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
21 #include "Database/DatabaseEnv.h"
24 #include "ObjectMgr.h"
27 #include "WorldPacket.h"
28 #include "WorldSession.h"
29 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
50 #include "SpellAuras.h"
52 #include "Transports.h"
54 #include "BattleGround.h"
55 #include "BattleGroundMgr.h"
56 #include "ArenaTeam.h"
58 #include "Database/DatabaseImpl.h"
60 #include "SocialMgr.h"
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)
80 CHARACTER_FLAG_NONE
= 0x00000000,
81 CHARACTER_FLAG_UNK1
= 0x00000001,
82 CHARACTER_FLAG_UNK2
= 0x00000002,
83 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
84 CHARACTER_FLAG_UNK4
= 0x00000008,
85 CHARACTER_FLAG_UNK5
= 0x00000010,
86 CHARACTER_FLAG_UNK6
= 0x00000020,
87 CHARACTER_FLAG_UNK7
= 0x00000040,
88 CHARACTER_FLAG_UNK8
= 0x00000080,
89 CHARACTER_FLAG_UNK9
= 0x00000100,
90 CHARACTER_FLAG_UNK10
= 0x00000200,
91 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
92 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
93 CHARACTER_FLAG_UNK13
= 0x00001000,
94 CHARACTER_FLAG_GHOST
= 0x00002000,
95 CHARACTER_FLAG_RENAME
= 0x00004000,
96 CHARACTER_FLAG_UNK16
= 0x00008000,
97 CHARACTER_FLAG_UNK17
= 0x00010000,
98 CHARACTER_FLAG_UNK18
= 0x00020000,
99 CHARACTER_FLAG_UNK19
= 0x00040000,
100 CHARACTER_FLAG_UNK20
= 0x00080000,
101 CHARACTER_FLAG_UNK21
= 0x00100000,
102 CHARACTER_FLAG_UNK22
= 0x00200000,
103 CHARACTER_FLAG_UNK23
= 0x00400000,
104 CHARACTER_FLAG_UNK24
= 0x00800000,
105 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
106 CHARACTER_FLAG_DECLINED
= 0x02000000,
107 CHARACTER_FLAG_UNK27
= 0x04000000,
108 CHARACTER_FLAG_UNK28
= 0x08000000,
109 CHARACTER_FLAG_UNK29
= 0x10000000,
110 CHARACTER_FLAG_UNK30
= 0x20000000,
111 CHARACTER_FLAG_UNK31
= 0x40000000,
112 CHARACTER_FLAG_UNK32
= 0x80000000
115 // corpse reclaim times
116 #define DEATH_EXPIRE_STEP (5*MINUTE)
117 #define MAX_DEATH_COUNT 3
119 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
121 //== PlayerTaxi ================================================
123 PlayerTaxi::PlayerTaxi()
126 memset(m_taximask
, 0, sizeof(m_taximask
));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 level
)
131 // capital and taxi hub masks
134 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
135 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
136 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
137 case RACE_NIGHTELF
: SetTaximaskNode(26);
138 SetTaximaskNode(27); break; // Night Elf
139 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
140 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
141 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
142 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
143 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
144 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
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
154 SetTaximaskNode(213); //Shattered Sun Staging Area
157 void PlayerTaxi::LoadTaxiMask(const char* data
)
159 Tokens tokens
= StrSplit(data
, " ");
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
)
175 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
176 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
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())
201 if(m_TaxiDestinations
.size() < 2)
204 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
208 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
216 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
218 if(m_TaxiDestinations
.empty())
221 std::ostringstream ss
;
223 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
224 ss
<< m_TaxiDestinations
[i
] << " ";
229 uint32
PlayerTaxi::GetCurrentTaxiPath() const
231 if(m_TaxiDestinations
.size() < 2)
237 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
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()
255 m_objectType
|= TYPEMASK_PLAYER
;
256 m_objectTypeId
= TYPEID_PLAYER
;
258 m_valuesCount
= PLAYER_END
;
265 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
266 SetAcceptTicket(true);
268 // players always accept
269 if(GetSession()->GetSecurity() == SEC_PLAYER
)
270 SetAcceptWhispers(true);
278 m_usedTalentCount
= 0;
281 m_weaponChangeTimer
= 0;
284 m_zoneUpdateTimer
= 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
);
302 // group is initialized in the reference constructor
303 SetGroupInvite(NULL
);
304 m_groupUpdateMask
= 0;
305 m_auraUpdateMask
= 0;
309 m_GuildIdInvited
= 0;
310 m_ArenaTeamIdInvited
= 0;
312 m_atLoginFlags
= AT_LOGIN_NONE
;
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;
332 m_weaponChangeTimer
= 0;
340 m_deathExpireTime
= 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;
354 m_logintime
= time(NULL
);
355 m_Last_tick
= m_logintime
;
356 m_WeaponProficiency
= 0;
357 m_ArmorProficiency
= 0;
360 m_canDualWield
= false;
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
369 ////////////////////Rest System/////////////////////
376 rest_type
=REST_TYPE_NO
;
377 ////////////////////Rest System/////////////////////
379 m_mailsLoaded
= false;
380 m_mailsUpdated
= false;
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;
393 /////////////////// Instance System /////////////////////
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
;
406 m_lastHonorUpdateTime
= time(NULL
);
415 //Default movement to run mode
416 m_unit_movement_flags
= 0;
419 m_bgAfkReportedTimer
= 0;
420 m_contestedPvPTimer
= 0;
422 m_declinedname
= NULL
;
427 CleanupsBeforeDelete();
429 // it must be unloaded already in PlayerLogout and accessed only for loggined player
432 // Note: buy back item already deleted from DB when player was saved
433 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
440 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
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
)
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
;
454 m_transport
->RemovePassenger(this);
457 for(size_t x
= 0; x
< ItemSetEff
.size(); 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
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
);
487 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
490 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
494 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
500 SetMapId(info
->mapId
);
501 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
503 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
506 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
510 uint8 powertype
= cEntry
->powerType
;
518 unitfield
= 0x00000000;
521 unitfield
= 0x00110000;
524 sLog
.outError("Invalid default powertype %u for player (class %u)",powertype
,class_
);
528 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
529 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
534 SetDisplayId(info
->displayId_f
);
535 SetNativeDisplayId(info
->displayId_f
);
538 SetDisplayId(info
->displayId_m
);
539 SetNativeDisplayId(info
->displayId_m
);
542 sLog
.outError("Invalid gender %u for player",gender
);
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
));
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
));
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
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
));
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();)
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
++)
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
)
641 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
643 if(oEntry
->ItemId
[j
] <= 0)
646 uint32 item_id
= oEntry
->ItemId
[j
];
648 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
651 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
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
)
661 if(iProto
->Stackable
> 4)
665 if(iProto
->Stackable
> 2)
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
))
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)
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
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)
724 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
725 if( msg
!= EQUIP_ERR_OK
)
728 EquipNewItem( eDest
, titem_id
, true);
729 AutoUnequipOffhandIfNeed();
733 if(titem_amount
== 0)
734 return true; // equipped
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
);
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
;
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
;
776 data
<< (uint32
)0; // spell id
777 GetSession()->SendPacket( &data
);
780 void Player::StopMirrorTimer(MirrorTimerType Type
)
782 if(Type
==BREATH_TIMER
)
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
;
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()
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
);
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;
866 else if ((m_breathTimer
< 50) && !(m_isunderwater
& 0x01) && (m_isunderwater
== 0x10))
868 StopMirrorTimer(BREATH_TIMER
);
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
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.
908 if (dmgZone
/ 5 & 0x408)
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
)
928 ///The player sobers by 256 every 10 seconds
929 void Player::HandleSobering()
933 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
934 SetDrunkValue(drunk
);
937 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
940 return DRUNKEN_SMASHED
;
942 return DRUNKEN_DRUNK
;
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);
961 m_detectInvisibilityMask
&= ~(1<<6);
963 if(newDrunkenState
== oldDrunkenState
)
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
)
980 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
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
);
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
);
1034 q_status
.m_timer
-= p_time
;
1035 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
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;
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);
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
);
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
))
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
)
1140 m_regenTimer
-= p_time
;
1143 if (m_weaponChangeTimer
> 0)
1145 if(p_time
>= m_weaponChangeTimer
)
1146 m_weaponChangeTimer
= 0;
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
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
;
1170 m_zoneUpdateTimer
-= p_time
;
1178 if (m_deathState
== JUST_DIED
)
1185 if(p_time
>= m_nextSave
)
1187 // m_nextSave reseted in SaveToDB call
1189 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1193 m_nextSave
-= p_time
;
1198 if(m_breathTimer
> 0)
1200 if(p_time
>= m_breathTimer
)
1203 m_breathTimer
-= p_time
;
1207 //Handle Water/drowning
1213 //Handle detect stealth players
1214 if (m_DetectInvTimer
> 0)
1216 if (p_time
>= m_DetectInvTimer
)
1218 m_DetectInvTimer
= 3000;
1219 HandleStealthedUnitsDetection();
1222 m_DetectInvTimer
-= p_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
1236 m_drunkTimer
+= p_time
;
1238 if (m_drunkTimer
> 10000)
1242 // not auto-free ghost from body in instances
1243 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1245 if(p_time
>= m_deathTimer
)
1252 m_deathTimer
-= p_time
;
1255 UpdateEnchantTime(p_time
);
1256 UpdateHomebindTime(p_time
);
1259 SendUpdateToOutOfRangeGroupMembers();
1261 Pet
* pet
= GetPet();
1262 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1264 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
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
1279 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
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
1294 // save value before aura remove in Unit::setDeathState
1295 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
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();
1323 *p_data
<< getRace();
1324 uint8 pClass
= getClass();
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
);
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
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
);
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++)
1398 QueryResult *result = CharacterDatabase.PQuery("SELECT slot,item_template FROM character_inventory WHERE guid = '%u' AND bag = 0",GetGUIDLow());
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 )
1409 items[slot] = objmgr.GetItemPrototype(item_id);
1412 sLog.outError( "Player::BuildEnumData: Player %s have unknown item (id: #%u) in inventory, skipped.", GetName(),item_id );
1415 } while (result->NextRow());
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
))
1435 *p_data
<< (uint32
)proto
->DisplayInfoID
;
1436 *p_data
<< (uint8
)proto
->InventoryType
;
1437 *p_data
<< (uint32
)(enchant
?enchant
->aura_id
:0);
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();
1464 bool Player::ToggleDND()
1466 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1468 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1471 uint8
Player::chatTag() const
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
);
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())
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
);
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...
