
10127 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10129 if( getLevel() < pProto
->RequiredLevel
)
10130 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10132 // Requires No Ammo
10133 if(GetDummyAura(46699))
10134 return EQUIP_ERR_BAG_FULL6
;
10136 return EQUIP_ERR_OK
;
10138 return EQUIP_ERR_ITEM_NOT_FOUND
;
10141 void Player::SetAmmo( uint32 item
)
10147 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10153 uint8 msg
= CanUseAmmo( item
);
10154 if( msg
!= EQUIP_ERR_OK
)
10156 SendEquipError( msg
, NULL
, NULL
);
10161 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10163 _ApplyAmmoBonuses();
10166 void Player::RemoveAmmo()
10168 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10172 if(CanModifyStats())
10173 UpdateDamagePhysical(RANGED_ATTACK
);
10176 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10177 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10180 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10181 count
+= itr
->count
;
10183 Item
*pItem
= Item::CreateItem( item
, count
, this );
10186 ItemAddedQuestCheck( item
, count
);
10187 if(randomPropertyId
)
10188 pItem
->SetItemRandomProperties(randomPropertyId
);
10189 pItem
= StoreItem( dest
, pItem
, update
);
10194 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10199 Item
* lastItem
= pItem
;
10200 uint32 entry
= pItem
->GetEntry();
10201 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10203 uint16 pos
= itr
->pos
;
10204 uint32 count
= itr
->count
;
10208 if(itr
== dest
.end())
10210 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10214 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10216 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
10220 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10221 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10226 uint8 bag
= pos
>> 8;
10227 uint8 slot
= pos
& 255;
10229 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10231 Item
*pItem2
= GetItemByPos( bag
, slot
);
10236 pItem
= pItem
->CloneItem(count
, this);
10238 pItem
->SetCount(count
);
10243 if (pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10244 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10245 (pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10246 pItem
->SetBinding( true );
10248 if (bag
== INVENTORY_SLOT_BAG_0
)
10250 m_items
[slot
] = pItem
;
10251 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10252 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10253 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10255 pItem
->SetSlot( slot
);
10256 pItem
->SetContainer( NULL
);
10258 // need update known currency
10259 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10260 UpdateKnownCurrencies(pItem
->GetEntry(), true);
10262 if (IsInWorld() && update
)
10264 pItem
->AddToWorld();
10265 pItem
->SendUpdateToPlayer( this );
10268 pItem
->SetState(ITEM_CHANGED
, this);
10270 else if (Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10272 pBag
->StoreItem( slot
, pItem
, update
);
10273 if( IsInWorld() && update
)
10275 pItem
->AddToWorld();
10276 pItem
->SendUpdateToPlayer( this );
10278 pItem
->SetState(ITEM_CHANGED
, this);
10279 pBag
->SetState(ITEM_CHANGED
, this);
10282 AddEnchantmentDurations(pItem
);
10283 AddItemDurations(pItem
);
10289 if (pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10290 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10291 (pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10292 pItem2
->SetBinding( true );
10294 pItem2
->SetCount( pItem2
->GetCount() + count
);
10295 if (IsInWorld() && update
)
10296 pItem2
->SendUpdateToPlayer( this );
10300 // delete item (it not in any slot currently)
10301 if (IsInWorld() && update
)
10303 pItem
->RemoveFromWorld();
10304 pItem
->DestroyForPlayer( this );
10307 RemoveEnchantmentDurations(pItem
);
10308 RemoveItemDurations(pItem
);
10310 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10311 pItem
->SetState(ITEM_REMOVED
, this);
10314 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10315 AddEnchantmentDurations(pItem2
);
10317 pItem2
->SetState(ITEM_CHANGED
, this);
10323 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10325 if (Item
*pItem
= Item::CreateItem( item
, 1, this ))
10327 ItemAddedQuestCheck( item
, 1 );
10328 return EquipItem( pos
, pItem
, update
);
10334 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10337 AddEnchantmentDurations(pItem
);
10338 AddItemDurations(pItem
);
10340 uint8 bag
= pos
>> 8;
10341 uint8 slot
= pos
& 255;
10343 Item
*pItem2
= GetItemByPos( bag
, slot
);
10347 VisualizeItem( slot
, pItem
);
10351 ItemPrototype
const *pProto
= pItem
->GetProto();
10353 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10354 if(pProto
&& pProto
->ItemSet
)
10355 AddItemsSetItem(this, pItem
);
10357 _ApplyItemMods(pItem
, slot
, true);
10359 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10361 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10363 if (getClass() == CLASS_ROGUE
)
10364 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10366 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10369 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10372 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10374 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10375 data
<< uint64(GetGUID());
10377 data
<< uint32(cooldownSpell
);
10379 GetSession()->SendPacket(&data
);
10384 if( IsInWorld() && update
)
10386 pItem
->AddToWorld();
10387 pItem
->SendUpdateToPlayer( this );
10390 ApplyEquipCooldown(pItem
);
10392 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10393 UpdateExpertise(BASE_ATTACK
);
10394 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10395 UpdateExpertise(OFF_ATTACK
);
10399 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10400 if( IsInWorld() && update
)
10401 pItem2
->SendUpdateToPlayer( this );
10403 // delete item (it not in any slot currently)
10404 //pItem->DeleteFromDB();
10405 if( IsInWorld() && update
)
10407 pItem
->RemoveFromWorld();
10408 pItem
->DestroyForPlayer( this );
10411 RemoveEnchantmentDurations(pItem
);
10412 RemoveItemDurations(pItem
);
10414 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10415 pItem
->SetState(ITEM_REMOVED
, this);
10416 pItem2
->SetState(ITEM_CHANGED
, this);
10418 ApplyEquipCooldown(pItem2
);
10423 // only for full equip instead adding to stack
10424 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10429 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10433 AddEnchantmentDurations(pItem
);
10434 AddItemDurations(pItem
);
10436 uint8 slot
= pos
& 255;
10437 VisualizeItem( slot
, pItem
);
10441 pItem
->AddToWorld();
10442 pItem
->SendUpdateToPlayer( this );
10445 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10449 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10453 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), pItem
->GetEntry());
10454 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0, pItem
->GetEnchantmentId(PERM_ENCHANTMENT_SLOT
));
10455 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 1, pItem
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
));
10459 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), 0);
10460 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0);
10464 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10469 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10470 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10471 pItem
->SetBinding( true );
10473 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10475 m_items
[slot
] = pItem
;
10476 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10477 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10478 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10479 pItem
->SetSlot( slot
);
10480 pItem
->SetContainer( NULL
);
10482 if( slot
< EQUIPMENT_SLOT_END
)
10483 SetVisibleItemSlot(slot
, pItem
);
10485 pItem
->SetState(ITEM_CHANGED
, this);
10488 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10490 // note: removeitem does not actually change the item
10491 // it only takes the item out of storage temporarily
10492 // note2: if removeitem is to be used for delinking
10493 // the item must be removed from the player's updatequeue
10495 Item
*pItem
= GetItemByPos( bag
, slot
);
10498 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10500 RemoveEnchantmentDurations(pItem
);
10501 RemoveItemDurations(pItem
);
10503 if( bag
== INVENTORY_SLOT_BAG_0
)
10505 if ( slot
< INVENTORY_SLOT_BAG_END
)
10507 ItemPrototype
const *pProto
= pItem
->GetProto();
10508 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10510 if(pProto
&& pProto
->ItemSet
)
10511 RemoveItemsSetItem(this, pProto
);
10513 _ApplyItemMods(pItem
, slot
, false);
10515 // remove item dependent auras and casts (only weapon and armor slots)
10516 if(slot
< EQUIPMENT_SLOT_END
)
10518 RemoveItemDependentAurasAndCasts(pItem
);
10520 // remove held enchantments, update expertise
10521 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10523 if (pItem
->GetItemSuffixFactor())
10525 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10526 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10530 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10531 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10534 UpdateExpertise(BASE_ATTACK
);
10536 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10537 UpdateExpertise(OFF_ATTACK
);
10540 // need update known currency
10541 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10542 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10544 m_items
[slot
] = NULL
;
10545 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10547 if ( slot
< EQUIPMENT_SLOT_END
)
10548 SetVisibleItemSlot(slot
, NULL
);
10552 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10554 pBag
->RemoveItem(slot
, update
);
10556 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10557 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10558 pItem
->SetSlot( NULL_SLOT
);
10559 if( IsInWorld() && update
)
10560 pItem
->SendUpdateToPlayer( this );
10564 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10565 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10567 if(Item
* it
= GetItemByPos(bag
,slot
))
10569 ItemRemovedQuestCheck(it
->GetEntry(), it
->GetCount());
10570 RemoveItem(bag
, slot
, update
);
10571 it
->RemoveFromUpdateQueueOf(this);
10572 if(it
->IsInWorld())
10574 it
->RemoveFromWorld();
10575 it
->DestroyForPlayer( this );
10580 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10581 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10583 // update quest counters
10584 ItemAddedQuestCheck(pItem
->GetEntry(), pItem
->GetCount());
10587 Item
* pLastItem
= StoreItem(dest
, pItem
, update
);
10589 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10590 if(pLastItem
== pItem
)
10592 // update owner for last item (this can be original item with wrong owner
10593 if(pLastItem
->GetOwnerGUID() != GetGUID())
10594 pLastItem
->SetOwnerGUID(GetGUID());
10596 // if this original item then it need create record in inventory
10597 // in case trade we already have item in other player inventory
10598 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10602 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10604 Item
*pItem
= GetItemByPos( bag
, slot
);
10607 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10609 // start from destroy contained items (only equipped bag can have its)
10610 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10612 for (int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
10613 DestroyItem(slot
, i
, update
);
10616 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10617 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10619 RemoveEnchantmentDurations(pItem
);
10620 RemoveItemDurations(pItem
);
10622 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10624 if( bag
== INVENTORY_SLOT_BAG_0
)
10626 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10628 // equipment and equipped bags can have applied bonuses
10629 if ( slot
< INVENTORY_SLOT_BAG_END
)
10631 ItemPrototype
const *pProto
= pItem
->GetProto();
10633 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10634 if(pProto
&& pProto
->ItemSet
)
10635 RemoveItemsSetItem(this, pProto
);
10637 _ApplyItemMods(pItem
, slot
, false);
10640 if ( slot
< EQUIPMENT_SLOT_END
)
10642 // remove item dependent auras and casts (only weapon and armor slots)
10643 RemoveItemDependentAurasAndCasts(pItem
);
10645 // update expertise
10646 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10647 UpdateExpertise(BASE_ATTACK
);
10648 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10649 UpdateExpertise(OFF_ATTACK
);
10651 // equipment visual show
10652 SetVisibleItemSlot(slot
, NULL
);
10654 // need update known currency
10655 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10656 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10658 m_items
[slot
] = NULL
;
10660 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10661 pBag
->RemoveItem(slot
, update
);
10663 if( IsInWorld() && update
)
10665 pItem
->RemoveFromWorld();
10666 pItem
->DestroyForPlayer(this);
10669 //pItem->SetOwnerGUID(0);
10670 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10671 pItem
->SetSlot( NULL_SLOT
);
10672 pItem
->SetState(ITEM_REMOVED
, this);
10676 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10678 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10679 uint32 remcount
= 0;
10682 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10684 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10686 if (pItem
->GetEntry() == item
)
10688 if (pItem
->GetCount() + remcount
<= count
)
10690 // all items in inventory can unequipped
10691 remcount
+= pItem
->GetCount();
10692 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10694 if (remcount
>= count
)
10699 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10700 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10701 if (IsInWorld() & update
)
10702 pItem
->SendUpdateToPlayer( this );
10703 pItem
->SetState(ITEM_CHANGED
, this);
10710 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10712 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10714 if (pItem
->GetEntry() == item
)
10716 if (pItem
->GetCount() + remcount
<= count
)
10718 // all keys can be unequipped
10719 remcount
+= pItem
->GetCount();
10720 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10722 if (remcount
>= count
)
10727 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10728 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10729 if (IsInWorld() & update
)
10730 pItem
->SendUpdateToPlayer( this );
10731 pItem
->SetState(ITEM_CHANGED
, this);
10738 // in inventory bags
10739 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10741 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10743 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10745 if(Item
* pItem
= pBag
->GetItemByPos(j
))
10747 if (pItem
->GetEntry() == item
)
10749 // all items in bags can be unequipped
10750 if (pItem
->GetCount() + remcount
<= count
)
10752 remcount
+= pItem
->GetCount();
10753 DestroyItem( i
, j
, update
);
10755 if (remcount
>= count
)
10760 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10761 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10762 if (IsInWorld() && update
)
10763 pItem
->SendUpdateToPlayer( this );
10764 pItem
->SetState(ITEM_CHANGED
, this);
10773 // in equipment and bag list
10774 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10776 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10778 if (pItem
&& pItem
->GetEntry() == item
)
10780 if (pItem
->GetCount() + remcount
<= count
)
10782 if (!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false) == EQUIP_ERR_OK
)
10784 remcount
+= pItem
->GetCount();
10785 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10787 if (remcount
>= count
)
10793 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10794 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10795 if (IsInWorld() & update
)
10796 pItem
->SendUpdateToPlayer( this );
10797 pItem
->SetState(ITEM_CHANGED
, this);
10805 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10807 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10810 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10811 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10812 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10813 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10815 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10816 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10817 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10818 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10820 // in inventory bags
10821 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10822 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10823 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10824 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10825 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10826 DestroyItem(i
, j
, update
);
10828 // in equipment and bag list
10829 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10830 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10831 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10832 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10835 void Player::DestroyConjuredItems( bool update
)
10837 // used when entering arena
10838 // destroys all conjured items
10839 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10842 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10843 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10844 if (pItem
->IsConjuredConsumable())
10845 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10847 // in inventory bags
10848 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10849 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10850 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10851 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10852 if (pItem
->IsConjuredConsumable())
10853 DestroyItem( i
, j
, update
);
10855 // in equipment and bag list
10856 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10857 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10858 if (pItem
->IsConjuredConsumable())
10859 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10862 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10867 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10869 if( pItem
->GetCount() <= count
)
10871 count
-= pItem
->GetCount();
10873 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10877 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10878 pItem
->SetCount( pItem
->GetCount() - count
);
10880 if( IsInWorld() & update
)
10881 pItem
->SendUpdateToPlayer( this );
10882 pItem
->SetState(ITEM_CHANGED
, this);
10886 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10888 uint8 srcbag
= src
>> 8;
10889 uint8 srcslot
= src
& 255;
10891 uint8 dstbag
= dst
>> 8;
10892 uint8 dstslot
= dst
& 255;
10894 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10897 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10901 // not let split all items (can be only at cheating)
10902 if(pSrcItem
->GetCount() == count
)
10904 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10908 // not let split more existed items (can be only at cheating)
10909 if(pSrcItem
->GetCount() < count
)
10911 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10915 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10917 //best error message found for attempting to split while looting
10918 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10922 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
10923 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
10926 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10930 if( IsInventoryPos( dst
) )
10932 // change item amount before check (for unique max count check)
10933 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10935 ItemPosCountVec dest
;
10936 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10937 if( msg
!= EQUIP_ERR_OK
)
10940 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10941 SendEquipError( msg
, pSrcItem
, NULL
);
10946 pSrcItem
->SendUpdateToPlayer( this );
10947 pSrcItem
->SetState(ITEM_CHANGED
, this);
10948 StoreItem( dest
, pNewItem
, true);
10950 else if( IsBankPos ( dst
) )
10952 // change item amount before check (for unique max count check)
10953 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10955 ItemPosCountVec dest
;
10956 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10957 if( msg
!= EQUIP_ERR_OK
)
10960 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10961 SendEquipError( msg
, pSrcItem
, NULL
);
10966 pSrcItem
->SendUpdateToPlayer( this );
10967 pSrcItem
->SetState(ITEM_CHANGED
, this);
10968 BankItem( dest
, pNewItem
, true);
10970 else if( IsEquipmentPos ( dst
) )
10972 // change item amount before check (for unique max count check), provide space for splitted items
10973 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10976 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
10977 if( msg
!= EQUIP_ERR_OK
)
10980 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10981 SendEquipError( msg
, pSrcItem
, NULL
);
10986 pSrcItem
->SendUpdateToPlayer( this );
10987 pSrcItem
->SetState(ITEM_CHANGED
, this);
10988 EquipItem( dest
, pNewItem
, true);
10989 AutoUnequipOffhandIfNeed();
10993 void Player::SwapItem( uint16 src
, uint16 dst
)
10995 uint8 srcbag
= src
>> 8;
10996 uint8 srcslot
= src
& 255;
10998 uint8 dstbag
= dst
>> 8;
10999 uint8 dstslot
= dst
& 255;
11001 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11002 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
11007 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
11011 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
11017 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
11019 //best error message found for attempting to swap while looting
11020 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
11024 // check unequip potability for equipped items and bank bags
11025 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
11027 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11028 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
) || pDstItem
&& pDstItem
->IsBag() && ((Bag
*)pDstItem
)->IsEmpty());
11029 if(msg
!= EQUIP_ERR_OK
)
11031 SendEquipError( msg
, pSrcItem
, pDstItem
);
11036 // prevent put equipped/bank bag in self
11037 if( IsBagPos ( src
) && srcslot
== dstbag
)
11039 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11047 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
11049 //best error message found for attempting to swap while looting
11050 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
11054 // check unequip potability for equipped items and bank bags
11055 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
11057 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11058 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) || pSrcItem
->IsBag() && ((Bag
*)pSrcItem
)->IsEmpty());
11059 if(msg
!= EQUIP_ERR_OK
)
11061 SendEquipError( msg
, pSrcItem
, pDstItem
);
11067 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
11068 // or swap empty bag with another empty or not empty bag (with items exchange)
11073 if( IsInventoryPos( dst
) )
11075 ItemPosCountVec dest
;
11076 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
11077 if( msg
!= EQUIP_ERR_OK
)
11079 SendEquipError( msg
, pSrcItem
, NULL
);
11083 RemoveItem(srcbag
, srcslot
, true);
11084 StoreItem( dest
, pSrcItem
, true);
11086 else if( IsBankPos ( dst
) )
11088 ItemPosCountVec dest
;
11089 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
11090 if( msg
!= EQUIP_ERR_OK
)
11092 SendEquipError( msg
, pSrcItem
, NULL
);
11096 RemoveItem(srcbag
, srcslot
, true);
11097 BankItem( dest
, pSrcItem
, true);
11099 else if( IsEquipmentPos ( dst
) )
11102 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
11103 if( msg
!= EQUIP_ERR_OK
)
11105 SendEquipError( msg
, pSrcItem
, NULL
);
11109 RemoveItem(srcbag
, srcslot
, true);
11110 EquipItem(dest
, pSrcItem
, true);
11111 AutoUnequipOffhandIfNeed();
11117 // attempt merge to / fill target item
11118 if(!pSrcItem
->IsBag() && !pDstItem
->IsBag())
11121 ItemPosCountVec sDest
;
11123 if( IsInventoryPos( dst
) )
11124 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11125 else if( IsBankPos ( dst
) )
11126 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11127 else if( IsEquipmentPos ( dst
) )
11128 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11132 // can be merge/fill
11133 if(msg
== EQUIP_ERR_OK
)
11135 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
11137 RemoveItem(srcbag
, srcslot
, true);
11139 if( IsInventoryPos( dst
) )
11140 StoreItem( sDest
, pSrcItem
, true);
11141 else if( IsBankPos ( dst
) )
11142 BankItem( sDest
, pSrcItem
, true);
11143 else if( IsEquipmentPos ( dst
) )
11145 EquipItem( eDest
, pSrcItem
, true);
11146 AutoUnequipOffhandIfNeed();
11151 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
11152 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
11153 pSrcItem
->SetState(ITEM_CHANGED
, this);
11154 pDstItem
->SetState(ITEM_CHANGED
, this);
11157 pSrcItem
->SendUpdateToPlayer( this );
11158 pDstItem
->SendUpdateToPlayer( this );
11165 // impossible merge/fill, do real swap
11168 // check src->dest move possibility
11169 ItemPosCountVec sDest
;
11171 if( IsInventoryPos( dst
) )
11172 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11173 else if( IsBankPos( dst
) )
11174 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11175 else if( IsEquipmentPos( dst
) )
11177 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11178 if( msg
== EQUIP_ERR_OK
)
11179 msg
= CanUnequipItem( eDest
, true );
11182 if( msg
!= EQUIP_ERR_OK
)
11184 SendEquipError( msg
, pSrcItem
, pDstItem
);
11188 // check dest->src move possibility
11189 ItemPosCountVec sDest2
;
11191 if( IsInventoryPos( src
) )
11192 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11193 else if( IsBankPos( src
) )
11194 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11195 else if( IsEquipmentPos( src
) )
11197 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11198 if( msg
== EQUIP_ERR_OK
)
11199 msg
= CanUnequipItem( eDest2
, true);
11202 if( msg
!= EQUIP_ERR_OK
)
11204 SendEquipError( msg
, pDstItem
, pSrcItem
);
11208 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11209 if(pSrcItem
->IsBag() && pDstItem
->IsBag())
11211 Bag
* emptyBag
= NULL
;
11212 Bag
* fullBag
= NULL
;
11213 if(((Bag
*)pSrcItem
)->IsEmpty() && !IsBagPos(src
))
11215 emptyBag
= (Bag
*)pSrcItem
;
11216 fullBag
= (Bag
*)pDstItem
;
11218 else if(((Bag
*)pDstItem
)->IsEmpty() && !IsBagPos(dst
))
11220 emptyBag
= (Bag
*)pDstItem
;
11221 fullBag
= (Bag
*)pSrcItem
;
11224 // bag swap (with items exchange) case
11225 if(emptyBag
&& fullBag
)
11227 ItemPrototype
const* emotyProto
= emptyBag
->GetProto();
11231 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11233 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11237 ItemPrototype
const* bagItemProto
= bagItem
->GetProto();
11238 if (!bagItemProto
|| !ItemCanGoIntoBag(bagItemProto
, emotyProto
))
11240 // one from items not go to empty target bag
11241 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11249 if (count
> emptyBag
->GetBagSize())
11251 // too small targeted bag
11252 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
, pSrcItem
, pDstItem
);
11257 count
= 0; // will pos in new bag
11258 for(int i
= 0; i
< fullBag
->GetBagSize(); ++i
)
11260 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11264 fullBag
->RemoveItem(i
, true);
11265 emptyBag
->StoreItem(count
, bagItem
, true);
11266 bagItem
->SetState(ITEM_CHANGED
, this);
11273 // now do moves, remove...
11274 RemoveItem(dstbag
, dstslot
, false);
11275 RemoveItem(srcbag
, srcslot
, false);
11278 if( IsInventoryPos( dst
) )
11279 StoreItem(sDest
, pSrcItem
, true);
11280 else if( IsBankPos( dst
) )
11281 BankItem(sDest
, pSrcItem
, true);
11282 else if( IsEquipmentPos( dst
) )
11283 EquipItem(eDest
, pSrcItem
, true);
11286 if( IsInventoryPos( src
) )
11287 StoreItem(sDest2
, pDstItem
, true);
11288 else if( IsBankPos( src
) )
11289 BankItem(sDest2
, pDstItem
, true);
11290 else if( IsEquipmentPos( src
) )
11291 EquipItem(eDest2
, pDstItem
, true);
11293 AutoUnequipOffhandIfNeed();
11296 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11300 uint32 slot
= m_currentBuybackSlot
;
11301 // if current back slot non-empty search oldest or free
11304 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11305 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11307 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11316 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11318 if(oldest_time
> i_time
)
11320 oldest_time
= i_time
;
11326 slot
= oldest_slot
;
11329 RemoveItemFromBuyBackSlot( slot
, true );
11330 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11332 m_items
[slot
] = pItem
;
11333 time_t base
= time(NULL
);
11334 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11335 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11337 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), pItem
->GetGUID() );
11338 ItemPrototype
const *pProto
= pItem
->GetProto();
11340 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11342 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11343 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11345 // move to next (for non filled list is move most optimized choice)
11346 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
- 1)
11347 ++m_currentBuybackSlot
;
11351 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11353 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11354 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11355 return m_items
[slot
];
11359 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11361 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11362 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11364 Item
*pItem
= m_items
[slot
];
11367 pItem
->RemoveFromWorld();
11368 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11371 m_items
[slot
] = NULL
;
11373 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11374 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), 0 );
11375 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11376 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11378 // if current backslot is filled set to now free slot
11379 if(m_items
[m_currentBuybackSlot
])
11380 m_currentBuybackSlot
= slot
;
11384 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11386 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg
);
11387 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11388 data
<< uint8(msg
);
11392 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11393 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11394 data
<< uint8(0); // not 0 there...
