[6922] Whitespace and newline fixes
[getmangos.git] / src / game / Player.cpp
blobeb6be05e539183128dd18490e7fb4679cd20fafe
1 /*
2 * Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "Common.h"
20 #include "Language.h"
21 #include "Database/DatabaseEnv.h"
22 #include "Log.h"
23 #include "Opcodes.h"
24 #include "ObjectMgr.h"
25 #include "SpellMgr.h"
26 #include "World.h"
27 #include "WorldPacket.h"
28 #include "WorldSession.h"
29 #include "UpdateMask.h"
30 #include "Player.h"
31 #include "SkillDiscovery.h"
32 #include "QuestDef.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
35 #include "Channel.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
42 #include "CellImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
46 #include "Formulas.h"
47 #include "Group.h"
48 #include "Guild.h"
49 #include "Pet.h"
50 #include "SpellAuras.h"
51 #include "Util.h"
52 #include "Transports.h"
53 #include "Weather.h"
54 #include "BattleGround.h"
55 #include "BattleGroundMgr.h"
56 #include "ArenaTeam.h"
57 #include "Chat.h"
58 #include "Database/DatabaseImpl.h"
59 #include "Spell.h"
60 #include "SocialMgr.h"
62 #include <cmath>
64 #define ZONE_UPDATE_INTERVAL 1000
66 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
67 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
68 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
70 #define SKILL_VALUE(x) PAIR32_LOPART(x)
71 #define SKILL_MAX(x) PAIR32_HIPART(x)
72 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
74 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
75 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
76 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
78 enum CharacterFlags
80 CHARACTER_FLAG_NONE = 0x00000000,
81 CHARACTER_FLAG_UNK1 = 0x00000001,
82 CHARACTER_FLAG_UNK2 = 0x00000002,
83 CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
84 CHARACTER_FLAG_UNK4 = 0x00000008,
85 CHARACTER_FLAG_UNK5 = 0x00000010,
86 CHARACTER_FLAG_UNK6 = 0x00000020,
87 CHARACTER_FLAG_UNK7 = 0x00000040,
88 CHARACTER_FLAG_UNK8 = 0x00000080,
89 CHARACTER_FLAG_UNK9 = 0x00000100,
90 CHARACTER_FLAG_UNK10 = 0x00000200,
91 CHARACTER_FLAG_HIDE_HELM = 0x00000400,
92 CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
93 CHARACTER_FLAG_UNK13 = 0x00001000,
94 CHARACTER_FLAG_GHOST = 0x00002000,
95 CHARACTER_FLAG_RENAME = 0x00004000,
96 CHARACTER_FLAG_UNK16 = 0x00008000,
97 CHARACTER_FLAG_UNK17 = 0x00010000,
98 CHARACTER_FLAG_UNK18 = 0x00020000,
99 CHARACTER_FLAG_UNK19 = 0x00040000,
100 CHARACTER_FLAG_UNK20 = 0x00080000,
101 CHARACTER_FLAG_UNK21 = 0x00100000,
102 CHARACTER_FLAG_UNK22 = 0x00200000,
103 CHARACTER_FLAG_UNK23 = 0x00400000,
104 CHARACTER_FLAG_UNK24 = 0x00800000,
105 CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
106 CHARACTER_FLAG_DECLINED = 0x02000000,
107 CHARACTER_FLAG_UNK27 = 0x04000000,
108 CHARACTER_FLAG_UNK28 = 0x08000000,
109 CHARACTER_FLAG_UNK29 = 0x10000000,
110 CHARACTER_FLAG_UNK30 = 0x20000000,
111 CHARACTER_FLAG_UNK31 = 0x40000000,
112 CHARACTER_FLAG_UNK32 = 0x80000000
115 // corpse reclaim times
116 #define DEATH_EXPIRE_STEP (5*MINUTE)
117 #define MAX_DEATH_COUNT 3
119 static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
121 //== PlayerTaxi ================================================
123 PlayerTaxi::PlayerTaxi()
125 // Taxi nodes
126 memset(m_taximask, 0, sizeof(m_taximask));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 level)
131 // capital and taxi hub masks
132 switch(race)
134 case RACE_HUMAN: SetTaximaskNode(2); break; // Human
135 case RACE_ORC: SetTaximaskNode(23); break; // Orc
136 case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
137 case RACE_NIGHTELF: SetTaximaskNode(26);
138 SetTaximaskNode(27); break; // Night Elf
139 case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
140 case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
141 case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
142 case RACE_TROLL: SetTaximaskNode(23); break; // Troll
143 case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
144 case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
146 // new continent starting masks (It will be accessible only at new map)
147 switch(Player::TeamForRace(race))
149 case ALLIANCE: SetTaximaskNode(100); break;
150 case HORDE: SetTaximaskNode(99); break;
152 // level dependent taxi hubs
153 if(level>=68)
154 SetTaximaskNode(213); //Shattered Sun Staging Area
157 void PlayerTaxi::LoadTaxiMask(const char* data)
159 Tokens tokens = StrSplit(data, " ");
161 int index;
162 Tokens::iterator iter;
163 for (iter = tokens.begin(), index = 0;
164 (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
166 // load and set bits only for existed taxi nodes
167 m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
171 void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
173 if(all)
175 for (uint8 i=0; i<TaxiMaskSize; i++)
176 data << uint32(sTaxiNodesMask[i]); // all existed nodes
178 else
180 for (uint8 i=0; i<TaxiMaskSize; i++)
181 data << uint32(m_taximask[i]); // known nodes
185 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values )
187 ClearTaxiDestinations();
189 Tokens tokens = StrSplit(values," ");
191 for(Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
193 uint32 node = uint32(atol(iter->c_str()));
194 AddTaxiDestination(node);
197 if(m_TaxiDestinations.empty())
198 return true;
200 // Check integrity
201 if(m_TaxiDestinations.size() < 2)
202 return false;
204 for(size_t i = 1; i < m_TaxiDestinations.size(); ++i)
206 uint32 cost;
207 uint32 path;
208 objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
209 if(!path)
210 return false;
213 return true;
216 std::string PlayerTaxi::SaveTaxiDestinationsToString()
218 if(m_TaxiDestinations.empty())
219 return "";
221 std::ostringstream ss;
223 for(size_t i=0; i < m_TaxiDestinations.size(); ++i)
224 ss << m_TaxiDestinations[i] << " ";
226 return ss.str();
229 uint32 PlayerTaxi::GetCurrentTaxiPath() const
231 if(m_TaxiDestinations.size() < 2)
232 return 0;
234 uint32 path;
235 uint32 cost;
237 objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
239 return path;
242 //== Player ====================================================
244 const int32 Player::ReputationRank_Length[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
246 UpdateMask Player::updateVisualBits;
248 Player::Player (WorldSession *session): Unit()
250 m_transport = 0;
252 m_speakTime = 0;
253 m_speakCount = 0;
255 m_objectType |= TYPEMASK_PLAYER;
256 m_objectTypeId = TYPEID_PLAYER;
258 m_valuesCount = PLAYER_END;
260 m_session = session;
262 m_divider = 0;
264 m_ExtraFlags = 0;
265 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER)
266 SetAcceptTicket(true);
268 // players always accept
269 if(GetSession()->GetSecurity() == SEC_PLAYER)
270 SetAcceptWhispers(true);
272 m_curSelection = 0;
273 m_lootGuid = 0;
275 m_comboTarget = 0;
276 m_comboPoints = 0;
278 m_usedTalentCount = 0;
280 m_regenTimer = 0;
281 m_weaponChangeTimer = 0;
283 m_zoneUpdateId = 0;
284 m_zoneUpdateTimer = 0;
286 m_areaUpdateId = 0;
288 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
290 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
291 // this must help in case next save after mass player load after server startup
292 m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
294 clearResurrectRequestData();
296 m_SpellModRemoveCount = 0;
298 memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
300 m_social = NULL;
302 // group is initialized in the reference constructor
303 SetGroupInvite(NULL);
304 m_groupUpdateMask = 0;
305 m_auraUpdateMask = 0;
307 duel = NULL;
309 m_GuildIdInvited = 0;
310 m_ArenaTeamIdInvited = 0;
312 m_atLoginFlags = AT_LOGIN_NONE;
314 m_dontMove = false;
316 pTrader = 0;
317 ClearTrade();
319 m_cinematic = 0;
321 PlayerTalkClass = new PlayerMenu( GetSession() );
322 m_currentBuybackSlot = BUYBACK_SLOT_START;
324 for ( int aX = 0 ; aX < 8 ; aX++ )
325 m_Tutorials[ aX ] = 0x00;
326 m_TutorialsChanged = false;
328 m_DailyQuestChanged = false;
329 m_lastDailyQuestTime = 0;
331 m_regenTimer = 0;
332 m_weaponChangeTimer = 0;
333 m_breathTimer = 0;
334 m_isunderwater = 0;
335 m_isInWater = false;
336 m_drunkTimer = 0;
337 m_drunk = 0;
338 m_restTime = 0;
339 m_deathTimer = 0;
340 m_deathExpireTime = 0;
342 m_swingErrorMsg = 0;
344 m_DetectInvTimer = 1000;
346 m_bgBattleGroundID = 0;
347 for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++)
349 m_bgBattleGroundQueueID[j].bgQueueType = 0;
350 m_bgBattleGroundQueueID[j].invitedToInstance = 0;
352 m_bgTeam = 0;
354 m_logintime = time(NULL);
355 m_Last_tick = m_logintime;
356 m_WeaponProficiency = 0;
357 m_ArmorProficiency = 0;
358 m_canParry = false;
359 m_canBlock = false;
360 m_canDualWield = false;
361 m_ammoDPS = 0.0f;
363 m_temporaryUnsummonedPetNumber = 0;
364 //cache for UNIT_CREATED_BY_SPELL to allow
365 //returning reagents for temporarily removed pets
366 //when dying/logging out
367 m_oldpetspell = 0;
369 ////////////////////Rest System/////////////////////
370 time_inn_enter=0;
371 inn_pos_mapid=0;
372 inn_pos_x=0;
373 inn_pos_y=0;
374 inn_pos_z=0;
375 m_rest_bonus=0;
376 rest_type=REST_TYPE_NO;
377 ////////////////////Rest System/////////////////////
379 m_mailsLoaded = false;
380 m_mailsUpdated = false;
381 unReadMails = 0;
382 m_nextMailDelivereTime = 0;
384 m_resetTalentsCost = 0;
385 m_resetTalentsTime = 0;
386 m_itemUpdateQueueBlocked = false;
388 for (int i = 0; i < MAX_MOVE_TYPE; ++i)
389 m_forced_speed_changes[i] = 0;
391 m_stableSlots = 0;
393 /////////////////// Instance System /////////////////////
395 m_HomebindTimer = 0;
396 m_InstanceValid = true;
397 m_dungeonDifficulty = DIFFICULTY_NORMAL;
399 for (int i = 0; i < BASEMOD_END; i++)
401 m_auraBaseMod[i][FLAT_MOD] = 0.0f;
402 m_auraBaseMod[i][PCT_MOD] = 1.0f;
405 // Honor System
406 m_lastHonorUpdateTime = time(NULL);
408 // Player summoning
409 m_summon_expire = 0;
410 m_summon_mapid = 0;
411 m_summon_x = 0.0f;
412 m_summon_y = 0.0f;
413 m_summon_z = 0.0f;
415 //Default movement to run mode
416 m_unit_movement_flags = 0;
418 m_miniPet = 0;
419 m_bgAfkReportedTimer = 0;
420 m_contestedPvPTimer = 0;
422 m_declinedname = NULL;
425 Player::~Player ()
427 CleanupsBeforeDelete();
429 // it must be unloaded already in PlayerLogout and accessed only for loggined player
430 //m_social = NULL;
432 // Note: buy back item already deleted from DB when player was saved
433 for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
435 if(m_items[i])
436 delete m_items[i];
438 CleanupChannels();
440 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
441 delete itr->second;
443 //all mailed items should be deleted, also all mail should be deallocated
444 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
445 delete *itr;
447 for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
448 delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
450 delete PlayerTalkClass;
452 if (m_transport)
454 m_transport->RemovePassenger(this);
457 for(size_t x = 0; x < ItemSetEff.size(); x++)
458 if(ItemSetEff[x])
459 delete ItemSetEff[x];
461 // clean up player-instance binds, may unload some instance saves
462 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
463 for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
464 itr->second.save->RemovePlayer(this);
466 delete m_declinedname;
469 void Player::CleanupsBeforeDelete()
471 if(m_uint32Values) // only for fully created Object
473 TradeCancel(false);
474 DuelComplete(DUEL_INTERUPTED);
476 Unit::CleanupsBeforeDelete();
479 bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId )
481 //FIXME: outfitId not used in player creating
483 Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
485 m_name = name;
487 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
488 if(!info)
490 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
491 return false;
494 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
495 m_items[i] = NULL;
497 m_race = race;
498 m_class = class_;
500 SetMapId(info->mapId);
501 Relocate(info->positionX,info->positionY,info->positionZ);
503 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
504 if(!cEntry)
506 sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
507 return false;
510 uint8 powertype = cEntry->powerType;
512 uint32 unitfield;
514 switch(powertype)
516 case POWER_ENERGY:
517 case POWER_MANA:
518 unitfield = 0x00000000;
519 break;
520 case POWER_RAGE:
521 unitfield = 0x00110000;
522 break;
523 default:
524 sLog.outError("Invalid default powertype %u for player (class %u)",powertype,class_);
525 return false;
528 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE );
529 SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f );
531 switch(gender)
533 case GENDER_FEMALE:
534 SetDisplayId(info->displayId_f );
535 SetNativeDisplayId(info->displayId_f );
536 break;
537 case GENDER_MALE:
538 SetDisplayId(info->displayId_m );
539 SetNativeDisplayId(info->displayId_m );
540 break;
541 default:
542 sLog.outError("Invalid gender %u for player",gender);
543 return false;
544 break;
547 setFactionForRace(m_race);
549 uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
551 SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
552 SetUInt32Value(UNIT_FIELD_BYTES_1, unitfield);
553 SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_UNK3 | UNIT_BYTE2_FLAG_UNK5 );
554 SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
555 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
557 //-1 is default value
558 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
560 SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
561 SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
562 SetByteValue(PLAYER_BYTES_3, 0, gender);
564 SetUInt32Value( PLAYER_GUILDID, 0 );
565 SetUInt32Value( PLAYER_GUILDRANK, 0 );
566 SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
568 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled
569 SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
570 SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
571 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 );
572 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
573 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
575 // set starting level
576 if (GetSession()->GetSecurity() >= SEC_MODERATOR)
577 SetUInt32Value (UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_START_GM_LEVEL));
578 else
579 SetUInt32Value (UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_START_PLAYER_LEVEL));
581 SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
582 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
583 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
585 // Played time
586 m_Last_tick = time(NULL);
587 m_Played_time[0] = 0;
588 m_Played_time[1] = 0;
590 // base stats and related field values
591 InitStatsForLevel();
592 InitTaxiNodesForLevel();
593 InitTalentForLevel();
594 InitPrimaryProffesions(); // to max set before any spell added
596 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
597 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
598 SetHealth(GetMaxHealth());
599 if (getPowerType()==POWER_MANA)
601 UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
602 SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
605 // original spells
606 learnDefaultSpells(true);
608 // original action bar
609 std::list<uint16>::const_iterator action_itr[4];
610 for(int i=0; i<4; i++)
611 action_itr[i] = info->action[i].begin();
613 for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();)
615 uint16 taction[4];
616 for(int i=0; i<4 ;i++)
617 taction[i] = (*action_itr[i]);
619 addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]);
621 for(int i=0; i<4 ;i++)
622 ++action_itr[i];
625 // original items
626 CharStartOutfitEntry const* oEntry = NULL;
627 for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
629 if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
631 if(entry->RaceClassGender == RaceClassGender)
633 oEntry = entry;
634 break;
639 if(oEntry)
641 for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
643 if(oEntry->ItemId[j] <= 0)
644 continue;
646 uint32 item_id = oEntry->ItemId[j];
648 ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
649 if(!iProto)
651 sLog.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id,getRace(),getClass());
652 continue;
655 uint32 count = iProto->Stackable; // max stack by default (mostly 1)
656 if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
658 switch(iProto->Spells[0].SpellCategory)
660 case 11: // food
661 if(iProto->Stackable > 4)
662 count = 4;
663 break;
664 case 59: // drink
665 if(iProto->Stackable > 2)
666 count = 2;
667 break;
671 StoreNewItemInBestSlots(item_id, count);
675 for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
676 StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
678 // bags and main-hand weapon must equipped at this moment
679 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
680 // or ammo not equipped in special bag
681 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
683 if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
685 uint16 eDest;
686 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
687 uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
688 if( msg == EQUIP_ERR_OK )
690 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
691 EquipItem( eDest, pItem, true);
693 // move other items to more appropriate slots (ammo not equipped in special bag)
694 else
696 ItemPosCountVec sDest;
697 msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
698 if( msg == EQUIP_ERR_OK )
700 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
701 pItem = StoreItem( sDest, pItem, true);
704 // if this is ammo then use it
705 uint8 msg = CanUseAmmo( pItem->GetProto()->ItemId );
706 if( msg == EQUIP_ERR_OK )
707 SetAmmo( pItem->GetProto()->ItemId );
711 // all item positions resolved
713 return true;
716 bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
718 sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
720 // attempt equip by one
721 while(titem_amount > 0)
723 uint16 eDest;
724 uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false );
725 if( msg != EQUIP_ERR_OK )
726 break;
728 EquipNewItem( eDest, titem_id, true);
729 AutoUnequipOffhandIfNeed();
730 --titem_amount;
733 if(titem_amount == 0)
734 return true; // equipped
736 // attempt store
737 ItemPosCountVec sDest;
738 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
739 uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
740 if( msg == EQUIP_ERR_OK )
742 StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
743 return true; // stored
746 // item can't be added
747 sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
748 return false;
751 void Player::StartMirrorTimer(MirrorTimerType Type, uint32 MaxValue)
753 uint32 BreathRegen = (uint32)-1;
755 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
756 data << (uint32)Type;
757 data << MaxValue;
758 data << MaxValue;
759 data << BreathRegen;
760 data << (uint8)0;
761 data << (uint32)0; // spell id
762 GetSession()->SendPacket(&data);
765 void Player::ModifyMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, uint32 Regen)
767 if(Type==BREATH_TIMER)
768 m_breathTimer = ((MaxValue + 1000) - CurrentValue) / Regen;
770 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
771 data << (uint32)Type;
772 data << CurrentValue;
773 data << MaxValue;
774 data << Regen;
775 data << (uint8)0;
776 data << (uint32)0; // spell id
777 GetSession()->SendPacket( &data );
780 void Player::StopMirrorTimer(MirrorTimerType Type)
782 if(Type==BREATH_TIMER)
783 m_breathTimer = 0;
785 WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
786 data << (uint32)Type;
787 GetSession()->SendPacket( &data );
790 void Player::EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 damage)
792 WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
793 data << (uint64)guid;
794 data << (uint8)(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
795 data << (uint32)damage;
796 data << (uint32)0;
797 data << (uint32)0;
798 SendMessageToSet(&data, true);
800 DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
802 if(type==DAMAGE_FALL && !isAlive()) // DealDamage not apply item durability loss at self damage
804 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
805 DurabilityLossAll(0.10f,false);
806 // durability lost message
807 WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
808 GetSession()->SendPacket(&data);
812 void Player::HandleDrowning()
814 if(!m_isunderwater)
815 return;
817 //if player is GM, have waterbreath, is dead or if breathing is disabled then return
818 if(waterbreath || isGameMaster() || !isAlive() || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
820 StopMirrorTimer(BREATH_TIMER);
821 m_isunderwater = 0;
822 return;
825 uint32 UnderWaterTime = 1*MINUTE*1000; // default length 1 min
827 AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
828 for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
829 UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
831 if ((m_isunderwater & 0x01) && !(m_isunderwater & 0x80) && isAlive())
833 //single trigger timer
834 if (!(m_isunderwater & 0x02))
836 m_isunderwater|= 0x02;
837 m_breathTimer = UnderWaterTime + 1000;
839 //single trigger "Breathbar"
840 if ( m_breathTimer <= UnderWaterTime && !(m_isunderwater & 0x04))
842 m_isunderwater|= 0x04;
843 StartMirrorTimer(BREATH_TIMER, UnderWaterTime);
845 //continuous trigger drowning "Damage"
846 if ((m_breathTimer == 0) && (m_isunderwater & 0x01))
848 //TODO: Check this formula
849 uint64 guid = GetGUID();
850 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
852 EnvironmentalDamage(guid, DAMAGE_DROWNING,damage);
853 m_breathTimer = 2000;
856 //single trigger retract bar
857 else if (!(m_isunderwater & 0x01) && !(m_isunderwater & 0x08) && (m_isunderwater & 0x02) && (m_breathTimer > 0) && isAlive())
859 m_isunderwater = 0x08;
861 uint32 BreathRegen = 10;
862 ModifyMirrorTimer(BREATH_TIMER, UnderWaterTime, m_breathTimer,BreathRegen);
863 m_isunderwater = 0x10;
865 //remove bar
866 else if ((m_breathTimer < 50) && !(m_isunderwater & 0x01) && (m_isunderwater == 0x10))
868 StopMirrorTimer(BREATH_TIMER);
869 m_isunderwater = 0;
873 void Player::HandleLava()
875 bool ValidArea = false;
877 if ((m_isunderwater & 0x80) && isAlive())
879 //Single trigger Set BreathTimer
880 if (!(m_isunderwater & 0x80))
882 m_isunderwater|= 0x04;
883 m_breathTimer = 1000;
885 //Reset BreathTimer and still in the lava
886 if (!m_breathTimer)
888 uint64 guid = GetGUID();
889 uint32 damage = urand(600, 700); // TODO: Get more detailed information about lava damage
890 uint32 dmgZone = GetZoneId(); // TODO: Find correct "lava dealing zone" flag in Area Table
892 // Deal lava damage only in lava zones.
893 switch(dmgZone)
895 case 0x8D:
896 ValidArea = false;
897 break;
898 case 0x94:
899 ValidArea = false;
900 break;
901 case 0x2CE:
902 ValidArea = false;
903 break;
904 case 0x2CF:
905 ValidArea = false;
906 break;
907 default:
908 if (dmgZone / 5 & 0x408)
909 ValidArea = true;
912 // if is valid area and is not gamemaster then deal damage
913 if ( ValidArea && !isGameMaster() )
914 EnvironmentalDamage(guid, DAMAGE_LAVA, damage);
916 m_breathTimer = 1000;
920 //Death timer disabled and WaterFlags reset
921 else if (m_deathState == DEAD)
923 m_breathTimer = 0;
924 m_isunderwater = 0;
928 ///The player sobers by 256 every 10 seconds
929 void Player::HandleSobering()
931 m_drunkTimer = 0;
933 uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
934 SetDrunkValue(drunk);
937 DrunkenState Player::GetDrunkenstateByValue(uint16 value)
939 if(value >= 23000)
940 return DRUNKEN_SMASHED;
941 if(value >= 12800)
942 return DRUNKEN_DRUNK;
943 if(value & 0xFFFE)
944 return DRUNKEN_TIPSY;
945 return DRUNKEN_SOBER;
948 void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
950 uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
952 m_drunk = newDrunkenValue;
953 SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
955 uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
957 // special drunk invisibility detection
958 if(newDrunkenState >= DRUNKEN_DRUNK)
959 m_detectInvisibilityMask |= (1<<6);
960 else
961 m_detectInvisibilityMask &= ~(1<<6);
963 if(newDrunkenState == oldDrunkenState)
964 return;
966 WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
967 data << uint64(GetGUID());
968 data << uint32(newDrunkenState);
969 data << uint32(itemId);
971 SendMessageToSet(&data, true);
974 void Player::Update( uint32 p_time )
976 if(!IsInWorld())
977 return;
979 // undelivered mail
980 if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
982 SendNewMail();
983 ++unReadMails;
985 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
986 m_nextMailDelivereTime = 0;
989 Unit::Update( p_time );
991 // update player only attacks
992 if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
994 setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
997 if(uint32 off_att = getAttackTimer(OFF_ATTACK))
999 setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
1002 time_t now = time (NULL);
1004 UpdatePvPFlag(now);
1006 UpdateContestedPvP(p_time);
1008 UpdateDuelFlag(now);
1010 CheckDuelDistance(now);
1012 UpdateAfkReport(now);
1014 CheckExploreSystem();
1016 // Update items that have just a limited lifetime
1017 if (now>m_Last_tick)
1018 UpdateItemDuration(uint32(now- m_Last_tick));
1020 if (!m_timedquests.empty())
1022 std::set<uint32>::iterator iter = m_timedquests.begin();
1023 while (iter != m_timedquests.end())
1025 QuestStatusData& q_status = mQuestStatus[*iter];
1026 if( q_status.m_timer <= p_time )
1028 uint32 quest_id = *iter;
1029 ++iter; // current iter will be removed in FailTimedQuest
1030 FailTimedQuest( quest_id );
1032 else
1034 q_status.m_timer -= p_time;
1035 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
1036 ++iter;
1041 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
1043 Unit *pVictim = getVictim();
1044 if( !IsNonMeleeSpellCasted(false) && pVictim)
1046 // default combat reach 10
1047 // TODO add weapon,skill check
1049 float pldistance = ATTACK_DISTANCE;
1051 if (isAttackReady(BASE_ATTACK))
1053 if(!IsWithinDistInMap(pVictim, pldistance))
1055 setAttackTimer(BASE_ATTACK,100);
1056 if(m_swingErrorMsg != 1) // send single time (client auto repeat)
1058 SendAttackSwingNotInRange();
1059 m_swingErrorMsg = 1;
1062 //120 degrees of radiant range
1063 else if( !HasInArc( 2*M_PI/3, pVictim ))
1065 setAttackTimer(BASE_ATTACK,100);
1066 if(m_swingErrorMsg != 2) // send single time (client auto repeat)
1068 SendAttackSwingBadFacingAttack();
1069 m_swingErrorMsg = 2;
1072 else
1074 m_swingErrorMsg = 0; // reset swing error state
1076 // prevent base and off attack in same time, delay attack at 0.2 sec
1077 if(haveOffhandWeapon())
1079 uint32 off_att = getAttackTimer(OFF_ATTACK);
1080 if(off_att < ATTACK_DISPLAY_DELAY)
1081 setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
1083 AttackerStateUpdate(pVictim, BASE_ATTACK);
1084 resetAttackTimer(BASE_ATTACK);
1088 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
1090 if(!IsWithinDistInMap(pVictim, pldistance))
1092 setAttackTimer(OFF_ATTACK,100);
1094 else if( !HasInArc( 2*M_PI/3, pVictim ))
1096 setAttackTimer(OFF_ATTACK,100);
1098 else
1100 // prevent base and off attack in same time, delay attack at 0.2 sec
1101 uint32 base_att = getAttackTimer(BASE_ATTACK);
1102 if(base_att < ATTACK_DISPLAY_DELAY)
1103 setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
1104 // do attack
1105 AttackerStateUpdate(pVictim, OFF_ATTACK);
1106 resetAttackTimer(OFF_ATTACK);
1110 Unit *owner = pVictim->GetOwner();
1111 Unit *u = owner ? owner : pVictim;
1112 if(u->IsPvP() && (!duel || duel->opponent != u))
1114 UpdatePvP(true);
1115 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
1120 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
1122 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1124 int time_inn = time(NULL)-GetTimeInnEnter();
1125 if (time_inn >= 10) //freeze update
1127 float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
1128 //speed collect rest bonus (section/in hour)
1129 SetRestBonus( GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble );
1130 UpdateInnerTime(time(NULL));
1135 if(m_regenTimer > 0)
1137 if(p_time >= m_regenTimer)
1138 m_regenTimer = 0;
1139 else
1140 m_regenTimer -= p_time;
1143 if (m_weaponChangeTimer > 0)
1145 if(p_time >= m_weaponChangeTimer)
1146 m_weaponChangeTimer = 0;
1147 else
1148 m_weaponChangeTimer -= p_time;
1151 if (m_zoneUpdateTimer > 0)
1153 if(p_time >= m_zoneUpdateTimer)
1155 uint32 newzone = GetZoneId();
1156 if( m_zoneUpdateId != newzone )
1157 UpdateZone(newzone); // also update area
1158 else
1160 // use area updates as well
1161 // needed for free far all arenas for example
1162 uint32 newarea = GetAreaId();
1163 if( m_areaUpdateId != newarea )
1164 UpdateArea(newarea);
1166 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
1169 else
1170 m_zoneUpdateTimer -= p_time;
1173 if (isAlive())
1175 RegenerateAll();
1178 if (m_deathState == JUST_DIED)
1180 KillPlayer();
1183 if(m_nextSave > 0)
1185 if(p_time >= m_nextSave)
1187 // m_nextSave reseted in SaveToDB call
1188 SaveToDB();
1189 sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1191 else
1193 m_nextSave -= p_time;
1197 //Breathtimer
1198 if(m_breathTimer > 0)
1200 if(p_time >= m_breathTimer)
1201 m_breathTimer = 0;
1202 else
1203 m_breathTimer -= p_time;
1207 //Handle Water/drowning
1208 HandleDrowning();
1210 //Handle lava
1211 HandleLava();
1213 //Handle detect stealth players
1214 if (m_DetectInvTimer > 0)
1216 if (p_time >= m_DetectInvTimer)
1218 m_DetectInvTimer = 3000;
1219 HandleStealthedUnitsDetection();
1221 else
1222 m_DetectInvTimer -= p_time;
1225 // Played time
1226 if (now > m_Last_tick)
1228 uint32 elapsed = uint32(now - m_Last_tick);
1229 m_Played_time[0] += elapsed; // Total played time
1230 m_Played_time[1] += elapsed; // Level played time
1231 m_Last_tick = now;
1234 if (m_drunk)
1236 m_drunkTimer += p_time;
1238 if (m_drunkTimer > 10000)
1239 HandleSobering();
1242 // not auto-free ghost from body in instances
1243 if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
1245 if(p_time >= m_deathTimer)
1247 m_deathTimer = 0;
1248 BuildPlayerRepop();
1249 RepopAtGraveyard();
1251 else
1252 m_deathTimer -= p_time;
1255 UpdateEnchantTime(p_time);
1256 UpdateHomebindTime(p_time);
1258 // group update
1259 SendUpdateToOutOfRangeGroupMembers();
1261 Pet* pet = GetPet();
1262 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
1264 RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
1265 return;
1269 void Player::setDeathState(DeathState s)
1271 uint32 ressSpellId = 0;
1273 bool cur = isAlive();
1275 if(s == JUST_DIED && cur)
1277 // drunken state is cleared on death
1278 SetDrunkValue(0);
1279 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1280 ClearComboPoints();
1282 clearResurrectRequestData();
1284 // remove form before other mods to prevent incorrect stats calculation
1285 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
1287 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1288 RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
1290 // remove uncontrolled pets
1291 RemoveMiniPet();
1292 RemoveGuardians();
1294 // save value before aura remove in Unit::setDeathState
1295 ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
1297 // passive spell
1298 if(!ressSpellId)
1299 ressSpellId = GetResurrectionSpellId();
1301 Unit::setDeathState(s);
1303 // restore resurrection spell id for player after aura remove
1304 if(s == JUST_DIED && cur && ressSpellId)
1305 SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
1307 if(isAlive() && !cur)
1309 //clear aura case after resurrection by another way (spells will be applied before next death)
1310 SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
1312 // restore default warrior stance
1313 if(getClass()== CLASS_WARRIOR)
1314 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
1318 void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
1320 *p_data << GetGUID();
1321 *p_data << m_name;
1323 *p_data << getRace();
1324 uint8 pClass = getClass();
1325 *p_data << pClass;
1326 *p_data << getGender();
1328 uint32 bytes = GetUInt32Value(PLAYER_BYTES);
1329 *p_data << uint8(bytes);
1330 *p_data << uint8(bytes >> 8);
1331 *p_data << uint8(bytes >> 16);
1332 *p_data << uint8(bytes >> 24);
1334 bytes = GetUInt32Value(PLAYER_BYTES_2);
1335 *p_data << uint8(bytes);
1337 *p_data << uint8(getLevel()); // player level
1338 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1339 uint32 zoneId = MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY());
1340 sLog.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId);
1341 *p_data << zoneId;
1342 *p_data << GetMapId();
1344 *p_data << GetPositionX();
1345 *p_data << GetPositionY();
1346 *p_data << GetPositionZ();
1348 *p_data << (result ? result->Fetch()[13].GetUInt32() : 0);
1350 uint32 char_flags = 0;
1351 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
1352 char_flags |= CHARACTER_FLAG_HIDE_HELM;
1353 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
1354 char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
1355 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
1356 char_flags |= CHARACTER_FLAG_GHOST;
1357 if(HasAtLoginFlag(AT_LOGIN_RENAME))
1358 char_flags |= CHARACTER_FLAG_RENAME;
1359 // always send the flag if declined names aren't used
1360 // to let the client select a default method of declining the name
1361 if(!sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) || (result && result->Fetch()[14].GetCppString() != ""))
1362 char_flags |= CHARACTER_FLAG_DECLINED;
1364 *p_data << (uint32)char_flags; // character flags
1366 *p_data << (uint8)1; // unknown
1368 // Pets info
1370 uint32 petDisplayId = 0;
1371 uint32 petLevel = 0;
1372 uint32 petFamily = 0;
1374 // show pet at selection character in character list only for non-ghost character
1375 if(result && isAlive() && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER))
1377 Field* fields = result->Fetch();
1379 uint32 entry = fields[10].GetUInt32();
1380 CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
1381 if(cInfo)
1383 petDisplayId = fields[11].GetUInt32();
1384 petLevel = fields[12].GetUInt32();
1385 petFamily = cInfo->family;
1389 *p_data << (uint32)petDisplayId;
1390 *p_data << (uint32)petLevel;
1391 *p_data << (uint32)petFamily;
1394 /*ItemPrototype const *items[EQUIPMENT_SLOT_END];
1395 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
1396 items[i] = NULL;
1398 QueryResult *result = CharacterDatabase.PQuery("SELECT slot,item_template FROM character_inventory WHERE guid = '%u' AND bag = 0",GetGUIDLow());
1399 if (result)
1403 Field *fields = result->Fetch();
1404 uint8 slot = fields[0].GetUInt8() & 255;
1405 uint32 item_id = fields[1].GetUInt32();
1406 if( slot >= EQUIPMENT_SLOT_END )
1407 continue;
1409 items[slot] = objmgr.GetItemPrototype(item_id);
1410 if(!items[slot])
1412 sLog.outError( "Player::BuildEnumData: Player %s have unknown item (id: #%u) in inventory, skipped.", GetName(),item_id );
1413 continue;
1415 } while (result->NextRow());
1416 delete result;
1419 for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
1421 uint32 visualbase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
1422 uint32 item_id = GetUInt32Value(visualbase);
1423 const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
1424 SpellItemEnchantmentEntry const *enchant = NULL;
1426 for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot<=TEMP_ENCHANTMENT_SLOT; enchantSlot++)
1428 uint32 enchantId = GetUInt32Value(visualbase+1+enchantSlot);
1429 if(enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))
1430 break;
1433 if (proto != NULL)
1435 *p_data << (uint32)proto->DisplayInfoID;
1436 *p_data << (uint8)proto->InventoryType;
1437 *p_data << (uint32)(enchant?enchant->aura_id:0);
1439 else
1441 *p_data << (uint32)0;
1442 *p_data << (uint8)0;
1443 *p_data << (uint32)0; // enchant?
1446 *p_data << (uint32)0; // first bag display id
1447 *p_data << (uint8)0; // first bag inventory type
1448 *p_data << (uint32)0; // enchant?
1451 bool Player::ToggleAFK()
1453 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1455 bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1457 // afk player not allowed in battleground
1458 if(state && InBattleGround())
1459 LeaveBattleground();
1461 return state;
1464 bool Player::ToggleDND()
1466 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1468 return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1471 uint8 Player::chatTag() const
1473 // it's bitmask
1474 // 0x8 - ??
1475 // 0x4 - gm
1476 // 0x2 - dnd
1477 // 0x1 - afk
1478 if(isGMChat())
1479 return 4;
1480 else if(isDND())
1481 return 3;
1482 if(isAFK())
1483 return 1;
1484 else
1485 return 0;
1488 bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
1490 if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
1492 sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
1493 return false;
1496 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1497 Pet* pet = GetPet();
1499 MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
1501 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1502 // don't let gm level > 1 either
1503 if(!InBattleGround() && mEntry->IsBattleGroundOrArena())
1504 return false;
1506 // client without expansion support
1507 if(GetSession()->Expansion() < mEntry->Expansion())
1509 sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
1511 if(GetTransport())
1512 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1514 SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL1);
1516 return false; // normal client can't teleport to this map...
1518 else
1520 sLog.outDebug("Player %s will teleported to map %u", GetName(), mapid);
1523 // if we were on a transport, leave
1524 if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
1526 m_transport->RemovePassenger(this);
1527 m_transport = NULL;
1528 m_movementInfo.t_x = 0.0f;
1529 m_movementInfo.t_y = 0.0f;
1530 m_movementInfo.t_z = 0.0f;
1531 m_movementInfo.t_o = 0.0f;
1532 m_movementInfo.t_time = 0;
1535 SetSemaphoreTeleport(true);
1537 // The player was ported to another map and looses the duel immediately.
1538 // We have to perform this check before the teleport, otherwise the
1539 // ObjectAccessor won't find the flag.
1540 if (duel && GetMapId()!=mapid)
1542 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
1543 if (obj)
1544 DuelComplete(DUEL_FLED);
1547 // reset movement flags at teleport, because player will continue move with these flags after teleport
1548 SetUnitMovementFlags(0);
1550 if ((GetMapId() == mapid) && (!m_transport))
1552 // prepare zone change detect
1553 uint32 old_zone = GetZoneId();
1555 // near teleport
1556 if(!GetSession()->PlayerLogout())
1558 WorldPacket data;
1559 BuildTeleportAckMsg(&data, x, y, z, orientation);
1560 GetSession()->SendPacket(&data);
1561 SetPosition( x, y, z, orientation, true);
1563 else
1564 // this will be used instead of the current location in SaveToDB
1565 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1566 SetFallInformation(0, z);
1568 //BuildHeartBeatMsg(&data);
1569 //SendMessageToSet(&data, true);
1570 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1572 //same map, only remove pet if out of range
1573 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
1575 if(pet->isControlled() && !pet->isTemporarySummoned() )
1576 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1577 else
1578 m_temporaryUnsummonedPetNumber = 0;
1580 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1584 if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
1585 CombatStop();
1587 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1589 // resummon pet
1590 if(pet && m_temporaryUnsummonedPetNumber)
1592 Pet* NewPet = new Pet;
1593 if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
1594 delete NewPet;
1596 m_temporaryUnsummonedPetNumber = 0;
1600 if(!GetSession()->PlayerLogout())
1602 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1603 SetSemaphoreTeleport(false);
1605 UpdateZone(GetZoneId());
1608 // new zone
1609 if(old_zone != GetZoneId())
1611 // honorless target
1612 if(pvpInfo.inHostileArea)
1613 CastSpell(this, 2479, true);
1616 else
1618 // far teleport to another map
1619 Map* oldmap = IsInWorld() ? GetMap() : NULL;
1620 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1622 // Check enter rights before map getting to avoid creating instance copy for player
1623 // this check not dependent from map instance copy and same for all instance copies of selected map
1624 if (!MapManager::Instance().CanPlayerEnter(mapid, this))
1626 SetSemaphoreTeleport(false);
1627 return false;
1630 // If the map is not created, assume it is possible to enter it.
1631 // It will be created in the WorldPortAck.
1632 Map *map = MapManager::Instance().FindMap(mapid);
1633 if (!map || map->CanEnter(this))
1635 SetSelection(0);
1637 CombatStop();
1639 ResetContestedPvP();
1641 // remove player from battleground on far teleport (when changing maps)
1642 if(BattleGround const* bg = GetBattleGround())
1644 // Note: at battleground join battleground id set before teleport
1645 // and we already will found "current" battleground
1646 // just need check that this is targeted map or leave
1647 if(bg->GetMapId() != mapid)
1648 LeaveBattleground(false); // don't teleport to entry point
1651 // remove pet on map change
1652 if (pet)
1654 //leaving map -> delete pet right away (doing this later will cause problems)
1655 if(pet->isControlled() && !pet->isTemporarySummoned())
1656 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1657 else
1658 m_temporaryUnsummonedPetNumber = 0;
1660 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1663 // remove all dyn objects
1664 RemoveAllDynObjects();
1666 // stop spellcasting
1667 // not attempt interrupt teleportation spell at caster teleport
1668 if(!(options & TELE_TO_SPELL))
1669 if(IsNonMeleeSpellCasted(true))
1670 InterruptNonMeleeSpells(true);
1672 if(!GetSession()->PlayerLogout())
1674 // send transfer packets
1675 WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
1676 data << uint32(mapid);
1677 if (m_transport)
1679 data << m_transport->GetEntry() << GetMapId();
1681 GetSession()->SendPacket(&data);
1683 data.Initialize(SMSG_NEW_WORLD, (20));
1684 if (m_transport)
1686 data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
1688 else
1690 data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
1692 GetSession()->SendPacket( &data );
1693 SendSavedInstances();
1695 // remove from old map now
1696 if(oldmap) oldmap->Remove(this, false);
1699 // new final coordinates
1700 float final_x = x;
1701 float final_y = y;
1702 float final_z = z;
1703 float final_o = orientation;
1705 if(m_transport)
1707 final_x += m_movementInfo.t_x;
1708 final_y += m_movementInfo.t_y;
1709 final_z += m_movementInfo.t_z;
1710 final_o += m_movementInfo.t_o;
1713 m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
1714 SetFallInformation(0, final_z);
1715 // if the player is saved before worldportack (at logout for example)
1716 // this will be used instead of the current location in SaveToDB
1718 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
1720 // move packet sent by client always after far teleport
1721 // SetPosition(final_x, final_y, final_z, final_o, true);
1722 SetDontMove(true);
1724 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1726 else
1727 return false;
1729 return true;
1732 void Player::AddToWorld()
1734 ///- Do not add/remove the player from the object storage
1735 ///- It will crash when updating the ObjectAccessor
1736 ///- The player should only be added when logging in
1737 Unit::AddToWorld();
1739 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1741 if(m_items[i])
1742 m_items[i]->AddToWorld();
1746 void Player::RemoveFromWorld()
1748 // cleanup
1749 if(IsInWorld())
1751 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1752 Uncharm();
1753 UnsummonAllTotems();
1754 RemoveMiniPet();
1755 RemoveGuardians();
1758 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1760 if(m_items[i])
1761 m_items[i]->RemoveFromWorld();
1764 ///- Do not add/remove the player from the object storage
1765 ///- It will crash when updating the ObjectAccessor
1766 ///- The player should only be removed when logging out
1767 Unit::RemoveFromWorld();
1770 void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
1772 float addRage;
1774 float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1776 if(attacker)
1778 addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2);
1780 // talent who gave more rage on attack
1781 addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
1783 else
1785 addRage = damage/rageconversion*2.5;
1787 // Berserker Rage effect
1788 if(HasAura(18499,0))
1789 addRage *= 1.3;
1792 addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME);
1794 ModifyPower(POWER_RAGE, uint32(addRage*10));
1797 void Player::RegenerateAll()
1799 if (m_regenTimer != 0)
1800 return;
1801 uint32 regenDelay = 2000;
1803 // Not in combat or they have regeneration
1804 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
1805 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
1807 RegenerateHealth();
1808 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
1809 Regenerate(POWER_RAGE);
1812 Regenerate( POWER_ENERGY );
1814 Regenerate( POWER_MANA );
1816 m_regenTimer = regenDelay;
1819 void Player::Regenerate(Powers power)
1821 uint32 curValue = GetPower(power);
1822 uint32 maxValue = GetMaxPower(power);
1824 float addvalue = 0.0f;
1826 switch (power)
1828 case POWER_MANA:
1830 bool recentCast = IsUnderLastManaUseEffect();
1831 float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
1832 if (recentCast)
1834 // Mangos Updates Mana in intervals of 2s, which is correct
1835 addvalue = GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT) * ManaIncreaseRate * 2.00f;
1837 else
1839 addvalue = GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN) * ManaIncreaseRate * 2.00f;
1841 } break;
1842 case POWER_RAGE: // Regenerate rage
1844 float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
1845 addvalue = 30 * RageDecreaseRate; // 3 rage by tick
1846 } break;
1847 case POWER_ENERGY: // Regenerate energy (rogue)
1848 addvalue = 20;
1849 break;
1850 case POWER_FOCUS:
1851 case POWER_HAPPINESS:
1852 break;
1855 // Mana regen calculated in Player::UpdateManaRegen()
1856 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1857 if(power != POWER_MANA)
1859 AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
1860 for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
1861 if ((*i)->GetModifier()->m_miscvalue == power)
1862 addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
1865 if (power != POWER_RAGE)
1867 curValue += uint32(addvalue);
1868 if (curValue > maxValue)
1869 curValue = maxValue;
1871 else
1873 if(curValue <= uint32(addvalue))
1874 curValue = 0;
1875 else
1876 curValue -= uint32(addvalue);
1878 SetPower(power, curValue);
1881 void Player::RegenerateHealth()
1883 uint32 curValue = GetHealth();
1884 uint32 maxValue = GetMaxHealth();
1886 if (curValue >= maxValue) return;
1888 float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
1890 float addvalue = 0.0f;
1892 // polymorphed case
1893 if ( IsPolymorphed() )
1894 addvalue = GetMaxHealth()/3;
1895 // normal regen case (maybe partly in combat case)
1896 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) )
1898 addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
1899 if (!isInCombat())
1901 AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
1902 for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
1903 addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
1905 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
1906 addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
1908 if(!IsStandState())
1909 addvalue *= 1.5;
1912 // always regeneration bonus (including combat)
1913 addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
1915 if(addvalue < 0)
1916 addvalue = 0;
1918 ModifyHealth(int32(addvalue));
1921 bool Player::CanInteractWithNPCs(bool alive) const
1923 if(alive && !isAlive())
1924 return false;
1925 if(isInFlight())
1926 return false;
1928 return true;
1931 bool Player::IsUnderWater() const
1933 return IsInWater() &&
1934 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1937 void Player::SetInWater(bool apply)
1939 if(m_isInWater==apply)
1940 return;
1942 //define player in water by opcodes
1943 //move player's guid into HateOfflineList of those mobs
1944 //which can't swim and move guid back into ThreatList when
1945 //on surface.
1946 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1947 m_isInWater = apply;
1949 // remove auras that need water/land
1950 RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
1952 getHostilRefManager().updateThreatTables();
1955 void Player::SetGameMaster(bool on)
1957 if(on)
1959 m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
1960 setFaction(35);
1961 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
1963 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
1964 ResetContestedPvP();
1966 getHostilRefManager().setOnlineOfflineState(false);
1967 CombatStop();
1969 else
1971 m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
1972 setFactionForRace(getRace());
1973 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
1975 // restore FFA PvP Server state
1976 if(sWorld.IsFFAPvPRealm())
1977 SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
1979 // restore FFA PvP area state, remove not allowed for GM mounts
1980 UpdateArea(m_areaUpdateId);
1982 getHostilRefManager().setOnlineOfflineState(true);
1985 ObjectAccessor::UpdateVisibilityForPlayer(this);
1988 void Player::SetGMVisible(bool on)
1990 if(on)
1992 m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
1994 // Reapply stealth/invisibility if active or show if not any
1995 if(HasAuraType(SPELL_AURA_MOD_STEALTH))
1996 SetVisibility(VISIBILITY_GROUP_STEALTH);
1997 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
1998 SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
1999 else
2000 SetVisibility(VISIBILITY_ON);
2002 else
2004 m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
2006 SetAcceptWhispers(false);
2007 SetGameMaster(true);
2009 SetVisibility(VISIBILITY_OFF);
2013 bool Player::IsGroupVisibleFor(Player* p) const
2015 switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
2017 default: return IsInSameGroupWith(p);
2018 case 1: return IsInSameRaidWith(p);
2019 case 2: return GetTeam()==p->GetTeam();
2023 bool Player::IsInSameGroupWith(Player const* p) const
2025 return p==this || GetGroup() != NULL &&
2026 GetGroup() == p->GetGroup() &&
2027 GetGroup()->SameSubGroup((Player*)this, (Player*)p);
2030 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2031 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2032 void Player::UninviteFromGroup()
2034 Group* group = GetGroupInvite();
2035 if(!group)
2036 return;
2038 group->RemoveInvite(this);
2040 if(group->GetMembersCount() <= 1) // group has just 1 member => disband
2042 if(group->IsCreated())
2044 group->Disband(true);
2045 objmgr.RemoveGroup(group);
2047 else
2048 group->RemoveAllInvites();
2050 delete group;
2054 void Player::RemoveFromGroup(Group* group, uint64 guid)
2056 if(group)
2058 if (group->RemoveMember(guid, 0) <= 1)
2060 // group->Disband(); already disbanded in RemoveMember
2061 objmgr.RemoveGroup(group);
2062 delete group;
2063 // removemember sets the player's group pointer to NULL
2068 void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
2070 WorldPacket data(SMSG_LOG_XPGAIN, 21);
2071 data << uint64(victim ? victim->GetGUID() : 0); // guid
2072 data << uint32(GivenXP+RestXP); // given experience
2073 data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2074 if(victim)
2076 data << uint32(GivenXP); // experience without rested bonus
2077 data << float(1); // 1 - none 0 - 100% group bonus output
2079 data << uint8(0); // new 2.4.0
2080 GetSession()->SendPacket(&data);
2083 void Player::GiveXP(uint32 xp, Unit* victim)
2085 if ( xp < 1 )
2086 return;
2088 if(!isAlive())
2089 return;
2091 uint32 level = getLevel();
2093 // XP to money conversion processed in Player::RewardQuest
2094 if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
2095 return;
2097 // handle SPELL_AURA_MOD_XP_PCT auras
2098 Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
2099 for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
2100 xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
2102 // XP resting bonus for kill
2103 uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
2105 SendLogXPGain(xp,victim,rested_bonus_xp);
2107 uint32 curXP = GetUInt32Value(PLAYER_XP);
2108 uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2109 uint32 newXP = curXP + xp + rested_bonus_xp;
2111 while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2113 newXP -= nextLvlXP;
2115 if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2116 GiveLevel(level + 1);
2118 level = getLevel();
2119 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2122 SetUInt32Value(PLAYER_XP, newXP);
2125 // Update player to next level
2126 // Current player experience not update (must be update by caller)
2127 void Player::GiveLevel(uint32 level)
2129 if ( level == getLevel() )
2130 return;
2132 PlayerLevelInfo info;
2133 objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
2135 PlayerClassLevelInfo classInfo;
2136 objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
2138 // send levelup info to client
2139 WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
2140 data << uint32(level);
2141 data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
2142 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2143 data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
2144 data << uint32(0);
2145 data << uint32(0);
2146 data << uint32(0);
2147 data << uint32(0);
2148 // end for
2149 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
2150 data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
2152 GetSession()->SendPacket(&data);
2154 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, MaNGOS::XP::xp_to_level(level));
2156 //update level, max level of skills
2157 if(getLevel()!= level)
2158 m_Played_time[1] = 0; // Level Played Time reset
2159 SetLevel(level);
2160 UpdateSkillsForLevel ();
2162 // save base values (bonuses already included in stored stats
2163 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2164 SetCreateStat(Stats(i), info.stats[i]);
2166 SetCreateHealth(classInfo.basehealth);
2167 SetCreateMana(classInfo.basemana);
2169 InitTalentForLevel();
2170 InitTaxiNodesForLevel();
2172 UpdateAllStats();
2174 // set current level health and mana/energy to maximum after applying all mods.