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);
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
));
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();
1556 if(!GetSession()->PlayerLogout())
1559 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1560 GetSession()->SendPacket(&data
);
1561 SetPosition( x
, y
, z
, orientation
, true);
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();
1578 m_temporaryUnsummonedPetNumber
= 0;
1580 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1584 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1587 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1590 if(pet
&& m_temporaryUnsummonedPetNumber
)
1592 Pet
* NewPet
= new Pet
;
1593 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
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());
1609 if(old_zone
!= GetZoneId())
1612 if(pvpInfo
.inHostileArea
)
1613 CastSpell(this, 2479, true);
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);
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))
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
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();
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
);
1679 data
<< m_transport
->GetEntry() << GetMapId();
1681 GetSession()->SendPacket(&data
);
1683 data
.Initialize(SMSG_NEW_WORLD
, (20));
1686 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
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
1703 float final_o
= orientation
;
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);
1724 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
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
1739 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1742 m_items
[i
]->AddToWorld();
1746 void Player::RemoveFromWorld()
1751 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1753 UnsummonAllTotems();
1758 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; 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
)
1774 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
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
;
1785 addRage
= damage
/rageconversion
*2.5;
1787 // Berserker Rage effect
1788 if(HasAura(18499,0))
1792 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1794 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1797 void Player::RegenerateAll()
1799 if (m_regenTimer
!= 0)
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() )
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
;
1830 bool recentCast
= IsUnderLastManaUseEffect();
1831 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1834 // Mangos Updates Mana in intervals of 2s, which is correct
1835 addvalue
= GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT
) * ManaIncreaseRate
* 2.00f
;
1839 addvalue
= GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN
) * ManaIncreaseRate
* 2.00f
;
1842 case POWER_RAGE
: // Regenerate rage
1844 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1845 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1847 case POWER_ENERGY
: // Regenerate energy (rogue)
1851 case POWER_HAPPINESS
:
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
;
1873 if(curValue
<= uint32(addvalue
))
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
;
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
;
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
;
1912 // always regeneration bonus (including combat)
1913 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1918 ModifyHealth(int32(addvalue
));
1921 bool Player::CanInteractWithNPCs(bool alive
) const
1923 if(alive
&& !isAlive())
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
)
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
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
)
1959 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
1961 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1963 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
1964 ResetContestedPvP();
1966 getHostilRefManager().setOnlineOfflineState(false);
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
)
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
);
2000 SetVisibility(VISIBILITY_ON
);
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();
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
);
2048 group
->RemoveAllInvites();
2054 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2058 if (group
->RemoveMember(guid
, 0) <= 1)
2060 // group->Disband(); already disbanded in RemoveMember
2061 objmgr
.RemoveGroup(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
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
)
2091 uint32 level
= getLevel();
2093 // XP to money conversion processed in Player::RewardQuest
2094 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
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
) )
2115 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2116 GiveLevel(level
+ 1);
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() )
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()));
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
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();
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)
2195 // Remove all talent points
2196 if(m_usedTalentCount
> 0) // Free any used talents
2199 SetFreeTalentPoints(0);
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
)
2211 SetFreeTalentPoints(0);
2213 // else update amount of free points
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
);
2251 SetCreateMana(classInfo
.basemana
);
2253 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
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);
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
);
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)));
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
)
2380 if(!itr
->second
->active
|| itr
->second
->disabled
)
2383 data
<< uint16(itr
->first
);
2384 data
<< uint16(0); // it's not slot id
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
);
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
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.
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);
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;
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)
2481 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2483 if(deliver_time
<= time(NULL
)) // ready now
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
);
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
);
2507 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
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
);
2521 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
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
;
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
;
2563 disabled_case
= true;
2565 else switch(itr
->second
->state
)
2567 case PLAYERSPELL_UNCHANGED
: // known saved spell
2569 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
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
;
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
)
2601 // skip unknown ranks
2602 if(!HasSpell(rankSpellId
))
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
)
2676 PlayerSpellMap::iterator itr
;
2677 for (itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2679 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
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
)
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);
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
);
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
);
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
);
2773 if(HasSkill(pSkill
->id
))
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 );
2787 case SKILL_RANGE_LEVEL
:
2788 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2790 case SKILL_RANGE_MONO
:
2791 SetSkill(pSkill
->id
, 1, 1 );
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
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())
2852 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
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
);
2862 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2863 data
<< uint16(spell_id
);
2864 GetSession()->SendPacket(&data
);
2868 itr
->second
->disabled
= disabled
;
2869 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2870 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2874 if(itr
->second
->state
== PLAYERSPELL_NEW
)
2877 m_spells
.erase(itr
);
2880 itr
->second
->state
= PLAYERSPELL_REMOVED
;
2883 RemoveAurasDueToSpell(spell_id
);
2886 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
2887 RemovePetAura(petSpell
);
2889 // free talent points
2890 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
2893 if(talentCosts
< m_usedTalentCount
)
2894 m_usedTalentCount
-= talentCosts
;
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
);
2911 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
2912 if(!prev_spell
) // first rank, remove skill
2913 SetSkill(spellLearnSkill
->skill
,0,0);
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
);
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
);
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) )
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
)
2989 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
2990 // check if spellentry is present and if the cooldown is less than 15 mins
2992 entry
->RecoveryTime
<= 15 * MINUTE
* 1000 &&
2993 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* 1000 )
2996 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
2997 data
<< uint32(itr
->first
);
2999 GetSession()->SendPacket(&data
);
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());
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
);
3045 // skip outdated cooldown
3046 if(db_time
<= curTime
)
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() );
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
++);
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
));
3078 uint32
Player::resetTalentsCost() const
3080 // The first time reset costs 1 gold
3081 if(m_resetTalentsCost
< 1*GOLD
)
3084 else if(m_resetTalentsCost
< 5*GOLD
)
3086 // After that it increases in increments of 5 gold
3087 else if(m_resetTalentsCost
< 10*GOLD
)
3091 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
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
);
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
)
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
);
3133 cost
= resetTalentsCost();
3135 if (GetMoney() < cost
)
3137 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
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
);
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 )
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
)
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();
3185 SetFreeTalentPoints(talentPointsForLevel
);
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);
3201 bool Player::_removeSpell(uint16 spell_id
)
3203 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3204 if (itr
!= m_spells
.end())
3207 m_spells
.erase(itr
);
3213 Mail
* Player::GetMail(uint32 id
)
3215 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3217 if ((*itr
)->messageID
== id
)
3225 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3229 Object::_SetCreateBits(updateMask
, target
);
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
3245 Object::_SetUpdateBits(updateMask
, target
);
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
++)
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
);
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
)
3363 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3369 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3371 if(m_items
[i
] == NULL
)
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
)
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
)
3397 m_items
[i
]->DestroyForPlayer( target
);
3402 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3404 if(m_items
[i
] == NULL
)
3407 m_items
[i
]->DestroyForPlayer( target
);
3409 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
3411 if(m_items
[i
] == NULL
)
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
3428 return TRAINER_SPELL_RED
;
3430 if (!trainer_spell
->spell
)
3431 return TRAINER_SPELL_RED
;
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
);
3488 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3490 guild
->DelMember(guid
);
3493 // remove from arena teams
3494 uint32 at_id
= GetArenaTeamIdFromDB(playerguid
,ARENA_TEAM_2v2
);
3497 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
3499 at
->DelMember(playerguid
);
3501 at_id
= GetArenaTeamIdFromDB(playerguid
,ARENA_TEAM_3v3
);
3504 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
3506 at
->DelMember(playerguid
);
3508 at_id
= GetArenaTeamIdFromDB(playerguid
,ARENA_TEAM_5v5
);
3511 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
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
);
3520 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3522 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
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
);
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
);
3555 QueryResult
*resultItems
= CharacterDatabase
.PQuery("SELECT item_guid,item_template FROM mail_items WHERE mail_id='%u'", mail_id
);
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
);
3568 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
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 !
3580 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3582 while (resultItems
->NextRow());
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());
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();
3609 Field
*fields3
= resultPets
->Fetch();
3610 uint32 petguidlow
= fields3
[0].GetUInt32();
3611 Pet::DeleteFromDB(petguidlow
);
3612 } while (resultPets
->NextRow());
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
)
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;
3652 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3655 data
.append(GetPackGUID());
3657 GetSession()->SendPacket( &data
);
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
3677 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3681 // create a corpse and place it at the player's location
3683 Corpse
*corpse
= GetCorpse();
3686 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3689 GetMap()->Add(corpse
);
3691 // convert player body to ghost
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
);
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
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
);
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());
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
3820 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
3822 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
3825 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this, GetMapId(), GetPositionX(),
3826 GetPositionY(), GetPositionZ(), GetOrientation()))
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() );
3863 uint16 iIventoryType
;
3865 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; 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());
3880 if(entry
->map_type
!= MAP_BATTLEGROUND
)
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
);
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
)
3929 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
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
);
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)
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
);
4017 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4019 Item
* item
= GetItemByPos(pos
);
4021 uint32 TotalCost
= 0;
4025 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4029 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4033 uint32 LostDurability
= maxDurability
- curDurability
;
4034 if(LostDurability
>0)
4036 ItemPrototype
const *ditemProto
= item
->GetProto();
4038 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4041 sLog
.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
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
);
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
4063 if (GetGuildId()==0)
4065 DEBUG_LOG("You are not member of a guild");
4069 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4073 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4075 DEBUG_LOG("You do not have rights to withdraw for repairs");
4079 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4081 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4085 if (pGuild
->GetGuildBankMoney() < costs
)
4087 DEBUG_LOG("There is not enough money in bank");
4091 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4094 else if (GetMoney() < costs
)
4096 DEBUG_LOG("You do not have enough money");
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);
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
);
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());
4135 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4137 // stop countdown until repop
4140 // if no grave found, stay at the current location
4141 // and don't show spirit healer location
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())
4186 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4190 ChannelMgr
* cMgr
= channelMgr(GetTeam());
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
)
4200 // skip non built-in channels
4201 if(!(*i
)->IsConstant())
4204 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4208 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
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
)
4236 (*i
)->Leave(GetGUID());
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!");
4266 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4269 if(amount
<= -100.0f
)
4272 val
= (100.0f
+ amount
) / 100.0f
;
4273 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4277 if(!CanModifyStats())
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;
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!");
4298 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 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()!");
4312 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 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
)
4341 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4345 float Player::GetDodgeFromAgility()
4347 // Table for base dodge values
4348 float dodge_base
[MAX_CLASSES
] = {
4350 0.00652f
, // Paladin
4357 0.02011f
, // Warlock
4361 // Crit/agility to dodge/agility coefficient multipliers
4362 float crit_to_dodge
[MAX_CLASSES
] = {
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
)
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
)
4402 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
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);
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%
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
)
4453 return uint32 (spellDot
* damage
/ 100.0f
);
4456 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4461 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4463 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
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
)
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
;
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
)
4503 // Formula get from PaperDollFrame script
4504 float spirit
= GetStat(STAT_SPIRIT
);
4505 float regen
= spirit
* moreRatio
->ratio
;
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();
4520 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4521 case CR_DEFENSE_SKILL
:
4522 UpdateDefenseBonusesMod();
4525 UpdateDodgePercentage();
4528 UpdateParryPercentage();
4531 UpdateBlockPercentage();
4534 RatingChange
= value
/ RatingCoeffecient
;
4535 m_modMeleeHitChance
+= apply
? RatingChange
: -RatingChange
;
4538 RatingChange
= value
/ RatingCoeffecient
;
4539 m_modRangedHitChance
+= apply
? RatingChange
: -RatingChange
;
4542 RatingChange
= value
/ RatingCoeffecient
;
4543 m_modSpellHitChance
+= apply
? RatingChange
: -RatingChange
;
4548 UpdateCritPercentage(BASE_ATTACK
);
4549 UpdateCritPercentage(OFF_ATTACK
);
4552 case CR_CRIT_RANGED
:
4554 UpdateCritPercentage(RANGED_ATTACK
);
4558 UpdateAllSpellCritChances();
4560 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4561 case CR_HIT_TAKEN_RANGED
:
4563 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4565 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4566 case CR_CRIT_TAKEN_RANGED
:
4568 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4570 case CR_HASTE_MELEE
:
4571 RatingChange
= value
/ RatingCoeffecient
;
4572 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4573 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4575 case CR_HASTE_RANGED
:
4576 RatingChange
= value
/ RatingCoeffecient
;
4577 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4579 case CR_HASTE_SPELL
:
4580 RatingChange
= value
/ RatingCoeffecient
;
4581 ApplyCastTimePercentMod(RatingChange
,apply
);
4583 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4584 case CR_WEAPON_SKILL_OFFHAND
:
4585 case CR_WEAPON_SKILL_RANGED
:
4590 UpdateExpertise(BASE_ATTACK
);
4591 UpdateExpertise(OFF_ATTACK
);
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();
4606 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4608 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4613 //skill+step, checking for max value
4614 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4620 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4621 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4624 if(i
>=PLAYER_MAX_SKILLS
)
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
))
4634 if (value
*512 < max
*urand(0,512))
4636 uint32 new_value