11396 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11401 if(ItemPrototype
const* proto
= pItem
->GetProto())
11402 level
= proto
->RequiredLevel
;
11404 data
<< uint32(level
); // new 2.4.0
11407 GetSession()->SendPacket(&data
);
11410 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11412 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11413 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11414 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11415 data
<< uint32(item
);
11417 data
<< uint32(param
);
11418 data
<< uint8(msg
);
11419 GetSession()->SendPacket(&data
);
11422 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11424 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11425 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11426 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11427 data
<< uint64(guid
);
11429 data
<< uint32(param
);
11430 data
<< uint8(msg
);
11431 GetSession()->SendPacket(&data
);
11434 void Player::ClearTrade()
11437 acceptTrade
= false;
11438 for(int i
= 0; i
< TRADE_SLOT_COUNT
; ++i
)
11439 tradeItems
[i
] = NULL_SLOT
;
11442 void Player::TradeCancel(bool sendback
)
11446 // send yellow "Trade canceled" message to both traders
11450 ws
->SendCancelTrade();
11451 ws
= pTrader
->GetSession();
11452 if(!ws
->PlayerLogout())
11453 ws
->SendCancelTrade();
11457 pTrader
->ClearTrade();
11458 // prevent loss of reference
11459 pTrader
->pTrader
= NULL
;
11464 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11466 if(m_itemDuration
.empty())
11469 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
, realtimeonly
);
11471 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); )
11474 ++itr
; // current element can be erased in UpdateDuration
11476 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11477 item
->UpdateDuration(this,time
);
11481 void Player::UpdateEnchantTime(uint32 time
)
11483 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11487 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11489 next
= m_enchantDuration
.erase(itr
);
11491 else if(itr
->leftduration
<= time
)
11493 ApplyEnchantment(itr
->item
, itr
->slot
, false, false);
11494 itr
->item
->ClearEnchantment(itr
->slot
);
11495 next
= m_enchantDuration
.erase(itr
);
11497 else if(itr
->leftduration
> time
)
11499 itr
->leftduration
-= time
;
11505 void Player::AddEnchantmentDurations(Item
*item
)
11507 for(int x
= 0; x
< MAX_ENCHANTMENT_SLOT
; ++x
)
11509 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11512 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11514 AddEnchantmentDuration(item
, EnchantmentSlot(x
), duration
);
11518 void Player::RemoveEnchantmentDurations(Item
*item
)
11520 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end();)
11522 if(itr
->item
== item
)
11524 // save duration in item
11525 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
), itr
->leftduration
);
11526 itr
= m_enchantDuration
.erase(itr
);
11533 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11535 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11536 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(), next
; itr
!= m_enchantDuration
.end(); itr
= next
)
11539 if(itr
->slot
== slot
)
11541 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11543 // remove from stats
11544 ApplyEnchantment(itr
->item
, slot
, false, false);
11546 itr
->item
->ClearEnchantment(slot
);
11548 // remove from update list
11549 next
= m_enchantDuration
.erase(itr
);
11555 // remove enchants from inventory items
11556 // NOTE: no need to remove these from stats, since these aren't equipped
11558 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11560 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11561 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11562 pItem
->ClearEnchantment(slot
);
11565 // in inventory bags
11566 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11568 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11571 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11573 Item
* pItem
= pBag
->GetItemByPos(j
);
11574 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11575 pItem
->ClearEnchantment(slot
);
11581 // duration == 0 will remove item enchant
11582 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11587 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11590 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11592 if(itr
->item
== item
&& itr
->slot
== slot
)
11594 itr
->item
->SetEnchantmentDuration(itr
->slot
, itr
->leftduration
);
11595 m_enchantDuration
.erase(itr
);
11599 if(item
&& duration
> 0 )
11601 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(), slot
, uint32(duration
/1000));
11602 m_enchantDuration
.push_back(EnchantDuration(item
, slot
, duration
));
11606 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11608 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11609 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11612 void Player::ApplyEnchantment(Item
*item
, EnchantmentSlot slot
, bool apply
, bool apply_dur
, bool ignore_condition
)
11617 if(!item
->IsEquipped())
11620 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11623 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11627 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11631 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11634 if (!item
->IsBroken())
11636 for (int s
= 0; s
< 3; ++s
)
11638 uint32 enchant_display_type
= pEnchant
->type
[s
];
11639 uint32 enchant_amount
= pEnchant
->amount
[s
];
11640 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11642 switch(enchant_display_type
)
11644 case ITEM_ENCHANTMENT_TYPE_NONE
:
11646 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11647 // processed in Player::CastItemCombatSpell
11649 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11650 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11651 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11652 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11653 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11654 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11655 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11657 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11658 if(enchant_spell_id
)
11662 int32 basepoints
= 0;
11663 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11664 if (item
->GetItemRandomPropertyId())
11666 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11669 // Search enchant_amount
11670 for (int k
= 0; k
< 3; ++k
)
11672 if(item_rand
->enchant_id
[k
] == enchant_id
)
11674 basepoints
= int32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11680 // Cast custom spell vs all equal basepoints getted from enchant_amount
11682 CastCustomSpell(this, enchant_spell_id
, &basepoints
, &basepoints
, &basepoints
, true, item
);
11684 CastSpell(this, enchant_spell_id
, true, item
);
11687 RemoveAurasDueToItemSpell(item
, enchant_spell_id
);
11690 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11691 if (!enchant_amount
)
11693 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11696 for (int k
= 0; k
< 3; ++k
)
11698 if(item_rand
->enchant_id
[k
] == enchant_id
)
11700 enchant_amount
= uint32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11707 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11709 case ITEM_ENCHANTMENT_TYPE_STAT
:
11711 if (!enchant_amount
)
11713 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11714 if(item_rand_suffix
)
11716 for (int k
= 0; k
< 3; ++k
)
11718 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11720 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11727 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11728 switch (enchant_spell_id
)
11730 case ITEM_MOD_MANA
:
11731 sLog
.outDebug("+ %u MANA",enchant_amount
);
11732 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(enchant_amount
), apply
);
11734 case ITEM_MOD_HEALTH
:
11735 sLog
.outDebug("+ %u HEALTH",enchant_amount
);
11736 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(enchant_amount
), apply
);
11738 case ITEM_MOD_AGILITY
:
11739 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11740 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11741 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11743 case ITEM_MOD_STRENGTH
:
11744 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11745 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11746 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11748 case ITEM_MOD_INTELLECT
:
11749 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11750 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11751 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11753 case ITEM_MOD_SPIRIT
:
11754 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11755 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11756 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11758 case ITEM_MOD_STAMINA
:
11759 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11760 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11761 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11763 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11764 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11765 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11767 case ITEM_MOD_DODGE_RATING
:
11768 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11769 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11771 case ITEM_MOD_PARRY_RATING
:
11772 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11773 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11775 case ITEM_MOD_BLOCK_RATING
:
11776 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11777 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11779 case ITEM_MOD_HIT_MELEE_RATING
:
11780 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11781 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11783 case ITEM_MOD_HIT_RANGED_RATING
:
11784 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11785 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11787 case ITEM_MOD_HIT_SPELL_RATING
:
11788 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11789 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11791 case ITEM_MOD_CRIT_MELEE_RATING
:
11792 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11793 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11795 case ITEM_MOD_CRIT_RANGED_RATING
:
11796 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11797 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11799 case ITEM_MOD_CRIT_SPELL_RATING
:
11800 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11801 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11803 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11805 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11806 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11808 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11809 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11811 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11812 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11814 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11815 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11817 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11818 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11820 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11821 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11823 // case ITEM_MOD_HASTE_MELEE_RATING:
11824 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11826 // case ITEM_MOD_HASTE_RANGED_RATING:
11827 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11829 case ITEM_MOD_HASTE_SPELL_RATING
:
11830 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11832 case ITEM_MOD_HIT_RATING
:
11833 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11834 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11835 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11836 sLog
.outDebug("+ %u HIT", enchant_amount
);
11838 case ITEM_MOD_CRIT_RATING
:
11839 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11840 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11841 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11842 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11844 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11845 // case ITEM_MOD_HIT_TAKEN_RATING:
11846 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11847 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11848 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11850 // case ITEM_MOD_CRIT_TAKEN_RATING:
11851 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11852 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11853 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11855 case ITEM_MOD_RESILIENCE_RATING
:
11856 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11857 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11858 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11859 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11861 case ITEM_MOD_HASTE_RATING
:
11862 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11863 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11864 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11865 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11867 case ITEM_MOD_EXPERTISE_RATING
:
11868 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11869 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11871 case ITEM_MOD_ATTACK_POWER
:
11872 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11873 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11874 sLog
.outDebug("+ %u ATTACK_POWER", enchant_amount
);
11876 case ITEM_MOD_RANGED_ATTACK_POWER
:
11877 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11878 sLog
.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount
);
11880 case ITEM_MOD_FERAL_ATTACK_POWER
:
11881 ((Player
*)this)->ApplyFeralAPBonus(enchant_amount
, apply
);
11882 sLog
.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount
);
11884 case ITEM_MOD_SPELL_HEALING_DONE
:
11885 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
11886 sLog
.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount
);
11888 case ITEM_MOD_SPELL_DAMAGE_DONE
:
11889 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
11890 sLog
.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount
);
11892 case ITEM_MOD_MANA_REGENERATION
:
11893 ((Player
*)this)->ApplyManaRegenBonus(enchant_amount
, apply
);
11894 sLog
.outDebug("+ %u MANA_REGENERATION", enchant_amount
);
11896 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
11897 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
11898 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
11900 case ITEM_MOD_SPELL_POWER
:
11901 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
11902 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
11903 sLog
.outDebug("+ %u SPELL_POWER", enchant_amount
);
11910 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11912 if(getClass() == CLASS_SHAMAN
)
11914 float addValue
= 0.0f
;
11915 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11917 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
11918 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11920 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11922 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
11923 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11928 case ITEM_ENCHANTMENT_TYPE_USE_SPELL
:
11929 // processed in Player::CastItemUseSpell
11931 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET
:
11935 sLog
.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id
, enchant_display_type
);
11937 } /*switch(enchant_display_type)*/
11941 // visualize enchantment at player and equipped items
11942 if(slot
== PERM_ENCHANTMENT_SLOT
)
11943 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 0, apply
? item
->GetEnchantmentId(slot
) : 0);
11945 if(slot
== TEMP_ENCHANTMENT_SLOT
)
11946 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 1, apply
? item
->GetEnchantmentId(slot
) : 0);
11954 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11956 AddEnchantmentDuration(item
, slot
, duration
);
11960 // duration == 0 will remove EnchantDuration
11961 AddEnchantmentDuration(item
, slot
, 0);
11966 void Player::SendEnchantmentDurations()
11968 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11970 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(), itr
->slot
, uint32(itr
->leftduration
) / 1000);
11974 void Player::SendItemDurations()
11976 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); ++itr
)
11978 (*itr
)->SendTimeUpdate(this);
11982 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11984 if(!item
) // prevent crash
11987 // last check 2.0.10
11988 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11989 data
<< uint64(GetGUID()); // player GUID
11990 data
<< uint32(received
); // 0=looted, 1=from npc
11991 data
<< uint32(created
); // 0=received, 1=created
11992 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11993 data
<< uint8(item
->GetBagSlot()); // bagslot
11994 // item slot, but when added to stack: 0xFFFFFFFF
11995 data
<< uint32((item
->GetCount() == count
) ? item
->GetSlot() : -1);
11996 data
<< uint32(item
->GetEntry()); // item id
11997 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11998 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11999 data
<< uint32(count
); // count of items
12000 data
<< uint32(GetItemCount(item
->GetEntry())); // count of items in inventory
12002 if (broadcast
&& GetGroup())
12003 GetGroup()->BroadcastPacket(&data
, true);
12005 GetSession()->SendPacket(&data
);
12008 /*********************************************************/
12009 /*** QUEST SYSTEM ***/
12010 /*********************************************************/
12012 void Player::PrepareQuestMenu( uint64 guid
)
12015 QuestRelations
* pObjectQR
;
12016 QuestRelations
* pObjectQIR
;
12018 // pets also can have quests
12019 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid
);
12022 pObject
= (Object
*)pCreature
;
12023 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12024 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12028 GameObject
*pGameObject
= GetMap()->GetGameObject(guid
);
12031 pObject
= (Object
*)pGameObject
;
12032 pObjectQR
= &objmgr
.mGOQuestRelations
;
12033 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12039 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
12042 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
12044 uint32 quest_id
= i
->second
;
12045 QuestStatus status
= GetQuestStatus( quest_id
);
12046 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
12047 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12048 else if ( status
== QUEST_STATUS_INCOMPLETE
)
12049 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12050 else if (status
== QUEST_STATUS_AVAILABLE
)
12051 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12054 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
12056 uint32 quest_id
= i
->second
;
12057 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12058 if(!pQuest
) continue;
12060 QuestStatus status
= GetQuestStatus( quest_id
);
12062 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
12063 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12064 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
12065 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12069 void Player::SendPreparedQuest( uint64 guid
)
12071 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
12072 if( questMenu
.Empty() )
12075 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
12077 uint32 status
= qmi0
.m_qIcon
;
12079 // single element case
12080 if ( questMenu
.MenuItemCount() == 1 )
12082 // Auto open -- maybe also should verify there is no greeting
12083 uint32 quest_id
= qmi0
.m_qId
;
12084 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12088 if( status
== DIALOG_STATUS_UNK2
&& !GetQuestRewardStatus( quest_id
) )
12089 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
, false), true );
12090 else if( status
== DIALOG_STATUS_UNK2
)
12091 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
, false), true );
12092 // Send completable on repeatable quest if player don't have quest
12093 else if( pQuest
->IsRepeatable() && !pQuest
->IsDaily() )
12094 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
12096 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
12099 // multiply entries
12105 std::string title
= "";
12107 // need pet case for some quests
12108 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
12111 uint32 textid
= pCreature
->GetNpcTextId();
12112 GossipText
const* gossiptext
= objmgr
.GetGossipText(textid
);
12115 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12116 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12121 qe
= gossiptext
->Options
[0].Emotes
[0];
12123 if(!gossiptext
->Options
[0].Text_0
.empty())
12125 title
= gossiptext
->Options
[0].Text_0
;
12127 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12130 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12133 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
12134 title
= nl
->Text_0
[0][loc_idx
];
12140 title
= gossiptext
->Options
[0].Text_1
;
12142 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12145 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12148 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
12149 title
= nl
->Text_1
[0][loc_idx
];
12155 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
12159 bool Player::IsActiveQuest( uint32 quest_id
) const
12161 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
12163 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
12166 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
12169 QuestRelations
* pObjectQR
;
12170 QuestRelations
* pObjectQIR
;
12172 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
12175 pObject
= (Object
*)pCreature
;
12176 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12177 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12181 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12182 //only for quests which cast teleport spells on player
12183 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
12185 GameObject
*pGameObject
= _map
->GetGameObject(guid
);
12188 pObject
= (Object
*)pGameObject
;
12189 pObjectQR
= &objmgr
.mGOQuestRelations
;
12190 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12196 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
12197 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
12199 if (itr
->second
== nextQuestID
)
12200 return objmgr
.GetQuestTemplate(nextQuestID
);
12206 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
12208 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
12209 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
12210 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
12211 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
12213 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12219 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12221 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12222 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12223 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12224 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12225 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12226 && SatisfyQuestDay( pQuest
, msg
);
12229 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12231 if( !SatisfyQuestLog( msg
) )
12234 uint32 srcitem
= pQuest
->GetSrcItemId();
12237 uint32 count
= pQuest
->GetSrcItemCount();
12238 ItemPosCountVec dest
;
12239 uint8 msg2
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12241 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12242 if( msg2
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12244 else if( msg2
!= EQUIP_ERR_OK
)
12246 SendEquipError( msg2
, NULL
, NULL
);
12253 bool Player::CanCompleteQuest( uint32 quest_id
)
12257 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12258 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12259 return false; // not allow re-complete quest
12261 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12266 // auto complete quest
12267 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12270 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12273 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12275 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12277 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12282 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12284 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12286 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12289 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12294 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12297 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12300 if ( qInfo
->GetRewOrReqMoney() < 0 )
12302 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12306 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12307 if ( repFacId
&& GetReputationMgr().GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12316 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12318 // Solve problem that player don't have the quest and try complete it.
12319 // if repeatable she must be able to complete event if player don't have it.
12320 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12321 if( !CanTakeQuest(pQuest
, false) )
12324 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12325 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12326 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12329 if( !CanRewardQuest(pQuest
, false) )
12335 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12337 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12338 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12341 // daily quest can't be rewarded (25 daily quest already completed)
12342 if(!SatisfyQuestDay(pQuest
,true))
12345 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12346 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12349 // prevent receive reward with quest items in bank
12350 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12352 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12354 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12355 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12358 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12364 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12365 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12371 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12373 // prevent receive reward with quest items in bank or for not completed quest
12374 if(!CanRewardQuest(pQuest
,msg
))
12377 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12379 if( pQuest
->RewChoiceItemId
[reward
] )
12381 ItemPosCountVec dest
;
12382 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12383 if( res
!= EQUIP_ERR_OK
)
12385 SendEquipError( res
, NULL
, NULL
);
12391 if ( pQuest
->GetRewItemsCount() > 0 )
12393 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12395 if( pQuest
->RewItemId
[i
] )
12397 ItemPosCountVec dest
;
12398 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12399 if( res
!= EQUIP_ERR_OK
)
12401 SendEquipError( res
, NULL
, NULL
);
12411 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12413 uint16 log_slot
= FindQuestSlot( 0 );
12414 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12416 uint32 quest_id
= pQuest
->GetQuestId();
12418 // if not exist then created with set uState==NEW and rewarded=false
12419 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12421 // check for repeatable quests status reset
12422 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12423 questStatusData
.m_explored
= false;
12425 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12427 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12428 questStatusData
.m_itemcount
[i
] = 0;
12431 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12433 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12434 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12437 GiveQuestSourceItem( pQuest
);
12438 AdjustQuestReqItemCount( pQuest
, questStatusData
);
12440 if( pQuest
->GetRepObjectiveFaction() )
12441 if(FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->GetRepObjectiveFaction()))
12442 GetReputationMgr().SetVisible(factionEntry
);
12445 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12447 uint32 limittime
= pQuest
->GetLimitTime();
12449 // shared timed quest
12450 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12451 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ IN_MILISECONDS
;
12453 AddTimedQuest( quest_id
);
12454 questStatusData
.m_timer
= limittime
* IN_MILISECONDS
;
12455 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12458 questStatusData
.m_timer
= 0;
12460 SetQuestSlot(log_slot
, quest_id
, qtime
);
12462 if (questStatusData
.uState
!= QUEST_NEW
)
12463 questStatusData
.uState
= QUEST_CHANGED
;
12465 //starting initial quest script
12466 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12467 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12469 // Some spells applied at quest activation
12470 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,true);
12471 if(saBounds
.first
!= saBounds
.second
)
12474 GetZoneAndAreaId(zone
,area
);
12476 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12477 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12478 if( !HasAura(itr
->second
->spellId
,0) )
12479 CastSpell(this,itr
->second
->spellId
,true);
12482 UpdateForQuestWorldObjects();
12485 void Player::CompleteQuest( uint32 quest_id
)
12489 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12491 uint16 log_slot
= FindQuestSlot( quest_id
);
12492 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12493 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12495 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12497 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12498 RewardQuest(qInfo
,0,this,false);
12500 SendQuestComplete( quest_id
);
12505 void Player::IncompleteQuest( uint32 quest_id
)
12509 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12511 uint16 log_slot
= FindQuestSlot( quest_id
);
12512 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12513 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12517 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12519 //this THING should be here to protect code from quest, which cast on player far teleport as a reward
12520 //should work fine, cause far teleport will be executed in Player::Update()
12521 SetCanDelayTeleport(true);
12523 uint32 quest_id
= pQuest
->GetQuestId();
12525 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12527 if (pQuest
->ReqItemId
[i
])
12528 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12531 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12532 // SetTimedQuest( 0 );
12533 m_timedquests
.erase(pQuest
->GetQuestId());
12535 if (pQuest
->GetRewChoiceItemsCount() > 0)
12537 if (pQuest
->RewChoiceItemId
[reward
])
12539 ItemPosCountVec dest
;
12540 if (CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12542 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12543 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12548 if (pQuest
->GetRewItemsCount() > 0)
12550 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12552 if (pQuest
->RewItemId
[i
])
12554 ItemPosCountVec dest
;
12555 if (CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12557 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12558 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12564 RewardReputation( pQuest
);
12566 uint16 log_slot
= FindQuestSlot( quest_id
);
12567 if (log_slot
< MAX_QUEST_LOG_SIZE
)
12568 SetQuestSlot(log_slot
,0);
12570 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12572 // Not give XP in case already completed once repeatable quest
12573 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12575 if (getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
12576 GiveXP( XP
, NULL
);
12579 uint32 money
= uint32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
));
12580 ModifyMoney( money
);
12581 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, money
);
12584 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12585 if (pQuest
->GetRewOrReqMoney())
12587 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12589 if (pQuest
->GetRewOrReqMoney() > 0)
12590 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, pQuest
->GetRewOrReqMoney());
12594 if (pQuest
->GetRewHonorableKills())
12595 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12598 if (pQuest
->GetCharTitleId())
12600 if (CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12601 SetTitle(titleEntry
);
12604 if (pQuest
->GetBonusTalents())
12606 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
12607 InitTalentForLevel();
12610 // Send reward mail
12611 if (pQuest
->GetRewMailTemplateId())
12613 MailMessageType mailType
;
12614 uint32 senderGuidOrEntry
;
12615 switch(questGiver
->GetTypeId())
12618 mailType
= MAIL_CREATURE
;
12619 senderGuidOrEntry
= questGiver
->GetEntry();
12621 case TYPEID_GAMEOBJECT
:
12622 mailType
= MAIL_GAMEOBJECT
;
12623 senderGuidOrEntry
= questGiver
->GetEntry();
12626 mailType
= MAIL_ITEM
;
12627 senderGuidOrEntry
= questGiver
->GetEntry();
12629 case TYPEID_PLAYER
:
12630 mailType
= MAIL_NORMAL
;
12631 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12634 mailType
= MAIL_NORMAL
;
12635 senderGuidOrEntry
= GetGUIDLow();
12639 Loot questMailLoot
;
12641 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this,true);
12644 MailItemsInfo mi
; // item list preparing
12646 uint32 max_slot
= questMailLoot
.GetMaxSlotInLootFor(this);
12647 for(uint32 i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< max_slot
; ++i
)
12649 if (LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12651 if (Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12653 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12654 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12659 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12662 if (pQuest
->IsDaily())
12664 SetDailyQuestStatus(quest_id
);
12665 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12668 if (!pQuest
->IsRepeatable())
12669 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12671 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12673 q_status
.m_rewarded
= true;
12674 if (q_status
.uState
!= QUEST_NEW
)
12675 q_status
.uState
= QUEST_CHANGED
;
12678 SendQuestReward( pQuest
, XP
, questGiver
);
12680 // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
