Rune cooldowns should work now :)
[getmangos.git] / src / game / Player.cpp
blobe5c818b810bc02d04ae798a0998959231f1683b3
1 /*
2 * Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "Common.h"
20 #include "Language.h"
21 #include "Database/DatabaseEnv.h"
22 #include "Log.h"
23 #include "Opcodes.h"
24 #include "ObjectMgr.h"
25 #include "SpellMgr.h"
26 #include "World.h"
27 #include "WorldPacket.h"
28 #include "WorldSession.h"
29 #include "UpdateMask.h"
30 #include "Player.h"
31 #include "SkillDiscovery.h"
32 #include "QuestDef.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
35 #include "Channel.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
42 #include "CellImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
46 #include "Formulas.h"
47 #include "Group.h"
48 #include "Guild.h"
49 #include "Pet.h"
50 #include "SpellAuras.h"
51 #include "Util.h"
52 #include "Transports.h"
53 #include "Weather.h"
54 #include "BattleGround.h"
55 #include "BattleGroundMgr.h"
56 #include "ArenaTeam.h"
57 #include "Chat.h"
58 #include "Database/DatabaseImpl.h"
59 #include "Spell.h"
60 #include "SocialMgr.h"
61 #include "AchievementMgr.h"
63 #include <cmath>
65 #define ZONE_UPDATE_INTERVAL 1000
67 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
68 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
69 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
71 #define SKILL_VALUE(x) PAIR32_LOPART(x)
72 #define SKILL_MAX(x) PAIR32_HIPART(x)
73 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
75 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
76 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
77 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
79 enum CharacterFlags
81 CHARACTER_FLAG_NONE = 0x00000000,
82 CHARACTER_FLAG_UNK1 = 0x00000001,
83 CHARACTER_FLAG_UNK2 = 0x00000002,
84 CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
85 CHARACTER_FLAG_UNK4 = 0x00000008,
86 CHARACTER_FLAG_UNK5 = 0x00000010,
87 CHARACTER_FLAG_UNK6 = 0x00000020,
88 CHARACTER_FLAG_UNK7 = 0x00000040,
89 CHARACTER_FLAG_UNK8 = 0x00000080,
90 CHARACTER_FLAG_UNK9 = 0x00000100,
91 CHARACTER_FLAG_UNK10 = 0x00000200,
92 CHARACTER_FLAG_HIDE_HELM = 0x00000400,
93 CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
94 CHARACTER_FLAG_UNK13 = 0x00001000,
95 CHARACTER_FLAG_GHOST = 0x00002000,
96 CHARACTER_FLAG_RENAME = 0x00004000,
97 CHARACTER_FLAG_UNK16 = 0x00008000,
98 CHARACTER_FLAG_UNK17 = 0x00010000,
99 CHARACTER_FLAG_UNK18 = 0x00020000,
100 CHARACTER_FLAG_UNK19 = 0x00040000,
101 CHARACTER_FLAG_UNK20 = 0x00080000,
102 CHARACTER_FLAG_UNK21 = 0x00100000,
103 CHARACTER_FLAG_UNK22 = 0x00200000,
104 CHARACTER_FLAG_UNK23 = 0x00400000,
105 CHARACTER_FLAG_UNK24 = 0x00800000,
106 CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
107 CHARACTER_FLAG_DECLINED = 0x02000000,
108 CHARACTER_FLAG_UNK27 = 0x04000000,
109 CHARACTER_FLAG_UNK28 = 0x08000000,
110 CHARACTER_FLAG_UNK29 = 0x10000000,
111 CHARACTER_FLAG_UNK30 = 0x20000000,
112 CHARACTER_FLAG_UNK31 = 0x40000000,
113 CHARACTER_FLAG_UNK32 = 0x80000000
116 // corpse reclaim times
117 #define DEATH_EXPIRE_STEP (5*MINUTE)
118 #define MAX_DEATH_COUNT 3
120 static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
122 //== PlayerTaxi ================================================
124 PlayerTaxi::PlayerTaxi()
126 // Taxi nodes
127 memset(m_taximask, 0, sizeof(m_taximask));
130 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level)
132 // capital and taxi hub masks
133 switch(race)
135 case RACE_HUMAN: SetTaximaskNode(2); break; // Human
136 case RACE_ORC: SetTaximaskNode(23); break; // Orc
137 case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
138 case RACE_NIGHTELF: SetTaximaskNode(26);
139 SetTaximaskNode(27); break; // Night Elf
140 case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
141 case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
142 case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
143 case RACE_TROLL: SetTaximaskNode(23); break; // Troll
144 case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
145 case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
148 switch(chrClass)
150 case CLASS_DEATH_KNIGHT: // TODO: figure out initial known nodes
151 break;
154 // new continent starting masks (It will be accessible only at new map)
155 switch(Player::TeamForRace(race))
157 case ALLIANCE: SetTaximaskNode(100); break;
158 case HORDE: SetTaximaskNode(99); break;
160 // level dependent taxi hubs
161 if(level>=68)
162 SetTaximaskNode(213); //Shattered Sun Staging Area
165 void PlayerTaxi::LoadTaxiMask(const char* data)
167 Tokens tokens = StrSplit(data, " ");
169 int index;
170 Tokens::iterator iter;
171 for (iter = tokens.begin(), index = 0;
172 (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
174 // load and set bits only for existed taxi nodes
175 m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
179 void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
181 if(all)
183 for (uint8 i=0; i<TaxiMaskSize; i++)
184 data << uint32(sTaxiNodesMask[i]); // all existed nodes
186 else
188 for (uint8 i=0; i<TaxiMaskSize; i++)
189 data << uint32(m_taximask[i]); // known nodes
193 bool PlayerTaxi::LoadTaxiDestinationsFromString( std::string values )
195 ClearTaxiDestinations();
197 Tokens tokens = StrSplit(values," ");
199 for(Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
201 uint32 node = uint32(atol(iter->c_str()));
202 AddTaxiDestination(node);
205 if(m_TaxiDestinations.empty())
206 return true;
208 // Check integrity
209 if(m_TaxiDestinations.size() < 2)
210 return false;
212 for(size_t i = 1; i < m_TaxiDestinations.size(); ++i)
214 uint32 cost;
215 uint32 path;
216 objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
217 if(!path)
218 return false;
221 return true;
224 std::string PlayerTaxi::SaveTaxiDestinationsToString()
226 if(m_TaxiDestinations.empty())
227 return "";
229 std::ostringstream ss;
231 for(size_t i=0; i < m_TaxiDestinations.size(); ++i)
232 ss << m_TaxiDestinations[i] << " ";
234 return ss.str();
237 uint32 PlayerTaxi::GetCurrentTaxiPath() const
239 if(m_TaxiDestinations.size() < 2)
240 return 0;
242 uint32 path;
243 uint32 cost;
245 objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
247 return path;
250 //== Player ====================================================
252 const int32 Player::ReputationRank_Length[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
254 UpdateMask Player::updateVisualBits;
256 Player::Player (WorldSession *session): Unit(), m_achievementMgr(this)
258 m_transport = 0;
260 m_speakTime = 0;
261 m_speakCount = 0;
263 m_objectType |= TYPEMASK_PLAYER;
264 m_objectTypeId = TYPEID_PLAYER;
266 m_valuesCount = PLAYER_END;
268 m_session = session;
270 m_divider = 0;
272 m_ExtraFlags = 0;
273 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER)
274 SetAcceptTicket(true);
276 // players always accept
277 if(GetSession()->GetSecurity() == SEC_PLAYER)
278 SetAcceptWhispers(true);
280 m_curSelection = 0;
281 m_lootGuid = 0;
283 m_comboTarget = 0;
284 m_comboPoints = 0;
286 m_usedTalentCount = 0;
288 m_regenTimer = 0;
289 m_weaponChangeTimer = 0;
291 m_zoneUpdateId = 0;
292 m_zoneUpdateTimer = 0;
294 m_areaUpdateId = 0;
296 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
298 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
299 // this must help in case next save after mass player load after server startup
300 m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
302 clearResurrectRequestData();
304 m_SpellModRemoveCount = 0;
306 memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
308 m_social = NULL;
310 // group is initialized in the reference constructor
311 SetGroupInvite(NULL);
312 m_groupUpdateMask = 0;
313 m_auraUpdateMask = 0;
315 duel = NULL;
317 m_GuildIdInvited = 0;
318 m_ArenaTeamIdInvited = 0;
320 m_atLoginFlags = AT_LOGIN_NONE;
322 m_dontMove = false;
324 pTrader = 0;
325 ClearTrade();
327 m_cinematic = 0;
329 PlayerTalkClass = new PlayerMenu( GetSession() );
330 m_currentBuybackSlot = BUYBACK_SLOT_START;
332 for ( int aX = 0 ; aX < 8 ; aX++ )
333 m_Tutorials[ aX ] = 0x00;
334 m_TutorialsChanged = false;
336 m_DailyQuestChanged = false;
337 m_lastDailyQuestTime = 0;
339 m_regenTimer = 0;
340 m_weaponChangeTimer = 0;
341 m_breathTimer = 0;
342 m_isunderwater = 0;
343 m_isInWater = false;
344 m_drunkTimer = 0;
345 m_drunk = 0;
346 m_restTime = 0;
347 m_deathTimer = 0;
348 m_deathExpireTime = 0;
350 m_swingErrorMsg = 0;
352 m_DetectInvTimer = 1000;
354 m_bgBattleGroundID = 0;
355 for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++)
357 m_bgBattleGroundQueueID[j].bgType = 0;
358 m_bgBattleGroundQueueID[j].invited = false;
360 m_bgTeam = 0;
362 m_logintime = time(NULL);
363 m_Last_tick = m_logintime;
364 m_WeaponProficiency = 0;
365 m_ArmorProficiency = 0;
366 m_canParry = false;
367 m_canBlock = false;
368 m_canDualWield = false;
369 m_ammoDPS = 0.0f;
371 m_temporaryUnsummonedPetNumber = 0;
372 //cache for UNIT_CREATED_BY_SPELL to allow
373 //returning reagents for temporarily removed pets
374 //when dying/logging out
375 m_oldpetspell = 0;
377 ////////////////////Rest System/////////////////////
378 time_inn_enter=0;
379 inn_pos_mapid=0;
380 inn_pos_x=0;
381 inn_pos_y=0;
382 inn_pos_z=0;
383 m_rest_bonus=0;
384 rest_type=REST_TYPE_NO;
385 ////////////////////Rest System/////////////////////
387 m_mailsLoaded = false;
388 m_mailsUpdated = false;
389 unReadMails = 0;
390 m_nextMailDelivereTime = 0;
392 m_resetTalentsCost = 0;
393 m_resetTalentsTime = 0;
394 m_itemUpdateQueueBlocked = false;
396 for (int i = 0; i < MAX_MOVE_TYPE; ++i)
397 m_forced_speed_changes[i] = 0;
399 m_stableSlots = 0;
401 /////////////////// Instance System /////////////////////
403 m_HomebindTimer = 0;
404 m_InstanceValid = true;
405 m_dungeonDifficulty = DIFFICULTY_NORMAL;
407 for (int i = 0; i < BASEMOD_END; i++)
409 m_auraBaseMod[i][FLAT_MOD] = 0.0f;
410 m_auraBaseMod[i][PCT_MOD] = 1.0f;
413 // Honor System
414 m_lastHonorUpdateTime = time(NULL);
416 // Player summoning
417 m_summon_expire = 0;
418 m_summon_mapid = 0;
419 m_summon_x = 0.0f;
420 m_summon_y = 0.0f;
421 m_summon_z = 0.0f;
423 //Default movement to run mode
424 m_unit_movement_flags = 0;
426 m_mover = NULL;
428 m_miniPet = 0;
429 m_bgAfkReportedTimer = 0;
430 m_contestedPvPTimer = 0;
432 m_declinedname = NULL;
433 m_runes = NULL;
436 Player::~Player ()
438 CleanupsBeforeDelete();
440 // it must be unloaded already in PlayerLogout and accessed only for loggined player
441 //m_social = NULL;
443 // Note: buy back item already deleted from DB when player was saved
444 for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
446 if(m_items[i])
447 delete m_items[i];
449 CleanupChannels();
451 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
452 delete itr->second;
454 //all mailed items should be deleted, also all mail should be deallocated
455 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
456 delete *itr;
458 for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
459 delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
461 delete PlayerTalkClass;
463 if (m_transport)
465 m_transport->RemovePassenger(this);
468 for(size_t x = 0; x < ItemSetEff.size(); x++)
469 if(ItemSetEff[x])
470 delete ItemSetEff[x];
472 // clean up player-instance binds, may unload some instance saves
473 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
474 for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
475 itr->second.save->RemovePlayer(this);
477 delete m_declinedname;
478 delete m_runes;
481 void Player::CleanupsBeforeDelete()
483 if(m_uint32Values) // only for fully created Object
485 TradeCancel(false);
486 DuelComplete(DUEL_INTERUPTED);
488 Unit::CleanupsBeforeDelete();
491 bool Player::Create( uint32 guidlow, std::string name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId )
493 //FIXME: outfitId not used in player creating
495 Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
497 m_name = name;
499 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
500 if(!info)
502 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
503 return false;
506 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
507 m_items[i] = NULL;
509 m_race = race;
510 m_class = class_;
512 SetMapId(info->mapId);
513 Relocate(info->positionX,info->positionY,info->positionZ);
515 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
516 if(!cEntry)
518 sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
519 return false;
522 uint8 powertype = cEntry->powerType;
524 //uint32 unitfield;
526 /*switch(powertype)
528 case POWER_ENERGY:
529 case POWER_MANA:
530 unitfield = 0x00000000;
531 break;
532 case POWER_RAGE:
533 unitfield = 0x00110000;
534 break;
535 case POWER_RUNIC_POWER:
536 unitfield = 0x0000EE00; //TODO: find correct unitfield here
537 break;
538 default:
539 sLog.outError("Invalid default powertype %u for player (class %u)",powertype,class_);
540 return false;
543 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
544 SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
546 switch(gender)
548 case GENDER_FEMALE:
549 SetDisplayId(info->displayId_f );
550 SetNativeDisplayId(info->displayId_f );
551 break;
552 case GENDER_MALE:
553 SetDisplayId(info->displayId_m );
554 SetNativeDisplayId(info->displayId_m );
555 break;
556 default:
557 sLog.outError("Invalid gender %u for player",gender);
558 return false;
559 break;
562 setFactionForRace(m_race);
564 uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
566 SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
567 //SetUInt32Value(UNIT_FIELD_BYTES_1, unitfield);
568 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP );
569 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
570 SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
571 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
572 SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
574 // -1 is default value
575 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
577 SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
578 SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
579 SetByteValue(PLAYER_BYTES_3, 0, gender);
581 SetUInt32Value( PLAYER_GUILDID, 0 );
582 SetUInt32Value( PLAYER_GUILDRANK, 0 );
583 SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
585 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled
586 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 ); // 0=disabled
587 SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
588 SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
589 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 );
590 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
591 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
593 for(uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
595 GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i);
596 if(gs && gs->Order)
597 SetGlyphSlot(gs->Order - 1, gs->Id);
600 // set starting level
601 if (GetSession()->GetSecurity() >= SEC_MODERATOR)
602 SetUInt32Value(UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_START_GM_LEVEL));
603 else
605 if(getClass() == CLASS_DEATH_KNIGHT)
606 SetUInt32Value(UNIT_FIELD_LEVEL, 55);
607 else
608 SetUInt32Value(UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_START_PLAYER_LEVEL));
611 InitRunes();
613 SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
614 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
615 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
617 // Played time
618 m_Last_tick = time(NULL);
619 m_Played_time[0] = 0;
620 m_Played_time[1] = 0;
622 // base stats and related field values
623 InitStatsForLevel();
624 InitTaxiNodesForLevel();
625 InitGlyphsForLevel();
626 InitTalentForLevel();
627 InitPrimaryProffesions(); // to max set before any spell added
629 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
630 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
631 SetHealth(GetMaxHealth());
632 if (getPowerType()==POWER_MANA)
634 UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
635 SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
638 if(getPowerType() == POWER_RUNIC_POWER)
640 SetPower(POWER_RUNE, 8);
641 SetMaxPower(POWER_RUNE, 8);
642 SetPower(POWER_RUNIC_POWER, 0);
643 SetMaxPower(POWER_RUNIC_POWER, 1000);
646 // original spells
647 learnDefaultSpells(true);
649 // original action bar
650 std::list<uint16>::const_iterator action_itr[4];
651 for(int i=0; i<4; i++)
652 action_itr[i] = info->action[i].begin();
654 for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();)
656 uint16 taction[4];
657 for(int i=0; i<4 ;i++)
658 taction[i] = (*action_itr[i]);
660 addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]);
662 for(int i=0; i<4 ;i++)
663 ++action_itr[i];
666 // original items
667 CharStartOutfitEntry const* oEntry = NULL;
668 for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
670 if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
672 if(entry->RaceClassGender == RaceClassGender)
674 oEntry = entry;
675 break;
680 if(oEntry)
682 for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
684 if(oEntry->ItemId[j] <= 0)
685 continue;
687 uint32 item_id = oEntry->ItemId[j];
689 ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
690 if(!iProto)
692 sLog.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id,getRace(),getClass());
693 continue;
696 uint32 count = iProto->Stackable; // max stack by default (mostly 1)
697 if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
699 switch(iProto->Spells[0].SpellCategory)
701 case 11: // food
702 if(iProto->Stackable > 4)
703 count = 4;
704 break;
705 case 59: // drink
706 if(iProto->Stackable > 2)
707 count = 2;
708 break;
712 StoreNewItemInBestSlot(item_id, count);
716 for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
717 StoreNewItemInBestSlot(item_id_itr->item_id, item_id_itr->item_amount);
719 // bags and main-hand weapon must equipped at this moment
720 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
721 // or ammo not equipped in special bag
722 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
724 if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
726 uint16 eDest;
727 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
728 uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
729 if( msg == EQUIP_ERR_OK )
731 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
732 EquipItem( eDest, pItem, true);
734 // move other items to more appropriate slots (ammo not equipped in special bag)
735 else
737 ItemPosCountVec sDest;
738 msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
739 if( msg == EQUIP_ERR_OK )
741 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
742 pItem = StoreItem( sDest, pItem, true);
745 // if this is ammo then use it
746 uint8 msg = CanUseAmmo( pItem->GetProto()->ItemId );
747 if( msg == EQUIP_ERR_OK )
748 SetAmmo( pItem->GetProto()->ItemId );
752 // all item positions resolved
754 return true;
757 bool Player::StoreNewItemInBestSlot(uint32 titem_id, uint32 titem_amount)
759 sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
761 // attempt equip
762 uint16 eDest;
763 uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, titem_amount, false );
764 if( msg == EQUIP_ERR_OK )
766 EquipNewItem( eDest, titem_id, titem_amount, true);
767 AutoUnequipOffhandIfNeed();
768 return true; // equipped
771 // attempt store
772 ItemPosCountVec sDest;
773 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
774 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
775 if( msg == EQUIP_ERR_OK )
777 StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
778 return true; // stored
781 // item can't be added
782 sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
783 return false;
786 void Player::StartMirrorTimer(MirrorTimerType Type, uint32 MaxValue)
788 uint32 BreathRegen = (uint32)-1;
790 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
791 data << (uint32)Type;
792 data << MaxValue;
793 data << MaxValue;
794 data << BreathRegen;
795 data << (uint8)0;
796 data << (uint32)0; // spell id
797 GetSession()->SendPacket(&data);
800 void Player::ModifyMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, uint32 Regen)
802 if(Type==BREATH_TIMER)
803 m_breathTimer = ((MaxValue + 1000) - CurrentValue) / Regen;
805 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
806 data << (uint32)Type;
807 data << CurrentValue;
808 data << MaxValue;
809 data << Regen;
810 data << (uint8)0;
811 data << (uint32)0; // spell id
812 GetSession()->SendPacket( &data );
815 void Player::StopMirrorTimer(MirrorTimerType Type)
817 if(Type==BREATH_TIMER)
818 m_breathTimer = 0;
820 WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
821 data << (uint32)Type;
822 GetSession()->SendPacket( &data );
825 void Player::EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 damage)
827 WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
828 data << (uint64)guid;
829 data << (uint8)(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
830 data << (uint32)damage;
831 data << (uint32)0;
832 data << (uint32)0;
833 SendMessageToSet(&data, true);
835 DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
837 if(type==DAMAGE_FALL && !isAlive()) // DealDamage not apply item durability loss at self damage
839 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
840 DurabilityLossAll(0.10f,false);
841 // durability lost message
842 WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
843 GetSession()->SendPacket(&data);
847 void Player::HandleDrowning()
849 if(!m_isunderwater)
850 return;
852 //if player is GM, have waterbreath, is dead or if breathing is disabled then return
853 if(waterbreath || isGameMaster() || !isAlive() || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
855 StopMirrorTimer(BREATH_TIMER);
856 m_isunderwater = 0;
857 return;
860 uint32 UnderWaterTime = 1*MINUTE*1000; // default length 1 min
862 AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
863 for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
864 UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
866 if ((m_isunderwater & 0x01) && !(m_isunderwater & 0x80) && isAlive())
868 //single trigger timer
869 if (!(m_isunderwater & 0x02))
871 m_isunderwater|= 0x02;
872 m_breathTimer = UnderWaterTime + 1000;
874 //single trigger "Breathbar"
875 if ( m_breathTimer <= UnderWaterTime && !(m_isunderwater & 0x04))
877 m_isunderwater|= 0x04;
878 StartMirrorTimer(BREATH_TIMER, UnderWaterTime);
880 //continuous trigger drowning "Damage"
881 if ((m_breathTimer == 0) && (m_isunderwater & 0x01))
883 //TODO: Check this formula
884 uint64 guid = GetGUID();
885 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
887 EnvironmentalDamage(guid, DAMAGE_DROWNING,damage);
888 m_breathTimer = 2000;
891 //single trigger retract bar
892 else if (!(m_isunderwater & 0x01) && !(m_isunderwater & 0x08) && (m_isunderwater & 0x02) && (m_breathTimer > 0) && isAlive())
894 m_isunderwater = 0x08;
896 uint32 BreathRegen = 10;
897 ModifyMirrorTimer(BREATH_TIMER, UnderWaterTime, m_breathTimer,BreathRegen);
898 m_isunderwater = 0x10;
900 //remove bar
901 else if ((m_breathTimer < 50) && !(m_isunderwater & 0x01) && (m_isunderwater == 0x10))
903 StopMirrorTimer(BREATH_TIMER);
904 m_isunderwater = 0;
908 void Player::HandleLava()
910 bool ValidArea = false;
912 if ((m_isunderwater & 0x80) && isAlive())
914 //Single trigger Set BreathTimer
915 if (!(m_isunderwater & 0x80))
917 m_isunderwater|= 0x04;
918 m_breathTimer = 1000;
920 //Reset BreathTimer and still in the lava
921 if (!m_breathTimer)
923 uint64 guid = GetGUID();
924 uint32 damage = urand(600, 700); // TODO: Get more detailed information about lava damage
925 uint32 dmgZone = GetZoneId(); // TODO: Find correct "lava dealing zone" flag in Area Table
927 // Deal lava damage only in lava zones.