= value
+step
;
4640 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
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
),
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
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
);
4708 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
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
);
4713 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
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);
4737 if(Chance
<= 0) // speedup in 0 chance case
4739 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4744 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4745 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
4746 if ( i
>= PLAYER_MAX_SKILLS
)
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
)
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);
4769 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4773 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
4775 // no skill gain in pvp
4776 Unit
*pVictim
= getVictim();
4777 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
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
);
4792 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
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
);
4803 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4805 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4809 UpdateAllCritPercentages();
4812 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, MeleeHitOutcome outcome
, bool defence
)
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
:
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
)
4833 if (moblevel
> plevel
+ 5)
4834 moblevel
= plevel
+ 5;
4836 uint32 lvldif
= moblevel
- greylevel
;
4840 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
4844 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
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
))
4858 UpdateWeaponSkill(attType
);
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
));
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
);
4897 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
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
4907 /// miximize skill always
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
)
4925 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4927 uint32 max
= SKILL_MAX(data
);
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
)
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
4951 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
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
)
4963 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
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();
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
);
4990 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
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));
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
);
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
)
5035 uint16
Player::GetSkillValue(uint32 skill
) const
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
;
5055 uint16
Player::GetMaxSkillValue(uint32 skill
) const
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
;
5073 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
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
)));
5086 uint16
Player::GetBaseSkillValue(uint32 skill
) const
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
;
5101 uint16
Player::GetPureSkillValue(uint32 skill
) const
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
)));
5114 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
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
)));
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
);
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() );
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() );
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() );
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
);
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())
5200 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5201 m_actionButtons
.erase(buttonItr
); // new and not saved
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());
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
);
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
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();
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()
5295 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY());
5296 if(areaFlag
==0xffff)
5298 int offset
= areaFlag
/ 32;
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
);
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());
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);
5327 int32 diff
= int32(getLevel()) - p
->area_level
;
5331 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
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
));
5345 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
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
);
5361 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
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
);
5375 uint32
Player::getFactionForRace(uint8 race
)
5377 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5380 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
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
5411 data
<< (uint32
) faction
->ReputationListID
;
5412 data
<< (uint32
) faction
->Standing
;
5414 GetSession()->SendPacket(&data
);
5418 void Player::SendInitialReputations()
5420 WorldPacket
data(SMSG_INITIALIZE_FACTIONS
, (4+128*5));
5421 data
<< uint32 (0x00000080);
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
);
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
;
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
) )
5467 if(((faction
->Flags
& FACTION_FLAG_AT_WAR
) != 0) == atWar
)
5471 faction
->Flags
|= FACTION_FLAG_AT_WAR
;
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
) ) )
5485 if(((faction
->Flags
& FACTION_FLAG_INACTIVE
) != 0) == inactive
)
5489 faction
->Flags
|= FACTION_FLAG_INACTIVE
;
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
)
5503 SetFactionVisibleForFactionId(factionTemplateEntry
->faction
);
5506 void Player::SetFactionVisibleForFactionId(uint32 FactionId
)
5508 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(FactionId
);
5512 if(factionEntry
->reputationListID
< 0)
5515 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5516 if (itr
== m_factions
.end())
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
))
5529 if(faction
->Flags
& FACTION_FLAG_VISIBLE
)
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
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
];
5581 int32
Player::GetBaseReputation(const FactionEntry
*factionEntry
) const
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
5600 int32
Player::GetReputation(uint32 faction_id
) const
5602 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(faction_id
);
5606 sLog
.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id
);
5610 return GetReputation(factionEntry
);
5613 int32
Player::GetReputation(const FactionEntry
*factionEntry
) const
5615 // Faction without recorded reputation. Just ignore.
5619 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5620 if (itr
!= m_factions
.end())
5621 return GetBaseReputation(factionEntry
) + itr
->second
.Standing
;
5626 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5628 FactionEntry
const*factionEntry
= sFactionStore
.LookupEntry(faction
);
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
);
5669 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5671 // Faction without recorded reputation. Just ignore.
5675 return ModifyFactionReputation(factionEntry
, DeltaReputation
);
5678 bool Player::ModifyFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5680 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
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
);
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
;
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
));
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
);
5758 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5760 // Faction without recorded reputation. Just ignore.
5764 return SetFactionReputation(factionEntry
, standing
);
5767 bool Player::SetFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5769 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
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
);
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
;
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
));
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
;
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
)
5833 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
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
]);
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
));
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
5938 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
5941 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
5947 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5948 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
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();
5959 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
5962 victim_guid
= uVictim
->GetGUID();
5964 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
5966 Player
*pVictim
= (Player
*)uVictim
;
5968 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
5971 float f
= 1; //need for total kills (?? need more info)
5973 uint32 k_level
= getLevel();
5974 uint32 v_level
= pVictim
->getLevel();
5977 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
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
5983 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
5984 // Get Killer titles, CharTitlesEntry::bit_index
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;
5996 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6001 else if( k_level
<= 39 )
6002 k_grey
= k_level
- 5 - k_level
/10;
6004 k_grey
= k_level
- 1 - k_level
/5;
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);
6023 Creature
*cVictim
= (Creature
*)uVictim
;
6025 if (!cVictim
->isRacialLeader())
6028 honor
= 100; // ??? need more info
6029 victim_rank
= 19; // HK: Leader
6033 if (uVictim
!= NULL
)
6035 honor
*= sWorld
.getRate(RATE_HONOR
);
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
);
6056 ModifyHonorPoints(int32(honor
));
6058 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
6062 void Player::ModifyHonorPoints( int32 value
)
6066 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
6067 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
6069 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
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
)
6079 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6080 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6082 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
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() );
6095 uint32 v
= result
->Fetch()[0].GetUInt32();
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() );
6110 uint32 v
= result
->Fetch()[0].GetUInt32();
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
);
6124 uint32 id
= (*result
)[0].GetUInt32();
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() );
6137 Field
* fields
= result
->Fetch();
6138 uint32 zone
= fields
[0].GetUInt32();
6143 // stored zone is zero, use generic and slow zone detection
6145 ss
<<"SELECT map,position_x,position_y FROM characters WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6146 result
= CharacterDatabase
.Query(ss
.str().c_str());
6149 fields
= result
->Fetch();
6150 uint32 map
= fields
[0].GetUInt32();
6151 float posx
= fields
[1].GetFloat();
6152 float posy
= fields
[2].GetFloat();
6155 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
);
6158 ss
<< "UPDATE characters SET zone='"<<zone
<<"' WHERE guid='"<<GUID_LOPART(guid
)<<"'";
6159 CharacterDatabase
.Execute(ss
.str().c_str());
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
))
6176 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_FFA_PVP
);
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
);
6201 if (sWorld
.getConfig(CONFIG_WEATHER
))
6203 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6206 wth
->SendWeatherUpdateToPlayer(this);
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
);
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
6285 DestroyZoneLimitedItem( true, newZone
);
6287 // recent client version not send leave/join channel packets for built-in local channels
6288 UpdateLocalChannels( newZone
);
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
)
6303 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6304 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, duelFlagGUID
);
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
);
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
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();
6351 SendMessageToSet(&data
,true);
6354 // cool-down duel spell
6355 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6362 GetSession()->SendPacket(&data);
6363 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6364 data<<duel->opponent->GetGUID();
6368 duel->opponent->GetSession()->SendPacket(&data);*/
6370 //Remove Duel Flag object
6371 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
6373 duel
->initiator
->RemoveGameObject(obj
,true);
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())
6400 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6403 if(duel
->opponent
->GetComboTarget()==GetGUID())
6404 duel
->opponent
->ClearComboPoints();
6405 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6406 duel
->opponent
->ClearComboPoints();
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
;
6420 //---------------------------------------------------------//
6422 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6424 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6427 // not apply/remove mods for broken item
6428 if(item
->IsBroken())
6431 ItemPrototype
const *proto
= item
->GetProto();
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
)
6461 for (int i
= 0; i
< 10; i
++)
6463 float val
= float (proto
->ItemStat
[i
].ItemStatValue
);
6468 switch (proto
->ItemStat
[i
].ItemStatType
)
6471 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6473 case ITEM_MOD_HEALTH
: // modify HP
6474 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
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
);
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
);
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
);
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
);
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
);
6496 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6497 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6499 case ITEM_MOD_DODGE_RATING
:
6500 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6502 case ITEM_MOD_PARRY_RATING
:
6503 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6505 case ITEM_MOD_BLOCK_RATING
:
6506 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6508 case ITEM_MOD_HIT_MELEE_RATING
:
6509 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6511 case ITEM_MOD_HIT_RANGED_RATING
:
6512 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6514 case ITEM_MOD_HIT_SPELL_RATING
:
6515 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6517 case ITEM_MOD_CRIT_MELEE_RATING
:
6518 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6520 case ITEM_MOD_CRIT_RANGED_RATING
:
6521 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6523 case ITEM_MOD_CRIT_SPELL_RATING
:
6524 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6526 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6527 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6529 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6530 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6532 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6533 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6535 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6536 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6538 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6539 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6541 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6542 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6544 case ITEM_MOD_HASTE_MELEE_RATING
:
6545 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6547 case ITEM_MOD_HASTE_RANGED_RATING
:
6548 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6550 case ITEM_MOD_HASTE_SPELL_RATING
:
6551 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
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
);
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
);
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
);
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
);
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
);
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
);
6583 case ITEM_MOD_EXPERTISE_RATING
:
6584 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6590 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(proto
->Armor
), apply
);
6593 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6596 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
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
))
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)
6678 BaseModGroup mod
= BASEMOD_END
;
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;
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)
6700 // generic not weapon specific case processes in aura code
6701 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6704 UnitMods unitMod
= UNIT_MOD_END
;
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;
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;
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
)
6732 ItemPrototype
const *proto
= item
->GetProto();
6736 for (int i
= 0; i
< 5; i
++)
6738 _Spell
const& spellData
= proto
->Spells
[i
];
6741 if(!spellData
.SpellId
)
6744 // wrong triggering type
6745 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6748 // check if it is valid spell
6749 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6753 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6757 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6761 // Cannot be used in this stance/form
6762 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)!=0)
6765 if(form_change
) // check aura active state from other form
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())
6783 if(found
) // and skip re-cast already active aura at form change
6787 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6789 CastSpell(this,spellInfo
,true,item
);
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
6801 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
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
];
6825 for(uint32 y
=0;y
<8; ++y
)
6827 SpellEntry
const* spellInfo
= eff
->spells
[y
];
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())
6842 ItemPrototype
const *proto
= item
->GetProto();
6846 if (!Target
|| Target
== this )
6849 for (int i
= 0; i
< 5; i
++)
6851 _Spell
const& spellData
= proto
->Spells
[i
];
6854 if(!spellData
.SpellId
)
6857 // wrong triggering type
6858 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6861 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6864 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6868 // not allow proc extra attack spell at extra attack
6869 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
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
)
6899 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6902 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
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
);
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
++)
6926 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6930 // item set bonuses not dependent from item broken state
6932 RemoveItemsSetItem(this,proto
);
6934 if(m_items
[i
]->IsBroken())
6937 ApplyItemEquipSpell(m_items
[i
],false);
6938 ApplyEnchantment(m_items
[i
], false);
6942 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6946 if(m_items
[i
]->IsBroken())
6948 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
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
++)
6974 if(m_items
[i
]->IsBroken())
6977 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
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
++)
6996 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7000 // item set bonuses not dependent from item broken state
7002 AddItemsSetItem(this,m_items
[i
]);
7004 if(m_items
[i
]->IsBroken())
7007 ApplyItemEquipSpell(m_items
[i
],true);
7008 ApplyEnchantment(m_items
[i
], true);
7012 sLog
.outDebug("_ApplyAllItemMods complete.");
7015 void Player::_ApplyAmmoBonuses()
7018 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
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
;
7028 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7030 if(currentAmmoDPS
== GetAmmoDPS())
7033 m_ammoDPS
= currentAmmoDPS
;
7035 if(CanModifyStats())
7036 UpdateDamagePhysical(RANGED_ATTACK
);
7039 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7044 // check ranged weapon
7045 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7046 if(!weapon
|| weapon
->IsBroken() )
7049 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7050 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
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
)
7061 case ITEM_SUBCLASS_WEAPON_GUN
:
7062 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
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())
7079 // If not released spirit, do it !