12681 if (pQuest
->GetRewSpellCast() > 0)
12682 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12683 else if ( pQuest
->GetRewSpell() > 0)
12684 CastSpell( this, pQuest
->GetRewSpell(), true);
12686 if (pQuest
->GetZoneOrSort() > 0)
12687 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE
, pQuest
->GetZoneOrSort());
12688 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12689 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
, pQuest
->GetQuestId());
12694 // remove auras from spells with quest reward state limitations
12695 SpellAreaForQuestMapBounds saEndBounds
= spellmgr
.GetSpellAreaForQuestEndMapBounds(quest_id
);
12696 if(saEndBounds
.first
!= saEndBounds
.second
)
12698 GetZoneAndAreaId(zone
,area
);
12700 for(SpellAreaForAreaMap::const_iterator itr
= saEndBounds
.first
; itr
!= saEndBounds
.second
; ++itr
)
12701 if(!itr
->second
->IsFitToRequirements(this,zone
,area
))
12702 RemoveAurasDueToSpell(itr
->second
->spellId
);
12705 // Some spells applied at quest reward
12706 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,false);
12707 if(saBounds
.first
!= saBounds
.second
)
12710 GetZoneAndAreaId(zone
,area
);
12712 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12713 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12714 if( !HasAura(itr
->second
->spellId
,0) )
12715 CastSpell(this,itr
->second
->spellId
,true);
12718 //lets remove flag for delayed teleports
12719 SetCanDelayTeleport(false);
12722 void Player::FailQuest( uint32 quest_id
)
12726 IncompleteQuest( quest_id
);
12728 uint16 log_slot
= FindQuestSlot( quest_id
);
12729 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12731 SetQuestSlotTimer(log_slot
, 1 );
12732 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12734 SendQuestFailed( quest_id
);
12738 void Player::FailTimedQuest( uint32 quest_id
)
12742 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12744 q_status
.m_timer
= 0;
12745 if (q_status
.uState
!= QUEST_NEW
)
12746 q_status
.uState
= QUEST_CHANGED
;
12748 IncompleteQuest( quest_id
);
12750 uint16 log_slot
= FindQuestSlot( quest_id
);
12751 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12753 SetQuestSlotTimer(log_slot
, 1 );
12754 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12756 SendQuestTimerFailed( quest_id
);
12760 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12762 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12763 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12765 // skip zone zoneOrSort and 0 case skillOrClass
12766 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12769 int32 questSort
= -zoneOrSort
;
12770 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12772 // check class sort cases in zoneOrSort
12773 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12776 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12781 if( skillOrClass
< 0 )
12783 uint8 reqClass
= -int32(skillOrClass
);
12784 if(getClass() != reqClass
)
12787 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12792 else if( skillOrClass
> 0 )
12794 uint32 reqSkill
= skillOrClass
;
12795 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12798 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12806 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12808 if( getLevel() < qInfo
->GetMinLevel() )
12811 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12817 bool Player::SatisfyQuestLog( bool msg
)
12820 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12825 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12826 GetSession()->SendPacket( &data
);
12827 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12832 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12834 // No previous quest (might be first quest in a series)
12835 if( qInfo
->prevQuests
.empty())
12838 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12840 uint32 prevId
= abs(*iter
);
12842 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12843 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12845 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12847 // If any of the positive previous quests completed, return true
12848 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12850 // skip one-from-all exclusive group
12851 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12854 // each-from-all exclusive group ( < 0)
12855 // can be start if only all quests in prev quest exclusive group completed and rewarded
12856 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12857 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12859 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12861 for(; iter2
!= end
; ++iter2
)
12863 uint32 exclude_Id
= iter2
->second
;
12865 // skip checked quest id, only state of other quests in group is interesting
12866 if(exclude_Id
== prevId
)
12869 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12871 // alternative quest from group also must be completed and rewarded(reported)
12872 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12875 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12881 // If any of the negative previous quests active, return true
12882 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12883 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12885 // skip one-from-all exclusive group
12886 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12889 // each-from-all exclusive group ( < 0)
12890 // can be start if only all quests in prev quest exclusive group active
12891 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12892 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12894 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12896 for(; iter2
!= end
; ++iter2
)
12898 uint32 exclude_Id
= iter2
->second
;
12900 // skip checked quest id, only state of other quests in group is interesting
12901 if(exclude_Id
== prevId
)
12904 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12906 // alternative quest from group also must be active
12907 if( i_exstatus
== mQuestStatus
.end() ||
12908 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12909 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12912 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12921 // Has only positive prev. quests in non-rewarded state
12922 // and negative prev. quests in non-active state
12924 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12929 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12931 uint32 reqraces
= qInfo
->GetRequiredRaces();
12932 if ( reqraces
== 0 )
12934 if( (reqraces
& getRaceMask()) == 0 )
12937 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12943 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12945 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12946 if(fIdMin
&& GetReputationMgr().GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12949 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12953 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12954 if(fIdMax
&& GetReputationMgr().GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12957 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12964 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12966 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12967 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12970 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12976 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12978 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12981 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12987 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12989 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12990 if(qInfo
->GetExclusiveGroup() <= 0)
12993 ObjectMgr::ExclusiveQuestGroups::const_iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12994 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12996 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12998 for(; iter
!= end
; ++iter
)
13000 uint32 exclude_Id
= iter
->second
;
13002 // skip checked quest id, only state of other quests in group is interesting
13003 if(exclude_Id
== qInfo
->GetQuestId())
13006 // not allow have daily quest if daily quest from exclusive group already recently completed
13007 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
13008 if( !SatisfyQuestDay(Nquest
, false) )
13011 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13015 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13017 // alternative quest already started or completed
13018 if( i_exstatus
!= mQuestStatus
.end()
13019 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13022 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13029 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
13031 if(!qInfo
->GetNextQuestInChain())
13034 // next quest in chain already started or completed
13035 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
13036 if( itr
!= mQuestStatus
.end()
13037 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13040 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13044 // check for all quests further up the chain
13045 // only necessary if there are quest chains with more than one quest that can be skipped
13046 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
13050 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
13052 // No previous quest in chain
13053 if( qInfo
->prevChainQuests
.empty())
13056 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
13058 uint32 prevId
= *iter
;
13060 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
13062 if( i_prevstatus
!= mQuestStatus
.end() )
13064 // If any of the previous quests in chain active, return false
13065 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
13066 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
13069 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13074 // check for all quests further down the chain
13075 // only necessary if there are quest chains with more than one quest that can be skipped
13076 //if( !SatisfyQuestPrevChain( prevId, msg ) )
13080 // No previous quest in chain active
13084 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
13086 if(!qInfo
->IsDaily())
13089 bool have_slot
= false;
13090 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
13092 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
13093 if(qInfo
->GetQuestId()==id
)
13103 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
13110 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
13112 uint32 srcitem
= pQuest
->GetSrcItemId();
13115 uint32 count
= pQuest
->GetSrcItemCount();
13119 ItemPosCountVec dest
;
13120 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
13121 if( msg
== EQUIP_ERR_OK
)
13123 Item
* item
= StoreNewItem(dest
, srcitem
, true);
13124 SendNewItem(item
, count
, true, false);
13127 // player already have max amount required item, just report success
13128 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
13131 SendEquipError( msg
, NULL
, NULL
);
13138 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
13140 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13143 uint32 srcitem
= qInfo
->GetSrcItemId();
13146 uint32 count
= qInfo
->GetSrcItemCount();
13150 // exist one case when destroy source quest item not possible:
13151 // non un-equippable item (equipped non-empty bag, for example)
13152 uint8 res
= CanUnequipItems(srcitem
,count
);
13153 if(res
!= EQUIP_ERR_OK
)
13156 SendEquipError( res
, NULL
, NULL
);
13160 DestroyItemCount(srcitem
, count
, true, true);
13166 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
13168 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13171 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13172 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13173 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
13174 && !qInfo
->IsRepeatable() )
13175 return itr
->second
.m_rewarded
;
13182 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
13186 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13187 if( itr
!= mQuestStatus
.end() )
13188 return itr
->second
.m_status
;
13190 return QUEST_STATUS_NONE
;
13193 bool Player::CanShareQuest(uint32 quest_id
) const
13195 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13196 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
13198 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13199 if( itr
!= mQuestStatus
.end() )
13200 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
13205 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
13207 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13210 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
13212 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
13213 m_timedquests
.erase(qInfo
->GetQuestId());
13216 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13218 q_status
.m_status
= status
;
13219 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13222 UpdateForQuestWorldObjects();
13225 // not used in MaNGOS, but used in scripting code
13226 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13228 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13232 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13233 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13234 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13239 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
, QuestStatusData
& questStatusData
)
13241 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13243 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
13245 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13246 if( reqitemcount
!= 0 )
13248 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
13250 questStatusData
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13251 if (questStatusData
.uState
!= QUEST_NEW
) questStatusData
.uState
= QUEST_CHANGED
;
13257 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13259 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13260 if ( GetQuestSlotQuestId(i
) == quest_id
)
13263 return MAX_QUEST_LOG_SIZE
;
13266 void Player::AreaExploredOrEventHappens( uint32 questId
)
13270 uint16 log_slot
= FindQuestSlot( questId
);
13271 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13273 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13275 if(!q_status
.m_explored
)
13277 q_status
.m_explored
= true;
13278 if (q_status
.uState
!= QUEST_NEW
)
13279 q_status
.uState
= QUEST_CHANGED
;
13282 if( CanCompleteQuest( questId
) )
13283 CompleteQuest( questId
);
13287 //not used in mangosd, function for external script library
13288 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13290 if( Group
*pGroup
= GetGroup() )
13292 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13294 Player
*pGroupGuy
= itr
->getSource();
13296 // for any leave or dead (with not released body) group member at appropriate distance
13297 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13298 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13302 AreaExploredOrEventHappens(questId
);
13305 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13307 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13309 uint32 questid
= GetQuestSlotQuestId(i
);
13310 if ( questid
== 0 )
13313 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13315 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13318 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13319 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13322 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13324 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13325 if ( reqitem
== entry
)
13327 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13328 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13329 if ( curitemcount
< reqitemcount
)
13331 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13332 q_status
.m_itemcount
[j
] += additemcount
;
13333 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13335 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13337 if ( CanCompleteQuest( questid
) )
13338 CompleteQuest( questid
);
13343 UpdateForQuestWorldObjects();
13346 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13348 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13350 uint32 questid
= GetQuestSlotQuestId(i
);
13353 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13356 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13359 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13361 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13362 if ( reqitem
== entry
)
13364 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13366 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13367 uint32 curitemcount
;
13368 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13369 curitemcount
= q_status
.m_itemcount
[j
];
13371 curitemcount
= GetItemCount(entry
,true);
13372 if ( curitemcount
< reqitemcount
+ count
)
13374 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13375 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13376 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13378 IncompleteQuest( questid
);
13384 UpdateForQuestWorldObjects();
13387 void Player::KilledMonster( uint32 entry
, uint64 guid
)
13389 uint32 addkillcount
= 1;
13390 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13391 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13393 uint32 questid
= GetQuestSlotQuestId(i
);
13397 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13400 // just if !ingroup || !noraidgroup || raidgroup
13401 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13402 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13404 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13406 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13408 // skip GO activate objective or none
13409 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13412 // skip Cast at creature objective
13413 if(qInfo
->ReqSpell
[j
] !=0 )
13416 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13418 if ( reqkill
== entry
)
13420 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13421 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13422 if ( curkillcount
< reqkillcount
)
13424 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13425 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13427 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13429 if ( CanCompleteQuest( questid
) )
13430 CompleteQuest( questid
);
13432 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13441 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13443 bool isCreature
= IS_CREATURE_GUID(guid
);
13445 uint32 addCastCount
= 1;
13446 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13448 uint32 questid
= GetQuestSlotQuestId(i
);
13452 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13456 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13458 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13460 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13462 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13464 // skip kill creature objective (0) or wrong spell casts
13465 if(qInfo
->ReqSpell
[j
] != spell_id
)
13468 uint32 reqTarget
= 0;
13472 // creature activate objectives
13473 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13474 // checked at quest_template loading
13475 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13479 // GO activate objective
13480 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13481 // checked at quest_template loading
13482 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13485 // other not this creature/GO related objectives
13486 if( reqTarget
!= entry
)
13489 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13490 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13491 if ( curCastCount
< reqCastCount
)
13493 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13494 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13496 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13499 if ( CanCompleteQuest( questid
) )
13500 CompleteQuest( questid
);
13502 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13510 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13512 uint32 addTalkCount
= 1;
13513 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13515 uint32 questid
= GetQuestSlotQuestId(i
);
13519 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13523 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13525 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13527 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13529 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13531 // skip spell casts and Gameobject objectives
13532 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13535 uint32 reqTarget
= 0;
13537 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13538 // checked at quest_template loading
13539 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13543 if ( reqTarget
== entry
)
13545 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13546 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13547 if ( curTalkCount
< reqTalkCount
)
13549 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13550 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13552 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13554 if ( CanCompleteQuest( questid
) )
13555 CompleteQuest( questid
);
13557 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13566 void Player::MoneyChanged( uint32 count
)
13568 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13570 uint32 questid
= GetQuestSlotQuestId(i
);
13574 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13575 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13577 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13579 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13581 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13583 if ( CanCompleteQuest( questid
) )
13584 CompleteQuest( questid
);
13587 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13589 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13590 IncompleteQuest( questid
);
13596 void Player::ReputationChanged(FactionEntry
const* factionEntry
)
13598 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13600 if(uint32 questid
= GetQuestSlotQuestId(i
))
13602 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
))
13604 if(qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
13606 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13607 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13609 if(GetReputationMgr().GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
13610 if ( CanCompleteQuest( questid
) )
13611 CompleteQuest( questid
);
13613 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13615 if(GetReputationMgr().GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
13616 IncompleteQuest( questid
);
13624 bool Player::HasQuestForItem( uint32 itemid
) const
13626 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13628 uint32 questid
= GetQuestSlotQuestId(i
);
13629 if ( questid
== 0 )
13632 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
13633 if(qs_itr
== mQuestStatus
.end())
13636 QuestStatusData
const& q_status
= qs_itr
->second
;
13638 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13640 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
13644 // hide quest if player is in raid-group and quest is no raid quest
13645 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13648 // There should be no mixed ReqItem/ReqSource drop
13649 // This part for ReqItem drop
13650 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13652 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13655 // This part - for ReqSource
13656 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; ++j
)
13658 // examined item is a source item
13659 if (qinfo
->ReqSourceId
[j
] == itemid
)
13661 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(itemid
);
13664 if (pProto
->MaxCount
&& GetItemCount(itemid
,true) < pProto
->MaxCount
)
13667 // allows custom amount drop when not 0
13668 if (qinfo
->ReqSourceCount
[j
])
13670 if (GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13672 } else if (GetItemCount(itemid
,true) < pProto
->Stackable
)
13681 void Player::SendQuestComplete( uint32 quest_id
)
13685 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13686 data
<< uint32(quest_id
);
13687 GetSession()->SendPacket( &data
);
13688 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13692 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13694 uint32 questid
= pQuest
->GetQuestId();
13695 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13696 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13697 data
<< uint32(questid
);
13699 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13701 data
<< uint32(XP
);
13702 data
<< uint32(pQuest
->GetRewOrReqMoney());
13707 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13710 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13711 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13712 GetSession()->SendPacket( &data
);
13714 if (pQuest
->GetQuestCompleteScript() != 0)
13715 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13718 void Player::SendQuestFailed( uint32 quest_id
)
13722 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13724 data
<< uint32(0); // failed reason (4 for inventory is full)
13725 GetSession()->SendPacket( &data
);
13726 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13730 void Player::SendQuestTimerFailed( uint32 quest_id
)
13734 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13736 GetSession()->SendPacket( &data
);
13737 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13741 void Player::SendCanTakeQuestResponse( uint32 msg
)
13743 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13744 data
<< uint32(msg
);
13745 GetSession()->SendPacket( &data
);
13746 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13749 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13753 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13754 data
<< uint64(pPlayer
->GetGUID());
13755 data
<< uint8(msg
); // valid values: 0-8
13756 GetSession()->SendPacket( &data
);
13757 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13761 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13763 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13764 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13765 //data << pQuest->ReqItemId[item_idx];
13767 GetSession()->SendPacket( &data
);
13770 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13772 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13774 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13776 // client expected gameobject template id in form (id|0x80000000)
13777 entry
= (-entry
) | 0x80000000;
13779 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13780 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13781 data
<< uint32(pQuest
->GetQuestId());
13782 data
<< uint32(entry
);
13783 data
<< uint32(old_count
+ add_count
);
13784 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13785 data
<< uint64(guid
);
13786 GetSession()->SendPacket(&data
);
13788 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13789 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13790 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13793 /*********************************************************/
13794 /*** LOAD SYSTEM ***/
13795 /*********************************************************/
13797 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13799 bool delete_result
= true;
13802 // 0 1 2 3 4 5 6 7 8 9 10 11
13803 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login, zone, level FROM characters WHERE guid = '%u'",guid
);
13808 delete_result
= false;
13810 Field
*fields
= result
->Fetch();
13812 if (!LoadValues( fields
[1].GetString()))
13814 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid
));
13820 // overwrite possible wrong/corrupted guid
13821 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13823 m_name
= fields
[2].GetCppString();
13825 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13826 SetMapId(fields
[6].GetUInt32());
13827 // the instance id is not needed at character enum
13829 m_Played_time
[0] = fields
[7].GetUInt32();
13830 m_Played_time
[1] = fields
[8].GetUInt32();
13832 m_atLoginFlags
= fields
[9].GetUInt32();
13834 // I don't see these used anywhere ..
13837 _LoadBoundInstances();*/
13842 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
13845 if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
13846 m_deathState
= DEAD
;
13851 void Player::_LoadDeclinedNames(QueryResult
* result
)
13857 delete m_declinedname
;
13859 m_declinedname
= new DeclinedName
;
13860 Field
*fields
= result
->Fetch();
13861 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13862 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13867 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
13869 // arenateamid, played_week, played_season, personal_rating
13870 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
)*18);
13876 Field
*fields
= result
->Fetch();
13878 uint32 arenateamid
= fields
[0].GetUInt32();
13879 uint32 played_week
= fields
[1].GetUInt32();
13880 uint32 played_season
= fields
[2].GetUInt32();
13881 uint32 personal_rating
= fields
[3].GetUInt32();
13883 ArenaTeam
* aTeam
= objmgr
.GetArenaTeamById(arenateamid
);
13886 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid
, played_week
, played_season
, personal_rating
);
13889 uint8 arenaSlot
= aTeam
->GetSlot();
13891 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6] = arenateamid
; // TeamID
13892 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 1] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
13893 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 2] = played_week
; // Played Week
13894 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 3] = played_season
; // Played Season
13895 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 4] = 0; // Unk
13896 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 5] = personal_rating
; // Personal Rating
13898 }while (result
->NextRow());
13902 void Player::_LoadEquipmentSets(QueryResult
*result
)
13904 // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
13911 Field
*fields
= result
->Fetch();
13913 EquipmentSet eqSet
;
13915 eqSet
.Guid
= fields
[0].GetUInt64();
13916 uint32 index
= fields
[1].GetUInt32();
13917 eqSet
.Name
= fields
[2].GetCppString();
13918 eqSet
.IconName
= fields
[3].GetCppString();
13919 eqSet
.state
= EQUIPMENT_SET_UNCHANGED
;
13921 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
13922 eqSet
.Items
[i
] = fields
[4+i
].GetUInt32();
13924 m_EquipmentSets
[index
] = eqSet
;
13928 if(count
>= MAX_EQUIPMENT_SET_INDEX
) // client limit
13930 } while (result
->NextRow());
13934 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13936 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13940 Field
*fields
= result
->Fetch();
13942 x
= fields
[0].GetFloat();
13943 y
= fields
[1].GetFloat();
13944 z
= fields
[2].GetFloat();
13945 o
= fields
[3].GetFloat();
13946 mapid
= fields
[4].GetUInt32();
13947 in_flight
= !fields
[5].GetCppString().empty();
13953 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13955 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13959 Field
*fields
= result
->Fetch();
13961 data
= StrSplit(fields
[0].GetCppString(), " ");
13968 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13970 if(index
>= data
.size())
13973 return (uint32
)atoi(data
[index
].c_str());
13976 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13979 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13980 memcpy(&result
, &temp
, sizeof(result
));
13985 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13988 if(!LoadValuesArrayFromDB(data
,guid
))
13991 return GetUInt32ValueFromArray(data
,index
);
13994 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13997 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13998 memcpy(&result
, &temp
, sizeof(result
));
14003 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
14005 //// 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 41 42 43 44 45 46 47
14006 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points,bgid,bgteam,bgmap,bgx,bgy,bgz,bgo FROM characters WHERE guid = '%u'", guid);
14007 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
14011 sLog
.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
14015 Field
*fields
= result
->Fetch();
14017 uint32 dbAccountId
= fields
[1].GetUInt32();
14019 // check if the character's account in the db and the logged in account match.
14020 // player should be able to load/delete character only with correct account!
14021 if( dbAccountId
!= GetSession()->GetAccountId() )
14023 sLog
.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
14028 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
14030 m_name
= fields
[3].GetCppString();
14032 // check name limitations
14033 if (ObjectMgr::CheckPlayerName(m_name
) != CHAR_NAME_SUCCESS
||
14034 GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
))
14037 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
14041 if(!LoadValues( fields
[2].GetString()))
14043 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid
));
14048 // overwrite possible wrong/corrupted guid
14049 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
14051 // overwrite some data fields
14052 uint32 bytes0
= GetUInt32Value(UNIT_FIELD_BYTES_0
) & 0xFF000000;
14053 bytes0
|= fields
[4].GetUInt8(); // race
14054 bytes0
|= fields
[5].GetUInt8() << 8; // class
14055 bytes0
|= fields
[6].GetUInt8() << 16; // gender
14056 SetUInt32Value(UNIT_FIELD_BYTES_0
, bytes0
);
14058 SetUInt32Value(UNIT_FIELD_LEVEL
, fields
[7].GetUInt8());
14059 SetUInt32Value(PLAYER_XP
, fields
[8].GetUInt32());
14060 SetUInt32Value(PLAYER_FIELD_COINAGE
, fields
[9].GetUInt32());
14061 SetUInt32Value(PLAYER_BYTES
, fields
[10].GetUInt32());
14062 SetUInt32Value(PLAYER_BYTES_2
, fields
[11].GetUInt32());
14063 SetUInt32Value(PLAYER_BYTES_3
, (GetUInt32Value(PLAYER_BYTES_3
) & ~1) | fields
[6].GetUInt8());
14064 SetUInt32Value(PLAYER_FLAGS
, fields
[12].GetUInt32());
14068 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
14069 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
14071 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0 );
14072 SetVisibleItemSlot(slot
, NULL
);
14076 delete m_items
[slot
];
14077 m_items
[slot
] = NULL
;
14081 // update money limits
14082 if(GetMoney() > MAX_MONEY_AMOUNT
)
14083 SetMoney(MAX_MONEY_AMOUNT
);
14085 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
14088 //Need to call it to initialize m_team (m_team can be calculated from race)
14089 //Other way is to saves m_team into characters table.