2175 SetHealth(GetMaxHealth());
2176 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2177 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2178 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2179 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2180 SetPower(POWER_FOCUS, 0);
2181 SetPower(POWER_HAPPINESS, 0);
2183 // give level to summoned pet
2184 Pet* pet = GetPet();
2185 if(pet && pet->getPetType()==SUMMON_PET)
2186 pet->GivePetLevel(level);
2189 void Player::InitTalentForLevel()
2191 uint32 level = getLevel();
2192 // talents base at level diff ( talents = level - 9 but some can be used already)
2193 if(level < 10)
2195 // Remove all talent points
2196 if(m_usedTalentCount > 0) // Free any used talents
2198 resetTalents(true);
2199 SetFreeTalentPoints(0);
2202 else
2204 uint32 talentPointsForLevel = uint32((level-9)*sWorld.getRate(RATE_TALENT));
2205 // if used more that have then reset
2206 if(m_usedTalentCount > talentPointsForLevel)
2208 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
2209 resetTalents(true);
2210 else
2211 SetFreeTalentPoints(0);
2213 // else update amount of free points
2214 else
2215 SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
2219 void Player::InitStatsForLevel(bool reapplyMods)
2221 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2222 _RemoveAllStatBonuses();
2224 PlayerClassLevelInfo classInfo;
2225 objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
2227 PlayerLevelInfo info;
2228 objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
2230 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
2231 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, MaNGOS::XP::xp_to_level(getLevel()));
2233 UpdateSkillsForLevel ();
2235 // set default cast time multiplier
2236 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
2238 // reset size before reapply auras
2239 SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
2241 // save base values (bonuses already included in stored stats
2242 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2243 SetCreateStat(Stats(i), info.stats[i]);
2245 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2246 SetStat(Stats(i), info.stats[i]);
2248 SetCreateHealth(classInfo.basehealth);
2250 //set create powers
2251 SetCreateMana(classInfo.basemana);
2253 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2255 InitStatBuffMods();
2257 //reset rating fields values
2258 for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
2259 SetUInt32Value(index, 0);
2261 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
2262 for (int i = 0; i < 7; i++)
2264 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
2265 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
2266 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
2269 //reset attack power, damage and attack speed fields
2270 SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f );
2271 SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time
2272 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f );
2274 SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f );
2275 SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f );
2276 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f );
2277 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f );
2278 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f );
2279 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f );
2281 SetUInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
2282 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
2283 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
2284 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
2285 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 );
2286 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
2288 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2289 SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
2290 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
2291 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
2293 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2294 for (uint8 i = 0; i < 7; ++i)
2295 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
2297 SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
2298 SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
2299 SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
2301 // Dodge percentage
2302 SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
2304 // set armor (resistance 0) to original value (create_agility*2)
2305 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2306 SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
2307 SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
2308 // set other resistance to original value (0)
2309 for (int i = 1; i < MAX_SPELL_SCHOOL; i++)
2311 SetResistance(SpellSchools(i), 0);
2312 SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
2313 SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
2316 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
2317 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
2318 for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
2320 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f);
2321 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
2323 // Init data for form but skip reapply item mods for form
2324 InitDataForForm(reapplyMods);
2326 // save new stats
2327 for (int i = POWER_MANA; i < MAX_POWERS; i++)
2328 SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
2330 SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
2332 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2333 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
2335 // cleanup unit flags (will be re-applied if need at aura load).
2336 RemoveFlag( UNIT_FIELD_FLAGS,
2337 UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
2338 UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
2339 UNIT_FLAG_DISABLE_ROTATE | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
2340 UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
2341 UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
2342 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
2344 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2345 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_FLAGS_FFA_PVP);
2347 SetByteValue(UNIT_FIELD_BYTES_1, 2, 0x00); // one form stealth modified bytes
2349 // restore if need some important flags
2350 SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default
2352 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2353 _ApplyAllStatBonuses();
2355 // set current level health and mana/energy to maximum after applying all mods.
2356 SetHealth(GetMaxHealth());
2357 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2358 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2359 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2360 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2361 SetPower(POWER_FOCUS, 0);
2362 SetPower(POWER_HAPPINESS, 0);
2365 void Player::SendInitialSpells()
2367 uint16 spellCount = 0;
2369 WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
2370 data << uint8(0);
2372 size_t countPos = data.wpos();
2373 data << uint16(spellCount); // spell count placeholder
2375 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2377 if(itr->second->state == PLAYERSPELL_REMOVED)
2378 continue;
2380 if(!itr->second->active || itr->second->disabled)
2381 continue;
2383 data << uint16(itr->first);
2384 data << uint16(0); // it's not slot id
2386 spellCount +=1;
2389 data.put<uint16>(countPos,spellCount); // write real count value
2391 uint16 spellCooldowns = m_spellCooldowns.size();
2392 data << uint16(spellCooldowns);
2393 for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr)
2395 SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
2396 if(!sEntry)
2397 continue;
2399 data << uint16(itr->first);
2401 time_t cooldown = 0;
2402 time_t curTime = time(NULL);
2403 if(itr->second.end > curTime)
2404 cooldown = (itr->second.end-curTime)*1000;
2406 data << uint16(itr->second.itemid); // cast item id
2407 data << uint16(sEntry->Category); // spell category
2408 if(sEntry->Category) // may be wrong, but anyway better than nothing...
2410 data << uint32(0); // cooldown
2411 data << uint32(cooldown); // category cooldown
2413 else
2415 data << uint32(cooldown); // cooldown
2416 data << uint32(0); // category cooldown
2420 GetSession()->SendPacket(&data);
2422 sLog.outDetail( "CHARACTER: Sent Initial Spells" );
2425 void Player::RemoveMail(uint32 id)
2427 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
2429 if ((*itr)->messageID == id)
2431 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2432 m_mail.erase(itr);
2433 return;
2438 void Player::SendMailResult(uint32 mailId, uint32 mailAction, uint32 mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
2440 WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_BAG_FULL?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
2441 data << (uint32) mailId;
2442 data << (uint32) mailAction;
2443 data << (uint32) mailError;
2444 if ( mailError == MAIL_ERR_BAG_FULL )
2445 data << (uint32) equipError;
2446 else if( mailAction == MAIL_ITEM_TAKEN )
2448 data << (uint32) item_guid; // item guid low?
2449 data << (uint32) item_count; // item count?
2451 GetSession()->SendPacket(&data);
2454 void Player::SendNewMail()
2456 // deliver undelivered mail
2457 WorldPacket data(SMSG_RECEIVED_MAIL, 4);
2458 data << (uint32) 0;
2459 GetSession()->SendPacket(&data);
2462 void Player::UpdateNextMailTimeAndUnreads()
2464 // calculate next delivery time (min. from non-delivered mails
2465 // and recalculate unReadMail
2466 time_t cTime = time(NULL);
2467 m_nextMailDelivereTime = 0;
2468 unReadMails = 0;
2469 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
2471 if((*itr)->deliver_time > cTime)
2473 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
2474 m_nextMailDelivereTime = (*itr)->deliver_time;
2476 else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
2477 ++unReadMails;
2481 void Player::AddNewMailDeliverTime(time_t deliver_time)
2483 if(deliver_time <= time(NULL)) // ready now
2485 ++unReadMails;
2486 SendNewMail();
2488 else // not ready and no have ready mails
2490 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
2491 m_nextMailDelivereTime = deliver_time;
2495 bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool loading, uint16 slot_id, bool disabled)
2497 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
2498 if (!spellInfo)
2500 // do character spell book cleanup (all characters)
2501 if(loading && !learning) // spell load case
2503 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
2504 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2506 else
2507 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
2509 return false;
2512 if(!SpellMgr::IsSpellValid(spellInfo,this,false))
2514 // do character spell book cleanup (all characters)
2515 if(loading && !learning) // spell load case
2517 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
2518 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2520 else
2521 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
2523 return false;
2526 PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
2528 bool disabled_case = false;
2529 bool superceded_old = false;
2531 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2532 if (itr != m_spells.end())
2534 // update active state for known spell
2535 if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
2537 itr->second->active = active;
2539 // loading && !learning == explicitly load from DB and then exist in it already and set correctly
2540 if(loading && !learning)
2541 itr->second->state = PLAYERSPELL_UNCHANGED;
2542 else if(itr->second->state != PLAYERSPELL_NEW)
2543 itr->second->state = PLAYERSPELL_CHANGED;
2545 if(!active)
2547 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2548 data << uint16(spell_id);
2549 GetSession()->SendPacket(&data);
2551 return active; // learn (show in spell book if active now)
2554 if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
2556 if(itr->second->state != PLAYERSPELL_NEW)
2557 itr->second->state = PLAYERSPELL_CHANGED;
2558 itr->second->disabled = disabled;
2560 if(disabled)
2561 return false;
2563 disabled_case = true;
2565 else switch(itr->second->state)
2567 case PLAYERSPELL_UNCHANGED: // known saved spell
2568 return false;
2569 case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
2571 delete itr->second;
2572 m_spells.erase(itr);
2573 state = PLAYERSPELL_CHANGED;
2574 break; // need re-add
2576 default: // known not saved yet spell (new or modified)
2578 // can be in case spell loading but learned at some previous spell loading
2579 if(loading && !learning)
2580 itr->second->state = PLAYERSPELL_UNCHANGED;
2582 return false;
2587 if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
2589 // talent: unlearn all other talent ranks (high and low)
2590 if(TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id))
2592 if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
2594 for(int i=0; i <5; ++i)
2596 // skip learning spell and no rank spell case
2597 uint32 rankSpellId = talentInfo->RankID[i];
2598 if(!rankSpellId || rankSpellId==spell_id)
2599 continue;
2601 // skip unknown ranks
2602 if(!HasSpell(rankSpellId))
2603 continue;
2605 removeSpell(rankSpellId);
2609 // non talent spell: learn low ranks (recursive call)
2610 else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
2612 if(loading) // at spells loading, no output, but allow save
2613 addSpell(prev_spell,active,true,loading,SPELL_WITHOUT_SLOT_ID,disabled);
2614 else // at normal learning
2615 learnSpell(prev_spell);
2618 PlayerSpell *newspell = new PlayerSpell;
2619 newspell->active = active;
2620 newspell->state = state;
2621 newspell->disabled = disabled;
2623 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2624 if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2626 for( PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr )
2628 if(itr->second->state == PLAYERSPELL_REMOVED) continue;
2629 SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr->first);
2630 if(!i_spellInfo) continue;
2632 if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr->first) )
2634 if(itr->second->active)
2636 if(spellmgr.IsHighRankOfSpell(spell_id,itr->first))
2638 if(!loading) // not send spell (re-/over-)learn packets at loading
2640 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2641 data << uint16(itr->first);
2642 data << uint16(spell_id);
2643 GetSession()->SendPacket( &data );
2646 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2647 itr->second->active = false;
2648 itr->second->state = PLAYERSPELL_CHANGED;
2649 superceded_old = true; // new spell replace old in action bars and spell book.
2651 else if(spellmgr.IsHighRankOfSpell(itr->first,spell_id))
2653 if(!loading) // not send spell (re-/over-)learn packets at loading
2655 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2656 data << uint16(spell_id);
2657 data << uint16(itr->first);
2658 GetSession()->SendPacket( &data );
2661 // mark new spell as disable (not learned yet for client and will not learned)
2662 newspell->active = false;
2663 if(newspell->state != PLAYERSPELL_NEW)
2664 newspell->state = PLAYERSPELL_CHANGED;
2671 uint16 tmpslot=slot_id;
2673 if (tmpslot == SPELL_WITHOUT_SLOT_ID)
2675 uint16 maxid = 0;
2676 PlayerSpellMap::iterator itr;
2677 for (itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2679 if(itr->second->state == PLAYERSPELL_REMOVED)
2680 continue;
2681 if (itr->second->slotId > maxid)
2682 maxid = itr->second->slotId;
2684 tmpslot = maxid + 1;
2687 newspell->slotId = tmpslot;
2688 m_spells[spell_id] = newspell;
2690 // return false if spell disabled
2691 if (newspell->disabled)
2692 return false;
2695 uint32 talentCost = GetTalentSpellCost(spell_id);
2697 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2698 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2699 if( talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL) )
2701 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2702 CastSpell(this, spell_id, true);
2704 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2705 else if (IsPassiveSpell(spell_id))
2707 // if spell doesn't require a stance or the player is in the required stance
2708 if( ( !spellInfo->Stances &&
2709 spell_id != 5420 && spell_id != 5419 && spell_id != 7376 &&
2710 spell_id != 7381 && spell_id != 21156 && spell_id != 21009 &&
2711 spell_id != 21178 && spell_id != 33948 && spell_id != 40121 ) ||
2712 m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))) ||
2713 (spell_id == 5420 && m_form == FORM_TREE) ||
2714 (spell_id == 5419 && m_form == FORM_TRAVEL) ||
2715 (spell_id == 7376 && m_form == FORM_DEFENSIVESTANCE) ||
2716 (spell_id == 7381 && m_form == FORM_BERSERKERSTANCE) ||
2717 (spell_id == 21156 && m_form == FORM_BATTLESTANCE)||
2718 (spell_id == 21178 && (m_form == FORM_BEAR || m_form == FORM_DIREBEAR) ) ||
2719 (spell_id == 33948 && m_form == FORM_FLIGHT) ||
2720 (spell_id == 40121 && m_form == FORM_FLIGHT_EPIC) )
2721 //Check CasterAuraStates
2722 if (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)))
2723 CastSpell(this, spell_id, true);
2725 else if( IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP) )
2727 CastSpell(this, spell_id, true);
2728 return false;
2731 // update used talent points count
2732 m_usedTalentCount += talentCost;
2734 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2735 if(uint32 freeProfs = GetFreePrimaryProffesionPoints())
2737 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2738 SetFreePrimaryProffesions(freeProfs-1);
2741 // add dependent skills
2742 uint16 maxskill = GetMaxSkillValueForLevel();
2744 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2746 if(spellLearnSkill)
2748 uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
2749 uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
2751 if(skill_value < spellLearnSkill->value)
2752 skill_value = spellLearnSkill->value;
2754 uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
2756 if(skill_max_value < new_skill_max_value)
2757 skill_max_value = new_skill_max_value;
2759 SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
2761 else
2763 // not ranked skills
2764 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2765 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2767 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2769 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2770 if(!pSkill)
2771 continue;
2773 if(HasSkill(pSkill->id))
2774 continue;
2776 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
2777 // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2778 pSkill->id==SKILL_POISONS && _spell_idx->second->max_value==0 ||
2779 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2780 pSkill->id==SKILL_LOCKPICKING && _spell_idx->second->max_value==0 )
2782 switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
2784 case SKILL_RANGE_LANGUAGE:
2785 SetSkill(pSkill->id, 300, 300 );
2786 break;
2787 case SKILL_RANGE_LEVEL:
2788 SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
2789 break;
2790 case SKILL_RANGE_MONO:
2791 SetSkill(pSkill->id, 1, 1 );
2792 break;
2793 default:
2794 break;
2800 // learn dependent spells
2801 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
2802 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
2804 for(SpellLearnSpellMap::const_iterator itr = spell_begin; itr != spell_end; ++itr)
2806 if(!itr->second.autoLearned)
2808 if(loading) // at spells loading, no output, but allow save
2809 addSpell(itr->second.spell,true,true,loading);
2810 else // at normal learning
2811 learnSpell(itr->second.spell);
2815 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2816 return active && !disabled && !superceded_old;
2819 void Player::learnSpell(uint32 spell_id)
2821 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2823 bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
2824 bool active = disabled ? itr->second->active : true;
2826 bool learning = addSpell(spell_id,active);
2828 // learn all disabled higher ranks (recursive)
2829 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2830 for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
2832 PlayerSpellMap::iterator iter = m_spells.find(i->second);
2833 if (disabled && iter != m_spells.end() && iter->second->disabled)
2834 learnSpell(i->second);
2837 // prevent duplicated entires in spell book
2838 if(!learning)
2839 return;
2841 WorldPacket data(SMSG_LEARNED_SPELL, 4);
2842 data << uint32(spell_id);
2843 GetSession()->SendPacket(&data);
2846 void Player::removeSpell(uint32 spell_id, bool disabled)
2848 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2849 if (itr == m_spells.end())
2850 return;
2852 if(itr->second->state == PLAYERSPELL_REMOVED || disabled && itr->second->disabled)
2853 return;
2855 // unlearn non talent higher ranks (recursive)
2856 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2857 for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
2858 if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
2859 removeSpell(itr2->second,disabled);
2861 // removing
2862 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2863 data << uint16(spell_id);
2864 GetSession()->SendPacket(&data);
2866 if (disabled)
2868 itr->second->disabled = disabled;
2869 if(itr->second->state != PLAYERSPELL_NEW)
2870 itr->second->state = PLAYERSPELL_CHANGED;
2872 else
2874 if(itr->second->state == PLAYERSPELL_NEW)
2876 delete itr->second;
2877 m_spells.erase(itr);
2879 else
2880 itr->second->state = PLAYERSPELL_REMOVED;
2883 RemoveAurasDueToSpell(spell_id);
2885 // remove pet auras
2886 if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id))
2887 RemovePetAura(petSpell);
2889 // free talent points
2890 uint32 talentCosts = GetTalentSpellCost(spell_id);
2891 if(talentCosts > 0)
2893 if(talentCosts < m_usedTalentCount)
2894 m_usedTalentCount -= talentCosts;
2895 else
2896 m_usedTalentCount = 0;
2899 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2900 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2902 uint32 freeProfs = GetFreePrimaryProffesionPoints()+1;
2903 if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
2904 SetFreePrimaryProffesions(freeProfs);
2907 // remove dependent skill
2908 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2909 if(spellLearnSkill)
2911 uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
2912 if(!prev_spell) // first rank, remove skill
2913 SetSkill(spellLearnSkill->skill,0,0);
2914 else
2916 // search prev. skill setting by spell ranks chain
2917 SpellLearnSkillNode const* prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
2918 while(!prevSkill && prev_spell)
2920 prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
2921 prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
2924 if(!prevSkill) // not found prev skill setting, remove skill
2925 SetSkill(spellLearnSkill->skill,0,0);
2926 else // set to prev. skill setting values
2928 uint32 skill_value = GetPureSkillValue(prevSkill->skill);
2929 uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
2931 if(skill_value > prevSkill->value)
2932 skill_value = prevSkill->value;
2934 uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
2936 if(skill_max_value > new_skill_max_value)
2937 skill_max_value = new_skill_max_value;
2939 SetSkill(prevSkill->skill,skill_value,skill_max_value);
2944 else
2946 // not ranked skills
2947 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2948 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2950 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2952 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2953 if(!pSkill)
2954 continue;
2956 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
2957 // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2958 pSkill->id==SKILL_POISONS && _spell_idx->second->max_value==0 ||
2959 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2960 pSkill->id==SKILL_LOCKPICKING && _spell_idx->second->max_value==0 )
2962 // not reset skills for professions and racial abilities
2963 if( (pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
2964 (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0) )
2965 continue;
2967 SetSkill(pSkill->id, 0, 0 );
2972 // remove dependent spells
2973 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
2974 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
2976 for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
2977 removeSpell(itr2->second.spell, disabled);
2980 void Player::RemoveArenaSpellCooldowns()
2982 // remove cooldowns on spells that has < 15 min CD
2983 SpellCooldowns::iterator itr, next;
2984 // iterate spell cooldowns
2985 for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next)
2987 next = itr;
2988 ++next;
2989 SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
2990 // check if spellentry is present and if the cooldown is less than 15 mins
2991 if( entry &&
2992 entry->RecoveryTime <= 15 * MINUTE * 1000 &&
2993 entry->CategoryRecoveryTime <= 15 * MINUTE * 1000 )
2995 // notify player
2996 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
2997 data << uint32(itr->first);
2998 data << GetGUID();
2999 GetSession()->SendPacket(&data);
3000 // remove cooldown
3001 m_spellCooldowns.erase(itr);
3006 void Player::RemoveAllSpellCooldown()
3008 if(!m_spellCooldowns.empty())
3010 for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
3012 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3013 data << uint32(itr->first);
3014 data << uint64(GetGUID());
3015 GetSession()->SendPacket(&data);
3017 m_spellCooldowns.clear();
3021 void Player::_LoadSpellCooldowns(QueryResult *result)
3023 m_spellCooldowns.clear();
3025 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3027 if(result)
3029 time_t curTime = time(NULL);
3033 Field *fields = result->Fetch();
3035 uint32 spell_id = fields[0].GetUInt32();
3036 uint32 item_id = fields[1].GetUInt32();
3037 time_t db_time = (time_t)fields[2].GetUInt64();
3039 if(!sSpellStore.LookupEntry(spell_id))
3041 sLog.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
3042 continue;
3045 // skip outdated cooldown
3046 if(db_time <= curTime)
3047 continue;
3049 AddSpellCooldown(spell_id, item_id, db_time);
3051 sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
3053 while( result->NextRow() );
3055 delete result;
3059 void Player::_SaveSpellCooldowns()
3061 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3063 time_t curTime = time(NULL);
3065 // remove outdated and save active
3066 for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
3068 if(itr->second.end <= curTime)
3069 m_spellCooldowns.erase(itr++);
3070 else
3072 CharacterDatabase.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD "')", GetGUIDLow(), itr->first, itr->second.itemid, uint64(itr->second.end));
3073 ++itr;
3078 uint32 Player::resetTalentsCost() const
3080 // The first time reset costs 1 gold
3081 if(m_resetTalentsCost < 1*GOLD)
3082 return 1*GOLD;
3083 // then 5 gold
3084 else if(m_resetTalentsCost < 5*GOLD)
3085 return 5*GOLD;
3086 // After that it increases in increments of 5 gold
3087 else if(m_resetTalentsCost < 10*GOLD)
3088 return 10*GOLD;
3089 else
3091 uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
3092 if(months > 0)
3094 // This cost will be reduced by a rate of 5 gold per month
3095 int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
3096 // to a minimum of 10 gold.
3097 return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
3099 else
3101 // After that it increases in increments of 5 gold
3102 int32 new_cost = m_resetTalentsCost + 5*GOLD;
3103 // until it hits a cap of 50 gold.
3104 if(new_cost > 50*GOLD)
3105 new_cost = 50*GOLD;
3106 return new_cost;
3111 bool Player::resetTalents(bool no_cost)
3113 // not need after this call
3114 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
3116 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_TALENTS;
3117 CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS), GetGUIDLow());
3120 uint32 level = getLevel();
3121 uint32 talentPointsForLevel = level < 10 ? 0 : uint32((level-9)*sWorld.getRate(RATE_TALENT));
3123 if (m_usedTalentCount == 0)
3125 SetFreeTalentPoints(talentPointsForLevel);
3126 return false;
3129 uint32 cost = 0;
3131 if(!no_cost)
3133 cost = resetTalentsCost();
3135 if (GetMoney() < cost)
3137 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
3138 return false;
3142 for (unsigned int i = 0; i < sTalentStore.GetNumRows(); i++)
3144 TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
3146 if (!talentInfo) continue;
3148 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
3150 if(!talentTabInfo)
3151 continue;
3153 // unlearn only talents for character class
3154 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3155 // to prevent unexpected lost normal learned spell skip another class talents
3156 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
3157 continue;
3159 for (int j = 0; j < 5; j++)
3161 for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
3163 if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
3165 ++itr;
3166 continue;
3169 // remove learned spells (all ranks)
3170 uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
3172 // unlearn if first rank is talent or learned by talent
3173 if (itrFirstId == talentInfo->RankID[j] || spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId))
3175 removeSpell(itr->first,!IsPassiveSpell(itr->first));
3176 itr = GetSpellMap().begin();
3177 continue;
3179 else
3180 ++itr;
3185 SetFreeTalentPoints(talentPointsForLevel);
3187 if(!no_cost)
3189 ModifyMoney(-(int32)cost);
3191 m_resetTalentsCost = cost;
3192 m_resetTalentsTime = time(NULL);
3195 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3196 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3198 return true;
3201 bool Player::_removeSpell(uint16 spell_id)
3203 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3204 if (itr != m_spells.end())
3206 delete itr->second;
3207 m_spells.erase(itr);
3208 return true;
3210 return false;
3213 Mail* Player::GetMail(uint32 id)
3215 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
3217 if ((*itr)->messageID == id)
3219 return (*itr);
3222 return NULL;
3225 void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
3227 if(target == this)
3229 Object::_SetCreateBits(updateMask, target);
3231 else
3233 for(uint16 index = 0; index < m_valuesCount; index++)
3235 if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
3236 updateMask->SetBit(index);
3241 void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
3243 if(target == this)
3245 Object::_SetUpdateBits(updateMask, target);
3247 else
3249 Object::_SetUpdateBits(updateMask, target);
3250 *updateMask &= updateVisualBits;
3254 void Player::InitVisibleBits()
3256 updateVisualBits.SetCount(PLAYER_END);
3258 // TODO: really implement OWNER_ONLY and GROUP_ONLY. Flags can be found in UpdateFields.h
3260 updateVisualBits.SetBit(OBJECT_FIELD_GUID);
3261 updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
3262 updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
3264 updateVisualBits.SetBit(UNIT_FIELD_CHARM);
3265 updateVisualBits.SetBit(UNIT_FIELD_CHARM+1);
3267 updateVisualBits.SetBit(UNIT_FIELD_SUMMON);
3268 updateVisualBits.SetBit(UNIT_FIELD_SUMMON+1);
3270 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY);
3271 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY+1);
3273 updateVisualBits.SetBit(UNIT_FIELD_TARGET);
3274 updateVisualBits.SetBit(UNIT_FIELD_TARGET+1);
3276 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT);
3277 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT+1);
3279 updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
3280 updateVisualBits.SetBit(UNIT_FIELD_POWER1);
3281 updateVisualBits.SetBit(UNIT_FIELD_POWER2);
3282 updateVisualBits.SetBit(UNIT_FIELD_POWER3);
3283 updateVisualBits.SetBit(UNIT_FIELD_POWER4);
3284 updateVisualBits.SetBit(UNIT_FIELD_POWER5);
3286 updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
3287 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
3288 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
3289 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
3290 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
3291 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
3293 updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
3294 updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
3295 updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
3296 updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
3297 updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
3298 for(uint16 i = UNIT_FIELD_AURA; i < UNIT_FIELD_AURASTATE; ++i)
3299 updateVisualBits.SetBit(i);
3300 updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
3301 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME);
3302 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
3303 updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
3304 updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
3305 updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
3306 updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
3307 updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
3308 updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
3309 updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
3310 updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
3311 updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
3312 updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
3313 updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
3314 updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
3316 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER);
3317 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER+1);
3318 updateVisualBits.SetBit(PLAYER_FLAGS);
3319 updateVisualBits.SetBit(PLAYER_GUILDID);
3320 updateVisualBits.SetBit(PLAYER_GUILDRANK);
3321 updateVisualBits.SetBit(PLAYER_BYTES);
3322 updateVisualBits.SetBit(PLAYER_BYTES_2);
3323 updateVisualBits.SetBit(PLAYER_BYTES_3);
3324 updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
3325 updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
3327 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3328 for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i+=4)
3329 updateVisualBits.SetBit(i);
3331 //Players visible items are not inventory stuff
3332 //431) = 884 (0x374) = main weapon
3333 for(uint16 i = 0; i < EQUIPMENT_SLOT_END; i++)
3335 // item creator
3336 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + (i*MAX_VISIBLE_ITEM_OFFSET) + 0);
3337 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + (i*MAX_VISIBLE_ITEM_OFFSET) + 1);
3339 uint16 visual_base = PLAYER_VISIBLE_ITEM_1_0 + (i*MAX_VISIBLE_ITEM_OFFSET);
3341 // item entry
3342 updateVisualBits.SetBit(visual_base + 0);
3344 // item enchantment IDs
3345 for(uint8 j = 0; j < MAX_INSPECTED_ENCHANTMENT_SLOT; ++j)
3346 updateVisualBits.SetBit(visual_base + 1 + j);
3348 // random properties
3349 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (i*MAX_VISIBLE_ITEM_OFFSET));
3350 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (i*MAX_VISIBLE_ITEM_OFFSET));
3353 updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
3356 void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
3358 for(int i = 0; i < EQUIPMENT_SLOT_END; i++)
3360 if(m_items[i] == NULL)
3361 continue;
3363 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3366 if(target == this)
3369 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3371 if(m_items[i] == NULL)
3372 continue;
3374 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3376 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3378 if(m_items[i] == NULL)
3379 continue;
3381 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3385 Unit::BuildCreateUpdateBlockForPlayer( data, target );
3388 void Player::DestroyForPlayer( Player *target ) const
3390 Unit::DestroyForPlayer( target );
3392 for(int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
3394 if(m_items[i] == NULL)
3395 continue;
3397 m_items[i]->DestroyForPlayer( target );
3400 if(target == this)
3402 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3404 if(m_items[i] == NULL)
3405 continue;
3407 m_items[i]->DestroyForPlayer( target );
3409 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3411 if(m_items[i] == NULL)
3412 continue;
3414 m_items[i]->DestroyForPlayer( target );
3419 bool Player::HasSpell(uint32 spell) const
3421 PlayerSpellMap::const_iterator itr = m_spells.find((uint16)spell);
3422 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled);
3425 TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
3427 if (!trainer_spell)
3428 return TRAINER_SPELL_RED;
3430 if (!trainer_spell->spell)
3431 return TRAINER_SPELL_RED;
3433 // known spell
3434 if(HasSpell(trainer_spell->spell))
3435 return TRAINER_SPELL_GRAY;
3437 // check race/class requirement
3438 if(!IsSpellFitByClassAndRace(trainer_spell->spell))
3439 return TRAINER_SPELL_RED;
3441 // check level requirement
3442 if(getLevel() < trainer_spell->reqlevel)
3443 return TRAINER_SPELL_RED;
3445 if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->spell))
3447 // check prev.rank requirement
3448 if(spell_chain->prev && !HasSpell(spell_chain->prev))
3449 return TRAINER_SPELL_RED;
3451 // check additional spell requirement
3452 if(spell_chain->req && !HasSpell(spell_chain->req))
3453 return TRAINER_SPELL_RED;
3456 // check skill requirement
3457 if(trainer_spell->reqskill && GetBaseSkillValue(trainer_spell->reqskill) < trainer_spell->reqskillvalue)
3458 return TRAINER_SPELL_RED;
3460 // exist, already checked at loading
3461 SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->spell);
3463 // secondary prof. or not prof. spell
3464 uint32 skill = spell->EffectMiscValue[1];
3466 if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
3467 return TRAINER_SPELL_GREEN;
3469 // check primary prof. limit
3470 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProffesionPoints() == 0)
3471 return TRAINER_SPELL_RED;
3473 return TRAINER_SPELL_GREEN;
3476 void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
3478 uint32 guid = GUID_LOPART(playerguid);
3480 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3481 // bones will be deleted by corpse/bones deleting thread shortly
3482 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
3484 // remove from guild
3485 uint32 guildId = GetGuildIdFromDB(playerguid);
3486 if(guildId != 0)
3488 Guild* guild = objmgr.GetGuildById(guildId);
3489 if(guild)
3490 guild->DelMember(guid);
3493 // remove from arena teams
3494 uint32 at_id = GetArenaTeamIdFromDB(playerguid,ARENA_TEAM_2v2);
3495 if(at_id != 0)
3497 ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
3498 if(at)
3499 at->DelMember(playerguid);
3501 at_id = GetArenaTeamIdFromDB(playerguid,ARENA_TEAM_3v3);
3502 if(at_id != 0)
3504 ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
3505 if(at)
3506 at->DelMember(playerguid);
3508 at_id = GetArenaTeamIdFromDB(playerguid,ARENA_TEAM_5v5);
3509 if(at_id != 0)
3511 ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
3512 if(at)
3513 at->DelMember(playerguid);
3516 // the player was uninvited already on logout so just remove from group
3517 QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
3518 if(resultGroup)
3520 uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
3521 delete resultGroup;
3522 Group* group = objmgr.GetGroupByLeader(leaderGuid);
3523 if(group)
3525 RemoveFromGroup(group, playerguid);
3529 // remove signs from petitions (also remove petitions if owner);
3530 RemovePetitionsAndSigns(playerguid, 10);
3532 // return back all mails with COD and Item 0 1 2 3 4 5 6
3533 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);
3534 if(resultMail)
3538 Field *fields = resultMail->Fetch();
3540 uint32 mail_id = fields[0].GetUInt32();
3541 uint16 mailTemplateId= fields[1].GetUInt16();
3542 uint32 sender = fields[2].GetUInt32();
3543 std::string subject = fields[3].GetCppString();
3544 uint32 itemTextId = fields[4].GetUInt32();
3545 uint32 money = fields[5].GetUInt32();
3546 bool has_items = fields[6].GetBool();
3548 //we can return mail now
3549 //so firstly delete the old one
3550 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
3552 MailItemsInfo mi;
3553 if(has_items)
3555 QueryResult *resultItems = CharacterDatabase.PQuery("SELECT item_guid,item_template FROM mail_items WHERE mail_id='%u'", mail_id);
3556 if(resultItems)
3560 Field *fields2 = resultItems->Fetch();
3562 uint32 item_guidlow = fields2[0].GetUInt32();
3563 uint32 item_template = fields2[1].GetUInt32();
3565 ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
3566 if(!itemProto)
3568 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
3569 continue;
3572 Item *pItem = NewItemOrBag(itemProto);
3573 if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)))
3575 pItem->FSetState(ITEM_REMOVED);
3576 pItem->SaveToDB(); // it also deletes item object !
3577 continue;
3580 mi.AddItem(item_guidlow, item_template, pItem);
3582 while (resultItems->NextRow());
3584 delete resultItems;
3588 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
3590 uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
3592 WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, mailTemplateId);
3594 while (resultMail->NextRow());
3596 delete resultMail;
3599 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3600 // Get guids of character's pets, will deleted in transaction
3601 QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
3603 // NOW we can finally clear other DB data related to character
3604 CharacterDatabase.BeginTransaction();
3605 if (resultPets)
3609 Field *fields3 = resultPets->Fetch();
3610 uint32 petguidlow = fields3[0].GetUInt32();
3611 Pet::DeleteFromDB(petguidlow);
3612 } while (resultPets->NextRow());
3613 delete resultPets;
3616 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
3617 CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
3618 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
3619 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
3620 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
3621 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
3622 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
3623 CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
3624 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
3625 CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
3626 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
3627 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
3628 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
3629 CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid);
3630 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
3631 CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
3632 CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
3633 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
3634 CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
3635 CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
3636 CharacterDatabase.CommitTransaction();
3638 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3639 if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
3642 void Player::SetMovement(PlayerMovementType pType)
3644 WorldPacket data;
3645 switch(pType)
3647 case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
3648 case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
3649 case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
3650 case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
3651 default:
3652 sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
3653 return;
3655 data.append(GetPackGUID());
3656 data << uint32(0);
3657 GetSession()->SendPacket( &data );
3660 /* Preconditions:
3661 - a resurrectable corpse must not be loaded for the player (only bones)
3662 - the player must be in world
3664 void Player::BuildPlayerRepop()
3666 if(getRace() == RACE_NIGHTELF)
3667 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)
3668 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3670 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3671 // there must be SMSG.STOP_MIRROR_TIMER
3672 // there we must send 888 opcode
3674 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3675 if(GetCorpse())
3677 sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3678 assert(false);
3681 // create a corpse and place it at the player's location
3682 CreateCorpse();
3683 Corpse *corpse = GetCorpse();
3684 if(!corpse)
3686 sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3687 return;
3689 GetMap()->Add(corpse);
3691 // convert player body to ghost
3692 SetHealth( 1 );
3694 SetMovement(MOVE_WATER_WALK);
3695 if(!GetSession()->isLogingOut())
3696 SetMovement(MOVE_UNROOT);
3698 // BG - remove insignia related
3699 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
3701 SendCorpseReclaimDelay();
3703 // to prevent cheating
3704 corpse->ResetGhostTime();
3706 StopMirrorTimers(); //disable timers(bars)
3708 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
3710 SetByteValue(UNIT_FIELD_BYTES_1, 3, PLAYER_STATE_FLAG_ALWAYS_STAND);
3713 void Player::SendDelayResponse(const uint32 ml_seconds)
3715 //FIXME: is this delay time arg really need? 50msec by default in code
3716 WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 );
3717 data << (uint32)time(NULL);
3718 data << (uint32)0;
3719 GetSession()->SendPacket( &data );
3722 void Player::ResurrectPlayer(float restore_percent, bool applySickness)
3724 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
3725 data << uint32(-1);
3726 data << float(0);
3727 data << float(0);
3728 data << float(0);
3729 GetSession()->SendPacket(&data);
3731 // speed change, land walk
3733 // remove death flag + set aura
3734 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
3735 if(getRace() == RACE_NIGHTELF)
3736 RemoveAurasDueToSpell(20584); // speed bonuses
3737 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3739 setDeathState(ALIVE);
3741 SetMovement(MOVE_LAND_WALK);
3742 SetMovement(MOVE_UNROOT);
3744 m_deathTimer = 0;
3746 // set health/powers (0- will be set in caller)
3747 if(restore_percent>0.0f)
3749 SetHealth(uint32(GetMaxHealth()*restore_percent));
3750 SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
3751 SetPower(POWER_RAGE, 0);
3752 SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
3755 // update visibility
3756 ObjectAccessor::UpdateVisibilityForPlayer(this);
3758 // some items limited to specific map
3759 DestroyZoneLimitedItem( true, GetZoneId());
3761 if(!applySickness)
3762 return;
3764 //Characters from level 1-10 are not affected by resurrection sickness.
3765 //Characters from level 11-19 will suffer from one minute of sickness
3766 //for each level they are above 10.
3767 //Characters level 20 and up suffer from ten minutes of sickness.
3768 int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
3770 if(int32(getLevel()) >= startLevel)
3772 // set resurrection sickness
3773 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
3775 // not full duration
3776 if(int32(getLevel()) < startLevel+9)
3778 int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
3780 for(int i =0; i < 3; ++i)
3782 if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i))
3784 Aur->SetAuraDuration(delta*1000);
3785 Aur->UpdateAuraDuration();
3792 void Player::KillPlayer()
3794 SetMovement(MOVE_ROOT);
3796 StopMirrorTimers(); //disable timers(bars)
3798 setDeathState(CORPSE);
3799 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3801 SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
3802 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
3804 // 6 minutes until repop at graveyard
3805 m_deathTimer = 6*MINUTE*1000;
3807 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3809 // don't create corpse at this moment, player might be falling
3811 // update visibility
3812 ObjectAccessor::UpdateObjectVisibility(this);
3815 void Player::CreateCorpse()
3817 // prevent existence 2 corpse for player
3818 SpawnCorpseBones();
3820 uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
3822 Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
3823 SetPvPDeath(false);
3825 if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this, GetMapId(), GetPositionX(),
3826 GetPositionY(), GetPositionZ(), GetOrientation()))
3828 delete corpse;
3829 return;
3832 _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
3833 _pb = GetUInt32Value(PLAYER_BYTES);
3834 _pb2 = GetUInt32Value(PLAYER_BYTES_2);
3836 uint8 race = (uint8)(_uf);
3837 uint8 skin = (uint8)(_pb);
3838 uint8 face = (uint8)(_pb >> 8);
3839 uint8 hairstyle = (uint8)(_pb >> 16);
3840 uint8 haircolor = (uint8)(_pb >> 24);
3841 uint8 facialhair = (uint8)(_pb2);
3843 _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
3844 _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
3846 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
3847 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
3849 uint32 flags = CORPSE_FLAG_UNK2;
3850 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
3851 flags |= CORPSE_FLAG_HIDE_HELM;
3852 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
3853 flags |= CORPSE_FLAG_HIDE_CLOAK;
3854 if(InBattleGround())
3855 flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
3856 corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
3858 corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
3860 corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
3862 uint32 iDisplayID;
3863 uint16 iIventoryType;
3864 uint32 _cfi;
3865 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
3867 if(m_items[i])
3869 iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
3870 iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType;
3872 _cfi = (uint16(iDisplayID)) | (iIventoryType)<< 24;
3873 corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi);
3877 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3878 const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
3879 assert(entry);
3880 if(entry->map_type != MAP_BATTLEGROUND)
3881 corpse->SaveToDB();
3883 // register for player, but not show
3884 ObjectAccessor::Instance().AddCorpse(corpse);
3887 void Player::SpawnCorpseBones()
3889 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
3890 SaveToDB(); // prevent loading as ghost without corpse
3893 Corpse* Player::GetCorpse() const
3895 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
3898 void Player::DurabilityLossAll(double percent, bool inventory)
3900 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
3901 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3902 DurabilityLoss(pItem,percent);
3904 if(inventory)
3906 // bags not have durability
3907 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3909 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
3910 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3911 DurabilityLoss(pItem,percent);
3913 // keys not have durability
3914 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3916 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3917 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3918 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
3919 if(Item* pItem = GetItemByPos( i, j ))
3920 DurabilityLoss(pItem,percent);
3924 void Player::DurabilityLoss(Item* item, double percent)
3926 if(!item )
3927 return;
3929 uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
3931 if(!pMaxDurability)
3932 return;
3934 uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
3936 if(pDurabilityLoss < 1 )
3937 pDurabilityLoss = 1;
3939 DurabilityPointsLoss(item,pDurabilityLoss);
3942 void Player::DurabilityPointsLossAll(int32 points, bool inventory)
3944 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
3945 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3946 DurabilityPointsLoss(pItem,points);
3948 if(inventory)
3950 // bags not have durability
3951 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3953 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
3954 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3955 DurabilityPointsLoss(pItem,points);
3957 // keys not have durability
3958 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3960 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3961 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3962 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
3963 if(Item* pItem = GetItemByPos( i, j ))
3964 DurabilityPointsLoss(pItem,points);
3968 void Player::DurabilityPointsLoss(Item* item, int32 points)
3970 int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
3971 int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
3972 int32 pNewDurability = pOldDurability - points;
3974 if (pNewDurability < 0)
3975 pNewDurability = 0;
3976 else if (pNewDurability > pMaxDurability)
3977 pNewDurability = pMaxDurability;
3979 if (pOldDurability != pNewDurability)
3981 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
3982 if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
3983 _ApplyItemMods(item,item->GetSlot(), false);
3985 item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
3987 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
3988 if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
3989 _ApplyItemMods(item,item->GetSlot(), true);
3991 item->SetState(ITEM_CHANGED, this);
3995 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
3997 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
3998 DurabilityPointsLoss(pItem,1);
4001 uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
4003 uint32 TotalCost = 0;
4004 // equipped, backpack, bags itself
4005 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
4006 TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
4008 // bank, buyback and keys not repaired
4010 // items in inventory bags
4011 for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
4012 for(int i = 0; i < MAX_BAG_SIZE; i++)
4013 TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
4014 return TotalCost;
4017 uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
4019 Item* item = GetItemByPos(pos);
4021 uint32 TotalCost = 0;
4022 if(!item)
4023 return TotalCost;
4025 uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4026 if(!maxDurability)
4027 return TotalCost;
4029 uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4031 if(cost)
4033 uint32 LostDurability = maxDurability - curDurability;
4034 if(LostDurability>0)
4036 ItemPrototype const *ditemProto = item->GetProto();
4038 DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
4039 if(!dcost)
4041 sLog.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
4042 return TotalCost;
4045 uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
4046 DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
4047 if(!dQualitymodEntry)
4049 sLog.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
4050 return TotalCost;
4053 uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
4054 uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
4056 costs = uint32(costs * discountMod);
4058 if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
4059 costs = 1;
4061 if (guildBank)
4063 if (GetGuildId()==0)
4065 DEBUG_LOG("You are not member of a guild");
4066 return TotalCost;
4069 Guild *pGuild = objmgr.GetGuildById(GetGuildId());
4070 if (!pGuild)
4071 return TotalCost;
4073 if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
4075 DEBUG_LOG("You do not have rights to withdraw for repairs");
4076 return TotalCost;
4079 if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
4081 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4082 return TotalCost;
4085 if (pGuild->GetGuildBankMoney() < costs)
4087 DEBUG_LOG("There is not enough money in bank");
4088 return TotalCost;
4091 pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
4092 TotalCost = costs;
4094 else if (GetMoney() < costs)
4096 DEBUG_LOG("You do not have enough money");
4097 return TotalCost;
4099 else
4100 ModifyMoney( -int32(costs) );
4104 item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
4105 item->SetState(ITEM_CHANGED, this);
4107 // reapply mods for total broken and repaired item if equipped
4108 if(IsEquipmentPos(pos) && !curDurability)
4109 _ApplyItemMods(item,pos & 255, true);
4110 return TotalCost;
4113 void Player::RepopAtGraveyard()
4115 // note: this can be called also when the player is alive
4116 // for example from WorldSession::HandleMovementOpcodes
4118 AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
4120 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4121 if(!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY || GetTransport())
4123 ResurrectPlayer(0.5f);
4124 SpawnCorpseBones();
4127 WorldSafeLocsEntry const *ClosestGrave = NULL;
4129 // Special handle for battleground maps
4130 BattleGround *bg = sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
4132 if(bg && (bg->GetTypeID() == BATTLEGROUND_AB || bg->GetTypeID() == BATTLEGROUND_EY))
4133 ClosestGrave = bg->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4134 else
4135 ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4137 // stop countdown until repop
4138 m_deathTimer = 0;
4140 // if no grave found, stay at the current location
4141 // and don't show spirit healer location
4142 if(ClosestGrave)
4144 TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
4145 if(isDead()) // not send if alive, because it used in TeleportTo()
4147 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
4148 data << ClosestGrave->map_id;
4149 data << ClosestGrave->x;
4150 data << ClosestGrave->y;
4151 data << ClosestGrave->z;
4152 GetSession()->SendPacket(&data);
4157 void Player::JoinedChannel(Channel *c)
4159 m_channels.push_back(c);
4162 void Player::LeftChannel(Channel *c)
4164 m_channels.remove(c);
4167 void Player::CleanupChannels()
4169 while(!m_channels.empty())
4171 Channel* ch = *m_channels.begin();
4172 m_channels.erase(m_channels.begin()); // remove from player's channel list
4173 ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4174 if (ChannelMgr* cMgr = channelMgr(GetTeam()))
4175 cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
4178 sLog.outDebug("Player: channels cleaned up!");
4181 void Player::UpdateLocalChannels(uint32 newZone )
4183 if(m_channels.empty())
4184 return;
4186 AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
4187 if(!current_zone)
4188 return;
4190 ChannelMgr* cMgr = channelMgr(GetTeam());
4191 if(!cMgr)
4192 return;
4194 std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
4196 for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
4198 next = i; ++next;
4200 // skip non built-in channels
4201 if(!(*i)->IsConstant())
4202 continue;
4204 ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
4205 if(!ch)
4206 continue;
4208 if((ch->flags & 4) == 4) // global channel without zone name in pattern
4209 continue;
4211 // new channel
4212 char new_channel_name_buf[100];
4213 snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
4214 Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
4216 if((*i)!=new_channel)
4218 new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
4220 // leave old channel
4221 (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4222 std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
4223 LeftChannel(*i); // remove from player's channel list
4224 cMgr->LeftChannel(name); // delete if empty
4227 sLog.outDebug("Player: channels cleaned up!");
4230 void Player::LeaveLFGChannel()
4232 for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
4234 if((*i)->IsLFG())
4236 (*i)->Leave(GetGUID());
4237 break;
4242 void Player::UpdateDefense()
4244 uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
4246 if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
4248 // update dependent from defense skill part
4249 UpdateDefenseBonusesMod();
4253 void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
4255 if(modGroup >= BASEMOD_END || modType >= MOD_END)
4257 sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4258 return;
4261 float val = 1.0f;
4263 switch(modType)
4265 case FLAT_MOD:
4266 m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
4267 break;
4268 case PCT_MOD:
4269 if(amount <= -100.0f)
4270 amount = -200.0f;
4272 val = (100.0f + amount) / 100.0f;
4273 m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
4274 break;
4277 if(!CanModifyStats())
4278 return;
4280 switch(modGroup)
4282 case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
4283 case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
4284 case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
4285 case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
4286 default: break;
4290 float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
4292 if(modGroup >= BASEMOD_END || modType > MOD_END)
4294 sLog.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4295 return 0.0f;
4298 if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4299 return 0.0f;
4301 return m_auraBaseMod[modGroup][modType];
4304 float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
4306 if(modGroup >= BASEMOD_END)
4308 sLog.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4309 return 0.0f;
4312 if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4313 return 0.0f;
4315 return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
4318 uint32 Player::GetShieldBlockValue() const
4320 BaseModGroup modGroup = SHIELD_BLOCK_VALUE;
4322 float value = GetTotalBaseModValue(modGroup) + GetStat(STAT_STRENGTH)/20 - 1;
4324 value = (value < 0) ? 0 : value;
4326 return uint32(value);
4329 float Player::GetMeleeCritFromAgility()
4331 uint32 level = getLevel();
4332 uint32 pclass = getClass();
4334 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4336 GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
4337 GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4338 if (critBase==NULL || critRatio==NULL)
4339 return 0.0f;
4341 float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
4342 return crit*100.0f;
4345 float Player::GetDodgeFromAgility()
4347 // Table for base dodge values
4348 float dodge_base[MAX_CLASSES] = {
4349 0.0075f, // Warrior
4350 0.00652f, // Paladin
4351 -0.0545f, // Hunter
4352 -0.0059f, // Rogue
4353 0.03183f, // Priest
4354 0.0114f, // DK
4355 0.0167f, // Shaman
4356 0.034575f, // Mage
4357 0.02011f, // Warlock
4358 0.0f, // ??
4359 -0.0187f // Druid
4361 // Crit/agility to dodge/agility coefficient multipliers
4362 float crit_to_dodge[MAX_CLASSES] = {
4363 1.1f, // Warrior
4364 1.0f, // Paladin
4365 1.6f, // Hunter
4366 2.0f, // Rogue
4367 1.0f, // Priest
4368 1.0f, // DK?
4369 1.0f, // Shaman
4370 1.0f, // Mage
4371 1.0f, // Warlock
4372 0.0f, // ??