7080 if(m_deathTimer
> 0)
7087 Corpse
*corpse
= GetCorpse();
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());
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
);
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
)
7123 PermissionTypes permission
= ALL_PERMISSION
;
7125 sLog
.outDebug("Player::SendLoot");
7126 if (IS_GAMEOBJECT_GUID(guid
))
7128 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
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
);
7142 if(go
->getLootState() == GO_READY
)
7144 uint32 lootid
= go
->GetLootId();
7148 sLog
.outDebug(" if(lootid)");
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
);
7165 SendLootRelease(guid
);
7169 if(loot_type
== LOOT_DISENCHANTING
)
7173 if(!item
->m_lootGenerated
)
7175 item
->m_lootGenerated
= true;
7177 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this);
7180 else if(loot_type
== LOOT_PROSPECTING
)
7184 if(!item
->m_lootGenerated
)
7186 item
->m_lootGenerated
= true;
7188 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this);
7195 if(!item
->m_lootGenerated
)
7197 item
->m_lootGenerated
= true;
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
);
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
;
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
);
7241 if(loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7243 SendLootRelease(guid
);
7247 loot
= &creature
->loot
;
7249 if(loot_type
== LOOT_PICKPOCKETING
)
7251 if ( !creature
->lootForPickPocketed
)
7253 creature
->lootForPickPocketed
= true;
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
));
7267 // the player whose group may loot the corpse
7268 Player
*recipient
= creature
->GetLootRecipient();
7271 creature
->SetLootRecipient(this);
7275 if (creature
->lootForPickPocketed
)
7277 creature
->lootForPickPocketed
= false;
7281 if(!creature
->lootForBody
)
7283 creature
->lootForBody
= true;
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())
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
);
7301 case NEED_BEFORE_GREED
:
7302 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7305 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7313 // possible only if creature->lootForBody && loot->empty() at spell cast check
7314 if (loot_type
== LOOT_SKINNING
)
7317 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this);
7319 // set group rights only for loot_type != LOOT_SKINNING
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
;
7333 permission
= ALL_PERMISSION
;
7336 permission
= GROUP_PERMISSION
;
7339 permission
= NONE_PERMISSION
;
7341 else if(recipient
== this)
7342 permission
= ALL_PERMISSION
;
7344 permission
= NONE_PERMISSION
;
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);
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);
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);
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);
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...
7460 NumberOfFields
= 81;
7463 NumberOfFields
= 14;
7467 NumberOfFields
= 38;
7470 NumberOfFields
= 22;
7473 NumberOfFields
= 36;
7476 NumberOfFields
= 35;
7487 NumberOfFields
= 10;
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
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
7598 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7599 bg
->FillInitialWorldStates(data
);
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)
7613 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7614 bg
->FillInitialWorldStates(data
);
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)
7652 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7653 bg
->FillInitialWorldStates(data
);
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
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
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
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
7763 case 3698: // Nagrand Arena
7764 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
7765 bg
->FillInitialWorldStates(data
);
7768 data
<< uint32(0xa0f) << uint32(0x0); // 7
7769 data
<< uint32(0xa10) << uint32(0x0); // 8
7770 data
<< uint32(0xa11) << uint32(0x0); // 9 show
7773 case 3702: // Blade's Edge Arena
7774 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
7775 bg
->FillInitialWorldStates(data
);
7778 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
7779 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
7780 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
7783 case 3968: // Ruins of Lordaeron
7784 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
7785 bg
->FillInitialWorldStates(data
);
7788 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
7789 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
7790 data
<< uint32(0xbba) << uint32(0x0); // 9 show
7793 case 3703: // Shattrath City
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
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
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();
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
)
7853 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7855 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
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
)
7872 case SHEATH_STATE_UNARMED
: // no prepared weapon
7873 SetVirtualItemSlot(0,NULL
);
7874 SetVirtualItemSlot(1,NULL
);
7875 SetVirtualItemSlot(2,NULL
);
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
);
7883 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7884 SetVirtualItemSlot(0,NULL
);
7885 SetVirtualItemSlot(1,NULL
);
7886 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7889 SetVirtualItemSlot(0,NULL
);
7890 SetVirtualItemSlot(1,NULL
);
7891 SetVirtualItemSlot(2,NULL
);
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();
7902 slots
[0] = NULL_SLOT
;
7903 slots
[1] = NULL_SLOT
;
7904 slots
[2] = NULL_SLOT
;
7905 slots
[3] = NULL_SLOT
;
7906 switch( proto
->InventoryType
)
7909 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7912 slots
[0] = EQUIPMENT_SLOT_NECK
;
7914 case INVTYPE_SHOULDERS
:
7915 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7918 slots
[0] = EQUIPMENT_SLOT_BODY
;
7921 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7924 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7927 slots
[0] = EQUIPMENT_SLOT_WAIST
;
7930 slots
[0] = EQUIPMENT_SLOT_LEGS
;
7933 slots
[0] = EQUIPMENT_SLOT_FEET
;
7935 case INVTYPE_WRISTS
:
7936 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
7939 slots
[0] = EQUIPMENT_SLOT_HANDS
;
7941 case INVTYPE_FINGER
:
7942 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
7943 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
7945 case INVTYPE_TRINKET
:
7946 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
7947 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
7950 slots
[0] = EQUIPMENT_SLOT_BACK
;
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" ...