14090 setFactionForRace(getRace());
14093 // load home bind and check in same time class/race pair, it used later for restore broken positions
14094 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
14100 InitPrimaryProfessions(); // to max set before any spell loaded
14102 // init saved position, and fix it later if problematic
14103 uint32 transGUID
= fields
[31].GetUInt32();
14104 Relocate(fields
[13].GetFloat(),fields
[14].GetFloat(),fields
[15].GetFloat(),fields
[17].GetFloat());
14105 SetMapId(fields
[16].GetUInt32());
14106 SetDifficulty(fields
[39].GetUInt32()); // may be changed in _LoadGroup
14108 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
14110 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
14112 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[40].GetUInt32();
14113 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
14114 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
14116 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
14118 // check arena teams integrity
14119 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
14121 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
14125 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
14126 if(at
->HaveMember(GetGUID()))
14129 // arena team not exist or not member, cleanup fields
14130 for(int j
=0; j
< 6; ++j
)
14131 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
14134 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
14136 if(!IsPositionValid())
14138 sLog
.outError("Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
14139 RelocateToHomebind();
14143 m_movementInfo
.t_x
= 0.0f
;
14144 m_movementInfo
.t_y
= 0.0f
;
14145 m_movementInfo
.t_z
= 0.0f
;
14146 m_movementInfo
.t_o
= 0.0f
;
14149 uint32 bgid
= fields
[41].GetUInt32();
14150 uint32 bgteam
= fields
[42].GetUInt32();
14152 if(bgid
) //saved in BattleGround
14154 SetBattleGroundEntryPoint(fields
[43].GetUInt32(),fields
[44].GetFloat(),fields
[45].GetFloat(),fields
[46].GetFloat(),fields
[47].GetFloat());
14156 // check entry point and fix to homebind if need
14157 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(m_bgEntryPoint
.mapid
);
14158 if(!mapEntry
|| mapEntry
->Instanceable() || !MapManager::IsValidMapCoord(m_bgEntryPoint
))
14159 SetBattleGroundEntryPoint(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
,0.0f
);
14161 BattleGround
*currentBg
= sBattleGroundMgr
.GetBattleGround(bgid
, BATTLEGROUND_TYPE_NONE
);
14163 if(currentBg
&& currentBg
->IsPlayerInBattleGround(GetGUID()))
14165 BattleGroundQueueTypeId bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(currentBg
->GetTypeID(), currentBg
->GetArenaType());
14166 AddBattleGroundQueueId(bgQueueTypeId
);
14168 SetBattleGroundId(currentBg
->GetInstanceID(), currentBg
->GetTypeID());
14171 //join player to battleground group
14172 currentBg
->EventPlayerLoggedIn(this, GetGUID());
14173 currentBg
->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), bgteam
);
14175 SetInviteForBattleGroundQueueType(bgQueueTypeId
,currentBg
->GetInstanceID());
14179 const WorldLocation
& _loc
= GetBattleGroundEntryPoint();
14180 SetMapId(_loc
.mapid
);
14181 Relocate(_loc
.coord_x
, _loc
.coord_y
, _loc
.coord_z
, _loc
.orientation
);
14182 //RemoveArenaAuras(true);
14187 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14188 // if server restart after player save in BG or area
14189 // player can have current coordinates in to BG/Arean map, fix this
14190 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena())
14192 // return to BG master
14193 SetMapId(fields
[43].GetUInt32());
14194 Relocate(fields
[44].GetFloat(),fields
[45].GetFloat(),fields
[46].GetFloat(),fields
[47].GetFloat());
14196 // check entry point and fix to homebind if need
14197 mapEntry
= sMapStore
.LookupEntry(GetMapId());
14198 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena() || !IsPositionValid())
14199 RelocateToHomebind();
14203 if (transGUID
!= 0)
14205 m_movementInfo
.t_x
= fields
[27].GetFloat();
14206 m_movementInfo
.t_y
= fields
[28].GetFloat();
14207 m_movementInfo
.t_z
= fields
[29].GetFloat();
14208 m_movementInfo
.t_o
= fields
[30].GetFloat();
14210 if( !MaNGOS::IsValidMapCoord(
14211 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14212 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
14213 // transport size limited
14214 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
14216 sLog
.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14217 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14218 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
14220 RelocateToHomebind();
14222 m_movementInfo
.t_x
= 0.0f
;
14223 m_movementInfo
.t_y
= 0.0f
;
14224 m_movementInfo
.t_z
= 0.0f
;
14225 m_movementInfo
.t_o
= 0.0f
;
14231 if (transGUID
!= 0)
14233 for (MapManager::TransportSet::const_iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
14235 if( (*iter
)->GetGUIDLow() == transGUID
)
14237 MapEntry
const* transMapEntry
= sMapStore
.LookupEntry((*iter
)->GetMapId());
14238 // client without expansion support
14239 if(GetSession()->Expansion() < transMapEntry
->Expansion())
14241 sLog
.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter
)->GetMapId());
14245 m_transport
= *iter
;
14246 m_transport
->AddPassenger(this);
14247 SetMapId(m_transport
->GetMapId());
14254 sLog
.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14257 RelocateToHomebind();
14259 m_movementInfo
.t_x
= 0.0f
;
14260 m_movementInfo
.t_y
= 0.0f
;
14261 m_movementInfo
.t_z
= 0.0f
;
14262 m_movementInfo
.t_o
= 0.0f
;
14267 else // not transport case
14269 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14270 // client without expansion support
14271 if(GetSession()->Expansion() < mapEntry
->Expansion())
14273 sLog
.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14274 RelocateToHomebind();
14278 // NOW player must have valid map
14279 // load the player's map here if it's not already loaded
14280 Map
*map
= GetMap();
14282 // since the player may not be bound to the map yet, make sure subsequent
14283 // getmap calls won't create new maps
14284 SetInstanceId(map
->GetInstanceId());
14286 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14287 if(GetInstanceId() && !sInstanceSaveManager
.GetInstanceSave(GetInstanceId()))
14289 AreaTrigger
const* at
= objmgr
.GetMapEntranceTrigger(GetMapId());
14291 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
14293 sLog
.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
14296 SaveRecallPosition();
14298 time_t now
= time(NULL
);
14299 time_t logoutTime
= time_t(fields
[23].GetUInt64());
14301 // since last logout (in seconds)
14302 uint64 time_diff
= uint64(now
- logoutTime
);
14304 // set value, including drunk invisibility detection
14305 // calculate sobering. after 15 minutes logged out, the player will be sober again
14307 if(time_diff
> 15*MINUTE
)
14310 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14311 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14312 SetDrunkValue(newDrunkenValue
);
14314 m_rest_bonus
= fields
[22].GetFloat();
14315 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14316 float bubble0
= 0.031;
14317 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14318 float bubble1
= 0.125;
14322 float bubble
= fields
[24].GetUInt32() > 0
14323 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14324 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14326 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14329 m_cinematic
= fields
[19].GetUInt32();
14330 m_Played_time
[0]= fields
[20].GetUInt32();
14331 m_Played_time
[1]= fields
[21].GetUInt32();
14333 m_resetTalentsCost
= fields
[25].GetUInt32();
14334 m_resetTalentsTime
= time_t(fields
[26].GetUInt64());
14336 // reserve some flags
14337 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14339 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14340 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14342 m_taxi
.LoadTaxiMask( fields
[18].GetString() ); // must be before InitTaxiNodesForLevel
14344 uint32 extraflags
= fields
[32].GetUInt32();
14346 m_stableSlots
= fields
[33].GetUInt32();
14347 if(m_stableSlots
> MAX_PET_STABLES
)
14349 sLog
.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES
,uint32(m_stableSlots
));
14350 m_stableSlots
= MAX_PET_STABLES
;
14353 m_atLoginFlags
= fields
[34].GetUInt32();
14356 // Update Honor kills data
14357 m_lastHonorUpdateTime
= logoutTime
;
14358 UpdateHonorFields();
14360 m_deathExpireTime
= (time_t)fields
[37].GetUInt64();
14361 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14362 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14364 std::string taxi_nodes
= fields
[38].GetCppString();
14368 // clear channel spell data (if saved at channel spell casting)
14369 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
14370 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14372 // clear charm/summon related fields
14379 // reset some aura modifiers before aura apply
14380 SetFarSightGUID(0);
14381 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14382 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14386 // make sure the unit is considered out of combat for proper loading
14389 // make sure the unit is considered not in duel for proper loading
14390 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14391 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14393 // remember loaded power/health values to restore after stats initialization and modifier applying
14394 uint32 savedHealth
= GetHealth();
14395 uint32 savedPower
[MAX_POWERS
];
14396 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14397 savedPower
[i
] = GetPower(Powers(i
));
14399 // reset stats before loading any modifiers
14400 InitStatsForLevel();
14401 InitTaxiNodesForLevel();
14402 InitGlyphsForLevel();
14405 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14407 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14410 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14413 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14414 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14415 m_deathState
= DEAD
;
14417 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14419 // after spell load, learn rewarded spell if need also
14420 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14421 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14423 // after spell and quest load
14424 InitTalentForLevel();
14425 learnDefaultSpells();
14427 // must be before inventory (some items required reputation check)
14428 m_reputationMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14430 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14432 // update items with duration and realtime
14433 UpdateItemDuration(time_diff
, true);
14435 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14437 // unread mails and next delivery time, actual mails not loaded
14438 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14440 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14442 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14443 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14444 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14446 if(!HasTitle(curTitle
))
14447 SetUInt32Value(PLAYER_CHOSEN_TITLE
, 0);
14450 // Not finish taxi flight path
14451 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
,GetTeam()))
14453 // problems with taxi path loading
14454 TaxiNodesEntry
const* nodeEntry
= NULL
;
14455 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14456 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14458 if(!nodeEntry
) // don't know taxi start node, to homebind
14460 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14461 RelocateToHomebind();
14462 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14464 else // have start node, to it
14466 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14467 SetMapId(nodeEntry
->map_id
);
14468 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14469 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14471 m_taxi
.ClearTaxiDestinations();
14473 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
14475 // save source node as recall coord to prevent recall and fall from sky
14476 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14477 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14478 m_recallMap
= nodeEntry
->map_id
;
14479 m_recallX
= nodeEntry
->x
;
14480 m_recallY
= nodeEntry
->y
;
14481 m_recallZ
= nodeEntry
->z
;
14483 // flight will started later
14486 // has to be called after last Relocate() in Player::LoadFromDB
14487 SetFallInformation(0, GetPositionZ());
14489 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14491 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14492 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14494 RemoveAllAurasOnDeath();
14496 //apply all stat bonuses from items and auras
14497 SetCanModifyStats(true);
14500 // restore remembered power/health values (but not more max values)
14501 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14502 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14503 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14505 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14509 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14511 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14514 case 0: break; // disable
14515 case 1: SetGameMaster(true); break; // enable
14516 case 2: // save state
14517 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14518 SetGameMaster(true);
14522 switch(sWorld
.getConfig(CONFIG_GM_VISIBLE_STATE
))
14525 case 0: SetGMVisible(false); break; // invisible
14526 case 1: break; // visible
14527 case 2: // save state
14528 if(extraflags
& PLAYER_EXTRA_GM_INVISIBLE
)
14529 SetGMVisible(false);
14533 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14536 case 0: break; // disable
14537 case 1: SetAcceptTicket(true); break; // enable
14538 case 2: // save state
14539 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14540 SetAcceptTicket(true);
14544 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14547 case 0: break; // disable
14548 case 1: SetGMChat(true); break; // enable
14549 case 2: // save state
14550 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14555 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14558 case 0: break; // disable
14559 case 1: SetAcceptWhispers(true); break; // enable
14560 case 2: // save state
14561 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14562 SetAcceptWhispers(true);
14567 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14569 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14570 m_achievementMgr
.CheckAllAchievementCriteria();
14572 _LoadEquipmentSets(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS
));
14577 bool Player::isAllowedToLoot(Creature
* creature
)
14579 if(Player
* recipient
= creature
->GetLootRecipient())
14581 if (recipient
== this)
14583 if( Group
* otherGroup
= recipient
->GetGroup())
14585 Group
* thisGroup
= GetGroup();
14588 return thisGroup
== otherGroup
;
14593 // prevent other players from looting if the recipient got disconnected
14594 return !creature
->hasLootRecipient();
14597 void Player::_LoadActions(QueryResult
*result
)
14599 m_actionButtons
.clear();
14601 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14607 Field
*fields
= result
->Fetch();
14609 uint8 button
= fields
[0].GetUInt8();
14610 uint32 action
= fields
[1].GetUInt32();
14611 uint8 type
= fields
[2].GetUInt8();
14613 if(ActionButton
* ab
= addActionButton(button
, action
, type
))
14614 ab
->uState
= ACTIONBUTTON_UNCHANGED
;
14617 sLog
.outError( " ...at loading, and will deleted in DB also");
14619 // Will deleted in DB at next save (it can create data until save but marked as deleted)
14620 m_actionButtons
[button
].uState
= ACTIONBUTTON_DELETED
;
14623 while( result
->NextRow() );
14629 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14632 for (int i
= 0; i
< TOTAL_AURAS
; ++i
)
14633 m_modAuras
[i
].clear();
14635 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14641 Field
*fields
= result
->Fetch();
14642 uint64 caster_guid
= fields
[0].GetUInt64();
14643 uint32 spellid
= fields
[1].GetUInt32();
14644 uint32 effindex
= fields
[2].GetUInt32();
14645 uint32 stackcount
= fields
[3].GetUInt32();
14646 int32 damage
= (int32
)fields
[4].GetUInt32();
14647 int32 maxduration
= (int32
)fields
[5].GetUInt32();
14648 int32 remaintime
= (int32
)fields
[6].GetUInt32();
14649 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
14651 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14654 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14660 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14664 // negative effects should continue counting down after logout
14665 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14667 if(remaintime
<= int32(timediff
))
14670 remaintime
-= timediff
;
14673 // prevent wrong values of remaincharges
14674 if(spellproto
->procCharges
)
14676 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14677 remaincharges
= spellproto
->procCharges
;
14683 for(uint32 i
=0; i
<stackcount
; ++i
)
14685 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14687 damage
= aura
->GetModifier()->m_amount
;
14689 // reset stolen single target auras
14690 if (caster_guid
!= GetGUID() && aura
->IsSingleTarget())
14691 aura
->SetIsSingleTarget(false);
14693 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14695 sLog
.outDetail("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14698 while( result
->NextRow() );
14703 if(getClass() == CLASS_WARRIOR
)
14704 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14707 void Player::_LoadGlyphAuras()
14709 for (uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
14711 if (uint32 glyph
= GetGlyph(i
))
14713 if (GlyphPropertiesEntry
const *gp
= sGlyphPropertiesStore
.LookupEntry(glyph
))
14715 if (GlyphSlotEntry
const *gs
= sGlyphSlotStore
.LookupEntry(GetGlyphSlot(i
)))
14717 if(gp
->TypeFlags
== gs
->TypeFlags
)
14719 CastSpell(this, gp
->SpellId
, true);
14723 sLog
.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name
.c_str(), gp
->TypeFlags
, gs
->TypeFlags
);
14726 sLog
.outError("Player %s has not existing glyph slot entry %u on index %u", m_name
.c_str(), GetGlyphSlot(i
), i
);
14729 sLog
.outError("Player %s has not existing glyph entry %u on index %u", m_name
.c_str(), glyph
, i
);
14731 // On any error remove glyph
14737 void Player::LoadCorpse()
14741 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14745 if(Corpse
*corpse
= GetCorpse())
14747 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14751 //Prevent Dead Player login without corpse
14752 ResurrectPlayer(0.5f
);
14757 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14759 //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());
14760 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14761 //NOTE: the "order by `bag`" is important because it makes sure
14762 //the bagMap is filled before items in the bags are loaded
14763 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14764 //expected to be equipped before offhand items (TODO: fixme)
14766 uint32 zone
= GetZoneId();
14770 std::list
<Item
*> problematicItems
;
14772 // prevent items from being added to the queue when stored
14773 m_itemUpdateQueueBlocked
= true;
14776 Field
*fields
= result
->Fetch();
14777 uint32 bag_guid
= fields
[1].GetUInt32();
14778 uint8 slot
= fields
[2].GetUInt8();
14779 uint32 item_guid
= fields
[3].GetUInt32();
14780 uint32 item_id
= fields
[4].GetUInt32();
14782 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14786 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14787 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14788 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14792 Item
*item
= NewItemOrBag(proto
);
14794 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14796 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14797 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14798 item
->FSetState(ITEM_REMOVED
);
14799 item
->SaveToDB(); // it also deletes item object !
14803 // not allow have in alive state item limited to another map/zone
14804 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14806 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14807 item
->FSetState(ITEM_REMOVED
);
14808 item
->SaveToDB(); // it also deletes item object !
14812 // "Conjured items disappear if you are logged out for more than 15 minutes"
14813 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14815 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14816 item
->FSetState(ITEM_REMOVED
);
14817 item
->SaveToDB(); // it also deletes item object !
14821 bool success
= true;
14825 // the item is not in a bag
14826 item
->SetContainer( NULL
);
14827 item
->SetSlot(slot
);
14829 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14831 ItemPosCountVec dest
;
14832 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14833 item
= StoreItem(dest
, item
, true);
14837 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14840 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14841 QuickEquipItem(dest
, item
);
14845 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14847 ItemPosCountVec dest
;
14848 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14849 item
= BankItem(dest
, item
, true);
14856 // store bags that may contain items in them
14857 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14858 bagMap
[item_guid
] = (Bag
*)item
;
14863 item
->SetSlot(NULL_SLOT
);
14864 // the item is in a bag, find the bag
14865 std::map
<uint64
, Bag
*>::const_iterator itr
= bagMap
.find(bag_guid
);
14866 if(itr
!= bagMap
.end() && slot
< itr
->second
->GetBagSize())
14867 itr
->second
->StoreItem(slot
, item
, true );
14872 // item's state may have changed after stored
14874 item
->SetState(ITEM_UNCHANGED
, this);
14877 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
);
14878 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14879 problematicItems
.push_back(item
);
14881 } while (result
->NextRow());
14884 m_itemUpdateQueueBlocked
= false;
14886 // send by mail problematic items
14887 while(!problematicItems
.empty())
14890 MailItemsInfo mi
; // item list preparing
14892 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14894 Item
* item
= problematicItems
.front();
14895 problematicItems
.pop_front();
14897 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14900 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14902 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14906 _ApplyAllItemMods();
14909 // load mailed item which should receive current player
14910 void Player::_LoadMailedItems(Mail
*mail
)
14912 // data needs to be at first place for Item::LoadFromDB
14913 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
);
14919 Field
*fields
= result
->Fetch();
14920 uint32 item_guid_low
= fields
[1].GetUInt32();
14921 uint32 item_template
= fields
[2].GetUInt32();
14923 mail
->AddItem(item_guid_low
, item_template
);
14925 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14929 sLog
.outError( "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low
, item_template
,mail
->messageID
);
14930 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14931 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14935 Item
*item
= NewItemOrBag(proto
);
14937 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
14939 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14940 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14941 item
->FSetState(ITEM_REMOVED
);
14942 item
->SaveToDB(); // it also deletes item object !
14947 } while (result
->NextRow());
14952 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14954 //set a count of unread mails
14955 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
14958 Field
*fieldMail
= resultUnread
->Fetch();
14959 unReadMails
= fieldMail
[0].GetUInt8();
14960 delete resultUnread
;
14963 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14964 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14965 if (resultDelivery
)
14967 Field
*fieldMail
= resultDelivery
->Fetch();
14968 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14969 delete resultDelivery
;
14973 void Player::_LoadMail()
14976 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14977 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());
14982 Field
*fields
= result
->Fetch();
14983 Mail
*m
= new Mail
;
14984 m
->messageID
= fields
[0].GetUInt32();
14985 m
->messageType
= fields
[1].GetUInt8();
14986 m
->sender
= fields
[2].GetUInt32();
14987 m
->receiver
= fields
[3].GetUInt32();
14988 m
->subject
= fields
[4].GetCppString();
14989 m
->itemTextId
= fields
[5].GetUInt32();
14990 bool has_items
= fields
[6].GetBool();
14991 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14992 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14993 m
->money
= fields
[9].GetUInt32();
14994 m
->COD
= fields
[10].GetUInt32();
14995 m
->checked
= fields
[11].GetUInt32();
14996 m
->stationery
= fields
[12].GetUInt8();
14997 m
->mailTemplateId
= fields
[13].GetInt16();
14999 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
15001 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
15002 m
->mailTemplateId
= 0;
15005 m
->state
= MAIL_STATE_UNCHANGED
;
15008 _LoadMailedItems(m
);
15010 m_mail
.push_back(m
);
15011 } while( result
->NextRow() );
15014 m_mailsLoaded
= true;
15017 void Player::LoadPet()
15019 //fixme: the pet should still be loaded if the player is not in world
15020 // just not added to the map
15023 Pet
*pet
= new Pet
;
15024 if(!pet
->LoadPetFromDB(this,0,0,true))
15029 void Player::_LoadQuestStatus(QueryResult
*result
)
15031 mQuestStatus
.clear();
15035 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
15036 //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());
15042 Field
*fields
= result
->Fetch();
15044 uint32 quest_id
= fields
[0].GetUInt32();
15045 // used to be new, no delete?
15046 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
15050 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
15052 uint32 qstatus
= fields
[1].GetUInt32();
15053 if(qstatus
< MAX_QUEST_STATUS
)
15054 questStatusData
.m_status
= QuestStatus(qstatus
);
15057 questStatusData
.m_status
= QUEST_STATUS_NONE
;
15058 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
15061 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
15062 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
15064 time_t quest_time
= time_t(fields
[4].GetUInt64());
15066 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
15068 AddTimedQuest( quest_id
);
15070 if (quest_time
<= sWorld
.GetGameTime())
15071 questStatusData
.m_timer
= 1;
15073 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * IN_MILISECONDS
;
15078 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
15079 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
15080 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
15081 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
15082 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
15083 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
15084 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
15085 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
15087 questStatusData
.uState
= QUEST_UNCHANGED
;
15089 // add to quest log
15090 if( slot
< MAX_QUEST_LOG_SIZE
&&
15091 ( questStatusData
.m_status
== QUEST_STATUS_INCOMPLETE
||
15092 questStatusData
.m_status
== QUEST_STATUS_COMPLETE
&&
15093 (!questStatusData
.m_rewarded
|| pQuest
->IsDaily()) ) )
15095 SetQuestSlot(slot
, quest_id
, quest_time
);
15097 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
15098 SetQuestSlotState(slot
, QUEST_STATE_COMPLETE
);
15100 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
15101 if(questStatusData
.m_creatureOrGOcount
[idx
])
15102 SetQuestSlotCounter(slot
, idx
, questStatusData
.m_creatureOrGOcount
[idx
]);
15107 if(questStatusData
.m_rewarded
)
15109 // learn rewarded spell if unknown
15110 learnQuestRewardedSpells(pQuest
);
15112 // set rewarded title if any
15113 if(pQuest
->GetCharTitleId())
15115 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
15116 SetTitle(titleEntry
);
15119 if(pQuest
->GetBonusTalents())
15120 m_questRewardTalentCount
+= pQuest
->GetBonusTalents();
15123 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
15126 while( result
->NextRow() );
15131 // clear quest log tail
15132 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
15133 SetQuestSlot(i
, 0);
15136 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
15138 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15139 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
15141 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
15145 uint32 quest_daily_idx
= 0;
15149 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
15151 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15155 Field
*fields
= result
->Fetch();
15157 uint32 quest_id
= fields
[0].GetUInt32();
15159 // save _any_ from daily quest times (it must be after last reset anyway)
15160 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
15162 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
15166 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
15169 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
15171 while( result
->NextRow() );
15176 m_DailyQuestChanged
= false;
15179 void Player::_LoadSpells(QueryResult
*result
)
15181 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15187 Field
*fields
= result
->Fetch();
15189 addSpell(fields
[0].GetUInt32(), fields
[1].GetBool(), false, false, fields
[2].GetBool());
15191 while( result
->NextRow() );
15197 void Player::_LoadGroup(QueryResult
*result
)
15199 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15202 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
15204 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
15207 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
15208 SetGroup(group
, subgroup
);
15209 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
15211 // the group leader may change the instance difficulty while the player is offline
15212 SetDifficulty(group
->GetDifficulty());
15218 void Player::_LoadBoundInstances(QueryResult
*result
)
15220 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15221 m_boundInstances
[i
].clear();
15223 Group
*group
= GetGroup();
15225 //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));
15230 Field
*fields
= result
->Fetch();
15231 bool perm
= fields
[1].GetBool();
15232 uint32 mapId
= fields
[2].GetUInt32();
15233 uint32 instanceId
= fields
[0].GetUInt32();
15234 uint8 difficulty
= fields
[3].GetUInt8();
15235 time_t resetTime
= (time_t)fields
[4].GetUInt64();
15236 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15237 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15238 // and in that case it is not used
15240 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(mapId
);
15241 if(!mapEntry
|| !mapEntry
->IsDungeon())
15243 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId
);
15244 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15250 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
);
15251 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15255 // since non permanent binds are always solo bind, they can always be reset
15256 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
15257 if(save
) BindToInstance(save
, perm
, true);
15258 } while(result
->NextRow());
15263 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
15265 // some instances only have one difficulty
15266 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
15267 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
15269 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15270 if(itr
!= m_boundInstances
[difficulty
].end())
15271 return &itr
->second
;
15276 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
15278 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15279 UnbindInstance(itr
, difficulty
, unload
);
15282 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
15284 if(itr
!= m_boundInstances
[difficulty
].end())
15286 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15287 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15288 m_boundInstances
[difficulty
].erase(itr
++);
15292 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15296 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15299 // update the save when the group kills a boss
15300 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15301 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());
15304 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15306 if(bind
.save
!= save
)
15308 if(bind
.save
) bind
.save
->RemovePlayer(this);
15309 save
->AddPlayer(this);
15312 if(permanent
) save
->SetCanReset(false);
15315 bind
.perm
= permanent
;
15316 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());
15323 void Player::SendRaidInfo()
15325 uint32 counter
= 0;
15327 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15329 size_t p_counter
= data
.wpos();
15330 data
<< uint32(counter
); // placeholder
15332 time_t now
= time(NULL
);
15334 for(int i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15336 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15338 if(itr
->second
.perm
)
15340 InstanceSave
*save
= itr
->second
.save
;
15341 data
<< uint32(save
->GetMapId()); // map id
15342 data
<< uint32(save
->GetDifficulty()); // difficulty
15343 data
<< uint64(save
->GetInstanceId()); // instance id
15344 data
<< uint32(save
->GetResetTime() - now
); // reset time
15345 data
<< uint32(0); // is extended
15350 data
.put
<uint32
>(p_counter
, counter
);
15351 GetSession()->SendPacket(&data
);
15355 - called on every successful teleportation to a map
15357 void Player::SendSavedInstances()
15359 bool hasBeenSaved
= false;
15362 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15364 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15366 if(itr
->second
.perm
) // only permanent binds are sent
15368 hasBeenSaved
= true;
15374 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15375 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15376 data
<< uint32(hasBeenSaved
);
15377 GetSession()->SendPacket(&data
);
15382 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15384 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15386 if(itr
->second
.perm
)
15388 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15389 data
<< uint32(itr
->second
.save
->GetMapId());
15390 GetSession()->SendPacket(&data
);
15396 /// convert the player's binds to the group
15397 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15399 bool has_binds
= false;
15400 bool has_solo
= false;
15402 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15403 assert(player_guid
);
15405 // copy all binds to the group, when changing leader it's assumed the character
15406 // will not have any solo binds
15410 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15412 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15415 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15416 // permanent binds are not removed
15417 if(!itr
->second
.perm
)
15419 player
->UnbindInstance(itr
, i
, true); // increments itr
15428 // if the player's not online we don't know what binds it has
15429 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
));
15430 // the following should not get executed when changing leaders
15431 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15434 bool Player::_LoadHomeBind(QueryResult
*result
)
15436 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
15439 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
15444 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15447 Field
*fields
= result
->Fetch();
15448 m_homebindMapId
= fields
[0].GetUInt32();
15449 m_homebindZoneId
= fields
[1].GetUInt16();
15450 m_homebindX
= fields
[2].GetFloat();
15451 m_homebindY
= fields
[3].GetFloat();
15452 m_homebindZ
= fields
[4].GetFloat();
15455 MapEntry
const* bindMapEntry
= sMapStore
.LookupEntry(m_homebindMapId
);
15457 // accept saved data only for valid position (and non instanceable), and accessable
15458 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15459 !bindMapEntry
->Instanceable() && GetSession()->Expansion() >= bindMapEntry
->Expansion())
15464 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15469 m_homebindMapId
= info
->mapId
;
15470 m_homebindZoneId
= info
->zoneId
;
15471 m_homebindX
= info
->positionX
;
15472 m_homebindY
= info
->positionY
;
15473 m_homebindZ
= info
->positionZ
;
15475 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
);
15478 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
15479 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15484 /*********************************************************/
15485 /*** SAVE SYSTEM ***/
15486 /*********************************************************/
15488 void Player::SaveToDB()
15490 // delay auto save at any saves (manual, in code, or autosave)
15491 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15493 //lets allow only players in world to be saved
15494 if(IsBeingTeleportedFar())
15496 ScheduleDelayedOperation(DELAYED_SAVE_PLAYER
);
15500 // first save/honor gain after midnight will also update the player's honor fields
15501 UpdateHonorFields();
15503 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
15504 //save, far from tavern/city
15505 //save, but in tavern/city
15506 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15509 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15510 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
15511 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
15512 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
15513 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
15514 uint32 tmp_displayid
= GetDisplayId();
15516 // Set player sit state to standing on save, also stealth and shifted form
15517 SetByteValue(UNIT_FIELD_BYTES_1
, 0, UNIT_STAND_STATE_STAND
);
15518 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
15519 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_STUNNED
);
15521 bool inworld
= IsInWorld();
15523 CharacterDatabase
.BeginTransaction();
15525 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15527 std::string sql_name
= m_name
;
15528 CharacterDatabase
.escape_string(sql_name
);
15530 std::ostringstream ss
;
15531 ss
<< "INSERT INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
15532 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15533 "taximask, online, cinematic, "
15534 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15535 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15536 "death_expire_time, taxi_path, arena_pending_points, bgid, bgteam, bgmap, bgx, bgy, bgz, bgo) VALUES ("
15537 << GetGUIDLow() << ", "
15538 << GetSession()->GetAccountId() << ", '"
15539 << sql_name
<< "', "
15540 << (uint32
)getRace() << ", "
15541 << (uint32
)getClass() << ", "
15542 << (uint32
)getGender() << ", "
15543 << getLevel() << ", "
15544 << GetUInt32Value(PLAYER_XP
) << ", "
15545 << GetMoney() << ", "
15546 << GetUInt32Value(PLAYER_BYTES
) << ", "
15547 << GetUInt32Value(PLAYER_BYTES_2
) << ", "
15548 << GetUInt32Value(PLAYER_FLAGS
) << ", ";
15550 if(!IsBeingTeleported())
15552 ss
<< GetMapId() << ", "
15553 << (uint32
)GetDifficulty() << ", "
15554 << finiteAlways(GetPositionX()) << ", "
15555 << finiteAlways(GetPositionY()) << ", "
15556 << finiteAlways(GetPositionZ()) << ", "
15557 << finiteAlways(GetOrientation()) << ", '";
15561 ss
<< GetTeleportDest().mapid
<< ", "
15562 << (uint32
)GetDifficulty() << ", "
15563 << finiteAlways(GetTeleportDest().coord_x
) << ", "
15564 << finiteAlways(GetTeleportDest().coord_y
) << ", "
15565 << finiteAlways(GetTeleportDest().coord_z
) << ", "
15566 << finiteAlways(GetTeleportDest().orientation
) << ", '";
15570 for( i
= 0; i
< m_valuesCount
; ++i
)
15572 ss
<< GetUInt32Value(i
) << " ";
15577 ss
<< m_taxi
; // string with TaxiMaskSize numbers
15580 ss
<< (inworld
? 1 : 0);
15586 ss
<< m_Played_time
[0];
15588 ss
<< m_Played_time
[1];
15591 ss
<< finiteAlways(m_rest_bonus
);
15593 ss
<< (uint64
)time(NULL
);
15595 ss
<< is_save_resting
;
15597 ss
<< m_resetTalentsCost
;
15599 ss
<< (uint64
)m_resetTalentsTime
;
15602 ss
<< finiteAlways(m_movementInfo
.t_x
);
15604 ss
<< finiteAlways(m_movementInfo
.t_y
);
15606 ss
<< finiteAlways(m_movementInfo
.t_z
);
15608 ss
<< finiteAlways(m_movementInfo
.t_o
);
15611 ss
<< m_transport
->GetGUIDLow();
15616 ss
<< m_ExtraFlags
;
15619 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
15622 ss
<< uint32(m_atLoginFlags
);
15628 ss
<< (uint64
)m_deathExpireTime
;
15631 ss
<< m_taxi
.SaveTaxiDestinationsToString();
15633 ss
<< GetBattleGroundId();
15637 ss
<< m_bgEntryPoint
.mapid
<< ", "
15638 << finiteAlways(m_bgEntryPoint
.coord_x
) << ", "
15639 << finiteAlways(m_bgEntryPoint
.coord_y
) << ", "
15640 << finiteAlways(m_bgEntryPoint
.coord_z
) << ", "
15641 << finiteAlways(m_bgEntryPoint
.orientation
);
15644 CharacterDatabase
.Execute( ss
.str().c_str() );
15646 if(m_mailsUpdated
) //save mails only when needed
15650 _SaveQuestStatus();
15651 _SaveDailyQuestStatus();
15653 _SaveSpellCooldowns();
15656 m_achievementMgr
.SaveToDB();
15657 m_reputationMgr
.SaveToDB();
15658 _SaveEquipmentSets();
15659 GetSession()->SaveTutorialsData(); // changed only while character in game
15661 CharacterDatabase
.CommitTransaction();
15663 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15664 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
15665 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
15666 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
15667 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
15669 // save pet (hunter pet level and experience and all type pets health/mana).