928 switch(dmgZone)
930 case 0x8D:
931 ValidArea = false;
932 break;
933 case 0x94:
934 ValidArea = false;
935 break;
936 case 0x2CE:
937 ValidArea = false;
938 break;
939 case 0x2CF:
940 ValidArea = false;
941 break;
942 default:
943 if (dmgZone / 5 & 0x408)
944 ValidArea = true;
947 // if is valid area and is not gamemaster then deal damage
948 if ( ValidArea && !isGameMaster() )
949 EnvironmentalDamage(guid, DAMAGE_LAVA, damage);
951 m_breathTimer = 1000;
955 //Death timer disabled and WaterFlags reset
956 else if (m_deathState == DEAD)
958 m_breathTimer = 0;
959 m_isunderwater = 0;
963 ///The player sobers by 256 every 10 seconds
964 void Player::HandleSobering()
966 m_drunkTimer = 0;
968 uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
969 SetDrunkValue(drunk);
972 DrunkenState Player::GetDrunkenstateByValue(uint16 value)
974 if(value >= 23000)
975 return DRUNKEN_SMASHED;
976 if(value >= 12800)
977 return DRUNKEN_DRUNK;
978 if(value & 0xFFFE)
979 return DRUNKEN_TIPSY;
980 return DRUNKEN_SOBER;
983 void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
985 uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
987 m_drunk = newDrunkenValue;
988 SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
990 uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
992 // special drunk invisibility detection
993 if(newDrunkenState >= DRUNKEN_DRUNK)
994 m_detectInvisibilityMask |= (1<<6);
995 else
996 m_detectInvisibilityMask &= ~(1<<6);
998 if(newDrunkenState == oldDrunkenState)
999 return;
1001 WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
1002 data << uint64(GetGUID());
1003 data << uint32(newDrunkenState);
1004 data << uint32(itemId);
1006 SendMessageToSet(&data, true);
1009 void Player::Update( uint32 p_time )
1011 if(!IsInWorld())
1012 return;
1014 // undelivered mail
1015 if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
1017 SendNewMail();
1018 ++unReadMails;
1020 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1021 m_nextMailDelivereTime = 0;
1024 Unit::Update( p_time );
1026 // update player only attacks
1027 if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
1029 setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
1032 if(uint32 off_att = getAttackTimer(OFF_ATTACK))
1034 setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
1037 time_t now = time (NULL);
1039 UpdatePvPFlag(now);
1041 UpdateContestedPvP(p_time);
1043 UpdateDuelFlag(now);
1045 CheckDuelDistance(now);
1047 UpdateAfkReport(now);
1049 CheckExploreSystem();
1051 // Update items that have just a limited lifetime
1052 if (now>m_Last_tick)
1053 UpdateItemDuration(uint32(now- m_Last_tick));
1055 if (!m_timedquests.empty())
1057 std::set<uint32>::iterator iter = m_timedquests.begin();
1058 while (iter != m_timedquests.end())
1060 QuestStatusData& q_status = mQuestStatus[*iter];
1061 if( q_status.m_timer <= p_time )
1063 uint32 quest_id = *iter;
1064 ++iter; // current iter will be removed in FailTimedQuest
1065 FailTimedQuest( quest_id );
1067 else
1069 q_status.m_timer -= p_time;
1070 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
1071 ++iter;
1076 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
1078 Unit *pVictim = getVictim();
1079 if( !IsNonMeleeSpellCasted(false) && pVictim)
1081 // default combat reach 10
1082 // TODO add weapon,skill check
1084 float pldistance = ATTACK_DISTANCE;
1086 if (isAttackReady(BASE_ATTACK))
1088 if(!IsWithinDistInMap(pVictim, pldistance))
1090 setAttackTimer(BASE_ATTACK,100);
1091 if(m_swingErrorMsg != 1) // send single time (client auto repeat)
1093 SendAttackSwingNotInRange();
1094 m_swingErrorMsg = 1;
1097 //120 degrees of radiant range
1098 else if( !HasInArc( 2*M_PI/3, pVictim ))
1100 setAttackTimer(BASE_ATTACK,100);
1101 if(m_swingErrorMsg != 2) // send single time (client auto repeat)
1103 SendAttackSwingBadFacingAttack();
1104 m_swingErrorMsg = 2;
1107 else
1109 m_swingErrorMsg = 0; // reset swing error state
1111 // prevent base and off attack in same time, delay attack at 0.2 sec
1112 if(haveOffhandWeapon())
1114 uint32 off_att = getAttackTimer(OFF_ATTACK);
1115 if(off_att < ATTACK_DISPLAY_DELAY)
1116 setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
1118 AttackerStateUpdate(pVictim, BASE_ATTACK);
1119 resetAttackTimer(BASE_ATTACK);
1123 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
1125 if(!IsWithinDistInMap(pVictim, pldistance))
1127 setAttackTimer(OFF_ATTACK,100);
1129 else if( !HasInArc( 2*M_PI/3, pVictim ))
1131 setAttackTimer(OFF_ATTACK,100);
1133 else
1135 // prevent base and off attack in same time, delay attack at 0.2 sec
1136 uint32 base_att = getAttackTimer(BASE_ATTACK);
1137 if(base_att < ATTACK_DISPLAY_DELAY)
1138 setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
1139 // do attack
1140 AttackerStateUpdate(pVictim, OFF_ATTACK);
1141 resetAttackTimer(OFF_ATTACK);
1145 Unit *owner = pVictim->GetOwner();
1146 Unit *u = owner ? owner : pVictim;
1147 if(u->IsPvP() && (!duel || duel->opponent != u))
1149 UpdatePvP(true);
1150 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
1155 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
1157 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1159 int time_inn = time(NULL)-GetTimeInnEnter();
1160 if (time_inn >= 10) //freeze update
1162 float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
1163 //speed collect rest bonus (section/in hour)
1164 SetRestBonus( GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble );
1165 UpdateInnerTime(time(NULL));
1170 if(m_regenTimer > 0)
1172 if(p_time >= m_regenTimer)
1173 m_regenTimer = 0;
1174 else
1175 m_regenTimer -= p_time;
1178 if (m_weaponChangeTimer > 0)
1180 if(p_time >= m_weaponChangeTimer)
1181 m_weaponChangeTimer = 0;
1182 else
1183 m_weaponChangeTimer -= p_time;
1186 if (m_zoneUpdateTimer > 0)
1188 if(p_time >= m_zoneUpdateTimer)
1190 uint32 newzone = GetZoneId();
1191 if( m_zoneUpdateId != newzone )
1192 UpdateZone(newzone); // also update area
1193 else
1195 // use area updates as well
1196 // needed for free far all arenas for example
1197 uint32 newarea = GetAreaId();
1198 if( m_areaUpdateId != newarea )
1199 UpdateArea(newarea);
1201 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
1204 else
1205 m_zoneUpdateTimer -= p_time;
1208 if (isAlive())
1210 RegenerateAll();
1213 if (m_deathState == JUST_DIED)
1215 KillPlayer();
1218 if(m_nextSave > 0)
1220 if(p_time >= m_nextSave)
1222 // m_nextSave reseted in SaveToDB call
1223 SaveToDB();
1224 sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1226 else
1228 m_nextSave -= p_time;
1232 //Breathtimer
1233 if(m_breathTimer > 0)
1235 if(p_time >= m_breathTimer)
1236 m_breathTimer = 0;
1237 else
1238 m_breathTimer -= p_time;
1242 //Handle Water/drowning
1243 HandleDrowning();
1245 //Handle lava
1246 HandleLava();
1248 //Handle detect stealth players
1249 if (m_DetectInvTimer > 0)
1251 if (p_time >= m_DetectInvTimer)
1253 m_DetectInvTimer = 3000;
1254 HandleStealthedUnitsDetection();
1256 else
1257 m_DetectInvTimer -= p_time;
1260 // Played time
1261 if (now > m_Last_tick)
1263 uint32 elapsed = uint32(now - m_Last_tick);
1264 m_Played_time[0] += elapsed; // Total played time
1265 m_Played_time[1] += elapsed; // Level played time
1266 m_Last_tick = now;
1269 if (m_drunk)
1271 m_drunkTimer += p_time;
1273 if (m_drunkTimer > 10000)
1274 HandleSobering();
1277 // not auto-free ghost from body in instances
1278 if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
1280 if(p_time >= m_deathTimer)
1282 m_deathTimer = 0;
1283 BuildPlayerRepop();
1284 RepopAtGraveyard();
1286 else
1287 m_deathTimer -= p_time;
1290 UpdateEnchantTime(p_time);
1291 UpdateHomebindTime(p_time);
1293 // group update
1294 SendUpdateToOutOfRangeGroupMembers();
1296 Pet* pet = GetPet();
1297 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
1299 RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
1300 return;
1304 void Player::setDeathState(DeathState s)
1306 uint32 ressSpellId = 0;
1308 bool cur = isAlive();
1310 if(s == JUST_DIED && cur)
1312 // drunken state is cleared on death
1313 SetDrunkValue(0);
1314 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1315 ClearComboPoints();
1317 clearResurrectRequestData();
1319 // remove form before other mods to prevent incorrect stats calculation
1320 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
1322 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1323 RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
1325 // remove uncontrolled pets
1326 RemoveMiniPet();
1327 RemoveGuardians();
1329 // save value before aura remove in Unit::setDeathState
1330 ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
1332 // passive spell
1333 if(!ressSpellId)
1334 ressSpellId = GetResurrectionSpellId();
1335 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
1337 Unit::setDeathState(s);
1339 // restore resurrection spell id for player after aura remove
1340 if(s == JUST_DIED && cur && ressSpellId)
1341 SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
1343 if(isAlive() && !cur)
1345 //clear aura case after resurrection by another way (spells will be applied before next death)
1346 SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
1348 // restore default warrior stance
1349 if(getClass()== CLASS_WARRIOR)
1350 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
1354 void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
1356 *p_data << GetGUID();
1357 *p_data << m_name;
1359 *p_data << getRace();
1360 uint8 pClass = getClass();
1361 *p_data << pClass;
1362 *p_data << getGender();
1364 uint32 bytes = GetUInt32Value(PLAYER_BYTES);
1365 *p_data << uint8(bytes);
1366 *p_data << uint8(bytes >> 8);
1367 *p_data << uint8(bytes >> 16);
1368 *p_data << uint8(bytes >> 24);
1370 bytes = GetUInt32Value(PLAYER_BYTES_2);
1371 *p_data << uint8(bytes);
1373 *p_data << uint8(getLevel()); // player level
1374 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1375 uint32 zoneId = MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY());
1376 sLog.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId);
1377 *p_data << zoneId;
1378 *p_data << GetMapId();
1380 *p_data << GetPositionX();
1381 *p_data << GetPositionY();
1382 *p_data << GetPositionZ();
1384 *p_data << (result ? result->Fetch()[13].GetUInt32() : 0);
1386 uint32 char_flags = 0;
1387 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
1388 char_flags |= CHARACTER_FLAG_HIDE_HELM;
1389 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
1390 char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
1391 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
1392 char_flags |= CHARACTER_FLAG_GHOST;
1393 if(HasAtLoginFlag(AT_LOGIN_RENAME))
1394 char_flags |= CHARACTER_FLAG_RENAME;
1395 // always send the flag if declined names aren't used
1396 // to let the client select a default method of declining the name
1397 if(!sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) || (result && result->Fetch()[14].GetCppString() != ""))
1398 char_flags |= CHARACTER_FLAG_DECLINED;
1400 *p_data << (uint32)char_flags; // character flags
1401 *p_data << (uint32)0; // new wotlk
1402 *p_data << (uint8)1; // unknown
1404 // Pets info
1406 uint32 petDisplayId = 0;
1407 uint32 petLevel = 0;
1408 uint32 petFamily = 0;
1410 // show pet at selection character in character list only for non-ghost character
1411 if(result && isAlive() && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER))
1413 Field* fields = result->Fetch();
1415 uint32 entry = fields[10].GetUInt32();
1416 CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
1417 if(cInfo)
1419 petDisplayId = fields[11].GetUInt32();
1420 petLevel = fields[12].GetUInt32();
1421 petFamily = cInfo->family;
1425 *p_data << (uint32)petDisplayId;
1426 *p_data << (uint32)petLevel;
1427 *p_data << (uint32)petFamily;
1430 /*ItemPrototype const *items[EQUIPMENT_SLOT_END];
1431 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
1432 items[i] = NULL;
1434 QueryResult *result = CharacterDatabase.PQuery("SELECT slot,item_template FROM character_inventory WHERE guid = '%u' AND bag = 0",GetGUIDLow());
1435 if (result)
1439 Field *fields = result->Fetch();
1440 uint8 slot = fields[0].GetUInt8() & 255;
1441 uint32 item_id = fields[1].GetUInt32();
1442 if( slot >= EQUIPMENT_SLOT_END )
1443 continue;
1445 items[slot] = objmgr.GetItemPrototype(item_id);
1446 if(!items[slot])
1448 sLog.outError( "Player::BuildEnumData: Player %s have unknown item (id: #%u) in inventory, skipped.", GetName(),item_id );
1449 continue;
1451 } while (result->NextRow());
1452 delete result;
1455 for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
1457 uint32 visualbase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
1458 uint32 item_id = GetUInt32Value(visualbase);
1459 const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
1460 SpellItemEnchantmentEntry const *enchant = NULL;
1462 for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot<=TEMP_ENCHANTMENT_SLOT; enchantSlot++)
1464 uint32 enchantId = GetUInt32Value(visualbase+1+enchantSlot);
1465 if(enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))
1466 break;
1469 if (proto != NULL)
1471 *p_data << (uint32)proto->DisplayInfoID;
1472 *p_data << (uint8)proto->InventoryType;
1473 *p_data << (uint32)(enchant?enchant->aura_id:0);
1475 else
1477 *p_data << (uint32)0;
1478 *p_data << (uint8)0;
1479 *p_data << (uint32)0; // enchant?
1482 *p_data << (uint32)0; // first bag display id
1483 *p_data << (uint8)0; // first bag inventory type
1484 *p_data << (uint32)0; // enchant?
1487 bool Player::ToggleAFK()
1489 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1491 bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1493 // afk player not allowed in battleground
1494 if(state && InBattleGround())
1495 LeaveBattleground();
1497 return state;
1500 bool Player::ToggleDND()
1502 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1504 return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1507 uint8 Player::chatTag() const
1509 // it's bitmask
1510 // 0x8 - ??
1511 // 0x4 - gm
1512 // 0x2 - dnd
1513 // 0x1 - afk
1514 if(isGMChat())
1515 return 4;
1516 else if(isDND())
1517 return 3;
1518 if(isAFK())
1519 return 1;
1520 else
1521 return 0;
1524 bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
1526 if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
1528 sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
1529 return false;
1532 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1533 Pet* pet = GetPet();
1535 MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
1537 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1538 if(!InBattleGround() && mEntry->IsBattleGround() && !GetSession()->GetSecurity())
1539 return false;
1541 // client without expansion support
1542 if(GetSession()->Expansion() < mEntry->Expansion())
1544 sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
1546 if(GetTransport())
1547 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1549 SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
1551 return false; // normal client can't teleport to this map...
1553 else
1555 sLog.outDebug("Player %s will teleported to map %u", GetName(), mapid);
1558 // if we were on a transport, leave
1559 if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
1561 m_transport->RemovePassenger(this);
1562 m_transport = NULL;
1563 m_movementInfo.t_x = 0.0f;
1564 m_movementInfo.t_y = 0.0f;
1565 m_movementInfo.t_z = 0.0f;
1566 m_movementInfo.t_o = 0.0f;
1567 m_movementInfo.t_time = 0;
1570 SetSemaphoreTeleport(true);
1572 // The player was ported to another map and looses the duel immediately.
1573 // We have to perform this check before the teleport, otherwise the
1574 // ObjectAccessor won't find the flag.
1575 if (duel && GetMapId()!=mapid)
1577 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
1578 if (obj)
1579 DuelComplete(DUEL_FLED);
1582 // reset movement flags at teleport, because player will continue move with these flags after teleport
1583 SetUnitMovementFlags(0);
1585 if ((GetMapId() == mapid) && (!m_transport))
1587 // prepare zone change detect
1588 uint32 old_zone = GetZoneId();
1590 // near teleport
1591 if(!GetSession()->PlayerLogout())
1593 WorldPacket data;
1594 BuildTeleportAckMsg(&data, x, y, z, orientation);
1595 GetSession()->SendPacket(&data);
1596 SetPosition( x, y, z, orientation, true);
1598 else
1599 // this will be used instead of the current location in SaveToDB
1600 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1602 //BuildHeartBeatMsg(&data);
1603 //SendMessageToSet(&data, true);
1604 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1606 //same map, only remove pet if out of range
1607 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
1609 if(pet->isControlled() && !pet->isTemporarySummoned() )
1610 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1611 else
1612 m_temporaryUnsummonedPetNumber = 0;
1614 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1618 if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
1619 CombatStop();
1621 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1623 // resummon pet
1624 if(pet && m_temporaryUnsummonedPetNumber)
1626 Pet* NewPet = new Pet;
1627 if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
1628 delete NewPet;
1630 m_temporaryUnsummonedPetNumber = 0;
1634 if(!GetSession()->PlayerLogout())
1636 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1637 SetSemaphoreTeleport(false);
1639 UpdateZone(GetZoneId());
1642 // new zone
1643 if(old_zone != GetZoneId())
1645 // honorless target
1646 if(pvpInfo.inHostileArea)
1647 CastSpell(this, 2479, true);
1650 else
1652 // far teleport to another map
1653 Map* oldmap = IsInWorld() ? GetMap() : NULL;
1654 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1656 // Check enter rights before map getting to avoid creating instance copy for player
1657 // this check not dependent from map instance copy and same for all instance copies of selected map
1658 if (!MapManager::Instance().CanPlayerEnter(mapid, this))
1660 SetSemaphoreTeleport(false);
1661 return false;
1664 // If the map is not created, assume it is possible to enter it.
1665 // It will be created in the WorldPortAck.
1666 Map *map = MapManager::Instance().FindMap(mapid);
1667 if (!map || map->CanEnter(this))
1669 SetSelection(0);
1671 CombatStop();
1673 ResetContestedPvP();
1675 // remove player from battleground on far teleport (when changing maps)
1676 if(BattleGround const* bg = GetBattleGround())
1678 // Note: at battleground join battleground id set before teleport
1679 // and we already will found "current" battleground
1680 // just need check that this is targeted map or leave
1681 if(bg->GetMapId() != mapid)
1682 LeaveBattleground(false); // don't teleport to entry point
1685 // remove pet on map change
1686 if (pet)
1688 //leaving map -> delete pet right away (doing this later will cause problems)
1689 if(pet->isControlled() && !pet->isTemporarySummoned())
1690 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1691 else
1692 m_temporaryUnsummonedPetNumber = 0;
1694 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1697 // remove all dyn objects
1698 RemoveAllDynObjects();
1700 // stop spellcasting
1701 // not attempt interrupt teleportation spell at caster teleport
1702 if(!(options & TELE_TO_SPELL))
1703 if(IsNonMeleeSpellCasted(true))
1704 InterruptNonMeleeSpells(true);
1706 if(!GetSession()->PlayerLogout())
1708 // send transfer packets
1709 WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
1710 data << uint32(mapid);
1711 if (m_transport)
1713 data << m_transport->GetEntry() << GetMapId();
1715 GetSession()->SendPacket(&data);
1717 data.Initialize(SMSG_NEW_WORLD, (20));
1718 if (m_transport)
1720 data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
1722 else
1724 data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
1726 GetSession()->SendPacket( &data );
1727 SendSavedInstances();
1729 // remove from old map now
1730 if(oldmap) oldmap->Remove(this, false);
1733 // new final coordinates
1734 float final_x = x;
1735 float final_y = y;
1736 float final_z = z;
1737 float final_o = orientation;
1739 if(m_transport)
1741 final_x += m_movementInfo.t_x;
1742 final_y += m_movementInfo.t_y;
1743 final_z += m_movementInfo.t_z;
1744 final_o += m_movementInfo.t_o;
1747 m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
1748 // if the player is saved before worldportack (at logout for example)
1749 // this will be used instead of the current location in SaveToDB
1751 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
1753 // move packet sent by client always after far teleport
1754 // SetPosition(final_x, final_y, final_z, final_o, true);
1755 SetDontMove(true);
1757 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1759 else
1760 return false;
1762 return true;
1765 void Player::AddToWorld()
1767 ///- Do not add/remove the player from the object storage
1768 ///- It will crash when updating the ObjectAccessor
1769 ///- The player should only be added when logging in
1770 Unit::AddToWorld();
1772 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1774 if(m_items[i])
1775 m_items[i]->AddToWorld();
1779 void Player::RemoveFromWorld()
1781 // cleanup
1782 if(IsInWorld())
1784 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1785 Uncharm();
1786 UnsummonAllTotems();
1787 RemoveMiniPet();
1788 RemoveGuardians();
1791 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1793 if(m_items[i])
1794 m_items[i]->RemoveFromWorld();
1797 ///- Do not add/remove the player from the object storage
1798 ///- It will crash when updating the ObjectAccessor
1799 ///- The player should only be removed when logging out
1800 Unit::RemoveFromWorld();
1803 void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
1805 float addRage;
1807 float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1809 if(attacker)
1811 addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2);
1813 // talent who gave more rage on attack
1814 addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
1816 else
1818 addRage = damage/rageconversion*2.5;
1820 // Berserker Rage effect
1821 if(HasAura(18499,0))
1822 addRage *= 1.3;
1825 addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME);
1827 ModifyPower(POWER_RAGE, uint32(addRage*10));
1830 void Player::RegenerateAll()
1832 if (m_regenTimer != 0)
1833 return;
1834 uint32 regenDelay = 2000;
1836 // Not in combat or they have regeneration
1837 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
1838 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
1840 RegenerateHealth();
1841 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
1843 Regenerate(POWER_RAGE);
1844 if(getClass() == CLASS_DEATH_KNIGHT)
1845 Regenerate(POWER_RUNIC_POWER);
1849 Regenerate( POWER_ENERGY );
1851 Regenerate( POWER_MANA );
1853 if(getClass() == CLASS_DEATH_KNIGHT)
1854 Regenerate( POWER_RUNE );
1856 m_regenTimer = regenDelay;
1859 void Player::Regenerate(Powers power)
1861 uint32 curValue = GetPower(power);
1862 uint32 maxValue = GetMaxPower(power);
1864 float addvalue = 0.0f;
1866 switch (power)
1868 case POWER_MANA:
1870 bool recentCast = IsUnderLastManaUseEffect();
1871 float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
1872 if (recentCast)
1874 // Mangos Updates Mana in intervals of 2s, which is correct
1875 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1877 else
1879 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1881 } break;
1882 case POWER_RAGE: // Regenerate rage
1884 float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
1885 addvalue = 30 * RageDecreaseRate; // 3 rage by tick
1886 } break;
1887 case POWER_ENERGY: // Regenerate energy (rogue)
1888 addvalue = 20;
1889 break;
1890 case POWER_RUNIC_POWER:
1892 float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS);
1893 addvalue = 30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
1894 } break;
1895 case POWER_RUNE:
1897 for(uint32 i = 0; i < MAX_RUNES; ++i)
1898 if(uint8 cd = GetRuneCooldown(i)) // if we have cooldown, reduce it...
1899 SetRuneCooldown(i, cd - 1); // ... by 2 sec (because update is every 2 sec)
1900 } break;
1901 case POWER_FOCUS:
1902 case POWER_HAPPINESS:
1903 break;
1906 // Mana regen calculated in Player::UpdateManaRegen()
1907 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1908 if(power != POWER_MANA)
1910 AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
1911 for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
1912 if ((*i)->GetModifier()->m_miscvalue == power)
1913 addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
1916 if (power != POWER_RAGE && power != POWER_RUNIC_POWER)
1918 curValue += uint32(addvalue);
1919 if (curValue > maxValue)
1920 curValue = maxValue;
1922 else
1924 if(curValue <= uint32(addvalue))
1925 curValue = 0;
1926 else
1927 curValue -= uint32(addvalue);
1929 SetPower(power, curValue);
1932 void Player::RegenerateHealth()
1934 uint32 curValue = GetHealth();
1935 uint32 maxValue = GetMaxHealth();
1937 if (curValue >= maxValue) return;
1939 float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
1941 float addvalue = 0.0f;
1943 // polymorphed case
1944 if ( IsPolymorphed() )
1945 addvalue = GetMaxHealth()/3;
1946 // normal regen case (maybe partly in combat case)
1947 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) )
1949 addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
1950 if (!isInCombat())
1952 AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
1953 for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
1954 addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
1956 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
1957 addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
1959 if(!IsStandState())
1960 addvalue *= 1.5;
1963 // always regeneration bonus (including combat)
1964 addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
1966 if(addvalue < 0)
1967 addvalue = 0;
1969 ModifyHealth(int32(addvalue));
1972 bool Player::CanInteractWithNPCs(bool alive) const
1974 if(alive && !isAlive())
1975 return false;
1976 if(isInFlight())
1977 return false;
1979 return true;
1982 bool Player::IsUnderWater() const
1984 return IsInWater() &&
1985 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1988 void Player::SetInWater(bool apply)
1990 if(m_isInWater==apply)
1991 return;
1993 //define player in water by opcodes
1994 //move player's guid into HateOfflineList of those mobs
1995 //which can't swim and move guid back into ThreatList when
1996 //on surface.
1997 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1998 m_isInWater = apply;
2000 // remove auras that need water/land
2001 RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
2003 getHostilRefManager().updateThreatTables();
2006 void Player::SetGameMaster(bool on)
2008 if(on)
2010 m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
2011 setFaction(35);
2012 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2014 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
2015 ResetContestedPvP();
2017 getHostilRefManager().setOnlineOfflineState(false);
2018 CombatStop();
2020 else
2022 m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
2023 setFactionForRace(getRace());
2024 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2026 // restore FFA PvP Server state
2027 if(sWorld.IsFFAPvPRealm())
2028 SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
2030 // restore FFA PvP area state, remove not allowed for GM mounts
2031 UpdateArea(m_areaUpdateId);
2033 getHostilRefManager().setOnlineOfflineState(true);
2036 ObjectAccessor::UpdateVisibilityForPlayer(this);
2039 void Player::SetGMVisible(bool on)
2041 if(on)
2043 m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
2045 // Reapply stealth/invisibility if active or show if not any
2046 if(HasAuraType(SPELL_AURA_MOD_STEALTH))
2047 SetVisibility(VISIBILITY_GROUP_STEALTH);
2048 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
2049 SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
2050 else
2051 SetVisibility(VISIBILITY_ON);
2053 else
2055 m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
2057 SetAcceptWhispers(false);
2058 SetGameMaster(true);
2060 SetVisibility(VISIBILITY_OFF);
2064 bool Player::IsGroupVisibleFor(Player* p) const
2066 switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
2068 default: return IsInSameGroupWith(p);
2069 case 1: return IsInSameRaidWith(p);
2070 case 2: return GetTeam()==p->GetTeam();
2074 bool Player::IsInSameGroupWith(Player const* p) const
2076 return p==this || GetGroup() != NULL &&
2077 GetGroup() == p->GetGroup() &&
2078 GetGroup()->SameSubGroup((Player*)this, (Player*)p);
2081 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2082 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2083 void Player::UninviteFromGroup()
2085 if(GetGroupInvite()) // uninvited invitee
2087 Group* group = GetGroupInvite();
2088 group->RemoveInvite(this);
2090 if(group->GetMembersCount() <= 1) // group has just 1 member => disband
2092 if(group->IsCreated())
2094 group->Disband(true);
2095 objmgr.RemoveGroup(group);
2097 else
2098 group->RemoveAllInvites();
2100 delete group;
2105 void Player::RemoveFromGroup(Group* group, uint64 guid)
2107 if(group)
2109 if (group->RemoveMember(guid, 0) <= 1)
2111 // group->Disband(); already disbanded in RemoveMember
2112 objmgr.RemoveGroup(group);
2113 delete group;
2114 // removemember sets the player's group pointer to NULL
2119 void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
2121 WorldPacket data(SMSG_LOG_XPGAIN, 21);
2122 data << uint64(victim ? victim->GetGUID() : 0); // guid
2123 data << uint32(GivenXP+RestXP); // given experience
2124 data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2125 if(victim)
2127 data << uint32(GivenXP); // experience without rested bonus
2128 data << float(1); // 1 - none 0 - 100% group bonus output
2130 data << uint8(0); // new 2.4.0
2131 GetSession()->SendPacket(&data);
2134 void Player::GiveXP(uint32 xp, Unit* victim)
2136 if ( xp < 1 )
2137 return;
2139 if(!isAlive())
2140 return;
2142 uint32 level = getLevel();
2144 // XP to money conversion processed in Player::RewardQuest
2145 if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
2146 return;
2148 // handle SPELL_AURA_MOD_XP_PCT auras
2149 Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
2150 for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
2151 xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
2153 // XP resting bonus for kill
2154 uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
2156 SendLogXPGain(xp,victim,rested_bonus_xp);
2158 uint32 curXP = GetUInt32Value(PLAYER_XP);
2159 uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2160 uint32 newXP = curXP + xp + rested_bonus_xp;
2162 while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2164 newXP -= nextLvlXP;
2166 if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2167 GiveLevel(level + 1);
2169 level = getLevel();
2170 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2173 SetUInt32Value(PLAYER_XP, newXP);
2176 // Update player to next level
2177 // Current player experience not update (must be update by caller)
2178 void Player::GiveLevel(uint32 level)
2180 if ( level == getLevel() )
2181 return;
2183 PlayerLevelInfo info;
2184 objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
2186 PlayerClassLevelInfo classInfo;
2187 objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
2189 // send levelup info to client
2190 WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
2191 data << uint32(level);
2192 data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
2193 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2194 data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
2195 data << uint32(0);
2196 data << uint32(0);
2197 data << uint32(0);
2198 data << uint32(0);
2199 data << uint32(0);
2200 data << uint32(0);
2201 // end for
2202 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
2203 data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
2205 GetSession()->SendPacket(&data);
2207 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, MaNGOS::XP::xp_to_level(level));
2209 //update level, max level of skills
2210 if(getLevel()!= level)
2211 m_Played_time[1] = 0; // Level Played Time reset
2212 SetLevel(level);
2213 UpdateSkillsForLevel ();
2215 // save base values (bonuses already included in stored stats
2216 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2217 SetCreateStat(Stats(i), info.stats[i]);
2219 SetCreateHealth(classInfo.basehealth);
2220 SetCreateMana(classInfo.basemana);
2222 InitTalentForLevel();
2223 InitTaxiNodesForLevel();
2224 InitGlyphsForLevel();
2226 UpdateAllStats();
2228 // set current level health and mana/energy to maximum after applying all mods.