4373 1.7f // Druid
4376 uint32 level = getLevel();
4377 uint32 pclass = getClass();
4379 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4381 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4382 GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4383 if (dodgeRatio==NULL || pclass > MAX_CLASSES)
4384 return 0.0f;
4386 float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
4387 return dodge*100.0f;
4390 float Player::GetSpellCritFromIntellect()
4392 uint32 level = getLevel();
4393 uint32 pclass = getClass();
4395 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4397 GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
4398 GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4399 if (critBase==NULL || critRatio==NULL)
4400 return 0.0f;
4402 float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
4403 return crit*100.0f;
4406 float Player::GetRatingCoefficient(CombatRating cr) const
4408 uint32 level = getLevel();
4410 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4412 GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
4413 if (Rating == NULL)
4414 return 1.0f; // By default use minimum coefficient (not must be called)
4416 return Rating->ratio;
4419 float Player::GetRatingBonusValue(CombatRating cr) const
4421 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
4424 uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
4426 float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.0f;
4427 if (melee>25.0f) melee = 25.0f;
4428 return uint32 (melee * damage /100.0f);
4431 uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
4433 float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.0f;
4434 if (ranged>25.0f) ranged=25.0f;
4435 return uint32 (ranged * damage /100.0f);
4438 uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
4440 float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.0f;
4441 // In wow script resilience limited to 25%
4442 if (spell>25.0f)
4443 spell = 25.0f;
4444 return uint32 (spell * damage / 100.0f);
4447 uint32 Player::GetDotDamageReduction(uint32 damage) const
4449 float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
4450 // Dot resilience not limited (limit it by 100%)
4451 if (spellDot > 100.0f)
4452 spellDot = 100.0f;
4453 return uint32 (spellDot * damage / 100.0f);
4456 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
4458 switch (attType)
4460 case BASE_ATTACK:
4461 return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
4462 case OFF_ATTACK:
4463 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
4464 default:
4465 break;
4467 return 0.0f;
4470 float Player::OCTRegenHPPerSpirit()
4472 uint32 level = getLevel();
4473 uint32 pclass = getClass();
4475 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4477 GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4478 GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4479 if (baseRatio==NULL || moreRatio==NULL)
4480 return 0.0f;
4482 // Formula from PaperDollFrame script
4483 float spirit = GetStat(STAT_SPIRIT);
4484 float baseSpirit = spirit;
4485 if (baseSpirit>50) baseSpirit = 50;
4486 float moreSpirit = spirit - baseSpirit;
4487 float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
4488 return regen;
4491 float Player::OCTRegenMPPerSpirit()
4493 uint32 level = getLevel();
4494 uint32 pclass = getClass();
4496 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4498 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4499 GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4500 if (moreRatio==NULL)
4501 return 0.0f;
4503 // Formula get from PaperDollFrame script
4504 float spirit = GetStat(STAT_SPIRIT);
4505 float regen = spirit * moreRatio->ratio;
4506 return regen;
4509 void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
4511 ApplyModUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, value, apply);
4513 float RatingCoeffecient = GetRatingCoefficient(cr);
4514 float RatingChange = 0.0f;
4516 bool affectStats = CanModifyStats();
4518 switch (cr)
4520 case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
4521 case CR_DEFENSE_SKILL:
4522 UpdateDefenseBonusesMod();
4523 break;
4524 case CR_DODGE:
4525 UpdateDodgePercentage();
4526 break;
4527 case CR_PARRY:
4528 UpdateParryPercentage();
4529 break;
4530 case CR_BLOCK:
4531 UpdateBlockPercentage();
4532 break;
4533 case CR_HIT_MELEE:
4534 RatingChange = value / RatingCoeffecient;
4535 m_modMeleeHitChance += apply ? RatingChange : -RatingChange;
4536 break;
4537 case CR_HIT_RANGED:
4538 RatingChange = value / RatingCoeffecient;
4539 m_modRangedHitChance += apply ? RatingChange : -RatingChange;
4540 break;
4541 case CR_HIT_SPELL:
4542 RatingChange = value / RatingCoeffecient;
4543 m_modSpellHitChance += apply ? RatingChange : -RatingChange;
4544 break;
4545 case CR_CRIT_MELEE:
4546 if(affectStats)
4548 UpdateCritPercentage(BASE_ATTACK);
4549 UpdateCritPercentage(OFF_ATTACK);
4551 break;
4552 case CR_CRIT_RANGED:
4553 if(affectStats)
4554 UpdateCritPercentage(RANGED_ATTACK);
4555 break;
4556 case CR_CRIT_SPELL:
4557 if(affectStats)
4558 UpdateAllSpellCritChances();
4559 break;
4560 case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
4561 case CR_HIT_TAKEN_RANGED:
4562 break;
4563 case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
4564 break;
4565 case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4566 case CR_CRIT_TAKEN_RANGED:
4567 break;
4568 case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4569 break;
4570 case CR_HASTE_MELEE:
4571 RatingChange = value / RatingCoeffecient;
4572 ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
4573 ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
4574 break;
4575 case CR_HASTE_RANGED:
4576 RatingChange = value / RatingCoeffecient;
4577 ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
4578 break;
4579 case CR_HASTE_SPELL:
4580 RatingChange = value / RatingCoeffecient;
4581 ApplyCastTimePercentMod(RatingChange,apply);
4582 break;
4583 case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
4584 case CR_WEAPON_SKILL_OFFHAND:
4585 case CR_WEAPON_SKILL_RANGED:
4586 break;
4587 case CR_EXPERTISE:
4588 if(affectStats)
4590 UpdateExpertise(BASE_ATTACK);
4591 UpdateExpertise(OFF_ATTACK);
4593 break;
4597 void Player::SetRegularAttackTime()
4599 for(int i = 0; i < MAX_ATTACK; ++i)
4601 Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
4602 if(tmpitem && !tmpitem->IsBroken())
4604 ItemPrototype const *proto = tmpitem->GetProto();
4605 if(proto->Delay)
4606 SetAttackTime(WeaponAttackType(i), proto->Delay);
4607 else
4608 SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
4613 //skill+step, checking for max value
4614 bool Player::UpdateSkill(uint32 skill_id, uint32 step)
4616 if(!skill_id)
4617 return false;
4619 uint16 i=0;
4620 for (; i < PLAYER_MAX_SKILLS; i++)
4621 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
4622 break;
4624 if(i>=PLAYER_MAX_SKILLS)
4625 return false;
4627 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4628 uint32 value = SKILL_VALUE(data);
4629 uint32 max = SKILL_MAX(data);
4631 if ((!max) || (!value) || (value >= max))
4632 return false;
4634 if (value*512 < max*urand(0,512))
4636 uint32 new_value = value+step;
4637 if(new_value > max)
4638 new_value = max;
4640 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
4641 return true;
4644 return false;
4647 inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
4649 if ( SkillValue >= GrayLevel )
4650 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
4651 if ( SkillValue >= GreenLevel )
4652 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
4653 if ( SkillValue >= YellowLevel )
4654 return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
4655 return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
4658 bool Player::UpdateCraftSkill(uint32 spellid)
4660 sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
4662 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellid);
4663 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellid);
4665 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4667 if(_spell_idx->second->skillId)
4669 uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
4671 // Alchemy Discoveries here
4672 SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
4673 if(spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
4675 if(uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
4676 learnSpell(discoveredSpell);
4679 uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
4681 return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
4682 _spell_idx->second->max_value,
4683 (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
4684 _spell_idx->second->min_value),
4685 craft_skill_gain);
4688 return false;
4691 bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
4693 sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
4695 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4697 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4698 switch (SkillId)
4700 case SKILL_HERBALISM:
4701 case SKILL_LOCKPICKING:
4702 case SKILL_JEWELCRAFTING:
4703 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4704 case SKILL_SKINNING:
4705 if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0)
4706 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4707 else
4708 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
4709 case SKILL_MINING:
4710 if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0)
4711 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4712 else
4713 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
4715 return false;
4718 bool Player::UpdateFishingSkill()
4720 sLog.outDebug("UpdateFishingSkill");
4722 uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
4724 int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
4726 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4728 return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
4731 bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
4733 sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
4734 if ( !SkillId )
4735 return false;
4737 if(Chance <= 0) // speedup in 0 chance case
4739 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4740 return false;
4743 uint16 i=0;
4744 for (; i < PLAYER_MAX_SKILLS; i++)
4745 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
4746 if ( i >= PLAYER_MAX_SKILLS )
4747 return false;
4749 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4750 uint16 SkillValue = SKILL_VALUE(data);
4751 uint16 MaxValue = SKILL_MAX(data);
4753 if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
4754 return false;
4756 int32 Roll = irand(1,1000);
4758 if ( Roll <= Chance )
4760 uint32 new_value = SkillValue+step;
4761 if(new_value > MaxValue)
4762 new_value = MaxValue;
4764 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
4765 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
4766 return true;
4769 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4770 return false;
4773 void Player::UpdateWeaponSkill (WeaponAttackType attType)
4775 // no skill gain in pvp
4776 Unit *pVictim = getVictim();
4777 if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
4778 return;
4780 if(IsInFeralForm())
4781 return; // always maximized SKILL_FERAL_COMBAT in fact
4783 if(m_form == FORM_TREE)
4784 return; // use weapon but not skill up
4786 uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
4788 switch(attType)
4790 case BASE_ATTACK:
4792 Item *tmpitem = GetWeaponForAttack(attType,true);
4794 if (!tmpitem)
4795 UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
4796 else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
4797 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
4798 break;
4800 case OFF_ATTACK:
4801 case RANGED_ATTACK:
4803 Item *tmpitem = GetWeaponForAttack(attType,true);
4804 if (tmpitem)
4805 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
4806 break;
4809 UpdateAllCritPercentages();
4812 void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, MeleeHitOutcome outcome, bool defence)
4814 switch(outcome)
4816 case MELEE_HIT_CRIT:
4817 case MELEE_HIT_DODGE:
4818 case MELEE_HIT_PARRY:
4819 case MELEE_HIT_BLOCK:
4820 case MELEE_HIT_BLOCK_CRIT:
4821 return;
4823 default:
4824 break;
4827 uint32 plevel = getLevel(); // if defense than pVictim == attacker
4828 uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel);
4829 uint32 moblevel = pVictim->getLevelForTarget(this);
4830 if(moblevel < greylevel)
4831 return;
4833 if (moblevel > plevel + 5)
4834 moblevel = plevel + 5;
4836 uint32 lvldif = moblevel - greylevel;
4837 if(lvldif < 3)
4838 lvldif = 3;
4840 uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
4841 if(skilldif <= 0)
4842 return;
4844 float chance = float(3 * lvldif * skilldif) / plevel;
4845 if(!defence)
4847 if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
4848 chance *= 0.1f * GetStat(STAT_INTELLECT);
4851 chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
4853 if(roll_chance_f(chance))
4855 if(defence)
4856 UpdateDefense();
4857 else
4858 UpdateWeaponSkill(attType);
4860 else
4861 return;
4864 void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
4866 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4867 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid)
4869 uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
4870 int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
4871 int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
4873 if(talent) // permanent bonus stored in high part
4874 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
4875 else // temporary/item bonus stored in low part
4876 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
4877 return;
4881 void Player::UpdateSkillsForLevel()
4883 uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
4884 uint32 maxSkill = GetMaxSkillValueForLevel();
4886 bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
4888 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4889 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4891 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
4893 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
4894 if(!pSkill)
4895 continue;
4897 if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
4898 continue;
4900 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4901 uint32 max = SKILL_MAX(data);
4902 uint32 val = SKILL_VALUE(data);
4904 /// update only level dependent max skill values
4905 if(max!=1)
4907 /// miximize skill always
4908 if(alwaysMaxSkill)
4909 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(maxSkill,maxSkill));
4910 /// update max skill value if current max skill not maximized
4911 else if(max != maxconfskill)
4912 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,maxSkill));
4917 void Player::UpdateSkillsToMaxSkillsForLevel()
4919 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4920 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4922 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
4923 if( IsProfessionSkill(pskill) || pskill == SKILL_RIDING )
4924 continue;
4925 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4927 uint32 max = SKILL_MAX(data);
4929 if(max > 1)
4930 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
4932 if(pskill == SKILL_DEFENSE)
4933 UpdateDefenseBonusesMod();
4937 // This functions sets a skill line value (and adds if doesn't exist yet)
4938 // To "remove" a skill line, set it's values to zero
4939 void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
4941 if(!id)
4942 return;
4944 uint16 i=0;
4945 for (; i < PLAYER_MAX_SKILLS; i++)
4946 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break;
4948 if(i<PLAYER_MAX_SKILLS) //has skill
4950 if(currVal)
4951 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
4952 else //remove
4954 // clear skill fields
4955 SetUInt32Value(PLAYER_SKILL_INDEX(i),0);
4956 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0);
4957 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
4959 // remove spells that depend on this skill when removing the skill
4960 for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
4962 ++next;
4963 if(itr->second->state == PLAYERSPELL_REMOVED)
4964 continue;
4966 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(itr->first);
4967 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(itr->first);
4969 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4971 if (_spell_idx->second->skillId == id)
4973 // this may remove more than one spell (dependents)
4974 removeSpell(itr->first);
4975 next = m_spells.begin();
4976 break;
4982 else if(currVal) //add
4984 for (i=0; i < PLAYER_MAX_SKILLS; i++)
4985 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4987 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
4988 if(!pSkill)
4990 sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
4991 return;
4993 // enable unlearn button for primary professions only
4994 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
4995 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
4996 else
4997 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
4998 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5000 // apply skill bonuses
5001 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5003 // temporary bonuses
5004 AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
5005 for(AuraList::const_iterator i = mModSkill.begin(); i != mModSkill.end(); ++i)
5006 if ((*i)->GetModifier()->m_miscvalue == int32(id))
5007 (*i)->ApplyModifier(true);
5009 // permanent bonuses
5010 AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
5011 for(AuraList::const_iterator i = mModSkillTalent.begin(); i != mModSkillTalent.end(); ++i)
5012 if ((*i)->GetModifier()->m_miscvalue == int32(id))
5013 (*i)->ApplyModifier(true);
5015 // Learn all spells for skill
5016 learnSkillRewardedSpells(id);
5017 return;
5022 bool Player::HasSkill(uint32 skill) const
5024 if(!skill)return false;
5025 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5027 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5029 return true;
5032 return false;
5035 uint16 Player::GetSkillValue(uint32 skill) const
5037 if(!skill)
5038 return 0;
5040 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5042 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5044 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5046 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5047 result += SKILL_TEMP_BONUS(bonus);
5048 result += SKILL_PERM_BONUS(bonus);
5049 return result < 0 ? 0 : result;
5052 return 0;
5055 uint16 Player::GetMaxSkillValue(uint32 skill) const
5057 if(!skill)return 0;
5058 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5060 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5062 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5064 int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5065 result += SKILL_TEMP_BONUS(bonus);
5066 result += SKILL_PERM_BONUS(bonus);
5067 return result < 0 ? 0 : result;
5070 return 0;
5073 uint16 Player::GetPureMaxSkillValue(uint32 skill) const
5075 if(!skill)return 0;
5076 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5078 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5080 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5083 return 0;
5086 uint16 Player::GetBaseSkillValue(uint32 skill) const
5088 if(!skill)return 0;
5089 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5091 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5093 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5094 result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5095 return result < 0 ? 0 : result;
5098 return 0;
5101 uint16 Player::GetPureSkillValue(uint32 skill) const
5103 if(!skill)return 0;
5104 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5106 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5108 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5111 return 0;
5114 int16 Player::GetSkillTempBonusValue(uint32 skill) const
5116 if(!skill)
5117 return 0;
5119 for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
5121 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5123 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5127 return 0;
5130 void Player::SendInitialActionButtons()
5132 sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5134 WorldPacket data(SMSG_ACTION_BUTTONS, (MAX_ACTION_BUTTONS*4));
5135 for(int button = 0; button < MAX_ACTION_BUTTONS; ++button)
5137 ActionButtonList::const_iterator itr = m_actionButtons.find(button);
5138 if(itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
5140 data << uint16(itr->second.action);
5141 data << uint8(itr->second.misc);
5142 data << uint8(itr->second.type);
5144 else
5146 data << uint32(0);
5150 GetSession()->SendPacket( &data );
5151 sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5154 void Player::addActionButton(const uint8 button, const uint16 action, const uint8 type, const uint8 misc)
5156 if(button >= MAX_ACTION_BUTTONS)
5158 sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() );
5159 return;
5162 // check cheating with adding non-known spells to action bar
5163 if(type==ACTION_BUTTON_SPELL)
5165 if(!sSpellStore.LookupEntry(action))
5167 sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
5168 return;
5171 if(!HasSpell(action))
5173 sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
5174 return;
5178 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5180 if (buttonItr==m_actionButtons.end())
5181 { // just add new button
5182 m_actionButtons[button] = ActionButton(action,type,misc);
5184 else
5185 { // change state of current button
5186 ActionButtonUpdateState uState = buttonItr->second.uState;
5187 buttonItr->second = ActionButton(action,type,misc);
5188 if (uState != ACTIONBUTTON_NEW) buttonItr->second.uState = ACTIONBUTTON_CHANGED;
5191 sLog.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action, button );
5194 void Player::removeActionButton(uint8 button)
5196 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5197 if (buttonItr==m_actionButtons.end())
5198 return;
5200 if(buttonItr->second.uState==ACTIONBUTTON_NEW)
5201 m_actionButtons.erase(buttonItr); // new and not saved
5202 else
5203 buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
5205 sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() );
5208 void Player::SetDontMove(bool dontMove)
5210 m_dontMove = dontMove;
5213 bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
5215 // prevent crash when a bad coord is sent by the client
5216 if(!MaNGOS::IsValidMapCoord(x,y,z,orientation))
5218 sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
5219 return false;
5222 Map *m = GetMap();
5224 const float old_x = GetPositionX();
5225 const float old_y = GetPositionY();
5226 const float old_z = GetPositionZ();
5227 const float old_r = GetOrientation();
5229 if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation )
5231 if (teleport || old_x != x || old_y != y || old_z != z)
5232 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
5233 else
5234 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
5236 // move and update visible state if need
5237 m->PlayerRelocation(this, x, y, z, orientation);
5239 // reread after Map::Relocation
5240 m = GetMap();
5241 x = GetPositionX();
5242 y = GetPositionY();
5243 z = GetPositionZ();
5245 // group update
5246 if(GetGroup() && (old_x != x || old_y != y))
5247 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
5250 // code block for underwater state update
5251 UpdateUnderwaterState(m, x, y, z);
5253 CheckExploreSystem();
5255 return true;
5258 void Player::SaveRecallPosition()
5260 m_recallMap = GetMapId();
5261 m_recallX = GetPositionX();
5262 m_recallY = GetPositionY();
5263 m_recallZ = GetPositionZ();
5264 m_recallO = GetOrientation();
5267 void Player::SendMessageToSet(WorldPacket *data, bool self)
5269 GetMap()->MessageBroadcast(this, data, self);
5272 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
5274 GetMap()->MessageDistBroadcast(this, data, dist, self);
5277 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
5279 GetMap()->MessageDistBroadcast(this, data, dist, self,own_team_only);
5282 void Player::SendDirectMessage(WorldPacket *data)
5284 GetSession()->SendPacket(data);
5287 void Player::CheckExploreSystem()
5289 if (!isAlive())
5290 return;
5292 if (isInFlight())
5293 return;
5295 uint16 areaFlag=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY());
5296 if(areaFlag==0xffff)
5297 return;
5298 int offset = areaFlag / 32;
5300 if(offset >= 128)
5302 sLog.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 64 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset);
5303 return;
5306 uint32 val = (uint32)(1 << (areaFlag % 32));
5307 uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
5309 if( !(currFields & val) )
5311 SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
5313 AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
5314 if(!p)
5316 sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5318 else if(p->area_level > 0)
5320 uint32 area = p->ID;
5321 if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
5323 SendExplorationExperience(area,0);
5325 else
5327 int32 diff = int32(getLevel()) - p->area_level;
5328 uint32 XP = 0;
5329 if (diff < -5)
5331 XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
5333 else if (diff > 5)
5335 int32 exploration_percent = (100-((diff-5)*5));
5336 if (exploration_percent > 100)
5337 exploration_percent = 100;
5338 else if (exploration_percent < 0)
5339 exploration_percent = 0;
5341 XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
5343 else
5345 XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
5348 GiveXP( XP, NULL );
5349 SendExplorationExperience(area,XP);
5351 sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
5356 uint32 Player::TeamForRace(uint8 race)
5358 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5359 if(!rEntry)
5361 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5362 return ALLIANCE;
5365 switch(rEntry->TeamID)
5367 case 7: return ALLIANCE;
5368 case 1: return HORDE;
5371 sLog.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
5372 return ALLIANCE;
5375 uint32 Player::getFactionForRace(uint8 race)
5377 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5378 if(!rEntry)
5380 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5381 return 0;
5384 return rEntry->FactionID;
5387 void Player::setFactionForRace(uint8 race)
5389 m_team = TeamForRace(race);
5390 setFaction( getFactionForRace(race) );
5393 void Player::UpdateReputation() const
5395 sLog.outDetail( "WORLD: Player::UpdateReputation" );
5397 for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
5399 SendFactionState(&(itr->second));
5403 void Player::SendFactionState(FactionState const* faction) const
5405 if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
5407 WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
5408 data << (float) 0; // unk 2.4.0
5409 data << (uint32) 1; // count
5410 // for
5411 data << (uint32) faction->ReputationListID;
5412 data << (uint32) faction->Standing;
5413 // end for
5414 GetSession()->SendPacket(&data);
5418 void Player::SendInitialReputations()
5420 WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
5421 data << uint32 (0x00000080);
5423 RepListID a = 0;
5425 for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
5427 // fill in absent fields
5428 for (; a != itr->first; a++)
5430 data << uint8 (0x00);
5431 data << uint32 (0x00000000);
5434 // fill in encountered data
5435 data << uint8 (itr->second.Flags);
5436 data << uint32 (itr->second.Standing);
5438 ++a;
5441 // fill in absent fields
5442 for (; a != 128; a++)
5444 data << uint8 (0x00);
5445 data << uint32 (0x00000000);
5448 GetSession()->SendPacket(&data);
5451 FactionState const* Player::GetFactionState( FactionEntry const* factionEntry) const
5453 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5454 if (itr != m_factions.end())
5455 return &itr->second;
5457 return NULL;
5460 void Player::SetFactionAtWar(FactionState* faction, bool atWar)
5462 // not allow declare war to own faction
5463 if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) )
5464 return;
5466 // already set
5467 if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
5468 return;
5470 if( atWar )
5471 faction->Flags |= FACTION_FLAG_AT_WAR;
5472 else
5473 faction->Flags &= ~FACTION_FLAG_AT_WAR;
5475 faction->Changed = true;
5478 void Player::SetFactionInactive(FactionState* faction, bool inactive)
5480 // always invisible or hidden faction can't be inactive
5481 if(inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE) ) )
5482 return;
5484 // already set
5485 if(((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
5486 return;
5488 if(inactive)
5489 faction->Flags |= FACTION_FLAG_INACTIVE;
5490 else
5491 faction->Flags &= ~FACTION_FLAG_INACTIVE;
5493 faction->Changed = true;
5496 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId)
5498 FactionTemplateEntry const*factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5500 if(!factionTemplateEntry)
5501 return;
5503 SetFactionVisibleForFactionId(factionTemplateEntry->faction);
5506 void Player::SetFactionVisibleForFactionId(uint32 FactionId)
5508 FactionEntry const *factionEntry = sFactionStore.LookupEntry(FactionId);
5509 if(!factionEntry)
5510 return;
5512 if(factionEntry->reputationListID < 0)
5513 return;
5515 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5516 if (itr == m_factions.end())
5517 return;
5519 SetFactionVisible(&itr->second);
5522 void Player::SetFactionVisible(FactionState* faction)
5524 // always invisible or hidden faction can't be make visible
5525 if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
5526 return;
5528 // already set
5529 if(faction->Flags & FACTION_FLAG_VISIBLE)
5530 return;
5532 faction->Flags |= FACTION_FLAG_VISIBLE;
5533 faction->Changed = true;
5535 if(!m_session->PlayerLoading())
5537 // make faction visible in reputation list at client
5538 WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4);
5539 data << faction->ReputationListID;
5540 GetSession()->SendPacket(&data);
5544 void Player::SetInitialFactions()
5546 for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
5548 FactionEntry const *factionEntry = sFactionStore.LookupEntry(i);
5550 if( factionEntry && (factionEntry->reputationListID >= 0))
5552 FactionState newFaction;
5553 newFaction.ID = factionEntry->ID;
5554 newFaction.ReputationListID = factionEntry->reputationListID;
5555 newFaction.Standing = 0;
5556 newFaction.Flags = GetDefaultReputationFlags(factionEntry);
5557 newFaction.Changed = true;
5559 m_factions[newFaction.ReputationListID] = newFaction;
5564 uint32 Player::GetDefaultReputationFlags(const FactionEntry *factionEntry) const
5566 if (!factionEntry)
5567 return 0;
5569 uint32 raceMask = getRaceMask();
5570 uint32 classMask = getClassMask();
5571 for (int i=0; i < 4; i++)
5573 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5574 (factionEntry->BaseRepClassMask[i]==0 ||
5575 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5576 return factionEntry->ReputationFlags[i];
5578 return 0;
5581 int32 Player::GetBaseReputation(const FactionEntry *factionEntry) const
5583 if (!factionEntry)
5584 return 0;
5586 uint32 raceMask = getRaceMask();
5587 uint32 classMask = getClassMask();
5588 for (int i=0; i < 4; i++)
5590 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5591 (factionEntry->BaseRepClassMask[i]==0 ||
5592 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5593 return factionEntry->BaseRepValue[i];
5596 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5597 return 0;
5600 int32 Player::GetReputation(uint32 faction_id) const
5602 FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id);
5604 if (!factionEntry)
5606 sLog.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id);
5607 return 0;
5610 return GetReputation(factionEntry);
5613 int32 Player::GetReputation(const FactionEntry *factionEntry) const
5615 // Faction without recorded reputation. Just ignore.
5616 if(!factionEntry)
5617 return 0;
5619 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5620 if (itr != m_factions.end())
5621 return GetBaseReputation(factionEntry) + itr->second.Standing;
5623 return 0;
5626 ReputationRank Player::GetReputationRank(uint32 faction) const
5628 FactionEntry const*factionEntry = sFactionStore.LookupEntry(faction);
5629 if(!factionEntry)
5630 return MIN_REPUTATION_RANK;
5632 return GetReputationRank(factionEntry);
5635 ReputationRank Player::ReputationToRank(int32 standing) const
5637 int32 Limit = Reputation_Cap + 1;
5638 for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i)
5640 Limit -= ReputationRank_Length[i];
5641 if (standing >= Limit )
5642 return ReputationRank(i);
5644 return MIN_REPUTATION_RANK;
5647 ReputationRank Player::GetReputationRank(const FactionEntry *factionEntry) const
5649 int32 Reputation = GetReputation(factionEntry);
5650 return ReputationToRank(Reputation);
5653 ReputationRank Player::GetBaseReputationRank(const FactionEntry *factionEntry) const
5655 int32 Reputation = GetBaseReputation(factionEntry);
5656 return ReputationToRank(Reputation);
5659 bool Player::ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation)
5661 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5663 if(!factionTemplateEntry)
5665 sLog.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5666 return false;
5669 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5671 // Faction without recorded reputation. Just ignore.
5672 if(!factionEntry)
5673 return false;
5675 return ModifyFactionReputation(factionEntry, DeltaReputation);
5678 bool Player::ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing)
5680 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5681 if (flist)
5683 bool res = false;
5684 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5686 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5687 if(factionEntryCalc)
5688 res = ModifyOneFactionReputation(factionEntryCalc, standing);
5690 return res;
5692 else
5693 return ModifyOneFactionReputation(factionEntry, standing);
5696 bool Player::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5698 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5699 if (itr != m_factions.end())
5701 int32 BaseRep = GetBaseReputation(factionEntry);
5702 int32 new_rep = BaseRep + itr->second.Standing + standing;
5704 if (new_rep > Reputation_Cap)
5705 new_rep = Reputation_Cap;
5706 else
5707 if (new_rep < Reputation_Bottom)
5708 new_rep = Reputation_Bottom;
5710 if(ReputationToRank(new_rep) <= REP_HOSTILE)
5711 SetFactionAtWar(&itr->second,true);
5713 itr->second.Standing = new_rep - BaseRep;
5714 itr->second.Changed = true;
5716 SetFactionVisible(&itr->second);
5718 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
5720 if(uint32 questid = GetQuestSlotQuestId(i))
5722 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
5723 if( qInfo && qInfo->GetRepObjectiveFaction() == factionEntry->ID )
5725 QuestStatusData& q_status = mQuestStatus[questid];
5726 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
5728 if(GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
5729 if ( CanCompleteQuest( questid ) )
5730 CompleteQuest( questid );
5732 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
5734 if(GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
5735 IncompleteQuest( questid );
5741 SendFactionState(&(itr->second));
5743 return true;
5745 return false;
5748 bool Player::SetFactionReputation(uint32 FactionTemplateId, int32 standing)
5750 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5752 if(!factionTemplateEntry)
5754 sLog.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5755 return false;
5758 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5760 // Faction without recorded reputation. Just ignore.
5761 if(!factionEntry)
5762 return false;
5764 return SetFactionReputation(factionEntry, standing);
5767 bool Player::SetFactionReputation(FactionEntry const* factionEntry, int32 standing)
5769 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5770 if (flist)
5772 bool res = false;
5773 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5775 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5776 if(factionEntryCalc)
5777 res = SetOneFactionReputation(factionEntryCalc, standing);
5779 return res;
5781 else
5782 return SetOneFactionReputation(factionEntry, standing);
5785 bool Player::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5787 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5788 if (itr != m_factions.end())
5790 if (standing > Reputation_Cap)
5791 standing = Reputation_Cap;
5792 else
5793 if (standing < Reputation_Bottom)
5794 standing = Reputation_Bottom;
5796 int32 BaseRep = GetBaseReputation(factionEntry);
5797 itr->second.Standing = standing - BaseRep;
5798 itr->second.Changed = true;
5800 SetFactionVisible(&itr->second);
5802 if(ReputationToRank(standing) <= REP_HOSTILE)
5803 SetFactionAtWar(&itr->second,true);
5805 SendFactionState(&(itr->second));
5806 return true;
5808 return false;
5811 //Calculate total reputation percent player gain with quest/creature level
5812 int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest)
5814 // for grey creature kill received 20%, in other case 100.
5815 int32 percent = (!for_quest && (creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5817 int32 repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
5819 percent += rep > 0 ? repMod : -repMod;
5821 if(percent <=0)
5822 return 0;
5824 return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*rep*percent/100);
5827 //Calculates how many reputation points player gains in victim's enemy factions
5828 void Player::RewardReputation(Unit *pVictim, float rate)
5830 if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
5831 return;
5833 ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
5835 if(!Rep)
5836 return;
5838 if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
5840 int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false);
5841 donerep1 = int32(donerep1*rate);
5842 FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
5843 uint32 current_reputation_rank1 = GetReputationRank(factionEntry1);
5844 if(factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
5845 ModifyFactionReputation(factionEntry1, donerep1);
5847 // Wiki: Team factions value divided by 2
5848 if(Rep->is_teamaward1)
5850 FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
5851 if(team1_factionEntry)
5852 ModifyFactionReputation(team1_factionEntry, donerep1 / 2);
5856 if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
5858 int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false);
5859 donerep2 = int32(donerep2*rate);
5860 FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
5861 uint32 current_reputation_rank2 = GetReputationRank(factionEntry2);
5862 if(factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
5863 ModifyFactionReputation(factionEntry2, donerep2);
5865 // Wiki: Team factions value divided by 2
5866 if(Rep->is_teamaward2)
5868 FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
5869 if(team2_factionEntry)
5870 ModifyFactionReputation(team2_factionEntry, donerep2 / 2);
5875 //Calculate how many reputation points player gain with the quest
5876 void Player::RewardReputation(Quest const *pQuest)
5878 // quest reputation reward/loss
5879 for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
5881 if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] )
5883 int32 rep = CalculateReputationGain(pQuest->GetQuestLevel(),pQuest->RewRepValue[i],true);
5884 FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
5885 if(factionEntry)
5886 ModifyFactionReputation(factionEntry, rep);
5890 // TODO: implement reputation spillover
5893 void Player::UpdateArenaFields(void)
5895 /* arena calcs go here */
5898 void Player::UpdateHonorFields()
5900 /// called when rewarding honor and at each save
5901 uint64 now = time(NULL);
5902 uint64 today = uint64(time(NULL) / DAY) * DAY;
5904 if(m_lastHonorUpdateTime < today)
5906 uint64 yesterday = today - DAY;
5908 uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
5910 // update yesterday's contribution
5911 if(m_lastHonorUpdateTime >= yesterday )
5913 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
5915 // this is the first update today, reset today's contribution
5916 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
5917 SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
5919 else
5921 // no honor/kills yesterday or today, reset
5922 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
5923 SetUInt32Value(PLAYER_FIELD_KILLS, 0);
5927 m_lastHonorUpdateTime = now;
5930 ///Calculate the amount of honor gained based on the victim
5931 ///and the size of the group for which the honor is divided
5932 ///An exact honor value can also be given (overriding the calcs)
5933 bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor)
5935 // do not reward honor in arenas, but enable onkill spellproc
5936 if(InArena())
5938 if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
5939 return false;
5941 if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
5942 return false;
5944 return true;
5947 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5948 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
5949 return false;
5951 uint64 victim_guid = 0;
5952 uint32 victim_rank = 0;
5954 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5955 UpdateHonorFields();
5957 if(honor <= 0)
5959 if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
5960 return false;
5962 victim_guid = uVictim->GetGUID();
5964 if( uVictim->GetTypeId() == TYPEID_PLAYER )
5966 Player *pVictim = (Player *)uVictim;
5968 if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
5969 return false;
5971 float f = 1; //need for total kills (?? need more info)
5972 uint32 k_grey = 0;
5973 uint32 k_level = getLevel();
5974 uint32 v_level = pVictim->getLevel();
5977 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5978 // [0] Just name
5979 // [1..14] Alliance honor titles and player name
5980 // [15..28] Horde honor titles and player name
5981 // [29..38] Other title and player name
5982 // [39+] Nothing
5983 uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
5984 // Get Killer titles, CharTitlesEntry::bit_index
5985 // Ranks:
5986 // title[1..14] -> rank[5..18]
5987 // title[15..28] -> rank[5..18]
5988 // title[other] -> 0
5989 if (victim_title == 0)
5990 victim_guid = 0; // Don't show HK: <rank> message, only log.
5991 else if (victim_title < 15)
5992 victim_rank = victim_title + 4;
5993 else if (victim_title < 29)
5994 victim_rank = victim_title - 14 + 4;
5995 else
5996 victim_guid = 0; // Don't show HK: <rank> message, only log.
5999 if(k_level <= 5)
6000 k_grey = 0;
6001 else if( k_level <= 39 )
6002 k_grey = k_level - 5 - k_level/10;
6003 else
6004 k_grey = k_level - 1 - k_level/5;
6006 if(v_level<=k_grey)
6007 return false;
6009 float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
6011 int32 v_rank =1; //need more info
6013 honor = ((f * diff_level * (190 + v_rank*10))/6);
6014 honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
6016 // count the number of playerkills in one day
6017 ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
6018 // and those in a lifetime
6019 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true);
6021 else
6023 Creature *cVictim = (Creature *)uVictim;
6025 if (!cVictim->isRacialLeader())
6026 return false;
6028 honor = 100; // ??? need more info
6029 victim_rank = 19; // HK: Leader
6033 if (uVictim != NULL)
6035 honor *= sWorld.getRate(RATE_HONOR);
6037 if(groupsize > 1)
6038 honor /= groupsize;
6040 honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6043 // honor - for show honor points in log
6044 // victim_guid - for show victim name in log
6045 // victim_rank [1..4] HK: <dishonored rank>
6046 // victim_rank [5..19] HK: <alliance\horde rank>
6047 // victim_rank [0,20+] HK: <>
6048 WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
6049 data << (uint32) honor;
6050 data << (uint64) victim_guid;
6051 data << (uint32) victim_rank;
6053 GetSession()->SendPacket(&data);
6055 // add honor points
6056 ModifyHonorPoints(int32(honor));
6058 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
6059 return true;
6062 void Player::ModifyHonorPoints( int32 value )
6064 if(value < 0)
6066 if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
6067 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
6068 else
6069 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
6071 else
6072 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
6075 void Player::ModifyArenaPoints( int32 value )
6077 if(value < 0)
6079 if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
6080 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
6081 else
6082 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
6084 else
6085 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
6088 uint32 Player::GetGuildIdFromDB(uint64 guid)
6090 std::ostringstream ss;
6091 ss<<"SELECT guildid FROM guild_member WHERE guid='"<<guid<<"'";
6092 QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
6093 if( result )
6095 uint32 v = result->Fetch()[0].GetUInt32();
6096 delete result;
6097 return v;
6099 else
6100 return 0;
6103 uint32 Player::GetRankFromDB(uint64 guid)
6105 std::ostringstream ss;
6106 ss<<"SELECT rank FROM guild_member WHERE guid='"<<guid<<"'";
6107 QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
6108 if( result )
6110 uint32 v = result->Fetch()[0].GetUInt32();
6111 delete result;
6112 return v;
6114 else
6115 return 0;
6118 uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
6120 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);
6121 if(!result)
6122 return 0;
6124 uint32 id = (*result)[0].GetUInt32();
6125 delete result;
6126 return id;
6129 uint32 Player::GetZoneIdFromDB(uint64 guid)
6131 std::ostringstream ss;
6133 ss<<"SELECT zone FROM characters WHERE guid='"<<GUID_LOPART(guid)<<"'";
6134 QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
6135 if (!result)
6136 return 0;
6137 Field* fields = result->Fetch();
6138 uint32 zone = fields[0].GetUInt32();
6139 delete result;
6141 if (!zone)
6143 // stored zone is zero, use generic and slow zone detection
6144 ss.str("");
6145 ss<<"SELECT map,position_x,position_y FROM characters WHERE guid='"<<GUID_LOPART(guid)<<"'";
6146 result = CharacterDatabase.Query(ss.str().c_str());
6147 if( !result )
6148 return 0;
6149 fields = result->Fetch();
6150 uint32 map = fields[0].GetUInt32();
6151 float posx = fields[1].GetFloat();
6152 float posy = fields[2].GetFloat();
6153 delete result;
6155 zone = MapManager::Instance().GetZoneId(map,posx,posy);
6157 ss.str("");
6158 ss << "UPDATE characters SET zone='"<<zone<<"' WHERE guid='"<<GUID_LOPART(guid)<<"'";
6159 CharacterDatabase.Execute(ss.str().c_str());
6162 return zone;
6165 void Player::UpdateArea(uint32 newArea)
6167 // FFA_PVP flags are area and not zone id dependent
6168 // so apply them accordingly
6169 m_areaUpdateId = newArea;
6171 AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
6173 if(area && (area->flags & AREA_FLAG_ARENA))
6175 if(!isGameMaster())
6176 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
6178 else
6180 // remove ffa flag only if not ffapvp realm
6181 // removal in sanctuaries and capitals is handled in zone update
6182 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP) && !sWorld.IsFFAPvPRealm())
6183 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
6186 UpdateAreaDependentAuras(newArea);
6189 void Player::UpdateZone(uint32 newZone)
6191 m_zoneUpdateId = newZone;
6192 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
6194 // zone changed, so area changed as well, update it
6195 UpdateArea(GetAreaId());
6197 AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
6198 if(!zone)
6199 return;
6201 if (sWorld.getConfig(CONFIG_WEATHER))
6203 Weather *wth = sWorld.FindWeather(zone->ID);
6204 if(wth)
6206 wth->SendWeatherUpdateToPlayer(this);
6208 else
6210 if(!sWorld.AddWeather(zone->ID))
6212 // send fine weather packet to remove old zone's weather
6213 Weather::SendFineWeatherUpdateToPlayer(this);
6218 pvpInfo.inHostileArea =
6219 GetTeam() == ALLIANCE && zone->team == AREATEAM_HORDE ||
6220 GetTeam() == HORDE && zone->team == AREATEAM_ALLY ||
6221 sWorld.IsPvPRealm() && zone->team == AREATEAM_NONE ||
6222 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6224 if(pvpInfo.inHostileArea) // in hostile area
6226 if(!IsPvP() || pvpInfo.endTimer != 0)
6227 UpdatePvP(true, true);
6229 else // in friendly area
6231 if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
6232 pvpInfo.endTimer = time(0); // start toggle-off
6235 if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary
6237 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY);
6238 if(sWorld.IsFFAPvPRealm())
6239 RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6241 else
6243 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY);
6246 if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
6248 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6249 SetRestType(REST_TYPE_IN_CITY);
6250 InnEnter(time(0),GetMapId(),0,0,0);
6252 if(sWorld.IsFFAPvPRealm())
6253 RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6255 else // anywhere else
6257 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6259 if(GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
6261 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6263 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6264 SetRestType(REST_TYPE_NO);
6266 if(sWorld.IsFFAPvPRealm())
6267 SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6270 else // not in tavern (leave city then)
6272 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6273 SetRestType(REST_TYPE_NO);
6275 // Set player to FFA PVP when not in rested environment.
6276 if(sWorld.IsFFAPvPRealm())
6277 SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6282 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6283 // if player resurrected at teleport this will be applied in resurrect code
6284 if(isAlive())
6285 DestroyZoneLimitedItem( true, newZone );
6287 // recent client version not send leave/join channel packets for built-in local channels
6288 UpdateLocalChannels( newZone );
6290 // group update
6291 if(GetGroup())
6292 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
6294 UpdateZoneDependentAuras(newZone);
6297 //If players are too far way of duel flag... then player loose the duel
6298 void Player::CheckDuelDistance(time_t currTime)
6300 if(!duel)
6301 return;
6303 uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
6304 GameObject* obj = ObjectAccessor::GetGameObject(*this, duelFlagGUID);
6305 if(!obj)
6306 return;
6308 if(duel->outOfBound == 0)
6310 if(!IsWithinDistInMap(obj, 50))
6312 duel->outOfBound = currTime;
6314 WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
6315 GetSession()->SendPacket(&data);
6318 else
6320 if(IsWithinDistInMap(obj, 40))
6322 duel->outOfBound = 0;
6324 WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
6325 GetSession()->SendPacket(&data);
6327 else if(currTime >= (duel->outOfBound+10))
6329 DuelComplete(DUEL_FLED);
6334 void Player::DuelComplete(DuelCompleteType type)
6336 // duel not requested
6337 if(!duel)
6338 return;
6340 WorldPacket data(SMSG_DUEL_COMPLETE, (1));
6341 data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
6342 GetSession()->SendPacket(&data);
6343 duel->opponent->GetSession()->SendPacket(&data);
6345 if(type != DUEL_INTERUPTED)
6347 data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
6348 data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled
6349 data << duel->opponent->GetName();
6350 data << GetName();
6351 SendMessageToSet(&data,true);
6354 // cool-down duel spell
6355 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6357 data<<GetGUID();
6358 data<<uint8(0x0);
6360 data<<(uint32)7266;
6361 data<<uint32(0x0);
6362 GetSession()->SendPacket(&data);
6363 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6364 data<<duel->opponent->GetGUID();
6365 data<<uint8(0x0);
6366 data<<(uint32)7266;
6367 data<<uint32(0x0);
6368 duel->opponent->GetSession()->SendPacket(&data);*/
6370 //Remove Duel Flag object
6371 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
6372 if(obj)
6373 duel->initiator->RemoveGameObject(obj,true);
6375 /* remove auras */
6376 std::vector<uint32> auras2remove;
6377 AuraMap const& vAuras = duel->opponent->GetAuras();
6378 for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); ++i)
6380 if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6381 auras2remove.push_back(i->second->GetId());
6384 for(size_t i=0; i<auras2remove.size(); i++)
6385 duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
6387 auras2remove.clear();
6388 AuraMap const& auras = GetAuras();
6389 for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); ++i)
6391 if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6392 auras2remove.push_back(i->second->GetId());
6394 for(size_t i=0; i<auras2remove.size(); i++)
6395 RemoveAurasDueToSpell(auras2remove[i]);
6397 // cleanup combo points
6398 if(GetComboTarget()==duel->opponent->GetGUID())
6399 ClearComboPoints();
6400 else if(GetComboTarget()==duel->opponent->GetPetGUID())
6401 ClearComboPoints();
6403 if(duel->opponent->GetComboTarget()==GetGUID())
6404 duel->opponent->ClearComboPoints();
6405 else if(duel->opponent->GetComboTarget()==GetPetGUID())
6406 duel->opponent->ClearComboPoints();
6408 //cleanups
6409 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6410 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6411 duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6412 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6414 delete duel->opponent->duel;
6415 duel->opponent->duel = NULL;
6416 delete duel;
6417 duel = NULL;
6420 //---------------------------------------------------------//
6422 void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
6424 if(slot >= INVENTORY_SLOT_BAG_END || !item)
6425 return;
6427 // not apply/remove mods for broken item
6428 if(item->IsBroken())
6429 return;
6431 ItemPrototype const *proto = item->GetProto();
6433 if(!proto)
6434 return;
6436 sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
6438 uint32 attacktype = Player::GetAttackBySlot(slot);
6439 if(attacktype < MAX_ATTACK)
6440 _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
6442 _ApplyItemBonuses(proto,slot,apply);
6444 if( slot==EQUIPMENT_SLOT_RANGED )
6445 _ApplyAmmoBonuses();
6447 ApplyItemEquipSpell(item,apply);
6448 ApplyEnchantment(item, apply);
6450 if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6451 CorrectMetaGemEnchants(slot, apply);
6453 sLog.outDebug("_ApplyItemMods complete.");
6456 void Player::_ApplyItemBonuses(ItemPrototype const *proto,uint8 slot,bool apply)
6458 if(slot >= INVENTORY_SLOT_BAG_END || !proto)
6459 return;
6461 for (int i = 0; i < 10; i++)
6463 float val = float (proto->ItemStat[i].ItemStatValue);
6465 if(val==0)
6466 continue;
6468 switch (proto->ItemStat[i].ItemStatType)
6470 case ITEM_MOD_MANA:
6471 HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
6472 break;
6473 case ITEM_MOD_HEALTH: // modify HP
6474 HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
6475 break;
6476 case ITEM_MOD_AGILITY: // modify agility
6477 HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
6478 ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
6479 break;
6480 case ITEM_MOD_STRENGTH: //modify strength
6481 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
6482 ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
6483 break;
6484 case ITEM_MOD_INTELLECT: //modify intellect
6485 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
6486 ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
6487 break;
6488 case ITEM_MOD_SPIRIT: //modify spirit
6489 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
6490 ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
6491 break;
6492 case ITEM_MOD_STAMINA: //modify stamina
6493 HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
6494 ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
6495 break;
6496 case ITEM_MOD_DEFENSE_SKILL_RATING:
6497 ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
6498 break;
6499 case ITEM_MOD_DODGE_RATING:
6500 ApplyRatingMod(CR_DODGE, int32(val), apply);
6501 break;
6502 case ITEM_MOD_PARRY_RATING:
6503 ApplyRatingMod(CR_PARRY, int32(val), apply);
6504 break;
6505 case ITEM_MOD_BLOCK_RATING:
6506 ApplyRatingMod(CR_BLOCK, int32(val), apply);
6507 break;
6508 case ITEM_MOD_HIT_MELEE_RATING:
6509 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6510 break;
6511 case ITEM_MOD_HIT_RANGED_RATING:
6512 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6513 break;
6514 case ITEM_MOD_HIT_SPELL_RATING:
6515 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6516 break;
6517 case ITEM_MOD_CRIT_MELEE_RATING:
6518 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6519 break;
6520 case ITEM_MOD_CRIT_RANGED_RATING:
6521 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6522 break;
6523 case ITEM_MOD_CRIT_SPELL_RATING:
6524 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6525 break;
6526 case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
6527 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6528 break;
6529 case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
6530 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6531 break;
6532 case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
6533 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6534 break;
6535 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
6536 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6537 break;
6538 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
6539 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6540 break;
6541 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
6542 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6543 break;
6544 case ITEM_MOD_HASTE_MELEE_RATING:
6545 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6546 break;
6547 case ITEM_MOD_HASTE_RANGED_RATING:
6548 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6549 break;
6550 case ITEM_MOD_HASTE_SPELL_RATING:
6551 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6552 break;
6553 case ITEM_MOD_HIT_RATING:
6554 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6555 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6556 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6557 break;
6558 case ITEM_MOD_CRIT_RATING:
6559 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6560 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6561 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6562 break;
6563 case ITEM_MOD_HIT_TAKEN_RATING:
6564 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6565 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6566 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6567 break;
6568 case ITEM_MOD_CRIT_TAKEN_RATING:
6569 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6570 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6571 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6572 break;
6573 case ITEM_MOD_RESILIENCE_RATING:
6574 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6575 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6576 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6577 break;
6578 case ITEM_MOD_HASTE_RATING:
6579 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6580 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6581 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6582 break;
6583 case ITEM_MOD_EXPERTISE_RATING:
6584 ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
6585 break;
6589 if (proto->Armor)
6590 HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->Armor), apply);
6592 if (proto->Block)
6593 HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
6595 if (proto->HolyRes)
6596 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
6598 if (proto->FireRes)
6599 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
6601 if (proto->NatureRes)
6602 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
6604 if (proto->FrostRes)
6605 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
6607 if (proto->ShadowRes)
6608 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
6610 if (proto->ArcaneRes)
6611 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
6613 WeaponAttackType attType = BASE_ATTACK;
6614 float damage = 0.0f;
6616 if( slot == EQUIPMENT_SLOT_RANGED && (
6617 proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
6618 proto->InventoryType == INVTYPE_RANGEDRIGHT ))
6620 attType = RANGED_ATTACK;
6622 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6624 attType = OFF_ATTACK;
6627 if (proto->Damage[0].DamageMin > 0 )
6629 damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE;
6630 SetBaseWeaponDamage(attType, MINDAMAGE, damage);
6631 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6634 if (proto->Damage[0].DamageMax > 0 )
6636 damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE;
6637 SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
6640 if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
6641 return;
6643 if (proto->Delay)
6645 if(slot == EQUIPMENT_SLOT_RANGED)
6646 SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6647 else if(slot==EQUIPMENT_SLOT_MAINHAND)
6648 SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6649 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6650 SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6653 if(CanModifyStats() && (damage || proto->Delay))
6654 UpdateDamagePhysical(attType);
6657 void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
6659 AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
6660 for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
6661 _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
6663 AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
6664 for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
6665 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6667 AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
6668 for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
6669 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6672 void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6674 // generic not weapon specific case processes in aura code
6675 if(aura->GetSpellProto()->EquippedItemClass == -1)
6676 return;
6678 BaseModGroup mod = BASEMOD_END;
6679 switch(attackType)
6681 case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
6682 case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
6683 case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
6684 default: return;
6687 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6689 HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
6693 void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6695 // ignore spell mods for not wands
6696 Modifier const* modifier = aura->GetModifier();
6697 if((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
6698 return;
6700 // generic not weapon specific case processes in aura code
6701 if(aura->GetSpellProto()->EquippedItemClass == -1)
6702 return;
6704 UnitMods unitMod = UNIT_MOD_END;
6705 switch(attackType)
6707 case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
6708 case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
6709 case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
6710 default: return;
6713 UnitModifierType unitModType = TOTAL_VALUE;
6714 switch(modifier->m_auraname)
6716 case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
6717 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
6718 default: return;
6721 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6723 HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
6727 void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
6729 if(!item)
6730 return;
6732 ItemPrototype const *proto = item->GetProto();
6733 if(!proto)
6734 return;
6736 for (int i = 0; i < 5; i++)
6738 _Spell const& spellData = proto->Spells[i];
6740 // no spell
6741 if(!spellData.SpellId )
6742 continue;
6744 // wrong triggering type
6745 if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
6746 continue;
6748 // check if it is valid spell
6749 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
6750 if(!spellproto)
6751 continue;
6753 ApplyEquipSpell(spellproto,item,apply,form_change);
6757 void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
6759 if(apply)
6761 // Cannot be used in this stance/form
6762 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)!=0)
6763 return;
6765 if(form_change) // check aura active state from other form
6767 bool found = false;
6768 for (int k=0; k < 3; ++k)
6770 spellEffectPair spair = spellEffectPair(spellInfo->Id, k);
6771 for (AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
6773 if(!item || iter->second->GetCastItemGUID() == item->GetGUID())
6775 found = true;
6776 break;
6779 if(found)
6780 break;
6783 if(found) // and skip re-cast already active aura at form change
6784 return;
6787 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
6789 CastSpell(this,spellInfo,true,item);
6791 else
6793 if(form_change) // check aura compatibility
6795 // Cannot be used in this stance/form
6796 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==0)
6797 return; // and remove only not compatible at form change
6800 if(item)
6801 RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped
6802 else
6803 RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
6807 void Player::UpdateEquipSpellsAtFormChange()
6809 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6811 if(m_items[i] && !m_items[i]->IsBroken())
6813 ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
6814 ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
6818 // item set bonuses not dependent from item broken state
6819 for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
6821 ItemSetEffect* eff = ItemSetEff[setindex];
6822 if(!eff)
6823 continue;
6825 for(uint32 y=0;y<8; ++y)
6827 SpellEntry const* spellInfo = eff->spells[y];
6828 if(!spellInfo)
6829 continue;
6831 ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
6832 ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
6837 void Player::CastItemCombatSpell(Item *item,Unit* Target, WeaponAttackType attType)
6839 if(!item || item->IsBroken())
6840 return;
6842 ItemPrototype const *proto = item->GetProto();
6843 if(!proto)
6844 return;
6846 if (!Target || Target == this )
6847 return;
6849 for (int i = 0; i < 5; i++)
6851 _Spell const& spellData = proto->Spells[i];
6853 // no spell
6854 if(!spellData.SpellId )
6855 continue;
6857 // wrong triggering type
6858 if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
6859 continue;
6861 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
6862 if(!spellInfo)
6864 sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
6865 continue;
6868 // not allow proc extra attack spell at extra attack
6869 if( m_extraAttacks && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
6870 return;
6872 float chance = spellInfo->procChance;
6874 if(spellData.SpellPPMRate)
6876 uint32 WeaponSpeed = GetAttackTime(attType);
6877 chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
6879 else if(chance > 100.0f)
6881 chance = GetWeaponProcChance();
6884 if (roll_chance_f(chance))
6885 CastSpell(Target, spellInfo->Id, true, item);
6888 // item combat enchantments
6889 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
6891 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
6892 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
6893 if(!pEnchant) continue;
6894 for (int s=0;s<3;s++)
6896 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
6897 continue;
6899 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
6900 if (!spellInfo)
6902 sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
6903 continue;
6906 float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
6907 if (roll_chance_f(chance))
6909 if(IsPositiveSpell(pEnchant->spellid[s]))
6910 CastSpell(this, pEnchant->spellid[s], true, item);
6911 else
6912 CastSpell(Target, pEnchant->spellid[s], true, item);
6918 void Player::_RemoveAllItemMods()
6920 sLog.outDebug("_RemoveAllItemMods start.");
6922 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6924 if(m_items[i])
6926 ItemPrototype const *proto = m_items[i]->GetProto();
6927 if(!proto)
6928 continue;
6930 // item set bonuses not dependent from item broken state
6931 if(proto->ItemSet)
6932 RemoveItemsSetItem(this,proto);
6934 if(m_items[i]->IsBroken())
6935 continue;
6937 ApplyItemEquipSpell(m_items[i],false);
6938 ApplyEnchantment(m_items[i], false);
6942 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6944 if(m_items[i])
6946 if(m_items[i]->IsBroken())
6947 continue;
6948 ItemPrototype const *proto = m_items[i]->GetProto();
6949 if(!proto)
6950 continue;
6952 uint32 attacktype = Player::GetAttackBySlot(i);
6953 if(attacktype < MAX_ATTACK)
6954 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
6956 _ApplyItemBonuses(proto,i, false);
6958 if( i == EQUIPMENT_SLOT_RANGED )
6959 _ApplyAmmoBonuses();
6963 sLog.outDebug("_RemoveAllItemMods complete.");
6966 void Player::_ApplyAllItemMods()
6968 sLog.outDebug("_ApplyAllItemMods start.");
6970 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6972 if(m_items[i])
6974 if(m_items[i]->IsBroken())
6975 continue;
6977 ItemPrototype const *proto = m_items[i]->GetProto();
6978 if(!proto)
6979 continue;
6981 uint32 attacktype = Player::GetAttackBySlot(i);
6982 if(attacktype < MAX_ATTACK)
6983 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
6985 _ApplyItemBonuses(proto,i, true);
6987 if( i == EQUIPMENT_SLOT_RANGED )
6988 _ApplyAmmoBonuses();
6992 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6994 if(m_items[i])
6996 ItemPrototype const *proto = m_items[i]->GetProto();
6997 if(!proto)
6998 continue;
7000 // item set bonuses not dependent from item broken state
7001 if(proto->ItemSet)
7002 AddItemsSetItem(this,m_items[i]);
7004 if(m_items[i]->IsBroken())
7005 continue;
7007 ApplyItemEquipSpell(m_items[i],true);
7008 ApplyEnchantment(m_items[i], true);
7012 sLog.outDebug("_ApplyAllItemMods complete.");
7015 void Player::_ApplyAmmoBonuses()
7017 // check ammo
7018 uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
7019 if(!ammo_id)
7020 return;
7022 float currentAmmoDPS;
7024 ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
7025 if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
7026 currentAmmoDPS = 0.0f;
7027 else
7028 currentAmmoDPS = ammo_proto->Damage[0].DamageMin;
7030 if(currentAmmoDPS == GetAmmoDPS())
7031 return;
7033 m_ammoDPS = currentAmmoDPS;
7035 if(CanModifyStats())
7036 UpdateDamagePhysical(RANGED_ATTACK);
7039 bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
7041 if(!ammo_proto)
7042 return false;
7044 // check ranged weapon
7045 Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
7046 if(!weapon || weapon->IsBroken() )
7047 return false;
7049 ItemPrototype const* weapon_proto = weapon->GetProto();
7050 if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
7051 return false;
7053 // check ammo ws. weapon compatibility
7054 switch(weapon_proto->SubClass)
7056 case ITEM_SUBCLASS_WEAPON_BOW:
7057 case ITEM_SUBCLASS_WEAPON_CROSSBOW:
7058 if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
7059 return false;
7060 break;
7061 case ITEM_SUBCLASS_WEAPON_GUN:
7062 if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
7063 return false;
7064 break;
7065 default:
7066 return false;
7069 return true;
7072 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7073 Called by remove insignia spell effect */
7074 void Player::RemovedInsignia(Player* looterPlr)
7076 if (!GetBattleGroundId())
7077 return;
7079 // If not released spirit, do it !