15670 if(Pet
* pet
= GetPet())
15671 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15674 // fast save function for item/money cheating preventing - save only inventory and money state
15675 void Player::SaveInventoryAndGoldToDB()
15681 void Player::SaveGoldToDB()
15683 CharacterDatabase
.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow());
15686 void Player::_SaveActions()
15688 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15690 switch (itr
->second
.uState
)
15692 case ACTIONBUTTON_NEW
:
15693 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type) VALUES ('%u', '%u', '%u', '%u')",
15694 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.GetAction(), (uint32
)itr
->second
.GetType() );
15695 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15698 case ACTIONBUTTON_CHANGED
:
15699 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid= '%u' AND button= '%u' ",
15700 (uint32
)itr
->second
.GetAction(), (uint32
)itr
->second
.GetType(), GetGUIDLow(), (uint32
)itr
->first
);
15701 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15704 case ACTIONBUTTON_DELETED
:
15705 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15706 m_actionButtons
.erase(itr
++);
15715 void Player::_SaveAuras()
15717 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15719 AuraMap
const& auras
= GetAuras();
15724 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15725 uint32 stackCounter
= 1;
15727 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15729 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15731 AuraMap::const_iterator itr2
= itr
;
15732 // save previous spellEffectPair to db
15735 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
15737 //skip all auras from spells that are passive or need a shapeshift
15738 if (!(itr2
->second
->IsPassive() || itr2
->second
->IsRemovedOnShapeLost()))
15740 //do not save single target auras (unless they were cast by the player)
15741 if (!(itr2
->second
->GetCasterGUID() != GetGUID() && itr2
->second
->IsSingleTarget()))
15744 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15745 for (i
= 0; i
< 3; ++i
)
15746 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
15747 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
15752 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15753 "VALUES ('%u', '" UI64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15754 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()));
15759 if(itr
== auras
.end())
15763 if (lastEffectPair
== itr
->first
)
15767 lastEffectPair
= itr
->first
;
15773 void Player::_SaveInventory()
15775 // force items in buyback slots to new state
15776 // and remove those that aren't already
15777 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; ++i
)
15779 Item
*item
= m_items
[i
];
15780 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15781 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15782 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15783 m_items
[i
]->FSetState(ITEM_NEW
);
15786 // update enchantment durations
15787 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15789 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15793 if (m_itemUpdateQueue
.empty()) return;
15795 // do not save if the update queue is corrupt
15796 bool error
= false;
15797 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15799 Item
*item
= m_itemUpdateQueue
[i
];
15800 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15801 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15805 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());
15808 else if (test
!= item
)
15810 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());
15817 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15818 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15822 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15824 Item
*item
= m_itemUpdateQueue
[i
];
15825 if(!item
) continue;
15827 Bag
*container
= item
->GetContainer();
15828 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15830 switch(item
->GetState())
15833 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());
15836 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());
15839 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15841 case ITEM_UNCHANGED
:
15845 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15847 m_itemUpdateQueue
.clear();
15850 void Player::_SaveMail()
15852 if (!m_mailsLoaded
)
15855 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
15858 if (m
->state
== MAIL_STATE_CHANGED
)
15860 CharacterDatabase
.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" UI64FMTD
"', deliver_time = '" UI64FMTD
"',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15861 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15862 if(m
->removedItems
.size())
15864 for(std::vector
<uint32
>::const_iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15865 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15866 m
->removedItems
.clear();
15868 m
->state
= MAIL_STATE_UNCHANGED
;
15870 else if (m
->state
== MAIL_STATE_DELETED
)
15873 for(std::vector
<MailItemInfo
>::const_iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15874 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15876 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15877 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15878 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15882 //deallocate deleted mails...
15883 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15885 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15890 itr
= m_mail
.begin();
15896 m_mailsUpdated
= false;
15899 void Player::_SaveQuestStatus()
15901 // we don't need transactions here.
15902 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15904 switch (i
->second
.uState
)
15907 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15908 "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15909 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]);
15911 case QUEST_CHANGED
:
15912 CharacterDatabase
.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD
"',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15913 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
);
15915 case QUEST_UNCHANGED
:
15918 i
->second
.uState
= QUEST_UNCHANGED
;
15922 void Player::_SaveDailyQuestStatus()
15924 if(!m_DailyQuestChanged
)
15927 m_DailyQuestChanged
= false;
15929 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15931 // we don't need transactions here.
15932 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15933 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15934 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15935 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD
"')",
15936 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15939 void Player::_SaveSpells()
15941 for (PlayerSpellMap::iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end();)
15943 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15944 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15946 // add only changed/new not dependent spells
15947 if (!itr
->second
->dependent
&& (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
))
15948 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);
15950 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15952 delete itr
->second
;
15953 m_spells
.erase(itr
++);
15957 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15964 void Player::outDebugValues() const
15966 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15969 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15970 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15971 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15972 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15973 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15974 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15975 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15976 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15977 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15978 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15979 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15980 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15983 /*********************************************************/
15984 /*** FLOOD FILTER SYSTEM ***/
15985 /*********************************************************/
15987 void Player::UpdateSpeakTime()
15989 // ignore chat spam protection for GMs in any mode
15990 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15993 time_t current
= time (NULL
);
15994 if(m_speakTime
> current
)
15996 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
16001 if(m_speakCount
>= max_count
)
16003 // prevent overwrite mute time, if message send just before mutes set, for example.
16004 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
16005 if(GetSession()->m_muteTime
< new_mute
)
16006 GetSession()->m_muteTime
= new_mute
;
16014 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
16017 bool Player::CanSpeak() const
16019 return GetSession()->m_muteTime
<= time (NULL
);
16022 /*********************************************************/
16023 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
16024 /*********************************************************/
16026 void Player::SendAttackSwingNotInRange()
16028 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
16029 GetSession()->SendPacket( &data
);
16032 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
16034 std::ostringstream ss
;
16035 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
16036 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
16037 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
16038 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
16039 sLog
.outDebug(ss
.str().c_str());
16040 CharacterDatabase
.Execute(ss
.str().c_str());
16043 void Player::SaveDataFieldToDB()
16045 std::ostringstream ss
;
16046 ss
<<"UPDATE characters SET data='";
16048 for(uint16 i
= 0; i
< m_valuesCount
; ++i
)
16050 ss
<< GetUInt32Value(i
) << " ";
16052 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
16054 CharacterDatabase
.Execute(ss
.str().c_str());
16057 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
16059 std::ostringstream ss2
;
16060 ss2
<<"UPDATE characters SET data='";
16062 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
16064 ss2
<<tokens
[i
]<<" ";
16066 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
16068 return CharacterDatabase
.Execute(ss2
.str().c_str());
16071 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
16074 snprintf(buf
,11,"%u",value
);
16076 if(index
>= tokens
.size())
16079 tokens
[index
] = buf
;
16082 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
16085 if(!LoadValuesArrayFromDB(tokens
,guid
))
16088 if(index
>= tokens
.size())
16092 snprintf(buf
,11,"%u",value
);
16093 tokens
[index
] = buf
;
16095 SaveValuesArrayInDB(tokens
,guid
);
16098 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
16101 memcpy(&temp
, &value
, sizeof(value
));
16102 Player::SetUInt32ValueInDB(index
, temp
, guid
);
16105 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
16108 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid
));
16112 Field
* fields
= result
->Fetch();
16114 uint32 player_bytes2
= fields
[0].GetUInt32();
16115 player_bytes2
&= ~0xFF;
16116 player_bytes2
|= facialHair
;
16118 CharacterDatabase
.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender
, skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24), player_bytes2
, GUID_LOPART(guid
));
16123 void Player::SendAttackSwingDeadTarget()
16125 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
16126 GetSession()->SendPacket( &data
);
16129 void Player::SendAttackSwingCantAttack()
16131 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
16132 GetSession()->SendPacket( &data
);
16135 void Player::SendAttackSwingCancelAttack()
16137 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
16138 GetSession()->SendPacket( &data
);
16141 void Player::SendAttackSwingBadFacingAttack()
16143 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
16144 GetSession()->SendPacket( &data
);
16147 void Player::SendAutoRepeatCancel()
16149 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, GetPackGUID().size());
16150 data
.append(GetPackGUID()); // may be it's target guid
16151 GetSession()->SendPacket( &data
);
16154 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
16156 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
16158 data
<< Experience
;
16159 GetSession()->SendPacket(&data
);
16162 void Player::SendDungeonDifficulty(bool IsInGroup
)
16164 uint8 val
= 0x00000001;
16165 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
16166 data
<< (uint32
)GetDifficulty();
16167 data
<< uint32(val
);
16168 data
<< uint32(IsInGroup
);
16169 GetSession()->SendPacket(&data
);
16172 void Player::SendResetFailedNotify(uint32 mapid
)
16174 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
16175 data
<< uint32(mapid
);
16176 GetSession()->SendPacket(&data
);
16179 /// Reset all solo instances and optionally send a message on success for each
16180 void Player::ResetInstances(uint8 method
)
16182 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16184 // we assume that when the difficulty changes, all instances that can be reset will be
16185 uint8 dif
= GetDifficulty();
16187 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
16189 InstanceSave
*p
= itr
->second
.save
;
16190 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
16191 if(!entry
|| !p
->CanReset())
16197 if(method
== INSTANCE_RESET_ALL
)
16199 // the "reset all instances" method can only reset normal maps
16200 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
16207 // if the map is loaded, reset it
16208 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
16209 if(map
&& map
->IsDungeon())
16210 ((InstanceMap
*)map
)->Reset(method
);
16212 // since this is a solo instance there should not be any players inside
16213 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
16214 SendResetInstanceSuccess(p
->GetMapId());
16217 m_boundInstances
[dif
].erase(itr
++);
16219 // the following should remove the instance save from the manager and delete it as well
16220 p
->RemovePlayer(this);
16224 void Player::SendResetInstanceSuccess(uint32 MapId
)
16226 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
16228 GetSession()->SendPacket(&data
);
16231 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16233 // TODO: find what other fail reasons there are besides players in the instance
16234 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16237 GetSession()->SendPacket(&data
);
16240 /*********************************************************/
16241 /*** Update timers ***/
16242 /*********************************************************/
16244 ///checks the 15 afk reports per 5 minutes limit
16245 void Player::UpdateAfkReport(time_t currTime
)
16247 if(m_bgAfkReportedTimer
<= currTime
)
16249 m_bgAfkReportedCount
= 0;
16250 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
16254 void Player::UpdateContestedPvP(uint32 diff
)
16256 if(!m_contestedPvPTimer
||isInCombat())
16258 if(m_contestedPvPTimer
<= diff
)
16260 ResetContestedPvP();
16263 m_contestedPvPTimer
-= diff
;
16266 void Player::UpdatePvPFlag(time_t currTime
)
16270 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16276 void Player::UpdateDuelFlag(time_t currTime
)
16278 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16281 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16282 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16284 duel
->startTimer
= 0;
16285 duel
->startTime
= currTime
;
16286 duel
->opponent
->duel
->startTimer
= 0;
16287 duel
->opponent
->duel
->startTime
= currTime
;
16290 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16295 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16297 //returning of reagents only for players, so best done here
16298 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16299 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16303 for(uint32 i
= 0; i
< 7; ++i
)
16305 if(spellInfo
->Reagent
[i
] > 0)
16307 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16308 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16309 if( msg
== EQUIP_ERR_OK
)
16311 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16313 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16318 m_temporaryUnsummonedPetNumber
= 0;
16321 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16324 // only if current pet in slot
16325 switch(pet
->getPetType())
16331 RemoveGuardian(pet
);
16334 if(GetPetGUID() == pet
->GetGUID())
16343 switch(pet
->GetEntry())
16345 //warlock pets except imp are removed(?) when logging out
16350 mode
= PET_SAVE_NOT_IN_SLOT
;
16355 pet
->SavePetToDB(mode
);
16357 pet
->AddObjectToRemoveList();
16358 pet
->m_removed
= true;
16360 if(pet
->isControlled())
16362 RemovePetActionBar();
16365 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16369 void Player::RemoveMiniPet()
16371 if(Pet
* pet
= GetMiniPet())
16373 pet
->Remove(PET_SAVE_AS_DELETED
);
16378 Pet
* Player::GetMiniPet()
16382 return ObjectAccessor::GetPet(m_miniPet
);
16385 void Player::Uncharm()
16387 Unit
* charm
= GetCharm();
16391 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
16392 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
16395 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16397 *data
<< (uint8
)msgtype
;
16398 *data
<< (uint32
)language
;
16399 *data
<< (uint64
)GetGUID();
16400 *data
<< (uint32
)language
; //language 2.1.0 ?
16401 *data
<< (uint64
)GetGUID();
16402 *data
<< (uint32
)(text
.length()+1);
16404 *data
<< (uint8
)chatTag();
16407 void Player::Say(const std::string
& text
, const uint32 language
)
16409 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16410 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16411 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16414 void Player::Yell(const std::string
& text
, const uint32 language
)
16416 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16417 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16418 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16421 void Player::TextEmote(const std::string
& text
)
16423 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16424 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16425 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16428 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16430 if (language
!= LANG_ADDON
) // if not addon data
16431 language
= LANG_UNIVERSAL
; // whispers should always be readable
16433 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
16435 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16436 if(!rPlayer
->isDND() || isGameMaster())
16438 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16439 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16440 rPlayer
->GetSession()->SendPacket(&data
);
16442 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16443 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16444 GetSession()->SendPacket(&data
);
16448 // announce to player that player he is whispering to is dnd and cannot receive his message
16449 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16452 if(!isAcceptWhispers())
16454 SetAcceptWhispers(true);
16455 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16458 // announce to player that player he is whispering to is afk
16459 if(rPlayer
->isAFK())
16460 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16462 // if player whisper someone, auto turn of dnd to be able to receive an answer
16463 if(isDND() && !rPlayer
->isGameMaster())
16467 void Player::PetSpellInitialize()
16469 Pet
* pet
= GetPet();
16474 sLog
.outDebug("Pet Spells Groups");
16476 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16478 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
16479 data
<< uint64(pet
->GetGUID());
16480 data
<< uint16(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16482 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16485 charmInfo
->BuildActionBar(&data
);
16487 size_t spellsCountPos
= data
.wpos();
16491 data
<< uint8(addlist
); // placeholder
16493 if (pet
->IsPermanentPetFor(this))
16496 for (PetSpellMap::const_iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16498 if(itr
->second
.state
== PETSPELL_REMOVED
)
16501 data
<< uint32(MAKE_UNIT_ACTION_BUTTON(itr
->first
,itr
->second
.active
));
16506 data
.put
<uint8
>(spellsCountPos
, addlist
);
16508 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16509 data
<< uint8(cooldownsCount
);
16511 time_t curTime
= time(NULL
);
16513 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16515 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16517 data
<< uint32(itr
->first
); // spellid
16518 data
<< uint16(0); // spell category?
16519 data
<< uint32(cooldown
); // cooldown
16520 data
<< uint32(0); // category cooldown
16523 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16525 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16527 data
<< uint32(itr
->first
); // spellid
16528 data
<< uint16(0); // spell category?
16529 data
<< uint32(0); // cooldown
16530 data
<< uint32(cooldown
); // category cooldown
16533 GetSession()->SendPacket(&data
);
16536 void Player::PossessSpellInitialize()
16538 Unit
* charm
= GetCharm();
16543 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16547 sLog
.outError("Player::PossessSpellInitialize(): charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
16551 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
16552 data
<< uint64(charm
->GetGUID());
16557 charmInfo
->BuildActionBar(&data
);
16559 data
<< uint8(0); // spells count
16560 data
<< uint8(0); // cooldowns count
16562 GetSession()->SendPacket(&data
);
16565 void Player::CharmSpellInitialize()
16567 Unit
* charm
= GetCharm();
16572 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16575 sLog
.outError("Player::CharmSpellInitialize(): the player's charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
16581 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16583 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16585 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16587 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16589 if(charmInfo
->GetCharmSpell(i
)->GetAction())
16595 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+4*addlist
+1);
16596 data
<< uint64(charm
->GetGUID());
16600 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16601 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16603 data
<< uint8(0) << uint8(0) << uint16(0);
16605 charmInfo
->BuildActionBar(&data
);
16607 data
<< uint8(addlist
);
16611 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16613 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16614 if(cspell
->GetAction())
16615 data
<< uint32(cspell
->packedData
);
16619 data
<< uint8(0); // cooldowns count
16621 GetSession()->SendPacket(&data
);
16624 void Player::RemovePetActionBar()
16626 WorldPacket
data(SMSG_PET_SPELLS
, 8);
16628 SendDirectMessage(&data
);
16631 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16633 if (!mod
|| !spellInfo
)
16636 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16638 // prevent apply to any spell except spell that trigger expire
16641 if(mod
->lastAffected
!= spell
)
16644 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16648 return spellmgr
.IsAffectedByMod(spellInfo
, mod
);
16651 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16653 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16655 for(int eff
=0;eff
<96;++eff
)
16659 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
16660 else _mask2
= uint64(1) << (eff
-64);
16661 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
16664 for (SpellModList::const_iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16666 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
16667 val
+= (*itr
)->value
;
16669 val
+= apply
? mod
->value
: -(mod
->value
);
16670 WorldPacket
data(Opcode
, (1+1+4));
16671 data
<< uint8(eff
);
16672 data
<< uint8(mod
->op
);
16673 data
<< int32(val
);
16674 SendDirectMessage(&data
);
16679 m_spellMods
[mod
->op
].push_back(mod
);
16682 if (mod
->charges
== -1)
16683 --m_SpellModRemoveCount
;
16684 m_spellMods
[mod
->op
].remove(mod
);
16689 void Player::RemoveSpellMods(Spell
const* spell
)
16691 if(!spell
|| (m_SpellModRemoveCount
== 0))
16694 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16696 for (SpellModList::const_iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16698 SpellModifier
*mod
= *itr
;
16701 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16703 RemoveAurasDueToSpell(mod
->spellId
);
16704 if (m_spellMods
[i
].empty())
16707 itr
= m_spellMods
[i
].begin();
16713 // send Proficiency
16714 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16716 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16717 data
<< pr1
<< pr2
;
16718 GetSession()->SendPacket (&data
);
16721 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16723 QueryResult
*result
= NULL
;
16725 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16727 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16730 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.
16731 { // and SendPetitionQueryOpcode reads data from the DB
16732 Field
*fields
= result
->Fetch();
16733 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16734 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16736 // send update if charter owner in game
16737 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16739 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16741 } while ( result
->NextRow() );
16746 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16748 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16751 CharacterDatabase
.BeginTransaction();
16754 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16755 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16759 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16760 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16762 CharacterDatabase
.CommitTransaction();
16765 void Player::LeaveAllArenaTeams(uint64 guid
)
16767 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
));
16773 Field
*fields
= result
->Fetch();
16774 uint32 at_id
= fields
[0].GetUInt32();
16777 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
16779 at
->DelMember(guid
);
16781 } while (result
->NextRow());
16786 void Player::SetRestBonus (float rest_bonus_new
)
16788 // Prevent resting on max level
16789 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16790 rest_bonus_new
= 0;
16792 if(rest_bonus_new
< 0)
16793 rest_bonus_new
= 0;
16795 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16797 if(rest_bonus_new
> rest_bonus_max
)
16798 m_rest_bonus
= rest_bonus_max
;
16800 m_rest_bonus
= rest_bonus_new
;
16802 // update data for client
16803 if(m_rest_bonus
>10)
16804 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16805 else if(m_rest_bonus
<=1)
16806 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16809 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16812 void Player::HandleStealthedUnitsDetection()
16814 std::list
<Unit
*> stealthedUnits
;
16816 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16818 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16819 cell
.SetNoCreate();
16821 MaNGOS::AnyStealthedCheck u_check
;
16822 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(this,stealthedUnits
, u_check
);
16824 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16825 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16827 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16828 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap());
16829 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap());
16831 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16835 i
= stealthedUnits
.erase(i
);
16839 if ((*i
)->isVisibleForOrDetect(this,true))
16842 (*i
)->SendUpdateToPlayer(this);
16843 m_clientGUIDs
.insert((*i
)->GetGUID());
16845 #ifdef MANGOS_DEBUG
16846 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16847 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16850 // target aura duration for caster show only if target exist at caster client
16851 // send data at target visibility change (adding to client)
16852 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16853 SendAurasForTarget(*i
);
16855 i
= stealthedUnits
.erase(i
);
16863 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, Creature
* npc
/*= NULL*/, uint32 spellid
/*= 0*/)
16865 if(nodes
.size() < 2)
16868 // 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
16869 if(GetSession()->isLogingOut() || isInCombat())
16871 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16872 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16873 GetSession()->SendPacket(&data
);
16877 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16883 // not let cheating with start flight mounted
16886 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16887 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16888 GetSession()->SendPacket(&data
);
16892 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16894 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16895 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16896 GetSession()->SendPacket(&data
);
16900 // 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
16901 if(IsNonMeleeSpellCasted(false))
16903 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16904 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16905 GetSession()->SendPacket(&data
);
16909 // cast case or scripted call case
16912 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
16914 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16915 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
16917 if(m_currentSpells
[CURRENT_GENERIC_SPELL
] && m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Id
!= spellid
)
16918 InterruptSpell(CURRENT_GENERIC_SPELL
,false);
16920 InterruptSpell(CURRENT_AUTOREPEAT_SPELL
,false);
16922 if(m_currentSpells
[CURRENT_CHANNELED_SPELL
] && m_currentSpells
[CURRENT_CHANNELED_SPELL
]->m_spellInfo
->Id
!= spellid
)
16923 InterruptSpell(CURRENT_CHANNELED_SPELL
,true);
16926 uint32 sourcenode
= nodes
[0];
16928 // starting node too far away (cheat?)