2229 SetHealth(GetMaxHealth());
2230 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2231 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2232 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2233 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2234 SetPower(POWER_FOCUS, 0);
2235 SetPower(POWER_HAPPINESS, 0);
2237 // give level to summoned pet
2238 Pet* pet = GetPet();
2239 if(pet && pet->getPetType()==SUMMON_PET)
2240 pet->GivePetLevel(level);
2241 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
2244 void Player::InitTalentForLevel()
2246 uint32 level = getLevel();
2247 // talents base at level diff ( talents = level - 9 but some can be used already)
2248 if(level < 10)
2250 // Remove all talent points
2251 if(m_usedTalentCount > 0) // Free any used talents
2253 resetTalents(true);
2254 SetFreeTalentPoints(0);
2257 else
2259 uint32 talentPointsForLevel = uint32((level-9)*sWorld.getRate(RATE_TALENT));
2260 // if used more that have then reset
2261 if(m_usedTalentCount > talentPointsForLevel)
2263 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
2264 resetTalents(true);
2265 else
2266 SetFreeTalentPoints(0);
2268 // else update amount of free points
2269 else
2270 SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
2274 void Player::InitStatsForLevel(bool reapplyMods)
2276 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2277 _RemoveAllStatBonuses();
2279 PlayerClassLevelInfo classInfo;
2280 objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
2282 PlayerLevelInfo info;
2283 objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
2285 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
2286 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, MaNGOS::XP::xp_to_level(getLevel()));
2288 UpdateSkillsForLevel ();
2290 // set default cast time multiplier
2291 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
2293 // reset size before reapply auras
2294 SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
2296 // save base values (bonuses already included in stored stats
2297 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2298 SetCreateStat(Stats(i), info.stats[i]);
2300 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2301 SetStat(Stats(i), info.stats[i]);
2303 SetCreateHealth(classInfo.basehealth);
2305 //set create powers
2306 SetCreateMana(classInfo.basemana);
2308 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2310 InitStatBuffMods();
2312 //reset rating fields values
2313 for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
2314 SetUInt32Value(index, 0);
2316 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
2317 for (int i = 0; i < 7; i++)
2319 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
2320 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
2321 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
2324 //reset attack power, damage and attack speed fields
2325 SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f );
2326 SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time
2327 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f );
2329 SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f );
2330 SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f );
2331 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f );
2332 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f );
2333 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f );
2334 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f );
2336 SetUInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
2337 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
2338 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
2339 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
2340 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 );
2341 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
2343 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2344 SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
2345 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
2346 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
2348 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2349 for (uint8 i = 0; i < 7; ++i)
2350 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
2352 SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
2353 SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
2354 SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
2356 // Dodge percentage
2357 SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
2359 // set armor (resistance 0) to original value (create_agility*2)
2360 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2361 SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
2362 SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
2363 // set other resistance to original value (0)
2364 for (int i = 1; i < MAX_SPELL_SCHOOL; i++)
2366 SetResistance(SpellSchools(i), 0);
2367 SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
2368 SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
2371 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
2372 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
2373 for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
2375 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f);
2376 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
2378 // Init data for form but skip reapply item mods for form
2379 InitDataForForm(reapplyMods);
2381 // save new stats
2382 for (int i = POWER_MANA; i < MAX_POWERS; i++)
2383 SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
2385 SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
2387 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2388 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
2390 // cleanup unit flags (will be re-applied if need at aura load).
2391 RemoveFlag( UNIT_FIELD_FLAGS,
2392 UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
2393 UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
2394 UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
2395 UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
2396 UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
2397 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
2399 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2400 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_FLAGS_FFA_PVP);
2402 SetByteValue(UNIT_FIELD_BYTES_1, 2, 0x00); // one form stealth modified bytes
2404 // restore if need some important flags
2405 SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default
2407 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2408 _ApplyAllStatBonuses();
2410 // set current level health and mana/energy to maximum after applying all mods.
2411 SetHealth(GetMaxHealth());
2412 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2413 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2414 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2415 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2416 SetPower(POWER_FOCUS, 0);
2417 SetPower(POWER_HAPPINESS, 0);
2418 SetPower(POWER_RUNIC_POWER, 0);
2421 void Player::SendInitialSpells()
2423 uint16 spellCount = 0;
2425 WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
2426 data << uint8(0);
2428 size_t countPos = data.wpos();
2429 data << uint16(spellCount); // spell count placeholder
2431 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2433 if(itr->second->state == PLAYERSPELL_REMOVED)
2434 continue;
2436 if(!itr->second->active || itr->second->disabled)
2437 continue;
2439 data << uint16(itr->first);
2440 data << uint16(0); // it's not slot id
2442 spellCount +=1;
2445 data.put<uint16>(countPos,spellCount); // write real count value
2447 uint16 spellCooldowns = m_spellCooldowns.size();
2448 data << uint16(spellCooldowns);
2449 for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); itr++)
2451 SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
2452 if(!sEntry)
2453 continue;
2455 data << uint16(itr->first);
2457 time_t cooldown = 0;
2458 time_t curTime = time(NULL);
2459 if(itr->second.end > curTime)
2460 cooldown = (itr->second.end-curTime)*1000;
2462 data << uint16(itr->second.itemid); // cast item id
2463 data << uint16(sEntry->Category); // spell category
2464 if(sEntry->Category) // may be wrong, but anyway better than nothing...
2466 data << uint32(0); // cooldown
2467 data << uint32(cooldown); // category cooldown
2469 else
2471 data << uint32(cooldown); // cooldown
2472 data << uint32(0); // category cooldown
2476 GetSession()->SendPacket(&data);
2478 sLog.outDetail( "CHARACTER: Sent Initial Spells" );
2481 void Player::RemoveMail(uint32 id)
2483 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
2485 if ((*itr)->messageID == id)
2487 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2488 m_mail.erase(itr);
2489 return;
2494 void Player::SendMailResult(uint32 mailId, uint32 mailAction, uint32 mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
2496 WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_BAG_FULL?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
2497 data << (uint32) mailId;
2498 data << (uint32) mailAction;
2499 data << (uint32) mailError;
2500 if ( mailError == MAIL_ERR_BAG_FULL )
2501 data << (uint32) equipError;
2502 else if( mailAction == MAIL_ITEM_TAKEN )
2504 data << (uint32) item_guid; // item guid low?
2505 data << (uint32) item_count; // item count?
2507 GetSession()->SendPacket(&data);
2510 void Player::SendNewMail()
2512 // deliver undelivered mail
2513 WorldPacket data(SMSG_RECEIVED_MAIL, 4);
2514 data << (uint32) 0;
2515 GetSession()->SendPacket(&data);
2518 void Player::UpdateNextMailTimeAndUnreads()
2520 // calculate next delivery time (min. from non-delivered mails
2521 // and recalculate unReadMail
2522 time_t cTime = time(NULL);
2523 m_nextMailDelivereTime = 0;
2524 unReadMails = 0;
2525 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
2527 if((*itr)->deliver_time > cTime)
2529 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
2530 m_nextMailDelivereTime = (*itr)->deliver_time;
2532 else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
2533 ++unReadMails;
2537 void Player::AddNewMailDeliverTime(time_t deliver_time)
2539 if(deliver_time <= time(NULL)) // ready now
2541 ++unReadMails;
2542 SendNewMail();
2544 else // not ready and no have ready mails
2546 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
2547 m_nextMailDelivereTime = deliver_time;
2551 bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool loading, uint16 slot_id, bool disabled)
2553 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
2554 if (!spellInfo)
2556 // do character spell book cleanup (all characters)
2557 if(loading && !learning) // spell load case
2559 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
2560 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2562 else
2563 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
2565 return false;
2568 if(!SpellMgr::IsSpellValid(spellInfo,this,false))
2570 // do character spell book cleanup (all characters)
2571 if(loading && !learning) // spell load case
2573 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
2574 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2576 else
2577 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
2579 return false;
2582 PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
2584 bool disabled_case = false;
2585 bool superceded_old = false;
2587 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2588 if (itr != m_spells.end())
2590 // update active state for known spell
2591 if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
2593 itr->second->active = active;
2595 // loading && !learning == explicitly load from DB and then exist in it already and set correctly
2596 if(loading && !learning)
2597 itr->second->state = PLAYERSPELL_UNCHANGED;
2598 else if(itr->second->state != PLAYERSPELL_NEW)
2599 itr->second->state = PLAYERSPELL_CHANGED;
2601 if(!active)
2603 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2604 data << uint16(spell_id);
2605 GetSession()->SendPacket(&data);
2607 return active; // learn (show in spell book if active now)
2610 if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
2612 if(itr->second->state != PLAYERSPELL_NEW)
2613 itr->second->state = PLAYERSPELL_CHANGED;
2614 itr->second->disabled = disabled;
2616 if(disabled)
2617 return false;
2619 disabled_case = true;
2621 else switch(itr->second->state)
2623 case PLAYERSPELL_UNCHANGED: // known saved spell
2624 return false;
2625 case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
2627 delete itr->second;
2628 m_spells.erase(itr);
2629 state = PLAYERSPELL_CHANGED;
2630 break; // need re-add
2632 default: // known not saved yet spell (new or modified)
2634 // can be in case spell loading but learned at some previous spell loading
2635 if(loading && !learning)
2636 itr->second->state = PLAYERSPELL_UNCHANGED;
2638 return false;
2643 if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
2645 // talent: unlearn all other talent ranks (high and low)
2646 if(TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id))
2648 if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
2650 for(int i=0; i <5; ++i)
2652 // skip learning spell and no rank spell case
2653 uint32 rankSpellId = talentInfo->RankID[i];
2654 if(!rankSpellId || rankSpellId==spell_id)
2655 continue;
2657 // skip unknown ranks
2658 if(!HasSpell(rankSpellId))
2659 continue;
2661 removeSpell(rankSpellId);
2665 // non talent spell: learn low ranks (recursive call)
2666 else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
2668 if(loading) // at spells loading, no output, but allow save
2669 addSpell(prev_spell,active,true,loading,SPELL_WITHOUT_SLOT_ID,disabled);
2670 else // at normal learning
2671 learnSpell(prev_spell);
2674 PlayerSpell *newspell = new PlayerSpell;
2675 newspell->active = active;
2676 newspell->state = state;
2677 newspell->disabled = disabled;
2679 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2680 if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2682 for( PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr )
2684 if(itr->second->state == PLAYERSPELL_REMOVED) continue;
2685 SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr->first);
2686 if(!i_spellInfo) continue;
2688 if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr->first) )
2690 if(itr->second->active)
2692 if(spellmgr.IsHighRankOfSpell(spell_id,itr->first))
2694 if(!loading) // not send spell (re-/over-)learn packets at loading
2696 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2697 data << uint16(itr->first);
2698 data << uint16(spell_id);
2699 GetSession()->SendPacket( &data );
2702 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2703 itr->second->active = false;
2704 itr->second->state = PLAYERSPELL_CHANGED;
2705 superceded_old = true; // new spell replace old in action bars and spell book.
2707 else if(spellmgr.IsHighRankOfSpell(itr->first,spell_id))
2709 if(!loading) // not send spell (re-/over-)learn packets at loading
2711 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2712 data << uint16(spell_id);
2713 data << uint16(itr->first);
2714 GetSession()->SendPacket( &data );
2717 // mark new spell as disable (not learned yet for client and will not learned)
2718 newspell->active = false;
2719 if(newspell->state != PLAYERSPELL_NEW)
2720 newspell->state = PLAYERSPELL_CHANGED;
2727 uint16 tmpslot=slot_id;
2729 if (tmpslot == SPELL_WITHOUT_SLOT_ID)
2731 uint16 maxid = 0;
2732 PlayerSpellMap::iterator itr;
2733 for (itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2735 if(itr->second->state == PLAYERSPELL_REMOVED)
2736 continue;
2737 if (itr->second->slotId > maxid)
2738 maxid = itr->second->slotId;
2740 tmpslot = maxid + 1;
2743 newspell->slotId = tmpslot;
2744 m_spells[spell_id] = newspell;
2746 // return false if spell disabled
2747 if (newspell->disabled)
2748 return false;
2751 uint32 talentCost = GetTalentSpellCost(spell_id);
2753 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2754 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2755 if( talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL) )
2757 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2758 CastSpell(this, spell_id, true);
2760 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2761 else if (IsPassiveSpell(spell_id))
2763 // if spell doesn't require a stance or the player is in the required stance
2764 if( ( !spellInfo->Stances &&
2765 spell_id != 5420 && spell_id != 5419 && spell_id != 7376 &&
2766 spell_id != 7381 && spell_id != 21156 && spell_id != 21009 &&
2767 spell_id != 21178 && spell_id != 33948 && spell_id != 40121 ) ||
2768 m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))) ||
2769 (spell_id == 5420 && m_form == FORM_TREE) ||
2770 (spell_id == 5419 && m_form == FORM_TRAVEL) ||
2771 (spell_id == 7376 && m_form == FORM_DEFENSIVESTANCE) ||
2772 (spell_id == 7381 && m_form == FORM_BERSERKERSTANCE) ||
2773 (spell_id == 21156 && m_form == FORM_BATTLESTANCE)||
2774 (spell_id == 21178 && (m_form == FORM_BEAR || m_form == FORM_DIREBEAR) ) ||
2775 (spell_id == 33948 && m_form == FORM_FLIGHT) ||
2776 (spell_id == 40121 && m_form == FORM_FLIGHT_EPIC) )
2777 //Check CasterAuraStates
2778 if (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)))
2779 CastSpell(this, spell_id, true);
2781 else if( IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP) )
2783 CastSpell(this, spell_id, true);
2784 return false;
2787 // update used talent points count
2788 m_usedTalentCount += talentCost;
2790 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2791 if(uint32 freeProfs = GetFreePrimaryProffesionPoints())
2793 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2794 SetFreePrimaryProffesions(freeProfs-1);
2797 // add dependent skills
2798 uint16 maxskill = GetMaxSkillValueForLevel();
2800 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2802 if(spellLearnSkill)
2804 uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
2805 uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
2807 if(skill_value < spellLearnSkill->value)
2808 skill_value = spellLearnSkill->value;
2810 uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
2812 if(skill_max_value < new_skill_max_value)
2813 skill_max_value = new_skill_max_value;
2815 SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
2817 else
2819 // not ranked skills
2820 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2821 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2823 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2825 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2826 if(!pSkill)
2827 continue;
2829 if(HasSkill(pSkill->id))
2830 continue;
2832 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
2833 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2834 pSkill->id==SKILL_LOCKPICKING && _spell_idx->second->max_value==0 )
2836 switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
2838 case SKILL_RANGE_LANGUAGE:
2839 SetSkill(pSkill->id, 300, 300 );
2840 break;
2841 case SKILL_RANGE_LEVEL:
2842 SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
2843 break;
2844 case SKILL_RANGE_MONO:
2845 SetSkill(pSkill->id, 1, 1 );
2846 break;
2847 default:
2848 break;
2854 // learn dependent spells
2855 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
2856 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
2858 for(SpellLearnSpellMap::const_iterator itr = spell_begin; itr != spell_end; ++itr)
2860 if(!itr->second.autoLearned)
2862 if(loading) // at spells loading, no output, but allow save
2863 addSpell(itr->second.spell,true,true,loading);
2864 else // at normal learning
2865 learnSpell(itr->second.spell);
2869 if(!loading)
2871 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL);
2872 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS);
2875 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2876 return active && !disabled && !superceded_old;
2879 void Player::learnSpell(uint32 spell_id)
2881 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2883 bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
2884 bool active = disabled ? itr->second->active : true;
2886 bool learning = addSpell(spell_id,active);
2888 // learn all disabled higher ranks (recursive)
2889 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2890 for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
2892 PlayerSpellMap::iterator iter = m_spells.find(i->second);
2893 if (disabled && iter != m_spells.end() && iter->second->disabled)
2894 learnSpell(i->second);
2897 // prevent duplicated entires in spell book
2898 if(!learning)
2899 return;
2901 WorldPacket data(SMSG_LEARNED_SPELL, 4);
2902 data << uint32(spell_id);
2903 GetSession()->SendPacket(&data);
2906 void Player::removeSpell(uint32 spell_id, bool disabled)
2908 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2909 if (itr == m_spells.end())
2910 return;
2912 if(itr->second->state == PLAYERSPELL_REMOVED || disabled && itr->second->disabled)
2913 return;
2915 // unlearn non talent higher ranks (recursive)
2916 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2917 for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
2918 if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
2919 removeSpell(itr2->second,disabled);
2921 // removing
2922 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2923 data << uint16(spell_id);
2924 GetSession()->SendPacket(&data);
2926 if (disabled)
2928 itr->second->disabled = disabled;
2929 if(itr->second->state != PLAYERSPELL_NEW)
2930 itr->second->state = PLAYERSPELL_CHANGED;
2932 else
2934 if(itr->second->state == PLAYERSPELL_NEW)
2936 delete itr->second;
2937 m_spells.erase(itr);
2939 else
2940 itr->second->state = PLAYERSPELL_REMOVED;
2943 RemoveAurasDueToSpell(spell_id);
2945 // remove pet auras
2946 if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id))
2947 RemovePetAura(petSpell);
2949 // free talent points
2950 uint32 talentCosts = GetTalentSpellCost(spell_id);
2951 if(talentCosts > 0)
2953 if(talentCosts < m_usedTalentCount)
2954 m_usedTalentCount -= talentCosts;
2955 else
2956 m_usedTalentCount = 0;
2959 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2960 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2962 uint32 freeProfs = GetFreePrimaryProffesionPoints()+1;
2963 if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
2964 SetFreePrimaryProffesions(freeProfs);
2967 // remove dependent skill
2968 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2969 if(spellLearnSkill)
2971 uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
2972 if(!prev_spell) // first rank, remove skill
2973 SetSkill(spellLearnSkill->skill,0,0);
2974 else
2976 // search prev. skill setting by spell ranks chain
2977 SpellLearnSkillNode const* prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
2978 while(!prevSkill && prev_spell)
2980 prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
2981 prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
2984 if(!prevSkill) // not found prev skill setting, remove skill
2985 SetSkill(spellLearnSkill->skill,0,0);
2986 else // set to prev. skill setting values
2988 uint32 skill_value = GetPureSkillValue(prevSkill->skill);
2989 uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
2991 if(skill_value > prevSkill->value)
2992 skill_value = prevSkill->value;
2994 uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
2996 if(skill_max_value > new_skill_max_value)
2997 skill_max_value = new_skill_max_value;
2999 SetSkill(prevSkill->skill,skill_value,skill_max_value);
3004 else
3006 // not ranked skills
3007 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
3008 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
3010 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
3012 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
3013 if(!pSkill)
3014 continue;
3016 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
3017 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3018 pSkill->id==SKILL_LOCKPICKING && _spell_idx->second->max_value==0 )
3020 // not reset skills for professions and racial abilities
3021 if( (pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
3022 (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0) )
3023 continue;
3025 SetSkill(pSkill->id, 0, 0 );
3030 // remove dependent spells
3031 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
3032 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
3034 for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
3035 removeSpell(itr2->second.spell, disabled);
3038 void Player::RemoveArenaSpellCooldowns()
3040 // remove cooldowns on spells that has < 15 min CD
3041 SpellCooldowns::iterator itr, next;
3042 // iterate spell cooldowns
3043 for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next)
3045 next = itr;
3046 ++next;
3047 SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
3048 // check if spellentry is present and if the cooldown is less than 15 mins
3049 if( entry &&
3050 entry->RecoveryTime <= 15 * MINUTE * 1000 &&
3051 entry->CategoryRecoveryTime <= 15 * MINUTE * 1000 )
3053 // notify player
3054 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3055 data << uint32(itr->first);
3056 data << GetGUID();
3057 GetSession()->SendPacket(&data);
3058 // remove cooldown
3059 m_spellCooldowns.erase(itr);
3064 void Player::RemoveAllSpellCooldown()
3066 if(!m_spellCooldowns.empty())
3068 for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
3070 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3071 data << uint32(itr->first);
3072 data << uint64(GetGUID());
3073 GetSession()->SendPacket(&data);
3075 m_spellCooldowns.clear();
3079 void Player::_LoadSpellCooldowns(QueryResult *result)
3081 m_spellCooldowns.clear();
3083 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3085 if(result)
3087 time_t curTime = time(NULL);
3091 Field *fields = result->Fetch();
3093 uint32 spell_id = fields[0].GetUInt32();
3094 uint32 item_id = fields[1].GetUInt32();
3095 time_t db_time = (time_t)fields[2].GetUInt64();
3097 if(!sSpellStore.LookupEntry(spell_id))
3099 sLog.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
3100 continue;
3103 // skip outdated cooldown
3104 if(db_time <= curTime)
3105 continue;
3107 AddSpellCooldown(spell_id, item_id, db_time);
3109 sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
3111 while( result->NextRow() );
3113 delete result;
3117 void Player::_SaveSpellCooldowns()
3119 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3121 time_t curTime = time(NULL);
3123 // remove outdated and save active
3124 for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
3126 if(itr->second.end <= curTime)
3127 m_spellCooldowns.erase(itr++);
3128 else
3130 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));
3131 ++itr;
3136 uint32 Player::resetTalentsCost() const
3138 // The first time reset costs 1 gold
3139 if(m_resetTalentsCost < 1*GOLD)
3140 return 1*GOLD;
3141 // then 5 gold
3142 else if(m_resetTalentsCost < 5*GOLD)
3143 return 5*GOLD;
3144 // After that it increases in increments of 5 gold
3145 else if(m_resetTalentsCost < 10*GOLD)
3146 return 10*GOLD;
3147 else
3149 uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
3150 if(months > 0)
3152 // This cost will be reduced by a rate of 5 gold per month
3153 int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
3154 // to a minimum of 10 gold.
3155 return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
3157 else
3159 // After that it increases in increments of 5 gold
3160 int32 new_cost = m_resetTalentsCost + 5*GOLD;
3161 // until it hits a cap of 50 gold.
3162 if(new_cost > 50*GOLD)
3163 new_cost = 50*GOLD;
3164 return new_cost;
3169 bool Player::resetTalents(bool no_cost)
3171 // not need after this call
3172 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
3174 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_TALENTS;
3175 CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS), GetGUIDLow());
3178 uint32 level = getLevel();
3179 uint32 talentPointsForLevel = level < 10 ? 0 : uint32((level-9)*sWorld.getRate(RATE_TALENT));
3181 if (m_usedTalentCount == 0)
3183 SetFreeTalentPoints(talentPointsForLevel);
3184 return false;
3187 uint32 cost = 0;
3189 if(!no_cost)
3191 cost = resetTalentsCost();
3193 if (GetMoney() < cost)
3195 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
3196 return false;
3200 for (unsigned int i = 0; i < sTalentStore.GetNumRows(); i++)
3202 TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
3204 if (!talentInfo) continue;
3206 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
3208 if(!talentTabInfo)
3209 continue;
3211 // unlearn only talents for character class
3212 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3213 // to prevent unexpected lost normal learned spell skip another class talents
3214 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
3215 continue;
3217 for (int j = 0; j < 5; j++)
3219 for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
3221 if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
3223 ++itr;
3224 continue;
3227 // remove learned spells (all ranks)
3228 uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
3230 // unlearn if first rank is talent or learned by talent
3231 if (itrFirstId == talentInfo->RankID[j] || spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId))
3233 removeSpell(itr->first,!IsPassiveSpell(itr->first));
3234 itr = GetSpellMap().begin();
3235 continue;
3237 else
3238 ++itr;
3243 SetFreeTalentPoints(talentPointsForLevel);
3245 if(!no_cost)
3247 ModifyMoney(-(int32)cost);
3249 m_resetTalentsCost = cost;
3250 m_resetTalentsTime = time(NULL);
3253 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3254 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3256 return true;
3259 bool Player::_removeSpell(uint16 spell_id)
3261 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3262 if (itr != m_spells.end())
3264 delete itr->second;
3265 m_spells.erase(itr);
3266 return true;
3268 return false;
3271 Mail* Player::GetMail(uint32 id)
3273 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); itr++)
3275 if ((*itr)->messageID == id)
3277 return (*itr);
3280 return NULL;
3283 void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
3285 if(target == this)
3287 Object::_SetCreateBits(updateMask, target);
3289 else
3291 for(uint16 index = 0; index < m_valuesCount; index++)
3293 if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
3294 updateMask->SetBit(index);
3299 void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
3301 if(target == this)
3303 Object::_SetUpdateBits(updateMask, target);
3305 else
3307 Object::_SetUpdateBits(updateMask, target);
3308 *updateMask &= updateVisualBits;
3312 void Player::InitVisibleBits()
3314 updateVisualBits.SetCount(PLAYER_END);
3316 updateVisualBits.SetBit(OBJECT_FIELD_GUID);
3317 updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
3318 updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
3319 updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
3320 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
3321 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
3322 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
3323 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
3324 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
3325 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
3326 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
3327 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
3328 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
3329 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
3330 updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
3331 updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
3332 updateVisualBits.SetBit(UNIT_FIELD_POWER1);
3333 updateVisualBits.SetBit(UNIT_FIELD_POWER2);
3334 updateVisualBits.SetBit(UNIT_FIELD_POWER3);
3335 updateVisualBits.SetBit(UNIT_FIELD_POWER4);
3336 updateVisualBits.SetBit(UNIT_FIELD_POWER5);
3337 updateVisualBits.SetBit(UNIT_FIELD_POWER6);
3338 updateVisualBits.SetBit(UNIT_FIELD_POWER7);
3339 updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
3340 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
3341 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
3342 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
3343 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
3344 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
3345 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
3346 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
3347 updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
3348 updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
3349 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
3350 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
3351 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
3352 updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
3353 updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
3354 updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
3355 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
3356 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
3357 updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
3358 updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
3359 updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
3360 updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
3361 updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
3362 updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
3363 updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
3364 updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
3365 updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
3366 updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
3367 updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
3368 updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
3369 updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
3370 updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
3372 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
3373 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
3374 updateVisualBits.SetBit(PLAYER_FLAGS);
3375 updateVisualBits.SetBit(PLAYER_GUILDID);
3376 updateVisualBits.SetBit(PLAYER_GUILDRANK);
3377 updateVisualBits.SetBit(PLAYER_BYTES);
3378 updateVisualBits.SetBit(PLAYER_BYTES_2);
3379 updateVisualBits.SetBit(PLAYER_BYTES_3);
3380 updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
3381 updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
3383 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3384 for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += 4)
3385 updateVisualBits.SetBit(i);
3387 // Players visible items are not inventory stuff
3388 for(uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i)
3390 uint32 offset = i * MAX_VISIBLE_ITEM_OFFSET;
3392 // item creator
3393 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 0 + offset);
3394 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 1 + offset);
3396 // item entry
3397 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 0 + offset);
3399 // item enchantments
3400 for(uint8 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
3401 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 1 + j + offset);
3403 // random properties
3404 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + offset);
3405 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_SEED + offset);
3406 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PAD + offset);
3409 updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
3412 void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
3414 for(int i = 0; i < EQUIPMENT_SLOT_END; i++)
3416 if(m_items[i] == NULL)
3417 continue;
3419 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3422 if(target == this)
3424 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3426 if(m_items[i] == NULL)
3427 continue;
3429 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3431 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3433 if(m_items[i] == NULL)
3434 continue;
3436 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3440 Unit::BuildCreateUpdateBlockForPlayer( data, target );
3443 void Player::DestroyForPlayer( Player *target ) const
3445 Unit::DestroyForPlayer( target );
3447 for(int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
3449 if(m_items[i] == NULL)
3450 continue;
3452 m_items[i]->DestroyForPlayer( target );
3455 if(target == this)
3457 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3459 if(m_items[i] == NULL)
3460 continue;
3462 m_items[i]->DestroyForPlayer( target );
3464 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3466 if(m_items[i] == NULL)
3467 continue;
3469 m_items[i]->DestroyForPlayer( target );
3474 bool Player::HasSpell(uint32 spell) const
3476 PlayerSpellMap::const_iterator itr = m_spells.find((uint16)spell);
3477 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled);
3480 TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
3482 if (!trainer_spell)
3483 return TRAINER_SPELL_RED;
3485 if (!trainer_spell->spell)
3486 return TRAINER_SPELL_RED;
3488 // known spell
3489 if(HasSpell(trainer_spell->spell))
3490 return TRAINER_SPELL_GRAY;
3492 // check race/class requirement
3493 if(!IsSpellFitByClassAndRace(trainer_spell->spell))
3494 return TRAINER_SPELL_RED;
3496 // check level requirement
3497 if(getLevel() < trainer_spell->reqlevel)
3498 return TRAINER_SPELL_RED;
3500 if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->spell))
3502 // check prev.rank requirement
3503 if(spell_chain->prev && !HasSpell(spell_chain->prev))
3504 return TRAINER_SPELL_RED;
3506 // check additional spell requirement
3507 if(spell_chain->req && !HasSpell(spell_chain->req))
3508 return TRAINER_SPELL_RED;
3511 // check skill requirement
3512 if(trainer_spell->reqskill && GetBaseSkillValue(trainer_spell->reqskill) < trainer_spell->reqskillvalue)
3513 return TRAINER_SPELL_RED;
3515 // exist, already checked at loading
3516 SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->spell);
3518 // secondary prof. or not prof. spell
3519 uint32 skill = spell->EffectMiscValue[1];
3521 if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
3522 return TRAINER_SPELL_GREEN;
3524 // check primary prof. limit
3525 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProffesionPoints() == 0)
3526 return TRAINER_SPELL_RED;
3528 return TRAINER_SPELL_GREEN;
3531 void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
3533 uint32 guid = GUID_LOPART(playerguid);
3535 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3536 // bones will be deleted by corpse/bones deleting thread shortly
3537 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
3539 // remove from guild
3540 uint32 guildId = GetGuildIdFromDB(playerguid);
3541 if(guildId != 0)
3543 Guild* guild = objmgr.GetGuildById(guildId);
3544 if(guild)
3545 guild->DelMember(guid);
3548 // the player was uninvited already on logout so just remove from group
3549 QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
3550 if(resultGroup)
3552 uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
3553 delete resultGroup;
3554 Group* group = objmgr.GetGroupByLeader(leaderGuid);
3555 if(group)
3557 RemoveFromGroup(group, playerguid);
3561 // remove signs from petitions (also remove petitions if owner);
3562 RemovePetitionsAndSigns(playerguid, 10);
3564 // return back all mails with COD and Item 0 1 2 3 4 5 6
3565 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);
3566 if(resultMail)
3570 Field *fields = resultMail->Fetch();
3572 uint32 mail_id = fields[0].GetUInt32();
3573 uint16 mailTemplateId= fields[1].GetUInt16();
3574 uint32 sender = fields[2].GetUInt32();
3575 std::string subject = fields[3].GetCppString();
3576 uint32 itemTextId = fields[4].GetUInt32();
3577 uint32 money = fields[5].GetUInt32();
3578 bool has_items = fields[6].GetBool();
3580 //we can return mail now
3581 //so firstly delete the old one
3582 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
3584 MailItemsInfo mi;
3585 if(has_items)
3587 QueryResult *resultItems = CharacterDatabase.PQuery("SELECT item_guid,item_template FROM mail_items WHERE mail_id='%u'", mail_id);
3588 if(resultItems)
3592 Field *fields2 = resultItems->Fetch();
3594 uint32 item_guidlow = fields2[0].GetUInt32();
3595 uint32 item_template = fields2[1].GetUInt32();
3597 ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
3598 if(!itemProto)
3600 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
3601 continue;
3604 Item *pItem = NewItemOrBag(itemProto);
3605 if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)))
3607 pItem->FSetState(ITEM_REMOVED);
3608 pItem->SaveToDB(); // it also deletes item object !