7959 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
7961 case INVTYPE_SHIELD
:
7962 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7964 case INVTYPE_RANGED
:
7965 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7967 case INVTYPE_2HWEAPON
:
7968 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7970 case INVTYPE_TABARD
:
7971 slots
[0] = EQUIPMENT_SLOT_TABARD
;
7973 case INVTYPE_WEAPONMAINHAND
:
7974 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7976 case INVTYPE_WEAPONOFFHAND
:
7977 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7979 case INVTYPE_HOLDABLE
:
7980 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7982 case INVTYPE_THROWN
:
7983 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7985 case INVTYPE_RANGEDRIGHT
:
7986 slots
[0] = EQUIPMENT_SLOT_RANGED
;
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
;
7996 switch(proto
->SubClass
)
7998 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
7999 if (pClass
== CLASS_PALADIN
)
8000 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8002 case ITEM_SUBCLASS_ARMOR_IDOL
:
8003 if (pClass
== CLASS_DRUID
)
8004 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8006 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8007 if (pClass
== CLASS_SHAMAN
)
8008 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8010 case ITEM_SUBCLASS_ARMOR_MISC
:
8011 if (pClass
== CLASS_WARLOCK
)
8012 slots
[0] = EQUIPMENT_SLOT_RANGED
;
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
)
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
)
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
)
8063 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
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
;
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
;
8107 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8109 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
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
8129 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
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
);
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
);
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
);
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
);
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
)
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
)
8205 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8207 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8210 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8212 Item
* pItem
= pBag
->GetItemByPos( j
);
8213 if( pItem
&& pItem
->GetGUID() == guid
)
8218 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8220 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8223 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8225 Item
* pItem
= pBag
->GetItemByPos( j
);
8226 if( pItem
&& pItem
->GetGUID() == guid
)
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
);
8251 return pBag
->GetItemByPos(slot
);
8256 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
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
)
8274 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
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
)
8289 if( item
->IsBroken())
8295 uint32
Player::GetAttackBySlot( uint8 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
)
8314 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8316 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8318 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8320 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8322 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
) )
8327 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8329 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8331 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
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
) )
8340 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8342 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
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
) )
8353 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8358 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8364 if (bag
== INVENTORY_SLOT_BAG_0
)
8366 // any post selected
8367 if (slot
== NULL_SLOT
)
8371 if (slot
< EQUIPMENT_SLOT_END
)
8375 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8379 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8383 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8387 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8391 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
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
);
8404 // any post selected
8405 if (slot
== NULL_SLOT
)
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
);
8418 // any post selected
8419 if (slot
== NULL_SLOT
)
8422 return slot
< pBag
->GetBagSize();
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
)
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
)
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
)
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
)
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
)
8503 Item
* Player::GetItemOrItemWithGemEquipped( uint32 item
) const
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
)
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 )
8530 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8532 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8536 *no_space_count
= count
;
8537 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8541 if(pProto
->MaxCount
== 0)
8542 return EQUIP_ERR_OK
;
8544 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8546 if( curcount
+ count
> pProto
->MaxCount
)
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
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
))
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
))
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
))
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
)
8596 // empty specific slot - check item fit to slot
8597 if( !pItem2
|| swap
)
8599 if( bag
== INVENTORY_SLOT_BAG_0
)
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
;
8606 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8607 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8611 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8613 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8615 ItemPrototype
const* pBagProto
= pBag
->GetProto();
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
8630 if(pItem2
->GetEntry() != pProto
->ItemId
)
8631 return EQUIP_ERR_ITEM_CANT_STACK
;
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
)
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
8656 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8658 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8660 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8662 ItemPrototype
const* pBagProto
= pBag
->GetProto();
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
8679 Item
* pItem2
= GetItemByPos( bag
, j
);
8681 // ignore move item (this slot will be empty at move)
8682 if(pItem2
==pSrcItem
)
8685 // if merge skip empty, if !merge skip non-empty
8686 if((pItem2
!=NULL
)!=merge
)
8691 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->Stackable
)
8693 uint32 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8694 if(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
;
8704 return EQUIP_ERR_OK
;
8710 uint32 need_space
= pProto
->Stackable
;
8711 if(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
;
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
)
8736 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8738 // ignore move item (this slot will be empty at move)
8739 if(pItem2
==pSrcItem
)
8742 // if merge skip empty, if !merge skip non-empty
8743 if((pItem2
!=NULL
)!=merge
)
8748 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->Stackable
)
8750 uint32 need_space
= pProto
->Stackable
- pItem2
->GetCount();
8751 if(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
;
8760 return EQUIP_ERR_OK
;
8766 uint32 need_space
= pProto
->Stackable
;
8767 if(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
;
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
);
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()))
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
)
8811 *no_space_count
= no_similar_count
;
8814 count
-= no_similar_count
;
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
)
8824 *no_space_count
= count
+ no_similar_count
;
8830 if(no_similar_count
==0)
8831 return EQUIP_ERR_OK
;
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
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
)
8853 *no_space_count
= count
+ no_similar_count
;
8859 if(no_similar_count
==0)
8860 return EQUIP_ERR_OK
;
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
)
8871 *no_space_count
= count
+ no_similar_count
;
8877 if(no_similar_count
==0)
8878 return EQUIP_ERR_OK
;
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
)
8895 *no_space_count
= count
+ no_similar_count
;
8901 if(no_similar_count
==0)
8902 return EQUIP_ERR_OK
;
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
)
8922 *no_space_count
= count
+ no_similar_count
;
8928 if(no_similar_count
==0)
8929 return EQUIP_ERR_OK
;
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
)
8941 *no_space_count
= count
+ no_similar_count
;
8947 if(no_similar_count
==0)
8948 return EQUIP_ERR_OK
;
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
)
8964 *no_space_count
= count
+ no_similar_count
;
8970 if(no_similar_count
==0)
8971 return EQUIP_ERR_OK
;
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
)
8989 *no_space_count
= count
+ no_similar_count
;
8995 if(no_similar_count
==0)
8996 return EQUIP_ERR_OK
;
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
)
9007 *no_space_count
= count
+ no_similar_count
;
9013 if(no_similar_count
==0)
9014 return EQUIP_ERR_OK
;
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
)
9031 if(no_similar_count
==0)
9032 return EQUIP_ERR_OK
;
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
)
9049 if(no_similar_count
==0)
9050 return EQUIP_ERR_OK
;
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
)
9069 *no_space_count
= count
+ no_similar_count
;
9075 if(no_similar_count
==0)
9076 return EQUIP_ERR_OK
;
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
)
9092 if(no_similar_count
==0)
9093 return EQUIP_ERR_OK
;
9096 *no_space_count
= count
+ no_similar_count
;
9097 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
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
)
9107 *no_space_count
= count
+ no_similar_count
;
9113 if(no_similar_count
==0)
9114 return EQUIP_ERR_OK
;
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
)
9129 if(no_similar_count
==0)
9130 return EQUIP_ERR_OK
;
9133 *no_space_count
= count
+ no_similar_count
;
9134 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9139 *no_space_count
= count
+ no_similar_count
;
9141 return EQUIP_ERR_INVENTORY_FULL
;
9144 //////////////////////////////////////////////////////////////////////////
9145 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
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
];
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();
9206 return EQUIP_ERR_ITEM_NOT_FOUND
;
9209 if(pItem
->IsBindedNotWith(GetGUID()))
9210 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9213 ItemPrototype
const *pBagProto
;
9215 // item is 'one item only'
9216 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9217 if(res
!= EQUIP_ERR_OK
)
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();
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();
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
);
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();
9266 if (b_found
) continue;
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;
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
);
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;
9312 if (b_found
) continue;
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;
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
);
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;
9346 // no free slot 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
9358 Item
*pItem
= Item::CreateItem( item
, 1, this );
9361 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9366 return EQUIP_ERR_ITEM_NOT_FOUND
;
9369 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9374 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9375 ItemPrototype
const *pProto
= pItem
->GetProto();
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
)
9391 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9393 // - in-progress arenas
9394 if( !pProto
->CanChangeEquipStateInCombat() )
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
)
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
));
9435 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
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
;
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
)
9477 return EQUIP_ERR_CANT_DUAL_WIELD
;
9480 Item
*mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
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
;
9507 return EQUIP_ERR_ITEM_NOT_FOUND
;
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
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();
9528 return EQUIP_ERR_ITEM_NOT_FOUND
;
9530 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9532 // - in-progress arenas
9533 if( !pProto
->CanChangeEquipStateInCombat() )
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
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();
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
)
9570 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9572 if( pProto
->InventoryType
== INVTYPE_BAG
)
9574 Bag
*pBag
= (Bag
*)pItem
;
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
)
9586 if( !pBag
->IsEmpty() )
9587 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
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
)
9602 return EQUIP_ERR_OK
;
9605 // not specific slot or have space for partly store only in specific slot
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
)
9627 return EQUIP_ERR_OK
;
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
)
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
)
9651 return EQUIP_ERR_OK
;
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
)
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 )
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
)
9678 return EQUIP_ERR_OK
;
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
)
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
)
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
)
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
)
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
)
9734 return EQUIP_ERR_OK
;
9736 return EQUIP_ERR_BANK_FULL
;
9739 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
9743 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
9744 if( !isAlive() && not_loading
)
9745 return EQUIP_ERR_YOU_ARE_DEAD
;
9747 // return EQUIP_ERR_YOU_ARE_STUNNED;
9748 ItemPrototype
const *pProto
= pItem
->GetProto();
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
9785 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9787 if( pProto
->RequiredSkill
!= 0 )
9789 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9791 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9794 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9796 if( getLevel() < pProto
->RequiredLevel
)
9803 uint8
Player::CanUseAmmo( uint32 item
) const
9805 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
9807 return EQUIP_ERR_YOU_ARE_DEAD
;
9809 // return EQUIP_ERR_YOU_ARE_STUNNED;
9810 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
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
;
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
)
9847 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
9853 uint8 msg
= CanUseAmmo( item
);
9854 if( msg
!= EQUIP_ERR_OK
)
9856 SendEquipError( msg
, NULL
, NULL
);
9861 SetUInt32Value(PLAYER_AMMO_ID
, item
);
9863 _ApplyAmmoBonuses();
9866 void Player::RemoveAmmo()
9868 SetUInt32Value(PLAYER_AMMO_ID
, 0);
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
)
9880 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
9881 count
+= itr
->count
;
9883 Item
*pItem
= Item::CreateItem( item
, count
, this );
9886 ItemAddedQuestCheck( item
, count
);
9887 if(randomPropertyId
)
9888 pItem
->SetItemRandomProperties(randomPropertyId
);
9889 pItem
= StoreItem( dest
, pItem
, update
);
9894 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
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
;
9908 if(itr
== dest
.end())
9910 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
9914 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
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
)
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
);
9936 pItem
= pItem
->CloneItem(count
,this);
9938 pItem
->SetCount(count
);
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);
9968 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
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
);
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 );
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);
10022 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10024 Item
*pItem
= Item::CreateItem( item
, 1, this );
10027 ItemAddedQuestCheck( item
, 1 );
10028 Item
* retItem
= EquipItem( pos
, pItem
, update
);
10035 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10039 AddEnchantmentDurations(pItem
);
10040 AddItemDurations(pItem
);
10042 uint8 bag
= pos
>> 8;
10043 uint8 slot
= pos
& 255;
10045 Item
*pItem2
= GetItemByPos( bag
, slot
);
10049 VisualizeItem( slot
, pItem
);
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
);
10071 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10074 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10076 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10077 data
<< uint64(GetGUID());
10079 data
<< uint32(cooldownSpell
);
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
);
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
);
10129 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10133 AddEnchantmentDurations(pItem
);
10134 AddItemDurations(pItem
);
10136 uint8 slot
= pos
& 255;
10137 VisualizeItem( slot
, pItem
);
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
10154 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10155 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
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());
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
)
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
);
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
);
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
);
10266 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
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());
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
);
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
);
10390 ItemPrototype
const *pProto
;
10391 uint32 remcount
= 0;
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
)
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);
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
)
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);
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
)
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);
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
)
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);
10512 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10514 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
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
);
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" );
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
);
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
)
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
);
10613 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10614 pItem
->SetCount( pItem
->GetCount() - count
);
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
);
10633 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
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
);
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
);
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
);
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 );
10662 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
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
)
10676 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10677 SendEquipError( msg
, pSrcItem
, NULL
);
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
)
10696 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10697 SendEquipError( msg
, pSrcItem
, NULL
);
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
);
10712 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
10713 if( msg
!= EQUIP_ERR_OK
)
10716 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10717 SendEquipError( msg
, pSrcItem
, NULL
);
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
);
10743 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
10747 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
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
);
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
);
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
);
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
);
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
);
10802 RemoveItem(srcbag
, srcslot
, true);
10803 BankItem( dest
, pSrcItem
, true);
10805 else if( IsEquipmentPos ( dst
) )
10808 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
10809 if( msg
!= EQUIP_ERR_OK
)
10811 SendEquipError( msg
, pSrcItem
, NULL
);
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
);
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
);
10841 // attempt merge to / fill target item
10844 ItemPosCountVec sDest
;
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 );
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();
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);
10880 pSrcItem
->SendUpdateToPlayer( this );
10881 pDstItem
->SendUpdateToPlayer( this );
10888 // impossible merge/fill, do real swap
10891 // check src->dest move possibility
10892 ItemPosCountVec sDest
;
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
);
10911 // check dest->src move possibility
10912 ItemPosCountVec sDest2
;
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
);
10931 // now do moves, remove...