16929 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16932 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16933 data
<< uint32(ERR_TAXINOSUCHPATH
);
16934 GetSession()->SendPacket(&data
);
16938 // check node starting pos data set case if provided
16939 if (node
->x
!= 0.0f
|| node
->y
!= 0.0f
|| node
->z
!= 0.0f
)
16941 if (node
->map_id
!= GetMapId() ||
16942 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16943 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16944 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16945 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
))
16947 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16948 data
<< uint32(ERR_TAXITOOFARAWAY
);
16949 GetSession()->SendPacket(&data
);
16953 // node must have pos if taxi master case (npc != NULL)
16956 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16957 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16958 GetSession()->SendPacket(&data
);
16962 // Prepare to flight start now
16964 // stop combat at start taxi flight if any
16967 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16970 // clean not finished taxi path if any
16971 m_taxi
.ClearTaxiDestinations();
16973 // 0 element current node
16974 m_taxi
.AddTaxiDestination(sourcenode
);
16976 // fill destinations path tail
16977 uint32 sourcepath
= 0;
16978 uint32 totalcost
= 0;
16980 uint32 prevnode
= sourcenode
;
16981 uint32 lastnode
= 0;
16983 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16987 lastnode
= nodes
[i
];
16988 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16992 m_taxi
.ClearTaxiDestinations();
16998 if(prevnode
== sourcenode
)
17001 m_taxi
.AddTaxiDestination(lastnode
);
17003 prevnode
= lastnode
;
17006 // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
17007 uint32 mount_display_id
= objmgr
.GetTaxiMountDisplayId(sourcenode
, GetTeam(), npc
== NULL
);
17009 // in spell case allow 0 model
17010 if (mount_display_id
== 0 && spellid
== 0 || sourcepath
== 0)
17012 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17013 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
17014 GetSession()->SendPacket(&data
);
17015 m_taxi
.ClearTaxiDestinations();
17019 uint32 money
= GetMoney();
17022 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
17024 if(money
< totalcost
)
17026 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17027 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
17028 GetSession()->SendPacket(&data
);
17029 m_taxi
.ClearTaxiDestinations();
17033 //Checks and preparations done, DO FLIGHT
17034 ModifyMoney(-(int32
)totalcost
);
17035 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING
, totalcost
);
17036 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN
, 1);
17038 // prevent stealth flight
17039 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
17041 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17042 data
<< uint32(ERR_TAXIOK
);
17043 GetSession()->SendPacket(&data
);
17045 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
17047 GetSession()->SendDoFlight(mount_display_id
, sourcepath
);
17052 bool Player::ActivateTaxiPathTo( uint32 taxi_path_id
, uint32 spellid
/*= 0*/ )
17054 TaxiPathEntry
const* entry
= sTaxiPathStore
.LookupEntry(taxi_path_id
);
17058 std::vector
<uint32
> nodes
;
17061 nodes
[0] = entry
->from
;
17062 nodes
[1] = entry
->to
;
17064 return ActivateTaxiPathTo(nodes
,NULL
,spellid
);
17067 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
17069 // last check 2.0.10
17070 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
17072 data
<< uint8(0x0); // flags (0x1, 0x2)
17073 time_t curTime
= time(NULL
);
17074 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17076 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
17078 uint32 unSpellId
= itr
->first
;
17079 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
17086 // Not send cooldown for this spells
17087 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
17090 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
17092 data
<< uint32(unSpellId
);
17093 data
<< uint32(unTimeMs
); // in m.secs
17094 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/IN_MILISECONDS
);
17097 GetSession()->SendPacket(&data
);
17100 void Player::InitDataForForm(bool reapplyMods
)
17102 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
17103 if(ssEntry
&& ssEntry
->attackSpeed
)
17105 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
17106 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
17107 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
17110 SetRegularAttackTime();
17116 if(getPowerType()!=POWER_ENERGY
)
17117 setPowerType(POWER_ENERGY
);
17121 case FORM_DIREBEAR
:
17123 if(getPowerType()!=POWER_RAGE
)
17124 setPowerType(POWER_RAGE
);
17127 default: // 0, for example
17129 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
17130 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
17131 setPowerType(Powers(cEntry
->powerType
));
17136 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17138 UpdateEquipSpellsAtFormChange();
17140 UpdateAttackPowerAndDamage();
17141 UpdateAttackPowerAndDamage(true);
17144 void Player::InitDisplayIds()
17146 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
17149 sLog
.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
17153 uint8 gender
= getGender();
17156 case GENDER_FEMALE
:
17157 SetDisplayId(info
->displayId_f
);
17158 SetNativeDisplayId(info
->displayId_f
);
17161 SetDisplayId(info
->displayId_m
);
17162 SetNativeDisplayId(info
->displayId_m
);
17165 sLog
.outError("Invalid gender %u for player",gender
);
17170 // Return true is the bought item has a max count to force refresh of window by caller
17171 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint8 bag
, uint8 slot
)
17173 // cheating attempt
17174 if (count
< 1) count
= 1;
17179 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
17182 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
17186 Creature
*pCreature
= GetNPCIfCanInteractWith(vendorguid
,UNIT_NPC_FLAG_VENDOR
);
17189 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
17190 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
17194 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
17195 if(!vItems
|| vItems
->Empty())
17197 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17201 size_t vendor_slot
= vItems
->FindItemSlot(item
);
17202 if (vendor_slot
>= vItems
->GetItemCount())
17204 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17208 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
17210 // check current item amount if it limited
17211 if (crItem
->maxcount
!= 0)
17213 if (pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
17215 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
17220 if (uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
17222 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
17226 if (crItem
->ExtendedCost
)
17228 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17231 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
17235 // honor points price
17236 if (GetHonorPoints() < (iece
->reqhonorpoints
* count
))
17238 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
17242 // arena points price
17243 if (GetArenaPoints() < (iece
->reqarenapoints
* count
))
17245 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
17250 for (uint8 i
= 0; i
< 5; ++i
)
17252 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
17254 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
17259 // check for personal arena rating requirement
17260 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
17262 // probably not the proper equip err
17263 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
17268 uint32 price
= pProto
->BuyPrice
* count
;
17270 // reputation discount
17271 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
17273 if (GetMoney() < price
)
17275 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17279 if ((bag
== NULL_BAG
&& slot
== NULL_SLOT
) || IsInventoryPos(bag
, slot
))
17281 ItemPosCountVec dest
;
17282 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17283 if (msg
!= EQUIP_ERR_OK
)
17285 SendEquipError( msg
, NULL
, NULL
);
17289 ModifyMoney( -(int32
)price
);
17290 if (crItem
->ExtendedCost
) // case for new honor system
17292 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17293 if (iece
->reqhonorpoints
)
17294 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17295 if (iece
->reqarenapoints
)
17296 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17297 for (uint8 i
= 0; i
< 5; ++i
)
17299 if (iece
->reqitem
[i
])
17300 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17304 if (Item
*it
= StoreNewItem( dest
, item
, true ))
17306 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17308 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17309 data
<< pCreature
->GetGUID();
17310 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17311 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17312 data
<< (uint32
)count
;
17313 GetSession()->SendPacket(&data
);
17315 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17318 else if (IsEquipmentPos(bag
, slot
))
17320 if (pProto
->BuyCount
* count
!= 1)
17322 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17327 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17328 if (msg
!= EQUIP_ERR_OK
)
17330 SendEquipError( msg
, NULL
, NULL
);
17334 ModifyMoney( -(int32
)price
);
17335 if (crItem
->ExtendedCost
) // case for new honor system
17337 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17338 if (iece
->reqhonorpoints
)
17339 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17340 if (iece
->reqarenapoints
)
17341 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17342 for (uint8 i
= 0; i
< 5; ++i
)
17344 if(iece
->reqitem
[i
])
17345 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17349 if (Item
*it
= EquipNewItem( dest
, item
, true ))
17351 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17353 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17354 data
<< pCreature
->GetGUID();
17355 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17356 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17357 data
<< (uint32
)count
;
17358 GetSession()->SendPacket(&data
);
17360 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17362 AutoUnequipOffhandIfNeed();
17367 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17371 return crItem
->maxcount
!= 0;
17374 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17376 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17377 // the personal rating of the arena team must match the required limit as well
17378 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17379 uint32 max_personal_rating
= 0;
17380 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17382 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17384 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
17385 uint32 t_rating
= at
->GetRating();
17386 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
17387 if(max_personal_rating
< p_rating
)
17388 max_personal_rating
= p_rating
;
17391 return max_personal_rating
;
17394 void Player::UpdateHomebindTime(uint32 time
)
17396 // GMs never get homebind timer online
17397 if (m_InstanceValid
|| isGameMaster())
17399 if(m_HomebindTimer
) // instance valid, but timer not reset
17402 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17405 GetSession()->SendPacket(&data
);
17407 // instance is valid, reset homebind timer
17408 m_HomebindTimer
= 0;
17410 else if (m_HomebindTimer
> 0)
17412 if (time
>= m_HomebindTimer
)
17414 // teleport to nearest graveyard
17415 RepopAtGraveyard();
17418 m_HomebindTimer
-= time
;
17422 // instance is invalid, start homebind timer
17423 m_HomebindTimer
= 60000;
17424 // send message to player
17425 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17426 data
<< m_HomebindTimer
;
17428 GetSession()->SendPacket(&data
);
17429 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17433 void Player::UpdatePvP(bool state
, bool ovrride
)
17435 if(!state
|| ovrride
)
17438 pvpInfo
.endTimer
= 0;
17442 if(pvpInfo
.endTimer
!= 0)
17443 pvpInfo
.endTimer
= time(NULL
);
17449 void Player::AddSpellAndCategoryCooldowns(SpellEntry
const* spellInfo
, uint32 itemId
, Spell
* spell
, bool infinityCooldown
)
17451 // init cooldown values
17456 // some special item spells without correct cooldown in SpellInfo
17457 // cooldown information stored in item prototype
17458 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17462 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(itemId
))
17464 for(int idx
= 0; idx
< 5; ++idx
)
17466 if(proto
->Spells
[idx
].SpellId
== spellInfo
->Id
)
17468 cat
= proto
->Spells
[idx
].SpellCategory
;
17469 rec
= proto
->Spells
[idx
].SpellCooldown
;
17470 catrec
= proto
->Spells
[idx
].SpellCategoryCooldown
;
17477 // if no cooldown found above then base at DBC data
17478 if(rec
< 0 && catrec
< 0)
17480 cat
= spellInfo
->Category
;
17481 rec
= spellInfo
->RecoveryTime
;
17482 catrec
= spellInfo
->CategoryRecoveryTime
;
17485 time_t curTime
= time(NULL
);
17490 // overwrite time for selected category
17491 if(infinityCooldown
)
17493 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17494 // but not allow ignore until reset or re-login
17495 catrecTime
= catrec
> 0 ? curTime
+infinityCooldownDelay
: 0;
17496 recTime
= rec
> 0 ? curTime
+infinityCooldownDelay
: catrecTime
;
17500 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17501 // prevent 0 cooldowns set by another way
17502 if (rec
<= 0 && catrec
<= 0 && (cat
== 76 || IsAutoRepeatRangedSpell(spellInfo
) && spellInfo
->Id
!= SPELL_ID_AUTOSHOT
))
17503 rec
= GetAttackTime(RANGED_ATTACK
);
17505 // Now we have cooldown data (if found any), time to apply mods
17507 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, rec
, spell
);
17510 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, catrec
, spell
);
17512 // replace negative cooldowns by 0
17513 if (rec
< 0) rec
= 0;
17514 if (catrec
< 0) catrec
= 0;
17516 // no cooldown after applying spell mods
17517 if( rec
== 0 && catrec
== 0)
17520 catrecTime
= catrec
? curTime
+catrec
/IN_MILISECONDS
: 0;
17521 recTime
= rec
? curTime
+rec
/IN_MILISECONDS
: catrecTime
;
17524 // self spell cooldown
17526 AddSpellCooldown(spellInfo
->Id
, itemId
, recTime
);
17529 if (cat
&& catrec
> 0)
17531 SpellCategoryStore::const_iterator i_scstore
= sSpellCategoryStore
.find(cat
);
17532 if(i_scstore
!= sSpellCategoryStore
.end())
17534 for(SpellCategorySet::const_iterator i_scset
= i_scstore
->second
.begin(); i_scset
!= i_scstore
->second
.end(); ++i_scset
)
17536 if(*i_scset
== spellInfo
->Id
) // skip main spell, already handled above
17539 AddSpellCooldown(*i_scset
, itemId
, catrecTime
);
17545 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
17549 sc
.itemid
= itemid
;
17550 m_spellCooldowns
[spellid
] = sc
;
17553 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
, uint32 itemId
, Spell
* spell
)
17555 // start cooldowns at server side, if any
17556 AddSpellAndCategoryCooldowns(spellInfo
,itemId
,spell
);
17558 // Send activate cooldown timer (possible 0) at client side
17559 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
17560 data
<< spellInfo
->Id
;
17562 SendDirectMessage(&data
);
17565 void Player::UpdatePotionCooldown(Spell
* spell
)
17567 // no potion used i combat or still in combat
17568 if(!m_lastPotionId
|| isInCombat())
17571 // Call not from spell cast, send cooldown event for item spells if no in combat
17574 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17575 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(m_lastPotionId
))
17576 for(int idx
= 0; idx
< 5; ++idx
)
17577 if(proto
->Spells
[idx
].SpellId
&& proto
->Spells
[idx
].SpellTrigger
== ITEM_SPELLTRIGGER_ON_USE
)
17578 if(SpellEntry
const* spellInfo
= sSpellStore
.LookupEntry(proto
->Spells
[idx
].SpellId
))
17579 SendCooldownEvent(spellInfo
,m_lastPotionId
);
17581 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17583 SendCooldownEvent(spell
->m_spellInfo
,m_lastPotionId
,spell
);
17585 m_lastPotionId
= 0;
17588 //slot to be excluded while counting
17589 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
17591 if(!enchantmentcondition
)
17594 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
17599 uint8 curcount
[4] = {0, 0, 0, 0};
17601 //counting current equipped gem colors
17602 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17606 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17607 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17609 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17611 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17615 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17619 uint32 gemid
= enchantEntry
->GemID
;
17623 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17627 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17631 uint8 GemColor
= gemProperty
->color
;
17633 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17635 if(tmpcolormask
& GemColor
)
17642 bool activate
= true;
17644 for(int i
= 0; i
< 5; ++i
)
17646 if(!Condition
->Color
[i
])
17649 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17651 // if have <CompareColor> use them as count, else use <value> from Condition
17652 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17654 switch(Condition
->Comparator
[i
])
17656 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17657 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17659 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17660 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17662 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17663 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17668 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");
17673 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17675 //cycle all equipped items
17676 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17678 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17679 if(slot
== exceptslot
)
17682 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17684 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17687 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17689 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17693 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17697 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17700 //was enchant active with/without item?
17701 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17702 //should it now be?
17703 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17705 // ignore item gem conditions
17706 //if state changed, (dis)apply enchant
17707 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17714 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17715 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17717 //cycle all equipped items
17718 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17720 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17721 if(slot
== exceptslot
)
17724 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17726 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17729 //cycle all (gem)enchants
17730 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17732 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17733 if(!enchant_id
) //if no enchant go to next enchant(slot)
17736 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17740 //only metagems to be (de)activated, so only enchants with condition
17741 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17743 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17748 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17750 if(BattleGround
*bg
= GetBattleGround())
17752 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17754 // call after remove to be sure that player resurrected for correct cast
17755 if( bg
->isBattleGround() && !isGameMaster() && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
) )
17757 if( bg
->GetStatus() == STATUS_IN_PROGRESS
|| bg
->GetStatus() == STATUS_WAIT_JOIN
)
17759 //lets check if player was teleported from BG and schedule delayed Deserter spell cast
17760 if(IsBeingTeleportedFar())
17762 ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER
);
17766 CastSpell(this, 26013, true); // Deserter
17772 bool Player::CanJoinToBattleground() const
17774 // check Deserter debuff
17775 if(GetDummyAura(26013))
17781 bool Player::CanReportAfkDueToLimit()
17783 // a player can complain about 15 people per 5 minutes
17784 if(m_bgAfkReportedCount
>= 15)
17786 ++m_bgAfkReportedCount
;
17790 ///This player has been blamed to be inactive in a battleground
17791 void Player::ReportedAfkBy(Player
* reporter
)
17793 BattleGround
*bg
= GetBattleGround();
17794 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
17797 // check if player has 'Idle' or 'Inactive' debuff
17798 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
17800 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
17801 // 3 players have to complain to apply debuff
17802 if(m_bgAfkReporter
.size() >= 3)
17804 // cast 'Idle' spell
17805 CastSpell(this, 43680, true);
17806 m_bgAfkReporter
.clear();
17811 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17813 // gamemaster in GM mode see all, including ghosts
17814 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
17817 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17818 if (InBattleGround())
17820 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
17825 // Live player see live player or dead player with not realized corpse
17826 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
17828 return isAlive() || m_deathTimer
> 0;
17831 // Ghost see other friendly ghosts, that's for sure
17832 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
17835 // Dead player see live players near own corpse
17838 Corpse
*corpse
= pl
->GetCorpse();
17841 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17842 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
17847 // and not see any other
17851 bool Player::IsVisibleGloballyFor( Player
* u
) const
17856 // Always can see self
17860 // Visible units, always are visible for all players
17861 if (GetVisibility() == VISIBILITY_ON
)
17864 // GMs are visible for higher gms (or players are visible for gms)
17865 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
17866 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
17868 // non faction visibility non-breakable for non-GMs
17869 if (GetVisibility() == VISIBILITY_OFF
)
17872 // non-gm stealth/invisibility not hide from global player lists
17876 void Player::UpdateVisibilityOf(WorldObject
* target
)
17878 if(HaveAtClient(target
))
17880 if(!target
->isVisibleForInState(this,true))
17882 target
->DestroyForPlayer(this);
17883 m_clientGUIDs
.erase(target
->GetGUID());
17885 #ifdef MANGOS_DEBUG
17886 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17887 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17893 if(target
->isVisibleForInState(this,false))
17895 target
->SendUpdateToPlayer(this);
17896 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17897 m_clientGUIDs
.insert(target
->GetGUID());
17899 #ifdef MANGOS_DEBUG
17900 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17901 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17904 // target aura duration for caster show only if target exist at caster client
17905 // send data at target visibility change (adding to client)
17906 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
17907 SendAurasForTarget((Unit
*)target
);
17909 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
17910 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17916 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17918 s64
.insert(target
->GetGUID());
17922 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17924 if(!target
->IsTransport())
17925 s64
.insert(target
->GetGUID());
17929 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17931 if(HaveAtClient(target
))
17933 if(!target
->isVisibleForInState(this,true))
17935 target
->BuildOutOfRangeUpdateBlock(&data
);
17936 m_clientGUIDs
.erase(target
->GetGUID());
17938 #ifdef MANGOS_DEBUG
17939 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17940 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
));
17946 if(target
->isVisibleForInState(this,false))
17948 visibleNow
.insert(target
);
17949 target
->BuildUpdate(data_updates
);
17950 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17951 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17953 #ifdef MANGOS_DEBUG
17954 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17955 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
));
17961 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17962 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17963 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17964 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17965 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17967 void Player::InitPrimaryProfessions()
17969 SetFreePrimaryProfessions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17972 void Player::SendComboPoints()
17974 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17977 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17978 data
.append(combotarget
->GetPackGUID());
17979 data
<< uint8(m_comboPoints
);
17980 GetSession()->SendPacket(&data
);
17984 void Player::AddComboPoints(Unit
* target
, int8 count
)
17989 // without combo points lost (duration checked in aura)
17990 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17992 if(target
->GetGUID() == m_comboTarget
)
17994 m_comboPoints
+= count
;
17999 if(Unit
* target2
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18000 target2
->RemoveComboPointHolder(GetGUIDLow());
18002 m_comboTarget
= target
->GetGUID();
18003 m_comboPoints
= count
;
18005 target
->AddComboPointHolder(GetGUIDLow());
18008 if (m_comboPoints
> 5) m_comboPoints
= 5;
18009 if (m_comboPoints
< 0) m_comboPoints
= 0;
18014 void Player::ClearComboPoints()
18019 // without combopoints lost (duration checked in aura)
18020 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18026 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18027 target
->RemoveComboPointHolder(GetGUIDLow());
18032 void Player::SetGroup(Group
*group
, int8 subgroup
)
18038 // never use SetGroup without a subgroup unless you specify NULL for group
18039 assert(subgroup
>= 0);
18040 m_group
.link(group
, this);
18041 m_group
.setSubGroup((uint8
)subgroup
);
18045 void Player::SendInitialPacketsBeforeAddToMap()
18047 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
18048 data
<< uint32(0); // unknown, may be rest state time or experience
18049 GetSession()->SendPacket(&data
);
18051 GetSocial()->SendSocialList();
18054 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
18055 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
18056 data
<< (uint32
) m_homebindMapId
;
18057 data
<< (uint32
) m_homebindZoneId
;
18058 GetSession()->SendPacket(&data
);
18060 // SMSG_SET_PROFICIENCY
18061 // SMSG_UPDATE_AURA_DURATION
18063 SendTalentsInfoData(false);
18064 SendInitialSpells();
18066 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
18067 data
<< uint32(0); // count, for(count) uint32;
18068 GetSession()->SendPacket(&data
);
18070 SendInitialActionButtons();
18071 m_reputationMgr
.SendInitialReputations();
18072 m_achievementMgr
.SendAllAchievementData();
18075 uint32 newzone
, newarea
;
18076 GetZoneAndAreaId(newzone
,newarea
);
18077 UpdateZone(newzone
,newarea
); // also call SendInitWorldStates();
18079 SendEquipmentSetList();
18081 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 4 + 4 + 4);
18082 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
18083 data
<< (float)0.01666667f
; // game speed
18084 data
<< uint32(0); // added in 3.1.2
18085 GetSession()->SendPacket( &data
);
18087 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
18088 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
18089 m_movementInfo
.AddMovementFlag(MOVEMENTFLAG_FLYING2
);
18094 void Player::SendInitialPacketsAfterAddToMap()
18096 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
18097 data
<< uint32(0x00000000); // on blizz it increments periodically
18098 GetSession()->SendPacket(&data
);
18100 CastSpell(this, 836, true); // LOGINEFFECT
18102 // set some aura effects that send packet to player client after add player to map
18103 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
18104 // same auras state lost at far teleport, send it one more time in this case also
18105 static const AuraType auratypes
[] =
18107 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
18108 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
18109 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
18111 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
18113 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
18114 if(!auraList
.empty())
18115 auraList
.front()->ApplyModifier(true,true);
18118 if(HasAuraType(SPELL_AURA_MOD_STUN
))
18119 SetMovement(MOVE_ROOT
);
18121 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
18122 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
18124 WorldPacket
data2(SMSG_FORCE_MOVE_ROOT
, 10);
18125 data2
.append(GetPackGUID());
18126 data2
<< (uint32
)2;
18127 SendMessageToSet(&data2
,true);
18130 SendAurasForTarget(this);
18131 SendEnchantmentDurations(); // must be after add to map
18132 SendItemDurations(); // must be after add to map
18135 void Player::SendUpdateToOutOfRangeGroupMembers()
18137 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
18139 if(Group
* group
= GetGroup())
18140 group
->UpdatePlayerOutOfRange(this);
18142 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
18143 m_auraUpdateMask
= 0;
18144 if(Pet
*pet
= GetPet())
18145 pet
->ResetAuraUpdateMask();
18148 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
18150 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
18151 data
<< uint32(mapid
);
18152 data
<< uint8(reason
); // transfer abort reason
18155 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
18156 case TRANSFER_ABORT_DIFFICULTY
:
18157 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
18158 data
<< uint8(arg
);
18161 GetSession()->SendPacket(&data
);
18164 void Player::SendInstanceResetWarning( uint32 mapid
, uint32 difficulty
, uint32 time
)
18166 // type of warning, based on the time remaining until reset
18169 type
= RAID_INSTANCE_WELCOME
;
18170 else if(time
> 900 && time
<= 3600)
18171 type
= RAID_INSTANCE_WARNING_HOURS
;
18172 else if(time
> 300 && time
<= 900)
18173 type
= RAID_INSTANCE_WARNING_MIN
;
18175 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
18177 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4+4);
18178 data
<< uint32(type
);
18179 data
<< uint32(mapid
);
18180 data
<< uint32(difficulty
); // difficulty
18181 data
<< uint32(time
);
18182 if(type
== RAID_INSTANCE_WELCOME
)
18184 data
<< uint8(0); // is your (1)
18185 data
<< uint8(0); // is extended (1), ignored if prev field is 0
18187 GetSession()->SendPacket(&data
);
18190 void Player::ApplyEquipCooldown( Item
* pItem
)
18192 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
18194 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
18197 if( !spellData
.SpellId
)
18200 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
18201 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
18204 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
18206 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
18207 data
<< pItem
->GetGUID();
18208 data
<< uint32(spellData
.SpellId
);
18209 GetSession()->SendPacket(&data
);
18213 void Player::resetSpells()
18215 // not need after this call
18216 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
18217 RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS
,true);
18219 // make full copy of map (spells removed and marked as deleted at another spell remove
18220 // and we can't use original map for safe iterative with visit each spell at loop end
18221 PlayerSpellMap smap
= GetSpellMap();
18223 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
18224 removeSpell(iter
->first
,false,false); // only iter->first can be accessed, object by iter->second can be deleted already
18226 learnDefaultSpells();
18227 learnQuestRewardedSpells();
18230 void Player::learnDefaultSpells()
18232 // learn default race/class spells
18233 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
18234 for (PlayerCreateInfoSpells::const_iterator itr
= info
->spell
.begin(); itr
!=info
->spell
.end(); ++itr
)
18236 uint32 tspell
= *itr
;
18237 sLog
.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell
);
18238 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18239 addSpell(tspell
,true,true,true,false);
18240 else // but send in normal spell in game learn case
18241 learnSpell(tspell
,true);
18245 void Player::learnQuestRewardedSpells(Quest
const* quest
)
18247 uint32 spell_id
= quest
->GetRewSpellCast();
18249 // skip quests without rewarded spell
18253 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
18257 // check learned spells state
18258 bool found
= false;
18259 for(int i
=0; i
< 3; ++i
)
18261 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
18268 // skip quests with not teaching spell or already known spell
18272 // prevent learn non first rank unknown profession and second specialization for same profession)
18273 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
18274 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
18276 // not have first rank learned (unlearned prof?)