7080 if(m_deathTimer > 0)
7082 m_deathTimer = 0;
7083 BuildPlayerRepop();
7084 RepopAtGraveyard();
7087 Corpse *corpse = GetCorpse();
7088 if (!corpse)
7089 return;
7091 // We have to convert player corpse to bones, not to be able to resurrect there
7092 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7093 Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
7094 if (!bones)
7095 return;
7097 // Now we must make bones lootable, and send player loot
7098 bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
7100 // We store the level of our player in the gold field
7101 // We retrieve this information at Player::SendLoot()
7102 bones->loot.gold = getLevel();
7103 bones->lootRecipient = looterPlr;
7104 looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
7107 /*Loot type MUST be
7108 1-corpse, go
7109 2-skinning
7110 3-Fishing
7113 void Player::SendLootRelease( uint64 guid )
7115 WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
7116 data << uint64(guid) << uint8(1);
7117 SendDirectMessage( &data );
7120 void Player::SendLoot(uint64 guid, LootType loot_type)
7122 Loot *loot = 0;
7123 PermissionTypes permission = ALL_PERMISSION;
7125 sLog.outDebug("Player::SendLoot");
7126 if (IS_GAMEOBJECT_GUID(guid))
7128 sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7129 GameObject *go =
7130 ObjectAccessor::GetGameObject(*this, guid);
7132 // not check distance for GO in case owned GO (fishing bobber case, for example)
7133 // And permit out of range GO with no owner in case fishing hole
7134 if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
7136 SendLootRelease(guid);
7137 return;
7140 loot = &go->loot;
7142 if(go->getLootState() == GO_READY)
7144 uint32 lootid = go->GetLootId();
7146 if(lootid)
7148 sLog.outDebug(" if(lootid)");
7149 loot->clear();
7150 loot->FillLoot(lootid, LootTemplates_Gameobject, this);
7153 if(loot_type == LOOT_FISHING)
7154 go->getFishLoot(loot);
7156 go->SetLootState(GO_ACTIVATED);
7159 else if (IS_ITEM_GUID(guid))
7161 Item *item = GetItemByGuid( guid );
7163 if (!item)
7165 SendLootRelease(guid);
7166 return;
7169 if(loot_type == LOOT_DISENCHANTING)
7171 loot = &item->loot;
7173 if(!item->m_lootGenerated)
7175 item->m_lootGenerated = true;
7176 loot->clear();
7177 loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this);
7180 else if(loot_type == LOOT_PROSPECTING)
7182 loot = &item->loot;
7184 if(!item->m_lootGenerated)
7186 item->m_lootGenerated = true;
7187 loot->clear();
7188 loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this);
7191 else
7193 loot = &item->loot;
7195 if(!item->m_lootGenerated)
7197 item->m_lootGenerated = true;
7198 loot->clear();
7199 loot->FillLoot(item->GetEntry(), LootTemplates_Item, this);
7201 loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
7205 else if (IS_CORPSE_GUID(guid)) // remove insignia
7207 Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
7209 if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
7211 SendLootRelease(guid);
7212 return;
7215 loot = &bones->loot;
7217 if (!bones->lootForBody)
7219 bones->lootForBody = true;
7220 uint32 pLevel = bones->loot.gold;
7221 bones->loot.clear();
7222 // It may need a better formula
7223 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7224 bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) );
7227 if (bones->lootRecipient != this)
7228 permission = NONE_PERMISSION;
7230 else
7232 Creature *creature = ObjectAccessor::GetCreature(*this, guid);
7234 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7235 if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
7237 SendLootRelease(guid);
7238 return;
7241 if(loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
7243 SendLootRelease(guid);
7244 return;
7247 loot = &creature->loot;
7249 if(loot_type == LOOT_PICKPOCKETING)
7251 if ( !creature->lootForPickPocketed )
7253 creature->lootForPickPocketed = true;
7254 loot->clear();
7256 if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
7257 loot->FillLoot(lootid, LootTemplates_Pickpocketing, this);
7259 // Generate extra money for pick pocket loot
7260 const uint32 a = urand(0, creature->getLevel()/2);
7261 const uint32 b = urand(0, getLevel()/2);
7262 loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
7265 else
7267 // the player whose group may loot the corpse
7268 Player *recipient = creature->GetLootRecipient();
7269 if (!recipient)
7271 creature->SetLootRecipient(this);
7272 recipient = this;
7275 if (creature->lootForPickPocketed)
7277 creature->lootForPickPocketed = false;
7278 loot->clear();
7281 if(!creature->lootForBody)
7283 creature->lootForBody = true;
7284 loot->clear();
7286 if (uint32 lootid = creature->GetCreatureInfo()->lootid)
7287 loot->FillLoot(lootid, LootTemplates_Creature, recipient);
7289 loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
7291 if(Group* group = recipient->GetGroup())
7293 group->UpdateLooterGuid(creature,true);
7295 switch (group->GetLootMethod())
7297 case GROUP_LOOT:
7298 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7299 group->GroupLoot(recipient->GetGUID(), loot, creature);
7300 break;
7301 case NEED_BEFORE_GREED:
7302 group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
7303 break;
7304 case MASTER_LOOT:
7305 group->MasterLoot(recipient->GetGUID(), loot, creature);
7306 break;
7307 default:
7308 break;
7313 // possible only if creature->lootForBody && loot->empty() at spell cast check
7314 if (loot_type == LOOT_SKINNING)
7316 loot->clear();
7317 loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this);
7319 // set group rights only for loot_type != LOOT_SKINNING
7320 else
7322 if(Group* group = GetGroup())
7324 if( group == recipient->GetGroup() )
7326 if(group->GetLootMethod() == FREE_FOR_ALL)
7327 permission = ALL_PERMISSION;
7328 else if(group->GetLooterGuid() == GetGUID())
7330 if(group->GetLootMethod() == MASTER_LOOT)
7331 permission = MASTER_PERMISSION;
7332 else
7333 permission = ALL_PERMISSION;
7335 else
7336 permission = GROUP_PERMISSION;
7338 else
7339 permission = NONE_PERMISSION;
7341 else if(recipient == this)
7342 permission = ALL_PERMISSION;
7343 else
7344 permission = NONE_PERMISSION;
7349 SetLootGUID(guid);
7351 QuestItemList *q_list = 0;
7352 if (permission != NONE_PERMISSION)
7354 QuestItemMap const& lootPlayerQuestItems = loot->GetPlayerQuestItems();
7355 QuestItemMap::const_iterator itr = lootPlayerQuestItems.find(GetGUIDLow());
7356 if (itr == lootPlayerQuestItems.end())
7357 q_list = loot->FillQuestLoot(this);
7358 else
7359 q_list = itr->second;
7362 QuestItemList *ffa_list = 0;
7363 if (permission != NONE_PERMISSION)
7365 QuestItemMap const& lootPlayerFFAItems = loot->GetPlayerFFAItems();
7366 QuestItemMap::const_iterator itr = lootPlayerFFAItems.find(GetGUIDLow());
7367 if (itr == lootPlayerFFAItems.end())
7368 ffa_list = loot->FillFFALoot(this);
7369 else
7370 ffa_list = itr->second;
7373 QuestItemList *conditional_list = 0;
7374 if (permission != NONE_PERMISSION)
7376 QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = loot->GetPlayerNonQuestNonFFAConditionalItems();
7377 QuestItemMap::const_iterator itr = lootPlayerNonQuestNonFFAConditionalItems.find(GetGUIDLow());
7378 if (itr == lootPlayerNonQuestNonFFAConditionalItems.end())
7379 conditional_list = loot->FillNonQuestNonFFAConditionalLoot(this);
7380 else
7381 conditional_list = itr->second;
7384 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING and LOOT_INSIGNIA unsupported by client, sending LOOT_SKINNING instead
7385 if(loot_type == LOOT_PICKPOCKETING || loot_type == LOOT_DISENCHANTING || loot_type == LOOT_PROSPECTING || loot_type == LOOT_INSIGNIA)
7386 loot_type = LOOT_SKINNING;
7388 if(loot_type == LOOT_FISHINGHOLE)
7389 loot_type = LOOT_FISHING;
7391 WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
7393 data << uint64(guid);
7394 data << uint8(loot_type);
7395 data << LootView(*loot, q_list, ffa_list, conditional_list, this, permission);
7397 SendDirectMessage(&data);
7399 // add 'this' player as one of the players that are looting 'loot'
7400 if (permission != NONE_PERMISSION)
7401 loot->AddLooter(GetGUID());
7403 if ( loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid) )
7404 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
7407 void Player::SendNotifyLootMoneyRemoved()
7409 WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
7410 GetSession()->SendPacket( &data );
7413 void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
7415 WorldPacket data(SMSG_LOOT_REMOVED, 1);
7416 data << uint8(lootSlot);
7417 GetSession()->SendPacket( &data );
7420 void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
7422 WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
7423 data << Field;
7424 data << Value;
7425 GetSession()->SendPacket(&data);
7428 void Player::SendInitWorldStates()
7430 // data depends on zoneid/mapid...
7431 BattleGround* bg = GetBattleGround();
7432 uint16 NumberOfFields = 0;
7433 uint32 mapid = GetMapId();
7434 uint32 zoneid = GetZoneId();
7435 uint32 areaid = GetAreaId();
7436 sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
7437 // may be exist better way to do this...
7438 switch(zoneid)
7440 case 0:
7441 case 1:
7442 case 4:
7443 case 8:
7444 case 10:
7445 case 11:
7446 case 12:
7447 case 36:
7448 case 38:
7449 case 40:
7450 case 41:
7451 case 51:
7452 case 267:
7453 case 1519:
7454 case 1537:
7455 case 2257:
7456 case 2918:
7457 NumberOfFields = 6;
7458 break;
7459 case 2597:
7460 NumberOfFields = 81;
7461 break;
7462 case 3277:
7463 NumberOfFields = 14;
7464 break;
7465 case 3358:
7466 case 3820:
7467 NumberOfFields = 38;
7468 break;
7469 case 3483:
7470 NumberOfFields = 22;
7471 break;
7472 case 3519:
7473 NumberOfFields = 36;
7474 break;
7475 case 3521:
7476 NumberOfFields = 35;
7477 break;
7478 case 3698:
7479 case 3702:
7480 case 3968:
7481 NumberOfFields = 9;
7482 break;
7483 case 3703:
7484 NumberOfFields = 9;
7485 break;
7486 default:
7487 NumberOfFields = 10;
7488 break;
7491 WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
7492 data << uint32(mapid); // mapid
7493 data << uint32(zoneid); // zone id
7494 data << uint32(areaid); // area id, new 2.1.0
7495 data << uint16(NumberOfFields); // count of uint64 blocks
7496 data << uint32(0x8d8) << uint32(0x0); // 1
7497 data << uint32(0x8d7) << uint32(0x0); // 2
7498 data << uint32(0x8d6) << uint32(0x0); // 3
7499 data << uint32(0x8d5) << uint32(0x0); // 4
7500 data << uint32(0x8d4) << uint32(0x0); // 5
7501 data << uint32(0x8d3) << uint32(0x0); // 6
7502 if(mapid == 530) // Outland
7504 data << uint32(0x9bf) << uint32(0x0); // 7
7505 data << uint32(0x9bd) << uint32(0xF); // 8
7506 data << uint32(0x9bb) << uint32(0xF); // 9
7508 switch(zoneid)
7510 case 1:
7511 case 11:
7512 case 12:
7513 case 38:
7514 case 40:
7515 case 51:
7516 case 1519:
7517 case 1537:
7518 case 2257:
7519 break;
7520 case 2597: // AV
7521 data << uint32(0x7ae) << uint32(0x1); // 7
7522 data << uint32(0x532) << uint32(0x1); // 8
7523 data << uint32(0x531) << uint32(0x0); // 9
7524 data << uint32(0x52e) << uint32(0x0); // 10
7525 data << uint32(0x571) << uint32(0x0); // 11
7526 data << uint32(0x570) << uint32(0x0); // 12
7527 data << uint32(0x567) << uint32(0x1); // 13
7528 data << uint32(0x566) << uint32(0x1); // 14
7529 data << uint32(0x550) << uint32(0x1); // 15
7530 data << uint32(0x544) << uint32(0x0); // 16
7531 data << uint32(0x536) << uint32(0x0); // 17
7532 data << uint32(0x535) << uint32(0x1); // 18
7533 data << uint32(0x518) << uint32(0x0); // 19
7534 data << uint32(0x517) << uint32(0x0); // 20
7535 data << uint32(0x574) << uint32(0x0); // 21
7536 data << uint32(0x573) << uint32(0x0); // 22
7537 data << uint32(0x572) << uint32(0x0); // 23
7538 data << uint32(0x56f) << uint32(0x0); // 24
7539 data << uint32(0x56e) << uint32(0x0); // 25
7540 data << uint32(0x56d) << uint32(0x0); // 26
7541 data << uint32(0x56c) << uint32(0x0); // 27
7542 data << uint32(0x56b) << uint32(0x0); // 28
7543 data << uint32(0x56a) << uint32(0x1); // 29
7544 data << uint32(0x569) << uint32(0x1); // 30
7545 data << uint32(0x568) << uint32(0x1); // 13
7546 data << uint32(0x565) << uint32(0x0); // 32
7547 data << uint32(0x564) << uint32(0x0); // 33
7548 data << uint32(0x563) << uint32(0x0); // 34
7549 data << uint32(0x562) << uint32(0x0); // 35
7550 data << uint32(0x561) << uint32(0x0); // 36
7551 data << uint32(0x560) << uint32(0x0); // 37
7552 data << uint32(0x55f) << uint32(0x0); // 38
7553 data << uint32(0x55e) << uint32(0x0); // 39
7554 data << uint32(0x55d) << uint32(0x0); // 40
7555 data << uint32(0x3c6) << uint32(0x4); // 41
7556 data << uint32(0x3c4) << uint32(0x6); // 42
7557 data << uint32(0x3c2) << uint32(0x4); // 43
7558 data << uint32(0x516) << uint32(0x1); // 44
7559 data << uint32(0x515) << uint32(0x0); // 45
7560 data << uint32(0x3b6) << uint32(0x6); // 46
7561 data << uint32(0x55c) << uint32(0x0); // 47
7562 data << uint32(0x55b) << uint32(0x0); // 48
7563 data << uint32(0x55a) << uint32(0x0); // 49
7564 data << uint32(0x559) << uint32(0x0); // 50
7565 data << uint32(0x558) << uint32(0x0); // 51
7566 data << uint32(0x557) << uint32(0x0); // 52
7567 data << uint32(0x556) << uint32(0x0); // 53
7568 data << uint32(0x555) << uint32(0x0); // 54
7569 data << uint32(0x554) << uint32(0x1); // 55
7570 data << uint32(0x553) << uint32(0x1); // 56
7571 data << uint32(0x552) << uint32(0x1); // 57
7572 data << uint32(0x551) << uint32(0x1); // 58
7573 data << uint32(0x54f) << uint32(0x0); // 59
7574 data << uint32(0x54e) << uint32(0x0); // 60
7575 data << uint32(0x54d) << uint32(0x1); // 61
7576 data << uint32(0x54c) << uint32(0x0); // 62
7577 data << uint32(0x54b) << uint32(0x0); // 63
7578 data << uint32(0x545) << uint32(0x0); // 64
7579 data << uint32(0x543) << uint32(0x1); // 65
7580 data << uint32(0x542) << uint32(0x0); // 66
7581 data << uint32(0x540) << uint32(0x0); // 67
7582 data << uint32(0x53f) << uint32(0x0); // 68
7583 data << uint32(0x53e) << uint32(0x0); // 69
7584 data << uint32(0x53d) << uint32(0x0); // 70
7585 data << uint32(0x53c) << uint32(0x0); // 71
7586 data << uint32(0x53b) << uint32(0x0); // 72
7587 data << uint32(0x53a) << uint32(0x1); // 73
7588 data << uint32(0x539) << uint32(0x0); // 74
7589 data << uint32(0x538) << uint32(0x0); // 75
7590 data << uint32(0x537) << uint32(0x0); // 76
7591 data << uint32(0x534) << uint32(0x0); // 77
7592 data << uint32(0x533) << uint32(0x0); // 78
7593 data << uint32(0x530) << uint32(0x0); // 79
7594 data << uint32(0x52f) << uint32(0x0); // 80
7595 data << uint32(0x52d) << uint32(0x1); // 81
7596 break;
7597 case 3277: // WS
7598 if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
7599 bg->FillInitialWorldStates(data);
7600 else
7602 data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7603 data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7604 data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7605 data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7606 data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
7607 data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7608 data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7609 data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7611 break;
7612 case 3358: // AB
7613 if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
7614 bg->FillInitialWorldStates(data);
7615 else
7617 data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7618 data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7619 data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7620 data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7621 data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7622 data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7623 data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7624 data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7625 data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7626 data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7627 data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7628 data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7629 data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7630 data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7631 data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7632 data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7633 data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7634 data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7635 data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7636 data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7637 data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7638 data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7639 data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7640 data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7641 data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7642 data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7643 data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7644 data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7645 data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7646 data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7647 data << uint32(0x745) << uint32(0x2); // 37 1861 unk
7648 data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7650 break;
7651 case 3820: // EY
7652 if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
7653 bg->FillInitialWorldStates(data);
7654 else
7656 data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7657 data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7658 data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7659 data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7660 data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7661 data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7662 data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7663 data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7664 data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7665 data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7666 data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7667 data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7668 data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7669 data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7670 data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7671 data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7672 data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7673 data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7674 data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7675 data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7676 data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7677 data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7678 data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7679 data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7680 data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7681 data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7682 data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7683 data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7684 data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7685 data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7686 data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7687 data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7688 // and some more ... unknown
7690 break;
7691 case 3483: // Hellfire Peninsula
7692 data << uint32(0x9ba) << uint32(0x1); // 10
7693 data << uint32(0x9b9) << uint32(0x1); // 11
7694 data << uint32(0x9b5) << uint32(0x0); // 12
7695 data << uint32(0x9b4) << uint32(0x1); // 13
7696 data << uint32(0x9b3) << uint32(0x0); // 14
7697 data << uint32(0x9b2) << uint32(0x0); // 15
7698 data << uint32(0x9b1) << uint32(0x1); // 16
7699 data << uint32(0x9b0) << uint32(0x0); // 17
7700 data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7701 data << uint32(0x9ac) << uint32(0x0); // 19
7702 data << uint32(0x9a8) << uint32(0x0); // 20
7703 data << uint32(0x9a7) << uint32(0x0); // 21
7704 data << uint32(0x9a6) << uint32(0x1); // 22
7705 break;
7706 case 3519: // Terokkar Forest
7707 data << uint32(0xa41) << uint32(0x0); // 10
7708 data << uint32(0xa40) << uint32(0x14); // 11
7709 data << uint32(0xa3f) << uint32(0x0); // 12
7710 data << uint32(0xa3e) << uint32(0x0); // 13
7711 data << uint32(0xa3d) << uint32(0x5); // 14
7712 data << uint32(0xa3c) << uint32(0x0); // 15
7713 data << uint32(0xa87) << uint32(0x0); // 16
7714 data << uint32(0xa86) << uint32(0x0); // 17
7715 data << uint32(0xa85) << uint32(0x0); // 18
7716 data << uint32(0xa84) << uint32(0x0); // 19
7717 data << uint32(0xa83) << uint32(0x0); // 20
7718 data << uint32(0xa82) << uint32(0x0); // 21
7719 data << uint32(0xa81) << uint32(0x0); // 22
7720 data << uint32(0xa80) << uint32(0x0); // 23
7721 data << uint32(0xa7e) << uint32(0x0); // 24
7722 data << uint32(0xa7d) << uint32(0x0); // 25
7723 data << uint32(0xa7c) << uint32(0x0); // 26
7724 data << uint32(0xa7b) << uint32(0x0); // 27
7725 data << uint32(0xa7a) << uint32(0x0); // 28
7726 data << uint32(0xa79) << uint32(0x0); // 29
7727 data << uint32(0x9d0) << uint32(0x5); // 30
7728 data << uint32(0x9ce) << uint32(0x0); // 31
7729 data << uint32(0x9cd) << uint32(0x0); // 32
7730 data << uint32(0x9cc) << uint32(0x0); // 33
7731 data << uint32(0xa88) << uint32(0x0); // 34
7732 data << uint32(0xad0) << uint32(0x0); // 35
7733 data << uint32(0xacf) << uint32(0x1); // 36
7734 break;
7735 case 3521: // Zangarmarsh
7736 data << uint32(0x9e1) << uint32(0x0); // 10
7737 data << uint32(0x9e0) << uint32(0x0); // 11
7738 data << uint32(0x9df) << uint32(0x0); // 12
7739 data << uint32(0xa5d) << uint32(0x1); // 13
7740 data << uint32(0xa5c) << uint32(0x0); // 14
7741 data << uint32(0xa5b) << uint32(0x1); // 15
7742 data << uint32(0xa5a) << uint32(0x0); // 16
7743 data << uint32(0xa59) << uint32(0x1); // 17
7744 data << uint32(0xa58) << uint32(0x0); // 18
7745 data << uint32(0xa57) << uint32(0x0); // 19
7746 data << uint32(0xa56) << uint32(0x0); // 20
7747 data << uint32(0xa55) << uint32(0x1); // 21
7748 data << uint32(0xa54) << uint32(0x0); // 22
7749 data << uint32(0x9e7) << uint32(0x0); // 23
7750 data << uint32(0x9e6) << uint32(0x0); // 24
7751 data << uint32(0x9e5) << uint32(0x0); // 25
7752 data << uint32(0xa00) << uint32(0x0); // 26
7753 data << uint32(0x9ff) << uint32(0x1); // 27
7754 data << uint32(0x9fe) << uint32(0x0); // 28
7755 data << uint32(0x9fd) << uint32(0x0); // 29
7756 data << uint32(0x9fc) << uint32(0x1); // 30
7757 data << uint32(0x9fb) << uint32(0x0); // 31
7758 data << uint32(0xa62) << uint32(0x0); // 32
7759 data << uint32(0xa61) << uint32(0x1); // 33
7760 data << uint32(0xa60) << uint32(0x1); // 34
7761 data << uint32(0xa5f) << uint32(0x0); // 35
7762 break;
7763 case 3698: // Nagrand Arena
7764 if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
7765 bg->FillInitialWorldStates(data);
7766 else
7768 data << uint32(0xa0f) << uint32(0x0); // 7
7769 data << uint32(0xa10) << uint32(0x0); // 8
7770 data << uint32(0xa11) << uint32(0x0); // 9 show
7772 break;
7773 case 3702: // Blade's Edge Arena
7774 if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
7775 bg->FillInitialWorldStates(data);
7776 else
7778 data << uint32(0x9f0) << uint32(0x0); // 7 gold
7779 data << uint32(0x9f1) << uint32(0x0); // 8 green
7780 data << uint32(0x9f3) << uint32(0x0); // 9 show
7782 break;
7783 case 3968: // Ruins of Lordaeron
7784 if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
7785 bg->FillInitialWorldStates(data);
7786 else
7788 data << uint32(0xbb8) << uint32(0x0); // 7 gold
7789 data << uint32(0xbb9) << uint32(0x0); // 8 green
7790 data << uint32(0xbba) << uint32(0x0); // 9 show
7792 break;
7793 case 3703: // Shattrath City
7794 break;
7795 default:
7796 data << uint32(0x914) << uint32(0x0); // 7
7797 data << uint32(0x913) << uint32(0x0); // 8
7798 data << uint32(0x912) << uint32(0x0); // 9
7799 data << uint32(0x915) << uint32(0x0); // 10
7800 break;
7802 GetSession()->SendPacket(&data);
7805 uint32 Player::GetXPRestBonus(uint32 xp)
7807 uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
7809 if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
7810 rested_bonus = xp;
7812 SetRestBonus( GetRestBonus() - rested_bonus);
7814 sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
7815 return rested_bonus;
7818 void Player::SetBindPoint(uint64 guid)
7820 WorldPacket data(SMSG_BINDER_CONFIRM, 8);
7821 data << uint64(guid);
7822 GetSession()->SendPacket( &data );
7825 void Player::SendTalentWipeConfirm(uint64 guid)
7827 WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
7828 data << uint64(guid);
7829 data << uint32(resetTalentsCost());
7830 GetSession()->SendPacket( &data );
7833 void Player::SendPetSkillWipeConfirm()
7835 Pet* pet = GetPet();
7836 if(!pet)
7837 return;
7838 WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
7839 data << pet->GetGUID();
7840 data << uint32(pet->resetTalentsCost());
7841 GetSession()->SendPacket( &data );
7844 /*********************************************************/
7845 /*** STORAGE SYSTEM ***/
7846 /*********************************************************/
7848 void Player::SetVirtualItemSlot( uint8 i, Item* item)
7850 assert(i < 3);
7851 if(i < 2 && item)
7853 if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
7854 return;
7855 uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
7856 if(charges == 0)
7857 return;
7858 if(charges > 1)
7859 item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
7860 else if(charges <= 1)
7862 ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
7863 item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
7868 void Player::SetSheath( uint32 sheathed )
7870 switch (sheathed)
7872 case SHEATH_STATE_UNARMED: // no prepared weapon
7873 SetVirtualItemSlot(0,NULL);
7874 SetVirtualItemSlot(1,NULL);
7875 SetVirtualItemSlot(2,NULL);
7876 break;
7877 case SHEATH_STATE_MELEE: // prepared melee weapon
7879 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
7880 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
7881 SetVirtualItemSlot(2,NULL);
7882 }; break;
7883 case SHEATH_STATE_RANGED: // prepared ranged weapon
7884 SetVirtualItemSlot(0,NULL);
7885 SetVirtualItemSlot(1,NULL);
7886 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
7887 break;
7888 default:
7889 SetVirtualItemSlot(0,NULL);
7890 SetVirtualItemSlot(1,NULL);
7891 SetVirtualItemSlot(2,NULL);
7892 break;
7894 SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); // this must visualize Sheath changing for other players...
7897 uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
7899 uint8 pClass = getClass();
7901 uint8 slots[4];
7902 slots[0] = NULL_SLOT;
7903 slots[1] = NULL_SLOT;
7904 slots[2] = NULL_SLOT;
7905 slots[3] = NULL_SLOT;
7906 switch( proto->InventoryType )
7908 case INVTYPE_HEAD:
7909 slots[0] = EQUIPMENT_SLOT_HEAD;
7910 break;
7911 case INVTYPE_NECK:
7912 slots[0] = EQUIPMENT_SLOT_NECK;
7913 break;
7914 case INVTYPE_SHOULDERS:
7915 slots[0] = EQUIPMENT_SLOT_SHOULDERS;
7916 break;
7917 case INVTYPE_BODY:
7918 slots[0] = EQUIPMENT_SLOT_BODY;
7919 break;
7920 case INVTYPE_CHEST:
7921 slots[0] = EQUIPMENT_SLOT_CHEST;
7922 break;
7923 case INVTYPE_ROBE:
7924 slots[0] = EQUIPMENT_SLOT_CHEST;
7925 break;
7926 case INVTYPE_WAIST:
7927 slots[0] = EQUIPMENT_SLOT_WAIST;
7928 break;
7929 case INVTYPE_LEGS:
7930 slots[0] = EQUIPMENT_SLOT_LEGS;
7931 break;
7932 case INVTYPE_FEET:
7933 slots[0] = EQUIPMENT_SLOT_FEET;
7934 break;
7935 case INVTYPE_WRISTS:
7936 slots[0] = EQUIPMENT_SLOT_WRISTS;
7937 break;
7938 case INVTYPE_HANDS:
7939 slots[0] = EQUIPMENT_SLOT_HANDS;
7940 break;
7941 case INVTYPE_FINGER:
7942 slots[0] = EQUIPMENT_SLOT_FINGER1;
7943 slots[1] = EQUIPMENT_SLOT_FINGER2;
7944 break;
7945 case INVTYPE_TRINKET:
7946 slots[0] = EQUIPMENT_SLOT_TRINKET1;
7947 slots[1] = EQUIPMENT_SLOT_TRINKET2;
7948 break;
7949 case INVTYPE_CLOAK:
7950 slots[0] = EQUIPMENT_SLOT_BACK;
7951 break;
7952 case INVTYPE_WEAPON:
7954 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7956 // suggest offhand slot only if know dual wielding
7957 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
7958 if(CanDualWield())
7959 slots[1] = EQUIPMENT_SLOT_OFFHAND;
7960 };break;
7961 case INVTYPE_SHIELD:
7962 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7963 break;
7964 case INVTYPE_RANGED:
7965 slots[0] = EQUIPMENT_SLOT_RANGED;
7966 break;
7967 case INVTYPE_2HWEAPON:
7968 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7969 break;
7970 case INVTYPE_TABARD:
7971 slots[0] = EQUIPMENT_SLOT_TABARD;
7972 break;
7973 case INVTYPE_WEAPONMAINHAND:
7974 slots[0] = EQUIPMENT_SLOT_MAINHAND;
7975 break;
7976 case INVTYPE_WEAPONOFFHAND:
7977 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7978 break;
7979 case INVTYPE_HOLDABLE:
7980 slots[0] = EQUIPMENT_SLOT_OFFHAND;
7981 break;
7982 case INVTYPE_THROWN:
7983 slots[0] = EQUIPMENT_SLOT_RANGED;
7984 break;
7985 case INVTYPE_RANGEDRIGHT:
7986 slots[0] = EQUIPMENT_SLOT_RANGED;
7987 break;
7988 case INVTYPE_BAG:
7989 slots[0] = INVENTORY_SLOT_BAG_1;
7990 slots[1] = INVENTORY_SLOT_BAG_2;
7991 slots[2] = INVENTORY_SLOT_BAG_3;
7992 slots[3] = INVENTORY_SLOT_BAG_4;
7993 break;
7994 case INVTYPE_RELIC:
7996 switch(proto->SubClass)
7998 case ITEM_SUBCLASS_ARMOR_LIBRAM:
7999 if (pClass == CLASS_PALADIN)
8000 slots[0] = EQUIPMENT_SLOT_RANGED;
8001 break;
8002 case ITEM_SUBCLASS_ARMOR_IDOL:
8003 if (pClass == CLASS_DRUID)
8004 slots[0] = EQUIPMENT_SLOT_RANGED;
8005 break;
8006 case ITEM_SUBCLASS_ARMOR_TOTEM:
8007 if (pClass == CLASS_SHAMAN)
8008 slots[0] = EQUIPMENT_SLOT_RANGED;
8009 break;
8010 case ITEM_SUBCLASS_ARMOR_MISC:
8011 if (pClass == CLASS_WARLOCK)
8012 slots[0] = EQUIPMENT_SLOT_RANGED;
8013 break;
8015 break;
8017 default :
8018 return NULL_SLOT;
8021 if( slot != NULL_SLOT )
8023 if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
8025 for (int i = 0; i < 4; i++)
8027 if ( slots[i] == slot )
8028 return slot;
8032 else
8034 // search free slot at first
8035 for (int i = 0; i < 4; i++)
8037 if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
8039 // in case 2hand equipped weapon offhand slot empty but not free
8040 if(slots[i]==EQUIPMENT_SLOT_OFFHAND)
8042 Item* mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
8043 if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON)
8044 return slots[i];
8046 else
8047 return slots[i];
8051 // if not found free and can swap return first appropriate from used
8052 for (int i = 0; i < 4; i++)
8054 if ( slots[i] != NULL_SLOT && swap )
8055 return slots[i];
8059 // no free position
8060 return NULL_SLOT;
8063 uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
8065 Item *pItem;
8066 uint32 tempcount = 0;
8068 uint8 res = EQUIP_ERR_OK;
8070 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
8072 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8073 if( pItem && pItem->GetEntry() == item )
8075 uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
8076 if(ires==EQUIP_ERR_OK)
8078 tempcount += pItem->GetCount();
8079 if( tempcount >= count )
8080 return EQUIP_ERR_OK;
8082 else
8083 res = ires;
8086 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
8088 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8089 if( pItem && pItem->GetEntry() == item )
8091 tempcount += pItem->GetCount();
8092 if( tempcount >= count )
8093 return EQUIP_ERR_OK;
8096 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
8098 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8099 if( pItem && pItem->GetEntry() == item )
8101 tempcount += pItem->GetCount();
8102 if( tempcount >= count )
8103 return EQUIP_ERR_OK;
8106 Bag *pBag;
8107 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8109 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8110 if( pBag )
8112 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8114 pItem = GetItemByPos( i, j );
8115 if( pItem && pItem->GetEntry() == item )
8117 tempcount += pItem->GetCount();
8118 if( tempcount >= count )
8119 return EQUIP_ERR_OK;
8125 // not found req. item count and have unequippable items
8126 return res;
8129 uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const
8131 uint32 count = 0;
8132 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8134 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8135 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8136 count += pItem->GetCount();
8138 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
8140 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8141 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8142 count += pItem->GetCount();
8144 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8146 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8147 if( pBag )
8148 count += pBag->GetItemCount(item,skipItem);
8151 if(skipItem && skipItem->GetProto()->GemProperties)
8153 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8155 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8156 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8157 count += pItem->GetGemCountWithID(item);
8161 if(inBankAlso)
8163 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8165 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8166 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8167 count += pItem->GetCount();
8169 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8171 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8172 if( pBag )
8173 count += pBag->GetItemCount(item,skipItem);
8176 if(skipItem && skipItem->GetProto()->GemProperties)
8178 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8180 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8181 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8182 count += pItem->GetGemCountWithID(item);
8187 return count;
8190 Item* Player::GetItemByGuid( uint64 guid ) const
8192 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8194 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8195 if( pItem && pItem->GetGUID() == guid )
8196 return pItem;
8198 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
8200 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8201 if( pItem && pItem->GetGUID() == guid )
8202 return pItem;
8205 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8207 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8208 if( pBag )
8210 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8212 Item* pItem = pBag->GetItemByPos( j );
8213 if( pItem && pItem->GetGUID() == guid )
8214 return pItem;
8218 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8220 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8221 if( pBag )
8223 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8225 Item* pItem = pBag->GetItemByPos( j );
8226 if( pItem && pItem->GetGUID() == guid )
8227 return pItem;
8232 return NULL;
8235 Item* Player::GetItemByPos( uint16 pos ) const
8237 uint8 bag = pos >> 8;
8238 uint8 slot = pos & 255;
8239 return GetItemByPos( bag, slot );
8242 Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
8244 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END ) )
8245 return m_items[slot];
8246 else if(bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END
8247 || bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8249 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8250 if ( pBag )
8251 return pBag->GetItemByPos(slot);
8253 return NULL;
8256 Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) const
8258 uint16 slot;
8259 switch (attackType)
8261 case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
8262 case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
8263 case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
8264 default: return NULL;
8267 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
8268 if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
8269 return NULL;
8271 if(!useable)
8272 return item;
8274 if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
8275 return NULL;
8277 return item;
8280 Item* Player::GetShield(bool useable) const
8282 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
8283 if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
8284 return NULL;
8286 if(!useable)
8287 return item;
8289 if( item->IsBroken())
8290 return NULL;
8292 return item;
8295 uint32 Player::GetAttackBySlot( uint8 slot )
8297 switch(slot)
8299 case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
8300 case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
8301 case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
8302 default: return MAX_ATTACK;
8306 bool Player::HasBankBagSlot( uint8 slot ) const
8308 uint32 maxslot = GetByteValue(PLAYER_BYTES_2, 2) + BANK_SLOT_BAG_START;
8309 if( slot < maxslot )
8310 return true;
8311 return false;
8314 bool Player::IsInventoryPos( uint8 bag, uint8 slot )
8316 if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
8317 return true;
8318 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
8319 return true;
8320 if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
8321 return true;
8322 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END ) )
8323 return true;
8324 return false;
8327 bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
8329 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
8330 return true;
8331 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8332 return true;
8333 return false;
8336 bool Player::IsBankPos( uint8 bag, uint8 slot )
8338 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
8339 return true;
8340 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8341 return true;
8342 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8343 return true;
8344 return false;
8347 bool Player::IsBagPos( uint16 pos )
8349 uint8 bag = pos >> 8;
8350 uint8 slot = pos & 255;
8351 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8352 return true;
8353 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8354 return true;
8355 return false;
8358 bool Player::IsValidPos( uint8 bag, uint8 slot )
8360 // post selected
8361 if(bag == NULL_BAG)
8362 return true;
8364 if (bag == INVENTORY_SLOT_BAG_0)
8366 // any post selected
8367 if (slot == NULL_SLOT)
8368 return true;
8370 // equipment
8371 if (slot < EQUIPMENT_SLOT_END)
8372 return true;
8374 // bag equip slots
8375 if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
8376 return true;
8378 // backpack slots
8379 if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
8380 return true;
8382 // keyring slots
8383 if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
8384 return true;
8386 // bank main slots
8387 if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
8388 return true;
8390 // bank bag slots
8391 if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
8392 return true;
8394 return false;
8397 // bag content slots
8398 if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
8400 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8401 if(!pBag)
8402 return false;
8404 // any post selected
8405 if (slot == NULL_SLOT)
8406 return true;
8408 return slot < pBag->GetBagSize();
8411 // bank bag content slots
8412 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8414 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8415 if(!pBag)
8416 return false;
8418 // any post selected
8419 if (slot == NULL_SLOT)
8420 return true;
8422 return slot < pBag->GetBagSize();
8425 // where this?
8426 return false;
8430 bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
8432 uint32 tempcount = 0;
8433 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8435 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8436 if( pItem && pItem->GetEntry() == item )
8438 tempcount += pItem->GetCount();
8439 if( tempcount >= count )
8440 return true;
8443 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
8445 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8446 if( pItem && pItem->GetEntry() == item )
8448 tempcount += pItem->GetCount();
8449 if( tempcount >= count )
8450 return true;
8453 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8455 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8457 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8459 Item* pItem = GetItemByPos( i, j );
8460 if( pItem && pItem->GetEntry() == item )
8462 tempcount += pItem->GetCount();
8463 if( tempcount >= count )
8464 return true;
8470 if(inBankAlso)
8472 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8474 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8475 if( pItem && pItem->GetEntry() == item )
8477 tempcount += pItem->GetCount();
8478 if( tempcount >= count )
8479 return true;
8482 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8484 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8486 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8488 Item* pItem = GetItemByPos( i, j );
8489 if( pItem && pItem->GetEntry() == item )
8491 tempcount += pItem->GetCount();
8492 if( tempcount >= count )
8493 return true;
8500 return false;
8503 Item* Player::GetItemOrItemWithGemEquipped( uint32 item ) const
8505 Item *pItem;
8506 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
8508 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8509 if( pItem && pItem->GetEntry() == item )
8510 return pItem;
8513 ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
8514 if (pProto && pProto->GemProperties)
8516 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
8518 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8519 if( pItem && pItem->GetProto()->Socket[0].Color )
8521 if (pItem->GetGemCountWithID(item) > 0 )
8522 return pItem;
8527 return NULL;
8530 uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
8532 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8533 if( !pProto )
8535 if(no_space_count)
8536 *no_space_count = count;
8537 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8540 // no maximum
8541 if(pProto->MaxCount == 0)
8542 return EQUIP_ERR_OK;
8544 uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
8546 if( curcount + count > pProto->MaxCount )
8548 if(no_space_count)
8549 *no_space_count = count +curcount - pProto->MaxCount;
8550 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8553 return EQUIP_ERR_OK;
8556 bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
8558 Item *pItem;
8559 for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8561 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8562 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8563 return true;
8565 for(uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
8567 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8568 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8569 return true;
8571 for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8573 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8575 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8577 pItem = GetItemByPos( i, j );
8578 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8579 return true;
8583 return false;
8586 uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
8588 Item* pItem2 = GetItemByPos( bag, slot );
8590 // ignore move item (this slot will be empty at move)
8591 if(pItem2==pSrcItem)
8592 pItem2 = NULL;
8594 uint32 need_space;
8596 // empty specific slot - check item fit to slot
8597 if( !pItem2 || swap )
8599 if( bag == INVENTORY_SLOT_BAG_0 )
8601 // keyring case
8602 if(slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
8603 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8605 // prevent cheating
8606 if(slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
8607 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8609 else
8611 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8612 if( !pBag )
8613 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8615 ItemPrototype const* pBagProto = pBag->GetProto();
8616 if( !pBagProto )
8617 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8619 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8620 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8623 // non empty stack with space
8624 need_space = pProto->Stackable;
8626 // non empty slot, check item type
8627 else
8629 // check item type
8630 if(pItem2->GetEntry() != pProto->ItemId)
8631 return EQUIP_ERR_ITEM_CANT_STACK;
8633 // check free space
8634 if(pItem2->GetCount() >= pProto->Stackable)
8635 return EQUIP_ERR_ITEM_CANT_STACK;
8637 need_space = pProto->Stackable - pItem2->GetCount();
8640 if(need_space > count)
8641 need_space = count;
8643 ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
8644 if(!newPosition.isContainedIn(dest))
8646 dest.push_back(newPosition);
8647 count -= need_space;
8649 return EQUIP_ERR_OK;
8652 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
8654 // skip specific bag already processed in first called _CanStoreItem_InBag
8655 if(bag==skip_bag)
8656 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8658 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8659 if( !pBag )
8660 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8662 ItemPrototype const* pBagProto = pBag->GetProto();
8663 if( !pBagProto )
8664 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8666 // specialized bag mode or non-specilized
8667 if( non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER) )
8668 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8670 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8671 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8673 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8675 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8676 if(j==skip_slot)
8677 continue;
8679 Item* pItem2 = GetItemByPos( bag, j );
8681 // ignore move item (this slot will be empty at move)
8682 if(pItem2==pSrcItem)
8683 pItem2 = NULL;
8685 // if merge skip empty, if !merge skip non-empty
8686 if((pItem2!=NULL)!=merge)
8687 continue;
8689 if( pItem2 )
8691 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->Stackable )
8693 uint32 need_space = pProto->Stackable - pItem2->GetCount();
8694 if(need_space > count)
8695 need_space = count;
8697 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8698 if(!newPosition.isContainedIn(dest))
8700 dest.push_back(newPosition);
8701 count -= need_space;
8703 if(count==0)
8704 return EQUIP_ERR_OK;
8708 else
8710 uint32 need_space = pProto->Stackable;
8711 if(need_space > count)
8712 need_space = count;
8714 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8715 if(!newPosition.isContainedIn(dest))
8717 dest.push_back(newPosition);
8718 count -= need_space;
8720 if(count==0)
8721 return EQUIP_ERR_OK;
8725 return EQUIP_ERR_OK;
8728 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
8730 for(uint32 j = slot_begin; j < slot_end; j++)
8732 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8733 if(INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
8734 continue;
8736 Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
8738 // ignore move item (this slot will be empty at move)
8739 if(pItem2==pSrcItem)
8740 pItem2 = NULL;
8742 // if merge skip empty, if !merge skip non-empty
8743 if((pItem2!=NULL)!=merge)
8744 continue;
8746 if( pItem2 )
8748 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->Stackable )
8750 uint32 need_space = pProto->Stackable - pItem2->GetCount();
8751 if(need_space > count)
8752 need_space = count;
8753 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8754 if(!newPosition.isContainedIn(dest))
8756 dest.push_back(newPosition);
8757 count -= need_space;
8759 if(count==0)
8760 return EQUIP_ERR_OK;
8764 else
8766 uint32 need_space = pProto->Stackable;
8767 if(need_space > count)
8768 need_space = count;
8770 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8771 if(!newPosition.isContainedIn(dest))
8773 dest.push_back(newPosition);
8774 count -= need_space;
8776 if(count==0)
8777 return EQUIP_ERR_OK;
8781 return EQUIP_ERR_OK;
8784 uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
8786 sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
8788 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8789 if( !pProto )
8791 if(no_space_count)
8792 *no_space_count = count;
8793 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
8796 if(pItem && pItem->IsBindedNotWith(GetGUID()))
8798 if(no_space_count)
8799 *no_space_count = count;
8800 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
8803 // check count of items (skip for auto move for same player from bank)
8804 uint32 no_similar_count = 0; // can't store this amount similar items
8805 uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
8806 if(res!=EQUIP_ERR_OK)
8808 if(count==no_similar_count)
8810 if(no_space_count)
8811 *no_space_count = no_similar_count;
8812 return res;
8814 count -= no_similar_count;
8817 // in specific slot
8818 if( bag != NULL_BAG && slot != NULL_SLOT )
8820 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
8821 if(res!=EQUIP_ERR_OK)
8823 if(no_space_count)
8824 *no_space_count = count + no_similar_count;
8825 return res;
8828 if(count==0)
8830 if(no_similar_count==0)
8831 return EQUIP_ERR_OK;
8833 if(no_space_count)
8834 *no_space_count = count + no_similar_count;
8835 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8839 // not specific slot or have space for partly store only in specific slot
8841 // in specific bag
8842 if( bag != NULL_BAG )
8844 // search stack in bag for merge to
8845 if( pProto->Stackable > 1 )
8847 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
8849 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
8850 if(res!=EQUIP_ERR_OK)
8852 if(no_space_count)
8853 *no_space_count = count + no_similar_count;
8854 return res;
8857 if(count==0)
8859 if(no_similar_count==0)
8860 return EQUIP_ERR_OK;
8862 if(no_space_count)
8863 *no_space_count = count + no_similar_count;
8864 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8867 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
8868 if(res!=EQUIP_ERR_OK)
8870 if(no_space_count)
8871 *no_space_count = count + no_similar_count;
8872 return res;
8875 if(count==0)
8877 if(no_similar_count==0)
8878 return EQUIP_ERR_OK;
8880 if(no_space_count)
8881 *no_space_count = count + no_similar_count;
8882 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8885 else // equipped bag
8887 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8888 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
8889 if(res!=EQUIP_ERR_OK)
8890 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
8892 if(res!=EQUIP_ERR_OK)
8894 if(no_space_count)
8895 *no_space_count = count + no_similar_count;
8896 return res;
8899 if(count==0)
8901 if(no_similar_count==0)
8902 return EQUIP_ERR_OK;
8904 if(no_space_count)
8905 *no_space_count = count + no_similar_count;
8906 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8911 // search free slot in bag for place to
8912 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
8914 // search free slot - keyring case
8915 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
8917 uint32 keyringSize = GetMaxKeyringSize();
8918 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
8919 if(res!=EQUIP_ERR_OK)
8921 if(no_space_count)
8922 *no_space_count = count + no_similar_count;
8923 return res;
8926 if(count==0)
8928 if(no_similar_count==0)
8929 return EQUIP_ERR_OK;
8931 if(no_space_count)
8932 *no_space_count = count + no_similar_count;
8933 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8937 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
8938 if(res!=EQUIP_ERR_OK)
8940 if(no_space_count)
8941 *no_space_count = count + no_similar_count;
8942 return res;
8945 if(count==0)
8947 if(no_similar_count==0)
8948 return EQUIP_ERR_OK;
8950 if(no_space_count)
8951 *no_space_count = count + no_similar_count;
8952 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8955 else // equipped bag
8957 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
8958 if(res!=EQUIP_ERR_OK)
8959 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
8961 if(res!=EQUIP_ERR_OK)
8963 if(no_space_count)
8964 *no_space_count = count + no_similar_count;
8965 return res;
8968 if(count==0)
8970 if(no_similar_count==0)
8971 return EQUIP_ERR_OK;
8973 if(no_space_count)
8974 *no_space_count = count + no_similar_count;
8975 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8980 // not specific bag or have space for partly store only in specific bag
8982 // search stack for merge to
8983 if( pProto->Stackable > 1 )
8985 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
8986 if(res!=EQUIP_ERR_OK)
8988 if(no_space_count)
8989 *no_space_count = count + no_similar_count;
8990 return res;
8993 if(count==0)
8995 if(no_similar_count==0)
8996 return EQUIP_ERR_OK;
8998 if(no_space_count)
8999 *no_space_count = count + no_similar_count;
9000 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9003 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9004 if(res!=EQUIP_ERR_OK)
9006 if(no_space_count)
9007 *no_space_count = count + no_similar_count;
9008 return res;
9011 if(count==0)
9013 if(no_similar_count==0)
9014 return EQUIP_ERR_OK;
9016 if(no_space_count)
9017 *no_space_count = count + no_similar_count;
9018 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9021 if( pProto->BagFamily )
9023 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9025 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9026 if(res!=EQUIP_ERR_OK)
9027 continue;
9029 if(count==0)
9031 if(no_similar_count==0)
9032 return EQUIP_ERR_OK;
9034 if(no_space_count)
9035 *no_space_count = count + no_similar_count;
9036 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9041 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9043 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9044 if(res!=EQUIP_ERR_OK)
9045 continue;
9047 if(count==0)
9049 if(no_similar_count==0)
9050 return EQUIP_ERR_OK;
9052 if(no_space_count)
9053 *no_space_count = count + no_similar_count;
9054 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9059 // search free slot - special bag case
9060 if( pProto->BagFamily )
9062 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9064 uint32 keyringSize = GetMaxKeyringSize();
9065 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9066 if(res!=EQUIP_ERR_OK)
9068 if(no_space_count)
9069 *no_space_count = count + no_similar_count;
9070 return res;
9073 if(count==0)
9075 if(no_similar_count==0)
9076 return EQUIP_ERR_OK;
9078 if(no_space_count)
9079 *no_space_count = count + no_similar_count;
9080 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9084 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9086 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9087 if(res!=EQUIP_ERR_OK)
9088 continue;
9090 if(count==0)
9092 if(no_similar_count==0)
9093 return EQUIP_ERR_OK;
9095 if(no_space_count)
9096 *no_space_count = count + no_similar_count;
9097 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9102 // search free slot
9103 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9104 if(res!=EQUIP_ERR_OK)
9106 if(no_space_count)
9107 *no_space_count = count + no_similar_count;
9108 return res;
9111 if(count==0)
9113 if(no_similar_count==0)
9114 return EQUIP_ERR_OK;
9116 if(no_space_count)
9117 *no_space_count = count + no_similar_count;
9118 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9121 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9123 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9124 if(res!=EQUIP_ERR_OK)
9125 continue;
9127 if(count==0)
9129 if(no_similar_count==0)
9130 return EQUIP_ERR_OK;
9132 if(no_space_count)
9133 *no_space_count = count + no_similar_count;
9134 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9138 if(no_space_count)
9139 *no_space_count = count + no_similar_count;
9141 return EQUIP_ERR_INVENTORY_FULL;
9144 //////////////////////////////////////////////////////////////////////////
9145 uint8 Player::CanStoreItems( Item **pItems,int count) const
9147 Item *pItem2;
9149 // fill space table
9150 int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
9151 int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
9152 int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
9154 memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
9155 memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
9156 memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
9158 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
9160 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9162 if (pItem2 && !pItem2->IsInTrade())
9164 inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
9168 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
9170 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9172 if (pItem2 && !pItem2->IsInTrade())
9174 inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
9178 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9180 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
9182 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9184 pItem2 = GetItemByPos( i, j );
9185 if (pItem2 && !pItem2->IsInTrade())
9187 inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
9193 // check free space for all items
9194 for (int k=0;k<count;k++)
9196 Item *pItem = pItems[k];
9198 // no item
9199 if (!pItem) continue;
9201 sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
9202 ItemPrototype const *pProto = pItem->GetProto();
9204 // strange item
9205 if( !pProto )
9206 return EQUIP_ERR_ITEM_NOT_FOUND;
9208 // item it 'bind'
9209 if(pItem->IsBindedNotWith(GetGUID()))
9210 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9212 Bag *pBag;
9213 ItemPrototype const *pBagProto;
9215 // item is 'one item only'
9216 uint8 res = CanTakeMoreSimilarItems(pItem);
9217 if(res != EQUIP_ERR_OK)
9218 return res;
9220 // search stack for merge to
9221 if( pProto->Stackable > 1 )
9223 bool b_found = false;
9225 for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; t++)
9227 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9228 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->Stackable )
9230 inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
9231 b_found = true;
9232 break;
9235 if (b_found) continue;
9237 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9239 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9240 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->Stackable )
9242 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
9243 b_found = true;
9244 break;
9247 if (b_found) continue;
9249 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9251 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9252 if( pBag )
9254 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9256 pItem2 = GetItemByPos( t, j );
9257 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->Stackable )
9259 inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
9260 b_found = true;
9261 break;
9266 if (b_found) continue;
9269 // special bag case
9270 if( pProto->BagFamily )
9272 bool b_found = false;
9273 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9275 uint32 keyringSize = GetMaxKeyringSize();
9276 for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
9278 if( inv_keys[t-KEYRING_SLOT_START] == 0 )
9280 inv_keys[t-KEYRING_SLOT_START] = 1;
9281 b_found = true;
9282 break;
9287 if (b_found) continue;
9289 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9291 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9292 if( pBag )
9294 pBagProto = pBag->GetProto();
9296 // not plain container check
9297 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
9298 ItemCanGoIntoBag(pProto,pBagProto) )
9300 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9302 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9304 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9305 b_found = true;
9306 break;
9312 if (b_found) continue;
9315 // search free slot
9316 bool b_found = false;
9317 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9319 if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
9321 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
9322 b_found = true;
9323 break;
9326 if (b_found) continue;
9328 // search free slot in bags
9329 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9331 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9332 if( pBag )
9334 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9336 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9338 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9339 b_found = true;
9340 break;
9346 // no free slot found?