10932 RemoveItem(dstbag
, dstslot
, false);
10933 RemoveItem(srcbag
, srcslot
, false);
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);
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
)
10959 uint32 slot
= m_currentBuybackSlot
;
10960 // if current back slot non-empty search oldest or free
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
)
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
;
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();
10999 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
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
];
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
];
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
);
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
)
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
);
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
);
11088 data
<< uint32(param
);
11089 data
<< uint8(msg
);
11090 GetSession()->SendPacket(&data
);
11093 void Player::ClearTrade()
11096 acceptTrade
= false;
11097 for(int i
= 0; i
< TRADE_SLOT_COUNT
; i
++)
11098 tradeItems
[i
] = NULL_SLOT
;
11101 void Player::TradeCancel(bool sendback
)
11105 // send yellow "Trade canceled" message to both traders
11109 ws
->SendCancelTrade();
11110 ws
= pTrader
->GetSession();
11111 if(!ws
->PlayerLogout())
11112 ws
->SendCancelTrade();
11116 pTrader
->ClearTrade();
11117 // prevent loss of reference
11118 pTrader
->pTrader
= NULL
;
11123 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11125 if(m_itemDuration
.empty())
11128 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
,realtimeonly
);
11130 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); )
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
)
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
;
11164 void Player::AddEnchantmentDurations(Item
*item
)
11166 for(int x
=0;x
<MAX_ENCHANTMENT_SLOT
;++x
)
11168 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11171 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
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
);
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
)
11198 if(itr
->slot
==slot
)
11200 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11202 // remove from stats
11203 ApplyEnchantment(itr
->item
,slot
,false,false);
11205 itr
->item
->ClearEnchantment(slot
);
11207 // remove from update list
11208 next
= m_enchantDuration
.erase(itr
);
11214 // remove enchants from inventory items
11215 // NOTE: no need to remove these from stats, since these aren't equipped
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
);
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
)
11246 if(slot
>= MAX_ENCHANTMENT_SLOT
)
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
);
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
)
11276 if(!item
->IsEquipped())
11279 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11282 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11286 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11290 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
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
:
11303 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11304 // processed in Player::CastItemCombatSpell
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
);
11314 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11315 if(enchant_spell_id
)
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()));
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 );
11337 // Cast custom spell vs all equal basepoints getted from enchant_amount
11339 CastCustomSpell(this,enchant_spell_id
,&basepoints
,&basepoints
,&basepoints
,true,item
);
11341 CastSpell(this,enchant_spell_id
,true,item
);
11344 RemoveAurasDueToItemSpell(item
,enchant_spell_id
);
11347 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11348 if (!enchant_amount
)
11350 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
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 );
11364 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
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 );
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
);
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
);
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
);
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
);
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
);
11412 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11413 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11414 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11416 case ITEM_MOD_DODGE_RATING
:
11417 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11418 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11420 case ITEM_MOD_PARRY_RATING
:
11421 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11422 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11424 case ITEM_MOD_BLOCK_RATING
:
11425 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11426 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
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
);
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
);
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
);
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
);
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
);
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
);
11452 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11454 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11455 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11457 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11458 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11460 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11461 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11463 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11464 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11466 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11467 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11469 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11470 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11472 // case ITEM_MOD_HASTE_MELEE_RATING:
11473 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11475 // case ITEM_MOD_HASTE_RANGED_RATING:
11476 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11478 case ITEM_MOD_HASTE_SPELL_RATING
:
11479 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
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
);
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
);
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);
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);
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
);
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
);
11516 case ITEM_MOD_EXPERTISE_RATING
:
11517 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11518 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
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
);
11544 sLog
.outError("Unknown item enchantment display type: %d",enchant_display_type
);
11546 } /*switch(enchant_display_type)*/
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);
11561 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11563 AddEnchantmentDuration(item
,slot
,duration
);
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
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
);
11612 GetSession()->SendPacket(&data
);
11615 /*********************************************************/
11616 /*** QUEST SYSTEM ***/
11617 /*********************************************************/
11619 void Player::PrepareQuestMenu( uint64 guid
)
11622 QuestRelations
* pObjectQR
;
11623 QuestRelations
* pObjectQIR
;
11624 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11627 pObject
= (Object
*)pCreature
;
11628 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11629 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11633 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11636 pObject
= (Object
*)pGameObject
;
11637 pObjectQR
= &objmgr
.mGOQuestRelations
;
11638 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11644 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
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() )
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
);
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 );
11700 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
11703 // multiply entries
11709 std::string title
= "";
11710 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11713 uint32 textid
= pCreature
->GetNpcTextId();
11714 GossipText
* gossiptext
= objmgr
.GetGossipText(textid
);
11717 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11718 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
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();
11732 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11735 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
11736 title
= nl
->Text_0
[0][loc_idx
];
11742 title
= gossiptext
->Options
[0].Text_1
;
11744 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11747 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
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
)
11771 QuestRelations
* pObjectQR
;
11772 QuestRelations
* pObjectQIR
;
11774 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11777 pObject
= (Object
*)pCreature
;
11778 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11779 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11783 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11786 pObject
= (Object
*)pGameObject
;
11787 pObjectQR
= &objmgr
.mGOQuestRelations
;
11788 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
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
);
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();
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
) )
11832 uint32 srcitem
= pQuest
->GetSrcItemId();
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
)
11842 else if( msg
!= EQUIP_ERR_OK
)
11844 SendEquipError( msg
, NULL
, NULL
);
11851 bool Player::CanCompleteQuest( uint32 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
);
11864 // auto complete quest
11865 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
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
] )
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 )
11887 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
11892 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
11895 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
11898 if ( qInfo
->GetRewOrReqMoney() < 0 )
11900 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
11904 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
11905 if ( repFacId
&& GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
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) )
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
]) )
11927 if( !CanRewardQuest(pQuest
, false) )
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
)
11939 // daily quest can't be rewarded (25 daily quest already completed)
11940 if(!SatisfyQuestDay(pQuest
,true))
11943 // rewarded and not repeatable quest (only cheating case, then ignore without message)
11944 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
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
] )
11956 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
11962 // prevent receive reward with low money and GetRewOrReqMoney() < 0
11963 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
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
))
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
);
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
);
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());
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
;
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
)
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);
12083 SendQuestComplete( quest_id
);
12088 void Player::IncompleteQuest( uint32 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
);
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() );
12168 if(pQuest
->GetRewHonorableKills())
12169 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
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())
12186 mailType
= MAIL_CREATURE
;
12187 senderGuidOrEntry
= questGiver
->GetEntry();
12189 case TYPEID_GAMEOBJECT
:
12190 mailType
= MAIL_GAMEOBJECT
;
12191 senderGuidOrEntry
= questGiver
->GetEntry();
12194 mailType
= MAIL_ITEM
;
12195 senderGuidOrEntry
= questGiver
->GetEntry();
12197 case TYPEID_PLAYER
:
12198 mailType
= MAIL_NORMAL
;
12199 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12202 mailType
= MAIL_NORMAL
;
12203 senderGuidOrEntry
= GetGUIDLow();
12207 Loot questMailLoot
;
12209 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this);
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
);
12247 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12249 q_status
.m_rewarded
= true;
12252 SendQuestReward( pQuest
, XP
, questGiver
);
12254 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12257 void Player::FailQuest( uint32 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
)
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 )
12303 int32 questSort
= -zoneOrSort
;
12304 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12306 // check class sort cases in zoneOrSort
12307 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12310 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12315 if( skillOrClass
< 0 )
12317 uint8 reqClass
= -int32(skillOrClass
);
12318 if(getClass() != reqClass
)
12321 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12326 else if( skillOrClass
> 0 )
12328 uint32 reqSkill
= skillOrClass
;
12329 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12332 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12340 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12342 if( getLevel() < qInfo
->GetMinLevel() )
12345 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12351 bool Player::SatisfyQuestLog( bool msg
)
12354 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12359 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12360 GetSession()->SendPacket( &data
);
12361 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
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())
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)
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
)
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
)
12409 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
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)
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
)
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
)) )
12446 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12455 // Has only positive prev. quests in non-rewarded state
12456 // and negative prev. quests in non-active state
12458 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12463 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12465 uint32 reqraces
= qInfo
->GetRequiredRaces();
12466 if ( reqraces
== 0 )
12468 if( (reqraces
& getRaceMask()) == 0 )
12471 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12477 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12479 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12480 if(fIdMin
&& GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12483 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12487 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12488 if(fIdMax
&& GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12491 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
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
)
12504 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
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
) )
12515 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
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)
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())
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) )
12545 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
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
) )
12556 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12563 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12565 if(!qInfo
->GetNextQuestInChain())
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
) )
12574 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
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 );
12584 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12586 // No previous quest in chain
12587 if( qInfo
->prevChainQuests
.empty())
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
)))
12603 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
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 ) )
12614 // No previous quest in chain active
12618 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12620 if(!qInfo
->IsDaily())
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
)
12637 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
12644 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
12646 uint32 srcitem
= pQuest
->GetSrcItemId();
12649 uint32 count
= pQuest
->GetSrcItemCount();
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);
12661 // player already have max amount required item, just report success
12662 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12665 SendEquipError( msg
, NULL
, NULL
);
12672 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
12674 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12677 uint32 srcitem
= qInfo
->GetSrcItemId();
12680 uint32 count
= qInfo
->GetSrcItemCount();
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
)
12690 SendEquipError( res
, NULL
, NULL
);
12694 DestroyItemCount(srcitem
, count
, true, true);
12700 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
12702 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
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
;
12716 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
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
;
12739 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
12741 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
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
);
12766 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
12767 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
12768 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
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
)
12799 return MAX_QUEST_LOG_SIZE
;
12802 void Player::AreaExploredOrEventHappens( uint32 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
);
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 )
12849 QuestStatusData
& q_status
= mQuestStatus
[questid
];
12851 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
12854 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12855 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
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
);
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
);
12889 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
12892 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
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
];
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
);
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
);
12932 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
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)
12947 // skip Cast at creature objective
12948 if(qInfo
->ReqSpell
[j
] !=0 )
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).
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
);
12987 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
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
)
13003 uint32 reqTarget
= 0;
13007 // creature activate objectives
13008 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13009 // checked at quest_template loading
13010 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
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
)
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).
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
);
13054 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
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)
13070 uint32 reqTarget
= 0;
13072 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13073 // checked at quest_template loading
13074 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
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).
13101 void Player::MoneyChanged( uint32 count
)
13103 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13105 uint32 questid
= GetQuestSlotQuestId(i
);
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
);
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
)
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
] )
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
])
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
])
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
])
13187 void Player::SendQuestComplete( uint32 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) );
13204 data
<< uint32(0x03);
13206 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13209 data
<< uint32(pQuest
->GetRewOrReqMoney());
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
];
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
)
13236 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4 );
13238 GetSession()->SendPacket( &data
);
13239 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13243 void Player::SendQuestTimerFailed( uint32 quest_id
)
13247 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
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
)
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
];
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
];
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;
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
;
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 ..