3609 continue;
3612 mi.AddItem(item_guidlow, item_template, pItem);
3614 while (resultItems->NextRow());
3616 delete resultItems;
3620 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
3622 uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
3624 WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, mailTemplateId);
3626 while (resultMail->NextRow());
3628 delete resultMail;
3631 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3632 // Get guids of character's pets, will deleted in transaction
3633 QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
3635 // NOW we can finally clear other DB data related to character
3636 CharacterDatabase.BeginTransaction();
3637 if (resultPets)
3641 Field *fields3 = resultPets->Fetch();
3642 uint32 petguidlow = fields3[0].GetUInt32();
3643 Pet::DeleteFromDB(petguidlow);
3644 } while (resultPets->NextRow());
3645 delete resultPets;
3648 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
3649 CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
3650 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
3651 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
3652 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
3653 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
3654 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
3655 CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
3656 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
3657 CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
3658 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
3659 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
3660 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
3661 CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid);
3662 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
3663 CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
3664 CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
3665 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
3666 CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
3667 CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
3668 CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid);
3669 CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid);
3670 CharacterDatabase.CommitTransaction();
3672 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3673 if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
3676 void Player::SetMovement(PlayerMovementType pType)
3678 WorldPacket data;
3679 switch(pType)
3681 case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
3682 case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
3683 case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
3684 case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
3685 default:
3686 sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
3687 return;
3689 data.append(GetPackGUID());
3690 data << uint32(0);
3691 GetSession()->SendPacket( &data );
3694 /* Preconditions:
3695 - a resurrectable corpse must not be loaded for the player (only bones)
3696 - the player must be in world
3698 void Player::BuildPlayerRepop()
3700 WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
3701 data.append(GetPackGUID());
3702 GetSession()->SendPacket(&data);
3704 if(getRace() == RACE_NIGHTELF)
3705 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)
3706 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3708 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3709 // there must be SMSG.STOP_MIRROR_TIMER
3710 // there we must send 888 opcode
3712 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3713 if(GetCorpse())
3715 sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3716 assert(false);
3719 // create a corpse and place it at the player's location
3720 CreateCorpse();
3721 Corpse *corpse = GetCorpse();
3722 if(!corpse)
3724 sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3725 return;
3727 GetMap()->Add(corpse);
3729 // convert player body to ghost
3730 SetHealth( 1 );
3732 SetMovement(MOVE_WATER_WALK);
3733 if(!GetSession()->isLogingOut())
3734 SetMovement(MOVE_UNROOT);
3736 // BG - remove insignia related
3737 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
3739 SendCorpseReclaimDelay();
3741 // to prevent cheating
3742 corpse->ResetGhostTime();
3744 StopMirrorTimers(); //disable timers(bars)
3746 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
3748 SetByteValue(UNIT_FIELD_BYTES_1, 3, PLAYER_STATE_FLAG_ALWAYS_STAND);
3751 void Player::SendDelayResponse(const uint32 ml_seconds)
3753 //FIXME: is this delay time arg really need? 50msec by default in code
3754 WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 );
3755 data << (uint32)time(NULL);
3756 data << (uint32)0;
3757 GetSession()->SendPacket( &data );
3760 void Player::ResurrectPlayer(float restore_percent, bool applySickness)
3762 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
3763 data << uint32(-1);
3764 data << float(0);
3765 data << float(0);
3766 data << float(0);
3767 GetSession()->SendPacket(&data);
3769 // speed change, land walk
3771 // remove death flag + set aura
3772 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
3773 if(getRace() == RACE_NIGHTELF)
3774 RemoveAurasDueToSpell(20584); // speed bonuses
3775 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3777 setDeathState(ALIVE);
3779 SetMovement(MOVE_LAND_WALK);
3780 SetMovement(MOVE_UNROOT);
3782 m_deathTimer = 0;
3784 // set health/powers (0- will be set in caller)
3785 if(restore_percent>0.0f)
3787 SetHealth(uint32(GetMaxHealth()*restore_percent));
3788 SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
3789 SetPower(POWER_RAGE, 0);
3790 SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
3793 // update visibility
3794 ObjectAccessor::UpdateVisibilityForPlayer(this);
3796 // some items limited to specific map
3797 DestroyZoneLimitedItem( true, GetZoneId());
3799 if(!applySickness)
3800 return;
3802 //Characters from level 1-10 are not affected by resurrection sickness.
3803 //Characters from level 11-19 will suffer from one minute of sickness
3804 //for each level they are above 10.
3805 //Characters level 20 and up suffer from ten minutes of sickness.
3806 int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
3808 if(int32(getLevel()) >= startLevel)
3810 // set resurrection sickness
3811 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
3813 // not full duration
3814 if(int32(getLevel()) < startLevel+9)
3816 int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
3818 for(int i =0; i < 3; ++i)
3820 if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i))
3822 Aur->SetAuraDuration(delta*1000);
3823 Aur->SendAuraUpdate(false);
3830 void Player::KillPlayer()
3832 SetMovement(MOVE_ROOT);
3834 StopMirrorTimers(); //disable timers(bars)
3836 setDeathState(CORPSE);
3837 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3839 SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
3840 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
3842 // 6 minutes until repop at graveyard
3843 m_deathTimer = 6*MINUTE*1000;
3845 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3847 // don't create corpse at this moment, player might be falling
3849 // update visibility
3850 ObjectAccessor::UpdateObjectVisibility(this);
3853 void Player::CreateCorpse()
3855 // prevent existence 2 corpse for player
3856 SpawnCorpseBones();
3858 uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
3860 Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
3861 SetPvPDeath(false);
3863 if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this, GetMapId(), GetPositionX(),
3864 GetPositionY(), GetPositionZ(), GetOrientation()))
3866 delete corpse;
3867 return;
3870 _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
3871 _pb = GetUInt32Value(PLAYER_BYTES);
3872 _pb2 = GetUInt32Value(PLAYER_BYTES_2);
3874 uint8 race = (uint8)(_uf);
3875 uint8 skin = (uint8)(_pb);
3876 uint8 face = (uint8)(_pb >> 8);
3877 uint8 hairstyle = (uint8)(_pb >> 16);
3878 uint8 haircolor = (uint8)(_pb >> 24);
3879 uint8 facialhair = (uint8)(_pb2);
3881 _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
3882 _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
3884 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
3885 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
3887 uint32 flags = CORPSE_FLAG_UNK2;
3888 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
3889 flags |= CORPSE_FLAG_HIDE_HELM;
3890 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
3891 flags |= CORPSE_FLAG_HIDE_CLOAK;
3892 if(InBattleGround())
3893 flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
3894 corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
3896 corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
3898 corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
3900 uint32 iDisplayID;
3901 uint16 iIventoryType;
3902 uint32 _cfi;
3903 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
3905 if(m_items[i])
3907 iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
3908 iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType;
3910 _cfi = (uint16(iDisplayID)) | (iIventoryType)<< 24;
3911 corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi);
3915 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3916 const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
3917 assert(entry);
3918 if(entry->map_type != MAP_BATTLEGROUND)
3919 corpse->SaveToDB();
3921 // register for player, but not show
3922 ObjectAccessor::Instance().AddCorpse(corpse);
3925 void Player::SpawnCorpseBones()
3927 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
3928 SaveToDB(); // prevent loading as ghost without corpse
3931 Corpse* Player::GetCorpse() const
3933 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
3936 void Player::DurabilityLossAll(double percent, bool inventory)
3938 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
3939 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3940 DurabilityLoss(pItem,percent);
3942 if(inventory)
3944 // bags not have durability
3945 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3947 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
3948 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3949 DurabilityLoss(pItem,percent);
3951 // keys not have durability
3952 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3954 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3955 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3956 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
3957 if(Item* pItem = GetItemByPos( i, j ))
3958 DurabilityLoss(pItem,percent);
3962 void Player::DurabilityLoss(Item* item, double percent)
3964 if(!item )
3965 return;
3967 uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
3969 if(!pMaxDurability)
3970 return;
3972 uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
3974 if(pDurabilityLoss < 1 )
3975 pDurabilityLoss = 1;
3977 DurabilityPointsLoss(item,pDurabilityLoss);
3980 void Player::DurabilityPointsLossAll(int32 points, bool inventory)
3982 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
3983 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3984 DurabilityPointsLoss(pItem,points);
3986 if(inventory)
3988 // bags not have durability
3989 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3991 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
3992 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3993 DurabilityPointsLoss(pItem,points);
3995 // keys not have durability
3996 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3998 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3999 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4000 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
4001 if(Item* pItem = GetItemByPos( i, j ))
4002 DurabilityPointsLoss(pItem,points);
4006 void Player::DurabilityPointsLoss(Item* item, int32 points)
4008 int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4009 int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4010 int32 pNewDurability = pOldDurability - points;
4012 if (pNewDurability < 0)
4013 pNewDurability = 0;
4014 else if (pNewDurability > pMaxDurability)
4015 pNewDurability = pMaxDurability;
4017 if (pOldDurability != pNewDurability)
4019 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4020 if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
4021 _ApplyItemMods(item,item->GetSlot(), false);
4023 item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
4025 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4026 if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
4027 _ApplyItemMods(item,item->GetSlot(), true);
4029 item->SetState(ITEM_CHANGED, this);
4033 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
4035 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
4036 DurabilityPointsLoss(pItem,1);
4039 uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
4041 uint32 TotalCost = 0;
4042 // equipped, backpack, bags itself
4043 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
4044 TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
4046 // bank, buyback and keys not repaired
4048 // items in inventory bags
4049 for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
4050 for(int i = 0; i < MAX_BAG_SIZE; i++)
4051 TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
4052 return TotalCost;
4055 uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
4057 Item* item = GetItemByPos(pos);
4059 uint32 TotalCost = 0;
4060 if(!item)
4061 return TotalCost;
4063 uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4064 if(!maxDurability)
4065 return TotalCost;
4067 uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4069 if(cost)
4071 uint32 LostDurability = maxDurability - curDurability;
4072 if(LostDurability>0)
4074 ItemPrototype const *ditemProto = item->GetProto();
4076 DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
4077 if(!dcost)
4079 sLog.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
4080 return TotalCost;
4083 uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
4084 DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
4085 if(!dQualitymodEntry)
4087 sLog.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
4088 return TotalCost;
4091 uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
4092 uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
4094 costs = uint32(costs * discountMod);
4096 if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
4097 costs = 1;
4099 if (guildBank)
4101 if (GetGuildId()==0)
4103 DEBUG_LOG("You are not member of a guild");
4104 return TotalCost;
4107 Guild *pGuild = objmgr.GetGuildById(GetGuildId());
4108 if (!pGuild)
4109 return TotalCost;
4111 if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
4113 DEBUG_LOG("You do not have rights to withdraw for repairs");
4114 return TotalCost;
4117 if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
4119 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4120 return TotalCost;
4123 if (pGuild->GetGuildBankMoney() < costs)
4125 DEBUG_LOG("There is not enough money in bank");
4126 return TotalCost;
4129 pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
4130 TotalCost = costs;
4132 else if (GetMoney() < costs)
4134 DEBUG_LOG("You do not have enough money");
4135 return TotalCost;
4137 else
4138 ModifyMoney( -int32(costs) );
4142 item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
4143 item->SetState(ITEM_CHANGED, this);
4145 // reapply mods for total broken and repaired item if equipped
4146 if(IsEquipmentPos(pos) && !curDurability)
4147 _ApplyItemMods(item,pos & 255, true);
4148 return TotalCost;
4151 void Player::RepopAtGraveyard()
4153 // note: this can be called also when the player is alive
4154 // for example from WorldSession::HandleMovementOpcodes
4156 AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
4158 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4159 if(!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY || GetTransport())
4161 ResurrectPlayer(0.5f);
4162 SpawnCorpseBones();
4165 WorldSafeLocsEntry const *ClosestGrave = NULL;
4167 // Special handle for battleground maps
4168 BattleGround *bg = sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
4170 if(bg && (bg->GetTypeID() == BATTLEGROUND_AB || bg->GetTypeID() == BATTLEGROUND_EY))
4171 ClosestGrave = bg->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4172 else
4173 ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4175 // stop countdown until repop
4176 m_deathTimer = 0;
4178 // if no grave found, stay at the current location
4179 // and don't show spirit healer location
4180 if(ClosestGrave)
4182 TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
4183 if(isDead()) // not send if alive, because it used in TeleportTo()
4185 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
4186 data << ClosestGrave->map_id;
4187 data << ClosestGrave->x;
4188 data << ClosestGrave->y;
4189 data << ClosestGrave->z;
4190 GetSession()->SendPacket(&data);
4195 void Player::JoinedChannel(Channel *c)
4197 m_channels.push_back(c);
4200 void Player::LeftChannel(Channel *c)
4202 m_channels.remove(c);
4205 void Player::CleanupChannels()
4207 while(!m_channels.empty())
4209 Channel* ch = *m_channels.begin();
4210 m_channels.erase(m_channels.begin()); // remove from player's channel list
4211 ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4212 if (ChannelMgr* cMgr = channelMgr(GetTeam()))
4213 cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
4216 sLog.outDebug("Player: channels cleaned up!");
4219 void Player::UpdateLocalChannels(uint32 newZone )
4221 if(m_channels.empty())
4222 return;
4224 AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
4225 if(!current_zone)
4226 return;
4228 ChannelMgr* cMgr = channelMgr(GetTeam());
4229 if(!cMgr)
4230 return;
4232 std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
4234 for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
4236 next = i; ++next;
4238 // skip non built-in channels
4239 if(!(*i)->IsConstant())
4240 continue;
4242 ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
4243 if(!ch)
4244 continue;
4246 if((ch->flags & 4) == 4) // global channel without zone name in pattern
4247 continue;
4249 // new channel
4250 char new_channel_name_buf[100];
4251 snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
4252 Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
4254 if((*i)!=new_channel)
4256 new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
4258 // leave old channel
4259 (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4260 std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
4261 LeftChannel(*i); // remove from player's channel list
4262 cMgr->LeftChannel(name); // delete if empty
4265 sLog.outDebug("Player: channels cleaned up!");
4268 void Player::LeaveLFGChannel()
4270 for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
4272 if((*i)->IsLFG())
4274 (*i)->Leave(GetGUID());
4275 break;
4280 void Player::UpdateDefense()
4282 uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
4284 if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
4286 // update dependent from defense skill part
4287 UpdateDefenseBonusesMod();
4291 void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
4293 if(modGroup >= BASEMOD_END || modType >= MOD_END)
4295 sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4296 return;
4299 float val = 1.0f;
4301 switch(modType)
4303 case FLAT_MOD:
4304 m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
4305 break;
4306 case PCT_MOD:
4307 if(amount <= -100.0f)
4308 amount = -200.0f;
4310 val = (100.0f + amount) / 100.0f;
4311 m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
4312 break;
4315 if(!CanModifyStats())
4316 return;
4318 switch(modGroup)
4320 case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
4321 case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
4322 case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
4323 case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
4324 default: break;
4328 float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
4330 if(modGroup >= BASEMOD_END || modType > MOD_END)
4332 sLog.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4333 return 0.0f;
4336 if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4337 return 0.0f;
4339 return m_auraBaseMod[modGroup][modType];
4342 float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
4344 if(modGroup >= BASEMOD_END)
4346 sLog.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4347 return 0.0f;
4350 if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4351 return 0.0f;
4353 return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
4356 uint32 Player::GetShieldBlockValue() const
4358 BaseModGroup modGroup = SHIELD_BLOCK_VALUE;
4360 float value = GetTotalBaseModValue(modGroup) + GetStat(STAT_STRENGTH)/20 - 1;
4362 value = (value < 0) ? 0 : value;
4364 return uint32(value);
4367 float Player::GetMeleeCritFromAgility()
4369 uint32 level = getLevel();
4370 uint32 pclass = getClass();
4372 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4374 GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
4375 GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4376 if (critBase==NULL || critRatio==NULL)
4377 return 0.0f;
4379 float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
4380 return crit*100.0f;
4383 float Player::GetDodgeFromAgility()
4385 // Table for base dodge values
4386 float dodge_base[MAX_CLASSES] = {
4387 0.0075f, // Warrior
4388 0.00652f, // Paladin
4389 -0.0545f, // Hunter
4390 -0.0059f, // Rogue
4391 0.03183f, // Priest
4392 0.0114f, // DK
4393 0.0167f, // Shaman
4394 0.034575f, // Mage
4395 0.02011f, // Warlock
4396 0.0f, // ??
4397 -0.0187f // Druid
4399 // Crit/agility to dodge/agility coefficient multipliers
4400 float crit_to_dodge[MAX_CLASSES] = {
4401 1.1f, // Warrior
4402 1.0f, // Paladin
4403 1.6f, // Hunter
4404 2.0f, // Rogue
4405 1.0f, // Priest
4406 1.0f, // DK?
4407 1.0f, // Shaman
4408 1.0f, // Mage
4409 1.0f, // Warlock
4410 0.0f, // ??