18277 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
18278 if( !HasSpell(first_spell
) )
18281 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
18286 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
18288 // search other specialization for same prof
18289 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
18291 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
18294 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
18298 // compare only specializations
18299 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
18302 // compare same chain spells
18303 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
18306 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18307 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
18313 CastSpell( this, spell_id
, true);
18316 void Player::learnQuestRewardedSpells()
18318 // learn spells received from quest completing
18319 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
18321 // skip no rewarded quests
18322 if(!itr
->second
.m_rewarded
)
18325 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
18329 learnQuestRewardedSpells(quest
);
18333 void Player::learnSkillRewardedSpells(uint32 skill_id
, uint32 skill_value
)
18335 uint32 raceMask
= getRaceMask();
18336 uint32 classMask
= getClassMask();
18337 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
18339 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
18340 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
18342 // Check race if set
18343 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
18345 // Check class if set
18346 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
18349 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
18351 // need unlearn spell
18352 if (skill_value
< pAbility
->req_skill_value
)
18353 removeSpell(pAbility
->spellId
);
18355 else if (!IsInWorld())
18356 addSpell(pAbility
->spellId
,true,true,true,false);
18358 learnSpell(pAbility
->spellId
,true);
18363 void Player::SendAurasForTarget(Unit
*target
)
18365 if(target
->GetVisibleAuras()->empty()) // speedup things
18368 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
18369 data
.append(target
->GetPackGUID());
18371 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
18372 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
18374 for(uint32 j
= 0; j
< 3; ++j
)
18376 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
18378 data
<< uint8(aura
->GetAuraSlot());
18379 data
<< uint32(aura
->GetId());
18383 uint8 auraFlags
= aura
->GetAuraFlags();
18385 data
<< uint8(auraFlags
);
18387 data
<< uint8(aura
->GetAuraLevel());
18389 data
<< uint8(aura
->GetAuraCharges());
18391 if(!(auraFlags
& AFLAG_NOT_CASTER
))
18393 data
<< uint8(0); // packed GUID of someone (caster?)
18396 if(auraFlags
& AFLAG_DURATION
) // include aura duration
18398 data
<< uint32(aura
->GetAuraMaxDuration());
18399 data
<< uint32(aura
->GetAuraDuration());
18407 GetSession()->SendPacket(&data
);
18410 void Player::SetDailyQuestStatus( uint32 quest_id
)
18412 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18414 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
18416 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
18417 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
18418 m_DailyQuestChanged
= true;
18424 void Player::ResetDailyQuestStatus()
18426 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18427 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
18429 // DB data deleted in caller
18430 m_DailyQuestChanged
= false;
18431 m_lastDailyQuestTime
= 0;
18434 BattleGround
* Player::GetBattleGround() const
18436 if(GetBattleGroundId()==0)
18439 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgTypeID
);
18442 bool Player::InArena() const
18444 BattleGround
*bg
= GetBattleGround();
18445 if(!bg
|| !bg
->isArena())
18451 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId
) const
18453 // get a template bg instead of running one
18454 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
18458 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
18464 BGQueueIdBasedOnLevel
Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId
) const
18466 //returned to hardcoded version of this function, because there is no way to code it dynamic
18467 uint32 level
= getLevel();
18468 if( bgTypeId
== BATTLEGROUND_AV
)
18471 uint32 queue_id
= (level
/ 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
18472 if( queue_id
>= MAX_BATTLEGROUND_QUEUES
)
18474 sLog
.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id
);
18475 return QUEUE_ID_MAX_LEVEL_80
;
18477 return BGQueueIdBasedOnLevel(queue_id
);
18480 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
18482 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
18483 if(!vendor_faction
|| !vendor_faction
->faction
)
18486 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
18487 if(rank
<= REP_NEUTRAL
)
18490 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
18493 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
18495 uint32 racemask
= getRaceMask();
18496 uint32 classmask
= getClassMask();
18498 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
18499 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
18503 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
18505 // skip wrong race skills
18506 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
18509 // skip wrong class skills
18510 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
18519 bool Player::HasQuestForGO(int32 GOId
) const
18521 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
18523 uint32 questid
= GetQuestSlotQuestId(i
);
18524 if ( questid
== 0 )
18527 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
18528 if(qs_itr
== mQuestStatus
.end())
18531 QuestStatusData
const& qs
= qs_itr
->second
;
18533 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
18535 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
18539 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
18542 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
18544 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
18547 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
18555 void Player::UpdateForQuestWorldObjects()
18557 if(m_clientGUIDs
.empty())
18561 WorldPacket packet
;
18562 for(ClientGUIDs::const_iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
18564 if(IS_GAMEOBJECT_GUID(*itr
))
18566 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
18568 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
18570 else if(IS_CREATURE_GUID(*itr
) || IS_VEHICLE_GUID(*itr
))
18572 Creature
*obj
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr
);
18576 // check if this unit requires quest specific flags
18577 if(!obj
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
18580 SpellClickInfoMapBounds clickPair
= objmgr
.GetSpellClickInfoMapBounds(obj
->GetEntry());
18581 for(SpellClickInfoMap::const_iterator itr
= clickPair
.first
; itr
!= clickPair
.second
; ++itr
)
18583 if(itr
->second
.questStart
|| itr
->second
.questEnd
)
18585 obj
->BuildCreateUpdateBlockForPlayer(&udata
,this);
18591 udata
.BuildPacket(&packet
);
18592 GetSession()->SendPacket(&packet
);
18595 void Player::SummonIfPossible(bool agree
)
18599 m_summon_expire
= 0;
18603 // expire and auto declined
18604 if(m_summon_expire
< time(NULL
))
18607 // stop taxi flight at summon
18610 GetMotionMaster()->MovementExpired();
18611 m_taxi
.ClearTaxiDestinations();
18614 // drop flag at summon
18615 // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
18616 if(BattleGround
*bg
= GetBattleGround())
18617 bg
->EventPlayerDroppedFlag(this);
18619 m_summon_expire
= 0;
18621 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS
, 1);
18623 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
18626 void Player::RemoveItemDurations( Item
*item
)
18628 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
18632 m_itemDuration
.erase(itr
);
18638 void Player::AddItemDurations( Item
*item
)
18640 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
18642 m_itemDuration
.push_back(item
);
18643 item
->SendTimeUpdate(this);
18647 void Player::AutoUnequipOffhandIfNeed()
18649 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18653 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18654 if (CanTitanGrip() || (offItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
&& !IsTwoHandUsed()))
18657 ItemPosCountVec off_dest
;
18658 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18659 if( off_msg
== EQUIP_ERR_OK
)
18661 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18662 StoreItem( off_dest
, offItem
, true );
18667 mi
.AddItem(offItem
->GetGUIDLow(), offItem
->GetEntry(), offItem
);
18668 MoveItemFromInventory(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18669 CharacterDatabase
.BeginTransaction();
18670 offItem
->DeleteFromInventoryDB(); // deletes item from character's inventory
18671 offItem
->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18672 CharacterDatabase
.CommitTransaction();
18674 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
18675 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
18679 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18681 if(spellInfo
->EquippedItemClass
< 0)
18684 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18685 // for optimize check 2 used cases only
18686 switch(spellInfo
->EquippedItemClass
)
18688 case ITEM_CLASS_WEAPON
:
18690 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18691 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18692 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18696 case ITEM_CLASS_ARMOR
:
18698 // tabard not have dependent spells
18699 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18700 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18701 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18704 // shields can be equipped to offhand slot
18705 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18706 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18709 // ranged slot can have some armor subclasses
18710 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18711 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18717 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18724 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
18726 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18727 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
18728 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
18731 // Check no reagent use mask
18732 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
18733 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
18734 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
18735 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
18741 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18743 AuraMap
& auras
= GetAuras();
18744 for(AuraMap::const_iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18746 Aura
* aura
= itr
->second
;
18748 // skip passive (passive item dependent spells work in another way) and not self applied auras
18749 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18750 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18756 // skip if not item dependent or have alternative item
18757 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18763 // no alt item, remove aura, restart check
18764 RemoveAurasDueToSpell(aura
->GetId());
18765 itr
= auras
.begin();
18768 // currently casted spells can be dependent from item
18769 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; ++i
)
18771 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
18772 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
18777 uint32
Player::GetResurrectionSpellId()
18779 // search priceless resurrection possibilities
18781 uint32 spell_id
= 0;
18782 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18783 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18785 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18786 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18788 switch((*itr
)->GetId())
18790 case 20707: spell_id
= 3026; break; // rank 1
18791 case 20762: spell_id
= 20758; break; // rank 2
18792 case 20763: spell_id
= 20759; break; // rank 3
18793 case 20764: spell_id
= 20760; break; // rank 4
18794 case 20765: spell_id
= 20761; break; // rank 5
18795 case 27239: spell_id
= 27240; break; // rank 6
18796 case 47883: spell_id
= 47882; break; // rank 7
18798 sLog
.outError("Unhandled spell %u: S.Resurrection",(*itr
)->GetId());
18804 // Twisting Nether // prio: 2 (max)
18805 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18812 // Reincarnation (passive spell) // prio: 1
18813 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18819 // Used in triggers for check "Only to targets that grant experience or honor" req
18820 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
18822 uint32 v_level
= pVictim
->getLevel();
18823 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
18825 // Victim level less gray level
18826 if(v_level
<=k_grey
)
18829 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
18831 if (((Creature
*)pVictim
)->isTotem() ||
18832 ((Creature
*)pVictim
)->isPet() ||
18833 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
18839 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
18841 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
18843 // prepare data for near group iteration (PvP and !PvP cases)
18845 bool honored_kill
= false;
18847 if(Group
*pGroup
= GetGroup())
18850 uint32 sum_level
= 0;
18851 Player
* member_with_max_level
= NULL
;
18852 Player
* not_gray_member_with_max_level
= NULL
;
18854 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
18856 if(member_with_max_level
)
18858 /// not get Xp in PvP or no not gray players in group
18859 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
18861 /// skip in check PvP case (for speed, not used)
18862 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
18863 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
18864 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
18866 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18868 Player
* pGroupGuy
= itr
->getSource();
18872 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
18873 continue; // member (alive or dead) or his corpse at req. distance
18875 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18876 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
18877 honored_kill
= true;
18879 // xp and reputation only in !PvP case
18882 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
18884 // if is in dungeon then all receive full reputation at kill
18885 // rewarded any alive/dead/near_corpse group member
18886 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
18888 // XP updated only for alive group member
18889 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
18890 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
18892 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
18894 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
18895 if(Pet
* pet
= pGroupGuy
->GetPet())
18896 pet
->GivePetXP(itr_xp
/2);
18899 // quest objectives updated only for alive group member or dead but with not released body
18900 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18902 // normal creature (not pet/etc) can be only in !PvP case
18903 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18904 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
18910 else // if (!pGroup)
18912 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
18914 // honor can be in PvP and !PvP (racial leader) cases
18915 if(RewardHonor(pVictim
,1))
18916 honored_kill
= true;
18918 // xp and reputation only in !PvP case
18921 RewardReputation(pVictim
,1);
18922 GiveXP(xp
, pVictim
);
18924 if(Pet
* pet
= GetPet())
18925 pet
->GivePetXP(xp
);
18927 // normal creature (not pet/etc) can be only in !PvP case
18928 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18929 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
18932 return xp
|| honored_kill
;
18935 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id
, WorldObject
* pRewardSource
)
18937 uint64 creature_guid
= pRewardSource
->GetTypeId()==TYPEID_UNIT
? pRewardSource
->GetGUID() : uint64(0);
18939 // prepare data for near group iteration
18940 if(Group
*pGroup
= GetGroup())
18942 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18944 Player
* pGroupGuy
= itr
->getSource();
18948 if(!pGroupGuy
->IsAtGroupRewardDistance(pRewardSource
))
18949 continue; // member (alive or dead) or his corpse at req. distance
18951 // quest objectives updated only for alive group member or dead but with not released body
18952 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18953 pGroupGuy
->KilledMonster(creature_id
, creature_guid
);
18956 else // if (!pGroup)
18957 KilledMonster(creature_id
, creature_guid
);
18960 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
18962 if (pRewardSource
->IsWithinDistInMap(this,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
)))
18968 Corpse
* corpse
= GetCorpse();
18972 return pRewardSource
->IsWithinDistInMap(corpse
,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
));
18975 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
18977 Item
* item
= GetWeaponForAttack(attType
,true);
18979 // unarmed only with base attack
18980 if(attType
!= BASE_ATTACK
&& !item
)
18983 // weapon skill or (unarmed for base attack)
18984 uint32 skill
= item
? item
->GetSkill() : uint32(SKILL_UNARMED
);
18985 return GetBaseSkillValue(skill
);
18988 void Player::ResurectUsingRequestData()
18990 /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
18991 if(IS_PLAYER_GUID(m_resurrectGUID
))
18992 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
18994 //we cannot resurrect player when we triggered far teleport
18995 //player will be resurrected upon teleportation
18996 if(IsBeingTeleportedFar())
18998 ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER
);
19002 ResurrectPlayer(0.0f
,false);
19004 if(GetMaxHealth() > m_resurrectHealth
)
19005 SetHealth( m_resurrectHealth
);
19007 SetHealth( GetMaxHealth() );
19009 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
19010 SetPower(POWER_MANA
, m_resurrectMana
);
19012 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
19014 SetPower(POWER_RAGE
, 0 );
19016 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
19018 SpawnCorpseBones();
19021 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
19023 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
19024 data
.append(target
->GetPackGUID());
19025 data
<< uint8(allowMove
);
19026 GetSession()->SendPacket(&data
);
19029 void Player::UpdateZoneDependentAuras( uint32 newZone
)
19031 // remove new continent flight forms
19032 if( !IsAllowUseFlyMountsHere() )
19034 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
19035 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
19038 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
19039 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newZone
);
19040 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19041 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,newZone
,0))
19042 if( !HasAura(itr
->second
->spellId
,0) )
19043 CastSpell(this,itr
->second
->spellId
,true);
19046 void Player::UpdateAreaDependentAuras( uint32 newArea
)
19048 // remove auras from spells with area limitations
19049 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
19051 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
19052 if(spellmgr
.GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
,this) != SPELL_CAST_OK
)
19058 // some auras applied at subzone enter
19059 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newArea
);
19060 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19061 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,m_zoneUpdateId
,newArea
))
19062 if( !HasAura(itr
->second
->spellId
,0) )
19063 CastSpell(this,itr
->second
->spellId
,true);
19066 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
19068 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19069 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19071 return copseReclaimDelay
[0];
19074 time_t now
= time(NULL
);
19075 // 0..2 full period
19076 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
19077 return copseReclaimDelay
[count
];
19080 void Player::UpdateCorpseReclaimDelay()
19082 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
19084 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19085 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19088 time_t now
= time(NULL
);
19089 if(now
< m_deathExpireTime
)
19091 // full and partly periods 1..3
19092 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
19093 if(count
< MAX_DEATH_COUNT
)
19094 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
19096 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
19099 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
19102 void Player::SendCorpseReclaimDelay(bool load
)
19104 Corpse
* corpse
= GetCorpse();
19111 if(corpse
->GetGhostTime() > m_deathExpireTime
)
19114 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
19117 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19118 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19120 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
19121 if(count
>=MAX_DEATH_COUNT
)
19122 count
= MAX_DEATH_COUNT
-1;
19127 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
19129 time_t now
= time(NULL
);
19130 if(now
>= expected_time
)
19133 delay
= expected_time
-now
;
19136 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
19138 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
19139 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
19140 data
<< uint32(delay
*IN_MILISECONDS
);
19141 GetSession()->SendPacket( &data
);
19144 Player
* Player::GetNextRandomRaidMember(float radius
)
19146 Group
*pGroup
= GetGroup();
19150 std::vector
<Player
*> nearMembers
;
19151 nearMembers
.reserve(pGroup
->GetMembersCount());
19153 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19155 Player
* Target
= itr
->getSource();
19157 // IsHostileTo check duel and controlled by enemy
19158 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
19159 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
19160 nearMembers
.push_back(Target
);
19163 if (nearMembers
.empty())
19166 uint32 randTarget
= urand(0,nearMembers
.size()-1);
19167 return nearMembers
[randTarget
];
19170 PartyResult
Player::CanUninviteFromGroup() const
19172 const Group
* grp
= GetGroup();
19174 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
19176 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
19177 return PARTY_RESULT_YOU_NOT_LEADER
;
19179 if(InBattleGround())
19180 return PARTY_RESULT_INVITE_RESTRICTED
;
19182 return PARTY_RESULT_OK
;
19185 void Player::SetBattleGroundRaid(Group
* group
, int8 subgroup
)
19187 //we must move references from m_group to m_originalGroup
19188 SetOriginalGroup(GetGroup(), GetSubGroup());
19191 m_group
.link(group
, this);
19192 m_group
.setSubGroup((uint8
)subgroup
);
19195 void Player::RemoveFromBattleGroundRaid()
19197 //remove existing reference
19199 if( Group
* group
= GetOriginalGroup() )
19201 m_group
.link(group
, this);
19202 m_group
.setSubGroup(GetOriginalSubGroup());
19204 SetOriginalGroup(NULL
);
19207 void Player::SetOriginalGroup(Group
*group
, int8 subgroup
)
19209 if( group
== NULL
)
19210 m_originalGroup
.unlink();
19213 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
19214 assert(subgroup
>= 0);
19215 m_originalGroup
.link(group
, this);
19216 m_originalGroup
.setSubGroup((uint8
)subgroup
);
19220 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
19222 LiquidData liquid_status
;
19223 ZLiquidStatus res
= m
->getLiquidStatus(x
, y
, z
, MAP_ALL_LIQUIDS
, &liquid_status
);
19226 m_MirrorTimerFlags
&= ~(UNDERWATER_INWATER
|UNDERWATER_INLAVA
|UNDERWATER_INSLIME
|UNDERWARER_INDARKWATER
);
19227 // Small hack for enable breath in WMO
19229 m_MirrorTimerFlags
|=UNDERWATER_INWATER
;
19233 // All liquids type - check under water position
19234 if (liquid_status
.type
&(MAP_LIQUID_TYPE_WATER
|MAP_LIQUID_TYPE_OCEAN
|MAP_LIQUID_TYPE_MAGMA
|MAP_LIQUID_TYPE_SLIME
))
19236 if ( res
& LIQUID_MAP_UNDER_WATER
)
19237 m_MirrorTimerFlags
|= UNDERWATER_INWATER
;
19239 m_MirrorTimerFlags
&= ~UNDERWATER_INWATER
;
19242 // Allow travel in dark water on taxi or transport
19243 if ((liquid_status
.type
& MAP_LIQUID_TYPE_DARK_WATER
) && !isInFlight() && !GetTransport())
19244 m_MirrorTimerFlags
|= UNDERWARER_INDARKWATER
;
19246 m_MirrorTimerFlags
&= ~UNDERWARER_INDARKWATER
;
19248 // in lava check, anywhere in lava level
19249 if (liquid_status
.type
&MAP_LIQUID_TYPE_MAGMA
)
19251 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19252 m_MirrorTimerFlags
|= UNDERWATER_INLAVA
;
19254 m_MirrorTimerFlags
&= ~UNDERWATER_INLAVA
;
19256 // in slime check, anywhere in slime level
19257 if (liquid_status
.type
&MAP_LIQUID_TYPE_SLIME
)
19259 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19260 m_MirrorTimerFlags
|= UNDERWATER_INSLIME
;
19262 m_MirrorTimerFlags
&= ~UNDERWATER_INSLIME
;
19266 void Player::SetCanParry( bool value
)
19268 if(m_canParry
==value
)
19271 m_canParry
= value
;
19272 UpdateParryPercentage();
19275 void Player::SetCanBlock( bool value
)
19277 if(m_canBlock
==value
)
19280 m_canBlock
= value
;
19281 UpdateBlockPercentage();
19284 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
19286 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
19287 if(itr
->pos
== pos
)
19293 bool Player::CanUseBattleGroundObject()
19295 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
19296 // maybe gameobject code should handle that ForceReaction usage
19297 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
19298 return ( //InBattleGround() && // in battleground - not need, check in other cases
19299 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
19300 //player cannot use object when he is invulnerable (immune)
19301 !isTotalImmune() && // not totally immune
19302 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
19303 !HasStealthAura() && // not stealthed
19304 !HasInvisibilityAura() && // not invisible
19305 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
19306 isAlive() // live player
19310 bool Player::CanCaptureTowerPoint()
19312 return ( !HasStealthAura() && // not stealthed
19313 !HasInvisibilityAura() && // not invisible
19314 isAlive() // live player
19318 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
19320 uint32 level
= getLevel();
19322 if(level
> GT_MAX_LEVEL
)
19323 level
= GT_MAX_LEVEL
; // max level in this dbc
19325 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
19326 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
19327 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
19329 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
19332 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
19334 if(!bsc
) // shouldn't happen
19339 if(hairstyle
!= newhairstyle
)
19340 cost
+= bsc
->cost
; // full price
19342 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
19343 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
19345 if(facialhair
!= newfacialhair
)
19346 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
19348 return uint32(cost
);
19351 void Player::InitGlyphsForLevel()
19353 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
19354 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
19356 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
19358 uint32 level
= getLevel();
19361 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19363 value
|= (0x01 | 0x02);
19373 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
19376 void Player::EnterVehicle(Vehicle
*vehicle
)
19378 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
19382 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
19386 vehicle
->SetCharmerGUID(GetGUID());
19387 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19388 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PLAYER_CONTROLLED
);
19389 vehicle
->setFaction(getFaction());
19391 SetCharm(vehicle
); // charm
19392 SetFarSightGUID(vehicle
->GetGUID()); // set view
19394 SetClientControl(vehicle
, 1); // redirect controls to vehicle
19397 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
19398 GetSession()->SendPacket(&data
);
19400 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
19401 data
.append(GetPackGUID());
19402 data
<< uint32(0); // counter?
19403 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
19404 data
<< uint16(0); // special flags
19405 data
<< uint32(getMSTime()); // time
19406 data
<< vehicle
->GetPositionX(); // x
19407 data
<< vehicle
->GetPositionY(); // y
19408 data
<< vehicle
->GetPositionZ(); // z
19409 data
<< vehicle
->GetOrientation(); // o
19410 // transport part, TODO: load/calculate seat offsets
19411 data
<< uint64(vehicle
->GetGUID()); // transport guid
19412 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
19413 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
19414 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
19415 data
<< float(0); // transport orientation
19416 data
<< uint32(getMSTime()); // transport time
19417 data
<< uint8(0); // seat
19418 // end of transport part
19419 data
<< uint32(0); // fall time
19420 GetSession()->SendPacket(&data
);
19422 data
.Initialize(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
19423 data
<< uint64(vehicle
->GetGUID());
19426 data
<< uint32(0x00000101);
19428 for(uint32 i
= 0; i
< 10; ++i
)
19429 data
<< uint16(0) << uint8(0) << uint8(i
+8);
19433 GetSession()->SendPacket(&data
);
19436 void Player::ExitVehicle(Vehicle
*vehicle
)
19438 vehicle
->SetCharmerGUID(0);
19439 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19440 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PLAYER_CONTROLLED
);
19441 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
19444 SetFarSightGUID(0);
19446 SetClientControl(vehicle
, 0);
19449 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
19450 data
.append(GetPackGUID());
19451 data
<< uint32(0); // counter?
19452 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
19453 data
<< uint16(0x40); // special flags
19454 data
<< uint32(getMSTime()); // time
19455 data
<< vehicle
->GetPositionX(); // x
19456 data
<< vehicle
->GetPositionY(); // y
19457 data
<< vehicle
->GetPositionZ(); // z
19458 data
<< vehicle
->GetOrientation(); // o
19459 data
<< uint32(0); // fall time
19460 GetSession()->SendPacket(&data
);
19462 RemovePetActionBar();
19464 // maybe called at dummy aura remove?