9347 if (!b_found)
9348 return EQUIP_ERR_INVENTORY_FULL;
9351 return EQUIP_ERR_OK;
9354 //////////////////////////////////////////////////////////////////////////
9355 uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const
9357 dest = 0;
9358 Item *pItem = Item::CreateItem( item, 1, this );
9359 if( pItem )
9361 uint8 result = CanEquipItem(slot, dest, pItem, swap );
9362 delete pItem;
9363 return result;
9366 return EQUIP_ERR_ITEM_NOT_FOUND;
9369 uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
9371 dest = 0;
9372 if( pItem )
9374 sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
9375 ItemPrototype const *pProto = pItem->GetProto();
9376 if( pProto )
9378 // May be here should be more stronger checks; STUNNED checked
9379 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9380 if (not_loading && hasUnitState(UNIT_STAT_STUNNED))
9381 return EQUIP_ERR_YOU_ARE_STUNNED;
9383 if(pItem->IsBindedNotWith(GetGUID()))
9384 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9386 // check count of items (skip for auto move for same player from bank)
9387 uint8 res = CanTakeMoreSimilarItems(pItem);
9388 if(res != EQUIP_ERR_OK)
9389 return res;
9391 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9392 // - combat
9393 // - in-progress arenas
9394 if( !pProto->CanChangeEquipStateInCombat() )
9396 if( isInCombat() )
9397 return EQUIP_ERR_NOT_IN_COMBAT;
9399 if(BattleGround* bg = GetBattleGround())
9400 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9401 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9404 if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
9405 return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
9407 if(IsNonMeleeSpellCasted(false))
9408 return EQUIP_ERR_CANT_DO_RIGHT_NOW;
9410 uint8 eslot = FindEquipSlot( pProto, slot, swap );
9411 if( eslot == NULL_SLOT )
9412 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9414 uint8 msg = CanUseItem( pItem , not_loading );
9415 if( msg != EQUIP_ERR_OK )
9416 return msg;
9417 if( !swap && GetItemByPos( INVENTORY_SLOT_BAG_0, eslot ) )
9418 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
9420 // check unique-equipped on item
9421 if (pProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
9423 // there is an equip limit on this item
9424 Item* tItem = GetItemOrItemWithGemEquipped(pProto->ItemId);
9425 if (tItem && (!swap || tItem->GetSlot() != eslot ) )
9426 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
9429 // check unique-equipped on gems
9430 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
9432 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
9433 if(!enchant_id)
9434 continue;
9435 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
9436 if(!enchantEntry)
9437 continue;
9439 ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
9440 if(pGem && (pGem->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED))
9442 Item* tItem = GetItemOrItemWithGemEquipped(enchantEntry->GemID);
9443 if(tItem && (!swap || tItem->GetSlot() != eslot ))
9444 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
9448 // check unique-equipped special item classes
9449 if (pProto->Class == ITEM_CLASS_QUIVER)
9451 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9453 if( Item* pBag = GetItemByPos( INVENTORY_SLOT_BAG_0, i ) )
9455 if( ItemPrototype const* pBagProto = pBag->GetProto() )
9457 if( pBagProto->Class==pProto->Class && pBagProto->SubClass==pProto->SubClass &&
9458 (!swap || pBag->GetSlot() != eslot ) )
9460 if(pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
9461 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH;
9462 else
9463 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
9470 uint32 type = pProto->InventoryType;
9472 if(eslot == EQUIPMENT_SLOT_OFFHAND)
9474 if( type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND )
9476 if(!CanDualWield())
9477 return EQUIP_ERR_CANT_DUAL_WIELD;
9480 Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
9481 if(mainItem)
9483 if(mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON)
9484 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
9488 // equip two-hand weapon case (with possible unequip 2 items)
9489 if( type == INVTYPE_2HWEAPON )
9491 if(eslot != EQUIPMENT_SLOT_MAINHAND)
9492 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9494 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9495 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
9496 ItemPosCountVec off_dest;
9497 if( offItem && (!not_loading ||
9498 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
9499 CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ) )
9500 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
9502 dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
9503 return EQUIP_ERR_OK;
9506 if( !swap )
9507 return EQUIP_ERR_ITEM_NOT_FOUND;
9508 else
9509 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
9512 uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
9514 // Applied only to equipped items and bank bags
9515 if(!IsEquipmentPos(pos) && !IsBagPos(pos))
9516 return EQUIP_ERR_OK;
9518 Item* pItem = GetItemByPos(pos);
9520 // Applied only to existed equipped item
9521 if( !pItem )
9522 return EQUIP_ERR_OK;
9524 sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
9526 ItemPrototype const *pProto = pItem->GetProto();
9527 if( !pProto )
9528 return EQUIP_ERR_ITEM_NOT_FOUND;
9530 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9531 // - combat
9532 // - in-progress arenas
9533 if( !pProto->CanChangeEquipStateInCombat() )
9535 if( isInCombat() )
9536 return EQUIP_ERR_NOT_IN_COMBAT;
9538 if(BattleGround* bg = GetBattleGround())
9539 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9540 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9543 if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
9544 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
9546 return EQUIP_ERR_OK;
9549 uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
9551 if( !pItem )
9552 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9554 uint32 count = pItem->GetCount();
9556 sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
9557 ItemPrototype const *pProto = pItem->GetProto();
9558 if( !pProto )
9559 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9561 if( pItem->IsBindedNotWith(GetGUID()) )
9562 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9564 // check count of items (skip for auto move for same player from bank)
9565 uint8 res = CanTakeMoreSimilarItems(pItem);
9566 if(res != EQUIP_ERR_OK)
9567 return res;
9569 // in specific slot
9570 if( bag != NULL_BAG && slot != NULL_SLOT )
9572 if( pProto->InventoryType == INVTYPE_BAG )
9574 Bag *pBag = (Bag*)pItem;
9575 if( pBag )
9577 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
9579 if( !HasBankBagSlot( slot ) )
9580 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
9581 if( uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK )
9582 return cantuse;
9584 else
9586 if( !pBag->IsEmpty() )
9587 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
9591 else
9593 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
9594 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
9597 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
9598 if(res!=EQUIP_ERR_OK)
9599 return res;
9601 if(count==0)
9602 return EQUIP_ERR_OK;
9605 // not specific slot or have space for partly store only in specific slot
9607 // in specific bag
9608 if( bag != NULL_BAG )
9610 if( pProto->InventoryType == INVTYPE_BAG )
9612 Bag *pBag = (Bag*)pItem;
9613 if( pBag && !pBag->IsEmpty() )
9614 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
9617 // search stack in bag for merge to
9618 if( pProto->Stackable > 1 )
9620 if( bag == INVENTORY_SLOT_BAG_0 )
9622 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9623 if(res!=EQUIP_ERR_OK)
9624 return res;
9626 if(count==0)
9627 return EQUIP_ERR_OK;
9629 else
9631 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
9632 if(res!=EQUIP_ERR_OK)
9633 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
9635 if(res!=EQUIP_ERR_OK)
9636 return res;
9638 if(count==0)
9639 return EQUIP_ERR_OK;
9643 // search free slot in bag
9644 if( bag == INVENTORY_SLOT_BAG_0 )
9646 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9647 if(res!=EQUIP_ERR_OK)
9648 return res;
9650 if(count==0)
9651 return EQUIP_ERR_OK;
9653 else
9655 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9656 if(res!=EQUIP_ERR_OK)
9657 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9659 if(res!=EQUIP_ERR_OK)
9660 return res;
9662 if(count==0)
9663 return EQUIP_ERR_OK;
9667 // not specific bag or have space for partly store only in specific bag
9669 // search stack for merge to
9670 if( pProto->Stackable > 1 )
9672 // in slots
9673 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9674 if(res!=EQUIP_ERR_OK)
9675 return res;
9677 if(count==0)
9678 return EQUIP_ERR_OK;
9680 // in special bags
9681 if( pProto->BagFamily )
9683 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9685 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9686 if(res!=EQUIP_ERR_OK)
9687 continue;
9689 if(count==0)
9690 return EQUIP_ERR_OK;
9694 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9696 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9697 if(res!=EQUIP_ERR_OK)
9698 continue;
9700 if(count==0)
9701 return EQUIP_ERR_OK;
9705 // search free place in special bag
9706 if( pProto->BagFamily )
9708 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9710 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9711 if(res!=EQUIP_ERR_OK)
9712 continue;
9714 if(count==0)
9715 return EQUIP_ERR_OK;
9719 // search free space
9720 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9721 if(res!=EQUIP_ERR_OK)
9722 return res;
9724 if(count==0)
9725 return EQUIP_ERR_OK;
9727 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
9729 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9730 if(res!=EQUIP_ERR_OK)
9731 continue;
9733 if(count==0)
9734 return EQUIP_ERR_OK;
9736 return EQUIP_ERR_BANK_FULL;
9739 uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
9741 if( pItem )
9743 sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
9744 if( !isAlive() && not_loading )
9745 return EQUIP_ERR_YOU_ARE_DEAD;
9746 //if( isStunned() )
9747 // return EQUIP_ERR_YOU_ARE_STUNNED;
9748 ItemPrototype const *pProto = pItem->GetProto();
9749 if( pProto )
9751 if( pItem->IsBindedNotWith(GetGUID()) )
9752 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9753 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9754 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
9755 if( pItem->GetSkill() != 0 )
9757 if( GetSkillValue( pItem->GetSkill() ) == 0 )
9758 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9760 if( pProto->RequiredSkill != 0 )
9762 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9763 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9764 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9765 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
9767 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9768 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9769 if( pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank )
9770 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9771 if( getLevel() < pProto->RequiredLevel )
9772 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
9773 return EQUIP_ERR_OK;
9776 return EQUIP_ERR_ITEM_NOT_FOUND;
9779 bool Player::CanUseItem( ItemPrototype const *pProto )
9781 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9783 if( pProto )
9785 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9786 return false;
9787 if( pProto->RequiredSkill != 0 )
9789 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9790 return false;
9791 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9792 return false;
9794 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9795 return false;
9796 if( getLevel() < pProto->RequiredLevel )
9797 return false;
9798 return true;
9800 return false;
9803 uint8 Player::CanUseAmmo( uint32 item ) const
9805 sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
9806 if( !isAlive() )
9807 return EQUIP_ERR_YOU_ARE_DEAD;
9808 //if( isStunned() )
9809 // return EQUIP_ERR_YOU_ARE_STUNNED;
9810 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
9811 if( pProto )
9813 if( pProto->InventoryType!= INVTYPE_AMMO )
9814 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
9815 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
9816 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
9817 if( pProto->RequiredSkill != 0 )
9819 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
9820 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9821 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
9822 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
9824 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
9825 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
9826 /*if( GetReputation() < pProto->RequiredReputation )
9827 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9829 if( getLevel() < pProto->RequiredLevel )
9830 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
9832 // Requires No Ammo
9833 if(GetDummyAura(46699))
9834 return EQUIP_ERR_BAG_FULL6;
9836 return EQUIP_ERR_OK;
9838 return EQUIP_ERR_ITEM_NOT_FOUND;
9841 void Player::SetAmmo( uint32 item )
9843 if(!item)
9844 return;
9846 // already set
9847 if( GetUInt32Value(PLAYER_AMMO_ID) == item )
9848 return;
9850 // check ammo
9851 if(item)
9853 uint8 msg = CanUseAmmo( item );
9854 if( msg != EQUIP_ERR_OK )
9856 SendEquipError( msg, NULL, NULL );
9857 return;
9861 SetUInt32Value(PLAYER_AMMO_ID, item);
9863 _ApplyAmmoBonuses();
9866 void Player::RemoveAmmo()
9868 SetUInt32Value(PLAYER_AMMO_ID, 0);
9870 m_ammoDPS = 0.0f;
9872 if(CanModifyStats())
9873 UpdateDamagePhysical(RANGED_ATTACK);
9876 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9877 Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
9879 uint32 count = 0;
9880 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
9881 count += itr->count;
9883 Item *pItem = Item::CreateItem( item, count, this );
9884 if( pItem )
9886 ItemAddedQuestCheck( item, count );
9887 if(randomPropertyId)
9888 pItem->SetItemRandomProperties(randomPropertyId);
9889 pItem = StoreItem( dest, pItem, update );
9891 return pItem;
9894 Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
9896 if( !pItem )
9897 return NULL;
9899 Item* lastItem = pItem;
9901 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); )
9903 uint16 pos = itr->pos;
9904 uint32 count = itr->count;
9906 ++itr;
9908 if(itr == dest.end())
9910 lastItem = _StoreItem(pos,pItem,count,false,update);
9911 break;
9914 lastItem = _StoreItem(pos,pItem,count,true,update);
9917 return lastItem;
9920 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9921 Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
9923 if( !pItem )
9924 return NULL;
9926 uint8 bag = pos >> 8;
9927 uint8 slot = pos & 255;
9929 sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count);
9931 Item *pItem2 = GetItemByPos( bag, slot );
9933 if( !pItem2 )
9935 if(clone)
9936 pItem = pItem->CloneItem(count,this);
9937 else
9938 pItem->SetCount(count);
9940 if(!pItem)
9941 return NULL;
9943 if( pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
9944 pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
9945 pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
9946 pItem->SetBinding( true );
9948 if( bag == INVENTORY_SLOT_BAG_0 )
9950 m_items[slot] = pItem;
9951 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
9952 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
9953 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
9955 pItem->SetSlot( slot );
9956 pItem->SetContainer( NULL );
9958 if( IsInWorld() && update )
9960 pItem->AddToWorld();
9961 pItem->SendUpdateToPlayer( this );
9964 pItem->SetState(ITEM_CHANGED, this);
9966 else
9968 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
9969 if( pBag )
9971 pBag->StoreItem( slot, pItem, update );
9972 if( IsInWorld() && update )
9974 pItem->AddToWorld();
9975 pItem->SendUpdateToPlayer( this );
9977 pItem->SetState(ITEM_CHANGED, this);
9978 pBag->SetState(ITEM_CHANGED, this);
9982 AddEnchantmentDurations(pItem);
9983 AddItemDurations(pItem);
9985 return pItem;
9987 else
9989 if( pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
9990 pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
9991 pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
9992 pItem2->SetBinding( true );
9994 pItem2->SetCount( pItem2->GetCount() + count );
9995 if( IsInWorld() && update )
9996 pItem2->SendUpdateToPlayer( this );
9998 if(!clone)
10000 // delete item (it not in any slot currently)
10001 if( IsInWorld() && update )
10003 pItem->RemoveFromWorld();
10004 pItem->DestroyForPlayer( this );
10007 RemoveEnchantmentDurations(pItem);
10008 RemoveItemDurations(pItem);
10010 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10011 pItem->SetState(ITEM_REMOVED, this);
10013 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10014 AddEnchantmentDurations(pItem2);
10016 pItem2->SetState(ITEM_CHANGED, this);
10018 return pItem2;
10022 Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
10024 Item *pItem = Item::CreateItem( item, 1, this );
10025 if( pItem )
10027 ItemAddedQuestCheck( item, 1 );
10028 Item * retItem = EquipItem( pos, pItem, update );
10030 return retItem;
10032 return NULL;
10035 Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
10037 if( pItem )
10039 AddEnchantmentDurations(pItem);
10040 AddItemDurations(pItem);
10042 uint8 bag = pos >> 8;
10043 uint8 slot = pos & 255;
10045 Item *pItem2 = GetItemByPos( bag, slot );
10047 if( !pItem2 )
10049 VisualizeItem( slot, pItem);
10051 if(isAlive())
10053 ItemPrototype const *pProto = pItem->GetProto();
10055 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10056 if(pProto && pProto->ItemSet)
10057 AddItemsSetItem(this,pItem);
10059 _ApplyItemMods(pItem, slot, true);
10061 if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
10063 uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
10065 if (getClass() == CLASS_ROGUE)
10066 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
10068 SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
10070 if (!spellProto)
10071 sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
10072 else
10074 m_weaponChangeTimer = spellProto->StartRecoveryTime;
10076 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
10077 data << uint64(GetGUID());
10078 data << uint8(1);
10079 data << uint32(cooldownSpell);
10080 data << uint32(0);
10081 GetSession()->SendPacket(&data);
10086 if( IsInWorld() && update )
10088 pItem->AddToWorld();
10089 pItem->SendUpdateToPlayer( this );
10092 ApplyEquipCooldown(pItem);
10094 if( slot == EQUIPMENT_SLOT_MAINHAND )
10095 UpdateExpertise(BASE_ATTACK);
10096 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10097 UpdateExpertise(OFF_ATTACK);
10099 else
10101 pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
10102 if( IsInWorld() && update )
10103 pItem2->SendUpdateToPlayer( this );
10105 // delete item (it not in any slot currently)
10106 //pItem->DeleteFromDB();
10107 if( IsInWorld() && update )
10109 pItem->RemoveFromWorld();
10110 pItem->DestroyForPlayer( this );
10113 RemoveEnchantmentDurations(pItem);
10114 RemoveItemDurations(pItem);
10116 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10117 pItem->SetState(ITEM_REMOVED, this);
10118 pItem2->SetState(ITEM_CHANGED, this);
10120 ApplyEquipCooldown(pItem2);
10122 return pItem2;
10126 return pItem;
10129 void Player::QuickEquipItem( uint16 pos, Item *pItem)
10131 if( pItem )
10133 AddEnchantmentDurations(pItem);
10134 AddItemDurations(pItem);
10136 uint8 slot = pos & 255;
10137 VisualizeItem( slot, pItem);
10139 if( IsInWorld() )
10141 pItem->AddToWorld();
10142 pItem->SendUpdateToPlayer( this );
10147 void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
10149 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10150 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10151 // entry // Size: 1
10152 // inspected enchantments // Size: 6
10153 // ? // Size: 5
10154 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10155 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10156 // // = 16
10158 if(pItem)
10160 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetUInt64Value(ITEM_FIELD_CREATOR));
10162 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10163 SetUInt32Value(VisibleBase + 0, pItem->GetEntry());
10165 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10166 SetUInt32Value(VisibleBase + 1 + i, pItem->GetEnchantmentId(EnchantmentSlot(i)));
10168 // Use SetInt16Value to prevent set high part to FFFF for negative value
10169 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES + (slot * MAX_VISIBLE_ITEM_OFFSET), 0, pItem->GetItemRandomPropertyId());
10170 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetItemSuffixFactor());
10172 else
10174 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10176 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10177 SetUInt32Value(VisibleBase + 0, 0);
10179 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10180 SetUInt32Value(VisibleBase + 1 + i, 0);
10182 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10183 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10187 void Player::VisualizeItem( uint8 slot, Item *pItem)
10189 if(!pItem)
10190 return;
10192 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10193 if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
10194 pItem->SetBinding( true );
10196 sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
10198 m_items[slot] = pItem;
10199 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10200 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10201 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10202 pItem->SetSlot( slot );
10203 pItem->SetContainer( NULL );
10205 if( slot < EQUIPMENT_SLOT_END )
10206 SetVisibleItemSlot(slot,pItem);
10208 pItem->SetState(ITEM_CHANGED, this);
10211 void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
10213 // note: removeitem does not actually change the item
10214 // it only takes the item out of storage temporarily
10215 // note2: if removeitem is to be used for delinking
10216 // the item must be removed from the player's updatequeue
10218 Item *pItem = GetItemByPos( bag, slot );
10219 if( pItem )
10221 sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10223 RemoveEnchantmentDurations(pItem);
10224 RemoveItemDurations(pItem);
10226 if( bag == INVENTORY_SLOT_BAG_0 )
10228 if ( slot < INVENTORY_SLOT_BAG_END )
10230 ItemPrototype const *pProto = pItem->GetProto();
10231 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10233 if(pProto && pProto->ItemSet)
10234 RemoveItemsSetItem(this,pProto);
10236 _ApplyItemMods(pItem, slot, false);
10238 // remove item dependent auras and casts (only weapon and armor slots)
10239 if(slot < EQUIPMENT_SLOT_END)
10240 RemoveItemDependentAurasAndCasts(pItem);
10242 // remove held enchantments
10243 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10245 if (pItem->GetItemSuffixFactor())
10247 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
10248 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
10250 else
10252 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
10253 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
10258 m_items[slot] = NULL;
10259 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10261 if ( slot < EQUIPMENT_SLOT_END )
10262 SetVisibleItemSlot(slot,NULL);
10264 else
10266 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10267 if( pBag )
10268 pBag->RemoveItem(slot, update);
10270 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10271 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10272 pItem->SetSlot( NULL_SLOT );
10273 if( IsInWorld() && update )
10274 pItem->SendUpdateToPlayer( this );
10276 if( slot == EQUIPMENT_SLOT_MAINHAND )
10277 UpdateExpertise(BASE_ATTACK);
10278 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10279 UpdateExpertise(OFF_ATTACK);
10283 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10284 void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
10286 if(Item* it = GetItemByPos(bag,slot))
10288 ItemRemovedQuestCheck(it->GetEntry(),it->GetCount());
10289 RemoveItem( bag,slot,update);
10290 it->RemoveFromUpdateQueueOf(this);
10291 if(it->IsInWorld())
10293 it->RemoveFromWorld();
10294 it->DestroyForPlayer( this );
10299 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10300 void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
10302 // update quest counters
10303 ItemAddedQuestCheck(pItem->GetEntry(),pItem->GetCount());
10305 // store item
10306 Item* pLastItem = StoreItem( dest, pItem, update);
10308 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10309 if(pLastItem==pItem)
10311 // update owner for last item (this can be original item with wrong owner
10312 if(pLastItem->GetOwnerGUID() != GetGUID())
10313 pLastItem->SetOwnerGUID(GetGUID());
10315 // if this original item then it need create record in inventory
10316 // in case trade we already have item in other player inventory
10317 pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
10321 void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
10323 Item *pItem = GetItemByPos( bag, slot );
10324 if( pItem )
10326 sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10328 // start from destroy contained items (only equipped bag can have its)
10329 if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10331 for (int i = 0; i < MAX_BAG_SIZE; i++)
10332 DestroyItem(slot,i,update);
10335 if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
10336 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
10338 RemoveEnchantmentDurations(pItem);
10339 RemoveItemDurations(pItem);
10341 ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
10343 if( bag == INVENTORY_SLOT_BAG_0 )
10345 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10347 // equipment and equipped bags can have applied bonuses
10348 if ( slot < INVENTORY_SLOT_BAG_END )
10350 ItemPrototype const *pProto = pItem->GetProto();
10352 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10353 if(pProto && pProto->ItemSet)
10354 RemoveItemsSetItem(this,pProto);
10356 _ApplyItemMods(pItem, slot, false);
10359 if ( slot < EQUIPMENT_SLOT_END )
10361 // remove item dependent auras and casts (only weapon and armor slots)
10362 RemoveItemDependentAurasAndCasts(pItem);
10364 // equipment visual show
10365 SetVisibleItemSlot(slot,NULL);
10368 m_items[slot] = NULL;
10370 else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
10371 pBag->RemoveItem(slot, update);
10373 if( IsInWorld() && update )
10375 pItem->RemoveFromWorld();
10376 pItem->DestroyForPlayer(this);
10379 //pItem->SetOwnerGUID(0);
10380 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10381 pItem->SetSlot( NULL_SLOT );
10382 pItem->SetState(ITEM_REMOVED, this);
10386 void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
10388 sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
10389 Item *pItem;
10390 ItemPrototype const *pProto;
10391 uint32 remcount = 0;
10393 // in inventory
10394 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10396 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10397 if( pItem && pItem->GetEntry() == item )
10399 if( pItem->GetCount() + remcount <= count )
10401 // all items in inventory can unequipped
10402 remcount += pItem->GetCount();
10403 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10405 if(remcount >=count)
10406 return;
10408 else
10410 pProto = pItem->GetProto();
10411 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10412 pItem->SetCount( pItem->GetCount() - count + remcount );
10413 if( IsInWorld() & update )
10414 pItem->SendUpdateToPlayer( this );
10415 pItem->SetState(ITEM_CHANGED, this);
10416 return;
10420 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
10422 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10423 if( pItem && pItem->GetEntry() == item )
10425 if( pItem->GetCount() + remcount <= count )
10427 // all keys can be unequipped
10428 remcount += pItem->GetCount();
10429 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10431 if(remcount >=count)
10432 return;
10434 else
10436 pProto = pItem->GetProto();
10437 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10438 pItem->SetCount( pItem->GetCount() - count + remcount );
10439 if( IsInWorld() & update )
10440 pItem->SendUpdateToPlayer( this );
10441 pItem->SetState(ITEM_CHANGED, this);
10442 return;
10447 // in inventory bags
10448 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10450 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10452 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10454 pItem = pBag->GetItemByPos(j);
10455 if( pItem && pItem->GetEntry() == item )
10457 // all items in bags can be unequipped
10458 if( pItem->GetCount() + remcount <= count )
10460 remcount += pItem->GetCount();
10461 DestroyItem( i, j, update );
10463 if(remcount >=count)
10464 return;
10466 else
10468 pProto = pItem->GetProto();
10469 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10470 pItem->SetCount( pItem->GetCount() - count + remcount );
10471 if( IsInWorld() && update )
10472 pItem->SendUpdateToPlayer( this );
10473 pItem->SetState(ITEM_CHANGED, this);
10474 return;
10481 // in equipment and bag list
10482 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10484 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10485 if( pItem && pItem->GetEntry() == item )
10487 if( pItem->GetCount() + remcount <= count )
10489 if(!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i,false) == EQUIP_ERR_OK )
10491 remcount += pItem->GetCount();
10492 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10494 if(remcount >=count)
10495 return;
10498 else
10500 pProto = pItem->GetProto();
10501 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10502 pItem->SetCount( pItem->GetCount() - count + remcount );
10503 if( IsInWorld() & update )
10504 pItem->SendUpdateToPlayer( this );
10505 pItem->SetState(ITEM_CHANGED, this);
10506 return;
10512 void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
10514 sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
10516 // in inventory
10517 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10519 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10520 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10521 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10523 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
10525 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10526 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10527 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10530 // in inventory bags
10531 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10533 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10534 if( pBag )
10536 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10538 Item* pItem = pBag->GetItemByPos(j);
10539 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10540 DestroyItem( i, j, update);
10545 // in equipment and bag list
10546 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10548 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10549 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10550 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10554 void Player::DestroyConjuredItems( bool update )
10556 // used when entering arena
10557 // destroys all conjured items
10558 sLog.outDebug( "STORAGE: DestroyConjuredItems" );
10560 // in inventory
10561 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10563 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10564 if( pItem && pItem->GetProto() &&
10565 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10566 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
10567 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10570 // in inventory bags
10571 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10573 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10574 if( pBag )
10576 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10578 Item* pItem = pBag->GetItemByPos(j);
10579 if( pItem && pItem->GetProto() &&
10580 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10581 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
10582 DestroyItem( i, j, update);
10587 // in equipment and bag list
10588 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10590 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10591 if( pItem && pItem->GetProto() &&
10592 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10593 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
10594 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10598 void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
10600 if(!pItem)
10601 return;
10603 sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
10605 if( pItem->GetCount() <= count )
10607 count-= pItem->GetCount();
10609 DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
10611 else
10613 ItemRemovedQuestCheck( pItem->GetEntry(), count);
10614 pItem->SetCount( pItem->GetCount() - count );
10615 count = 0;
10616 if( IsInWorld() & update )
10617 pItem->SendUpdateToPlayer( this );
10618 pItem->SetState(ITEM_CHANGED, this);
10622 void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
10624 uint8 srcbag = src >> 8;
10625 uint8 srcslot = src & 255;
10627 uint8 dstbag = dst >> 8;
10628 uint8 dstslot = dst & 255;
10630 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
10631 if( !pSrcItem )
10633 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
10634 return;
10637 // not let split all items (can be only at cheating)
10638 if(pSrcItem->GetCount() == count)
10640 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
10641 return;
10644 // not let split more existed items (can be only at cheating)
10645 if(pSrcItem->GetCount() < count)
10647 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
10648 return;
10651 if(pSrcItem->m_lootGenerated) // prevent split looting item (item
10653 //best error message found for attempting to split while looting
10654 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
10655 return;
10658 sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
10659 Item *pNewItem = pSrcItem->CloneItem( count, this );
10660 if( !pNewItem )
10662 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
10663 return;
10666 if( IsInventoryPos( dst ) )
10668 // change item amount before check (for unique max count check)
10669 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10671 ItemPosCountVec dest;
10672 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
10673 if( msg != EQUIP_ERR_OK )
10675 delete pNewItem;
10676 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10677 SendEquipError( msg, pSrcItem, NULL );
10678 return;
10681 if( IsInWorld() )
10682 pSrcItem->SendUpdateToPlayer( this );
10683 pSrcItem->SetState(ITEM_CHANGED, this);
10684 StoreItem( dest, pNewItem, true);
10686 else if( IsBankPos ( dst ) )
10688 // change item amount before check (for unique max count check)
10689 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10691 ItemPosCountVec dest;
10692 uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
10693 if( msg != EQUIP_ERR_OK )
10695 delete pNewItem;
10696 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10697 SendEquipError( msg, pSrcItem, NULL );
10698 return;
10701 if( IsInWorld() )
10702 pSrcItem->SendUpdateToPlayer( this );
10703 pSrcItem->SetState(ITEM_CHANGED, this);
10704 BankItem( dest, pNewItem, true);
10706 else if( IsEquipmentPos ( dst ) )
10708 // change item amount before check (for unique max count check), provide space for splitted items
10709 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10711 uint16 dest;
10712 uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
10713 if( msg != EQUIP_ERR_OK )
10715 delete pNewItem;
10716 pSrcItem->SetCount( pSrcItem->GetCount() + count );
10717 SendEquipError( msg, pSrcItem, NULL );
10718 return;
10721 if( IsInWorld() )
10722 pSrcItem->SendUpdateToPlayer( this );
10723 pSrcItem->SetState(ITEM_CHANGED, this);
10724 EquipItem( dest, pNewItem, true);
10725 AutoUnequipOffhandIfNeed();
10729 void Player::SwapItem( uint16 src, uint16 dst )
10731 uint8 srcbag = src >> 8;
10732 uint8 srcslot = src & 255;
10734 uint8 dstbag = dst >> 8;
10735 uint8 dstslot = dst & 255;
10737 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
10738 Item *pDstItem = GetItemByPos( dstbag, dstslot );
10740 if( !pSrcItem )
10741 return;
10743 sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
10745 if(!isAlive() )
10747 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
10748 return;
10751 if(pSrcItem->m_lootGenerated) // prevent swap looting item
10753 //best error message found for attempting to swap while looting
10754 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
10755 return;
10758 // check unequip potability for equipped items and bank bags
10759 if(IsEquipmentPos ( src ) || IsBagPos ( src ))
10761 // bags can be swapped with empty bag slots
10762 uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ));
10763 if(msg != EQUIP_ERR_OK)
10765 SendEquipError( msg, pSrcItem, pDstItem );
10766 return;
10770 // prevent put equipped/bank bag in self
10771 if( IsBagPos ( src ) && srcslot == dstbag)
10773 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
10774 return;
10777 if( !pDstItem )
10779 if( IsInventoryPos( dst ) )
10781 ItemPosCountVec dest;
10782 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
10783 if( msg != EQUIP_ERR_OK )
10785 SendEquipError( msg, pSrcItem, NULL );
10786 return;
10789 RemoveItem(srcbag, srcslot, true);
10790 StoreItem( dest, pSrcItem, true);
10792 else if( IsBankPos ( dst ) )
10794 ItemPosCountVec dest;
10795 uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
10796 if( msg != EQUIP_ERR_OK )
10798 SendEquipError( msg, pSrcItem, NULL );
10799 return;
10802 RemoveItem(srcbag, srcslot, true);
10803 BankItem( dest, pSrcItem, true);
10805 else if( IsEquipmentPos ( dst ) )
10807 uint16 dest;
10808 uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
10809 if( msg != EQUIP_ERR_OK )
10811 SendEquipError( msg, pSrcItem, NULL );
10812 return;
10815 RemoveItem(srcbag, srcslot, true);
10816 EquipItem( dest, pSrcItem, true);
10817 AutoUnequipOffhandIfNeed();
10820 else // if (!pDstItem)
10822 if(pDstItem->m_lootGenerated) // prevent swap looting item
10824 //best error message found for attempting to swap while looting
10825 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
10826 return;
10829 // check unequip potability for equipped items and bank bags
10830 if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
10832 // bags can be swapped with empty bag slots
10833 uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) );
10834 if(msg != EQUIP_ERR_OK)
10836 SendEquipError( msg, pSrcItem, pDstItem );
10837 return;
10841 // attempt merge to / fill target item
10843 uint8 msg;
10844 ItemPosCountVec sDest;
10845 uint16 eDest;
10846 if( IsInventoryPos( dst ) )
10847 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
10848 else if( IsBankPos ( dst ) )
10849 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
10850 else if( IsEquipmentPos ( dst ) )
10851 msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
10852 else
10853 return;
10855 // can be merge/fill
10856 if(msg == EQUIP_ERR_OK)
10858 if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->Stackable )
10860 RemoveItem(srcbag, srcslot, true);
10862 if( IsInventoryPos( dst ) )
10863 StoreItem( sDest, pSrcItem, true);
10864 else if( IsBankPos ( dst ) )
10865 BankItem( sDest, pSrcItem, true);
10866 else if( IsEquipmentPos ( dst ) )
10868 EquipItem( eDest, pSrcItem, true);
10869 AutoUnequipOffhandIfNeed();
10872 else
10874 pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->Stackable );
10875 pDstItem->SetCount( pSrcItem->GetProto()->Stackable );
10876 pSrcItem->SetState(ITEM_CHANGED, this);
10877 pDstItem->SetState(ITEM_CHANGED, this);
10878 if( IsInWorld() )
10880 pSrcItem->SendUpdateToPlayer( this );
10881 pDstItem->SendUpdateToPlayer( this );
10884 return;
10888 // impossible merge/fill, do real swap
10889 uint8 msg;
10891 // check src->dest move possibility
10892 ItemPosCountVec sDest;
10893 uint16 eDest;
10894 if( IsInventoryPos( dst ) )
10895 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
10896 else if( IsBankPos( dst ) )
10897 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
10898 else if( IsEquipmentPos( dst ) )
10900 msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
10901 if( msg == EQUIP_ERR_OK )
10902 msg = CanUnequipItem( eDest, true );
10905 if( msg != EQUIP_ERR_OK )
10907 SendEquipError( msg, pSrcItem, pDstItem );
10908 return;
10911 // check dest->src move possibility
10912 ItemPosCountVec sDest2;
10913 uint16 eDest2;
10914 if( IsInventoryPos( src ) )
10915 msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
10916 else if( IsBankPos( src ) )
10917 msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
10918 else if( IsEquipmentPos( src ) )
10920 msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
10921 if( msg == EQUIP_ERR_OK )
10922 msg = CanUnequipItem( eDest2, true);
10925 if( msg != EQUIP_ERR_OK )
10927 SendEquipError( msg, pDstItem, pSrcItem );
10928 return;
10931 // now do moves, remove...
10932 RemoveItem(dstbag, dstslot, false);
10933 RemoveItem(srcbag, srcslot, false);
10935 // add to dest
10936 if( IsInventoryPos( dst ) )
10937 StoreItem(sDest, pSrcItem, true);
10938 else if( IsBankPos( dst ) )
10939 BankItem(sDest, pSrcItem, true);
10940 else if( IsEquipmentPos( dst ) )
10941 EquipItem(eDest, pSrcItem, true);
10943 // add to src
10944 if( IsInventoryPos( src ) )
10945 StoreItem(sDest2, pDstItem, true);
10946 else if( IsBankPos( src ) )
10947 BankItem(sDest2, pDstItem, true);
10948 else if( IsEquipmentPos( src ) )
10949 EquipItem(eDest2, pDstItem, true);
10951 AutoUnequipOffhandIfNeed();
10955 void Player::AddItemToBuyBackSlot( Item *pItem )
10957 if( pItem )
10959 uint32 slot = m_currentBuybackSlot;
10960 // if current back slot non-empty search oldest or free
10961 if(m_items[slot])
10963 uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
10964 uint32 oldest_slot = BUYBACK_SLOT_START;
10966 for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
10968 // found empty
10969 if(!m_items[i])
10971 slot = i;
10972 break;
10975 uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
10977 if(oldest_time > i_time)
10979 oldest_time = i_time;
10980 oldest_slot = i;
10984 // find oldest
10985 slot = oldest_slot;
10988 RemoveItemFromBuyBackSlot( slot, true );
10989 sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
10991 m_items[slot] = pItem;
10992 time_t base = time(NULL);
10993 uint32 etime = uint32(base - m_logintime + (30 * 3600));
10994 uint32 eslot = slot - BUYBACK_SLOT_START;
10996 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, pItem->GetGUID() );
10997 ItemPrototype const *pProto = pItem->GetProto();
10998 if( pProto )
10999 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
11000 else
11001 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11002 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
11004 // move to next (for non filled list is move most optimized choice)
11005 if(m_currentBuybackSlot < BUYBACK_SLOT_END-1)
11006 ++m_currentBuybackSlot;
11010 Item* Player::GetItemFromBuyBackSlot( uint32 slot )
11012 sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
11013 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11014 return m_items[slot];
11015 return NULL;
11018 void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
11020 sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
11021 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11023 Item *pItem = m_items[slot];
11024 if( pItem )
11026 pItem->RemoveFromWorld();
11027 if(del) pItem->SetState(ITEM_REMOVED, this);
11030 m_items[slot] = NULL;
11032 uint32 eslot = slot - BUYBACK_SLOT_START;
11033 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, 0 );
11034 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11035 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
11037 // if current backslot is filled set to now free slot
11038 if(m_items[m_currentBuybackSlot])
11039 m_currentBuybackSlot = slot;
11043 void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
11045 sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg);
11046 WorldPacket data( SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18) );
11047 data << uint8(msg);
11049 if(msg)
11051 data << uint64(pItem ? pItem->GetGUID() : 0);
11052 data << uint64(pItem2 ? pItem2->GetGUID() : 0);
11053 data << uint8(0); // not 0 there...
11055 if(msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
11057 uint32 level = 0;
11059 if(pItem)
11060 if(ItemPrototype const* proto = pItem->GetProto())
11061 level = proto->RequiredLevel;
11063 data << uint32(level); // new 2.4.0
11066 GetSession()->SendPacket(&data);
11069 void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
11071 sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11072 WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
11073 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11074 data << uint32(item);
11075 if( param > 0 )
11076 data << uint32(param);
11077 data << uint8(msg);
11078 GetSession()->SendPacket(&data);
11081 void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
11083 sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11084 WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
11085 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11086 data << uint64(guid);
11087 if( param > 0 )
11088 data << uint32(param);
11089 data << uint8(msg);
11090 GetSession()->SendPacket(&data);
11093 void Player::ClearTrade()
11095 tradeGold = 0;
11096 acceptTrade = false;
11097 for(int i = 0; i < TRADE_SLOT_COUNT; i++)
11098 tradeItems[i] = NULL_SLOT;
11101 void Player::TradeCancel(bool sendback)
11103 if(pTrader)
11105 // send yellow "Trade canceled" message to both traders
11106 WorldSession* ws;
11107 ws = GetSession();
11108 if(sendback)
11109 ws->SendCancelTrade();
11110 ws = pTrader->GetSession();
11111 if(!ws->PlayerLogout())
11112 ws->SendCancelTrade();
11114 // cleanup
11115 ClearTrade();
11116 pTrader->ClearTrade();
11117 // prevent loss of reference
11118 pTrader->pTrader = NULL;
11119 pTrader = NULL;
11123 void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
11125 if(m_itemDuration.empty())
11126 return;
11128 sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time,realtimeonly);
11130 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); )
11132 Item* item = *itr;
11133 ++itr; // current element can be erased in UpdateDuration
11135 if (realtimeonly && item->GetProto()->Duration < 0 || !realtimeonly)
11136 item->UpdateDuration(this,time);
11140 void Player::UpdateEnchantTime(uint32 time)
11142 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11144 assert(itr->item);
11145 next=itr;
11146 if(!itr->item->GetEnchantmentId(itr->slot))
11148 next = m_enchantDuration.erase(itr);
11150 else if(itr->leftduration <= time)
11152 ApplyEnchantment(itr->item,itr->slot,false,false);
11153 itr->item->ClearEnchantment(itr->slot);
11154 next = m_enchantDuration.erase(itr);
11156 else if(itr->leftduration > time)
11158 itr->leftduration -= time;
11159 ++next;
11164 void Player::AddEnchantmentDurations(Item *item)
11166 for(int x=0;x<MAX_ENCHANTMENT_SLOT;++x)
11168 if(!item->GetEnchantmentId(EnchantmentSlot(x)))
11169 continue;
11171 uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
11172 if( duration > 0 )
11173 AddEnchantmentDuration(item,EnchantmentSlot(x),duration);
11177 void Player::RemoveEnchantmentDurations(Item *item)
11179 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();)
11181 if(itr->item == item)
11183 // save duration in item
11184 item->SetEnchantmentDuration(EnchantmentSlot(itr->slot),itr->leftduration);
11185 itr = m_enchantDuration.erase(itr);
11187 else
11188 ++itr;
11192 void Player::RemoveAllEnchantments(EnchantmentSlot slot)
11194 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11195 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11197 next = itr;
11198 if(itr->slot==slot)
11200 if(itr->item && itr->item->GetEnchantmentId(slot))
11202 // remove from stats
11203 ApplyEnchantment(itr->item,slot,false,false);
11204 // remove visual
11205 itr->item->ClearEnchantment(slot);
11207 // remove from update list
11208 next = m_enchantDuration.erase(itr);
11210 else
11211 ++next;
11214 // remove enchants from inventory items
11215 // NOTE: no need to remove these from stats, since these aren't equipped
11216 // in inventory
11217 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
11219 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11220 if( pItem && pItem->GetEnchantmentId(slot) )
11221 pItem->ClearEnchantment(slot);
11224 // in inventory bags
11225 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11227 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11228 if( pBag )
11230 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11232 Item* pItem = pBag->GetItemByPos(j);
11233 if( pItem && pItem->GetEnchantmentId(slot) )
11234 pItem->ClearEnchantment(slot);
11240 // duration == 0 will remove item enchant
11241 void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
11243 if(!item)
11244 return;
11246 if(slot >= MAX_ENCHANTMENT_SLOT)
11247 return;
11249 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11251 if(itr->item == item && itr->slot == slot)
11253 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
11254 m_enchantDuration.erase(itr);
11255 break;
11258 if(item && duration > 0 )
11260 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(),slot,uint32(duration/1000));
11261 m_enchantDuration.push_back(EnchantDuration(item,slot,duration));
11265 void Player::ApplyEnchantment(Item *item,bool apply)
11267 for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
11268 ApplyEnchantment(item, EnchantmentSlot(slot), apply);
11271 void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur, bool ignore_condition)
11273 if(!item)
11274 return;
11276 if(!item->IsEquipped())
11277 return;
11279 if(slot >= MAX_ENCHANTMENT_SLOT)
11280 return;
11282 uint32 enchant_id = item->GetEnchantmentId(slot);
11283 if(!enchant_id)
11284 return;
11286 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
11287 if(!pEnchant)
11288 return;
11290 if(!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
11291 return;
11293 for (int s=0; s<3; s++)
11295 uint32 enchant_display_type = pEnchant->type[s];
11296 uint32 enchant_amount = pEnchant->amount[s];
11297 uint32 enchant_spell_id = pEnchant->spellid[s];
11299 switch(enchant_display_type)
11301 case ITEM_ENCHANTMENT_TYPE_NONE:
11302 break;
11303 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
11304 // processed in Player::CastItemCombatSpell
11305 break;
11306 case ITEM_ENCHANTMENT_TYPE_DAMAGE:
11307 if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11308 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
11309 else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
11310 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
11311 else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
11312 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11313 break;
11314 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
11315 if(enchant_spell_id)
11317 if(apply)
11319 int32 basepoints = 0;
11320 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11321 if (item->GetItemRandomPropertyId())
11323 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11324 if (item_rand)
11326 // Search enchant_amount
11327 for (int k=0; k<3; k++)
11329 if(item_rand->enchant_id[k] == enchant_id)
11331 basepoints = int32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11332 break;
11337 // Cast custom spell vs all equal basepoints getted from enchant_amount
11338 if (basepoints)
11339 CastCustomSpell(this,enchant_spell_id,&basepoints,&basepoints,&basepoints,true,item);
11340 else
11341 CastSpell(this,enchant_spell_id,true,item);
11343 else
11344 RemoveAurasDueToItemSpell(item,enchant_spell_id);
11346 break;
11347 case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
11348 if (!enchant_amount)
11350 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11351 if(item_rand)
11353 for (int k=0; k<3; k++)
11355 if(item_rand->enchant_id[k] == enchant_id)
11357 enchant_amount = uint32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11358 break;
11364 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
11365 break;
11366 case ITEM_ENCHANTMENT_TYPE_STAT:
11368 if (!enchant_amount)
11370 ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11371 if(item_rand_suffix)
11373 for (int k=0; k<3; k++)
11375 if(item_rand_suffix->enchant_id[k] == enchant_id)
11377 enchant_amount = uint32((item_rand_suffix->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11378 break;
11384 sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
11385 switch (enchant_spell_id)
11387 case ITEM_MOD_AGILITY:
11388 sLog.outDebug("+ %u AGILITY",enchant_amount);
11389 HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
11390 ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
11391 break;
11392 case ITEM_MOD_STRENGTH:
11393 sLog.outDebug("+ %u STRENGTH",enchant_amount);
11394 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
11395 ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
11396 break;
11397 case ITEM_MOD_INTELLECT:
11398 sLog.outDebug("+ %u INTELLECT",enchant_amount);
11399 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
11400 ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
11401 break;
11402 case ITEM_MOD_SPIRIT:
11403 sLog.outDebug("+ %u SPIRIT",enchant_amount);
11404 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
11405 ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
11406 break;
11407 case ITEM_MOD_STAMINA:
11408 sLog.outDebug("+ %u STAMINA",enchant_amount);
11409 HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
11410 ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
11411 break;
11412 case ITEM_MOD_DEFENSE_SKILL_RATING:
11413 ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
11414 sLog.outDebug("+ %u DEFENCE", enchant_amount);
11415 break;
11416 case ITEM_MOD_DODGE_RATING:
11417 ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
11418 sLog.outDebug("+ %u DODGE", enchant_amount);
11419 break;
11420 case ITEM_MOD_PARRY_RATING:
11421 ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
11422 sLog.outDebug("+ %u PARRY", enchant_amount);
11423 break;
11424 case ITEM_MOD_BLOCK_RATING:
11425 ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
11426 sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
11427 break;
11428 case ITEM_MOD_HIT_MELEE_RATING:
11429 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11430 sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
11431 break;
11432 case ITEM_MOD_HIT_RANGED_RATING:
11433 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11434 sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
11435 break;
11436 case ITEM_MOD_HIT_SPELL_RATING:
11437 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11438 sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
11439 break;
11440 case ITEM_MOD_CRIT_MELEE_RATING:
11441 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11442 sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
11443 break;
11444 case ITEM_MOD_CRIT_RANGED_RATING:
11445 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11446 sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
11447 break;
11448 case ITEM_MOD_CRIT_SPELL_RATING:
11449 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11450 sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
11451 break;
11452 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11453 // in Enchantments
11454 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11455 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11456 // break;
11457 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11458 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11459 // break;
11460 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11461 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11462 // break;
11463 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11464 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11465 // break;
11466 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11467 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11468 // break;
11469 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11470 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11471 // break;
11472 // case ITEM_MOD_HASTE_MELEE_RATING:
11473 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11474 // break;
11475 // case ITEM_MOD_HASTE_RANGED_RATING:
11476 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11477 // break;
11478 case ITEM_MOD_HASTE_SPELL_RATING:
11479 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11480 break;
11481 case ITEM_MOD_HIT_RATING:
11482 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11483 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11484 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11485 sLog.outDebug("+ %u HIT", enchant_amount);
11486 break;
11487 case ITEM_MOD_CRIT_RATING:
11488 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11489 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11490 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11491 sLog.outDebug("+ %u CRITICAL", enchant_amount);
11492 break;
11493 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11494 // case ITEM_MOD_HIT_TAKEN_RATING:
11495 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11496 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11497 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11498 // break;
11499 // case ITEM_MOD_CRIT_TAKEN_RATING:
11500 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11501 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11502 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11503 // break;
11504 case ITEM_MOD_RESILIENCE_RATING:
11505 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11506 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11507 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11508 sLog.outDebug("+ %u RESILIENCE", enchant_amount);
11509 break;
11510 case ITEM_MOD_HASTE_RATING:
11511 ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11512 ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11513 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11514 sLog.outDebug("+ %u HASTE", enchant_amount);
11515 break;
11516 case ITEM_MOD_EXPERTISE_RATING:
11517 ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
11518 sLog.outDebug("+ %u EXPERTISE", enchant_amount);
11519 break;
11520 default:
11521 break;
11523 break;
11525 case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
11527 if(getClass() == CLASS_SHAMAN)
11529 float addValue = 0.0f;
11530 if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11532 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11533 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
11535 else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
11537 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11538 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
11541 break;
11543 default:
11544 sLog.outError("Unknown item enchantment display type: %d",enchant_display_type);
11545 break;
11546 } /*switch(enchant_display_type)*/
11547 } /*for*/
11549 // visualize enchantment at player and equipped items
11550 if(slot < MAX_INSPECTED_ENCHANTMENT_SLOT)
11552 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (item->GetSlot() * MAX_VISIBLE_ITEM_OFFSET);
11553 SetUInt32Value(VisibleBase + 1 + slot, apply? item->GetEnchantmentId(slot) : 0);
11556 if(apply_dur)
11558 if(apply)
11560 // set duration
11561 uint32 duration = item->GetEnchantmentDuration(slot);
11562 if(duration > 0)
11563 AddEnchantmentDuration(item,slot,duration);
11565 else
11567 // duration == 0 will remove EnchantDuration
11568 AddEnchantmentDuration(item,slot,0);
11573 void Player::SendEnchantmentDurations()
11575 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11577 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(),itr->slot,uint32(itr->leftduration)/1000);
11581 void Player::SendItemDurations()
11583 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end();++itr)
11585 (*itr)->SendTimeUpdate(this);
11589 void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
11591 if(!item) // prevent crash
11592 return;
11594 // last check 2.0.10
11595 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
11596 data << GetGUID(); // player GUID
11597 data << uint32(received); // 0=looted, 1=from npc
11598 data << uint32(created); // 0=received, 1=created
11599 data << uint32(1); // always 0x01 (probably meant to be count of listed items)
11600 data << (uint8)item->GetBagSlot(); // bagslot
11601 // item slot, but when added to stack: 0xFFFFFFFF
11602 data << (uint32) ((item->GetCount()==count) ? item->GetSlot() : -1);
11603 data << uint32(item->GetEntry()); // item id
11604 data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
11605 data << uint32(item->GetItemRandomPropertyId()); // random item property id
11606 data << uint32(count); // count of items
11607 data << GetItemCount(item->GetEntry()); // count of items in inventory
11609 if (broadcast && GetGroup())
11610 GetGroup()->BroadcastPacket(&data);
11611 else
11612 GetSession()->SendPacket(&data);
11615 /*********************************************************/
11616 /*** QUEST SYSTEM ***/
11617 /*********************************************************/
11619 void Player::PrepareQuestMenu( uint64 guid )
11621 Object *pObject;
11622 QuestRelations* pObjectQR;
11623 QuestRelations* pObjectQIR;
11624 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
11625 if( pCreature )
11627 pObject = (Object*)pCreature;
11628 pObjectQR = &objmgr.mCreatureQuestRelations;
11629 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
11631 else
11633 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
11634 if( pGameObject )
11636 pObject = (Object*)pGameObject;
11637 pObjectQR = &objmgr.mGOQuestRelations;
11638 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
11640 else
11641 return;
11644 QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
11645 qm.ClearMenu();
11647 for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
11649 uint32 quest_id = i->second;
11650 QuestStatus status = GetQuestStatus( quest_id );
11651 if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
11652 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
11653 else if ( status == QUEST_STATUS_INCOMPLETE )
11654 qm.AddMenuItem(quest_id, DIALOG_STATUS_INCOMPLETE);
11655 else if (status == QUEST_STATUS_AVAILABLE )
11656 qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
11659 for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
11661 uint32 quest_id = i->second;
11662 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
11663 if(!pQuest) continue;
11665 QuestStatus status = GetQuestStatus( quest_id );
11667 if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
11668 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
11669 else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
11670 qm.AddMenuItem(quest_id, DIALOG_STATUS_AVAILABLE);
11674 void Player::SendPreparedQuest( uint64 guid )
11676 QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
11677 if( questMenu.Empty() )
11678 return;
11680 QuestMenuItem const& qmi0 = questMenu.GetItem( 0 );
11682 uint32 status = qmi0.m_qIcon;
11684 // single element case
11685 if ( questMenu.MenuItemCount() == 1 )
11687 // Auto open -- maybe also should verify there is no greeting
11688 uint32 quest_id = qmi0.m_qId;
11689 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
11690 if ( pQuest )
11692 if( status == DIALOG_STATUS_REWARD_REP && !GetQuestRewardStatus( quest_id ) )
11693 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanRewardQuest(pQuest,false), true );
11694 else if( status == DIALOG_STATUS_INCOMPLETE )
11695 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, false, true );
11696 // Send completable on repeatable quest if player don't have quest
11697 else if( pQuest->IsRepeatable() && !pQuest->IsDaily() )
11698 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanCompleteRepeatableQuest(pQuest), true );
11699 else
11700 PlayerTalkClass->SendQuestGiverQuestDetails( pQuest, guid, true );
11703 // multiply entries
11704 else
11706 QEmote qe;
11707 qe._Delay = 0;
11708 qe._Emote = 0;
11709 std::string title = "";
11710 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
11711 if( pCreature )
11713 uint32 textid = pCreature->GetNpcTextId();
11714 GossipText * gossiptext = objmgr.GetGossipText(textid);
11715 if( !gossiptext )
11717 qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11718 qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
11719 title = "";
11721 else
11723 qe = gossiptext->Options[0].Emotes[0];
11725 if(!gossiptext->Options[0].Text_0.empty())
11727 title = gossiptext->Options[0].Text_0;
11729 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
11730 if (loc_idx >= 0)
11732 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
11733 if (nl)
11735 if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
11736 title = nl->Text_0[0][loc_idx];
11740 else
11742 title = gossiptext->Options[0].Text_1;
11744 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
11745 if (loc_idx >= 0)
11747 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
11748 if (nl)
11750 if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
11751 title = nl->Text_1[0][loc_idx];
11757 PlayerTalkClass->SendQuestGiverQuestList( qe, title, guid );
11761 bool Player::IsActiveQuest( uint32 quest_id ) const
11763 QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
11765 return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
11768 Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
11770 Object *pObject;
11771 QuestRelations* pObjectQR;
11772 QuestRelations* pObjectQIR;
11774 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
11775 if( pCreature )
11777 pObject = (Object*)pCreature;
11778 pObjectQR = &objmgr.mCreatureQuestRelations;
11779 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
11781 else
11783 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
11784 if( pGameObject )
11786 pObject = (Object*)pGameObject;
11787 pObjectQR = &objmgr.mGOQuestRelations;
11788 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
11790 else
11791 return NULL;
11794 uint32 nextQuestID = pQuest->GetNextQuestInChain();
11795 for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
11797 if (itr->second == nextQuestID)
11798 return objmgr.GetQuestTemplate(nextQuestID);
11801 return NULL;
11804 bool Player::CanSeeStartQuest( Quest const *pQuest )
11806 if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
11807 SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
11808 SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
11809 SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
11811 return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
11814 return false;
11817 bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
11819 return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
11820 && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
11821 && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
11822 && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
11823 && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
11824 && SatisfyQuestDay( pQuest, msg );
11827 bool Player::CanAddQuest( Quest const *pQuest, bool msg )
11829 if( !SatisfyQuestLog( msg ) )
11830 return false;
11832 uint32 srcitem = pQuest->GetSrcItemId();
11833 if( srcitem > 0 )
11835 uint32 count = pQuest->GetSrcItemCount();
11836 ItemPosCountVec dest;
11837 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
11839 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
11840 if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
11841 return true;
11842 else if( msg != EQUIP_ERR_OK )
11844 SendEquipError( msg, NULL, NULL );
11845 return false;
11848 return true;
11851 bool Player::CanCompleteQuest( uint32 quest_id )
11853 if( quest_id )
11855 QuestStatusData& q_status = mQuestStatus[quest_id];
11856 if( q_status.m_status == QUEST_STATUS_COMPLETE )
11857 return false; // not allow re-complete quest
11859 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
11861 if(!qInfo)
11862 return false;
11864 // auto complete quest
11865 if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
11866 return true;
11868 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
11871 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
11873 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
11875 if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
11876 return false;
11880 if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
11882 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
11884 if( qInfo->ReqCreatureOrGOId[i] == 0 )
11885 continue;
11887 if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
11888 return false;
11892 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
11893 return false;
11895 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && q_status.m_timer == 0 )
11896 return false;
11898 if ( qInfo->GetRewOrReqMoney() < 0 )
11900 if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
11901 return false;
11904 uint32 repFacId = qInfo->GetRepObjectiveFaction();
11905 if ( repFacId && GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
11906 return false;
11908 return true;
11911 return false;
11914 bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
11916 // Solve problem that player don't have the quest and try complete it.