4411 1.7f // Druid
4414 uint32 level = getLevel();
4415 uint32 pclass = getClass();
4417 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4419 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4420 GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4421 if (dodgeRatio==NULL || pclass > MAX_CLASSES)
4422 return 0.0f;
4424 float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
4425 return dodge*100.0f;
4428 float Player::GetSpellCritFromIntellect()
4430 uint32 level = getLevel();
4431 uint32 pclass = getClass();
4433 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4435 GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
4436 GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4437 if (critBase==NULL || critRatio==NULL)
4438 return 0.0f;
4440 float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
4441 return crit*100.0f;
4444 float Player::GetRatingCoefficient(CombatRating cr) const
4446 uint32 level = getLevel();
4448 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4450 GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
4451 if (Rating == NULL)
4452 return 1.0f; // By default use minimum coefficient (not must be called)
4454 return Rating->ratio;
4457 float Player::GetRatingBonusValue(CombatRating cr) const
4459 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
4462 uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
4464 float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.0f;
4465 if (melee>25.0f) melee = 25.0f;
4466 return uint32 (melee * damage /100.0f);
4469 uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
4471 float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.0f;
4472 if (ranged>25.0f) ranged=25.0f;
4473 return uint32 (ranged * damage /100.0f);
4476 uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
4478 float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.0f;
4479 // In wow script resilience limited to 25%
4480 if (spell>25.0f)
4481 spell = 25.0f;
4482 return uint32 (spell * damage / 100.0f);
4485 uint32 Player::GetDotDamageReduction(uint32 damage) const
4487 float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
4488 // Dot resilience not limited (limit it by 100%)
4489 if (spellDot > 100.0f)
4490 spellDot = 100.0f;
4491 return uint32 (spellDot * damage / 100.0f);
4494 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
4496 switch (attType)
4498 case BASE_ATTACK:
4499 return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
4500 case OFF_ATTACK:
4501 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
4502 default:
4503 break;
4505 return 0.0f;
4508 float Player::OCTRegenHPPerSpirit()
4510 uint32 level = getLevel();
4511 uint32 pclass = getClass();
4513 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4515 GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4516 GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4517 if (baseRatio==NULL || moreRatio==NULL)
4518 return 0.0f;
4520 // Formula from PaperDollFrame script
4521 float spirit = GetStat(STAT_SPIRIT);
4522 float baseSpirit = spirit;
4523 if (baseSpirit>50) baseSpirit = 50;
4524 float moreSpirit = spirit - baseSpirit;
4525 float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
4526 return regen;
4529 float Player::OCTRegenMPPerSpirit()
4531 uint32 level = getLevel();
4532 uint32 pclass = getClass();
4534 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4536 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4537 GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4538 if (moreRatio==NULL)
4539 return 0.0f;
4541 // Formula get from PaperDollFrame script
4542 float spirit = GetStat(STAT_SPIRIT);
4543 float regen = spirit * moreRatio->ratio;
4544 return regen;
4547 void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
4549 ApplyModUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, value, apply);
4551 float RatingCoeffecient = GetRatingCoefficient(cr);
4552 float RatingChange = 0.0f;
4554 bool affectStats = CanModifyStats();
4556 switch (cr)
4558 case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
4559 case CR_DEFENSE_SKILL:
4560 UpdateDefenseBonusesMod();
4561 break;
4562 case CR_DODGE:
4563 UpdateDodgePercentage();
4564 break;
4565 case CR_PARRY:
4566 UpdateParryPercentage();
4567 break;
4568 case CR_BLOCK:
4569 UpdateBlockPercentage();
4570 break;
4571 case CR_HIT_MELEE:
4572 RatingChange = value / RatingCoeffecient;
4573 m_modMeleeHitChance += apply ? RatingChange : -RatingChange;
4574 break;
4575 case CR_HIT_RANGED:
4576 RatingChange = value / RatingCoeffecient;
4577 m_modRangedHitChance += apply ? RatingChange : -RatingChange;
4578 break;
4579 case CR_HIT_SPELL:
4580 RatingChange = value / RatingCoeffecient;
4581 m_modSpellHitChance += apply ? RatingChange : -RatingChange;
4582 break;
4583 case CR_CRIT_MELEE:
4584 if(affectStats)
4586 UpdateCritPercentage(BASE_ATTACK);
4587 UpdateCritPercentage(OFF_ATTACK);
4589 break;
4590 case CR_CRIT_RANGED:
4591 if(affectStats)
4592 UpdateCritPercentage(RANGED_ATTACK);
4593 break;
4594 case CR_CRIT_SPELL:
4595 if(affectStats)
4596 UpdateAllSpellCritChances();
4597 break;
4598 case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
4599 case CR_HIT_TAKEN_RANGED:
4600 break;
4601 case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
4602 break;
4603 case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4604 case CR_CRIT_TAKEN_RANGED:
4605 break;
4606 case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4607 break;
4608 case CR_HASTE_MELEE:
4609 RatingChange = value / RatingCoeffecient;
4610 ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
4611 ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
4612 break;
4613 case CR_HASTE_RANGED:
4614 RatingChange = value / RatingCoeffecient;
4615 ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
4616 break;
4617 case CR_HASTE_SPELL:
4618 RatingChange = value / RatingCoeffecient;
4619 ApplyCastTimePercentMod(RatingChange,apply);
4620 break;
4621 case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
4622 case CR_WEAPON_SKILL_OFFHAND:
4623 case CR_WEAPON_SKILL_RANGED:
4624 break;
4625 case CR_EXPERTISE:
4626 if(affectStats)
4628 UpdateExpertise(BASE_ATTACK);
4629 UpdateExpertise(OFF_ATTACK);
4631 break;
4635 void Player::SetRegularAttackTime()
4637 for(int i = 0; i < MAX_ATTACK; ++i)
4639 Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
4640 if(tmpitem && !tmpitem->IsBroken())
4642 ItemPrototype const *proto = tmpitem->GetProto();
4643 if(proto->Delay)
4644 SetAttackTime(WeaponAttackType(i), proto->Delay);
4645 else
4646 SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
4651 //skill+step, checking for max value
4652 bool Player::UpdateSkill(uint32 skill_id, uint32 step)
4654 if(!skill_id)
4655 return false;
4657 uint16 i=0;
4658 for (; i < PLAYER_MAX_SKILLS; i++)
4659 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
4660 break;
4662 if(i>=PLAYER_MAX_SKILLS)
4663 return false;
4665 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4666 uint32 value = SKILL_VALUE(data);
4667 uint32 max = SKILL_MAX(data);
4669 if ((!max) || (!value) || (value >= max))
4670 return false;
4672 if (value*512 < max*urand(0,512))
4674 uint32 new_value = value+step;
4675 if(new_value > max)
4676 new_value = max;
4678 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
4679 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
4680 return true;
4683 return false;
4686 inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
4688 if ( SkillValue >= GrayLevel )
4689 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
4690 if ( SkillValue >= GreenLevel )
4691 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
4692 if ( SkillValue >= YellowLevel )
4693 return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
4694 return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
4697 bool Player::UpdateCraftSkill(uint32 spellid)
4699 sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
4701 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellid);
4702 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellid);
4704 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4706 if(_spell_idx->second->skillId)
4708 uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
4710 // Alchemy Discoveries here
4711 SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
4712 if(spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
4714 if(uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
4715 learnSpell(discoveredSpell);
4718 uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
4720 return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
4721 _spell_idx->second->max_value,
4722 (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
4723 _spell_idx->second->min_value),
4724 craft_skill_gain);
4727 return false;
4730 bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
4732 sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
4734 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4736 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4737 switch (SkillId)
4739 case SKILL_HERBALISM:
4740 case SKILL_LOCKPICKING:
4741 case SKILL_JEWELCRAFTING:
4742 case SKILL_INSCRIPTION:
4743 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4744 case SKILL_SKINNING:
4745 if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0)
4746 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4747 else
4748 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
4749 case SKILL_MINING:
4750 if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0)
4751 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4752 else
4753 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
4755 return false;
4758 bool Player::UpdateFishingSkill()
4760 sLog.outDebug("UpdateFishingSkill");
4762 uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
4764 int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
4766 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4768 return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
4771 bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
4773 sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
4774 if ( !SkillId )
4775 return false;
4777 if(Chance <= 0) // speedup in 0 chance case
4779 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4780 return false;
4783 uint16 i=0;
4784 for (; i < PLAYER_MAX_SKILLS; i++)
4785 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
4786 if ( i >= PLAYER_MAX_SKILLS )
4787 return false;
4789 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4790 uint16 SkillValue = SKILL_VALUE(data);
4791 uint16 MaxValue = SKILL_MAX(data);
4793 if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
4794 return false;
4796 int32 Roll = irand(1,1000);
4798 if ( Roll <= Chance )
4800 uint32 new_value = SkillValue+step;
4801 if(new_value > MaxValue)
4802 new_value = MaxValue;
4804 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
4805 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
4806 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
4807 return true;
4810 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4811 return false;
4814 void Player::UpdateWeaponSkill (WeaponAttackType attType)
4816 // no skill gain in pvp
4817 Unit *pVictim = getVictim();
4818 if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
4819 return;
4821 if(IsInFeralForm())
4822 return; // always maximized SKILL_FERAL_COMBAT in fact
4824 if(m_form == FORM_TREE)
4825 return; // use weapon but not skill up
4827 uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
4829 switch(attType)
4831 case BASE_ATTACK:
4833 Item *tmpitem = GetWeaponForAttack(attType,true);
4835 if (!tmpitem)
4836 UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
4837 else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
4838 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
4839 break;
4841 case OFF_ATTACK:
4842 case RANGED_ATTACK:
4844 Item *tmpitem = GetWeaponForAttack(attType,true);
4845 if (tmpitem)
4846 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
4847 break;
4850 UpdateAllCritPercentages();
4853 void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, MeleeHitOutcome outcome, bool defence)
4855 switch(outcome)
4857 case MELEE_HIT_CRIT:
4858 case MELEE_HIT_DODGE:
4859 case MELEE_HIT_PARRY:
4860 case MELEE_HIT_BLOCK:
4861 case MELEE_HIT_BLOCK_CRIT:
4862 return;
4864 default:
4865 break;
4868 uint32 plevel = getLevel(); // if defense than pVictim == attacker
4869 uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel);
4870 uint32 moblevel = pVictim->getLevelForTarget(this);
4871 if(moblevel < greylevel)
4872 return;
4874 if (moblevel > plevel + 5)
4875 moblevel = plevel + 5;
4877 uint32 lvldif = moblevel - greylevel;
4878 if(lvldif < 3)
4879 lvldif = 3;
4881 uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
4882 if(skilldif <= 0)
4883 return;
4885 float chance = float(3 * lvldif * skilldif) / plevel;
4886 if(!defence)
4888 if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
4889 chance *= 0.1f * GetStat(STAT_INTELLECT);
4892 chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
4894 if(roll_chance_f(chance))
4896 if(defence)
4897 UpdateDefense();
4898 else
4899 UpdateWeaponSkill(attType);
4901 else
4902 return;
4905 void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
4907 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4908 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid)
4910 uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
4911 int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
4912 int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
4914 if(talent) // permanent bonus stored in high part
4915 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
4916 else // temporary/item bonus stored in low part
4917 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
4918 return;
4922 void Player::UpdateSkillsForLevel()
4924 uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
4925 uint32 maxSkill = GetMaxSkillValueForLevel();
4927 bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
4929 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4930 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4932 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
4934 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
4935 if(!pSkill)
4936 continue;
4938 if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
4939 continue;
4941 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4942 uint32 max = SKILL_MAX(data);
4943 uint32 val = SKILL_VALUE(data);
4945 /// update only level dependent max skill values
4946 if(max!=1)
4948 /// miximize skill always
4949 if(alwaysMaxSkill)
4950 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(maxSkill,maxSkill));
4951 /// update max skill value if current max skill not maximized
4952 else if(max != maxconfskill)
4953 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,maxSkill));
4958 void Player::UpdateSkillsToMaxSkillsForLevel()
4960 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4961 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4963 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
4964 if( IsProfessionSkill(pskill) || pskill == SKILL_RIDING )
4965 continue;
4966 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4968 uint32 max = SKILL_MAX(data);
4970 if(max > 1)
4971 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
4973 if(pskill == SKILL_DEFENSE)
4974 UpdateDefenseBonusesMod();
4978 // This functions sets a skill line value (and adds if doesn't exist yet)
4979 // To "remove" a skill line, set it's values to zero
4980 void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
4982 if(!id)
4983 return;
4985 uint16 i=0;
4986 for (; i < PLAYER_MAX_SKILLS; i++)
4987 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break;
4989 if(i<PLAYER_MAX_SKILLS) //has skill
4991 if(currVal)
4993 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
4994 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
4996 else //remove
4998 // clear skill fields
4999 SetUInt32Value(PLAYER_SKILL_INDEX(i),0);
5000 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0);
5001 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5003 // remove spells that depend on this skill when removing the skill
5004 for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
5006 ++next;
5007 if(itr->second->state == PLAYERSPELL_REMOVED)
5008 continue;
5010 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(itr->first);
5011 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(itr->first);
5013 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
5015 if (_spell_idx->second->skillId == id)
5017 // this may remove more than one spell (dependents)
5018 removeSpell(itr->first);
5019 next = m_spells.begin();
5020 break;
5026 else if(currVal) //add
5028 for (i=0; i < PLAYER_MAX_SKILLS; i++)
5029 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5031 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
5032 if(!pSkill)
5034 sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
5035 return;
5037 // enable unlearn button for primary professions only
5038 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
5039 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
5040 else
5041 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
5042 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5043 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
5045 // apply skill bonuses
5046 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5048 // temporary bonuses
5049 AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
5050 for(AuraList::const_iterator i = mModSkill.begin(); i != mModSkill.end(); ++i)
5051 if ((*i)->GetModifier()->m_miscvalue == int32(id))
5052 (*i)->ApplyModifier(true);
5054 // permanent bonuses
5055 AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
5056 for(AuraList::const_iterator i = mModSkillTalent.begin(); i != mModSkillTalent.end(); ++i)
5057 if ((*i)->GetModifier()->m_miscvalue == int32(id))
5058 (*i)->ApplyModifier(true);
5060 // Learn all spells for skill
5061 learnSkillRewardedSpells(id);
5062 return;
5067 bool Player::HasSkill(uint32 skill) const
5069 if(!skill)return false;
5070 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5072 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5074 return true;
5077 return false;
5080 uint16 Player::GetSkillValue(uint32 skill) const
5082 if(!skill)
5083 return 0;
5085 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5087 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5089 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5091 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5092 result += SKILL_TEMP_BONUS(bonus);
5093 result += SKILL_PERM_BONUS(bonus);
5094 return result < 0 ? 0 : result;
5097 return 0;
5100 uint16 Player::GetMaxSkillValue(uint32 skill) const
5102 if(!skill)return 0;
5103 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5105 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5107 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5109 int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5110 result += SKILL_TEMP_BONUS(bonus);
5111 result += SKILL_PERM_BONUS(bonus);
5112 return result < 0 ? 0 : result;
5115 return 0;
5118 uint16 Player::GetPureMaxSkillValue(uint32 skill) const
5120 if(!skill)return 0;
5121 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5123 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5125 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5128 return 0;
5131 uint16 Player::GetBaseSkillValue(uint32 skill) const
5133 if(!skill)return 0;
5134 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5136 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5138 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5139 result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5140 return result < 0 ? 0 : result;
5143 return 0;
5146 uint16 Player::GetPureSkillValue(uint32 skill) const
5148 if(!skill)return 0;
5149 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5151 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5153 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5156 return 0;
5159 int16 Player::GetSkillTempBonusValue(uint32 skill) const
5161 if(!skill)
5162 return 0;
5164 for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
5166 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5168 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5172 return 0;
5175 void Player::SendInitialActionButtons()
5177 sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5179 WorldPacket data(SMSG_ACTION_BUTTONS, (MAX_ACTION_BUTTONS*4));
5180 for(int button = 0; button < MAX_ACTION_BUTTONS; ++button)
5182 ActionButtonList::const_iterator itr = m_actionButtons.find(button);
5183 if(itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
5185 data << uint16(itr->second.action);
5186 data << uint8(itr->second.misc);
5187 data << uint8(itr->second.type);
5189 else
5191 data << uint32(0);
5195 GetSession()->SendPacket( &data );
5196 sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5199 void Player::addActionButton(const uint8 button, const uint16 action, const uint8 type, const uint8 misc)
5201 if(button >= MAX_ACTION_BUTTONS)
5203 sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() );
5204 return;
5207 // check cheating with adding non-known spells to action bar
5208 if(type==ACTION_BUTTON_SPELL)
5210 if(!sSpellStore.LookupEntry(action))
5212 sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
5213 return;
5216 if(!HasSpell(action))
5218 sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
5219 return;
5223 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5225 if (buttonItr==m_actionButtons.end())
5226 { // just add new button
5227 m_actionButtons[button] = ActionButton(action,type,misc);
5229 else
5230 { // change state of current button
5231 ActionButtonUpdateState uState = buttonItr->second.uState;
5232 buttonItr->second = ActionButton(action,type,misc);
5233 if (uState != ACTIONBUTTON_NEW) buttonItr->second.uState = ACTIONBUTTON_CHANGED;
5236 sLog.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action, button );
5239 void Player::removeActionButton(uint8 button)
5241 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5242 if (buttonItr==m_actionButtons.end())
5243 return;
5245 if(buttonItr->second.uState==ACTIONBUTTON_NEW)
5246 m_actionButtons.erase(buttonItr); // new and not saved
5247 else
5248 buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
5250 sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() );
5253 void Player::SetDontMove(bool dontMove)
5255 m_dontMove = dontMove;
5258 bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
5260 // prevent crash when a bad coord is sent by the client
5261 if(!MaNGOS::IsValidMapCoord(x,y,z,orientation))
5263 sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
5264 return false;
5267 Map *m = GetMap();
5269 const float old_x = GetPositionX();
5270 const float old_y = GetPositionY();
5271 const float old_z = GetPositionZ();
5272 const float old_r = GetOrientation();
5274 if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation )
5276 if (teleport || old_x != x || old_y != y || old_z != z)
5277 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
5278 else
5279 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
5281 // move and update visible state if need
5282 m->PlayerRelocation(this, x, y, z, orientation);
5284 // reread after Map::Relocation
5285 m = GetMap();
5286 x = GetPositionX();
5287 y = GetPositionY();
5288 z = GetPositionZ();
5290 // group update
5291 if(GetGroup() && (old_x != x || old_y != y))
5292 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
5295 // code block for underwater state update
5296 UpdateUnderwaterState(m, x, y, z);
5298 CheckExploreSystem();
5300 return true;
5303 void Player::SaveRecallPosition()
5305 m_recallMap = GetMapId();
5306 m_recallX = GetPositionX();
5307 m_recallY = GetPositionY();
5308 m_recallZ = GetPositionZ();
5309 m_recallO = GetOrientation();
5312 void Player::SendMessageToSet(WorldPacket *data, bool self)
5314 GetMap()->MessageBroadcast(this, data, self);
5317 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
5319 GetMap()->MessageDistBroadcast(this, data, dist, self);
5322 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
5324 GetMap()->MessageDistBroadcast(this, data, dist, self,own_team_only);
5327 void Player::SendDirectMessage(WorldPacket *data)
5329 GetSession()->SendPacket(data);
5332 void Player::CheckExploreSystem()
5334 if (!isAlive())
5335 return;
5337 if (isInFlight())
5338 return;
5340 uint16 areaFlag=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY());
5341 if(areaFlag==0xffff)
5342 return;
5343 int offset = areaFlag / 32;
5345 if(offset >= 128)
5347 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);
5348 return;
5351 uint32 val = (uint32)(1 << (areaFlag % 32));
5352 uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
5354 if( !(currFields & val) )
5356 SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
5358 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
5360 AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
5361 if(!p)
5363 sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5365 else if(p->area_level > 0)
5367 uint32 area = p->ID;
5368 if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
5370 SendExplorationExperience(area,0);
5372 else
5374 int32 diff = int32(getLevel()) - p->area_level;
5375 uint32 XP = 0;
5376 if (diff < -5)
5378 XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
5380 else if (diff > 5)
5382 int32 exploration_percent = (100-((diff-5)*5));
5383 if (exploration_percent > 100)
5384 exploration_percent = 100;
5385 else if (exploration_percent < 0)
5386 exploration_percent = 0;
5388 XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
5390 else
5392 XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
5395 GiveXP( XP, NULL );
5396 SendExplorationExperience(area,XP);
5398 sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
5403 uint32 Player::TeamForRace(uint8 race)
5405 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5406 if(!rEntry)
5408 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5409 return ALLIANCE;
5412 switch(rEntry->TeamID)
5414 case 7: return ALLIANCE;
5415 case 1: return HORDE;
5418 sLog.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
5419 return ALLIANCE;
5422 uint32 Player::getFactionForRace(uint8 race)
5424 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5425 if(!rEntry)
5427 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5428 return 0;
5431 return rEntry->FactionID;
5434 void Player::setFactionForRace(uint8 race)
5436 m_team = TeamForRace(race);
5437 setFaction( getFactionForRace(race) );
5440 void Player::UpdateReputation() const
5442 sLog.outDetail( "WORLD: Player::UpdateReputation" );
5444 for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
5446 SendFactionState(&(itr->second));
5450 void Player::SendFactionState(FactionState const* faction) const
5452 if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
5454 WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
5455 data << (float) 0; // unk 2.4.0
5456 data << (uint8) 0; // wotlk 8634
5457 data << (uint32) 1; // count
5458 // for
5459 data << (uint32) faction->ReputationListID;
5460 data << (uint32) faction->Standing;
5461 // end for
5462 GetSession()->SendPacket(&data);
5466 void Player::SendInitialReputations()
5468 WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
5469 data << uint32 (0x00000080);
5471 RepListID a = 0;
5473 for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); itr++)
5475 // fill in absent fields
5476 for (; a != itr->first; a++)
5478 data << uint8 (0x00);
5479 data << uint32 (0x00000000);
5482 // fill in encountered data
5483 data << uint8 (itr->second.Flags);
5484 data << uint32 (itr->second.Standing);
5486 ++a;
5489 // fill in absent fields
5490 for (; a != 128; a++)
5492 data << uint8 (0x00);
5493 data << uint32 (0x00000000);
5496 GetSession()->SendPacket(&data);
5499 FactionState const* Player::GetFactionState( FactionEntry const* factionEntry) const
5501 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5502 if (itr != m_factions.end())
5503 return &itr->second;
5505 return NULL;
5508 void Player::SetFactionAtWar(FactionState* faction, bool atWar)
5510 // not allow declare war to own faction
5511 if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) )
5512 return;
5514 // already set
5515 if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
5516 return;
5518 if( atWar )
5519 faction->Flags |= FACTION_FLAG_AT_WAR;
5520 else
5521 faction->Flags &= ~FACTION_FLAG_AT_WAR;
5523 faction->Changed = true;
5526 void Player::SetFactionInactive(FactionState* faction, bool inactive)
5528 // always invisible or hidden faction can't be inactive
5529 if(inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE) ) )
5530 return;
5532 // already set
5533 if(((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
5534 return;
5536 if(inactive)
5537 faction->Flags |= FACTION_FLAG_INACTIVE;
5538 else
5539 faction->Flags &= ~FACTION_FLAG_INACTIVE;
5541 faction->Changed = true;
5544 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId)
5546 FactionTemplateEntry const*factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5548 if(!factionTemplateEntry)
5549 return;
5551 SetFactionVisibleForFactionId(factionTemplateEntry->faction);
5554 void Player::SetFactionVisibleForFactionId(uint32 FactionId)
5556 FactionEntry const *factionEntry = sFactionStore.LookupEntry(FactionId);
5557 if(!factionEntry)
5558 return;
5560 if(factionEntry->reputationListID < 0)
5561 return;
5563 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5564 if (itr == m_factions.end())
5565 return;
5567 SetFactionVisible(&itr->second);
5570 void Player::SetFactionVisible(FactionState* faction)
5572 // always invisible or hidden faction can't be make visible
5573 if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
5574 return;
5576 // already set
5577 if(faction->Flags & FACTION_FLAG_VISIBLE)
5578 return;
5580 faction->Flags |= FACTION_FLAG_VISIBLE;
5581 faction->Changed = true;
5583 if(!m_session->PlayerLoading())
5585 // make faction visible in reputation list at client
5586 WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4);
5587 data << faction->ReputationListID;
5588 GetSession()->SendPacket(&data);
5592 void Player::SetInitialFactions()
5594 for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
5596 FactionEntry const *factionEntry = sFactionStore.LookupEntry(i);
5598 if( factionEntry && (factionEntry->reputationListID >= 0))
5600 FactionState newFaction;
5601 newFaction.ID = factionEntry->ID;
5602 newFaction.ReputationListID = factionEntry->reputationListID;
5603 newFaction.Standing = 0;
5604 newFaction.Flags = GetDefaultReputationFlags(factionEntry);
5605 newFaction.Changed = true;
5607 m_factions[newFaction.ReputationListID] = newFaction;
5612 uint32 Player::GetDefaultReputationFlags(const FactionEntry *factionEntry) const
5614 if (!factionEntry)
5615 return 0;
5617 uint32 raceMask = getRaceMask();
5618 uint32 classMask = getClassMask();
5619 for (int i=0; i < 4; i++)
5621 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5622 (factionEntry->BaseRepClassMask[i]==0 ||
5623 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5624 return factionEntry->ReputationFlags[i];
5626 return 0;
5629 int32 Player::GetBaseReputation(const FactionEntry *factionEntry) const
5631 if (!factionEntry)
5632 return 0;
5634 uint32 raceMask = getRaceMask();
5635 uint32 classMask = getClassMask();
5636 for (int i=0; i < 4; i++)
5638 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5639 (factionEntry->BaseRepClassMask[i]==0 ||
5640 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5641 return factionEntry->BaseRepValue[i];
5644 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5645 return 0;
5648 int32 Player::GetReputation(uint32 faction_id) const
5650 FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id);
5652 if (!factionEntry)
5654 sLog.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id);
5655 return 0;
5658 return GetReputation(factionEntry);
5661 int32 Player::GetReputation(const FactionEntry *factionEntry) const
5663 // Faction without recorded reputation. Just ignore.
5664 if(!factionEntry)
5665 return 0;
5667 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5668 if (itr != m_factions.end())
5669 return GetBaseReputation(factionEntry) + itr->second.Standing;
5671 return 0;
5674 ReputationRank Player::GetReputationRank(uint32 faction) const
5676 FactionEntry const*factionEntry = sFactionStore.LookupEntry(faction);
5677 if(!factionEntry)
5678 return MIN_REPUTATION_RANK;
5680 return GetReputationRank(factionEntry);
5683 ReputationRank Player::ReputationToRank(int32 standing) const
5685 int32 Limit = Reputation_Cap + 1;
5686 for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i)
5688 Limit -= ReputationRank_Length[i];
5689 if (standing >= Limit )
5690 return ReputationRank(i);
5692 return MIN_REPUTATION_RANK;
5695 ReputationRank Player::GetReputationRank(const FactionEntry *factionEntry) const
5697 int32 Reputation = GetReputation(factionEntry);
5698 return ReputationToRank(Reputation);
5701 ReputationRank Player::GetBaseReputationRank(const FactionEntry *factionEntry) const
5703 int32 Reputation = GetBaseReputation(factionEntry);
5704 return ReputationToRank(Reputation);
5707 bool Player::ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation)
5709 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5711 if(!factionTemplateEntry)
5713 sLog.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5714 return false;
5717 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5719 // Faction without recorded reputation. Just ignore.
5720 if(!factionEntry)
5721 return false;
5723 return ModifyFactionReputation(factionEntry, DeltaReputation);
5726 bool Player::ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing)
5728 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5729 if (flist)
5731 bool res = false;
5732 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5734 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5735 if(factionEntryCalc)
5736 res = ModifyOneFactionReputation(factionEntryCalc, standing);
5738 return res;
5740 else
5741 return ModifyOneFactionReputation(factionEntry, standing);
5744 bool Player::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5746 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5747 if (itr != m_factions.end())
5749 int32 BaseRep = GetBaseReputation(factionEntry);
5750 int32 new_rep = BaseRep + itr->second.Standing + standing;
5752 if (new_rep > Reputation_Cap)
5753 new_rep = Reputation_Cap;
5754 else
5755 if (new_rep < Reputation_Bottom)
5756 new_rep = Reputation_Bottom;
5758 if(ReputationToRank(new_rep) <= REP_HOSTILE)
5759 SetFactionAtWar(&itr->second,true);
5761 itr->second.Standing = new_rep - BaseRep;
5762 itr->second.Changed = true;
5764 SetFactionVisible(&itr->second);
5766 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
5768 if(uint32 questid = GetQuestSlotQuestId(i))
5770 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
5771 if( qInfo && qInfo->GetRepObjectiveFaction() == factionEntry->ID )
5773 QuestStatusData& q_status = mQuestStatus[questid];
5774 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
5776 if(GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
5777 if ( CanCompleteQuest( questid ) )
5778 CompleteQuest( questid );
5780 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
5782 if(GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
5783 IncompleteQuest( questid );
5788 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION);
5789 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION);
5790 SendFactionState(&(itr->second));
5792 return true;
5794 return false;
5797 bool Player::SetFactionReputation(uint32 FactionTemplateId, int32 standing)
5799 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5801 if(!factionTemplateEntry)
5803 sLog.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5804 return false;
5807 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5809 // Faction without recorded reputation. Just ignore.
5810 if(!factionEntry)
5811 return false;
5813 return SetFactionReputation(factionEntry, standing);
5816 bool Player::SetFactionReputation(FactionEntry const* factionEntry, int32 standing)
5818 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5819 if (flist)
5821 bool res = false;
5822 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5824 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5825 if(factionEntryCalc)
5826 res = SetOneFactionReputation(factionEntryCalc, standing);
5828 return res;
5830 else
5831 return SetOneFactionReputation(factionEntry, standing);
5834 bool Player::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5836 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5837 if (itr != m_factions.end())
5839 if (standing > Reputation_Cap)
5840 standing = Reputation_Cap;
5841 else
5842 if (standing < Reputation_Bottom)
5843 standing = Reputation_Bottom;
5845 int32 BaseRep = GetBaseReputation(factionEntry);
5846 itr->second.Standing = standing - BaseRep;
5847 itr->second.Changed = true;
5849 SetFactionVisible(&itr->second);
5851 if(ReputationToRank(standing) <= REP_HOSTILE)
5852 SetFactionAtWar(&itr->second,true);
5854 SendFactionState(&(itr->second));
5855 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION);
5856 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION);
5857 return true;
5859 return false;
5862 //Calculate total reputation percent player gain with quest/creature level
5863 int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest)
5865 // for grey creature kill received 20%, in other case 100.