13347 _LoadBoundInstances();*/
13349 if (delete_result
) delete result
;
13351 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
13354 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13355 m_deathState
= DEAD
;
13360 void Player::_LoadDeclinedNames(QueryResult
* result
)
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();
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);
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());
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
));
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();
13425 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13427 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13431 Field
*fields
= result
->Fetch();
13433 data
= StrSplit(fields
[0].GetCppString(), " ");
13440 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13442 if(index
>= data
.size())
13445 return (uint32
)atoi(data
[index
].c_str());
13448 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13451 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13452 memcpy(&result
, &temp
, sizeof(result
));
13457 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13460 if(!LoadValuesArrayFromDB(data
,guid
))
13463 return GetUInt32ValueFromArray(data
,index
);
13466 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13469 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13470 memcpy(&result
, &temp
, sizeof(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
);
13483 sLog
.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
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
);
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
))
13508 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
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
));
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
);
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());
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
);
13548 m_class
= fields
[5].GetUInt8();
13550 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(m_race
, m_class
);
13553 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
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
);
13583 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
13584 if(at
->HaveMember(GetGUID()))
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
);
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
;
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());
13661 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
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
;
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
13685 if(time_diff
> 15*MINUTE
)
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
));
13731 m_atLoginFlags
= fields
[27].GetUInt32();
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();
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
13753 SetCharmerGUID(NULL
);
13754 SetOwnerGUID(NULL
);
13755 SetCreatorGUID(NULL
);
13757 // reset some aura modifiers before aura apply
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;
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));
13778 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
13781 // make sure the unit is considered out of combat for proper loading
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.
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
)))
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
13889 RemoveAllAurasOnDeath();
13891 //apply all stat bonuses from items and auras
13892 SetCanModifyStats(true);
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());
13904 if(GetSession()->GetSecurity() > SEC_PLAYER
)
13906 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
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);
13917 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
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);
13928 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
13931 case 0: break; // disable
13932 case 1: SetGMChat(true); break; // enable
13933 case 2: // save state
13934 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
13939 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
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);
13951 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
13956 bool Player::isAllowedToLoot(Creature
* creature
)
13958 if(Player
* recipient
= creature
->GetLootRecipient())
13960 if (recipient
== this)
13962 if( Group
* otherGroup
= recipient
->GetGroup())
13964 Group
* thisGroup
= GetGroup();
13967 return thisGroup
== otherGroup
;
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());
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() );
14000 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
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());
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
);
14029 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14035 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14039 // negative effects should continue counting down after logout
14040 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14042 if(remaintime
<= int32(timediff
))
14045 remaintime
-= timediff
;
14048 // prevent wrong values of remaincharges
14049 if(spellproto
->procCharges
)
14051 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14052 remaincharges
= spellproto
->procCharges
;
14055 remaincharges
= -1;
14057 //do not load single target auras (unless they were cast by the player)
14058 if (caster_guid
!= GetGUID() && IsSingleTargetSpell(spellproto
))
14061 for(uint32 i
=0; i
<stackcount
; i
++)
14063 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14065 damage
= aura
->GetModifier()->m_amount
;
14066 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14068 sLog
.outString("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14071 while( result
->NextRow() );
14076 if(m_class
== CLASS_WARRIOR
)
14077 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14080 void Player::LoadCorpse()
14084 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14088 if(Corpse
*corpse
= GetCorpse())
14090 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
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();
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
);
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
);
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 !
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 !
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 !
14164 bool success
= true;
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);
14180 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14183 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14184 QuickEquipItem(dest
, item
);
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);
14199 // store bags that may contain items in them
14200 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14201 bagMap
[item_guid
] = (Bag
*)item
;
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 );
14215 // item's state may have changed after stored
14217 item
->SetState(ITEM_UNCHANGED
, this);
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());
14227 m_itemUpdateQueueBlocked
= false;
14229 // send by mail problematic items
14230 while(!problematicItems
.empty())
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
);
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
);
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
);
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
);
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 !
14289 } while (result
->NextRow());
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);
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()
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());
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
;
14350 _LoadMailedItems(m
);
14352 m_mail
.push_back(m
);
14353 } while( result
->NextRow() );
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
14365 Pet
*pet
= new Pet
;
14366 if(!pet
->LoadPetFromDB(this,0,0,true))
14371 void Player::_LoadQuestStatus(QueryResult
*result
)
14373 mQuestStatus
.clear();
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());
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
);
14392 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14394 uint32 qstatus
= fields
[1].GetUInt32();
14395 if(qstatus
< MAX_QUEST_STATUS
)
14396 questStatusData
.m_status
= QuestStatus(qstatus
);
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;
14415 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * 1000;
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
]);
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() );
14470 // clear quest log tail
14471 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
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());
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());
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
);
14505 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
14508 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
14510 while( result
->NextRow() );
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());
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() );
14573 void Player::_LoadSpells(QueryResult
*result
)
14575 for (PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
14576 delete itr
->second
;
14579 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
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() );
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);
14603 Field
*fields
= result
->Fetch();
14605 for (int iI
=0; iI
<8; iI
++)
14606 m_Tutorials
[iI
] = fields
[iI
].GetUInt32();
14608 while( result
->NextRow() );
14613 m_TutorialsChanged
= false;
14616 void Player::_LoadGroup(QueryResult
*result
)
14618 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14621 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
14623 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
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));
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
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
);
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());
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
;
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
)
14707 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
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());
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);
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());
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
++;
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
);
14759 GetSession()->SendPacket(&data
);
14763 - called on every successful teleportation to a map
14765 void Player::SendSavedInstances()
14767 bool hasBeenSaved
= false;
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;
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
);
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
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();)
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
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
)
14845 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
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();
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() )
14863 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
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
);
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())
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());
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
<< "', "
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;
14957 ss
<< GetMapId() << ", "
14958 << (uint32
)GetDifficulty() << ", "
14959 << finiteAlways(GetPositionX()) << ", "
14960 << finiteAlways(GetPositionY()) << ", "
14961 << finiteAlways(GetPositionZ()) << ", "
14962 << finiteAlways(GetOrientation()) << ", '";
14966 ss
<< GetTeleportDest().mapid
<< ", "
14967 << (uint32
)GetDifficulty() << ", "
14968 << finiteAlways(GetTeleportDest().x
) << ", "
14969 << finiteAlways(GetTeleportDest().y
) << ", "
14970 << finiteAlways(GetTeleportDest().z
) << ", "
14971 << finiteAlways(GetTeleportDest().o
) << ", '";
14975 for( i
= 0; i
< m_valuesCount
; i
++ )
14977 ss
<< GetUInt32Value(i
) << " ";
14982 for( i
= 0; i
< 8; i
++ )
14983 ss
<< m_taxi
.GetTaximask(i
) << " ";
14986 ss
<< (inworld
? 1 : 0);
14992 ss
<< m_Played_time
[0];
14994 ss
<< m_Played_time
[1];
14997 ss
<< finiteAlways(m_rest_bonus
);
14999 ss
<< (uint64
)time(NULL
);
15001 ss
<< is_save_resting
;
15003 ss
<< m_resetTalentsCost
;
15005 ss
<< (uint64
)m_resetTalentsTime
;
15008 ss
<< finiteAlways(m_movementInfo
.t_x
);
15010 ss
<< finiteAlways(m_movementInfo
.t_y
);
15012 ss
<< finiteAlways(m_movementInfo
.t_z
);
15014 ss
<< finiteAlways(m_movementInfo
.t_o
);
15017 ss
<< m_transport
->GetGUIDLow();
15022 ss
<< m_ExtraFlags
;
15025 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
15028 ss
<< uint32(m_atLoginFlags
);
15034 ss
<< (uint64
)m_deathExpireTime
;
15037 ss
<< m_taxi
.SaveTaxiDestinationsToString();
15040 CharacterDatabase
.Execute( ss
.str().c_str() );
15042 if(m_mailsUpdated
) //save mails only when needed
15046 _SaveQuestStatus();
15047 _SaveDailyQuestStatus();
15050 _SaveSpellCooldowns();
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()
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
;
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
;
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
++);
15106 void Player::_SaveAuras()
15108 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15110 AuraMap
const& auras
= GetAuras();
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
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
)))
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
)
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())
15153 if (lastEffectPair
== itr
->first
)
15157 lastEffectPair
= itr
->first
;
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
);
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());
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());
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());
15207 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15208 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
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())
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());
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());
15229 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15231 case ITEM_UNCHANGED
:
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
)
15245 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++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
)
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
);
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
)
15280 itr
= m_mail
.begin();
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
)
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]);
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
);
15305 case QUEST_UNCHANGED
:
15308 i
->second
.uState
= QUEST_UNCHANGED
;
15312 void Player::_SaveDailyQuestStatus()
15314 if(!m_DailyQuestChanged
)
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
)
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
);
15355 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15359 void Player::_SaveTutorials()
15361 if(!m_TutorialsChanged
)
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
);
15369 Rows
= result
->Fetch()[0].GetUInt32();
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
);
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
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
)
15415 time_t current
= time (NULL
);
15416 if(m_speakTime
> current
)
15418 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
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
;
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='";
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
)
15496 snprintf(buf
,11,"%u",value
);
15498 if(index
>= tokens
.size())
15501 tokens
[index
] = buf
;
15504 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15507 if(!LoadValuesArrayFromDB(tokens
,guid
))
15510 if(index
>= tokens
.size())
15514 snprintf(buf
,11,"%u",value
);
15515 tokens
[index
] = buf
;
15517 SaveValuesArrayInDB(tokens
,guid
);
15520 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
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);
15568 GetSession()->SendPacket( &data
);
15570 SendMessageToSet( &data
, true );
15573 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
15575 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
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())
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
)
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());
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);
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);
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())
15677 if(m_contestedPvPTimer
<= diff
)
15679 ResetContestedPvP();
15682 m_contestedPvPTimer
-= diff
;
15685 void Player::UpdatePvPFlag(time_t currTime
)
15689 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
15695 void Player::UpdateDuelFlag(time_t currTime
)
15697 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
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
)
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
);
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);
15732 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
15737 m_temporaryUnsummonedPetNumber
= 0;
15740 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
15743 // only if current pet in slot
15744 switch(pet
->getPetType())
15750 m_guardianPets
.erase(pet
->GetGUID());
15753 if(GetPetGUID() == pet
->GetGUID())
15762 switch(pet
->GetEntry())
15764 //warlock pets except imp are removed(?) when logging out
15769 mode
= PET_SAVE_NOT_IN_SLOT
;
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);
15784 GetSession()->SendPacket(&data
);
15787 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
15791 void Player::RemoveMiniPet()
15793 if(Pet
* pet
= GetMiniPet())
15795 pet
->Remove(PET_SAVE_AS_DELETED
);
15800 Pet
* Player::GetMiniPet()
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
)
15830 void Player::Uncharm()
15832 Unit
* charm
= GetCharm();
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);
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
);
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())
15912 void Player::PetSpellInitialize()
15914 Pet
* pet
= GetPet();
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
)
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();
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
)
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...