19465 // CastSpell(this, 45472, true); // Parachute
19468 bool Player::isTotalImmune()
19470 AuraList
const& immune
= GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY
);
19472 uint32 immuneMask
= 0;
19473 for(AuraList::const_iterator itr
= immune
.begin(); itr
!= immune
.end(); ++itr
)
19475 immuneMask
|= (*itr
)->GetModifier()->m_miscvalue
;
19476 if( immuneMask
& SPELL_SCHOOL_MASK_ALL
) // total immunity
19482 bool Player::HasTitle(uint32 bitIndex
)
19484 if (bitIndex
> 192)
19487 uint32 fieldIndexOffset
= bitIndex
/ 32;
19488 uint32 flag
= 1 << (bitIndex
% 32);
19489 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
19492 void Player::SetTitle(CharTitlesEntry
const* title
)
19494 uint32 fieldIndexOffset
= title
->bit_index
/ 32;
19495 uint32 flag
= 1 << (title
->bit_index
% 32);
19496 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
19499 void Player::ConvertRune(uint8 index
, uint8 newType
)
19501 SetCurrentRune(index
, newType
);
19503 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
19504 data
<< uint8(index
);
19505 data
<< uint8(newType
);
19506 GetSession()->SendPacket(&data
);
19509 void Player::ResyncRunes(uint8 count
)
19511 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
19512 for(uint32 i
= 0; i
< count
; ++i
)
19514 data
<< uint8(GetCurrentRune(i
)); // rune type
19515 data
<< uint8(255 - (GetRuneCooldown(i
) * 51)); // passed cooldown time (0-255)
19517 GetSession()->SendPacket(&data
);
19520 void Player::AddRunePower(uint8 index
)
19522 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
19523 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
19524 GetSession()->SendPacket(&data
);
19527 void Player::InitRunes()
19529 if(getClass() != CLASS_DEATH_KNIGHT
)
19532 m_runes
= new Runes
;
19534 m_runes
->runeState
= 0;
19536 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19538 SetBaseRune(i
, i
/ 2); // init base types
19539 SetCurrentRune(i
, i
/ 2); // init current types
19540 SetRuneCooldown(i
, 0); // reset cooldowns
19541 m_runes
->SetRuneState(i
);
19544 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
19545 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);
19548 void Player::AutoStoreLoot(uint8 bag
, uint8 slot
, uint32 loot_id
, LootStore
const& store
, bool broadcast
)
19551 loot
.FillLoot (loot_id
,store
,this,true);
19553 uint32 max_slot
= loot
.GetMaxSlotInLootFor(this);
19554 for(uint32 i
= 0; i
< max_slot
; ++i
)
19556 LootItem
* lootItem
= loot
.LootItemInSlot(i
,this);
19558 ItemPosCountVec dest
;
19559 uint8 msg
= CanStoreNewItem (bag
,slot
,dest
,lootItem
->itemid
,lootItem
->count
);
19560 if(msg
!= EQUIP_ERR_OK
&& slot
!= NULL_SLOT
)
19561 msg
= CanStoreNewItem( bag
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19562 if( msg
!= EQUIP_ERR_OK
&& bag
!= NULL_BAG
)
19563 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19564 if(msg
!= EQUIP_ERR_OK
)
19566 SendEquipError( msg
, NULL
, NULL
);
19570 Item
* pItem
= StoreNewItem (dest
,lootItem
->itemid
,true,lootItem
->randomPropertyId
);
19571 SendNewItem(pItem
, lootItem
->count
, false, false, broadcast
);
19575 uint32
Player::CalculateTalentsPoints() const
19577 uint32 base_talent
= getLevel() < 10 ? 0 : getLevel()-9;
19579 if(getClass() != CLASS_DEATH_KNIGHT
)
19580 return uint32(base_talent
* sWorld
.getRate(RATE_TALENT
));
19582 uint32 talentPointsForLevel
= getLevel() < 56 ? 0 : getLevel() - 55 + m_questRewardTalentCount
;
19584 if(talentPointsForLevel
> base_talent
)
19585 talentPointsForLevel
= base_talent
;
19587 return uint32(talentPointsForLevel
* sWorld
.getRate(RATE_TALENT
));
19590 bool Player::IsAllowUseFlyMountsHere() const
19592 if (isGameMaster())
19595 uint32 v_map
= GetVirtualMapForMapAndZone(GetMapId(), GetZoneId());
19596 return v_map
== 530 || v_map
== 571 && HasSpell(54197);
19599 void Player::learnSpellHighRank(uint32 spellid
)
19601 learnSpell(spellid
,false);
19603 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
19604 for(SpellChainMapNext::const_iterator itr
= nextMap
.lower_bound(spellid
); itr
!= nextMap
.upper_bound(spellid
); ++itr
)
19605 learnSpellHighRank(itr
->second
);
19608 void Player::_LoadSkills()
19610 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19612 // reset skill modifiers and set correct unlearn flags
19613 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
19615 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
19617 // set correct unlearn bit
19618 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
19621 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
19622 if(!pSkill
) continue;
19624 // enable unlearn button for primary professions only
19625 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
19626 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
19628 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
19630 // set fixed skill ranges
19631 switch(GetSkillRangeType(pSkill
,false))
19633 case SKILL_RANGE_LANGUAGE
: // 300..300
19634 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(300,300));
19636 case SKILL_RANGE_MONO
: // 1..1, grey monolite bar
19637 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(1,1));
19643 uint32 vskill
= SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
19644 learnSkillRewardedSpells(id
, vskill
);
19647 // special settings
19648 if(getClass()==CLASS_DEATH_KNIGHT
)
19650 uint32 base_level
= std::min(getLevel(),sWorld
.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL
));
19653 uint32 base_skill
= (base_level
-1)*5; // 270 at starting level 55
19655 base_skill
= 1; // skill mast be known and then > 0 in any case
19657 if(GetPureSkillValue (SKILL_FIRST_AID
) < base_skill
)
19658 SetSkill(SKILL_FIRST_AID
,base_skill
, base_skill
);
19659 if(GetPureSkillValue (SKILL_AXES
) < base_skill
)
19660 SetSkill(SKILL_AXES
, base_skill
,base_skill
);
19661 if(GetPureSkillValue (SKILL_DEFENSE
) < base_skill
)
19662 SetSkill(SKILL_DEFENSE
, base_skill
,base_skill
);
19663 if(GetPureSkillValue (SKILL_POLEARMS
) < base_skill
)
19664 SetSkill(SKILL_POLEARMS
, base_skill
,base_skill
);
19665 if(GetPureSkillValue (SKILL_SWORDS
) < base_skill
)
19666 SetSkill(SKILL_SWORDS
, base_skill
,base_skill
);
19667 if(GetPureSkillValue (SKILL_2H_AXES
) < base_skill
)
19668 SetSkill(SKILL_2H_AXES
, base_skill
,base_skill
);
19669 if(GetPureSkillValue (SKILL_2H_SWORDS
) < base_skill
)
19670 SetSkill(SKILL_2H_SWORDS
, base_skill
,base_skill
);
19671 if(GetPureSkillValue (SKILL_UNARMED
) < base_skill
)
19672 SetSkill(SKILL_UNARMED
, base_skill
,base_skill
);
19676 uint32
Player::GetPhaseMaskForSpawn() const
19678 uint32 phase
= PHASEMASK_NORMAL
;
19679 if(!isGameMaster())
19680 phase
= GetPhaseMask();
19683 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
19684 if(!phases
.empty())
19685 phase
= phases
.front()->GetMiscValue();
19688 // some aura phases include 1 normal map in addition to phase itself
19689 if(uint32 n_phase
= phase
& ~PHASEMASK_NORMAL
)
19692 return PHASEMASK_NORMAL
;
19695 uint8
Player::CanEquipUniqueItem(Item
* pItem
, uint8 eslot
, uint32 limit_count
) const
19697 ItemPrototype
const* pProto
= pItem
->GetProto();
19699 // proto based limitations
19700 if(uint8 res
= CanEquipUniqueItem(pProto
,eslot
,limit_count
))
19703 // check unique-equipped on gems
19704 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
19706 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
19709 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
19713 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
19717 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19718 uint32 gem_limit_count
= !pItem
->IsEquipped() && pGem
->ItemLimitCategory
19719 ? pItem
->GetGemCountWithLimitCategory(pGem
->ItemLimitCategory
) : 1;
19721 if(uint8 res
= CanEquipUniqueItem(pGem
, eslot
,gem_limit_count
))
19725 return EQUIP_ERR_OK
;
19728 uint8
Player::CanEquipUniqueItem( ItemPrototype
const* itemProto
, uint8 except_slot
, uint32 limit_count
) const
19730 // check unique-equipped on item
19731 if (itemProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
19733 // there is an equip limit on this item
19734 if(HasItemOrGemWithIdEquipped(itemProto
->ItemId
,1,except_slot
))
19735 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19738 // check unique-equipped limit
19739 if (itemProto
->ItemLimitCategory
)
19741 ItemLimitCategoryEntry
const* limitEntry
= sItemLimitCategoryStore
.LookupEntry(itemProto
->ItemLimitCategory
);
19743 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19745 if(limit_count
> limitEntry
->maxCount
)
19746 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
; // attempt add too many limit category items (gems)
19748 // there is an equip limit on this item
19749 if(HasItemOrGemWithLimitCategoryEquipped(itemProto
->ItemLimitCategory
,limitEntry
->maxCount
-limit_count
+1,except_slot
))
19750 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19753 return EQUIP_ERR_OK
;
19756 void Player::HandleFall(MovementInfo
const& movementInfo
)
19758 // calculate total z distance of the fall
19759 float z_diff
= m_lastFallZ
- movementInfo
.z
;
19760 sLog
.outDebug("zDiff = %f", z_diff
);
19762 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
19763 // 14.57 can be calculated by resolving damageperc formula below to 0
19764 if (z_diff
>= 14.57f
&& !isDead() && !isGameMaster() &&
19765 !HasAuraType(SPELL_AURA_HOVER
) && !HasAuraType(SPELL_AURA_FEATHER_FALL
) &&
19766 !HasAuraType(SPELL_AURA_FLY
) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL
) )
19768 //Safe fall, fall height reduction
19769 int32 safe_fall
= GetTotalAuraModifier(SPELL_AURA_SAFE_FALL
);
19771 float damageperc
= 0.018f
*(z_diff
-safe_fall
)-0.2426f
;
19775 uint32 damage
= (uint32
)(damageperc
* GetMaxHealth()*sWorld
.getRate(RATE_DAMAGE_FALL
));
19777 float height
= movementInfo
.z
;
19778 UpdateGroundPositionZ(movementInfo
.x
,movementInfo
.y
,height
);
19782 //Prevent fall damage from being more than the player maximum health
19783 if (damage
> GetMaxHealth())
19784 damage
= GetMaxHealth();
19787 if (GetDummyAura(43621))
19788 damage
= GetMaxHealth()/2;
19790 EnvironmentalDamage(DAMAGE_FALL
, damage
);
19792 // recheck alive, might have died of EnvironmentalDamage
19794 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING
, uint32(z_diff
*100));
19797 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
19798 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
);
19803 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type
, uint32 miscvalue1
/*=0*/, uint32 miscvalue2
/*=0*/, Unit
*unit
/*=NULL*/, uint32 time
/*=0*/ )
19805 GetAchievementMgr().UpdateAchievementCriteria(type
, miscvalue1
,miscvalue2
,unit
,time
);
19808 void Player::LearnTalent(uint32 talentId
, uint32 talentRank
)
19810 uint32 CurTalentPoints
= GetFreeTalentPoints();
19812 if(CurTalentPoints
== 0)
19815 if (talentRank
>= MAX_TALENT_RANK
)
19818 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentId
);
19823 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
19828 // prevent learn talent for different class (cheating)
19829 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
19832 // find current max talent rank
19833 int32 curtalent_maxrank
= 0;
19834 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19836 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
19838 curtalent_maxrank
= k
+ 1;
19843 // we already have same or higher talent rank learned
19844 if(curtalent_maxrank
>= (talentRank
+ 1))
19847 // check if we have enough talent points
19848 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19851 // Check if it requires another talent
19852 if (talentInfo
->DependsOn
> 0)
19854 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19856 bool hasEnoughRank
= false;
19857 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
19859 if (depTalentInfo
->RankID
[i
] != 0)
19860 if (HasSpell(depTalentInfo
->RankID
[i
]))
19861 hasEnoughRank
= true;
19863 if (!hasEnoughRank
)
19868 // Find out how many points we have in this field
19869 uint32 spentPoints
= 0;
19871 uint32 tTab
= talentInfo
->TalentTab
;
19872 if (talentInfo
->Row
> 0)
19874 unsigned int numRows
= sTalentStore
.GetNumRows();
19875 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
19877 // Someday, someone needs to revamp
19878 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
19879 if (tmpTalent
) // the way talents are tracked
19881 if (tmpTalent
->TalentTab
== tTab
)
19883 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
19885 if (tmpTalent
->RankID
[j
] != 0)
19887 if (HasSpell(tmpTalent
->RankID
[j
]))
19889 spentPoints
+= j
+ 1;
19898 // not have required min points spent in talent tree
19899 if(spentPoints
< (talentInfo
->Row
* MAX_TALENT_RANK
))
19902 // spell not set in talent.dbc
19903 uint32 spellid
= talentInfo
->RankID
[talentRank
];
19906 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
19911 if(HasSpell(spellid
))
19914 // learn! (other talent ranks will unlearned at learning)
19915 learnSpell(spellid
, false);
19916 sLog
.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
19918 // update free talent points
19919 SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
19922 void Player::LearnPetTalent(uint64 petGuid
, uint32 talentId
, uint32 talentRank
)
19924 Pet
*pet
= GetPet();
19929 if(petGuid
!= pet
->GetGUID())
19932 uint32 CurTalentPoints
= pet
->GetFreeTalentPoints();
19934 if(CurTalentPoints
== 0)
19937 if (talentRank
>= MAX_PET_TALENT_RANK
)
19940 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(talentId
);
19945 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry(talentInfo
->TalentTab
);
19950 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
19955 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
19960 if(pet_family
->petTalentType
< 0) // not hunter pet
19963 // prevent learn talent for different family (cheating)
19964 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
19967 // find current max talent rank
19968 int32 curtalent_maxrank
= 0;
19969 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19971 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
19973 curtalent_maxrank
= k
+ 1;
19978 // we already have same or higher talent rank learned
19979 if(curtalent_maxrank
>= (talentRank
+ 1))
19982 // check if we have enough talent points
19983 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19986 // Check if it requires another talent
19987 if (talentInfo
->DependsOn
> 0)
19989 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19991 bool hasEnoughRank
= false;
19992 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
19994 if (depTalentInfo
->RankID
[i
] != 0)
19995 if (pet
->HasSpell(depTalentInfo
->RankID
[i
]))
19996 hasEnoughRank
= true;
19998 if (!hasEnoughRank
)
20003 // Find out how many points we have in this field
20004 uint32 spentPoints
= 0;
20006 uint32 tTab
= talentInfo
->TalentTab
;
20007 if (talentInfo
->Row
> 0)
20009 unsigned int numRows
= sTalentStore
.GetNumRows();
20010 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
20012 // Someday, someone needs to revamp
20013 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
20014 if (tmpTalent
) // the way talents are tracked
20016 if (tmpTalent
->TalentTab
== tTab
)
20018 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
20020 if (tmpTalent
->RankID
[j
] != 0)
20022 if (pet
->HasSpell(tmpTalent
->RankID
[j
]))
20024 spentPoints
+= j
+ 1;
20033 // not have required min points spent in talent tree
20034 if(spentPoints
< (talentInfo
->Row
* MAX_PET_TALENT_RANK
))
20037 // spell not set in talent.dbc
20038 uint32 spellid
= talentInfo
->RankID
[talentRank
];
20041 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
20046 if(pet
->HasSpell(spellid
))
20049 // learn! (other talent ranks will unlearned at learning)
20050 pet
->learnSpell(spellid
);
20051 sLog
.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
20053 // update free talent points
20054 pet
->SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
20057 void Player::UpdateKnownCurrencies(uint32 itemId
, bool apply
)
20059 if(CurrencyTypesEntry
const* ctEntry
= sCurrencyTypesStore
.LookupEntry(itemId
))
20062 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(UI64LIT(1) << (ctEntry
->BitIndex
-1)));
20064 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(UI64LIT(1) << (ctEntry
->BitIndex
-1)));
20068 void Player::UpdateFallInformationIfNeed( MovementInfo
const& minfo
,uint16 opcode
)
20070 if (m_lastFallTime
>= minfo
.fallTime
|| m_lastFallZ
<=minfo
.z
|| opcode
== MSG_MOVE_FALL_LAND
)
20071 SetFallInformation(minfo
.fallTime
, minfo
.z
);
20074 void Player::UnsummonPetTemporaryIfAny()
20076 Pet
* pet
= GetPet();
20080 if(!m_temporaryUnsummonedPetNumber
&& pet
->isControlled() && !pet
->isTemporarySummoned() )
20082 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
20083 m_oldpetspell
= pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
);
20086 RemovePet(pet
, PET_SAVE_AS_CURRENT
);
20089 void Player::ResummonPetTemporaryUnSummonedIfAny()
20091 if(!m_temporaryUnsummonedPetNumber
)
20094 // not resummon in not appropriate state
20095 if(IsPetNeedBeTemporaryUnsummoned())
20101 Pet
* NewPet
= new Pet
;
20102 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
20105 m_temporaryUnsummonedPetNumber
= 0;
20108 bool Player::canSeeSpellClickOn(Creature
const *c
) const
20110 if(!c
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
20113 SpellClickInfoMapBounds clickPair
= objmgr
.GetSpellClickInfoMapBounds(c
->GetEntry());
20114 for(SpellClickInfoMap::const_iterator itr
= clickPair
.first
; itr
!= clickPair
.second
; ++itr
)
20115 if(itr
->second
.IsFitToRequirements(this))
20121 void Player::BuildPlayerTalentsInfoData(WorldPacket
*data
)
20123 *data
<< uint32(GetFreeTalentPoints()); // unspentTalentPoints
20124 *data
<< uint8(m_specsCount
); // talent group count (0, 1 or 2)
20125 *data
<< uint8(m_activeSpec
); // talent group index (0 or 1)
20129 // loop through all specs (only 1 for now)
20130 for(uint32 specIdx
= 0; specIdx
< m_specsCount
; ++specIdx
)
20132 uint8 talentIdCount
= 0;
20133 size_t pos
= data
->wpos();
20134 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
20136 // find class talent tabs (all players have 3 talent tabs)
20137 uint32
const* talentTabIds
= GetTalentTabPages(getClass());
20139 for(uint32 i
= 0; i
< 3; ++i
)
20141 uint32 talentTabId
= talentTabIds
[i
];
20143 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
20145 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
20149 // skip another tab talents
20150 if(talentInfo
->TalentTab
!= talentTabId
)
20153 // find max talent rank
20154 int32 curtalent_maxrank
= -1;
20155 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
20157 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
20159 curtalent_maxrank
= k
;
20164 // not learned talent
20165 if(curtalent_maxrank
< 0)
20168 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
20169 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
20175 data
->put
<uint8
>(pos
, talentIdCount
); // put real count
20177 *data
<< uint8(MAX_GLYPH_SLOT_INDEX
); // glyphs count
20179 for(uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
20180 *data
<< uint16(GetGlyph(i
)); // GlyphProperties.dbc
20185 void Player::BuildPetTalentsInfoData(WorldPacket
*data
)
20187 uint32 unspentTalentPoints
= 0;
20188 size_t pointsPos
= data
->wpos();
20189 *data
<< uint32(unspentTalentPoints
); // [PH], unspentTalentPoints
20191 uint8 talentIdCount
= 0;
20192 size_t countPos
= data
->wpos();
20193 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
20195 Pet
*pet
= GetPet();
20199 unspentTalentPoints
= pet
->GetFreeTalentPoints();
20201 data
->put
<uint32
>(pointsPos
, unspentTalentPoints
); // put real points
20203 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
20207 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
20208 if(!pet_family
|| pet_family
->petTalentType
< 0)
20211 for(uint32 talentTabId
= 1; talentTabId
< sTalentTabStore
.GetNumRows(); ++talentTabId
)
20213 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentTabId
);
20217 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
20220 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
20222 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
20226 // skip another tab talents
20227 if(talentInfo
->TalentTab
!= talentTabId
)
20230 // find max talent rank
20231 int32 curtalent_maxrank
= -1;
20232 for(int32 k
= 4; k
> -1; --k
)
20234 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
20236 curtalent_maxrank
= k
;
20241 // not learned talent
20242 if(curtalent_maxrank
< 0)
20245 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
20246 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
20251 data
->put
<uint8
>(countPos
, talentIdCount
); // put real count
20257 void Player::SendTalentsInfoData(bool pet
)
20259 WorldPacket
data(SMSG_TALENTS_INFO
, 50);
20260 data
<< uint8(pet
? 1 : 0);
20262 BuildPetTalentsInfoData(&data
);
20264 BuildPlayerTalentsInfoData(&data
);
20265 GetSession()->SendPacket(&data
);
20268 void Player::BuildEnchantmentsInfoData(WorldPacket
*data
)
20270 uint32 slotUsedMask
= 0;
20271 size_t slotUsedMaskPos
= data
->wpos();
20272 *data
<< uint32(slotUsedMask
); // slotUsedMask < 0x80000
20274 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
20276 Item
*item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
);
20281 slotUsedMask
|= (1 << i
);
20283 *data
<< uint32(item
->GetEntry()); // item entry
20285 uint16 enchantmentMask
= 0;
20286 size_t enchantmentMaskPos
= data
->wpos();
20287 *data
<< uint16(enchantmentMask
); // enchantmentMask < 0x1000
20289 for(uint32 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
20291 uint32 enchId
= item
->GetEnchantmentId(EnchantmentSlot(j
));
20296 enchantmentMask
|= (1 << j
);
20298 *data
<< uint16(enchId
); // enchantmentId?
20301 data
->put
<uint16
>(enchantmentMaskPos
, enchantmentMask
);
20303 *data
<< uint16(0); // ?
20304 *data
<< uint8(0); // PGUID!
20305 *data
<< uint32(0); // seed?
20308 data
->put
<uint32
>(slotUsedMaskPos
, slotUsedMask
);
20311 void Player::SendEquipmentSetList()
20314 WorldPacket
data(SMSG_EQUIPMENT_SET_LIST
, 4);
20315 size_t count_pos
= data
.wpos();
20316 data
<< uint32(count
); // count placeholder
20317 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20319 if(itr
->second
.state
==EQUIPMENT_SET_DELETED
)
20321 data
.appendPackGUID(itr
->second
.Guid
);
20322 data
<< uint32(itr
->first
);
20323 data
<< itr
->second
.Name
;
20324 data
<< itr
->second
.IconName
;
20325 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
20326 data
.appendPackGUID(MAKE_NEW_GUID(itr
->second
.Items
[i
], 0, HIGHGUID_ITEM
));
20328 ++count
; // client have limit but it checked at loading and set
20330 data
.put
<uint32
>(count_pos
, count
);
20331 GetSession()->SendPacket(&data
);
20334 void Player::SetEquipmentSet(uint32 index
, EquipmentSet eqset
)
20336 if(eqset
.Guid
!= 0)
20338 bool found
= false;
20340 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20342 if((itr
->second
.Guid
== eqset
.Guid
) && (itr
->first
== index
))
20349 if(!found
) // something wrong...
20351 sLog
.outError("Player %s tried to save equipment set "UI64FMTD
" (index %u), but that equipment set not found!", GetName(), eqset
.Guid
, index
);
20356 EquipmentSet
& eqslot
= m_EquipmentSets
[index
];
20358 EquipmentSetUpdateState old_state
= eqslot
.state
;
20362 if(eqset
.Guid
== 0)
20364 eqslot
.Guid
= objmgr
.GenerateEquipmentSetGuid();
20366 WorldPacket
data(SMSG_EQUIPMENT_SET_SAVED
, 4 + 1);
20367 data
<< uint32(index
);
20368 data
.appendPackGUID(eqslot
.Guid
);
20369 GetSession()->SendPacket(&data
);
20372 eqslot
.state
= old_state
== EQUIPMENT_SET_NEW
? EQUIPMENT_SET_NEW
: EQUIPMENT_SET_CHANGED
;
20375 void Player::_SaveEquipmentSets()
20377 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end();)
20379 uint32 index
= itr
->first
;
20380 EquipmentSet
& eqset
= itr
->second
;
20381 switch(eqset
.state
)
20383 case EQUIPMENT_SET_UNCHANGED
:
20385 break; // nothing do
20386 case EQUIPMENT_SET_CHANGED
:
20387 CharacterDatabase
.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD
"' AND setindex='%u'",
20388 eqset
.Name
.c_str(), eqset
.IconName
.c_str(), eqset
.Items
[0], eqset
.Items
[1], eqset
.Items
[2], eqset
.Items
[3], eqset
.Items
[4], eqset
.Items
[5], eqset
.Items
[6], eqset
.Items
[7],
20389 eqset
.Items
[8], eqset
.Items
[9], eqset
.Items
[10], eqset
.Items
[11], eqset
.Items
[12], eqset
.Items
[13], eqset
.Items
[14], eqset
.Items
[15], eqset
.Items
[16], eqset
.Items
[17], eqset
.Items
[18], GetGUIDLow(), eqset
.Guid
, index
);
20390 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
20393 case EQUIPMENT_SET_NEW
:
20394 CharacterDatabase
.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD
"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
20395 GetGUIDLow(), eqset
.Guid
, index
, eqset
.Name
.c_str(), eqset
.IconName
.c_str(), eqset
.Items
[0], eqset
.Items
[1], eqset
.Items
[2], eqset
.Items
[3], eqset
.Items
[4], eqset
.Items
[5], eqset
.Items
[6], eqset
.Items
[7],
20396 eqset
.Items
[8], eqset
.Items
[9], eqset
.Items
[10], eqset
.Items
[11], eqset
.Items
[12], eqset
.Items
[13], eqset
.Items
[14], eqset
.Items
[15], eqset
.Items
[16], eqset
.Items
[17], eqset
.Items
[18]);
20397 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
20400 case EQUIPMENT_SET_DELETED
:
20401 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD
, eqset
.Guid
);
20402 m_EquipmentSets
.erase(itr
++);
20408 void Player::DeleteEquipmentSet(uint64 setGuid
)
20410 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20412 if(itr
->second
.Guid
== setGuid
)
20414 if(itr
->second
.state
== EQUIPMENT_SET_NEW
)
20415 m_EquipmentSets
.erase(itr
);
20417 itr
->second
.state
= EQUIPMENT_SET_DELETED
;
20423 void Player::ActivateSpec(uint32 specNum
)
20425 if(GetActiveSpec() == specNum
)
20428 resetTalents(true);
20431 void Player::RemoveAtLoginFlag( AtLoginFlags f
, bool in_db_also
/*= false*/ )
20433 m_atLoginFlags
&= ~f
;
20436 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f
), GetGUIDLow());
20439 void Player::SendClearCooldown( uint32 spell_id
, Unit
* target
)
20441 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, 4+8);
20442 data
<< uint32(spell_id
);
20443 data
<< uint64(target
->GetGUID());
20444 SendDirectMessage(&data
);
20447 void Player::BuildTeleportAckMsg( WorldPacket
*data
, float x
, float y
, float z
, float ang
) const
20449 data
->Initialize(MSG_MOVE_TELEPORT_ACK
, 41);
20450 data
->append(GetPackGUID());
20451 *data
<< uint32(0); // this value increments every time
20452 *data
<< uint32(m_movementInfo
.GetMovementFlags()); // movement flags
20453 *data
<< uint16(0); // 2.3.0
20454 *data
<< uint32(getMSTime()); // time
20459 *data
<< uint32(0);
20462 bool Player::HasMovementFlag( MovementFlags f
) const
20464 return m_movementInfo
.HasMovementFlag(f
);