5866 int32 percent = (!for_quest && (creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5868 int32 repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
5870 percent += rep > 0 ? repMod : -repMod;
5872 if(percent <=0)
5873 return 0;
5875 return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*rep*percent/100);
5878 //Calculates how many reputation points player gains in victim's enemy factions
5879 void Player::RewardReputation(Unit *pVictim, float rate)
5881 if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
5882 return;
5884 ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
5886 if(!Rep)
5887 return;
5889 if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
5891 int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false);
5892 donerep1 = int32(donerep1*rate);
5893 FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
5894 uint32 current_reputation_rank1 = GetReputationRank(factionEntry1);
5895 if(factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
5896 ModifyFactionReputation(factionEntry1, donerep1);
5898 // Wiki: Team factions value divided by 2
5899 if(Rep->is_teamaward1)
5901 FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
5902 if(team1_factionEntry)
5903 ModifyFactionReputation(team1_factionEntry, donerep1 / 2);
5907 if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
5909 int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false);
5910 donerep2 = int32(donerep2*rate);
5911 FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
5912 uint32 current_reputation_rank2 = GetReputationRank(factionEntry2);
5913 if(factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
5914 ModifyFactionReputation(factionEntry2, donerep2);
5916 // Wiki: Team factions value divided by 2
5917 if(Rep->is_teamaward2)
5919 FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
5920 if(team2_factionEntry)
5921 ModifyFactionReputation(team2_factionEntry, donerep2 / 2);
5926 //Calculate how many reputation points player gain with the quest
5927 void Player::RewardReputation(Quest const *pQuest)
5929 // quest reputation reward/loss
5930 for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
5932 if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] )
5934 int32 rep = CalculateReputationGain(pQuest->GetQuestLevel(),pQuest->RewRepValue[i],true);
5935 FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
5936 if(factionEntry)
5937 ModifyFactionReputation(factionEntry, rep);
5941 // TODO: implement reputation spillover
5944 void Player::UpdateArenaFields(void)
5946 /* arena calcs go here */
5949 void Player::UpdateHonorFields()
5951 /// called when rewarding honor and at each save
5952 uint64 now = time(NULL);
5953 uint64 today = uint64(time(NULL) / DAY) * DAY;
5955 if(m_lastHonorUpdateTime < today)
5957 uint64 yesterday = today - DAY;
5959 uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
5961 // update yesterday's contribution
5962 if(m_lastHonorUpdateTime >= yesterday )
5964 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
5966 // this is the first update today, reset today's contribution
5967 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
5968 SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
5970 else
5972 // no honor/kills yesterday or today, reset
5973 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
5974 SetUInt32Value(PLAYER_FIELD_KILLS, 0);
5978 m_lastHonorUpdateTime = now;
5981 ///Calculate the amount of honor gained based on the victim
5982 ///and the size of the group for which the honor is divided
5983 ///An exact honor value can also be given (overriding the calcs)
5984 bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor)
5986 // do not reward honor in arenas, but enable onkill spellproc
5987 if(InArena())
5989 if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
5990 return false;
5992 if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
5993 return false;
5995 return true;
5998 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5999 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
6000 return false;
6002 uint64 victim_guid = 0;
6003 uint32 victim_rank = 0;
6005 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
6006 UpdateHonorFields();
6008 if(honor <= 0)
6010 if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
6011 return false;
6013 victim_guid = uVictim->GetGUID();
6015 if( uVictim->GetTypeId() == TYPEID_PLAYER )
6017 Player *pVictim = (Player *)uVictim;
6019 if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
6020 return false;
6022 float f = 1; //need for total kills (?? need more info)
6023 uint32 k_grey = 0;
6024 uint32 k_level = getLevel();
6025 uint32 v_level = pVictim->getLevel();
6028 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6029 // [0] Just name
6030 // [1..14] Alliance honor titles and player name
6031 // [15..28] Horde honor titles and player name
6032 // [29..38] Other title and player name
6033 // [39+] Nothing
6034 uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
6035 // Get Killer titles, CharTitlesEntry::bit_index
6036 // Ranks:
6037 // title[1..14] -> rank[5..18]
6038 // title[15..28] -> rank[5..18]
6039 // title[other] -> 0
6040 if (victim_title == 0)
6041 victim_guid = 0; // Don't show HK: <rank> message, only log.
6042 else if (victim_title < 15)
6043 victim_rank = victim_title + 4;
6044 else if (victim_title < 29)
6045 victim_rank = victim_title - 14 + 4;
6046 else
6047 victim_guid = 0; // Don't show HK: <rank> message, only log.
6050 if(k_level <= 5)
6051 k_grey = 0;
6052 else if( k_level <= 39 )
6053 k_grey = k_level - 5 - k_level/10;
6054 else
6055 k_grey = k_level - 1 - k_level/5;
6057 if(v_level<=k_grey)
6058 return false;
6060 float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
6062 int32 v_rank =1; //need more info
6064 honor = ((f * diff_level * (190 + v_rank*10))/6);
6065 honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
6067 // count the number of playerkills in one day
6068 ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
6069 // and those in a lifetime
6070 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true);
6072 else
6074 Creature *cVictim = (Creature *)uVictim;
6076 if (!cVictim->isRacialLeader())
6077 return false;
6079 honor = 100; // ??? need more info
6080 victim_rank = 19; // HK: Leader
6084 if (uVictim != NULL)
6086 honor *= sWorld.getRate(RATE_HONOR);
6088 if(groupsize > 1)
6089 honor /= groupsize;
6091 honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6094 // honor - for show honor points in log
6095 // victim_guid - for show victim name in log
6096 // victim_rank [1..4] HK: <dishonored rank>
6097 // victim_rank [5..19] HK: <alliance\horde rank>
6098 // victim_rank [0,20+] HK: <>
6099 WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
6100 data << (uint32) honor;
6101 data << (uint64) victim_guid;
6102 data << (uint32) victim_rank;
6104 GetSession()->SendPacket(&data);
6106 // add honor points
6107 ModifyHonorPoints(int32(honor));
6109 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
6110 return true;
6113 void Player::ModifyHonorPoints( int32 value )
6115 if(value < 0)
6117 if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
6118 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
6119 else
6120 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
6122 else
6123 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
6126 void Player::ModifyArenaPoints( int32 value )
6128 if(value < 0)
6130 if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
6131 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
6132 else
6133 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
6135 else
6136 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
6139 uint32 Player::GetGuildIdFromDB(uint64 guid)
6141 std::ostringstream ss;
6142 ss<<"SELECT guildid FROM guild_member WHERE guid='"<<guid<<"'";
6143 QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
6144 if( result )
6146 uint32 v = result->Fetch()[0].GetUInt32();
6147 delete result;
6148 return v;
6150 else
6151 return 0;
6154 uint32 Player::GetRankFromDB(uint64 guid)
6156 std::ostringstream ss;
6157 ss<<"SELECT rank FROM guild_member WHERE guid='"<<guid<<"'";
6158 QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
6159 if( result )
6161 uint32 v = result->Fetch()[0].GetUInt32();
6162 delete result;
6163 return v;
6165 else
6166 return 0;
6169 uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
6171 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);
6172 if(!result)
6173 return 0;
6175 uint32 id = (*result)[0].GetUInt32();
6176 delete result;
6177 return id;
6180 uint32 Player::GetZoneIdFromDB(uint64 guid)
6182 std::ostringstream ss;
6184 ss<<"SELECT zone FROM characters WHERE guid='"<<GUID_LOPART(guid)<<"'";
6185 QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
6186 if (!result)
6187 return 0;
6188 Field* fields = result->Fetch();
6189 uint32 zone = fields[0].GetUInt32();
6190 delete result;
6192 if (!zone)
6194 // stored zone is zero, use generic and slow zone detection
6195 ss.str("");
6196 ss<<"SELECT map,position_x,position_y FROM characters WHERE guid='"<<GUID_LOPART(guid)<<"'";
6197 result = CharacterDatabase.Query(ss.str().c_str());
6198 if( !result )
6199 return 0;
6200 fields = result->Fetch();
6201 uint32 map = fields[0].GetUInt32();
6202 float posx = fields[1].GetFloat();
6203 float posy = fields[2].GetFloat();
6204 delete result;
6206 zone = MapManager::Instance().GetZoneId(map,posx,posy);
6208 ss.str("");
6209 ss << "UPDATE characters SET zone='"<<zone<<"' WHERE guid='"<<GUID_LOPART(guid)<<"'";
6210 CharacterDatabase.Execute(ss.str().c_str());
6213 return zone;
6216 void Player::UpdateArea(uint32 newArea)
6218 // FFA_PVP flags are area and not zone id dependent
6219 // so apply them accordingly
6220 m_areaUpdateId = newArea;
6222 AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
6224 if(area && (area->flags & AREA_FLAG_ARENA))
6226 if(!isGameMaster())
6227 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
6229 else
6231 // remove ffa flag only if not ffapvp realm
6232 // removal in sanctuaries and capitals is handled in zone update
6233 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP) && !sWorld.IsFFAPvPRealm())
6234 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
6237 UpdateAreaDependentAuras(newArea);
6240 void Player::UpdateZone(uint32 newZone)
6242 m_zoneUpdateId = newZone;
6243 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
6245 // zone changed, so area changed as well, update it
6246 UpdateArea(GetAreaId());
6248 AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
6249 if(!zone)
6250 return;
6252 if (sWorld.getConfig(CONFIG_WEATHER))
6254 Weather *wth = sWorld.FindWeather(zone->ID);
6255 if(wth)
6257 wth->SendWeatherUpdateToPlayer(this);
6259 else
6261 if(!sWorld.AddWeather(zone->ID))
6263 // send fine weather packet to remove old zone's weather
6264 Weather::SendFineWeatherUpdateToPlayer(this);
6269 pvpInfo.inHostileArea =
6270 GetTeam() == ALLIANCE && zone->team == AREATEAM_HORDE ||
6271 GetTeam() == HORDE && zone->team == AREATEAM_ALLY ||
6272 sWorld.IsPvPRealm() && zone->team == AREATEAM_NONE ||
6273 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6275 if(pvpInfo.inHostileArea) // in hostile area
6277 if(!IsPvP() || pvpInfo.endTimer != 0)
6278 UpdatePvP(true, true);
6280 else // in friendly area
6282 if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
6283 pvpInfo.endTimer = time(0); // start toggle-off
6286 if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary
6288 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY);
6289 if(sWorld.IsFFAPvPRealm())
6290 RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6292 else
6294 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY);
6297 if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
6299 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6300 SetRestType(REST_TYPE_IN_CITY);
6301 InnEnter(time(0),GetMapId(),0,0,0);
6303 if(sWorld.IsFFAPvPRealm())
6304 RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6306 else // anywhere else
6308 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6310 if(GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
6312 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6314 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6315 SetRestType(REST_TYPE_NO);
6317 if(sWorld.IsFFAPvPRealm())
6318 SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6321 else // not in tavern (leave city then)
6323 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6324 SetRestType(REST_TYPE_NO);
6326 // Set player to FFA PVP when not in rested environment.
6327 if(sWorld.IsFFAPvPRealm())
6328 SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
6333 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6334 // if player resurrected at teleport this will be applied in resurrect code
6335 if(isAlive())
6336 DestroyZoneLimitedItem( true, newZone );
6338 // recent client version not send leave/join channel packets for built-in local channels
6339 UpdateLocalChannels( newZone );
6341 // group update
6342 if(GetGroup())
6343 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
6345 UpdateZoneDependentAuras(newZone);
6348 //If players are too far way of duel flag... then player loose the duel
6349 void Player::CheckDuelDistance(time_t currTime)
6351 if(!duel)
6352 return;
6354 uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
6355 GameObject* obj = ObjectAccessor::GetGameObject(*this, duelFlagGUID);
6356 if(!obj)
6357 return;
6359 if(duel->outOfBound == 0)
6361 if(!IsWithinDistInMap(obj, 50))
6363 duel->outOfBound = currTime;
6365 WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
6366 GetSession()->SendPacket(&data);
6369 else
6371 if(IsWithinDistInMap(obj, 40))
6373 duel->outOfBound = 0;
6375 WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
6376 GetSession()->SendPacket(&data);
6378 else if(currTime >= (duel->outOfBound+10))
6380 DuelComplete(DUEL_FLED);
6385 void Player::DuelComplete(DuelCompleteType type)
6387 // duel not requested
6388 if(!duel)
6389 return;
6391 WorldPacket data(SMSG_DUEL_COMPLETE, (1));
6392 data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
6393 GetSession()->SendPacket(&data);
6394 duel->opponent->GetSession()->SendPacket(&data);
6396 if(type != DUEL_INTERUPTED)
6398 data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
6399 data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled
6400 data << duel->opponent->GetName();
6401 data << GetName();
6402 SendMessageToSet(&data,true);
6405 // cool-down duel spell
6406 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6408 data<<GetGUID();
6409 data<<uint8(0x0);
6411 data<<(uint32)7266;
6412 data<<uint32(0x0);
6413 GetSession()->SendPacket(&data);
6414 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6415 data<<duel->opponent->GetGUID();
6416 data<<uint8(0x0);
6417 data<<(uint32)7266;
6418 data<<uint32(0x0);
6419 duel->opponent->GetSession()->SendPacket(&data);*/
6421 //Remove Duel Flag object
6422 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
6423 if(obj)
6424 duel->initiator->RemoveGameObject(obj,true);
6426 /* remove auras */
6427 std::vector<uint32> auras2remove;
6428 AuraMap const& vAuras = duel->opponent->GetAuras();
6429 for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); i++)
6431 if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6432 auras2remove.push_back(i->second->GetId());
6435 for(size_t i=0; i<auras2remove.size(); i++)
6436 duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
6438 auras2remove.clear();
6439 AuraMap const& auras = GetAuras();
6440 for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); i++)
6442 if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6443 auras2remove.push_back(i->second->GetId());
6445 for(size_t i=0; i<auras2remove.size(); i++)
6446 RemoveAurasDueToSpell(auras2remove[i]);
6448 // cleanup combo points
6449 if(GetComboTarget()==duel->opponent->GetGUID())
6450 ClearComboPoints();
6451 else if(GetComboTarget()==duel->opponent->GetPetGUID())
6452 ClearComboPoints();
6454 if(duel->opponent->GetComboTarget()==GetGUID())
6455 duel->opponent->ClearComboPoints();
6456 else if(duel->opponent->GetComboTarget()==GetPetGUID())
6457 duel->opponent->ClearComboPoints();
6459 //cleanups
6460 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6461 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6462 duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6463 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6465 delete duel->opponent->duel;
6466 duel->opponent->duel = NULL;
6467 delete duel;
6468 duel = NULL;
6471 //---------------------------------------------------------//
6473 void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
6475 if(slot >= INVENTORY_SLOT_BAG_END || !item)
6476 return;
6478 // not apply/remove mods for broken item
6479 if(item->IsBroken())
6480 return;
6482 ItemPrototype const *proto = item->GetProto();
6484 if(!proto)
6485 return;
6487 sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
6489 uint32 attacktype = Player::GetAttackBySlot(slot);
6490 if(attacktype < MAX_ATTACK)
6491 _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
6493 _ApplyItemBonuses(proto,slot,apply);
6495 if( slot==EQUIPMENT_SLOT_RANGED )
6496 _ApplyAmmoBonuses();
6498 ApplyItemEquipSpell(item,apply);
6499 ApplyEnchantment(item, apply);
6501 if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6502 CorrectMetaGemEnchants(slot, apply);
6504 sLog.outDebug("_ApplyItemMods complete.");
6507 void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply)
6509 if(slot >= INVENTORY_SLOT_BAG_END || !proto)
6510 return;
6512 for (int i = 0; i < 10; i++)
6514 uint32 statType = 0;
6515 int32 val = 0;
6517 if(proto->ScalingStatDistribution)
6519 if(ScalingStatDistributionEntry const *ssd = sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution))
6521 statType = ssd->StatMod[i];
6523 if(uint32 modifier = ssd->Modifier[i])
6525 uint32 level = ((getLevel() > ssd->MaxLevel) ? ssd->MaxLevel : getLevel());
6526 if(ScalingStatValuesEntry const *ssv = sScalingStatValuesStore.LookupEntry(level))
6528 int multiplier = ssv->Multiplier[proto->GetScalingStatValuesColumn()];
6529 val = (multiplier * modifier) / 10000;
6534 else
6536 statType = proto->ItemStat[i].ItemStatType;
6537 val = float(proto->ItemStat[i].ItemStatValue);
6540 if(val == 0)
6541 continue;
6543 switch (statType)
6545 case ITEM_MOD_MANA:
6546 HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
6547 break;
6548 case ITEM_MOD_HEALTH: // modify HP
6549 HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
6550 break;
6551 case ITEM_MOD_AGILITY: // modify agility
6552 HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
6553 ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
6554 break;
6555 case ITEM_MOD_STRENGTH: //modify strength
6556 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
6557 ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
6558 break;
6559 case ITEM_MOD_INTELLECT: //modify intellect
6560 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
6561 ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
6562 break;
6563 case ITEM_MOD_SPIRIT: //modify spirit
6564 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
6565 ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
6566 break;
6567 case ITEM_MOD_STAMINA: //modify stamina
6568 HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
6569 ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
6570 break;
6571 case ITEM_MOD_DEFENSE_SKILL_RATING:
6572 ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
6573 break;
6574 case ITEM_MOD_DODGE_RATING:
6575 ApplyRatingMod(CR_DODGE, int32(val), apply);
6576 break;
6577 case ITEM_MOD_PARRY_RATING:
6578 ApplyRatingMod(CR_PARRY, int32(val), apply);
6579 break;
6580 case ITEM_MOD_BLOCK_RATING:
6581 ApplyRatingMod(CR_BLOCK, int32(val), apply);
6582 break;
6583 case ITEM_MOD_HIT_MELEE_RATING:
6584 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6585 break;
6586 case ITEM_MOD_HIT_RANGED_RATING:
6587 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6588 break;
6589 case ITEM_MOD_HIT_SPELL_RATING:
6590 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6591 break;
6592 case ITEM_MOD_CRIT_MELEE_RATING:
6593 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6594 break;
6595 case ITEM_MOD_CRIT_RANGED_RATING:
6596 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6597 break;
6598 case ITEM_MOD_CRIT_SPELL_RATING:
6599 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6600 break;
6601 case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
6602 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6603 break;
6604 case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
6605 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6606 break;
6607 case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
6608 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6609 break;
6610 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
6611 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6612 break;
6613 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
6614 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6615 break;
6616 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
6617 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6618 break;
6619 case ITEM_MOD_HASTE_MELEE_RATING:
6620 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6621 break;
6622 case ITEM_MOD_HASTE_RANGED_RATING:
6623 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6624 break;
6625 case ITEM_MOD_HASTE_SPELL_RATING:
6626 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6627 break;
6628 case ITEM_MOD_HIT_RATING:
6629 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6630 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6631 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6632 break;
6633 case ITEM_MOD_CRIT_RATING:
6634 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6635 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6636 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6637 break;
6638 case ITEM_MOD_HIT_TAKEN_RATING:
6639 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6640 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6641 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6642 break;
6643 case ITEM_MOD_CRIT_TAKEN_RATING:
6644 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6645 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6646 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6647 break;
6648 case ITEM_MOD_RESILIENCE_RATING:
6649 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6650 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6651 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6652 break;
6653 case ITEM_MOD_HASTE_RATING:
6654 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6655 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6656 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6657 break;
6658 case ITEM_MOD_EXPERTISE_RATING:
6659 ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
6660 break;
6661 case ITEM_MOD_ARMOR_PENETRATION_RATING:
6662 ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
6663 break;
6667 if (proto->Armor)
6668 HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->Armor), apply);
6670 if (proto->Block)
6671 HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
6673 if (proto->HolyRes)
6674 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
6676 if (proto->FireRes)
6677 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
6679 if (proto->NatureRes)
6680 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
6682 if (proto->FrostRes)
6683 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
6685 if (proto->ShadowRes)
6686 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
6688 if (proto->ArcaneRes)
6689 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
6691 WeaponAttackType attType = BASE_ATTACK;
6692 float damage = 0.0f;
6694 if( slot == EQUIPMENT_SLOT_RANGED && (
6695 proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
6696 proto->InventoryType == INVTYPE_RANGEDRIGHT ))
6698 attType = RANGED_ATTACK;
6700 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6702 attType = OFF_ATTACK;
6705 if (proto->Damage[0].DamageMin > 0 )
6707 damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE;
6708 SetBaseWeaponDamage(attType, MINDAMAGE, damage);
6709 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6712 if (proto->Damage[0].DamageMax > 0 )
6714 damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE;
6715 SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
6718 if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
6719 return;
6721 if (proto->Delay)
6723 if(slot == EQUIPMENT_SLOT_RANGED)
6724 SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6725 else if(slot==EQUIPMENT_SLOT_MAINHAND)
6726 SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6727 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6728 SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6731 if(CanModifyStats() && (damage || proto->Delay))
6732 UpdateDamagePhysical(attType);
6735 void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
6737 AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
6738 for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
6739 _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
6741 AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
6742 for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
6743 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6745 AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
6746 for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
6747 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6750 void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6752 // generic not weapon specific case processes in aura code
6753 if(aura->GetSpellProto()->EquippedItemClass == -1)
6754 return;
6756 BaseModGroup mod = BASEMOD_END;
6757 switch(attackType)
6759 case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
6760 case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
6761 case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
6762 default: return;
6765 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6767 HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
6771 void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6773 // ignore spell mods for not wands
6774 Modifier const* modifier = aura->GetModifier();
6775 if((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
6776 return;
6778 // generic not weapon specific case processes in aura code
6779 if(aura->GetSpellProto()->EquippedItemClass == -1)
6780 return;
6782 UnitMods unitMod = UNIT_MOD_END;
6783 switch(attackType)
6785 case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
6786 case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
6787 case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
6788 default: return;
6791 UnitModifierType unitModType = TOTAL_VALUE;
6792 switch(modifier->m_auraname)
6794 case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
6795 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
6796 default: return;
6799 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6801 HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
6805 void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
6807 if(!item)
6808 return;
6810 ItemPrototype const *proto = item->GetProto();
6811 if(!proto)
6812 return;
6814 for (int i = 0; i < 5; i++)
6816 _Spell const& spellData = proto->Spells[i];
6818 // no spell
6819 if(!spellData.SpellId )
6820 continue;
6822 // wrong triggering type
6823 if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
6824 continue;
6826 // check if it is valid spell
6827 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
6828 if(!spellproto)
6829 continue;
6831 ApplyEquipSpell(spellproto,item,apply,form_change);
6835 void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
6837 if(apply)
6839 // Cannot be used in this stance/form
6840 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)!=0)
6841 return;
6843 if(form_change) // check aura active state from other form
6845 bool found = false;
6846 for (int k=0; k < 3; ++k)
6848 spellEffectPair spair = spellEffectPair(spellInfo->Id, k);
6849 for (AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
6851 if(!item || iter->second->GetCastItemGUID() == item->GetGUID())
6853 found = true;
6854 break;
6857 if(found)
6858 break;
6861 if(found) // and skip re-cast already active aura at form change
6862 return;
6865 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
6867 CastSpell(this,spellInfo,true,item);
6869 else
6871 if(form_change) // check aura compatibility
6873 // Cannot be used in this stance/form
6874 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==0)
6875 return; // and remove only not compatible at form change
6878 if(item)
6879 RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped
6880 else
6881 RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
6885 void Player::UpdateEquipSpellsAtFormChange()
6887 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6889 if(m_items[i] && !m_items[i]->IsBroken())
6891 ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
6892 ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
6896 // item set bonuses not dependent from item broken state
6897 for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
6899 ItemSetEffect* eff = ItemSetEff[setindex];
6900 if(!eff)
6901 continue;
6903 for(uint32 y=0;y<8; ++y)
6905 SpellEntry const* spellInfo = eff->spells[y];
6906 if(!spellInfo)
6907 continue;
6909 ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
6910 ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
6915 void Player::CastItemCombatSpell(Item *item,Unit* Target, WeaponAttackType attType)
6917 if(!item || item->IsBroken())
6918 return;
6920 ItemPrototype const *proto = item->GetProto();
6921 if(!proto)
6922 return;
6924 if (!Target || Target == this )
6925 return;
6927 for (int i = 0; i < 5; i++)
6929 _Spell const& spellData = proto->Spells[i];
6931 // no spell
6932 if(!spellData.SpellId )
6933 continue;
6935 // wrong triggering type
6936 if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
6937 continue;
6939 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
6940 if(!spellInfo)
6942 sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
6943 continue;
6946 // not allow proc extra attack spell at extra attack
6947 if( m_extraAttacks && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
6948 return;
6950 float chance = spellInfo->procChance;
6952 if(spellData.SpellPPMRate)
6954 uint32 WeaponSpeed = GetAttackTime(attType);
6955 chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
6957 else if(chance > 100.0f)
6959 chance = GetWeaponProcChance();
6962 if (roll_chance_f(chance))
6963 CastSpell(Target, spellInfo->Id, true, item);
6966 // item combat enchantments
6967 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
6969 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
6970 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
6971 if(!pEnchant) continue;
6972 for (int s=0;s<3;s++)
6974 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
6975 continue;
6977 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
6978 if (!spellInfo)
6980 sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
6981 continue;
6984 float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
6985 if (roll_chance_f(chance))
6987 if(IsPositiveSpell(pEnchant->spellid[s]))
6988 CastSpell(this, pEnchant->spellid[s], true, item);
6989 else
6990 CastSpell(Target, pEnchant->spellid[s], true, item);
6996 void Player::_RemoveAllItemMods()
6998 sLog.outDebug("_RemoveAllItemMods start.");
7000 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7002 if(m_items[i])
7004 ItemPrototype const *proto = m_items[i]->GetProto();
7005 if(!proto)
7006 continue;
7008 // item set bonuses not dependent from item broken state
7009 if(proto->ItemSet)
7010 RemoveItemsSetItem(this,proto);
7012 if(m_items[i]->IsBroken())
7013 continue;
7015 ApplyItemEquipSpell(m_items[i],false);
7016 ApplyEnchantment(m_items[i], false);
7020 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7022 if(m_items[i])
7024 if(m_items[i]->IsBroken())
7025 continue;
7026 ItemPrototype const *proto = m_items[i]->GetProto();
7027 if(!proto)
7028 continue;
7030 uint32 attacktype = Player::GetAttackBySlot(i);
7031 if(attacktype < MAX_ATTACK)
7032 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
7034 _ApplyItemBonuses(proto,i, false);
7036 if( i == EQUIPMENT_SLOT_RANGED )
7037 _ApplyAmmoBonuses();
7041 sLog.outDebug("_RemoveAllItemMods complete.");
7044 void Player::_ApplyAllItemMods()
7046 sLog.outDebug("_ApplyAllItemMods start.");
7048 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7050 if(m_items[i])
7052 if(m_items[i]->IsBroken())
7053 continue;
7055 ItemPrototype const *proto = m_items[i]->GetProto();
7056 if(!proto)
7057 continue;
7059 uint32 attacktype = Player::GetAttackBySlot(i);
7060 if(attacktype < MAX_ATTACK)
7061 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
7063 _ApplyItemBonuses(proto,i, true);
7065 if( i == EQUIPMENT_SLOT_RANGED )
7066 _ApplyAmmoBonuses();
7070 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7072 if(m_items[i])
7074 ItemPrototype const *proto = m_items[i]->GetProto();
7075 if(!proto)
7076 continue;
7078 // item set bonuses not dependent from item broken state
7079 if(proto->ItemSet)
7080 AddItemsSetItem(this,m_items[i]);
7082 if(m_items[i]->IsBroken())
7083 continue;
7085 ApplyItemEquipSpell(m_items[i],true);
7086 ApplyEnchantment(m_items[i], true);
7090 sLog.outDebug("_ApplyAllItemMods complete.");
7093 void Player::_ApplyAmmoBonuses()
7095 // check ammo
7096 uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
7097 if(!ammo_id)
7098 return;
7100 float currentAmmoDPS;
7102 ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
7103 if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
7104 currentAmmoDPS = 0.0f;
7105 else
7106 currentAmmoDPS = ammo_proto->Damage[0].DamageMin;
7108 if(currentAmmoDPS == GetAmmoDPS())
7109 return;
7111 m_ammoDPS = currentAmmoDPS;
7113 if(CanModifyStats())
7114 UpdateDamagePhysical(RANGED_ATTACK);
7117 bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
7119 if(!ammo_proto)
7120 return false;
7122 // check ranged weapon
7123 Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
7124 if(!weapon || weapon->IsBroken() )
7125 return false;
7127 ItemPrototype const* weapon_proto = weapon->GetProto();
7128 if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
7129 return false;
7131 // check ammo ws. weapon compatibility
7132 switch(weapon_proto->SubClass)
7134 case ITEM_SUBCLASS_WEAPON_BOW:
7135 case ITEM_SUBCLASS_WEAPON_CROSSBOW:
7136 if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
7137 return false;
7138 break;
7139 case ITEM_SUBCLASS_WEAPON_GUN:
7140 if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
7141 return false;
7142 break;
7143 default:
7144 return false;
7147 return true;
7150 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7151 Called by remove insignia spell effect */
7152 void Player::RemovedInsignia(Player* looterPlr)
7154 if (!GetBattleGroundId())
7155 return;
7157 // If not released spirit, do it !