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();
15984 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
15988 sLog
.outError("Player::PossessSpellInitialize(): charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
15993 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
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
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();
16021 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16024 sLog
.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
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
)
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());
16051 data
<< uint8(0) << uint8(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
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
);
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;
16089 for (SpellModList::iterator itr
= m_spellMods
[op
].begin(); itr
!= m_spellMods
[op
].end(); ++itr
)
16091 SpellModifier
*mod
= *itr
;
16093 if(!IsAffectedBySpellmod(spellInfo
,mod
))
16096 if (mod
->type
== SPELLMOD_FLAT
)
16097 total
+= mod
->value
;
16102 int32
Player::GetTotalPctMods(uint32 spellId
, SpellModOp op
)
16104 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16105 if (!spellInfo
) return 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
))
16114 if (mod
->type
== SPELLMOD_PCT
)
16115 total
+= mod
->value
;
16120 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16122 if (!mod
|| !spellInfo
)
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
16130 if(mod
->lastAffected
!= spell
)
16133 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
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
)
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
);
16165 m_spellMods
[mod
->op
].push_back(mod
);
16168 if (mod
->charges
== -1)
16169 --m_SpellModRemoveCount
;
16170 m_spellMods
[mod
->op
].remove(mod
);
16175 void Player::RemoveSpellMods(Spell
const* spell
)
16177 if(!spell
|| (m_SpellModRemoveCount
== 0))
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
;
16187 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16189 RemoveAurasDueToSpell(mod
->spellId
);
16190 if (m_spellMods
[i
].empty())
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
;
16211 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16213 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
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
);
16225 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16227 } while ( result
->NextRow() );
16232 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16234 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16237 CharacterDatabase
.BeginTransaction();
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
));
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
;
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
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()));
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();)
16300 i
= stealthedUnits
.erase(i
);
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
));
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
);
16328 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, uint32 mount_id
, Creature
* npc
)
16330 if(nodes
.size() < 2)
16333 // not let cheating with start flight mounted
16336 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16337 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16338 GetSession()->SendPacket(&data
);
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
);
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) ||
16357 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16358 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16359 GetSession()->SendPacket(&data
);
16363 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
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
);
16382 // Prepare to flight start now
16384 // stop combat at start taxi flight if any
16387 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
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
)
16407 lastnode
= nodes
[i
];
16408 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16412 m_taxi
.ClearTaxiDestinations();
16418 if(prevnode
== sourcenode
)
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();
16438 uint32 money
= GetMoney();
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();
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
);
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);
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
)
16482 uint32 unSpellId
= itr
->first
;
16483 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
16490 // Not send cooldown for this spells
16491 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
16494 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
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
);
16514 SetRegularAttackTime();
16520 if(getPowerType()!=POWER_ENERGY
)
16521 setPowerType(POWER_ENERGY
);
16525 case FORM_DIREBEAR
:
16527 if(getPowerType()!=POWER_RAGE
)
16528 setPowerType(POWER_RAGE
);
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
));
16540 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
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;
16557 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
16560 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
16564 Creature
*pCreature
= ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid
,UNIT_NPC_FLAG_VENDOR
);
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);
16572 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
16573 if(!vItems
|| vItems
->Empty())
16575 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16579 size_t vendor_slot
= vItems
->FindItemSlot(item
);
16580 if(vendor_slot
>= vItems
->GetItemCount())
16582 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
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);
16598 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
16600 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
16604 if(crItem
->ExtendedCost
)
16606 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16609 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
16613 // honor points price
16614 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
16616 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
16620 // arena points price
16621 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
16623 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
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
);
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
);
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);
16657 uint8 bag
= 0; // init for case invalid bagGUID
16659 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
16662 if( bagguid
== GetGUID() )
16664 bag
= INVENTORY_SLOT_BAG_0
;
16668 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;i
++)
16670 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
16673 if( bagguid
== pBag
->GetGUID() )
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
);
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
);
16731 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
16732 if( msg
!= EQUIP_ERR_OK
)
16734 SendEquipError( msg
, NULL
, NULL
);
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();
16771 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
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
16806 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
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());
16822 m_HomebindTimer
-= time
;
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
;
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
)
16842 if(Pet
* pet
= GetPet())
16843 pet
->SetPvP(state
);
16844 if(Unit
* charmed
= GetCharm())
16845 charmed
->SetPvP(state
);
16847 pvpInfo
.endTimer
= 0;
16851 if(pvpInfo
.endTimer
!= 0)
16852 pvpInfo
.endTimer
= time(NULL
);
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
)
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
) )
16878 // Get spell cooldown
16879 int32 cooldown
= GetSpellRecoveryTime(spellInfo
);
16881 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, cooldown
);
16885 AddSpellCooldown(spellInfo
->Id
, 0, time(NULL
) + cooldown
/ 1000);
16887 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
16888 data
<< spellInfo
->Id
;
16890 SendDirectMessage(&data
);
16892 //slot to be excluded while counting
16893 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
16895 if(!enchantmentcondition
)
16898 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
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
)
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
));
16919 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
16923 uint32 gemid
= enchantEntry
->GemID
;
16927 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
16931 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
16935 uint8 GemColor
= gemProperty
->color
;
16937 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
16939 if(tmpcolormask
& GemColor
)
16946 bool activate
= true;
16948 for(int i
= 0; i
< 5; i
++)
16950 if(!Condition
->Color
[i
])
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;
16963 case 3: // requires more <color> than (<value> || <comparecolor>) gems
16964 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
16966 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
16967 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
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");
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
)
16986 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
16988 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
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
));
16997 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17001 uint32 condition
= enchantEntry
->EnchantmentCondition
;
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
)
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
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)
17040 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17044 //only metagems to be (de)activated, so only enchants with condition
17045 uint32 condition
= enchantEntry
->EnchantmentCondition
;
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
17062 CastSpell(this, 26013, true); // Deserter
17066 bool Player::CanJoinToBattleground() const
17068 // check Deserter debuff
17069 if(GetDummyAura(26013))
17075 bool Player::CanReportAfkDueToLimit()
17077 // a player can complain about 15 people per 5 minutes
17078 if(m_bgAfkReportedCount
>= 15)
17080 ++m_bgAfkReportedCount
;
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())
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())
17111 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17112 if (InBattleGround())
17114 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
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
))
17129 // Dead player see live players near own corpse
17132 Corpse
*corpse
= pl
->GetCorpse();
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
)))
17141 // and not see any other
17145 bool Player::IsVisibleGloballyFor( Player
* u
) const
17150 // Always can see self
17154 // Visible units, always are visible for all players
17155 if (GetVisibility() == VISIBILITY_ON
)
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
)
17166 // non-gm stealth/invisibility not hide from global player lists
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
));
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
));
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);
17210 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17212 s64
.insert(target
->GetGUID());
17216 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17218 if(!target
->IsTransport())
17219 s64
.insert(target
->GetGUID());
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
));
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
));
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
);
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
)
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
;
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;
17308 void Player::ClearComboPoints()
17313 // without combopoints lost (duration checked in aura)
17314 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17320 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17321 target
->RemoveComboPointHolder(GetGUIDLow());
17326 void Player::SetGroup(Group
*group
, int8 subgroup
)
17328 if(group
== NULL
) m_group
.unlink();
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
);
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
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());
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
)
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
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
;
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
];
17466 if( !spellData
.SpellId
)
17469 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17470 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
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
;
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
17529 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
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
]))
17544 // skip quests with not teaching spell or already known spell
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
) )
17557 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
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
)
17570 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
17574 // compare only specializations
17575 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
17578 // compare same chain spells
17579 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
17582 // now we have 2 specialization, learn possible only if found is lesser specialization rank
17583 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
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
)
17601 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
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
)
17618 // Check race if set
17619 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
17621 // Check class if set
17622 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
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
)))
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())
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;
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)
17687 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
17690 bool Player::InArena() const
17692 BattleGround
*bg
= GetBattleGround();
17693 if(!bg
|| !bg
->isArena())
17699 bool Player::GetBGAccessByLevel(uint32 bgTypeId
) const
17701 // get a template bg instead of running one
17702 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
17706 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
17712 uint32
Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id
)
17720 return 10*(queue_id
+1);
17723 uint32
Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id
)
17726 return 255; // hardcoded max level
17728 return 10*(queue_id
+2)-1;
17731 uint32
Player::GetBattleGroundQueueIdFromLevel() const
17733 uint32 level
= getLevel();
17736 else if (level
> 69)
17739 return level
/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
17741 assert(bgTypeId < MAX_BATTLEGROUND_TYPES);
17742 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
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
)
17753 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
17754 if(rank
<= REP_NEUTRAL
)
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)
17774 // skip wrong class skills
17775 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
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
);
17792 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
17795 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
17797 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
17800 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
17808 void Player::UpdateForQuestsGO()
17810 if(m_clientGUIDs
.empty())
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
);
17821 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
17824 udata
.BuildPacket(&packet
);
17825 GetSession()->SendPacket(&packet
);
17828 void Player::SummonIfPossible(bool agree
)
17832 m_summon_expire
= 0;
17836 // expire and auto declined
17837 if(m_summon_expire
< time(NULL
))
17840 // stop taxi flight at summon
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
)
17862 m_itemDuration
.erase(itr
);
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
);
17883 Item
*mainItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_MAINHAND
);
17885 if(!mainItem
|| mainItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
)
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 );
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)
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
))
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
))
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
))
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
))
17939 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
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())
17961 // skip if not item dependent or have alternative item
17962 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
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
) )
17982 uint32
Player::GetResurrectionSpellId()
17984 // search priceless resurrection possibilities
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
18002 sLog
.outError("Unhandled spell %%u: S.Resurrection",(*itr
)->GetId());
18008 // Twisting Nether // prio: 2 (max)
18009 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18016 // Reincarnation (passive spell) // prio: 1
18017 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18023 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
18025 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
18027 // prepare data for near group iteration (PvP and !PvP cases)
18029 bool honored_kill
= false;
18031 if(Group
*pGroup
= GetGroup())
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();
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
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
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
))
18127 Corpse
* corpse
= GetCorpse();
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
)
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
);
18154 SetHealth( GetMaxHealth() );
18156 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
18157 SetPower(POWER_MANA
, m_resurrectMana
);
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)
18190 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
18191 if ( newZone
== 2367 ) // Old Hillsbrad Foothills
18193 uint32 spellid
= 0;
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
))
18218 // unmount if enter in this subzone
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
) )
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
;
18264 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
18267 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
18270 void Player::SendCorpseReclaimDelay(bool load
)
18272 Corpse
* corpse
= GetCorpse();
18279 if(corpse
->GetGhostTime() > m_deathExpireTime
)
18282 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
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;
18295 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
18297 time_t now
= time(NULL
);
18298 if(now
>= expected_time
)
18301 delay
= expected_time
-now
;
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();
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())
18334 uint32 randTarget
= urand(0,nearMembers
.size()-1);
18335 return nearMembers
[randTarget
];
18338 PartyResult
Player::CanUninviteFromGroup() const
18340 const Group
* grp
= GetGroup();
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
)
18375 m_canParry
= value
;
18376 UpdateParryPercentage();
18379 void Player::SetCanBlock( bool value
)
18381 if(m_canBlock
==value
)
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
)
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)
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
);