11917 // if repeatable she must be able to complete event if player don't have it.
11918 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
11919 if( !CanTakeQuest(pQuest, false) )
11920 return false;
11922 if (pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER) )
11923 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
11924 if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
11925 return false;
11927 if( !CanRewardQuest(pQuest, false) )
11928 return false;
11930 return true;
11933 bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
11935 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
11936 if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
11937 return false;
11939 // daily quest can't be rewarded (25 daily quest already completed)
11940 if(!SatisfyQuestDay(pQuest,true))
11941 return false;
11943 // rewarded and not repeatable quest (only cheating case, then ignore without message)
11944 if(GetQuestRewardStatus(pQuest->GetQuestId()))
11945 return false;
11947 // prevent receive reward with quest items in bank
11948 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
11950 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
11952 if( pQuest->ReqItemCount[i]!= 0 &&
11953 GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
11955 if(msg)
11956 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
11957 return false;
11962 // prevent receive reward with low money and GetRewOrReqMoney() < 0
11963 if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
11964 return false;
11966 return true;
11969 bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
11971 // prevent receive reward with quest items in bank or for not completed quest
11972 if(!CanRewardQuest(pQuest,msg))
11973 return false;
11975 if ( pQuest->GetRewChoiceItemsCount() > 0 )
11977 if( pQuest->RewChoiceItemId[reward] )
11979 ItemPosCountVec dest;
11980 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
11981 if( res != EQUIP_ERR_OK )
11983 SendEquipError( res, NULL, NULL );
11984 return false;
11989 if ( pQuest->GetRewItemsCount() > 0 )
11991 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
11993 if( pQuest->RewItemId[i] )
11995 ItemPosCountVec dest;
11996 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
11997 if( res != EQUIP_ERR_OK )
11999 SendEquipError( res, NULL, NULL );
12000 return false;
12006 return true;
12009 void Player::AddQuest( Quest const *pQuest, Object *questGiver )
12011 uint16 log_slot = FindQuestSlot( 0 );
12012 assert(log_slot < MAX_QUEST_LOG_SIZE);
12014 uint32 quest_id = pQuest->GetQuestId();
12016 // if not exist then created with set uState==NEW and rewarded=false
12017 QuestStatusData& questStatusData = mQuestStatus[quest_id];
12018 if (questStatusData.uState != QUEST_NEW)
12019 questStatusData.uState = QUEST_CHANGED;
12021 // check for repeatable quests status reset
12022 questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
12023 questStatusData.m_explored = false;
12025 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12027 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12028 questStatusData.m_itemcount[i] = 0;
12031 if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12033 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12034 questStatusData.m_creatureOrGOcount[i] = 0;
12037 GiveQuestSourceItem( pQuest );
12038 AdjustQuestReqItemCount( pQuest );
12040 if( pQuest->GetRepObjectiveFaction() )
12041 SetFactionVisibleForFactionId(pQuest->GetRepObjectiveFaction());
12043 uint32 qtime = 0;
12044 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
12046 uint32 limittime = pQuest->GetLimitTime();
12048 // shared timed quest
12049 if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
12050 limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / 1000;
12052 AddTimedQuest( quest_id );
12053 questStatusData.m_timer = limittime * 1000;
12054 qtime = static_cast<uint32>(time(NULL)) + limittime;
12056 else
12057 questStatusData.m_timer = 0;
12059 SetQuestSlot(log_slot, quest_id, qtime);
12061 //starting initial quest script
12062 if(questGiver && pQuest->GetQuestStartScript()!=0)
12063 sWorld.ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
12065 UpdateForQuestsGO();
12068 void Player::CompleteQuest( uint32 quest_id )
12070 if( quest_id )
12072 SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
12074 uint16 log_slot = FindQuestSlot( quest_id );
12075 if( log_slot < MAX_QUEST_LOG_SIZE)
12076 SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12078 if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
12080 if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
12081 RewardQuest(qInfo,0,this,false);
12082 else
12083 SendQuestComplete( quest_id );
12088 void Player::IncompleteQuest( uint32 quest_id )
12090 if( quest_id )
12092 SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
12094 uint16 log_slot = FindQuestSlot( quest_id );
12095 if( log_slot < MAX_QUEST_LOG_SIZE)
12096 RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12100 void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
12102 uint32 quest_id = pQuest->GetQuestId();
12104 for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++ )
12106 if ( pQuest->ReqItemId[i] )
12107 DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
12110 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12111 // SetTimedQuest( 0 );
12112 m_timedquests.erase(pQuest->GetQuestId());
12114 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12116 if( pQuest->RewChoiceItemId[reward] )
12118 ItemPosCountVec dest;
12119 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK )
12121 Item* item = StoreNewItem( dest, pQuest->RewChoiceItemId[reward], true);
12122 SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
12127 if ( pQuest->GetRewItemsCount() > 0 )
12129 for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
12131 if( pQuest->RewItemId[i] )
12133 ItemPosCountVec dest;
12134 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ) == EQUIP_ERR_OK )
12136 Item* item = StoreNewItem( dest, pQuest->RewItemId[i], true);
12137 SendNewItem(item, pQuest->RewItemCount[i], true, false);
12143 RewardReputation( pQuest );
12145 if( pQuest->GetRewSpellCast() > 0 )
12146 CastSpell( this, pQuest->GetRewSpellCast(), true);
12147 else if( pQuest->GetRewSpell() > 0)
12148 CastSpell( this, pQuest->GetRewSpell(), true);
12150 uint16 log_slot = FindQuestSlot( quest_id );
12151 if( log_slot < MAX_QUEST_LOG_SIZE)
12152 SetQuestSlot(log_slot,0);
12154 QuestStatusData& q_status = mQuestStatus[quest_id];
12156 // Not give XP in case already completed once repeatable quest
12157 uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
12159 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
12160 GiveXP( XP , NULL );
12161 else
12162 ModifyMoney( int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)) );
12164 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12165 ModifyMoney( pQuest->GetRewOrReqMoney() );
12167 // honor reward
12168 if(pQuest->GetRewHonorableKills())
12169 RewardHonor(NULL, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
12171 // title reward
12172 if(pQuest->GetCharTitleId())
12174 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
12175 SetTitle(titleEntry);
12178 // Send reward mail
12179 if(pQuest->GetRewMailTemplateId())
12181 MailMessageType mailType;
12182 uint32 senderGuidOrEntry;
12183 switch(questGiver->GetTypeId())
12185 case TYPEID_UNIT:
12186 mailType = MAIL_CREATURE;
12187 senderGuidOrEntry = questGiver->GetEntry();
12188 break;
12189 case TYPEID_GAMEOBJECT:
12190 mailType = MAIL_GAMEOBJECT;
12191 senderGuidOrEntry = questGiver->GetEntry();
12192 break;
12193 case TYPEID_ITEM:
12194 mailType = MAIL_ITEM;
12195 senderGuidOrEntry = questGiver->GetEntry();
12196 break;
12197 case TYPEID_PLAYER:
12198 mailType = MAIL_NORMAL;
12199 senderGuidOrEntry = questGiver->GetGUIDLow();
12200 break;
12201 default:
12202 mailType = MAIL_NORMAL;
12203 senderGuidOrEntry = GetGUIDLow();
12204 break;
12207 Loot questMailLoot;
12209 questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this);
12211 // fill mail
12212 MailItemsInfo mi; // item list preparing
12214 for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.items.size(); ++i)
12216 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
12218 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12220 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12221 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12226 for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.quest_items.size(); ++i)
12228 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i+questMailLoot.items.size(),this))
12230 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12232 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12233 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12238 WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
12241 if(pQuest->IsDaily())
12242 SetDailyQuestStatus(quest_id);
12244 if ( !pQuest->IsRepeatable() )
12245 SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
12246 else
12247 SetQuestStatus(quest_id, QUEST_STATUS_NONE);
12249 q_status.m_rewarded = true;
12251 if(announce)
12252 SendQuestReward( pQuest, XP, questGiver );
12254 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12257 void Player::FailQuest( uint32 quest_id )
12259 if( quest_id )
12261 IncompleteQuest( quest_id );
12263 uint16 log_slot = FindQuestSlot( quest_id );
12264 if( log_slot < MAX_QUEST_LOG_SIZE)
12266 SetQuestSlotTimer(log_slot, 1 );
12267 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12269 SendQuestFailed( quest_id );
12273 void Player::FailTimedQuest( uint32 quest_id )
12275 if( quest_id )
12277 QuestStatusData& q_status = mQuestStatus[quest_id];
12279 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12280 q_status.m_timer = 0;
12282 IncompleteQuest( quest_id );
12284 uint16 log_slot = FindQuestSlot( quest_id );
12285 if( log_slot < MAX_QUEST_LOG_SIZE)
12287 SetQuestSlotTimer(log_slot, 1 );
12288 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12290 SendQuestTimerFailed( quest_id );
12294 bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
12296 int32 zoneOrSort = qInfo->GetZoneOrSort();
12297 int32 skillOrClass = qInfo->GetSkillOrClass();
12299 // skip zone zoneOrSort and 0 case skillOrClass
12300 if( zoneOrSort >= 0 && skillOrClass == 0 )
12301 return true;
12303 int32 questSort = -zoneOrSort;
12304 uint8 reqSortClass = ClassByQuestSort(questSort);
12306 // check class sort cases in zoneOrSort
12307 if( reqSortClass != 0 && getClass() != reqSortClass)
12309 if( msg )
12310 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12311 return false;
12314 // check class
12315 if( skillOrClass < 0 )
12317 uint8 reqClass = -int32(skillOrClass);
12318 if(getClass() != reqClass)
12320 if( msg )
12321 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12322 return false;
12325 // check skill
12326 else if( skillOrClass > 0 )
12328 uint32 reqSkill = skillOrClass;
12329 if( GetSkillValue( reqSkill ) < qInfo->GetRequiredSkillValue() )
12331 if( msg )
12332 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12333 return false;
12337 return true;
12340 bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
12342 if( getLevel() < qInfo->GetMinLevel() )
12344 if( msg )
12345 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12346 return false;
12348 return true;
12351 bool Player::SatisfyQuestLog( bool msg )
12353 // exist free slot
12354 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE )
12355 return true;
12357 if( msg )
12359 WorldPacket data( SMSG_QUESTLOG_FULL, 0 );
12360 GetSession()->SendPacket( &data );
12361 sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12363 return false;
12366 bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
12368 // No previous quest (might be first quest in a series)
12369 if( qInfo->prevQuests.empty())
12370 return true;
12372 for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter )
12374 uint32 prevId = abs(*iter);
12376 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
12377 Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
12379 if( qPrevInfo && i_prevstatus != mQuestStatus.end() )
12381 // If any of the positive previous quests completed, return true
12382 if( *iter > 0 && i_prevstatus->second.m_rewarded )
12384 // skip one-from-all exclusive group
12385 if(qPrevInfo->GetExclusiveGroup() >= 0)
12386 return true;
12388 // each-from-all exclusive group ( < 0)
12389 // can be start if only all quests in prev quest exclusive group completed and rewarded
12390 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12391 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12393 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12395 for(; iter != end; ++iter)
12397 uint32 exclude_Id = iter->second;
12399 // skip checked quest id, only state of other quests in group is interesting
12400 if(exclude_Id == prevId)
12401 continue;
12403 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12405 // alternative quest from group also must be completed and rewarded(reported)
12406 if( i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded )
12408 if( msg )
12409 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12410 return false;
12413 return true;
12415 // If any of the negative previous quests active, return true
12416 if( *iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12417 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
12419 // skip one-from-all exclusive group
12420 if(qPrevInfo->GetExclusiveGroup() >= 0)
12421 return true;
12423 // each-from-all exclusive group ( < 0)
12424 // can be start if only all quests in prev quest exclusive group active
12425 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12426 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12428 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12430 for(; iter != end; ++iter)
12432 uint32 exclude_Id = iter->second;
12434 // skip checked quest id, only state of other quests in group is interesting
12435 if(exclude_Id == prevId)
12436 continue;
12438 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12440 // alternative quest from group also must be active
12441 if( i_exstatus == mQuestStatus.end() ||
12442 i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
12443 (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)) )
12445 if( msg )
12446 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12447 return false;
12450 return true;
12455 // Has only positive prev. quests in non-rewarded state
12456 // and negative prev. quests in non-active state
12457 if( msg )
12458 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12460 return false;
12463 bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
12465 uint32 reqraces = qInfo->GetRequiredRaces();
12466 if ( reqraces == 0 )
12467 return true;
12468 if( (reqraces & getRaceMask()) == 0 )
12470 if( msg )
12471 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
12472 return false;
12474 return true;
12477 bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
12479 uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
12480 if(fIdMin && GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
12482 if( msg )
12483 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12484 return false;
12487 uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
12488 if(fIdMax && GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
12490 if( msg )
12491 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12492 return false;
12495 return true;
12498 bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
12500 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
12501 if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
12503 if( msg )
12504 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
12505 return false;
12507 return true;
12510 bool Player::SatisfyQuestTimed( Quest const* qInfo, bool msg )
12512 if ( (find(m_timedquests.begin(), m_timedquests.end(), qInfo->GetQuestId()) != m_timedquests.end()) && qInfo->HasFlag(QUEST_MANGOS_FLAGS_TIMED) )
12514 if( msg )
12515 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED );
12516 return false;
12518 return true;
12521 bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
12523 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12524 if(qInfo->GetExclusiveGroup() <= 0)
12525 return true;
12527 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
12528 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
12530 assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
12532 for(; iter != end; ++iter)
12534 uint32 exclude_Id = iter->second;
12536 // skip checked quest id, only state of other quests in group is interesting
12537 if(exclude_Id == qInfo->GetQuestId())
12538 continue;
12540 // not allow have daily quest if daily quest from exclusive group already recently completed
12541 Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
12542 if( !SatisfyQuestDay(Nquest, false) )
12544 if( msg )
12545 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12546 return false;
12549 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12551 // alternative quest already started or completed
12552 if( i_exstatus != mQuestStatus.end()
12553 && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
12555 if( msg )
12556 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12557 return false;
12560 return true;
12563 bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
12565 if(!qInfo->GetNextQuestInChain())
12566 return true;
12568 // next quest in chain already started or completed
12569 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
12570 if( itr != mQuestStatus.end()
12571 && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) )
12573 if( msg )
12574 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12575 return false;
12578 // check for all quests further up the chain
12579 // only necessary if there are quest chains with more than one quest that can be skipped
12580 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12581 return true;
12584 bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
12586 // No previous quest in chain
12587 if( qInfo->prevChainQuests.empty())
12588 return true;
12590 for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
12592 uint32 prevId = *iter;
12594 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
12596 if( i_prevstatus != mQuestStatus.end() )
12598 // If any of the previous quests in chain active, return false
12599 if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12600 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
12602 if( msg )
12603 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12604 return false;
12608 // check for all quests further down the chain
12609 // only necessary if there are quest chains with more than one quest that can be skipped
12610 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12611 // return false;
12614 // No previous quest in chain active
12615 return true;
12618 bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
12620 if(!qInfo->IsDaily())
12621 return true;
12623 bool have_slot = false;
12624 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
12626 uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
12627 if(qInfo->GetQuestId()==id)
12628 return false;
12630 if(!id)
12631 have_slot = true;
12634 if(!have_slot)
12636 if( msg )
12637 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
12638 return false;
12641 return true;
12644 bool Player::GiveQuestSourceItem( Quest const *pQuest )
12646 uint32 srcitem = pQuest->GetSrcItemId();
12647 if( srcitem > 0 )
12649 uint32 count = pQuest->GetSrcItemCount();
12650 if( count <= 0 )
12651 count = 1;
12653 ItemPosCountVec dest;
12654 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12655 if( msg == EQUIP_ERR_OK )
12657 Item * item = StoreNewItem(dest, srcitem, true);
12658 SendNewItem(item, count, true, false);
12659 return true;
12661 // player already have max amount required item, just report success
12662 else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12663 return true;
12664 else
12665 SendEquipError( msg, NULL, NULL );
12666 return false;
12669 return true;
12672 bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
12674 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12675 if( qInfo )
12677 uint32 srcitem = qInfo->GetSrcItemId();
12678 if( srcitem > 0 )
12680 uint32 count = qInfo->GetSrcItemCount();
12681 if( count <= 0 )
12682 count = 1;
12684 // exist one case when destroy source quest item not possible:
12685 // non un-equippable item (equipped non-empty bag, for example)
12686 uint8 res = CanUnequipItems(srcitem,count);
12687 if(res != EQUIP_ERR_OK)
12689 if(msg)
12690 SendEquipError( res, NULL, NULL );
12691 return false;
12694 DestroyItemCount(srcitem, count, true, true);
12697 return true;
12700 bool Player::GetQuestRewardStatus( uint32 quest_id ) const
12702 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12703 if( qInfo )
12705 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
12706 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
12707 if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
12708 && !qInfo->IsRepeatable() )
12709 return itr->second.m_rewarded;
12711 return false;
12713 return false;
12716 QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
12718 if( quest_id )
12720 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
12721 if( itr != mQuestStatus.end() )
12722 return itr->second.m_status;
12724 return QUEST_STATUS_NONE;
12727 bool Player::CanShareQuest(uint32 quest_id) const
12729 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12730 if( qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) )
12732 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
12733 if( itr != mQuestStatus.end() )
12734 return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
12736 return false;
12739 void Player::SetQuestStatus( uint32 quest_id, QuestStatus status )
12741 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12742 if( qInfo )
12744 if( status == QUEST_STATUS_NONE || status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE )
12746 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
12747 m_timedquests.erase(qInfo->GetQuestId());
12750 QuestStatusData& q_status = mQuestStatus[quest_id];
12752 q_status.m_status = status;
12753 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12756 UpdateForQuestsGO();
12759 // not used in MaNGOS, but used in scripting code
12760 uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
12762 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12763 if( !qInfo )
12764 return 0;
12766 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
12767 if ( qInfo->ReqCreatureOrGOId[j] == entry )
12768 return mQuestStatus[quest_id].m_creatureOrGOcount[j];
12770 return 0;
12773 void Player::AdjustQuestReqItemCount( Quest const* pQuest )
12775 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12777 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12779 uint32 reqitemcount = pQuest->ReqItemCount[i];
12780 if( reqitemcount != 0 )
12782 uint32 quest_id = pQuest->GetQuestId();
12783 uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
12785 QuestStatusData& q_status = mQuestStatus[quest_id];
12786 q_status.m_itemcount[i] = std::min(curitemcount, reqitemcount);
12787 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12793 uint16 Player::FindQuestSlot( uint32 quest_id ) const
12795 for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
12796 if ( GetQuestSlotQuestId(i) == quest_id )
12797 return i;
12799 return MAX_QUEST_LOG_SIZE;
12802 void Player::AreaExploredOrEventHappens( uint32 questId )
12804 if( questId )
12806 uint16 log_slot = FindQuestSlot( questId );
12807 if( log_slot < MAX_QUEST_LOG_SIZE)
12809 QuestStatusData& q_status = mQuestStatus[questId];
12811 if(!q_status.m_explored)
12813 q_status.m_explored = true;
12814 if (q_status.uState != QUEST_NEW)
12815 q_status.uState = QUEST_CHANGED;
12818 if( CanCompleteQuest( questId ) )
12819 CompleteQuest( questId );
12823 //not used in mangosd, function for external script library
12824 void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
12826 if( Group *pGroup = GetGroup() )
12828 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
12830 Player *pGroupGuy = itr->getSource();
12832 // for any leave or dead (with not released body) group member at appropriate distance
12833 if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse() )
12834 pGroupGuy->AreaExploredOrEventHappens(questId);
12837 else
12838 AreaExploredOrEventHappens(questId);
12841 void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
12843 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
12845 uint32 questid = GetQuestSlotQuestId(i);
12846 if ( questid == 0 )
12847 continue;
12849 QuestStatusData& q_status = mQuestStatus[questid];
12851 if ( q_status.m_status != QUEST_STATUS_INCOMPLETE )
12852 continue;
12854 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
12855 if( !qInfo || !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12856 continue;
12858 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
12860 uint32 reqitem = qInfo->ReqItemId[j];
12861 if ( reqitem == entry )
12863 uint32 reqitemcount = qInfo->ReqItemCount[j];
12864 uint32 curitemcount = q_status.m_itemcount[j];
12865 if ( curitemcount < reqitemcount )
12867 uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
12868 q_status.m_itemcount[j] += additemcount;
12869 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12871 SendQuestUpdateAddItem( qInfo, j, additemcount );
12873 if ( CanCompleteQuest( questid ) )
12874 CompleteQuest( questid );
12875 return;
12879 UpdateForQuestsGO();
12882 void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
12884 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
12886 uint32 questid = GetQuestSlotQuestId(i);
12887 if(!questid)
12888 continue;
12889 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
12890 if ( !qInfo )
12891 continue;
12892 if( !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12893 continue;
12895 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
12897 uint32 reqitem = qInfo->ReqItemId[j];
12898 if ( reqitem == entry )
12900 QuestStatusData& q_status = mQuestStatus[questid];
12902 uint32 reqitemcount = qInfo->ReqItemCount[j];
12903 uint32 curitemcount;
12904 if( q_status.m_status != QUEST_STATUS_COMPLETE )
12905 curitemcount = q_status.m_itemcount[j];
12906 else
12907 curitemcount = GetItemCount(entry,true);
12908 if ( curitemcount < reqitemcount + count )
12910 uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
12911 q_status.m_itemcount[j] = curitemcount - remitemcount;
12912 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12914 IncompleteQuest( questid );
12916 return;
12920 UpdateForQuestsGO();
12923 void Player::KilledMonster( uint32 entry, uint64 guid )
12925 uint32 addkillcount = 1;
12926 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
12928 uint32 questid = GetQuestSlotQuestId(i);
12929 if(!questid)
12930 continue;
12932 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
12933 if( !qInfo )
12934 continue;
12935 // just if !ingroup || !noraidgroup || raidgroup
12936 QuestStatusData& q_status = mQuestStatus[questid];
12937 if( q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
12939 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST) )
12941 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
12943 // skip GO activate objective or none
12944 if(qInfo->ReqCreatureOrGOId[j] <=0)
12945 continue;
12947 // skip Cast at creature objective
12948 if(qInfo->ReqSpell[j] !=0 )
12949 continue;
12951 uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
12953 if ( reqkill == entry )
12955 uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
12956 uint32 curkillcount = q_status.m_creatureOrGOcount[j];
12957 if ( curkillcount < reqkillcount )
12959 q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
12960 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12962 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
12964 if ( CanCompleteQuest( questid ) )
12965 CompleteQuest( questid );
12967 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
12968 continue;
12976 void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
12978 bool isCreature = IS_CREATURE_GUID(guid);
12980 uint32 addCastCount = 1;
12981 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
12983 uint32 questid = GetQuestSlotQuestId(i);
12984 if(!questid)
12985 continue;
12987 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
12988 if ( !qInfo )
12989 continue;
12991 QuestStatusData& q_status = mQuestStatus[questid];
12993 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
12995 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST ) )
12997 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
12999 // skip kill creature objective (0) or wrong spell casts
13000 if(qInfo->ReqSpell[j] != spell_id )
13001 continue;
13003 uint32 reqTarget = 0;
13005 if(isCreature)
13007 // creature activate objectives
13008 if(qInfo->ReqCreatureOrGOId[j] > 0)
13009 // checked at quest_template loading
13010 reqTarget = qInfo->ReqCreatureOrGOId[j];
13012 else
13014 // GO activate objective
13015 if(qInfo->ReqCreatureOrGOId[j] < 0)
13016 // checked at quest_template loading
13017 reqTarget = - qInfo->ReqCreatureOrGOId[j];
13020 // other not this creature/GO related objectives
13021 if( reqTarget != entry )
13022 continue;
13024 uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
13025 uint32 curCastCount = q_status.m_creatureOrGOcount[j];
13026 if ( curCastCount < reqCastCount )
13028 q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
13029 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13031 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount);
13034 if ( CanCompleteQuest( questid ) )
13035 CompleteQuest( questid );
13037 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13038 break;
13045 void Player::TalkedToCreature( uint32 entry, uint64 guid )
13047 uint32 addTalkCount = 1;
13048 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13050 uint32 questid = GetQuestSlotQuestId(i);
13051 if(!questid)
13052 continue;
13054 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13055 if ( !qInfo )
13056 continue;
13058 QuestStatusData& q_status = mQuestStatus[questid];
13060 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13062 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) )
13064 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13066 // skip spell casts and Gameobject objectives
13067 if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
13068 continue;
13070 uint32 reqTarget = 0;
13072 if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
13073 // checked at quest_template loading
13074 reqTarget = qInfo->ReqCreatureOrGOId[j];
13075 else
13076 continue;
13078 if ( reqTarget == entry )
13080 uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
13081 uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
13082 if ( curTalkCount < reqTalkCount )
13084 q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
13085 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13087 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount);
13089 if ( CanCompleteQuest( questid ) )
13090 CompleteQuest( questid );
13092 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13093 continue;
13101 void Player::MoneyChanged( uint32 count )
13103 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13105 uint32 questid = GetQuestSlotQuestId(i);
13106 if (!questid)
13107 continue;
13109 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13110 if( qInfo && qInfo->GetRewOrReqMoney() < 0 )
13112 QuestStatusData& q_status = mQuestStatus[questid];
13114 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13116 if(int32(count) >= -qInfo->GetRewOrReqMoney())
13118 if ( CanCompleteQuest( questid ) )
13119 CompleteQuest( questid );
13122 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13124 if(int32(count) < -qInfo->GetRewOrReqMoney())
13125 IncompleteQuest( questid );
13131 bool Player::HasQuestForItem( uint32 itemid ) const
13133 for( QuestStatusMap::const_iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
13135 QuestStatusData const& q_status = i->second;
13137 if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
13139 Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
13140 if(!qinfo)
13141 continue;
13143 // hide quest if player is in raid-group and quest is no raid quest
13144 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
13145 continue;
13147 // There should be no mixed ReqItem/ReqSource drop
13148 // This part for ReqItem drop
13149 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13151 if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] )
13152 return true;
13154 // This part - for ReqSource
13155 for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; j++)
13157 // examined item is a source item
13158 if (qinfo->ReqSourceId[j] == itemid && qinfo->ReqSourceRef[j] > 0 && qinfo->ReqSourceRef[j] <= QUEST_OBJECTIVES_COUNT)
13160 uint32 idx = qinfo->ReqSourceRef[j]-1;
13162 // total count of created ReqItems and SourceItems is less than ReqItemCount
13163 if(qinfo->ReqItemId[idx] != 0 &&
13164 q_status.m_itemcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqItemCount[idx] * qinfo->ReqSourceCount[j])
13165 return true;
13167 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13168 if (qinfo->ReqCreatureOrGOId[idx] != 0)
13170 if(q_status.m_creatureOrGOcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqCreatureOrGOCount[idx] * qinfo->ReqSourceCount[j])
13171 return true;
13173 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13174 else if(qinfo->ReqSpell[idx] != 0)
13176 // not casted and need more reagents/item for use.
13177 if(!q_status.m_explored && GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
13178 return true;
13184 return false;
13187 void Player::SendQuestComplete( uint32 quest_id )
13189 if( quest_id )
13191 WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 );
13192 data << uint32(quest_id);
13193 GetSession()->SendPacket( &data );
13194 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id );
13198 void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
13200 uint32 questid = pQuest->GetQuestId();
13201 sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
13202 WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4+4+pQuest->GetRewItemsCount()*8) );
13203 data << questid;
13204 data << uint32(0x03);
13206 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
13208 data << XP;
13209 data << uint32(pQuest->GetRewOrReqMoney());
13211 else
13213 data << uint32(0);
13214 data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
13216 data << uint32(0); // new 2.3.0, HonorPoints?
13217 data << uint32( pQuest->GetRewItemsCount() ); // max is 5
13219 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
13221 if ( pQuest->RewItemId[i] > 0 )
13222 data << pQuest->RewItemId[i] << pQuest->RewItemCount[i];
13223 else
13224 data << uint32(0) << uint32(0);
13226 GetSession()->SendPacket( &data );
13228 if (pQuest->GetQuestCompleteScript() != 0)
13229 sWorld.ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
13232 void Player::SendQuestFailed( uint32 quest_id )
13234 if( quest_id )
13236 WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4 );
13237 data << quest_id;
13238 GetSession()->SendPacket( &data );
13239 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13243 void Player::SendQuestTimerFailed( uint32 quest_id )
13245 if( quest_id )
13247 WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
13248 data << quest_id;
13249 GetSession()->SendPacket( &data );
13250 sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13254 void Player::SendCanTakeQuestResponse( uint32 msg )
13256 WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
13257 data << uint32(msg);
13258 GetSession()->SendPacket( &data );
13259 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13262 void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
13264 if( pPlayer )
13266 WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
13267 data << uint64(pPlayer->GetGUID());
13268 data << uint8(msg); // valid values: 0-8
13269 GetSession()->SendPacket( &data );
13270 sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13274 void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
13276 WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, (4+4) );
13277 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13278 data << pQuest->ReqItemId[item_idx];
13279 data << count;
13280 GetSession()->SendPacket( &data );
13283 void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
13285 assert(old_count + add_count < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13287 int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
13288 if (entry < 0)
13289 // client expected gameobject template id in form (id|0x80000000)
13290 entry = (-entry) | 0x80000000;
13292 WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
13293 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13294 data << uint32(pQuest->GetQuestId());
13295 data << uint32(entry);
13296 data << uint32(old_count + add_count);
13297 data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
13298 data << uint64(guid);
13299 GetSession()->SendPacket(&data);
13301 uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
13302 if( log_slot < MAX_QUEST_LOG_SIZE)
13303 SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
13306 /*********************************************************/
13307 /*** LOAD SYSTEM ***/
13308 /*********************************************************/
13310 bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
13312 bool delete_result = true;
13313 if(!result)
13315 // 0 1 2 3 4 5 6 7 8 9
13316 result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid);
13317 if(!result) return false;
13319 else delete_result = false;
13321 Field *fields = result->Fetch();
13323 if(!LoadValues( fields[1].GetString()))
13325 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
13326 if(delete_result) delete result;
13327 return false;
13330 // overwrite possible wrong/corrupted guid
13331 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13333 m_name = fields[2].GetCppString();
13335 Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat());
13336 SetMapId(fields[6].GetUInt32());
13337 // the instance id is not needed at character enum
13339 m_Played_time[0] = fields[7].GetUInt32();
13340 m_Played_time[1] = fields[8].GetUInt32();
13342 m_atLoginFlags = fields[9].GetUInt32();
13344 // I don't see these used anywhere ..
13345 /*_LoadGroup();
13347 _LoadBoundInstances();*/
13349 if (delete_result) delete result;
13351 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
13352 m_items[i] = NULL;
13354 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
13355 m_deathState = DEAD;
13357 return true;
13360 void Player::_LoadDeclinedNames(QueryResult* result)
13362 if(!result)
13363 return;
13365 if(m_declinedname)
13366 delete m_declinedname;
13368 m_declinedname = new DeclinedName;
13369 Field *fields = result->Fetch();
13370 for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
13371 m_declinedname->name[i] = fields[i].GetCppString();
13373 delete result;
13376 void Player::_LoadArenaTeamInfo(QueryResult *result)
13378 // arenateamid, played_week, played_season, personal_rating
13379 memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32)*18);
13380 if (!result)
13381 return;
13385 Field *fields = result->Fetch();
13387 uint32 arenateamid = fields[0].GetUInt32();
13388 uint32 played_week = fields[1].GetUInt32();
13389 uint32 played_season = fields[2].GetUInt32();
13390 uint32 personal_rating = fields[3].GetUInt32();
13392 ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid);
13393 uint8 arenaSlot = aTeam->GetSlot();
13395 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6] = arenateamid; // TeamID
13396 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 1] = ((aTeam->GetCaptain() == GetGUID()) ? (uint32)0 : (uint32)1); // Captain 0, member 1
13397 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 2] = played_week; // Played Week
13398 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 3] = played_season; // Played Season
13399 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 4] = 0; // Unk
13400 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 5] = personal_rating; // Personal Rating
13402 }while (result->NextRow());
13403 delete result;
13406 bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
13408 QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
13409 if(!result)
13410 return false;
13412 Field *fields = result->Fetch();
13414 x = fields[0].GetFloat();
13415 y = fields[1].GetFloat();
13416 z = fields[2].GetFloat();
13417 o = fields[3].GetFloat();
13418 mapid = fields[4].GetUInt32();
13419 in_flight = !fields[5].GetCppString().empty();
13421 delete result;
13422 return true;
13425 bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
13427 QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
13428 if( !result )
13429 return false;
13431 Field *fields = result->Fetch();
13433 data = StrSplit(fields[0].GetCppString(), " ");
13435 delete result;
13437 return true;
13440 uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
13442 if(index >= data.size())
13443 return 0;
13445 return (uint32)atoi(data[index].c_str());
13448 float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
13450 float result;
13451 uint32 temp = Player::GetUInt32ValueFromArray(data,index);
13452 memcpy(&result, &temp, sizeof(result));
13454 return result;
13457 uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
13459 Tokens data;
13460 if(!LoadValuesArrayFromDB(data,guid))
13461 return 0;
13463 return GetUInt32ValueFromArray(data,index);
13466 float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
13468 float result;
13469 uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
13470 memcpy(&result, &temp, sizeof(result));
13472 return result;
13475 bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
13477 //// 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
13478 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points FROM characters WHERE guid = '%u'", guid);
13479 QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
13481 if(!result)
13483 sLog.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid);
13484 return false;
13487 Field *fields = result->Fetch();
13489 uint32 dbAccountId = fields[1].GetUInt32();
13491 // check if the character's account in the db and the logged in account match.
13492 // player should be able to load/delete character only with correct account!
13493 if( dbAccountId != GetSession()->GetAccountId() )
13495 sLog.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
13496 delete result;
13497 return false;
13500 Object::_Create( guid, 0, HIGHGUID_PLAYER );
13502 m_name = fields[3].GetCppString();
13504 // check name limitations
13505 if(!ObjectMgr::IsValidName(m_name) || GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name))
13507 delete result;
13508 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
13509 return false;
13512 if(!LoadValues( fields[2].GetString()))
13514 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
13515 delete result;
13516 return false;
13519 // overwrite possible wrong/corrupted guid
13520 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13522 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13523 for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
13525 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), 0 );
13526 SetVisibleItemSlot(slot,NULL);
13528 if (m_items[slot])
13530 delete m_items[slot];
13531 m_items[slot] = NULL;
13535 // update money limits
13536 if(GetMoney() > MAX_MONEY_AMOUNT)
13537 SetMoney(MAX_MONEY_AMOUNT);
13539 sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
13540 outDebugValues();
13542 m_race = fields[4].GetUInt8();
13543 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13544 //Other way is to saves m_team into characters table.
13545 setFactionForRace(m_race);
13546 SetCharm(0);
13548 m_class = fields[5].GetUInt8();
13550 PlayerInfo const *info = objmgr.GetPlayerInfo(m_race, m_class);
13551 if(!info)
13553 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
13554 delete result;
13555 return false;
13558 InitPrimaryProffesions(); // to max set before any spell loaded
13560 uint32 transGUID = fields[24].GetUInt32();
13561 Relocate(fields[6].GetFloat(),fields[7].GetFloat(),fields[8].GetFloat(),fields[10].GetFloat());
13562 SetFallInformation(0, fields[8].GetFloat());
13563 SetMapId(fields[9].GetUInt32());
13564 SetDifficulty(fields[32].GetUInt32()); // may be changed in _LoadGroup
13566 _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
13568 _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
13570 uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[33].GetUInt32();
13571 if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
13572 arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS);
13574 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
13576 // check arena teams integrity
13577 for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
13579 uint32 arena_team_id = GetArenaTeamId(arena_slot);
13580 if(!arena_team_id)
13581 continue;
13583 if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
13584 if(at->HaveMember(GetGUID()))
13585 continue;
13587 // arena team not exist or not member, cleanup fields
13588 for(int j =0; j < 6; ++j)
13589 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arena_slot * 6 + j, 0);
13592 _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
13594 if(!IsPositionValid())
13596 sLog.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
13598 SetMapId(info->mapId);
13599 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
13601 transGUID = 0;
13603 m_movementInfo.t_x = 0.0f;
13604 m_movementInfo.t_y = 0.0f;
13605 m_movementInfo.t_z = 0.0f;
13606 m_movementInfo.t_o = 0.0f;
13609 // load the player's map here if it's not already loaded
13610 Map *map = GetMap();
13611 // since the player may not be bound to the map yet, make sure subsequent
13612 // getmap calls won't create new maps
13613 SetInstanceId(map->GetInstanceId());
13615 SaveRecallPosition();
13617 if (transGUID != 0)
13619 m_movementInfo.t_x = fields[20].GetFloat();
13620 m_movementInfo.t_y = fields[21].GetFloat();
13621 m_movementInfo.t_z = fields[22].GetFloat();
13622 m_movementInfo.t_o = fields[23].GetFloat();
13624 if( !MaNGOS::IsValidMapCoord(
13625 GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
13626 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
13627 // transport size limited
13628 m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
13630 sLog.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13631 guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
13632 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
13634 SetMapId(info->mapId);
13635 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
13637 m_movementInfo.t_x = 0.0f;
13638 m_movementInfo.t_y = 0.0f;
13639 m_movementInfo.t_z = 0.0f;
13640 m_movementInfo.t_o = 0.0f;
13642 transGUID = 0;
13646 if (transGUID != 0)
13648 for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
13650 if( (*iter)->GetGUIDLow() == transGUID)
13652 m_transport = *iter;
13653 m_transport->AddPassenger(this);
13654 SetMapId(m_transport->GetMapId());
13655 break;
13659 if(!m_transport)
13661 sLog.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
13662 guid,transGUID);
13664 SetMapId(info->mapId);
13665 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
13667 m_movementInfo.t_x = 0.0f;
13668 m_movementInfo.t_y = 0.0f;
13669 m_movementInfo.t_z = 0.0f;
13670 m_movementInfo.t_o = 0.0f;
13672 transGUID = 0;
13676 time_t now = time(NULL);
13677 time_t logoutTime = time_t(fields[16].GetUInt64());
13679 // since last logout (in seconds)
13680 uint64 time_diff = uint64(now - logoutTime);
13682 // set value, including drunk invisibility detection
13683 // calculate sobering. after 15 minutes logged out, the player will be sober again
13684 float soberFactor;
13685 if(time_diff > 15*MINUTE)
13686 soberFactor = 0;
13687 else
13688 soberFactor = 1-time_diff/(15.0f*MINUTE);
13689 uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
13690 SetDrunkValue(newDrunkenValue);
13692 m_rest_bonus = fields[15].GetFloat();
13693 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
13694 float bubble0 = 0.031;
13695 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
13696 float bubble1 = 0.125;
13698 if((int32)fields[16].GetUInt32() > 0)
13700 float bubble = fields[17].GetUInt32() > 0
13701 ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
13702 : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
13704 SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
13707 m_cinematic = fields[12].GetUInt32();
13708 m_Played_time[0]= fields[13].GetUInt32();
13709 m_Played_time[1]= fields[14].GetUInt32();
13711 m_resetTalentsCost = fields[18].GetUInt32();
13712 m_resetTalentsTime = time_t(fields[19].GetUInt64());
13714 // reserve some flags
13715 uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
13717 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) )
13718 SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
13720 m_taxi.LoadTaxiMask( fields[11].GetString() ); // must be before InitTaxiNodesForLevel
13722 uint32 extraflags = fields[25].GetUInt32();
13724 m_stableSlots = fields[26].GetUInt32();
13725 if(m_stableSlots > 2)
13727 sLog.outError("Player can have not more 2 stable slots, but have in DB %u",uint32(m_stableSlots));
13728 m_stableSlots = 2;
13731 m_atLoginFlags = fields[27].GetUInt32();
13733 // Honor system
13734 // Update Honor kills data
13735 m_lastHonorUpdateTime = logoutTime;
13736 UpdateHonorFields();
13738 m_deathExpireTime = (time_t)fields[30].GetUInt64();
13739 if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
13740 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
13742 std::string taxi_nodes = fields[31].GetCppString();
13744 delete result;
13746 // clear channel spell data (if saved at channel spell casting)
13747 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
13748 SetUInt32Value(UNIT_CHANNEL_SPELL,0);
13750 // clear charm/summon related fields
13751 SetCharm(NULL);
13752 SetPet(NULL);
13753 SetCharmerGUID(NULL);
13754 SetOwnerGUID(NULL);
13755 SetCreatorGUID(NULL);
13757 // reset some aura modifiers before aura apply
13758 SetFarSight(NULL);
13759 SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
13760 SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
13762 // reset skill modifiers and set correct unlearn flags
13763 for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++)
13765 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
13767 // set correct unlearn bit
13768 uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
13769 if(!id) continue;
13771 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
13772 if(!pSkill) continue;
13774 // enable unlearn button for primary professions only
13775 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
13776 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
13777 else
13778 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
13781 // make sure the unit is considered out of combat for proper loading
13782 ClearInCombat();
13784 // make sure the unit is considered not in duel for proper loading
13785 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
13786 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
13788 // remember loaded power/health values to restore after stats initialization and modifier applying
13789 uint32 savedHealth = GetHealth();
13790 uint32 savedPower[MAX_POWERS];
13791 for(uint32 i = 0; i < MAX_POWERS; ++i)
13792 savedPower[i] = GetPower(Powers(i));
13794 // reset stats before loading any modifiers
13795 InitStatsForLevel();
13796 InitTaxiNodesForLevel();
13798 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
13800 //mails are loaded only when needed ;-) - when player in game click on mailbox.