7158 if(m_deathTimer > 0)
7160 m_deathTimer = 0;
7161 BuildPlayerRepop();
7162 RepopAtGraveyard();
7165 Corpse *corpse = GetCorpse();
7166 if (!corpse)
7167 return;
7169 // We have to convert player corpse to bones, not to be able to resurrect there
7170 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7171 Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
7172 if (!bones)
7173 return;
7175 // Now we must make bones lootable, and send player loot
7176 bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
7178 // We store the level of our player in the gold field
7179 // We retrieve this information at Player::SendLoot()
7180 bones->loot.gold = getLevel();
7181 bones->lootRecipient = looterPlr;
7182 looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
7185 /*Loot type MUST be
7186 1-corpse, go
7187 2-skinning
7188 3-Fishing
7191 void Player::SendLootRelease( uint64 guid )
7193 WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
7194 data << uint64(guid) << uint8(1);
7195 SendDirectMessage( &data );
7198 void Player::SendLoot(uint64 guid, LootType loot_type)
7200 Loot *loot = 0;
7201 PermissionTypes permission = ALL_PERMISSION;
7203 sLog.outDebug("Player::SendLoot");
7204 if (IS_GAMEOBJECT_GUID(guid))
7206 sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7207 GameObject *go =
7208 ObjectAccessor::GetGameObject(*this, guid);
7210 // not check distance for GO in case owned GO (fishing bobber case, for example)
7211 // And permit out of range GO with no owner in case fishing hole
7212 if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
7214 SendLootRelease(guid);
7215 return;
7218 loot = &go->loot;
7220 if(go->getLootState() == GO_READY)
7222 uint32 lootid = go->GetLootId();
7224 if(lootid)
7226 sLog.outDebug(" if(lootid)");
7227 loot->clear();
7228 loot->FillLoot(lootid, LootTemplates_Gameobject, this);
7231 if(loot_type == LOOT_FISHING)
7232 go->getFishLoot(loot);
7234 go->SetLootState(GO_ACTIVATED);
7237 else if (IS_ITEM_GUID(guid))
7239 Item *item = GetItemByGuid( guid );
7241 if (!item)
7243 SendLootRelease(guid);
7244 return;
7247 if(loot_type == LOOT_DISENCHANTING)
7249 loot = &item->loot;
7251 if(!item->m_lootGenerated)
7253 item->m_lootGenerated = true;
7254 loot->clear();
7255 loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this);
7258 else if(loot_type == LOOT_PROSPECTING)
7260 loot = &item->loot;
7262 if(!item->m_lootGenerated)
7264 item->m_lootGenerated = true;
7265 loot->clear();
7266 loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this);
7269 else if(loot_type == LOOT_MILLING)
7271 loot = &item->loot;
7273 if(!item->m_lootGenerated)
7275 item->m_lootGenerated = true;
7276 loot->clear();
7277 loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this);
7280 else
7282 loot = &item->loot;
7284 if(!item->m_lootGenerated)
7286 item->m_lootGenerated = true;
7287 loot->clear();
7288 loot->FillLoot(item->GetEntry(), LootTemplates_Item, this);
7290 loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
7294 else if (IS_CORPSE_GUID(guid)) // remove insignia
7296 Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
7298 if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
7300 SendLootRelease(guid);
7301 return;
7304 loot = &bones->loot;
7306 if (!bones->lootForBody)
7308 bones->lootForBody = true;
7309 uint32 pLevel = bones->loot.gold;
7310 bones->loot.clear();
7311 // It may need a better formula
7312 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7313 bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) );
7316 if (bones->lootRecipient != this)
7317 permission = NONE_PERMISSION;
7319 else
7321 Creature *creature = ObjectAccessor::GetCreature(*this, guid);
7323 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7324 if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
7326 SendLootRelease(guid);
7327 return;
7330 if(loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
7332 SendLootRelease(guid);
7333 return;
7336 loot = &creature->loot;
7338 if(loot_type == LOOT_PICKPOCKETING)
7340 if ( !creature->lootForPickPocketed )
7342 creature->lootForPickPocketed = true;
7343 loot->clear();
7345 if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
7346 loot->FillLoot(lootid, LootTemplates_Pickpocketing, this);
7348 // Generate extra money for pick pocket loot
7349 const uint32 a = urand(0, creature->getLevel()/2);
7350 const uint32 b = urand(0, getLevel()/2);
7351 loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
7354 else
7356 // the player whose group may loot the corpse
7357 Player *recipient = creature->GetLootRecipient();
7358 if (!recipient)
7360 creature->SetLootRecipient(this);
7361 recipient = this;
7364 if (creature->lootForPickPocketed)
7366 creature->lootForPickPocketed = false;
7367 loot->clear();
7370 if(!creature->lootForBody)
7372 creature->lootForBody = true;
7373 loot->clear();
7375 if (uint32 lootid = creature->GetCreatureInfo()->lootid)
7376 loot->FillLoot(lootid, LootTemplates_Creature, recipient);
7378 loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
7380 if(Group* group = recipient->GetGroup())
7382 group->UpdateLooterGuid(creature,true);
7384 switch (group->GetLootMethod())
7386 case GROUP_LOOT:
7387 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7388 group->GroupLoot(recipient->GetGUID(), loot, creature);
7389 break;
7390 case NEED_BEFORE_GREED:
7391 group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
7392 break;
7393 case MASTER_LOOT:
7394 group->MasterLoot(recipient->GetGUID(), loot, creature);
7395 break;
7396 default:
7397 break;
7402 // possible only if creature->lootForBody && loot->empty() at spell cast check
7403 if (loot_type == LOOT_SKINNING)
7405 loot->clear();
7406 loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this);
7408 // set group rights only for loot_type != LOOT_SKINNING
7409 else
7411 if(Group* group = GetGroup())
7413 if( group == recipient->GetGroup() )
7415 if(group->GetLootMethod() == FREE_FOR_ALL)
7416 permission = ALL_PERMISSION;
7417 else if(group->GetLooterGuid() == GetGUID())
7419 if(group->GetLootMethod() == MASTER_LOOT)
7420 permission = MASTER_PERMISSION;
7421 else
7422 permission = ALL_PERMISSION;
7424 else
7425 permission = GROUP_PERMISSION;
7427 else
7428 permission = NONE_PERMISSION;
7430 else if(recipient == this)
7431 permission = ALL_PERMISSION;
7432 else
7433 permission = NONE_PERMISSION;
7438 SetLootGUID(guid);
7440 QuestItemList *q_list = 0;
7441 if (permission != NONE_PERMISSION)
7443 QuestItemMap const& lootPlayerQuestItems = loot->GetPlayerQuestItems();
7444 QuestItemMap::const_iterator itr = lootPlayerQuestItems.find(GetGUIDLow());
7445 if (itr == lootPlayerQuestItems.end())
7446 q_list = loot->FillQuestLoot(this);
7447 else
7448 q_list = itr->second;
7451 QuestItemList *ffa_list = 0;
7452 if (permission != NONE_PERMISSION)
7454 QuestItemMap const& lootPlayerFFAItems = loot->GetPlayerFFAItems();
7455 QuestItemMap::const_iterator itr = lootPlayerFFAItems.find(GetGUIDLow());
7456 if (itr == lootPlayerFFAItems.end())
7457 ffa_list = loot->FillFFALoot(this);
7458 else
7459 ffa_list = itr->second;
7462 QuestItemList *conditional_list = 0;
7463 if (permission != NONE_PERMISSION)
7465 QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = loot->GetPlayerNonQuestNonFFAConditionalItems();
7466 QuestItemMap::const_iterator itr = lootPlayerNonQuestNonFFAConditionalItems.find(GetGUIDLow());
7467 if (itr == lootPlayerNonQuestNonFFAConditionalItems.end())
7468 conditional_list = loot->FillNonQuestNonFFAConditionalLoot(this);
7469 else
7470 conditional_list = itr->second;
7473 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING, LOOT_INSIGNIA and LOOT_MILLING unsupported by client, sending LOOT_SKINNING instead
7474 if(loot_type == LOOT_PICKPOCKETING || loot_type == LOOT_DISENCHANTING || loot_type == LOOT_PROSPECTING || loot_type == LOOT_INSIGNIA || loot_type == LOOT_MILLING)
7475 loot_type = LOOT_SKINNING;
7477 if(loot_type == LOOT_FISHINGHOLE)
7478 loot_type = LOOT_FISHING;
7480 WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
7482 data << uint64(guid);
7483 data << uint8(loot_type);
7484 data << LootView(*loot, q_list, ffa_list, conditional_list, this, permission);
7486 SendDirectMessage(&data);
7488 // add 'this' player as one of the players that are looting 'loot'
7489 if (permission != NONE_PERMISSION)
7490 loot->AddLooter(GetGUID());
7492 if ( loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid) )
7493 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
7496 void Player::SendNotifyLootMoneyRemoved()
7498 WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
7499 GetSession()->SendPacket( &data );
7502 void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
7504 WorldPacket data(SMSG_LOOT_REMOVED, 1);
7505 data << uint8(lootSlot);
7506 GetSession()->SendPacket( &data );
7509 void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
7511 WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
7512 data << Field;
7513 data << Value;
7514 GetSession()->SendPacket(&data);
7517 void Player::SendInitWorldStates()
7519 // data depends on zoneid/mapid...
7520 BattleGround* bg = GetBattleGround();
7521 uint16 NumberOfFields = 0;
7522 uint32 mapid = GetMapId();
7523 uint32 zoneid = GetZoneId();
7524 uint32 areaid = GetAreaId();
7525 sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
7526 // may be exist better way to do this...
7527 switch(zoneid)
7529 case 0:
7530 case 1:
7531 case 4:
7532 case 8:
7533 case 10:
7534 case 11:
7535 case 12:
7536 case 36:
7537 case 38:
7538 case 40:
7539 case 41:
7540 case 51:
7541 case 267:
7542 case 1519:
7543 case 1537:
7544 case 2257:
7545 case 2918:
7546 NumberOfFields = 6;
7547 break;
7548 case 2597:
7549 NumberOfFields = 81;
7550 break;
7551 case 3277:
7552 NumberOfFields = 14;
7553 break;
7554 case 3358:
7555 case 3820:
7556 NumberOfFields = 38;
7557 break;
7558 case 3483:
7559 NumberOfFields = 22;
7560 break;
7561 case 3519:
7562 NumberOfFields = 36;
7563 break;
7564 case 3521:
7565 NumberOfFields = 35;
7566 break;
7567 case 3698:
7568 case 3702:
7569 case 3968:
7570 NumberOfFields = 9;
7571 break;
7572 case 3703:
7573 NumberOfFields = 9;
7574 break;
7575 default:
7576 NumberOfFields = 10;
7577 break;
7580 WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
7581 data << uint32(mapid); // mapid
7582 data << uint32(zoneid); // zone id
7583 data << uint32(areaid); // area id, new 2.1.0
7584 data << uint16(NumberOfFields); // count of uint64 blocks
7585 data << uint32(0x8d8) << uint32(0x0); // 1
7586 data << uint32(0x8d7) << uint32(0x0); // 2
7587 data << uint32(0x8d6) << uint32(0x0); // 3
7588 data << uint32(0x8d5) << uint32(0x0); // 4
7589 data << uint32(0x8d4) << uint32(0x0); // 5
7590 data << uint32(0x8d3) << uint32(0x0); // 6
7591 if(mapid == 530) // Outland
7593 data << uint32(0x9bf) << uint32(0x0); // 7
7594 data << uint32(0x9bd) << uint32(0xF); // 8
7595 data << uint32(0x9bb) << uint32(0xF); // 9
7597 switch(zoneid)
7599 case 1:
7600 case 11:
7601 case 12:
7602 case 38:
7603 case 40:
7604 case 51:
7605 case 1519:
7606 case 1537:
7607 case 2257:
7608 break;
7609 case 2597: // AV
7610 data << uint32(0x7ae) << uint32(0x1); // 7
7611 data << uint32(0x532) << uint32(0x1); // 8
7612 data << uint32(0x531) << uint32(0x0); // 9
7613 data << uint32(0x52e) << uint32(0x0); // 10
7614 data << uint32(0x571) << uint32(0x0); // 11
7615 data << uint32(0x570) << uint32(0x0); // 12
7616 data << uint32(0x567) << uint32(0x1); // 13
7617 data << uint32(0x566) << uint32(0x1); // 14
7618 data << uint32(0x550) << uint32(0x1); // 15
7619 data << uint32(0x544) << uint32(0x0); // 16
7620 data << uint32(0x536) << uint32(0x0); // 17
7621 data << uint32(0x535) << uint32(0x1); // 18
7622 data << uint32(0x518) << uint32(0x0); // 19
7623 data << uint32(0x517) << uint32(0x0); // 20
7624 data << uint32(0x574) << uint32(0x0); // 21
7625 data << uint32(0x573) << uint32(0x0); // 22
7626 data << uint32(0x572) << uint32(0x0); // 23
7627 data << uint32(0x56f) << uint32(0x0); // 24
7628 data << uint32(0x56e) << uint32(0x0); // 25
7629 data << uint32(0x56d) << uint32(0x0); // 26
7630 data << uint32(0x56c) << uint32(0x0); // 27
7631 data << uint32(0x56b) << uint32(0x0); // 28
7632 data << uint32(0x56a) << uint32(0x1); // 29
7633 data << uint32(0x569) << uint32(0x1); // 30
7634 data << uint32(0x568) << uint32(0x1); // 13
7635 data << uint32(0x565) << uint32(0x0); // 32
7636 data << uint32(0x564) << uint32(0x0); // 33
7637 data << uint32(0x563) << uint32(0x0); // 34
7638 data << uint32(0x562) << uint32(0x0); // 35
7639 data << uint32(0x561) << uint32(0x0); // 36
7640 data << uint32(0x560) << uint32(0x0); // 37
7641 data << uint32(0x55f) << uint32(0x0); // 38
7642 data << uint32(0x55e) << uint32(0x0); // 39
7643 data << uint32(0x55d) << uint32(0x0); // 40
7644 data << uint32(0x3c6) << uint32(0x4); // 41
7645 data << uint32(0x3c4) << uint32(0x6); // 42
7646 data << uint32(0x3c2) << uint32(0x4); // 43
7647 data << uint32(0x516) << uint32(0x1); // 44
7648 data << uint32(0x515) << uint32(0x0); // 45
7649 data << uint32(0x3b6) << uint32(0x6); // 46
7650 data << uint32(0x55c) << uint32(0x0); // 47
7651 data << uint32(0x55b) << uint32(0x0); // 48
7652 data << uint32(0x55a) << uint32(0x0); // 49
7653 data << uint32(0x559) << uint32(0x0); // 50
7654 data << uint32(0x558) << uint32(0x0); // 51
7655 data << uint32(0x557) << uint32(0x0); // 52
7656 data << uint32(0x556) << uint32(0x0); // 53
7657 data << uint32(0x555) << uint32(0x0); // 54
7658 data << uint32(0x554) << uint32(0x1); // 55
7659 data << uint32(0x553) << uint32(0x1); // 56
7660 data << uint32(0x552) << uint32(0x1); // 57
7661 data << uint32(0x551) << uint32(0x1); // 58
7662 data << uint32(0x54f) << uint32(0x0); // 59
7663 data << uint32(0x54e) << uint32(0x0); // 60
7664 data << uint32(0x54d) << uint32(0x1); // 61
7665 data << uint32(0x54c) << uint32(0x0); // 62
7666 data << uint32(0x54b) << uint32(0x0); // 63
7667 data << uint32(0x545) << uint32(0x0); // 64
7668 data << uint32(0x543) << uint32(0x1); // 65
7669 data << uint32(0x542) << uint32(0x0); // 66
7670 data << uint32(0x540) << uint32(0x0); // 67
7671 data << uint32(0x53f) << uint32(0x0); // 68
7672 data << uint32(0x53e) << uint32(0x0); // 69
7673 data << uint32(0x53d) << uint32(0x0); // 70
7674 data << uint32(0x53c) << uint32(0x0); // 71
7675 data << uint32(0x53b) << uint32(0x0); // 72
7676 data << uint32(0x53a) << uint32(0x1); // 73
7677 data << uint32(0x539) << uint32(0x0); // 74
7678 data << uint32(0x538) << uint32(0x0); // 75
7679 data << uint32(0x537) << uint32(0x0); // 76
7680 data << uint32(0x534) << uint32(0x0); // 77
7681 data << uint32(0x533) << uint32(0x0); // 78
7682 data << uint32(0x530) << uint32(0x0); // 79
7683 data << uint32(0x52f) << uint32(0x0); // 80
7684 data << uint32(0x52d) << uint32(0x1); // 81
7685 break;
7686 case 3277: // WS
7687 if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
7688 bg->FillInitialWorldStates(data);
7689 else
7691 data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7692 data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7693 data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7694 data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7695 data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
7696 data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7697 data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7698 data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7700 break;
7701 case 3358: // AB
7702 if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
7703 bg->FillInitialWorldStates(data);
7704 else
7706 data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7707 data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7708 data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7709 data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7710 data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7711 data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7712 data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7713 data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7714 data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7715 data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7716 data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7717 data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7718 data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7719 data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7720 data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7721 data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7722 data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7723 data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7724 data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7725 data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7726 data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7727 data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7728 data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7729 data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7730 data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7731 data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7732 data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7733 data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7734 data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7735 data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7736 data << uint32(0x745) << uint32(0x2); // 37 1861 unk
7737 data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7739 break;
7740 case 3820: // EY
7741 if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
7742 bg->FillInitialWorldStates(data);
7743 else
7745 data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7746 data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7747 data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7748 data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7749 data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7750 data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7751 data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7752 data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7753 data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7754 data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7755 data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7756 data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7757 data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7758 data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7759 data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7760 data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7761 data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7762 data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7763 data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7764 data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7765 data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7766 data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7767 data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7768 data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7769 data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7770 data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7771 data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7772 data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7773 data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7774 data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7775 data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7776 data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7777 // and some more ... unknown
7779 break;
7780 case 3483: // Hellfire Peninsula
7781 data << uint32(0x9ba) << uint32(0x1); // 10
7782 data << uint32(0x9b9) << uint32(0x1); // 11
7783 data << uint32(0x9b5) << uint32(0x0); // 12
7784 data << uint32(0x9b4) << uint32(0x1); // 13
7785 data << uint32(0x9b3) << uint32(0x0); // 14
7786 data << uint32(0x9b2) << uint32(0x0); // 15
7787 data << uint32(0x9b1) << uint32(0x1); // 16
7788 data << uint32(0x9b0) << uint32(0x0); // 17
7789 data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7790 data << uint32(0x9ac) << uint32(0x0); // 19
7791 data << uint32(0x9a8) << uint32(0x0); // 20
7792 data << uint32(0x9a7) << uint32(0x0); // 21
7793 data << uint32(0x9a6) << uint32(0x1); // 22
7794 break;
7795 case 3519: // Terokkar Forest
7796 data << uint32(0xa41) << uint32(0x0); // 10
7797 data << uint32(0xa40) << uint32(0x14); // 11
7798 data << uint32(0xa3f) << uint32(0x0); // 12
7799 data << uint32(0xa3e) << uint32(0x0); // 13
7800 data << uint32(0xa3d) << uint32(0x5); // 14
7801 data << uint32(0xa3c) << uint32(0x0); // 15
7802 data << uint32(0xa87) << uint32(0x0); // 16
7803 data << uint32(0xa86) << uint32(0x0); // 17
7804 data << uint32(0xa85) << uint32(0x0); // 18
7805 data << uint32(0xa84) << uint32(0x0); // 19
7806 data << uint32(0xa83) << uint32(0x0); // 20
7807 data << uint32(0xa82) << uint32(0x0); // 21
7808 data << uint32(0xa81) << uint32(0x0); // 22
7809 data << uint32(0xa80) << uint32(0x0); // 23
7810 data << uint32(0xa7e) << uint32(0x0); // 24
7811 data << uint32(0xa7d) << uint32(0x0); // 25
7812 data << uint32(0xa7c) << uint32(0x0); // 26
7813 data << uint32(0xa7b) << uint32(0x0); // 27
7814 data << uint32(0xa7a) << uint32(0x0); // 28
7815 data << uint32(0xa79) << uint32(0x0); // 29
7816 data << uint32(0x9d0) << uint32(0x5); // 30
7817 data << uint32(0x9ce) << uint32(0x0); // 31
7818 data << uint32(0x9cd) << uint32(0x0); // 32
7819 data << uint32(0x9cc) << uint32(0x0); // 33
7820 data << uint32(0xa88) << uint32(0x0); // 34
7821 data << uint32(0xad0) << uint32(0x0); // 35
7822 data << uint32(0xacf) << uint32(0x1); // 36
7823 break;
7824 case 3521: // Zangarmarsh
7825 data << uint32(0x9e1) << uint32(0x0); // 10
7826 data << uint32(0x9e0) << uint32(0x0); // 11
7827 data << uint32(0x9df) << uint32(0x0); // 12
7828 data << uint32(0xa5d) << uint32(0x1); // 13
7829 data << uint32(0xa5c) << uint32(0x0); // 14
7830 data << uint32(0xa5b) << uint32(0x1); // 15
7831 data << uint32(0xa5a) << uint32(0x0); // 16
7832 data << uint32(0xa59) << uint32(0x1); // 17
7833 data << uint32(0xa58) << uint32(0x0); // 18
7834 data << uint32(0xa57) << uint32(0x0); // 19
7835 data << uint32(0xa56) << uint32(0x0); // 20
7836 data << uint32(0xa55) << uint32(0x1); // 21
7837 data << uint32(0xa54) << uint32(0x0); // 22
7838 data << uint32(0x9e7) << uint32(0x0); // 23
7839 data << uint32(0x9e6) << uint32(0x0); // 24
7840 data << uint32(0x9e5) << uint32(0x0); // 25
7841 data << uint32(0xa00) << uint32(0x0); // 26
7842 data << uint32(0x9ff) << uint32(0x1); // 27
7843 data << uint32(0x9fe) << uint32(0x0); // 28
7844 data << uint32(0x9fd) << uint32(0x0); // 29
7845 data << uint32(0x9fc) << uint32(0x1); // 30
7846 data << uint32(0x9fb) << uint32(0x0); // 31
7847 data << uint32(0xa62) << uint32(0x0); // 32
7848 data << uint32(0xa61) << uint32(0x1); // 33
7849 data << uint32(0xa60) << uint32(0x1); // 34
7850 data << uint32(0xa5f) << uint32(0x0); // 35
7851 break;
7852 case 3698: // Nagrand Arena
7853 data << uint32(0xa0f) << uint32(0x0); // 7
7854 data << uint32(0xa10) << uint32(0x0); // 8
7855 data << uint32(0xa11) << uint32(0x0); // 9
7856 break;
7857 case 3702: // Blade's Edge Arena
7858 data << uint32(0x9f0) << uint32(0x0); // 7
7859 data << uint32(0x9f1) << uint32(0x0); // 8
7860 data << uint32(0x9f3) << uint32(0x0); // 9
7861 break;
7862 case 3968: // Ruins of Lordaeron
7863 data << uint32(0xbb8) << uint32(0x0); // 7
7864 data << uint32(0xbb9) << uint32(0x0); // 8
7865 data << uint32(0xbba) << uint32(0x0); // 9
7866 break;
7867 case 3703: // Shattrath City
7868 break;
7869 default:
7870 data << uint32(0x914) << uint32(0x0); // 7
7871 data << uint32(0x913) << uint32(0x0); // 8
7872 data << uint32(0x912) << uint32(0x0); // 9
7873 data << uint32(0x915) << uint32(0x0); // 10
7874 break;
7876 GetSession()->SendPacket(&data);
7879 uint32 Player::GetXPRestBonus(uint32 xp)
7881 uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
7883 if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
7884 rested_bonus = xp;
7886 SetRestBonus( GetRestBonus() - rested_bonus);
7888 sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
7889 return rested_bonus;
7892 void Player::SetBindPoint(uint64 guid)
7894 WorldPacket data(SMSG_BINDER_CONFIRM, 8);
7895 data << uint64(guid);
7896 GetSession()->SendPacket( &data );
7899 void Player::SendTalentWipeConfirm(uint64 guid)
7901 WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
7902 data << uint64(guid);
7903 data << uint32(resetTalentsCost());
7904 GetSession()->SendPacket( &data );
7907 void Player::SendPetSkillWipeConfirm()
7909 Pet* pet = GetPet();
7910 if(!pet)
7911 return;
7912 WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
7913 data << pet->GetGUID();
7914 data << uint32(pet->resetTalentsCost());
7915 GetSession()->SendPacket( &data );
7918 /*********************************************************/
7919 /*** STORAGE SYSTEM ***/
7920 /*********************************************************/
7922 void Player::SetVirtualItemSlot( uint8 i, Item* item)
7924 assert(i < 3);
7925 if(i < 2 && item)
7927 if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
7928 return;
7929 uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
7930 if(charges == 0)
7931 return;
7932 if(charges > 1)
7933 item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
7934 else if(charges <= 1)
7936 ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
7937 item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
7942 void Player::SetSheath( uint32 sheathed )
7944 switch (sheathed)
7946 case SHEATH_STATE_UNARMED: // no prepared weapon
7947 SetVirtualItemSlot(0,NULL);
7948 SetVirtualItemSlot(1,NULL);
7949 SetVirtualItemSlot(2,NULL);
7950 break;
7951 case SHEATH_STATE_MELEE: // prepared melee weapon
7953 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
7954 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
7955 SetVirtualItemSlot(2,NULL);
7956 }; break;
7957 case SHEATH_STATE_RANGED: // prepared ranged weapon
7958 SetVirtualItemSlot(0,NULL);
7959 SetVirtualItemSlot(1,NULL);
7960 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
7961 break;
7962 default:
7963 SetVirtualItemSlot(0,NULL);
7964 SetVirtualItemSlot(1,NULL);
7965 SetVirtualItemSlot(2,NULL);
7966 break;
7968 SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); // this must visualize Sheath changing for other players...