13801 //_LoadMail();
13803 _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
13805 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
13806 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
13807 m_deathState = DEAD;
13809 _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
13811 // after spell load
13812 InitTalentForLevel();
13813 learnSkillRewardedSpells();
13815 // after spell load, learn rewarded spell if need also
13816 _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
13817 _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
13819 _LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS));
13821 // must be before inventory (some items required reputation check)
13822 _LoadReputation(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
13824 _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
13826 // update items with duration and realtime
13827 UpdateItemDuration(time_diff, true);
13829 _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
13831 // unread mails and next delivery time, actual mails not loaded
13832 _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
13834 m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
13836 if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
13837 return false;
13839 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
13840 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
13841 if(uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
13843 if(!HasTitle(curTitle))
13844 SetUInt32Value(PLAYER_CHOSEN_TITLE,0);
13847 // Not finish taxi flight path
13848 if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes))
13850 // problems with taxi path loading
13851 TaxiNodesEntry const* nodeEntry = NULL;
13852 if(uint32 node_id = m_taxi.GetTaxiSource())
13853 nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
13855 if(!nodeEntry) // don't know taxi start node, to homebind
13857 sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
13858 SetMapId(m_homebindMapId);
13859 Relocate( m_homebindX, m_homebindY, m_homebindZ,0.0f);
13860 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
13862 else // have start node, to it
13864 sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
13865 SetMapId(nodeEntry->map_id);
13866 Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
13867 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
13869 m_taxi.ClearTaxiDestinations();
13871 else if(uint32 node_id = m_taxi.GetTaxiSource())
13873 // save source node as recall coord to prevent recall and fall from sky
13874 TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
13875 assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
13876 m_recallMap = nodeEntry->map_id;
13877 m_recallX = nodeEntry->x;
13878 m_recallY = nodeEntry->y;
13879 m_recallZ = nodeEntry->z;
13881 // flight will started later
13884 _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
13886 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
13887 // Do now before stats re-calculation cleanup for ghost state unexpected auras
13888 if(!isAlive())
13889 RemoveAllAurasOnDeath();
13891 //apply all stat bonuses from items and auras
13892 SetCanModifyStats(true);
13893 UpdateAllStats();
13895 // restore remembered power/health values (but not more max values)
13896 SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
13897 for(uint32 i = 0; i < MAX_POWERS; ++i)
13898 SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
13900 sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
13901 outDebugValues();
13903 // GM state
13904 if(GetSession()->GetSecurity() > SEC_PLAYER)
13906 switch(sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
13908 default:
13909 case 0: break; // disable
13910 case 1: SetGameMaster(true); break; // enable
13911 case 2: // save state
13912 if(extraflags & PLAYER_EXTRA_GM_ON)
13913 SetGameMaster(true);
13914 break;
13917 switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
13919 default:
13920 case 0: break; // disable
13921 case 1: SetAcceptTicket(true); break; // enable
13922 case 2: // save state
13923 if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
13924 SetAcceptTicket(true);
13925 break;
13928 switch(sWorld.getConfig(CONFIG_GM_CHAT))
13930 default:
13931 case 0: break; // disable
13932 case 1: SetGMChat(true); break; // enable
13933 case 2: // save state
13934 if(extraflags & PLAYER_EXTRA_GM_CHAT)
13935 SetGMChat(true);
13936 break;
13939 switch(sWorld.getConfig(CONFIG_GM_WISPERING_TO))
13941 default:
13942 case 0: break; // disable
13943 case 1: SetAcceptWhispers(true); break; // enable
13944 case 2: // save state
13945 if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
13946 SetAcceptWhispers(true);
13947 break;
13951 _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
13953 return true;
13956 bool Player::isAllowedToLoot(Creature* creature)
13958 if(Player* recipient = creature->GetLootRecipient())
13960 if (recipient == this)
13961 return true;
13962 if( Group* otherGroup = recipient->GetGroup())
13964 Group* thisGroup = GetGroup();
13965 if(!thisGroup)
13966 return false;
13967 return thisGroup == otherGroup;
13969 return false;
13971 else
13972 // prevent other players from looting if the recipient got disconnected
13973 return !creature->hasLootRecipient();
13976 void Player::_LoadActions(QueryResult *result)
13978 m_actionButtons.clear();
13980 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
13982 if(result)
13986 Field *fields = result->Fetch();
13988 uint8 button = fields[0].GetUInt8();
13990 addActionButton(button, fields[1].GetUInt16(), fields[2].GetUInt8(), fields[3].GetUInt8());
13992 m_actionButtons[button].uState = ACTIONBUTTON_UNCHANGED;
13994 while( result->NextRow() );
13996 delete result;
14000 void Player::_LoadAuras(QueryResult *result, uint32 timediff)
14002 m_Auras.clear();
14003 for (int i = 0; i < TOTAL_AURAS; i++)
14004 m_modAuras[i].clear();
14006 // all aura related fields
14007 for(int i = UNIT_FIELD_AURA; i <= UNIT_FIELD_AURASTATE; ++i)
14008 SetUInt32Value(i, 0);
14010 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14012 if(result)
14016 Field *fields = result->Fetch();
14017 uint64 caster_guid = fields[0].GetUInt64();
14018 uint32 spellid = fields[1].GetUInt32();
14019 uint32 effindex = fields[2].GetUInt32();
14020 uint32 stackcount = fields[3].GetUInt32();
14021 int32 damage = (int32)fields[4].GetUInt32();
14022 int32 maxduration = (int32)fields[5].GetUInt32();
14023 int32 remaintime = (int32)fields[6].GetUInt32();
14024 int32 remaincharges = (int32)fields[7].GetUInt32();
14026 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
14027 if(!spellproto)
14029 sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex);
14030 continue;
14033 if(effindex >= 3)
14035 sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex);
14036 continue;
14039 // negative effects should continue counting down after logout
14040 if (remaintime != -1 && !IsPositiveEffect(spellid, effindex))
14042 if(remaintime <= int32(timediff))
14043 continue;
14045 remaintime -= timediff;
14048 // prevent wrong values of remaincharges
14049 if(spellproto->procCharges)
14051 if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
14052 remaincharges = spellproto->procCharges;
14054 else
14055 remaincharges = -1;
14057 //do not load single target auras (unless they were cast by the player)
14058 if (caster_guid != GetGUID() && IsSingleTargetSpell(spellproto))
14059 continue;
14061 for(uint32 i=0; i<stackcount; i++)
14063 Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
14064 if(!damage)
14065 damage = aura->GetModifier()->m_amount;
14066 aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
14067 AddAura(aura);
14068 sLog.outString("Added aura spellid %u, effect %u", spellproto->Id, effindex);
14071 while( result->NextRow() );
14073 delete result;
14076 if(m_class == CLASS_WARRIOR)
14077 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
14080 void Player::LoadCorpse()
14082 if( isAlive() )
14084 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14086 else
14088 if(Corpse *corpse = GetCorpse())
14090 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
14092 else
14094 //Prevent Dead Player login without corpse
14095 ResurrectPlayer(0.5f);
14100 void Player::_LoadInventory(QueryResult *result, uint32 timediff)
14102 //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());
14103 std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
14104 //NOTE: the "order by `bag`" is important because it makes sure
14105 //the bagMap is filled before items in the bags are loaded
14106 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14107 //expected to be equipped before offhand items (TODO: fixme)
14109 uint32 zone = GetZoneId();
14111 if (result)
14113 std::list<Item*> problematicItems;
14115 // prevent items from being added to the queue when stored
14116 m_itemUpdateQueueBlocked = true;
14119 Field *fields = result->Fetch();
14120 uint32 bag_guid = fields[1].GetUInt32();
14121 uint8 slot = fields[2].GetUInt8();
14122 uint32 item_guid = fields[3].GetUInt32();
14123 uint32 item_id = fields[4].GetUInt32();
14125 ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
14127 if(!proto)
14129 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14130 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
14131 sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
14132 continue;
14135 Item *item = NewItemOrBag(proto);
14137 if(!item->LoadFromDB(item_guid, GetGUID(), result))
14139 sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
14140 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14141 item->FSetState(ITEM_REMOVED);
14142 item->SaveToDB(); // it also deletes item object !
14143 continue;
14146 // not allow have in alive state item limited to another map/zone
14147 if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
14149 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14150 item->FSetState(ITEM_REMOVED);
14151 item->SaveToDB(); // it also deletes item object !
14152 continue;
14155 // "Conjured items disappear if you are logged out for more than 15 minutes"
14156 if ((timediff > 15*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED)))
14158 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14159 item->FSetState(ITEM_REMOVED);
14160 item->SaveToDB(); // it also deletes item object !
14161 continue;
14164 bool success = true;
14166 if (!bag_guid)
14168 // the item is not in a bag
14169 item->SetContainer( NULL );
14170 item->SetSlot(slot);
14172 if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
14174 ItemPosCountVec dest;
14175 if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK )
14176 item = StoreItem(dest, item, true);
14177 else
14178 success = false;
14180 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) )
14182 uint16 dest;
14183 if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK )
14184 QuickEquipItem(dest, item);
14185 else
14186 success = false;
14188 else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) )
14190 ItemPosCountVec dest;
14191 if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK )
14192 item = BankItem(dest, item, true);
14193 else
14194 success = false;
14197 if(success)
14199 // store bags that may contain items in them
14200 if(item->IsBag() && IsBagPos(item->GetPos()))
14201 bagMap[item_guid] = (Bag*)item;
14204 else
14206 item->SetSlot(NULL_SLOT);
14207 // the item is in a bag, find the bag
14208 std::map<uint64, Bag*>::iterator itr = bagMap.find(bag_guid);
14209 if(itr != bagMap.end())
14210 itr->second->StoreItem(slot, item, true );
14211 else
14212 success = false;
14215 // item's state may have changed after stored
14216 if (success)
14217 item->SetState(ITEM_UNCHANGED, this);
14218 else
14220 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);
14221 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14222 problematicItems.push_back(item);
14224 } while (result->NextRow());
14226 delete result;
14227 m_itemUpdateQueueBlocked = false;
14229 // send by mail problematic items
14230 while(!problematicItems.empty())
14232 // fill mail
14233 MailItemsInfo mi; // item list preparing
14235 for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
14237 Item* item = problematicItems.front();
14238 problematicItems.pop_front();
14240 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
14243 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
14245 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
14248 //if(isAlive())
14249 _ApplyAllItemMods();
14252 // load mailed item which should receive current player
14253 void Player::_LoadMailedItems(Mail *mail)
14255 QueryResult* result = CharacterDatabase.PQuery("SELECT item_guid, item_template FROM mail_items WHERE mail_id='%u'", mail->messageID);
14256 if(!result)
14257 return;
14261 Field *fields = result->Fetch();
14262 uint32 item_guid_low = fields[0].GetUInt32();
14263 uint32 item_template = fields[1].GetUInt32();
14265 mail->AddItem(item_guid_low, item_template);
14267 ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
14269 if(!proto)
14271 sLog.outError( "Player %u have unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID);
14272 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14273 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
14274 continue;
14277 Item *item = NewItemOrBag(proto);
14279 if(!item->LoadFromDB(item_guid_low, 0))
14281 sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
14282 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14283 item->FSetState(ITEM_REMOVED);
14284 item->SaveToDB(); // it also deletes item object !
14285 continue;
14288 AddMItem(item);
14289 } while (result->NextRow());
14291 delete result;
14294 void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery)
14296 //set a count of unread mails
14297 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" I64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
14298 if (resultUnread)
14300 Field *fieldMail = resultUnread->Fetch();
14301 unReadMails = fieldMail[0].GetUInt8();
14302 delete resultUnread;
14305 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14306 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14307 if (resultDelivery)
14309 Field *fieldMail = resultDelivery->Fetch();
14310 m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
14311 delete resultDelivery;
14315 void Player::_LoadMail()
14317 m_mail.clear();
14318 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14319 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());
14320 if(result)
14324 Field *fields = result->Fetch();
14325 Mail *m = new Mail;
14326 m->messageID = fields[0].GetUInt32();
14327 m->messageType = fields[1].GetUInt8();
14328 m->sender = fields[2].GetUInt32();
14329 m->receiver = fields[3].GetUInt32();
14330 m->subject = fields[4].GetCppString();
14331 m->itemTextId = fields[5].GetUInt32();
14332 bool has_items = fields[6].GetBool();
14333 m->expire_time = (time_t)fields[7].GetUInt64();
14334 m->deliver_time = (time_t)fields[8].GetUInt64();
14335 m->money = fields[9].GetUInt32();
14336 m->COD = fields[10].GetUInt32();
14337 m->checked = fields[11].GetUInt32();
14338 m->stationery = fields[12].GetUInt8();
14339 m->mailTemplateId = fields[13].GetInt16();
14341 if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
14343 sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
14344 m->mailTemplateId = 0;
14347 m->state = MAIL_STATE_UNCHANGED;
14349 if (has_items)
14350 _LoadMailedItems(m);
14352 m_mail.push_back(m);
14353 } while( result->NextRow() );
14354 delete result;
14356 m_mailsLoaded = true;
14359 void Player::LoadPet()
14361 //fixme: the pet should still be loaded if the player is not in world
14362 // just not added to the map
14363 if(IsInWorld())
14365 Pet *pet = new Pet;
14366 if(!pet->LoadPetFromDB(this,0,0,true))
14367 delete pet;
14371 void Player::_LoadQuestStatus(QueryResult *result)
14373 mQuestStatus.clear();
14375 uint32 slot = 0;
14377 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14378 //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());
14380 if(result)
14384 Field *fields = result->Fetch();
14386 uint32 quest_id = fields[0].GetUInt32();
14387 // used to be new, no delete?
14388 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14389 if( pQuest )
14391 // find or create
14392 QuestStatusData& questStatusData = mQuestStatus[quest_id];
14394 uint32 qstatus = fields[1].GetUInt32();
14395 if(qstatus < MAX_QUEST_STATUS)
14396 questStatusData.m_status = QuestStatus(qstatus);
14397 else
14399 questStatusData.m_status = QUEST_STATUS_NONE;
14400 sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
14403 questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
14404 questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
14406 time_t quest_time = time_t(fields[4].GetUInt64());
14408 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE )
14410 AddTimedQuest( quest_id );
14412 if (quest_time <= sWorld.GetGameTime())
14413 questStatusData.m_timer = 1;
14414 else
14415 questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * 1000;
14417 else
14418 quest_time = 0;
14420 questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
14421 questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
14422 questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
14423 questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
14424 questStatusData.m_itemcount[0] = fields[9].GetUInt32();
14425 questStatusData.m_itemcount[1] = fields[10].GetUInt32();
14426 questStatusData.m_itemcount[2] = fields[11].GetUInt32();
14427 questStatusData.m_itemcount[3] = fields[12].GetUInt32();
14429 questStatusData.uState = QUEST_UNCHANGED;
14431 // add to quest log
14432 if( slot < MAX_QUEST_LOG_SIZE &&
14433 ( questStatusData.m_status==QUEST_STATUS_INCOMPLETE ||
14434 questStatusData.m_status==QUEST_STATUS_COMPLETE &&
14435 (!questStatusData.m_rewarded || pQuest->IsDaily()) ) )
14437 SetQuestSlot(slot,quest_id,quest_time);
14439 if(questStatusData.m_status == QUEST_STATUS_COMPLETE)
14440 SetQuestSlotState(slot,QUEST_STATE_COMPLETE);
14442 for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
14443 if(questStatusData.m_creatureOrGOcount[idx])
14444 SetQuestSlotCounter(slot,idx,questStatusData.m_creatureOrGOcount[idx]);
14446 ++slot;
14449 if(questStatusData.m_rewarded)
14451 // learn rewarded spell if unknown
14452 learnQuestRewardedSpells(pQuest);
14454 // set rewarded title if any
14455 if(pQuest->GetCharTitleId())
14457 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
14458 SetTitle(titleEntry);
14462 sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
14465 while( result->NextRow() );
14467 delete result;
14470 // clear quest log tail
14471 for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
14472 SetQuestSlot(i,0);
14475 void Player::_LoadDailyQuestStatus(QueryResult *result)
14477 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
14478 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
14480 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14482 if(result)
14484 uint32 quest_daily_idx = 0;
14488 if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
14490 sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14491 break;
14494 Field *fields = result->Fetch();
14496 uint32 quest_id = fields[0].GetUInt32();
14498 // save _any_ from daily quest times (it must be after last reset anyway)
14499 m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
14501 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14502 if( !pQuest )
14503 continue;
14505 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
14506 ++quest_daily_idx;
14508 sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
14510 while( result->NextRow() );
14512 delete result;
14515 m_DailyQuestChanged = false;
14518 void Player::_LoadReputation(QueryResult *result)
14520 m_factions.clear();
14522 // Set initial reputations (so everything is nifty before DB data load)
14523 SetInitialFactions();
14525 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
14527 if(result)
14531 Field *fields = result->Fetch();
14533 FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
14534 if( factionEntry && (factionEntry->reputationListID >= 0))
14536 FactionState* faction = &m_factions[factionEntry->reputationListID];
14538 // update standing to current
14539 faction->Standing = int32(fields[1].GetUInt32());
14541 uint32 dbFactionFlags = fields[2].GetUInt32();
14543 if( dbFactionFlags & FACTION_FLAG_VISIBLE )
14544 SetFactionVisible(faction); // have internal checks for forced invisibility
14546 if( dbFactionFlags & FACTION_FLAG_INACTIVE)
14547 SetFactionInactive(faction,true); // have internal checks for visibility requirement
14549 if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war
14550 SetFactionAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
14551 else // DB not at war
14553 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
14554 if( faction->Flags & FACTION_FLAG_VISIBLE )
14555 SetFactionAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
14558 // set atWar for hostile
14559 if(GetReputationRank(factionEntry) <= REP_HOSTILE)
14560 SetFactionAtWar(faction,true);
14562 // reset changed flag if values similar to saved in DB
14563 if(faction->Flags==dbFactionFlags)
14564 faction->Changed = false;
14567 while( result->NextRow() );
14569 delete result;
14573 void Player::_LoadSpells(QueryResult *result)
14575 for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
14576 delete itr->second;
14577 m_spells.clear();
14579 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14581 if(result)
14585 Field *fields = result->Fetch();
14587 addSpell(fields[0].GetUInt16(), fields[2].GetBool(), false, true, fields[1].GetUInt16(), fields[3].GetBool());
14589 while( result->NextRow() );
14591 delete result;
14595 void Player::_LoadTutorials(QueryResult *result)
14597 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14599 if(result)
14603 Field *fields = result->Fetch();
14605 for (int iI=0; iI<8; iI++)
14606 m_Tutorials[iI] = fields[iI].GetUInt32();
14608 while( result->NextRow() );
14610 delete result;
14613 m_TutorialsChanged = false;
14616 void Player::_LoadGroup(QueryResult *result)
14618 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14619 if(result)
14621 uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
14622 delete result;
14623 Group* group = objmgr.GetGroupByLeader(leaderGuid);
14624 if(group)
14626 uint8 subgroup = group->GetMemberGroup(GetGUID());
14627 SetGroup(group, subgroup);
14628 if(getLevel() >= LEVELREQUIREMENT_HEROIC)
14630 // the group leader may change the instance difficulty while the player is offline
14631 SetDifficulty(group->GetDifficulty());
14637 void Player::_LoadBoundInstances(QueryResult *result)
14639 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
14640 m_boundInstances[i].clear();
14642 Group *group = GetGroup();
14644 //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));
14645 if(result)
14649 Field *fields = result->Fetch();
14650 bool perm = fields[1].GetBool();
14651 uint32 mapId = fields[2].GetUInt32();
14652 uint32 instanceId = fields[0].GetUInt32();
14653 uint8 difficulty = fields[3].GetUInt8();
14654 time_t resetTime = (time_t)fields[4].GetUInt64();
14655 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14656 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14657 // and in that case it is not used
14659 if(!perm && group)
14661 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);
14662 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
14663 continue;
14666 // since non permanent binds are always solo bind, they can always be reset
14667 InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true);
14668 if(save) BindToInstance(save, perm, true);
14669 } while(result->NextRow());
14670 delete result;
14674 InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty)
14676 // some instances only have one difficulty
14677 const MapEntry* entry = sMapStore.LookupEntry(mapid);
14678 if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
14680 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
14681 if(itr != m_boundInstances[difficulty].end())
14682 return &itr->second;
14683 else
14684 return NULL;
14687 void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
14689 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
14690 UnbindInstance(itr, difficulty, unload);
14693 void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload)
14695 if(itr != m_boundInstances[difficulty].end())
14697 if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
14698 itr->second.save->RemovePlayer(this); // save can become invalid
14699 m_boundInstances[difficulty].erase(itr++);
14703 InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
14705 if(save)
14707 InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
14708 if(bind.save)
14710 // update the save when the group kills a boss
14711 if(permanent != bind.perm || save != bind.save)
14712 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());
14714 else
14715 if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
14717 if(bind.save != save)
14719 if(bind.save) bind.save->RemovePlayer(this);
14720 save->AddPlayer(this);
14723 if(permanent) save->SetCanReset(false);
14725 bind.save = save;
14726 bind.perm = permanent;
14727 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());
14728 return &bind;
14730 else
14731 return NULL;
14734 void Player::SendRaidInfo()
14736 WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
14738 uint32 counter = 0, i;
14739 for(i = 0; i < TOTAL_DIFFICULTIES; i++)
14740 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
14741 if(itr->second.perm) counter++;
14743 data << counter;
14744 for(i = 0; i < TOTAL_DIFFICULTIES; i++)
14746 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
14748 if(itr->second.perm)
14750 InstanceSave *save = itr->second.save;
14751 data << (save->GetMapId());
14752 data << (uint32)(save->GetResetTime() - time(NULL));
14753 data << save->GetInstanceId();
14754 data << uint32(counter);
14755 counter--;
14759 GetSession()->SendPacket(&data);
14763 - called on every successful teleportation to a map
14765 void Player::SendSavedInstances()
14767 bool hasBeenSaved = false;
14768 WorldPacket data;
14770 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
14772 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
14774 if(itr->second.perm) // only permanent binds are sent
14776 hasBeenSaved = true;
14777 break;
14782 //Send opcode 811. true or false means, whether you have current raid/heroic instances
14783 data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
14784 data << uint32(hasBeenSaved);
14785 GetSession()->SendPacket(&data);
14787 if(!hasBeenSaved)
14788 return;
14790 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
14792 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
14794 if(itr->second.perm)
14796 data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
14797 data << uint32(itr->second.save->GetMapId());
14798 GetSession()->SendPacket(&data);
14804 /// convert the player's binds to the group
14805 void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
14807 bool has_binds = false;
14808 bool has_solo = false;
14810 if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); }
14811 assert(player_guid);
14813 // copy all binds to the group, when changing leader it's assumed the character
14814 // will not have any solo binds
14816 if(player)
14818 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
14820 for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
14822 has_binds = true;
14823 if(group) group->BindToInstance(itr->second.save, itr->second.perm, true);
14824 // permanent binds are not removed
14825 if(!itr->second.perm)
14827 player->UnbindInstance(itr, i, true); // increments itr
14828 has_solo = true;
14830 else
14831 ++itr;
14836 // if the player's not online we don't know what binds it has
14837 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));
14838 // the following should not get executed when changing leaders
14839 if(!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
14842 bool Player::_LoadHomeBind(QueryResult *result)
14844 bool ok = false;
14845 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
14846 if (result)
14848 Field *fields = result->Fetch();
14849 m_homebindMapId = fields[0].GetUInt32();
14850 m_homebindZoneId = fields[1].GetUInt16();
14851 m_homebindX = fields[2].GetFloat();
14852 m_homebindY = fields[3].GetFloat();
14853 m_homebindZ = fields[4].GetFloat();
14854 delete result;
14856 // accept saved data only for valid position (and non instanceable)
14857 if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
14858 !sMapStore.LookupEntry(m_homebindMapId)->Instanceable() )
14860 ok = true;
14862 else
14863 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
14866 if(!ok)
14868 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
14869 if(!info) return false;
14871 m_homebindMapId = info->mapId;
14872 m_homebindZoneId = info->zoneId;
14873 m_homebindX = info->positionX;
14874 m_homebindY = info->positionY;
14875 m_homebindZ = info->positionZ;
14877 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);
14880 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
14881 m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
14883 return true;
14886 /*********************************************************/
14887 /*** SAVE SYSTEM ***/
14888 /*********************************************************/
14890 void Player::SaveToDB()
14892 // delay auto save at any saves (manual, in code, or autosave)
14893 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
14895 // first save/honor gain after midnight will also update the player's honor fields
14896 UpdateHonorFields();
14898 // players aren't saved on battleground maps
14899 uint32 mapid = IsBeingTeleported() ? GetTeleportDest().mapid : GetMapId();
14900 const MapEntry * me = sMapStore.LookupEntry(mapid);
14901 if(!me || me->IsBattleGroundOrArena())
14902 return;
14904 int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0;
14905 //save, far from tavern/city
14906 //save, but in tavern/city
14907 sLog.outDebug("The value of player %s at save: ", m_name.c_str());
14908 outDebugValues();
14910 // save state (after auras removing), if aura remove some flags then it must set it back by self)
14911 uint32 tmp_bytes = GetUInt32Value(UNIT_FIELD_BYTES_1);
14912 uint32 tmp_bytes2 = GetUInt32Value(UNIT_FIELD_BYTES_2);
14913 uint32 tmp_flags = GetUInt32Value(UNIT_FIELD_FLAGS);
14914 uint32 tmp_pflags = GetUInt32Value(PLAYER_FLAGS);
14915 uint32 tmp_displayid = GetDisplayId();
14917 // Set player sit state to standing on save, also stealth and shifted form
14918 SetByteValue(UNIT_FIELD_BYTES_1, 0, 0); // stand state
14919 SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift
14920 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0); // stand flags?
14921 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_ROTATE);
14922 SetDisplayId(GetNativeDisplayId());
14924 bool inworld = IsInWorld();
14926 CharacterDatabase.BeginTransaction();
14928 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
14930 std::string sql_name = m_name;
14931 CharacterDatabase.escape_string(sql_name);
14933 std::ostringstream ss;
14934 ss << "INSERT INTO characters (guid,account,name,race,class,"
14935 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
14936 "taximask, online, cinematic, "
14937 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
14938 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
14939 "death_expire_time, taxi_path, arena_pending_points) VALUES ("
14940 << GetGUIDLow() << ", "
14941 << GetSession()->GetAccountId() << ", '"
14942 << sql_name << "', "
14943 << m_race << ", "
14944 << m_class << ", ";
14946 bool save_to_dest = false;
14947 if(IsBeingTeleported())
14949 // don't save to battlegrounds or arenas
14950 const MapEntry *entry = sMapStore.LookupEntry(GetTeleportDest().mapid);
14951 if(entry && entry->map_type != MAP_BATTLEGROUND && entry->map_type != MAP_ARENA)
14952 save_to_dest = true;
14955 if(!save_to_dest)
14957 ss << GetMapId() << ", "
14958 << (uint32)GetDifficulty() << ", "
14959 << finiteAlways(GetPositionX()) << ", "
14960 << finiteAlways(GetPositionY()) << ", "
14961 << finiteAlways(GetPositionZ()) << ", "
14962 << finiteAlways(GetOrientation()) << ", '";
14964 else
14966 ss << GetTeleportDest().mapid << ", "
14967 << (uint32)GetDifficulty() << ", "
14968 << finiteAlways(GetTeleportDest().x) << ", "
14969 << finiteAlways(GetTeleportDest().y) << ", "
14970 << finiteAlways(GetTeleportDest().z) << ", "
14971 << finiteAlways(GetTeleportDest().o) << ", '";
14974 uint16 i;
14975 for( i = 0; i < m_valuesCount; i++ )
14977 ss << GetUInt32Value(i) << " ";
14980 ss << "', '";
14982 for( i = 0; i < 8; i++ )
14983 ss << m_taxi.GetTaximask(i) << " ";
14985 ss << "', ";
14986 ss << (inworld ? 1 : 0);
14988 ss << ", ";
14989 ss << m_cinematic;
14991 ss << ", ";
14992 ss << m_Played_time[0];
14993 ss << ", ";
14994 ss << m_Played_time[1];
14996 ss << ", ";
14997 ss << finiteAlways(m_rest_bonus);
14998 ss << ", ";
14999 ss << (uint64)time(NULL);
15000 ss << ", ";
15001 ss << is_save_resting;
15002 ss << ", ";
15003 ss << m_resetTalentsCost;
15004 ss << ", ";
15005 ss << (uint64)m_resetTalentsTime;
15007 ss << ", ";
15008 ss << finiteAlways(m_movementInfo.t_x);
15009 ss << ", ";
15010 ss << finiteAlways(m_movementInfo.t_y);
15011 ss << ", ";
15012 ss << finiteAlways(m_movementInfo.t_z);
15013 ss << ", ";
15014 ss << finiteAlways(m_movementInfo.t_o);
15015 ss << ", ";
15016 if (m_transport)
15017 ss << m_transport->GetGUIDLow();
15018 else
15019 ss << "0";
15021 ss << ", ";
15022 ss << m_ExtraFlags;
15024 ss << ", ";
15025 ss << uint32(m_stableSlots); // to prevent save uint8 as char
15027 ss << ", ";
15028 ss << uint32(m_atLoginFlags);
15030 ss << ", ";
15031 ss << GetZoneId();
15033 ss << ", ";
15034 ss << (uint64)m_deathExpireTime;
15036 ss << ", '";
15037 ss << m_taxi.SaveTaxiDestinationsToString();
15038 ss << "', '0' )";
15040 CharacterDatabase.Execute( ss.str().c_str() );
15042 if(m_mailsUpdated) //save mails only when needed
15043 _SaveMail();
15045 _SaveInventory();
15046 _SaveQuestStatus();
15047 _SaveDailyQuestStatus();
15048 _SaveTutorials();
15049 _SaveSpells();
15050 _SaveSpellCooldowns();
15051 _SaveActions();
15052 _SaveAuras();
15053 _SaveReputation();
15055 CharacterDatabase.CommitTransaction();
15057 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15058 SetDisplayId(tmp_displayid);
15059 SetUInt32Value(UNIT_FIELD_BYTES_1, tmp_bytes);
15060 SetUInt32Value(UNIT_FIELD_BYTES_2, tmp_bytes2);
15061 SetUInt32Value(UNIT_FIELD_FLAGS, tmp_flags);
15062 SetUInt32Value(PLAYER_FLAGS, tmp_pflags);
15064 // save pet (hunter pet level and experience and all type pets health/mana).
15065 if(Pet* pet = GetPet())
15066 pet->SavePetToDB(PET_SAVE_AS_CURRENT);
15069 // fast save function for item/money cheating preventing - save only inventory and money state
15070 void Player::SaveInventoryAndGoldToDB()
15072 _SaveInventory();
15073 //money is in data field
15074 SaveDataFieldToDB();
15077 void Player::_SaveActions()
15079 for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); )
15081 switch (itr->second.uState)
15083 case ACTIONBUTTON_NEW:
15084 CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15085 GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc );
15086 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15087 ++itr;
15088 break;
15089 case ACTIONBUTTON_CHANGED:
15090 CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15091 (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc, GetGUIDLow(), (uint32)itr->first );
15092 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15093 ++itr;
15094 break;
15095 case ACTIONBUTTON_DELETED:
15096 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first );
15097 m_actionButtons.erase(itr++);
15098 break;
15099 default:
15100 ++itr;
15101 break;
15106 void Player::_SaveAuras()
15108 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15110 AuraMap const& auras = GetAuras();
15112 if (auras.empty())
15113 return;
15115 spellEffectPair lastEffectPair = auras.begin()->first;
15116 uint32 stackCounter = 1;
15118 for(AuraMap::const_iterator itr = auras.begin(); ; ++itr)
15120 if(itr == auras.end() || lastEffectPair != itr->first)
15122 AuraMap::const_iterator itr2 = itr;
15123 // save previous spellEffectPair to db
15124 itr2--;
15125 SpellEntry const *spellInfo = itr2->second->GetSpellProto();
15127 //skip all auras from spells that are passive or need a shapeshift
15128 if (!(itr2->second->IsPassive() || itr2->second->IsRemovedOnShapeLost()))
15130 //do not save single target auras (unless they were cast by the player)
15131 if (!(itr2->second->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo)))
15133 uint8 i;
15134 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15135 for (i = 0; i < 3; i++)
15136 if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT ||
15137 spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH)
15138 break;
15140 if (i == 3)
15142 CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15143 "VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15144 GetGUIDLow(), itr2->second->GetCasterGUID(), (uint32)itr2->second->GetId(), (uint32)itr2->second->GetEffIndex(), stackCounter, itr2->second->GetModifier()->m_amount,int(itr2->second->GetAuraMaxDuration()),int(itr2->second->GetAuraDuration()),int(itr2->second->m_procCharges));
15149 if(itr == auras.end())
15150 break;
15153 if (lastEffectPair == itr->first)
15154 stackCounter++;
15155 else
15157 lastEffectPair = itr->first;
15158 stackCounter = 1;
15163 void Player::_SaveInventory()
15165 // force items in buyback slots to new state
15166 // and remove those that aren't already
15167 for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; i++)
15169 Item *item = m_items[i];
15170 if (!item || item->GetState() == ITEM_NEW) continue;
15171 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15172 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
15173 m_items[i]->FSetState(ITEM_NEW);
15176 // update enchantment durations
15177 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
15179 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
15182 // if no changes
15183 if (m_itemUpdateQueue.empty()) return;
15185 // do not save if the update queue is corrupt
15186 bool error = false;
15187 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15189 Item *item = m_itemUpdateQueue[i];
15190 if(!item || item->GetState() == ITEM_REMOVED) continue;
15191 Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
15193 if (test == NULL)
15195 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());
15196 error = true;
15198 else if (test != item)
15200 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());
15201 error = true;
15205 if (error)
15207 sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15208 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
15209 return;
15212 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15214 Item *item = m_itemUpdateQueue[i];
15215 if(!item) continue;
15217 Bag *container = item->GetContainer();
15218 uint32 bag_guid = container ? container->GetGUIDLow() : 0;
15220 switch(item->GetState())
15222 case ITEM_NEW:
15223 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());
15224 break;
15225 case ITEM_CHANGED:
15226 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());
15227 break;
15228 case ITEM_REMOVED:
15229 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15230 break;
15231 case ITEM_UNCHANGED:
15232 break;
15235 item->SaveToDB(); // item have unchanged inventory record and can be save standalone
15237 m_itemUpdateQueue.clear();
15240 void Player::_SaveMail()
15242 if (!m_mailsLoaded)
15243 return;
15245 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
15247 Mail *m = (*itr);
15248 if (m->state == MAIL_STATE_CHANGED)
15250 CharacterDatabase.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" I64FMTD "', deliver_time = '" I64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15251 m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
15252 if(m->removedItems.size())
15254 for(std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
15255 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
15256 m->removedItems.clear();
15258 m->state = MAIL_STATE_UNCHANGED;
15260 else if (m->state == MAIL_STATE_DELETED)
15262 if (m->HasItems())
15263 for(std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
15264 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
15265 if (m->itemTextId)
15266 CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
15267 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
15268 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
15272 //deallocate deleted mails...
15273 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); )
15275 if ((*itr)->state == MAIL_STATE_DELETED)
15277 Mail* m = *itr;
15278 m_mail.erase(itr);
15279 delete m;
15280 itr = m_mail.begin();
15282 else
15283 ++itr;
15286 m_mailsUpdated = false;
15289 void Player::_SaveQuestStatus()
15291 // we don't need transactions here.
15292 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
15294 switch (i->second.uState)
15296 case QUEST_NEW :
15297 CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15298 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15299 GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / 1000 + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]);
15300 break;
15301 case QUEST_CHANGED :
15302 CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" I64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15303 i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / 1000 + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first );
15304 break;
15305 case QUEST_UNCHANGED:
15306 break;
15308 i->second.uState = QUEST_UNCHANGED;
15312 void Player::_SaveDailyQuestStatus()
15314 if(!m_DailyQuestChanged)
15315 return;
15317 m_DailyQuestChanged = false;
15319 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15321 // we don't need transactions here.
15322 CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15323 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15324 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
15325 CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD "')",
15326 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
15329 void Player::_SaveReputation()
15331 for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
15333 if (itr->second.Changed)
15335 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr->second.ID);
15336 CharacterDatabase.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
15337 itr->second.Changed = false;
15342 void Player::_SaveSpells()
15344 for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
15346 ++next;
15347 if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
15348 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
15349 if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)
15350 CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,slot,active,disabled) VALUES ('%u', '%u', '%u','%u','%u')", GetGUIDLow(), itr->first, itr->second->slotId,itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0);
15352 if (itr->second->state == PLAYERSPELL_REMOVED)
15353 _removeSpell(itr->first);
15354 else
15355 itr->second->state = PLAYERSPELL_UNCHANGED;
15359 void Player::_SaveTutorials()
15361 if(!m_TutorialsChanged)
15362 return;
15364 uint32 Rows=0;
15365 // it's better than rebuilding indexes multiple times
15366 QueryResult *result = CharacterDatabase.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID );
15367 if(result)
15369 Rows = result->Fetch()[0].GetUInt32();
15370 delete result;
15373 if (Rows)
15375 CharacterDatabase.PExecute("UPDATE character_tutorial SET tut0='%u', tut1='%u', tut2='%u', tut3='%u', tut4='%u', tut5='%u', tut6='%u', tut7='%u' WHERE account = '%u' AND realmid = '%u'",
15376 m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7], GetSession()->GetAccountId(), realmID );
15378 else
15380 CharacterDatabase.PExecute("INSERT INTO character_tutorial (account,realmid,tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7) VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetSession()->GetAccountId(), realmID, m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7]);
15383 m_TutorialsChanged = false;
15386 void Player::outDebugValues() const
15388 if(!sLog.IsOutDebug()) // optimize disabled debug output
15389 return;
15391 sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
15392 sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
15393 sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
15394 sLog.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA), GetStat(STAT_SPIRIT));
15395 sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
15396 sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
15397 sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
15398 sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
15399 sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
15400 sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
15401 sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
15402 sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
15405 /*********************************************************/
15406 /*** FLOOD FILTER SYSTEM ***/
15407 /*********************************************************/
15409 void Player::UpdateSpeakTime()
15411 // ignore chat spam protection for GMs in any mode
15412 if(GetSession()->GetSecurity() > SEC_PLAYER)
15413 return;
15415 time_t current = time (NULL);
15416 if(m_speakTime > current)
15418 uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
15419 if(!max_count)
15420 return;
15422 ++m_speakCount;
15423 if(m_speakCount >= max_count)
15425 // prevent overwrite mute time, if message send just before mutes set, for example.
15426 time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
15427 if(GetSession()->m_muteTime < new_mute)
15428 GetSession()->m_muteTime = new_mute;
15430 m_speakCount = 0;
15433 else
15434 m_speakCount = 0;
15436 m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
15439 bool Player::CanSpeak() const
15441 return GetSession()->m_muteTime <= time (NULL);
15444 /*********************************************************/
15445 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15446 /*********************************************************/
15448 void Player::SendAttackSwingNotInRange()
15450 WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
15451 GetSession()->SendPacket( &data );
15454 void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
15456 std::ostringstream ss;
15457 ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
15458 << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
15459 << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
15460 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15461 sLog.outDebug(ss.str().c_str());
15462 CharacterDatabase.Execute(ss.str().c_str());
15465 void Player::SaveDataFieldToDB()
15467 std::ostringstream ss;
15468 ss<<"UPDATE characters SET data='";
15470 for(uint16 i = 0; i < m_valuesCount; i++ )
15472 ss << GetUInt32Value(i) << " ";
15474 ss<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15476 CharacterDatabase.Execute(ss.str().c_str());
15479 bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
15481 std::ostringstream ss2;
15482 ss2<<"UPDATE characters SET data='";
15483 int i=0;
15484 for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i)
15486 ss2<<tokens[i]<<" ";
15488 ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15490 return CharacterDatabase.Execute(ss2.str().c_str());
15493 void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
15495 char buf[11];
15496 snprintf(buf,11,"%u",value);
15498 if(index >= tokens.size())
15499 return;
15501 tokens[index] = buf;
15504 void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
15506 Tokens tokens;
15507 if(!LoadValuesArrayFromDB(tokens,guid))
15508 return;
15510 if(index >= tokens.size())
15511 return;
15513 char buf[11];
15514 snprintf(buf,11,"%u",value);
15515 tokens[index] = buf;
15517 SaveValuesArrayInDB(tokens,guid);
15520 void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
15522 uint32 temp;
15523 memcpy(&temp, &value, sizeof(value));
15524 Player::SetUInt32ValueInDB(index, temp, guid);
15527 void Player::SendAttackSwingNotStanding()
15529 WorldPacket data(SMSG_ATTACKSWING_NOTSTANDING, 0);
15530 GetSession()->SendPacket( &data );
15533 void Player::SendAttackSwingDeadTarget()
15535 WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
15536 GetSession()->SendPacket( &data );
15539 void Player::SendAttackSwingCantAttack()
15541 WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
15542 GetSession()->SendPacket( &data );
15545 void Player::SendAttackSwingCancelAttack()
15547 WorldPacket data(SMSG_CANCEL_COMBAT, 0);
15548 GetSession()->SendPacket( &data );
15551 void Player::SendAttackSwingBadFacingAttack()
15553 WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
15554 GetSession()->SendPacket( &data );
15557 void Player::SendAutoRepeatCancel()
15559 WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, 0);
15560 GetSession()->SendPacket( &data );
15563 void Player::PlaySound(uint32 Sound, bool OnlySelf)
15565 WorldPacket data(SMSG_PLAY_SOUND, 4);
15566 data << Sound;
15567 if (OnlySelf)
15568 GetSession()->SendPacket( &data );
15569 else
15570 SendMessageToSet( &data, true );
15573 void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
15575 WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
15576 data << Area;
15577 data << Experience;
15578 GetSession()->SendPacket(&data);
15581 void Player::SendDungeonDifficulty(bool IsInGroup)
15583 uint8 val = 0x00000001;
15584 WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
15585 data << (uint32)GetDifficulty();
15586 data << uint32(val);
15587 data << uint32(IsInGroup);
15588 GetSession()->SendPacket(&data);
15591 void Player::SendResetFailedNotify(uint32 mapid)
15593 WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
15594 data << uint32(mapid);
15595 GetSession()->SendPacket(&data);
15598 /// Reset all solo instances and optionally send a message on success for each
15599 void Player::ResetInstances(uint8 method)
15601 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15603 // we assume that when the difficulty changes, all instances that can be reset will be
15604 uint8 dif = GetDifficulty();
15606 for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
15608 InstanceSave *p = itr->second.save;
15609 const MapEntry *entry = sMapStore.LookupEntry(itr->first);
15610 if(!entry || !p->CanReset())
15612 ++itr;
15613 continue;
15616 if(method == INSTANCE_RESET_ALL)
15618 // the "reset all instances" method can only reset normal maps
15619 if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
15621 ++itr;
15622 continue;
15626 // if the map is loaded, reset it
15627 Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
15628 if(map && map->IsDungeon())
15629 ((InstanceMap*)map)->Reset(method);
15631 // since this is a solo instance there should not be any players inside
15632 if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
15633 SendResetInstanceSuccess(p->GetMapId());
15635 p->DeleteFromDB();
15636 m_boundInstances[dif].erase(itr++);
15638 // the following should remove the instance save from the manager and delete it as well
15639 p->RemovePlayer(this);
15643 void Player::SendResetInstanceSuccess(uint32 MapId)
15645 WorldPacket data(SMSG_INSTANCE_RESET, 4);
15646 data << MapId;
15647 GetSession()->SendPacket(&data);
15650 void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
15652 // TODO: find what other fail reasons there are besides players in the instance
15653 WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
15654 data << reason;
15655 data << MapId;
15656 GetSession()->SendPacket(&data);
15659 /*********************************************************/
15660 /*** Update timers ***/
15661 /*********************************************************/
15663 ///checks the 15 afk reports per 5 minutes limit
15664 void Player::UpdateAfkReport(time_t currTime)
15666 if(m_bgAfkReportedTimer <= currTime)
15668 m_bgAfkReportedCount = 0;
15669 m_bgAfkReportedTimer = currTime+5*MINUTE;
15673 void Player::UpdateContestedPvP(uint32 diff)
15675 if(!m_contestedPvPTimer||isInCombat())
15676 return;
15677 if(m_contestedPvPTimer <= diff)
15679 ResetContestedPvP();
15681 else
15682 m_contestedPvPTimer -= diff;
15685 void Player::UpdatePvPFlag(time_t currTime)
15687 if(!IsPvP())
15688 return;
15689 if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
15690 return;
15692 UpdatePvP(false);
15695 void Player::UpdateDuelFlag(time_t currTime)
15697 if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
15698 return;
15700 SetUInt32Value(PLAYER_DUEL_TEAM, 1);
15701 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
15703 duel->startTimer = 0;
15704 duel->startTime = currTime;
15705 duel->opponent->duel->startTimer = 0;
15706 duel->opponent->duel->startTime = currTime;
15709 void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
15711 if(!pet)
15712 pet = GetPet();
15714 if(returnreagent && (pet || m_temporaryUnsummonedPetNumber))
15716 //returning of reagents only for players, so best done here
15717 uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
15718 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
15720 if(spellInfo)
15722 for(uint32 i = 0; i < 7; ++i)
15724 if(spellInfo->Reagent[i] > 0)
15726 ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
15727 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
15728 if( msg == EQUIP_ERR_OK )
15730 Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
15731 if(IsInWorld())
15732 SendNewItem(item,spellInfo->ReagentCount[i],true,false);
15737 m_temporaryUnsummonedPetNumber = 0;
15740 if(!pet || pet->GetOwnerGUID()!=GetGUID())
15741 return;
15743 // only if current pet in slot
15744 switch(pet->getPetType())
15746 case MINI_PET:
15747 m_miniPet = 0;
15748 break;
15749 case GUARDIAN_PET:
15750 m_guardianPets.erase(pet->GetGUID());
15751 break;
15752 default:
15753 if(GetPetGUID() == pet->GetGUID())
15754 SetPet(NULL);
15755 break;
15758 pet->CombatStop();
15760 if(returnreagent)
15762 switch(pet->GetEntry())
15764 //warlock pets except imp are removed(?) when logging out
15765 case 1860:
15766 case 1863:
15767 case 417:
15768 case 17252:
15769 mode = PET_SAVE_NOT_IN_SLOT;
15770 break;
15774 pet->SavePetToDB(mode);
15776 pet->CleanupsBeforeDelete();
15777 pet->AddObjectToRemoveList();
15778 pet->m_removed = true;
15780 if(pet->isControlled())
15782 WorldPacket data(SMSG_PET_SPELLS, 8);
15783 data << uint64(0);
15784 GetSession()->SendPacket(&data);
15786 if(GetGroup())
15787 SetGroupUpdateFlag(GROUP_UPDATE_PET);
15791 void Player::RemoveMiniPet()
15793 if(Pet* pet = GetMiniPet())
15795 pet->Remove(PET_SAVE_AS_DELETED);
15796 m_miniPet = 0;
15800 Pet* Player::GetMiniPet()
15802 if(!m_miniPet)
15803 return NULL;
15804 return ObjectAccessor::GetPet(m_miniPet);
15807 void Player::RemoveGuardians()
15809 while(!m_guardianPets.empty())
15811 uint64 guid = *m_guardianPets.begin();
15812 if(Pet* pet = ObjectAccessor::GetPet(guid))
15813 pet->Remove(PET_SAVE_AS_DELETED);
15815 m_guardianPets.erase(guid);
15819 bool Player::HasGuardianWithEntry(uint32 entry)
15821 // pet guid middle part is entry (and creature also)
15822 // and in guardian list must be guardians with same entry _always_
15823 for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
15824 if(GUID_ENPART(*itr)==entry)
15825 return true;
15827 return false;
15830 void Player::Uncharm()
15832 Unit* charm = GetCharm();
15833 if(!charm)
15834 return;
15836 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
15837 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
15840 void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
15842 *data << (uint8)msgtype;
15843 *data << (uint32)language;
15844 *data << (uint64)GetGUID();
15845 *data << (uint32)language; //language 2.1.0 ?
15846 *data << (uint64)GetGUID();
15847 *data << (uint32)(text.length()+1);
15848 *data << text;
15849 *data << (uint8)chatTag();
15852 void Player::Say(const std::string& text, const uint32 language)
15854 WorldPacket data(SMSG_MESSAGECHAT, 200);
15855 BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
15856 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
15859 void Player::Yell(const std::string& text, const uint32 language)
15861 WorldPacket data(SMSG_MESSAGECHAT, 200);
15862 BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
15863 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
15866 void Player::TextEmote(const std::string& text)
15868 WorldPacket data(SMSG_MESSAGECHAT, 200);
15869 BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
15870 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT) );
15873 void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
15875 if (language != LANG_ADDON) // if not addon data
15876 language = LANG_UNIVERSAL; // whispers should always be readable
15878 Player *rPlayer = objmgr.GetPlayer(receiver);
15880 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
15881 if(!rPlayer->isDND() || isGameMaster())
15883 WorldPacket data(SMSG_MESSAGECHAT, 200);
15884 BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
15885 rPlayer->GetSession()->SendPacket(&data);
15887 data.Initialize(SMSG_MESSAGECHAT, 200);
15888 rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, text, language);
15889 GetSession()->SendPacket(&data);
15891 else
15893 // announce to player that player he is whispering to is dnd and cannot receive his message
15894 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
15897 if(!isAcceptWhispers())
15899 SetAcceptWhispers(true);
15900 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
15903 // announce to player that player he is whispering to is afk
15904 if(rPlayer->isAFK())
15905 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
15907 // if player whisper someone, auto turn of dnd to be able to receive an answer
15908 if(isDND() && !rPlayer->isGameMaster())
15909 ToggleDND();
15912 void Player::PetSpellInitialize()
15914 Pet* pet = GetPet();
15916 if(pet)
15918 uint8 addlist = 0;
15920 sLog.outDebug("Pet Spells Groups");
15922 CreatureInfo const *cinfo = pet->GetCreatureInfo();
15924 if(pet->isControlled() && (pet->getPetType() == HUNTER_PET || cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK))
15926 for(PetSpellMap::iterator itr = pet->m_spells.begin();itr != pet->m_spells.end();++itr)
15928 if(itr->second->state == PETSPELL_REMOVED)
15929 continue;
15930 ++addlist;
15934 // first line + actionbar + spellcount + spells + last adds
15935 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);
15937 CharmInfo *charmInfo = pet->GetCharmInfo();
15939 //16
15940 data << (uint64)pet->GetGUID() << uint32(0x00000000) << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
15942 for(uint32 i = 0; i < 10; i++) //40
15944 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
15947 data << uint8(addlist); //1
15949 if(addlist && pet->isControlled())
15951 for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
15953 if(itr->second->state == PETSPELL_REMOVED)
15954 continue;
15956 data << uint16(itr->first);
15957 data << uint16(itr->second->active); // pet spell active state isn't boolean
15961 //data << uint8(0x01) << uint32(0x6010) << uint32(0x01) << uint32(0x05) << uint16(0x00); //15
15962 uint8 count = 3; //1+8+8+8=25
15964 // if count = 0, then end of packet...
15965 data << count;
15966 // uint32 value is spell id...
15967 // uint64 value is constant 0, unknown...
15968 data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
15969 //data << uint32(0x5fd1) << uint64(0); // if count = 2
15970 data << uint32(0x8e8c) << uint64(0); // if count = 3
15971 data << uint32(0x8e8b) << uint64(0); // if count = 3
15973 GetSession()->SendPacket(&data);
15977 void Player::PossessSpellInitialize()
15979 Unit* charm = GetCharm();
15981 if(!charm)
15982 return;
15984 CharmInfo *charmInfo = charm->GetCharmInfo();
15986 if(!charmInfo)
15988 sLog.outError("Player::PossessSpellInitialize(): charm ("I64FMTD") has no charminfo!", charm->GetGUID());
15989 return;
15992 uint8 addlist = 0;
15993 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
15995 //16
15996 data << (uint64)charm->GetGUID() << uint32(0x00000000) << uint8(0) << uint8(0) << uint16(0);
15998 for(uint32 i = 0; i < 10; i++) //40
16000 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16003 data << uint8(addlist); //1
16005 uint8 count = 3;
16006 data << count;
16007 data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
16008 data << uint32(0x8e8c) << uint64(0); // if count = 3
16009 data << uint32(0x8e8b) << uint64(0); // if count = 3
16011 GetSession()->SendPacket(&data);
16014 void Player::CharmSpellInitialize()
16016 Unit* charm = GetCharm();
16018 if(!charm)
16019 return;
16021 CharmInfo *charmInfo = charm->GetCharmInfo();
16022 if(!charmInfo)
16024 sLog.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16025 return;
16028 uint8 addlist = 0;
16030 if(charm->GetTypeId() != TYPEID_PLAYER)
16032 CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
16034 if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
16036 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16038 if(charmInfo->GetCharmSpell(i)->spellId)
16039 ++addlist;
16044 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16046 data << (uint64)charm->GetGUID() << uint32(0x00000000);
16048 if(charm->GetTypeId() != TYPEID_PLAYER)
16049 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState());
16050 else
16051 data << uint8(0) << uint8(0);
16053 data << uint16(0);
16055 for(uint32 i = 0; i < 10; i++) //40
16057 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16060 data << uint8(addlist); //1
16062 if(addlist)
16064 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16066 CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
16067 if(cspell->spellId)
16069 data << uint16(cspell->spellId);
16070 data << uint16(cspell->active);
16075 uint8 count = 3;
16076 data << count;
16077 data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
16078 data << uint32(0x8e8c) << uint64(0); // if count = 3
16079 data << uint32(0x8e8b) << uint64(0); // if count = 3
16081 GetSession()->SendPacket(&data);
16084 int32 Player::GetTotalFlatMods(uint32 spellId, SpellModOp op)
16086 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16087 if (!spellInfo) return 0;
16088 int32 total = 0;
16089 for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
16091 SpellModifier *mod = *itr;
16093 if(!IsAffectedBySpellmod(spellInfo,mod))
16094 continue;
16096 if (mod->type == SPELLMOD_FLAT)
16097 total += mod->value;
16099 return total;
16102 int32 Player::GetTotalPctMods(uint32 spellId, SpellModOp op)
16104 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16105 if (!spellInfo) return 0;
16106 int32 total = 0;
16107 for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
16109 SpellModifier *mod = *itr;
16111 if(!IsAffectedBySpellmod(spellInfo,mod))
16112 continue;
16114 if (mod->type == SPELLMOD_PCT)
16115 total += mod->value;
16117 return total;
16120 bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell)
16122 if (!mod || !spellInfo)
16123 return false;
16125 if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish
16127 // prevent apply to any spell except spell that trigger expire
16128 if(spell)
16130 if(mod->lastAffected != spell)
16131 return false;
16133 else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id))
16134 return false;
16137 return spellmgr.IsAffectedBySpell(spellInfo,mod->spellId,mod->effectId,mod->mask);
16140 void Player::AddSpellMod(SpellModifier* mod, bool apply)
16142 uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
16144 for(int eff=0;eff<64;++eff)
16146 uint64 _mask = uint64(1) << eff;
16147 if ( mod->mask & _mask)
16149 int32 val = 0;
16150 for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
16152 if ((*itr)->type == mod->type && (*itr)->mask & _mask)
16153 val += (*itr)->value;
16155 val += apply ? mod->value : -(mod->value);
16156 WorldPacket data(Opcode, (1+1+4));
16157 data << uint8(eff);
16158 data << uint8(mod->op);
16159 data << int32(val);
16160 SendDirectMessage(&data);
16164 if (apply)
16165 m_spellMods[mod->op].push_back(mod);
16166 else
16168 if (mod->charges == -1)
16169 --m_SpellModRemoveCount;
16170 m_spellMods[mod->op].remove(mod);
16171 delete mod;
16175 void Player::RemoveSpellMods(Spell const* spell)
16177 if(!spell || (m_SpellModRemoveCount == 0))
16178 return;
16180 for(int i=0;i<MAX_SPELLMOD;++i)
16182 for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
16184 SpellModifier *mod = *itr;
16185 ++itr;
16187 if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
16189 RemoveAurasDueToSpell(mod->spellId);
16190 if (m_spellMods[i].empty())
16191 break;
16192 else
16193 itr = m_spellMods[i].begin();
16199 // send Proficiency
16200 void Player::SendProficiency(uint8 pr1, uint32 pr2)
16202 WorldPacket data(SMSG_SET_PROFICIENCY, 8);
16203 data << pr1 << pr2;
16204 GetSession()->SendPacket (&data);
16207 void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
16209 QueryResult *result = NULL;
16210 if(type==10)
16211 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16212 else
16213 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16214 if(result)
16216 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.
16217 { // and SendPetitionQueryOpcode reads data from the DB
16218 Field *fields = result->Fetch();
16219 uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
16220 uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
16222 // send update if charter owner in game
16223 Player* owner = objmgr.GetPlayer(ownerguid);
16224 if(owner)
16225 owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
16227 } while ( result->NextRow() );
16229 delete result;
16231 if(type==10)
16232 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16233 else
16234 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16237 CharacterDatabase.BeginTransaction();
16238 if(type == 10)
16240 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
16241 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
16243 else
16245 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16246 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16248 CharacterDatabase.CommitTransaction();
16251 void Player::SetRestBonus (float rest_bonus_new)
16253 // Prevent resting on max level
16254 if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
16255 rest_bonus_new = 0;
16257 if(rest_bonus_new < 0)
16258 rest_bonus_new = 0;
16260 float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
16262 if(rest_bonus_new > rest_bonus_max)
16263 m_rest_bonus = rest_bonus_max;
16264 else
16265 m_rest_bonus = rest_bonus_new;
16267 // update data for client
16268 if(m_rest_bonus>10)
16269 SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
16270 else if(m_rest_bonus<=1)
16271 SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
16273 //RestTickUpdate
16274 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
16277 void Player::HandleStealthedUnitsDetection()
16279 std::list<Unit*> stealthedUnits;
16281 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16282 Cell cell(p);
16283 cell.data.Part.reserved = ALL_DISTRICT;
16284 cell.SetNoCreate();
16286 MaNGOS::AnyStealthedCheck u_check;
16287 MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(stealthedUnits, u_check);
16289 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher);
16290 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher);
16292 CellLock<GridReadGuard> cell_lock(cell, p);
16293 cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap());
16294 cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap());
16296 for (std::list<Unit*>::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();)
16298 if((*i)==this)
16300 i = stealthedUnits.erase(i);
16301 continue;
16304 if ((*i)->isVisibleForOrDetect(this,true))
16307 (*i)->SendUpdateToPlayer(this);
16308 m_clientGUIDs.insert((*i)->GetGUID());
16310 #ifdef MANGOS_DEBUG
16311 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
16312 sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
16313 #endif
16315 // target aura duration for caster show only if target exist at caster client
16316 // send data at target visibility change (adding to client)
16317 if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
16318 SendAuraDurationsForTarget(*i);
16320 i = stealthedUnits.erase(i);
16321 continue;
16324 ++i;
16328 bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, uint32 mount_id, Creature* npc)
16330 if(nodes.size() < 2)
16331 return false;
16333 // not let cheating with start flight mounted
16334 if(IsMounted())
16336 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16337 data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
16338 GetSession()->SendPacket(&data);
16339 return false;
16342 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
16344 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16345 data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
16346 GetSession()->SendPacket(&data);
16347 return false;
16350 // 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
16351 if(GetSession()->isLogingOut() ||
16352 (!m_currentSpells[CURRENT_GENERIC_SPELL] ||
16353 m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Effect[0] != SPELL_EFFECT_SEND_TAXI)&&
16354 IsNonMeleeSpellCasted(false) ||
16355 isInCombat())
16357 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16358 data << uint32(ERR_TAXIPLAYERBUSY);
16359 GetSession()->SendPacket(&data);
16360 return false;
16363 if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
16364 return false;
16366 uint32 sourcenode = nodes[0];
16368 // starting node too far away (cheat?)
16369 TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
16370 if( !node || node->map_id != GetMapId() ||
16371 (node->x - GetPositionX())*(node->x - GetPositionX())+
16372 (node->y - GetPositionY())*(node->y - GetPositionY())+
16373 (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
16374 (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE) )
16376 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16377 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16378 GetSession()->SendPacket(&data);
16379 return false;
16382 // Prepare to flight start now
16384 // stop combat at start taxi flight if any
16385 CombatStop();
16387 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16388 TradeCancel(true);
16390 // clean not finished taxi path if any
16391 m_taxi.ClearTaxiDestinations();
16393 // 0 element current node
16394 m_taxi.AddTaxiDestination(sourcenode);
16396 // fill destinations path tail
16397 uint32 sourcepath = 0;
16398 uint32 totalcost = 0;
16400 uint32 prevnode = sourcenode;
16401 uint32 lastnode = 0;
16403 for(uint32 i = 1; i < nodes.size(); ++i)
16405 uint32 path, cost;
16407 lastnode = nodes[i];
16408 objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
16410 if(!path)
16412 m_taxi.ClearTaxiDestinations();
16413 return false;
16416 totalcost += cost;
16418 if(prevnode == sourcenode)
16419 sourcepath = path;
16421 m_taxi.AddTaxiDestination(lastnode);
16423 prevnode = lastnode;
16426 if(!mount_id) // if not provide then attempt use default.
16427 mount_id = objmgr.GetTaxiMount(sourcenode, GetTeam());
16429 if (mount_id == 0 || sourcepath == 0)
16431 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16432 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16433 GetSession()->SendPacket(&data);
16434 m_taxi.ClearTaxiDestinations();
16435 return false;
16438 uint32 money = GetMoney();
16440 if(npc)
16442 totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
16445 if(money < totalcost)
16447 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16448 data << uint32(ERR_TAXINOTENOUGHMONEY);
16449 GetSession()->SendPacket(&data);
16450 m_taxi.ClearTaxiDestinations();
16451 return false;
16454 //Checks and preparations done, DO FLIGHT
16455 ModifyMoney(-(int32)totalcost);
16457 // prevent stealth flight
16458 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
16460 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16461 data << uint32(ERR_TAXIOK);
16462 GetSession()->SendPacket(&data);
16464 sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16466 GetSession()->SendDoFlight(mount_id, sourcepath);
16468 return true;
16471 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
16473 // last check 2.0.10
16474 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
16475 data << GetGUID();
16476 data << uint8(0x0); // flags (0x1, 0x2)
16477 time_t curTime = time(NULL);
16478 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
16480 if (itr->second->state == PLAYERSPELL_REMOVED)
16481 continue;
16482 uint32 unSpellId = itr->first;
16483 SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
16484 if (!spellInfo)
16486 ASSERT(spellInfo);
16487 continue;
16490 // Not send cooldown for this spells
16491 if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
16492 continue;
16494 if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
16496 data << unSpellId;
16497 data << unTimeMs; // in m.secs
16498 AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/1000);
16501 GetSession()->SendPacket(&data);
16504 void Player::InitDataForForm(bool reapplyMods)
16506 SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
16507 if(ssEntry && ssEntry->attackSpeed)
16509 SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
16510 SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
16511 SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
16513 else
16514 SetRegularAttackTime();
16516 switch(m_form)
16518 case FORM_CAT:
16520 if(getPowerType()!=POWER_ENERGY)
16521 setPowerType(POWER_ENERGY);
16522 break;
16524 case FORM_BEAR:
16525 case FORM_DIREBEAR:
16527 if(getPowerType()!=POWER_RAGE)
16528 setPowerType(POWER_RAGE);
16529 break;
16531 default: // 0, for example
16533 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
16534 if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
16535 setPowerType(Powers(cEntry->powerType));
16536 break;
16540 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16541 if (!reapplyMods)
16542 UpdateEquipSpellsAtFormChange();
16544 UpdateAttackPowerAndDamage();
16545 UpdateAttackPowerAndDamage(true);
16548 // Return true is the bought item has a max count to force refresh of window by caller
16549 bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot)
16551 // cheating attempt
16552 if(count < 1) count = 1;
16554 if(!isAlive())
16555 return false;
16557 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
16558 if( !pProto )
16560 SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
16561 return false;
16564 Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid,UNIT_NPC_FLAG_VENDOR);
16565 if (!pCreature)
16567 sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
16568 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
16569 return false;
16572 VendorItemData const* vItems = pCreature->GetVendorItems();
16573 if(!vItems || vItems->Empty())
16575 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
16576 return false;
16579 size_t vendor_slot = vItems->FindItemSlot(item);
16580 if(vendor_slot >= vItems->GetItemCount())
16582 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
16583 return false;
16586 VendorItem const* crItem = vItems->m_items[vendor_slot];
16588 // check current item amount if it limited
16589 if( crItem->maxcount != 0 )
16591 if(pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
16593 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
16594 return false;
16598 if( uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
16600 SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
16601 return false;
16604 if(crItem->ExtendedCost)
16606 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
16607 if(!iece)
16609 sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
16610 return false;
16613 // honor points price
16614 if(GetHonorPoints() < (iece->reqhonorpoints * count))
16616 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
16617 return false;
16620 // arena points price
16621 if(GetArenaPoints() < (iece->reqarenapoints * count))
16623 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
16624 return false;
16627 // item base price
16628 for (uint8 i = 0; i < 5; ++i)
16630 if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
16632 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
16633 return false;
16637 // check for personal arena rating requirement
16638 if( GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating )
16640 // probably not the proper equip err
16641 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
16642 return false;
16646 uint32 price = pProto->BuyPrice * count;
16648 // reputation discount
16649 price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
16651 if( GetMoney() < price )
16653 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
16654 return false;
16657 uint8 bag = 0; // init for case invalid bagGUID
16659 if (bagguid != NULL_BAG && slot != NULL_SLOT)
16661 Bag *pBag;
16662 if( bagguid == GetGUID() )
16664 bag = INVENTORY_SLOT_BAG_0;
16666 else
16668 for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END;i++)
16670 pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0,i);
16671 if( pBag )
16673 if( bagguid == pBag->GetGUID() )
16675 bag = i;
16676 break;
16683 if( IsInventoryPos( bag, slot ) || (bagguid == NULL_BAG && slot == NULL_SLOT) )
16685 ItemPosCountVec dest;
16686 uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
16687 if( msg != EQUIP_ERR_OK )
16689 SendEquipError( msg, NULL, NULL );
16690 return false;
16693 ModifyMoney( -(int32)price );
16694 if(crItem->ExtendedCost) // case for new honor system
16696 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
16697 if(iece->reqhonorpoints)
16698 ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
16699 if(iece->reqarenapoints)
16700 ModifyArenaPoints( - int32(iece->reqarenapoints * count));
16701 for (uint8 i = 0; i < 5; ++i)
16703 if(iece->reqitem[i])
16704 DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
16708 if(Item *it = StoreNewItem( dest, item, true ))
16710 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
16712 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
16713 data << pCreature->GetGUID();
16714 data << (uint32)(vendor_slot+1); // numbered from 1 at client
16715 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
16716 data << (uint32)count;
16717 GetSession()->SendPacket(&data);
16719 SendNewItem(it, pProto->BuyCount*count, true, false, false);
16722 else if( IsEquipmentPos( bag, slot ) )
16724 if(pProto->BuyCount * count != 1)
16726 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL );
16727 return false;
16730 uint16 dest;
16731 uint8 msg = CanEquipNewItem( slot, dest, item, false );
16732 if( msg != EQUIP_ERR_OK )
16734 SendEquipError( msg, NULL, NULL );
16735 return false;
16738 ModifyMoney( -(int32)price );
16739 if(crItem->ExtendedCost) // case for new honor system
16741 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
16742 if(iece->reqhonorpoints)
16743 ModifyHonorPoints( - int32(iece->reqhonorpoints));
16744 if(iece->reqarenapoints)
16745 ModifyArenaPoints( - int32(iece->reqarenapoints));
16746 for (uint8 i = 0; i < 5; ++i)
16748 if(iece->reqitem[i])
16749 DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
16753 if(Item *it = EquipNewItem( dest, item, true ))
16755 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
16757 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
16758 data << pCreature->GetGUID();
16759 data << (uint32)(vendor_slot+1); // numbered from 1 at client
16760 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
16761 data << (uint32)count;
16762 GetSession()->SendPacket(&data);
16764 SendNewItem(it, pProto->BuyCount*count, true, false, false);
16766 AutoUnequipOffhandIfNeed();
16769 else
16771 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
16772 return false;
16775 return crItem->maxcount!=0;
16778 uint32 Player::GetMaxPersonalArenaRatingRequirement()
16780 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
16781 // the personal rating of the arena team must match the required limit as well
16782 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
16783 uint32 max_personal_rating = 0;
16784 for(int i = 0; i < MAX_ARENA_SLOT; ++i)
16786 if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
16788 uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5);
16789 uint32 t_rating = at->GetRating();
16790 p_rating = p_rating<t_rating? p_rating : t_rating;
16791 if(max_personal_rating < p_rating)
16792 max_personal_rating = p_rating;
16795 return max_personal_rating;
16798 void Player::UpdateHomebindTime(uint32 time)
16800 // GMs never get homebind timer online
16801 if (m_InstanceValid || isGameMaster())
16803 if(m_HomebindTimer) // instance valid, but timer not reset
16805 // hide reminder
16806 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
16807 data << uint32(0);
16808 data << uint32(0);
16809 GetSession()->SendPacket(&data);
16811 // instance is valid, reset homebind timer
16812 m_HomebindTimer = 0;
16814 else if (m_HomebindTimer > 0)
16816 if (time >= m_HomebindTimer)
16818 // teleport to homebind location
16819 TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
16821 else
16822 m_HomebindTimer -= time;
16824 else
16826 // instance is invalid, start homebind timer
16827 m_HomebindTimer = 60000;
16828 // send message to player
16829 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
16830 data << m_HomebindTimer;
16831 data << uint32(1);
16832 GetSession()->SendPacket(&data);
16833 sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
16837 void Player::UpdatePvP(bool state, bool ovrride)
16839 if(!state || ovrride)
16841 SetPvP(state);
16842 if(Pet* pet = GetPet())
16843 pet->SetPvP(state);
16844 if(Unit* charmed = GetCharm())
16845 charmed->SetPvP(state);
16847 pvpInfo.endTimer = 0;
16849 else
16851 if(pvpInfo.endTimer != 0)
16852 pvpInfo.endTimer = time(NULL);
16853 else
16855 SetPvP(state);
16857 if(Pet* pet = GetPet())
16858 pet->SetPvP(state);
16859 if(Unit* charmed = GetCharm())
16860 charmed->SetPvP(state);
16865 void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
16867 SpellCooldown sc;
16868 sc.end = end_time;
16869 sc.itemid = itemid;
16870 m_spellCooldowns[spellid] = sc;
16873 void Player::SendCooldownEvent(SpellEntry const *spellInfo)
16875 if ( !(spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) )
16876 return;
16878 // Get spell cooldown
16879 int32 cooldown = GetSpellRecoveryTime(spellInfo);
16880 // Apply spellmods
16881 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, cooldown);
16882 if (cooldown < 0)
16883 cooldown = 0;
16884 // Add cooldown
16885 AddSpellCooldown(spellInfo->Id, 0, time(NULL) + cooldown / 1000);
16886 // Send activate
16887 WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
16888 data << spellInfo->Id;
16889 data << GetGUID();
16890 SendDirectMessage(&data);
16892 //slot to be excluded while counting
16893 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
16895 if(!enchantmentcondition)
16896 return true;
16898 SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
16900 if(!Condition)
16901 return true;
16903 uint8 curcount[4] = {0, 0, 0, 0};
16905 //counting current equipped gem colors
16906 for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
16908 if(i == slot)
16909 continue;
16910 Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
16911 if(pItem2 && pItem2->GetProto()->Socket[0].Color)
16913 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
16915 uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
16916 if(!enchant_id)
16917 continue;
16919 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
16920 if(!enchantEntry)
16921 continue;
16923 uint32 gemid = enchantEntry->GemID;
16924 if(!gemid)
16925 continue;
16927 ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
16928 if(!gemProto)
16929 continue;
16931 GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
16932 if(!gemProperty)
16933 continue;
16935 uint8 GemColor = gemProperty->color;
16937 for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
16939 if(tmpcolormask & GemColor)
16940 ++curcount[b];
16946 bool activate = true;
16948 for(int i = 0; i < 5; i++)
16950 if(!Condition->Color[i])
16951 continue;
16953 uint32 _cur_gem = curcount[Condition->Color[i] - 1];
16955 // if have <CompareColor> use them as count, else use <value> from Condition
16956 uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
16958 switch(Condition->Comparator[i])
16960 case 2: // requires less <color> than (<value> || <comparecolor>) gems
16961 activate &= (_cur_gem < _cmp_gem) ? true : false;
16962 break;
16963 case 3: // requires more <color> than (<value> || <comparecolor>) gems
16964 activate &= (_cur_gem > _cmp_gem) ? true : false;
16965 break;
16966 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
16967 activate &= (_cur_gem >= _cmp_gem) ? true : false;
16968 break;
16972 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");
16974 return activate;
16977 void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
16979 //cycle all equipped items
16980 for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
16982 //enchants for the slot being socketed are handled by Player::ApplyItemMods
16983 if(slot == exceptslot)
16984 continue;
16986 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
16988 if(!pItem || !pItem->GetProto()->Socket[0].Color)
16989 continue;
16991 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
16993 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
16994 if(!enchant_id)
16995 continue;
16997 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
16998 if(!enchantEntry)
16999 continue;
17001 uint32 condition = enchantEntry->EnchantmentCondition;
17002 if(condition)
17004 //was enchant active with/without item?
17005 bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
17006 //should it now be?
17007 if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
17009 // ignore item gem conditions
17010 //if state changed, (dis)apply enchant
17011 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true);
17018 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17019 void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
17021 //cycle all equipped items
17022 for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17024 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17025 if(slot == exceptslot)
17026 continue;
17028 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17030 if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
17031 continue;
17033 //cycle all (gem)enchants
17034 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17036 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17037 if(!enchant_id) //if no enchant go to next enchant(slot)
17038 continue;
17040 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17041 if(!enchantEntry)
17042 continue;
17044 //only metagems to be (de)activated, so only enchants with condition
17045 uint32 condition = enchantEntry->EnchantmentCondition;
17046 if(condition)
17047 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
17052 void Player::LeaveBattleground(bool teleportToEntryPoint)
17054 if(BattleGround *bg = GetBattleGround())
17056 bool need_debuf = bg->isBattleGround() && (bg->GetStatus() == STATUS_IN_PROGRESS) && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER);
17058 bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
17060 // call after remove to be sure that player resurrected for correct cast
17061 if(need_debuf)
17062 CastSpell(this, 26013, true); // Deserter
17066 bool Player::CanJoinToBattleground() const
17068 // check Deserter debuff
17069 if(GetDummyAura(26013))
17070 return false;
17072 return true;
17075 bool Player::CanReportAfkDueToLimit()
17077 // a player can complain about 15 people per 5 minutes
17078 if(m_bgAfkReportedCount >= 15)
17079 return false;
17080 ++m_bgAfkReportedCount;
17081 return true;
17084 ///This player has been blamed to be inactive in a battleground
17085 void Player::ReportedAfkBy(Player* reporter)
17087 BattleGround *bg = GetBattleGround();
17088 if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
17089 return;
17091 // check if player has 'Idle' or 'Inactive' debuff
17092 if(m_bgAfkReporter.find(reporter->GetGUIDLow())==m_bgAfkReporter.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter->CanReportAfkDueToLimit())
17094 m_bgAfkReporter.insert(reporter->GetGUIDLow());
17095 // 3 players have to complain to apply debuff
17096 if(m_bgAfkReporter.size() >= 3)
17098 // cast 'Idle' spell
17099 CastSpell(this, 43680, true);
17100 m_bgAfkReporter.clear();
17105 bool Player::IsVisibleInGridForPlayer( Player* pl ) const
17107 // gamemaster in GM mode see all, including ghosts
17108 if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
17109 return true;
17111 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17112 if (InBattleGround())
17114 if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
17115 return false;
17116 return true;
17119 // Live player see live player or dead player with not realized corpse
17120 if(pl->isAlive() || pl->m_deathTimer > 0)
17122 return isAlive() || m_deathTimer > 0;
17125 // Ghost see other friendly ghosts, that's for sure
17126 if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
17127 return true;
17129 // Dead player see live players near own corpse
17130 if(isAlive())
17132 Corpse *corpse = pl->GetCorpse();
17133 if(corpse)
17135 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17136 if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
17137 return true;
17141 // and not see any other
17142 return false;
17145 bool Player::IsVisibleGloballyFor( Player* u ) const
17147 if(!u)
17148 return false;
17150 // Always can see self
17151 if (u==this)
17152 return true;
17154 // Visible units, always are visible for all players
17155 if (GetVisibility() == VISIBILITY_ON)
17156 return true;
17158 // GMs are visible for higher gms (or players are visible for gms)
17159 if (u->GetSession()->GetSecurity() > SEC_PLAYER)
17160 return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
17162 // non faction visibility non-breakable for non-GMs
17163 if (GetVisibility() == VISIBILITY_OFF)
17164 return false;
17166 // non-gm stealth/invisibility not hide from global player lists
17167 return true;
17170 void Player::UpdateVisibilityOf(WorldObject* target)
17172 if(HaveAtClient(target))
17174 if(!target->isVisibleForInState(this,true))
17176 target->DestroyForPlayer(this);
17177 m_clientGUIDs.erase(target->GetGUID());
17179 #ifdef MANGOS_DEBUG
17180 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17181 sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17182 #endif
17185 else
17187 if(target->isVisibleForInState(this,false))
17189 target->SendUpdateToPlayer(this);
17190 if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
17191 m_clientGUIDs.insert(target->GetGUID());
17193 #ifdef MANGOS_DEBUG
17194 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17195 sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17196 #endif
17198 // target aura duration for caster show only if target exist at caster client
17199 // send data at target visibility change (adding to client)
17200 if(target!=this && target->isType(TYPEMASK_UNIT))
17201 SendAuraDurationsForTarget((Unit*)target);
17203 if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
17204 ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17209 template<class T>
17210 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target)
17212 s64.insert(target->GetGUID());
17215 template<>
17216 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target)
17218 if(!target->IsTransport())
17219 s64.insert(target->GetGUID());
17222 template<class T>
17223 void Player::UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow)
17225 if(HaveAtClient(target))
17227 if(!target->isVisibleForInState(this,true))
17229 target->BuildOutOfRangeUpdateBlock(&data);
17230 m_clientGUIDs.erase(target->GetGUID());
17232 #ifdef MANGOS_DEBUG
17233 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17234 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));
17235 #endif
17238 else
17240 if(target->isVisibleForInState(this,false))
17242 visibleNow.insert(target);
17243 target->BuildUpdate(data_updates);
17244 target->BuildCreateUpdateBlockForPlayer(&data, this);
17245 UpdateVisibilityOf_helper(m_clientGUIDs,target);
17247 #ifdef MANGOS_DEBUG
17248 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17249 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));
17250 #endif
17255 template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17256 template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17257 template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17258 template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17259 template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17261 void Player::InitPrimaryProffesions()
17263 SetFreePrimaryProffesions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
17266 void Player::SendComboPoints()
17268 Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
17269 if (combotarget)
17271 WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
17272 data.append(combotarget->GetPackGUID());
17273 data << uint8(m_comboPoints);
17274 GetSession()->SendPacket(&data);
17278 void Player::AddComboPoints(Unit* target, int8 count)
17280 if(!count)
17281 return;
17283 // without combo points lost (duration checked in aura)
17284 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17286 if(target->GetGUID() == m_comboTarget)
17288 m_comboPoints += count;
17290 else
17292 if(m_comboTarget)
17293 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17294 target->RemoveComboPointHolder(GetGUIDLow());
17296 m_comboTarget = target->GetGUID();
17297 m_comboPoints = count;
17299 target->AddComboPointHolder(GetGUIDLow());
17302 if (m_comboPoints > 5) m_comboPoints = 5;
17303 if (m_comboPoints < 0) m_comboPoints = 0;
17305 SendComboPoints();
17308 void Player::ClearComboPoints()
17310 if(!m_comboTarget)
17311 return;
17313 // without combopoints lost (duration checked in aura)
17314 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17316 m_comboPoints = 0;
17318 SendComboPoints();
17320 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17321 target->RemoveComboPointHolder(GetGUIDLow());
17323 m_comboTarget = 0;
17326 void Player::SetGroup(Group *group, int8 subgroup)
17328 if(group == NULL) m_group.unlink();
17329 else
17331 // never use SetGroup without a subgroup unless you specify NULL for group
17332 assert(subgroup >= 0);
17333 m_group.link(group, this);
17334 m_group.setSubGroup((uint8)subgroup);
17338 void Player::SendInitialPacketsBeforeAddToMap()
17340 WorldPacket data(SMSG_SET_REST_START, 4);
17341 data << uint32(0); // unknown, may be rest state time or experience
17342 GetSession()->SendPacket(&data);
17344 // Homebind
17345 data.Initialize(SMSG_BINDPOINTUPDATE, 5*4);
17346 data << m_homebindX << m_homebindY << m_homebindZ;
17347 data << (uint32) m_homebindMapId;
17348 data << (uint32) m_homebindZoneId;
17349 GetSession()->SendPacket(&data);
17351 // SMSG_SET_PROFICIENCY
17352 // SMSG_UPDATE_AURA_DURATION
17354 // tutorial stuff
17355 data.Initialize(SMSG_TUTORIAL_FLAGS, 8*4);
17356 for (int i = 0; i < 8; ++i)
17357 data << uint32( GetTutorialInt(i) );
17358 GetSession()->SendPacket(&data);
17360 SendInitialSpells();
17362 data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
17363 data << uint32(0); // count, for(count) uint32;
17364 GetSession()->SendPacket(&data);
17366 SendInitialActionButtons();
17367 SendInitialReputations();
17368 UpdateZone(GetZoneId());
17369 SendInitWorldStates();
17371 // SMSG_SET_AURA_SINGLE
17373 data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8);
17374 data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
17375 data << (float)0.01666667f; // game speed
17376 GetSession()->SendPacket( &data );
17378 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17379 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || isInFlight())
17380 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
17383 void Player::SendInitialPacketsAfterAddToMap()
17385 CastSpell(this, 836, true); // LOGINEFFECT
17387 // set some aura effects that send packet to player client after add player to map
17388 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17389 // same auras state lost at far teleport, send it one more time in this case also
17390 static const AuraType auratypes[] =
17392 SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
17393 SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
17394 SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED, SPELL_AURA_NONE
17396 for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
17398 Unit::AuraList const& auraList = GetAurasByType(*itr);
17399 if(!auraList.empty())
17400 auraList.front()->ApplyModifier(true,true);
17403 if(HasAuraType(SPELL_AURA_MOD_STUN))
17404 SetMovement(MOVE_ROOT);
17406 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17407 if(HasAuraType(SPELL_AURA_MOD_ROOT))
17409 WorldPacket data(SMSG_FORCE_MOVE_ROOT, 10);
17410 data.append(GetPackGUID());
17411 data << (uint32)2;
17412 SendMessageToSet(&data,true);
17415 SendEnchantmentDurations(); // must be after add to map
17416 SendItemDurations(); // must be after add to map
17419 void Player::SendUpdateToOutOfRangeGroupMembers()
17421 if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
17422 return;
17423 if(Group* group = GetGroup())
17424 group->UpdatePlayerOutOfRange(this);
17426 m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
17427 m_auraUpdateMask = 0;
17428 if(Pet *pet = GetPet())
17429 pet->ResetAuraUpdateMask();
17432 void Player::SendTransferAborted(uint32 mapid, uint16 reason)
17434 WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
17435 data << uint32(mapid);
17436 data << uint16(reason); // transfer abort reason
17437 GetSession()->SendPacket(&data);
17440 void Player::SendInstanceResetWarning(uint32 mapid, uint32 time)
17442 // type of warning, based on the time remaining until reset
17443 uint32 type;
17444 if(time > 3600)
17445 type = RAID_INSTANCE_WELCOME;
17446 else if(time > 900 && time <= 3600)
17447 type = RAID_INSTANCE_WARNING_HOURS;
17448 else if(time > 300 && time <= 900)
17449 type = RAID_INSTANCE_WARNING_MIN;
17450 else
17451 type = RAID_INSTANCE_WARNING_MIN_SOON;
17452 WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4);
17453 data << uint32(type);
17454 data << uint32(mapid);
17455 data << uint32(time);
17456 GetSession()->SendPacket(&data);
17459 void Player::ApplyEquipCooldown( Item * pItem )
17461 for(int i = 0; i <5; ++i)
17463 _Spell const& spellData = pItem->GetProto()->Spells[i];
17465 // no spell
17466 if( !spellData.SpellId )
17467 continue;
17469 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17470 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
17471 continue;
17473 AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
17475 WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
17476 data << pItem->GetGUID();
17477 data << uint32(spellData.SpellId);
17478 GetSession()->SendPacket(&data);
17482 void Player::resetSpells()
17484 // not need after this call
17485 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
17487 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_SPELLS;
17488 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS), GetGUIDLow());
17491 // make full copy of map (spells removed and marked as deleted at another spell remove
17492 // and we can't use original map for safe iterative with visit each spell at loop end
17493 PlayerSpellMap smap = GetSpellMap();
17495 for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
17496 removeSpell(iter->first); // only iter->first can be accessed, object by iter->second can be deleted already
17498 learnDefaultSpells();
17499 learnQuestRewardedSpells();
17502 void Player::learnDefaultSpells(bool loading)
17504 // learn default race/class spells
17505 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
17506 std::list<CreateSpellPair>::const_iterator spell_itr;
17507 for (spell_itr = info->spell.begin(); spell_itr!=info->spell.end(); ++spell_itr)
17509 uint16 tspell = spell_itr->first;
17510 if (tspell)
17512 sLog.outDebug("PLAYER: Adding initial spell, id = %u",tspell);
17513 if(loading || !spell_itr->second) // not care about passive spells or loading case
17514 addSpell(tspell,spell_itr->second);
17515 else // but send in normal spell in game learn case
17516 learnSpell(tspell);
17521 void Player::learnQuestRewardedSpells(Quest const* quest)
17523 uint32 spell_id = quest->GetRewSpellCast();
17525 // skip quests without rewarded spell
17526 if( !spell_id )
17527 return;
17529 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
17530 if(!spellInfo)
17531 return;
17533 // check learned spells state
17534 bool found = false;
17535 for(int i=0; i < 3; ++i)
17537 if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
17539 found = true;
17540 break;
17544 // skip quests with not teaching spell or already known spell
17545 if(!found)
17546 return;
17548 // prevent learn non first rank unknown profession and second specialization for same profession)
17549 uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
17550 if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
17552 // not have first rank learned (unlearned prof?)
17553 uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
17554 if( !HasSpell(first_spell) )
17555 return;
17557 SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
17558 if(!learnedInfo)
17559 return;
17561 // specialization
17562 if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0)
17564 // search other specialization for same prof
17565 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
17567 if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
17568 continue;
17570 SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
17571 if(!itrInfo)
17572 return;
17574 // compare only specializations
17575 if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
17576 continue;
17578 // compare same chain spells
17579 if(spellmgr.GetFirstSpellInChain(itr->first) != first_spell)
17580 continue;
17582 // now we have 2 specialization, learn possible only if found is lesser specialization rank
17583 if(!spellmgr.IsHighRankOfSpell(learned_0,itr->first))
17584 return;
17589 CastSpell( this, spell_id, true);
17592 void Player::learnQuestRewardedSpells()
17594 // learn spells received from quest completing
17595 for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
17597 // skip no rewarded quests
17598 if(!itr->second.m_rewarded)
17599 continue;
17601 Quest const* quest = objmgr.GetQuestTemplate(itr->first);
17602 if( !quest )
17603 continue;
17605 learnQuestRewardedSpells(quest);
17609 void Player::learnSkillRewardedSpells(uint32 skill_id )
17611 uint32 raceMask = getRaceMask();
17612 uint32 classMask = getClassMask();
17613 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
17615 SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
17616 if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
17617 continue;
17618 // Check race if set
17619 if (pAbility->racemask && !(pAbility->racemask & raceMask))
17620 continue;
17621 // Check class if set
17622 if (pAbility->classmask && !(pAbility->classmask & classMask))
17623 continue;
17625 if (sSpellStore.LookupEntry(pAbility->spellId))
17627 // Ok need learn spell
17628 learnSpell(pAbility->spellId);
17633 void Player::learnSkillRewardedSpells()
17635 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
17637 if(!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
17638 continue;
17640 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
17642 learnSkillRewardedSpells(pskill);
17646 void Player::SendAuraDurationsForTarget(Unit* target)
17648 for(Unit::AuraMap::const_iterator itr = target->GetAuras().begin(); itr != target->GetAuras().end(); ++itr)
17650 Aura* aura = itr->second;
17651 if(aura->GetAuraSlot() >= MAX_AURAS || aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
17652 continue;
17654 aura->SendAuraDurationForCaster(this);
17658 void Player::SetDailyQuestStatus( uint32 quest_id )
17660 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
17662 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
17664 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
17665 m_lastDailyQuestTime = time(NULL); // last daily quest time
17666 m_DailyQuestChanged = true;
17667 break;
17672 void Player::ResetDailyQuestStatus()
17674 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
17675 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
17677 // DB data deleted in caller
17678 m_DailyQuestChanged = false;
17679 m_lastDailyQuestTime = 0;
17682 BattleGround* Player::GetBattleGround() const
17684 if(GetBattleGroundId()==0)
17685 return NULL;
17687 return sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
17690 bool Player::InArena() const
17692 BattleGround *bg = GetBattleGround();
17693 if(!bg || !bg->isArena())
17694 return false;
17696 return true;
17699 bool Player::GetBGAccessByLevel(uint32 bgTypeId) const
17701 // get a template bg instead of running one
17702 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
17703 if(!bg)
17704 return false;
17706 if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
17707 return false;
17709 return true;
17712 uint32 Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id)
17714 if(queue_id < 1)
17715 return 0;
17717 if(queue_id >=6)
17718 queue_id = 6;
17720 return 10*(queue_id+1);
17723 uint32 Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id)
17725 if(queue_id >=6)
17726 return 255; // hardcoded max level
17728 return 10*(queue_id+2)-1;
17731 uint32 Player::GetBattleGroundQueueIdFromLevel() const
17733 uint32 level = getLevel();
17734 if(level <= 19)
17735 return 0;
17736 else if (level > 69)
17737 return 6;
17738 else
17739 return level/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
17741 assert(bgTypeId < MAX_BATTLEGROUND_TYPES);
17742 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
17743 assert(bg);
17744 return (getLevel() - bg->GetMinLevel()) / 10;*/
17747 float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
17749 FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
17750 if(!vendor_faction)
17751 return 1.0f;
17753 ReputationRank rank = GetReputationRank(vendor_faction->faction);
17754 if(rank <= REP_NEUTRAL)
17755 return 1.0f;
17757 return 1.0f - 0.05f* (rank - REP_NEUTRAL);
17760 bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
17762 uint32 racemask = getRaceMask();
17763 uint32 classmask = getClassMask();
17765 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
17766 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
17768 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
17770 // skip wrong race skills
17771 if( _spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
17772 return false;
17774 // skip wrong class skills
17775 if( _spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
17776 return false;
17778 return true;
17781 bool Player::HasQuestForGO(int32 GOId)
17783 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
17785 QuestStatusData qs=i->second;
17786 if (qs.m_status == QUEST_STATUS_INCOMPLETE)
17788 Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
17789 if(!qinfo)
17790 continue;
17792 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
17793 continue;
17795 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
17797 if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case
17798 continue;
17800 if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
17801 return true;
17805 return false;
17808 void Player::UpdateForQuestsGO()
17810 if(m_clientGUIDs.empty())
17811 return;
17813 UpdateData udata;
17814 WorldPacket packet;
17815 for(ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
17817 if(IS_GAMEOBJECT_GUID(*itr))
17819 GameObject *obj = HashMapHolder<GameObject>::Find(*itr);
17820 if(obj)
17821 obj->BuildValuesUpdateBlockForPlayer(&udata,this);
17824 udata.BuildPacket(&packet);
17825 GetSession()->SendPacket(&packet);
17828 void Player::SummonIfPossible(bool agree)
17830 if(!agree)
17832 m_summon_expire = 0;
17833 return;
17836 // expire and auto declined
17837 if(m_summon_expire < time(NULL))
17838 return;
17840 // stop taxi flight at summon
17841 if(isInFlight())
17843 GetMotionMaster()->MovementExpired();
17844 m_taxi.ClearTaxiDestinations();
17847 // drop flag at summon
17848 if(BattleGround *bg = GetBattleGround())
17849 bg->EventPlayerDroppedFlag(this);
17851 m_summon_expire = 0;
17853 TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
17856 void Player::RemoveItemDurations( Item *item )
17858 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr)
17860 if(*itr==item)
17862 m_itemDuration.erase(itr);
17863 break;
17868 void Player::AddItemDurations( Item *item )
17870 if(item->GetUInt32Value(ITEM_FIELD_DURATION))
17872 m_itemDuration.push_back(item);
17873 item->SendTimeUpdate(this);
17877 void Player::AutoUnequipOffhandIfNeed()
17879 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
17880 if(!offItem)
17881 return;
17883 Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
17885 if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON)
17886 return;
17888 ItemPosCountVec off_dest;
17889 uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false );
17890 if( off_msg == EQUIP_ERR_OK )
17892 RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
17893 StoreItem( off_dest, offItem, true );
17895 else
17897 sLog.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
17901 bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
17903 if(spellInfo->EquippedItemClass < 0)
17904 return true;
17906 // scan other equipped items for same requirements (mostly 2 daggers/etc)
17907 // for optimize check 2 used cases only
17908 switch(spellInfo->EquippedItemClass)
17910 case ITEM_CLASS_WEAPON:
17912 for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
17913 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
17914 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
17915 return true;
17916 break;
17918 case ITEM_CLASS_ARMOR:
17920 // tabard not have dependent spells
17921 for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
17922 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
17923 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
17924 return true;
17926 // shields can be equipped to offhand slot
17927 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
17928 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
17929 return true;
17931 // ranged slot can have some armor subclasses
17932 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
17933 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
17934 return true;
17936 break;
17938 default:
17939 sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
17940 break;
17943 return false;
17946 void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
17948 AuraMap& auras = GetAuras();
17949 for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); )
17951 Aura* aura = itr->second;
17953 // skip passive (passive item dependent spells work in another way) and not self applied auras
17954 SpellEntry const* spellInfo = aura->GetSpellProto();
17955 if(aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
17957 ++itr;
17958 continue;
17961 // skip if not item dependent or have alternative item
17962 if(HasItemFitToSpellReqirements(spellInfo,pItem))
17964 ++itr;
17965 continue;
17968 // no alt item, remove aura, restart check
17969 RemoveAurasDueToSpell(aura->GetId());
17970 itr = auras.begin();
17973 // currently casted spells can be dependent from item
17974 for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++)
17976 if( m_currentSpells[i] && m_currentSpells[i]->getState()!=SPELL_STATE_DELAYED &&
17977 !HasItemFitToSpellReqirements(m_currentSpells[i]->m_spellInfo,pItem) )
17978 InterruptSpell(i);
17982 uint32 Player::GetResurrectionSpellId()
17984 // search priceless resurrection possibilities
17985 uint32 prio = 0;
17986 uint32 spell_id = 0;
17987 AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
17988 for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
17990 // Soulstone Resurrection // prio: 3 (max, non death persistent)
17991 if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
17993 switch((*itr)->GetId())
17995 case 20707: spell_id = 3026; break; // rank 1
17996 case 20762: spell_id = 20758; break; // rank 2
17997 case 20763: spell_id = 20759; break; // rank 3
17998 case 20764: spell_id = 20760; break; // rank 4
17999 case 20765: spell_id = 20761; break; // rank 5
18000 case 27239: spell_id = 27240; break; // rank 6
18001 default:
18002 sLog.outError("Unhandled spell %%u: S.Resurrection",(*itr)->GetId());
18003 continue;
18006 prio = 3;
18008 // Twisting Nether // prio: 2 (max)
18009 else if((*itr)->GetId()==23701 && roll_chance_i(10))
18011 prio = 2;
18012 spell_id = 23700;
18016 // Reincarnation (passive spell) // prio: 1
18017 if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18018 spell_id = 21169;
18020 return spell_id;
18023 bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
18025 bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
18027 // prepare data for near group iteration (PvP and !PvP cases)
18028 uint32 xp = 0;
18029 bool honored_kill = false;
18031 if(Group *pGroup = GetGroup())
18033 uint32 count = 0;
18034 uint32 sum_level = 0;
18035 Player* member_with_max_level = NULL;
18036 Player* not_gray_member_with_max_level = NULL;
18038 pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
18040 if(member_with_max_level)
18042 /// not get Xp in PvP or no not gray players in group
18043 xp = (PvP || !not_gray_member_with_max_level) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level, pVictim);
18045 /// skip in check PvP case (for speed, not used)
18046 bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
18047 bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
18048 float group_rate = MaNGOS::XP::xp_in_group_rate(count,is_raid);
18050 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18052 Player* pGroupGuy = itr->getSource();
18053 if(!pGroupGuy)
18054 continue;
18056 if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
18057 continue; // member (alive or dead) or his corpse at req. distance
18059 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18060 if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count) && pGroupGuy==this)
18061 honored_kill = true;
18063 // xp and reputation only in !PvP case
18064 if(!PvP)
18066 float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
18068 // if is in dungeon then all receive full reputation at kill
18069 // rewarded any alive/dead/near_corpse group member
18070 pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
18072 // XP updated only for alive group member
18073 if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
18074 pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
18076 uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
18078 pGroupGuy->GiveXP(itr_xp, pVictim);
18079 if(Pet* pet = pGroupGuy->GetPet())
18080 pet->GivePetXP(itr_xp/2);
18083 // quest objectives updated only for alive group member or dead but with not released body
18084 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
18086 // normal creature (not pet/etc) can be only in !PvP case
18087 if(pVictim->GetTypeId()==TYPEID_UNIT)
18088 pGroupGuy->KilledMonster(pVictim->GetEntry(), pVictim->GetGUID());
18094 else // if (!pGroup)
18096 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim);
18098 // honor can be in PvP and !PvP (racial leader) cases
18099 if(RewardHonor(pVictim,1))
18100 honored_kill = true;
18102 // xp and reputation only in !PvP case
18103 if(!PvP)
18105 RewardReputation(pVictim,1);
18106 GiveXP(xp, pVictim);
18108 if(Pet* pet = GetPet())
18109 pet->GivePetXP(xp);
18111 // normal creature (not pet/etc) can be only in !PvP case
18112 if(pVictim->GetTypeId()==TYPEID_UNIT)
18113 KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
18116 return xp || honored_kill;
18119 bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
18121 if(pRewardSource->GetDistance(this) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
18122 return true;
18124 if(isAlive())
18125 return false;
18127 Corpse* corpse = GetCorpse();
18128 if(!corpse)
18129 return false;
18131 return pRewardSource->GetDistance(corpse) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
18134 uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
18136 Item* item = GetWeaponForAttack(attType,true);
18138 // unarmed only with base attack
18139 if(attType != BASE_ATTACK && !item)
18140 return 0;
18142 // weapon skill or (unarmed for base attack)
18143 uint32 skill = item ? item->GetSkill() : SKILL_UNARMED;
18144 return GetBaseSkillValue(skill);
18147 void Player::ResurectUsingRequestData()
18149 ResurrectPlayer(0.0f,false);
18151 if(GetMaxHealth() > m_resurrectHealth)
18152 SetHealth( m_resurrectHealth );
18153 else
18154 SetHealth( GetMaxHealth() );
18156 if(GetMaxPower(POWER_MANA) > m_resurrectMana)
18157 SetPower(POWER_MANA, m_resurrectMana );
18158 else
18159 SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
18161 SetPower(POWER_RAGE, 0 );
18163 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
18165 SpawnCorpseBones();
18167 TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
18170 void Player::SetClientControl(Unit* target, uint8 allowMove)
18172 WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
18173 data.append(target->GetPackGUID());
18174 data << uint8(allowMove);
18175 GetSession()->SendPacket(&data);
18178 void Player::UpdateZoneDependentAuras( uint32 newZone )
18180 // remove new continent flight forms
18181 if( !isGameMaster() &&
18182 GetVirtualMapForMapAndZone(GetMapId(),newZone) != 530)
18184 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED);
18185 RemoveSpellsCausingAura(SPELL_AURA_FLY);
18188 // Some spells applied at enter into zone (with subzones)
18189 // Human Illusion
18190 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
18191 if ( newZone == 2367 ) // Old Hillsbrad Foothills
18193 uint32 spellid = 0;
18194 // all horde races
18195 if( GetTeam() == HORDE )
18196 spellid = getGender() == GENDER_FEMALE ? 35481 : 35480;
18197 // and some alliance races
18198 else if( getRace() == RACE_NIGHTELF || getRace() == RACE_DRAENEI )
18199 spellid = getGender() == GENDER_FEMALE ? 35483 : 35482;
18201 if(spellid && !HasAura(spellid,0) )
18202 CastSpell(this,spellid,true);
18206 void Player::UpdateAreaDependentAuras( uint32 newArea )
18208 // remove auras from spells with area limitations
18209 for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
18211 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18212 if(!IsSpellAllowedInLocation(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea))
18213 RemoveAura(iter);
18214 else
18215 ++iter;
18218 // unmount if enter in this subzone
18219 if( newArea == 35)
18220 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
18221 // Dragonmaw Illusion
18222 else if( newArea == 3759 || newArea == 3966 || newArea == 3939 )
18224 if( GetDummyAura(40214) )
18226 if( !HasAura(40216,0) )
18227 CastSpell(this,40216,true);
18228 if( !HasAura(42016,0) )
18229 CastSpell(this,42016,true);
18234 uint32 Player::GetCorpseReclaimDelay(bool pvp) const
18236 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18237 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18239 return copseReclaimDelay[0];
18242 time_t now = time(NULL);
18243 // 0..2 full period
18244 uint32 count = (now < m_deathExpireTime) ? (m_deathExpireTime - now)/DEATH_EXPIRE_STEP : 0;
18245 return copseReclaimDelay[count];
18248 void Player::UpdateCorpseReclaimDelay()
18250 bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
18252 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18253 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18254 return;
18256 time_t now = time(NULL);
18257 if(now < m_deathExpireTime)
18259 // full and partly periods 1..3
18260 uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
18261 if(count < MAX_DEATH_COUNT)
18262 m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
18263 else
18264 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
18266 else
18267 m_deathExpireTime = now+DEATH_EXPIRE_STEP;
18270 void Player::SendCorpseReclaimDelay(bool load)
18272 Corpse* corpse = GetCorpse();
18273 if(!corpse)
18274 return;
18276 uint32 delay;
18277 if(load)
18279 if(corpse->GetGhostTime() > m_deathExpireTime)
18280 return;
18282 bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP;
18284 uint32 count;
18285 if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18286 !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18288 count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
18289 if(count>=MAX_DEATH_COUNT)
18290 count = MAX_DEATH_COUNT-1;
18292 else
18293 count=0;
18295 time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
18297 time_t now = time(NULL);
18298 if(now >= expected_time)
18299 return;
18301 delay = expected_time-now;
18303 else
18304 delay = GetCorpseReclaimDelay(corpse->GetType()==CORPSE_RESURRECTABLE_PVP);
18306 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18307 WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
18308 data << uint32(delay*1000);
18309 GetSession()->SendPacket( &data );
18312 Player* Player::GetNextRandomRaidMember(float radius)
18314 Group *pGroup = GetGroup();
18315 if(!pGroup)
18316 return NULL;
18318 std::vector<Player*> nearMembers;
18319 nearMembers.reserve(pGroup->GetMembersCount());
18321 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18323 Player* Target = itr->getSource();
18325 // IsHostileTo check duel and controlled by enemy
18326 if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
18327 !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
18328 nearMembers.push_back(Target);
18331 if (nearMembers.empty())
18332 return NULL;
18334 uint32 randTarget = urand(0,nearMembers.size()-1);
18335 return nearMembers[randTarget];
18338 PartyResult Player::CanUninviteFromGroup() const
18340 const Group* grp = GetGroup();
18341 if(!grp)
18342 return PARTY_RESULT_YOU_NOT_IN_GROUP;
18344 if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
18345 return PARTY_RESULT_YOU_NOT_LEADER;
18347 if(InBattleGround())
18348 return PARTY_RESULT_INVITE_RESTRICTED;
18350 return PARTY_RESULT_OK;
18353 void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
18355 float water_z = m->GetWaterLevel(x,y);
18356 float height_z = m->GetHeight(x,y,z, false); // use .map base surface height
18357 uint8 flag1 = m->GetTerrainType(x,y);
18359 //!Underwater check, not in water if underground or above water level
18360 if (height_z <= INVALID_HEIGHT || z < (height_z-2) || z > (water_z - 2) )
18361 m_isunderwater &= 0x7A;
18362 else if ((z < (water_z - 2)) && (flag1 & 0x01))
18363 m_isunderwater |= 0x01;
18365 //!in lava check, anywhere under lava level
18366 if ((height_z <= INVALID_HEIGHT || z < (height_z - 0)) && (flag1 == 0x00) && IsInWater())
18367 m_isunderwater |= 0x80;
18370 void Player::SetCanParry( bool value )
18372 if(m_canParry==value)
18373 return;
18375 m_canParry = value;
18376 UpdateParryPercentage();
18379 void Player::SetCanBlock( bool value )
18381 if(m_canBlock==value)
18382 return;
18384 m_canBlock = value;
18385 UpdateBlockPercentage();
18388 bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
18390 for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
18391 if(itr->pos == pos)
18392 return true;
18394 return false;
18397 bool Player::isAllowUseBattleGroundObject()
18399 return ( //InBattleGround() && // in battleground - not need, check in other cases
18400 !IsMounted() && // not mounted
18401 !HasStealthAura() && // not stealthed
18402 !HasInvisibilityAura() && // not invisible
18403 !HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
18404 isAlive() // live player
18408 bool Player::HasTitle(uint32 bitIndex)
18410 if (bitIndex > 128)
18411 return false;
18413 uint32 fieldIndexOffset = bitIndex/32;
18414 uint32 flag = 1 << (bitIndex%32);
18415 return HasFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
18418 void Player::SetTitle(CharTitlesEntry const* title)
18420 uint32 fieldIndexOffset = title->bit_index/32;
18421 uint32 flag = 1 << (title->bit_index%32);
18422 SetFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);