7971 uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
7973 uint8 pClass = getClass();
7975 uint8 slots[4];
7976 slots[0] = NULL_SLOT;
7977 slots[1] = NULL_SLOT;
7978 slots[2] = NULL_SLOT;
7979 slots[3] = NULL_SLOT;
7980 switch( proto->InventoryType )
7982 case INVTYPE_HEAD:
7983 slots[0] = EQUIPMENT_SLOT_HEAD;
7984 break;
7985 case INVTYPE_NECK:
7986 slots[0] = EQUIPMENT_SLOT_NECK;
7987 break;
7988 case INVTYPE_SHOULDERS:
7989 slots[0] = EQUIPMENT_SLOT_SHOULDERS;
7990 break;
7991 case INVTYPE_BODY:
7992 slots[0] = EQUIPMENT_SLOT_BODY;
7993 break;
7994 case INVTYPE_CHEST:
7995 slots[0] = EQUIPMENT_SLOT_CHEST;
7996 break;
7997 case INVTYPE_ROBE:
7998 slots[0] = EQUIPMENT_SLOT_CHEST;
7999 break;
8000 case INVTYPE_WAIST:
8001 slots[0] = EQUIPMENT_SLOT_WAIST;
8002 break;
8003 case INVTYPE_LEGS:
8004 slots[0] = EQUIPMENT_SLOT_LEGS;
8005 break;
8006 case INVTYPE_FEET:
8007 slots[0] = EQUIPMENT_SLOT_FEET;
8008 break;
8009 case INVTYPE_WRISTS:
8010 slots[0] = EQUIPMENT_SLOT_WRISTS;
8011 break;
8012 case INVTYPE_HANDS:
8013 slots[0] = EQUIPMENT_SLOT_HANDS;
8014 break;
8015 case INVTYPE_FINGER:
8016 slots[0] = EQUIPMENT_SLOT_FINGER1;
8017 slots[1] = EQUIPMENT_SLOT_FINGER2;
8018 break;
8019 case INVTYPE_TRINKET:
8020 slots[0] = EQUIPMENT_SLOT_TRINKET1;
8021 slots[1] = EQUIPMENT_SLOT_TRINKET2;
8022 break;
8023 case INVTYPE_CLOAK:
8024 slots[0] = EQUIPMENT_SLOT_BACK;
8025 break;
8026 case INVTYPE_WEAPON:
8028 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8030 // suggest offhand slot only if know dual wielding
8031 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8032 if(CanDualWield())
8033 slots[1] = EQUIPMENT_SLOT_OFFHAND;
8034 };break;
8035 case INVTYPE_SHIELD:
8036 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8037 break;
8038 case INVTYPE_RANGED:
8039 slots[0] = EQUIPMENT_SLOT_RANGED;
8040 break;
8041 case INVTYPE_2HWEAPON:
8042 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8043 break;
8044 case INVTYPE_TABARD:
8045 slots[0] = EQUIPMENT_SLOT_TABARD;
8046 break;
8047 case INVTYPE_WEAPONMAINHAND:
8048 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8049 break;
8050 case INVTYPE_WEAPONOFFHAND:
8051 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8052 break;
8053 case INVTYPE_HOLDABLE:
8054 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8055 break;
8056 case INVTYPE_THROWN:
8057 slots[0] = EQUIPMENT_SLOT_RANGED;
8058 break;
8059 case INVTYPE_RANGEDRIGHT:
8060 slots[0] = EQUIPMENT_SLOT_RANGED;
8061 break;
8062 case INVTYPE_BAG:
8063 slots[0] = INVENTORY_SLOT_BAG_1;
8064 slots[1] = INVENTORY_SLOT_BAG_2;
8065 slots[2] = INVENTORY_SLOT_BAG_3;
8066 slots[3] = INVENTORY_SLOT_BAG_4;
8067 break;
8068 case INVTYPE_RELIC:
8070 switch(proto->SubClass)
8072 case ITEM_SUBCLASS_ARMOR_LIBRAM:
8073 if (pClass == CLASS_PALADIN)
8074 slots[0] = EQUIPMENT_SLOT_RANGED;
8075 break;
8076 case ITEM_SUBCLASS_ARMOR_IDOL:
8077 if (pClass == CLASS_DRUID)
8078 slots[0] = EQUIPMENT_SLOT_RANGED;
8079 break;
8080 case ITEM_SUBCLASS_ARMOR_TOTEM:
8081 if (pClass == CLASS_SHAMAN)
8082 slots[0] = EQUIPMENT_SLOT_RANGED;
8083 break;
8084 case ITEM_SUBCLASS_ARMOR_MISC:
8085 if (pClass == CLASS_WARLOCK)
8086 slots[0] = EQUIPMENT_SLOT_RANGED;
8087 break;
8088 case ITEM_SUBCLASS_ARMOR_SIGIL:
8089 if (pClass == CLASS_DEATH_KNIGHT)
8090 slots[0] = EQUIPMENT_SLOT_RANGED;
8091 break;
8093 break;
8095 default :
8096 return NULL_SLOT;
8099 if( slot != NULL_SLOT )
8101 if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
8103 for (int i = 0; i < 4; i++)
8105 if ( slots[i] == slot )
8106 return slot;
8110 else
8112 // search free slot at first
8113 for (int i = 0; i < 4; i++)
8115 if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
8117 // in case 2hand equipped weapon offhand slot empty but not free
8118 if(slots[i]==EQUIPMENT_SLOT_OFFHAND)
8120 Item* mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
8121 if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON)
8122 return slots[i];
8124 else
8125 return slots[i];
8129 // if not found free and can swap return first appropriate from used
8130 for (int i = 0; i < 4; i++)
8132 if ( slots[i] != NULL_SLOT && swap )
8133 return slots[i];
8137 // no free position
8138 return NULL_SLOT;
8141 uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
8143 Item *pItem;
8144 uint32 tempcount = 0;
8146 uint8 res = EQUIP_ERR_OK;
8148 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
8150 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8151 if( pItem && pItem->GetEntry() == item )
8153 uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
8154 if(ires==EQUIP_ERR_OK)
8156 tempcount += pItem->GetCount();
8157 if( tempcount >= count )
8158 return EQUIP_ERR_OK;
8160 else
8161 res = ires;
8164 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
8166 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8167 if( pItem && pItem->GetEntry() == item )
8169 tempcount += pItem->GetCount();
8170 if( tempcount >= count )
8171 return EQUIP_ERR_OK;
8174 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8176 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8177 if( pItem && pItem->GetEntry() == item )
8179 tempcount += pItem->GetCount();
8180 if( tempcount >= count )
8181 return EQUIP_ERR_OK;
8184 Bag *pBag;
8185 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8187 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8188 if( pBag )
8190 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8192 pItem = GetItemByPos( i, j );
8193 if( pItem && pItem->GetEntry() == item )
8195 tempcount += pItem->GetCount();
8196 if( tempcount >= count )
8197 return EQUIP_ERR_OK;
8203 // not found req. item count and have unequippable items
8204 return res;
8207 uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const
8209 uint32 count = 0;
8210 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8212 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8213 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8214 count += pItem->GetCount();
8216 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8218 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8219 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8220 count += pItem->GetCount();
8222 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8224 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8225 if( pBag )
8226 count += pBag->GetItemCount(item,skipItem);
8229 if(skipItem && skipItem->GetProto()->GemProperties)
8231 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8233 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8234 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8235 count += pItem->GetGemCountWithID(item);
8239 if(inBankAlso)
8241 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8243 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8244 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8245 count += pItem->GetCount();
8247 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8249 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8250 if( pBag )
8251 count += pBag->GetItemCount(item,skipItem);
8254 if(skipItem && skipItem->GetProto()->GemProperties)
8256 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8258 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8259 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8260 count += pItem->GetGemCountWithID(item);
8265 return count;
8268 Item* Player::GetItemByGuid( uint64 guid ) const
8270 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8272 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8273 if( pItem && pItem->GetGUID() == guid )
8274 return pItem;
8276 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8278 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8279 if( pItem && pItem->GetGUID() == guid )
8280 return pItem;
8283 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8285 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8286 if( pBag )
8288 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8290 Item* pItem = pBag->GetItemByPos( j );
8291 if( pItem && pItem->GetGUID() == guid )
8292 return pItem;
8296 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8298 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8299 if( pBag )
8301 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8303 Item* pItem = pBag->GetItemByPos( j );
8304 if( pItem && pItem->GetGUID() == guid )
8305 return pItem;
8310 return NULL;
8313 Item* Player::GetItemByPos( uint16 pos ) const
8315 uint8 bag = pos >> 8;
8316 uint8 slot = pos & 255;
8317 return GetItemByPos( bag, slot );
8320 Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
8322 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8323 return m_items[slot];
8324 else if(bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END
8325 || bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8327 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8328 if ( pBag )
8329 return pBag->GetItemByPos(slot);
8331 return NULL;
8334 Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) const
8336 uint16 slot;
8337 switch (attackType)
8339 case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
8340 case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
8341 case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
8342 default: return NULL;
8345 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
8346 if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
8347 return NULL;
8349 if(!useable)
8350 return item;
8352 if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
8353 return NULL;
8355 return item;
8358 Item* Player::GetShield(bool useable) const
8360 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
8361 if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
8362 return NULL;
8364 if(!useable)
8365 return item;
8367 if( item->IsBroken())
8368 return NULL;
8370 return item;
8373 uint32 Player::GetAttackBySlot( uint8 slot )
8375 switch(slot)
8377 case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
8378 case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
8379 case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
8380 default: return MAX_ATTACK;
8384 bool Player::HasBankBagSlot( uint8 slot ) const
8386 uint32 maxslot = GetByteValue(PLAYER_BYTES_2, 2) + BANK_SLOT_BAG_START;
8387 if( slot < maxslot )
8388 return true;
8389 return false;
8392 bool Player::IsInventoryPos( uint8 bag, uint8 slot )
8394 if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
8395 return true;
8396 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
8397 return true;
8398 if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
8399 return true;
8400 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8401 return true;
8402 return false;
8405 bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
8407 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
8408 return true;
8409 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8410 return true;
8411 return false;
8414 bool Player::IsBankPos( uint8 bag, uint8 slot )
8416 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
8417 return true;
8418 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8419 return true;
8420 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8421 return true;
8422 return false;
8425 bool Player::IsBagPos( uint16 pos )
8427 uint8 bag = pos >> 8;
8428 uint8 slot = pos & 255;
8429 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8430 return true;
8431 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8432 return true;
8433 return false;
8436 bool Player::IsValidPos( uint8 bag, uint8 slot )
8438 // post selected
8439 if(bag == NULL_BAG)
8440 return true;
8442 if (bag == INVENTORY_SLOT_BAG_0)
8444 // any post selected
8445 if (slot == NULL_SLOT)
8446 return true;
8448 // equipment
8449 if (slot < EQUIPMENT_SLOT_END)
8450 return true;
8452 // bag equip slots
8453 if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
8454 return true;
8456 // backpack slots
8457 if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
8458 return true;
8460 // keyring slots
8461 if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
8462 return true;
8464 // bank main slots
8465 if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
8466 return true;
8468 // bank bag slots
8469 if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
8470 return true;
8472 return false;
8475 // bag content slots
8476 if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
8478 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8479 if(!pBag)
8480 return false;
8482 // any post selected
8483 if (slot == NULL_SLOT)
8484 return true;
8486 return slot < pBag->GetBagSize();
8489 // bank bag content slots
8490 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8492 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8493 if(!pBag)
8494 return false;
8496 // any post selected
8497 if (slot == NULL_SLOT)
8498 return true;
8500 return slot < pBag->GetBagSize();
8503 // where this?
8504 return false;
8508 bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
8510 uint32 tempcount = 0;
8511 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8513 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8514 if( pItem && pItem->GetEntry() == item )
8516 tempcount += pItem->GetCount();
8517 if( tempcount >= count )
8518 return true;
8521 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8523 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8524 if( pItem && pItem->GetEntry() == item )
8526 tempcount += pItem->GetCount();
8527 if( tempcount >= count )
8528 return true;
8531 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8533 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8535 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8537 Item* pItem = GetItemByPos( i, j );
8538 if( pItem && pItem->GetEntry() == item )
8540 tempcount += pItem->GetCount();
8541 if( tempcount >= count )
8542 return true;
8548 if(inBankAlso)
8550 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8552 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8553 if( pItem && pItem->GetEntry() == item )
8555 tempcount += pItem->GetCount();
8556 if( tempcount >= count )
8557 return true;
8560 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8562 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8564 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8566 Item* pItem = GetItemByPos( i, j );
8567 if( pItem && pItem->GetEntry() == item )
8569 tempcount += pItem->GetCount();
8570 if( tempcount >= count )
8571 return true;
8578 return false;
8581 Item* Player::GetItemOrItemWithGemEquipped( uint32 item ) const
8583 Item *pItem;
8584 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
8586 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8587 if( pItem && pItem->GetEntry() == item )
8588 return pItem;
8591 ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
8592 if (pProto && pProto->GemProperties)
8594 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
8596 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8597 if( pItem && pItem->GetProto()->Socket[0].Color )
8599 if (pItem->GetGemCountWithID(item) > 0 )
8600 return pItem;
8605 return NULL;
8608 uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
8610 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8611 if( !pProto )
8613 if(no_space_count)
8614 *no_space_count = count;
8615 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8618 // no maximum
8619 if(pProto->MaxCount == 0)
8620 return EQUIP_ERR_OK;
8622 uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
8624 if( curcount + count > pProto->MaxCount )
8626 if(no_space_count)
8627 *no_space_count = count +curcount - pProto->MaxCount;
8628 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8631 return EQUIP_ERR_OK;
8634 bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
8636 Item *pItem;
8637 for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8639 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8640 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8641 return true;
8643 for(uint8 i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
8645 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8646 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8647 return true;
8649 for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8651 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8653 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8655 pItem = GetItemByPos( i, j );
8656 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8657 return true;
8661 return false;
8664 uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
8666 Item* pItem2 = GetItemByPos( bag, slot );
8668 // ignore move item (this slot will be empty at move)
8669 if(pItem2==pSrcItem)
8670 pItem2 = NULL;
8672 uint32 need_space;
8674 // empty specific slot - check item fit to slot
8675 if( !pItem2 || swap )
8677 if( bag == INVENTORY_SLOT_BAG_0 )
8679 // keyring case
8680 if(slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
8681 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8683 // vanitypet case
8684 if(slot >= VANITYPET_SLOT_START && slot < VANITYPET_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS))
8685 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8687 // currencytoken case
8688 if(slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS))
8689 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8691 // guestbag case
8692 if(slot >= QUESTBAG_SLOT_START && slot < QUESTBAG_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS))
8693 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8695 // prevent cheating
8696 if(slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
8697 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8699 else
8701 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8702 if( !pBag )
8703 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8705 ItemPrototype const* pBagProto = pBag->GetProto();
8706 if( !pBagProto )
8707 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8709 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8710 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8713 // non empty stack with space
8714 need_space = pProto->Stackable;
8716 // non empty slot, check item type
8717 else
8719 // check item type
8720 if(pItem2->GetEntry() != pProto->ItemId)
8721 return EQUIP_ERR_ITEM_CANT_STACK;
8723 // check free space
8724 if(pItem2->GetCount() >= pProto->Stackable)
8725 return EQUIP_ERR_ITEM_CANT_STACK;
8727 need_space = pProto->Stackable - pItem2->GetCount();
8730 if(need_space > count)
8731 need_space = count;
8733 ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
8734 if(!newPosition.isContainedIn(dest))
8736 dest.push_back(newPosition);
8737 count -= need_space;
8739 return EQUIP_ERR_OK;
8742 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
8744 // skip specific bag already processed in first called _CanStoreItem_InBag
8745 if(bag==skip_bag)
8746 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8748 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8749 if( !pBag )
8750 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8752 ItemPrototype const* pBagProto = pBag->GetProto();
8753 if( !pBagProto )
8754 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8756 // specialized bag mode or non-specilized
8757 if( non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER) )
8758 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8760 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8761 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8763 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8765 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8766 if(j==skip_slot)
8767 continue;
8769 Item* pItem2 = GetItemByPos( bag, j );
8771 // ignore move item (this slot will be empty at move)
8772 if(pItem2==pSrcItem)
8773 pItem2 = NULL;
8775 // if merge skip empty, if !merge skip non-empty
8776 if((pItem2!=NULL)!=merge)
8777 continue;
8779 if( pItem2 )
8781 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->Stackable )
8783 uint32 need_space = pProto->Stackable - pItem2->GetCount();
8784 if(need_space > count)
8785 need_space = count;
8787 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8788 if(!newPosition.isContainedIn(dest))
8790 dest.push_back(newPosition);
8791 count -= need_space;
8793 if(count==0)
8794 return EQUIP_ERR_OK;
8798 else
8800 uint32 need_space = pProto->Stackable;
8801 if(need_space > count)
8802 need_space = count;
8804 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8805 if(!newPosition.isContainedIn(dest))
8807 dest.push_back(newPosition);
8808 count -= need_space;
8810 if(count==0)
8811 return EQUIP_ERR_OK;
8815 return EQUIP_ERR_OK;
8818 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
8820 for(uint32 j = slot_begin; j < slot_end; j++)
8822 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8823 if(INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
8824 continue;
8826 Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
8828 // ignore move item (this slot will be empty at move)
8829 if(pItem2==pSrcItem)
8830 pItem2 = NULL;
8832 // if merge skip empty, if !merge skip non-empty
8833 if((pItem2!=NULL)!=merge)
8834 continue;
8836 if( pItem2 )
8838 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->Stackable )
8840 uint32 need_space = pProto->Stackable - pItem2->GetCount();
8841 if(need_space > count)
8842 need_space = count;
8843 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8844 if(!newPosition.isContainedIn(dest))
8846 dest.push_back(newPosition);
8847 count -= need_space;
8849 if(count==0)
8850 return EQUIP_ERR_OK;
8854 else
8856 uint32 need_space = pProto->Stackable;
8857 if(need_space > count)
8858 need_space = count;
8860 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8861 if(!newPosition.isContainedIn(dest))
8863 dest.push_back(newPosition);
8864 count -= need_space;
8866 if(count==0)
8867 return EQUIP_ERR_OK;
8871 return EQUIP_ERR_OK;
8874 uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
8876 sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
8878 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8879 if( !pProto )
8881 if(no_space_count)
8882 *no_space_count = count;
8883 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
8886 if(pItem && pItem->IsBindedNotWith(GetGUID()))
8888 if(no_space_count)
8889 *no_space_count = count;
8890 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
8893 // check count of items (skip for auto move for same player from bank)
8894 uint32 no_similar_count = 0; // can't store this amount similar items
8895 uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
8896 if(res!=EQUIP_ERR_OK)
8898 if(count==no_similar_count)
8900 if(no_space_count)
8901 *no_space_count = no_similar_count;
8902 return res;
8904 count -= no_similar_count;
8907 // in specific slot
8908 if( bag != NULL_BAG && slot != NULL_SLOT )
8910 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
8911 if(res!=EQUIP_ERR_OK)
8913 if(no_space_count)
8914 *no_space_count = count + no_similar_count;
8915 return res;
8918 if(count==0)
8920 if(no_similar_count==0)
8921 return EQUIP_ERR_OK;
8923 if(no_space_count)
8924 *no_space_count = count + no_similar_count;
8925 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8929 // not specific slot or have space for partly store only in specific slot
8931 // in specific bag
8932 if( bag != NULL_BAG )
8934 // search stack in bag for merge to
8935 if( pProto->Stackable > 1 )
8937 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
8939 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
8940 if(res!=EQUIP_ERR_OK)
8942 if(no_space_count)
8943 *no_space_count = count + no_similar_count;
8944 return res;
8947 if(count==0)
8949 if(no_similar_count==0)
8950 return EQUIP_ERR_OK;
8952 if(no_space_count)
8953 *no_space_count = count + no_similar_count;
8954 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8957 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
8958 if(res!=EQUIP_ERR_OK)
8960 if(no_space_count)
8961 *no_space_count = count + no_similar_count;
8962 return res;
8965 if(count==0)
8967 if(no_similar_count==0)
8968 return EQUIP_ERR_OK;
8970 if(no_space_count)
8971 *no_space_count = count + no_similar_count;
8972 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8975 else // equipped bag
8977 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8978 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
8979 if(res!=EQUIP_ERR_OK)
8980 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
8982 if(res!=EQUIP_ERR_OK)
8984 if(no_space_count)
8985 *no_space_count = count + no_similar_count;
8986 return res;
8989 if(count==0)
8991 if(no_similar_count==0)
8992 return EQUIP_ERR_OK;
8994 if(no_space_count)
8995 *no_space_count = count + no_similar_count;
8996 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9001 // search free slot in bag for place to
9002 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
9004 // search free slot - keyring case
9005 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9007 uint32 keyringSize = GetMaxKeyringSize();
9008 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9009 if(res!=EQUIP_ERR_OK)
9011 if(no_space_count)
9012 *no_space_count = count + no_similar_count;
9013 return res;
9016 if(count==0)
9018 if(no_similar_count==0)
9019 return EQUIP_ERR_OK;
9021 if(no_space_count)
9022 *no_space_count = count + no_similar_count;
9023 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9026 else if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9028 res = _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START,VANITYPET_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9029 if(res!=EQUIP_ERR_OK)
9031 if(no_space_count)
9032 *no_space_count = count + no_similar_count;
9033 return res;
9036 if(count==0)
9038 if(no_similar_count==0)
9039 return EQUIP_ERR_OK;
9041 if(no_space_count)
9042 *no_space_count = count + no_similar_count;
9043 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9046 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9048 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9049 if(res!=EQUIP_ERR_OK)
9051 if(no_space_count)
9052 *no_space_count = count + no_similar_count;
9053 return res;
9056 if(count==0)
9058 if(no_similar_count==0)
9059 return EQUIP_ERR_OK;
9061 if(no_space_count)
9062 *no_space_count = count + no_similar_count;
9063 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9066 else if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9068 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9069 if(res!=EQUIP_ERR_OK)
9071 if(no_space_count)
9072 *no_space_count = count + no_similar_count;
9073 return res;
9076 if(count==0)
9078 if(no_similar_count==0)
9079 return EQUIP_ERR_OK;
9081 if(no_space_count)
9082 *no_space_count = count + no_similar_count;
9083 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9087 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9088 if(res!=EQUIP_ERR_OK)
9090 if(no_space_count)
9091 *no_space_count = count + no_similar_count;
9092 return res;
9095 if(count==0)
9097 if(no_similar_count==0)
9098 return EQUIP_ERR_OK;
9100 if(no_space_count)
9101 *no_space_count = count + no_similar_count;
9102 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9105 else // equipped bag
9107 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9108 if(res!=EQUIP_ERR_OK)
9109 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9111 if(res!=EQUIP_ERR_OK)
9113 if(no_space_count)
9114 *no_space_count = count + no_similar_count;
9115 return res;
9118 if(count==0)
9120 if(no_similar_count==0)
9121 return EQUIP_ERR_OK;
9123 if(no_space_count)
9124 *no_space_count = count + no_similar_count;
9125 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9130 // not specific bag or have space for partly store only in specific bag
9132 // search stack for merge to
9133 if( pProto->Stackable > 1 )
9135 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9136 if(res!=EQUIP_ERR_OK)
9138 if(no_space_count)
9139 *no_space_count = count + no_similar_count;
9140 return res;
9143 if(count==0)
9145 if(no_similar_count==0)
9146 return EQUIP_ERR_OK;
9148 if(no_space_count)
9149 *no_space_count = count + no_similar_count;
9150 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9153 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9154 if(res!=EQUIP_ERR_OK)
9156 if(no_space_count)
9157 *no_space_count = count + no_similar_count;
9158 return res;
9161 if(count==0)
9163 if(no_similar_count==0)
9164 return EQUIP_ERR_OK;
9166 if(no_space_count)
9167 *no_space_count = count + no_similar_count;
9168 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9171 if( pProto->BagFamily )
9173 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9175 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9176 if(res!=EQUIP_ERR_OK)
9177 continue;
9179 if(count==0)
9181 if(no_similar_count==0)
9182 return EQUIP_ERR_OK;
9184 if(no_space_count)
9185 *no_space_count = count + no_similar_count;
9186 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9191 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9193 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9194 if(res!=EQUIP_ERR_OK)
9195 continue;
9197 if(count==0)
9199 if(no_similar_count==0)
9200 return EQUIP_ERR_OK;
9202 if(no_space_count)
9203 *no_space_count = count + no_similar_count;
9204 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9209 // search free slot - special bag case
9210 if( pProto->BagFamily )
9212 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9214 uint32 keyringSize = GetMaxKeyringSize();
9215 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9216 if(res!=EQUIP_ERR_OK)
9218 if(no_space_count)
9219 *no_space_count = count + no_similar_count;
9220 return res;
9223 if(count==0)
9225 if(no_similar_count==0)
9226 return EQUIP_ERR_OK;
9228 if(no_space_count)
9229 *no_space_count = count + no_similar_count;
9230 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9233 else if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9235 res = _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START,VANITYPET_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9236 if(res!=EQUIP_ERR_OK)
9238 if(no_space_count)
9239 *no_space_count = count + no_similar_count;
9240 return res;
9243 if(count==0)
9245 if(no_similar_count==0)
9246 return EQUIP_ERR_OK;
9248 if(no_space_count)
9249 *no_space_count = count + no_similar_count;
9250 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9253 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9255 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9256 if(res!=EQUIP_ERR_OK)
9258 if(no_space_count)
9259 *no_space_count = count + no_similar_count;
9260 return res;
9263 if(count==0)
9265 if(no_similar_count==0)
9266 return EQUIP_ERR_OK;
9268 if(no_space_count)
9269 *no_space_count = count + no_similar_count;
9270 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9273 else if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9275 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9276 if(res!=EQUIP_ERR_OK)
9278 if(no_space_count)
9279 *no_space_count = count + no_similar_count;
9280 return res;
9283 if(count==0)
9285 if(no_similar_count==0)
9286 return EQUIP_ERR_OK;
9288 if(no_space_count)
9289 *no_space_count = count + no_similar_count;
9290 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9294 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9296 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9297 if(res!=EQUIP_ERR_OK)
9298 continue;
9300 if(count==0)
9302 if(no_similar_count==0)
9303 return EQUIP_ERR_OK;
9305 if(no_space_count)
9306 *no_space_count = count + no_similar_count;
9307 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9312 // search free slot
9313 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9314 if(res!=EQUIP_ERR_OK)
9316 if(no_space_count)
9317 *no_space_count = count + no_similar_count;
9318 return res;
9321 if(count==0)
9323 if(no_similar_count==0)
9324 return EQUIP_ERR_OK;
9326 if(no_space_count)
9327 *no_space_count = count + no_similar_count;
9328 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9331 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9333 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9334 if(res!=EQUIP_ERR_OK)
9335 continue;
9337 if(count==0)
9339 if(no_similar_count==0)
9340 return EQUIP_ERR_OK;
9342 if(no_space_count)
9343 *no_space_count = count + no_similar_count;
9344 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9348 if(no_space_count)
9349 *no_space_count = count + no_similar_count;
9351 return EQUIP_ERR_INVENTORY_FULL;
9354 //////////////////////////////////////////////////////////////////////////
9355 uint8 Player::CanStoreItems( Item **pItems,int count) const
9357 Item *pItem2;
9359 // fill space table
9360 int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
9361 int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
9362 int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
9363 int inv_pets[VANITYPET_SLOT_END-VANITYPET_SLOT_START];
9364 int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
9365 int inv_quests[QUESTBAG_SLOT_END-QUESTBAG_SLOT_START];
9367 memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
9368 memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
9369 memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
9370 memset(inv_pets,0,sizeof(int)*(VANITYPET_SLOT_END-VANITYPET_SLOT_START));
9371 memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
9372 memset(inv_quests,0,sizeof(int)*(QUESTBAG_SLOT_END-QUESTBAG_SLOT_START));
9374 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
9376 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9378 if (pItem2 && !pItem2->IsInTrade())
9380 inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
9384 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
9386 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9388 if (pItem2 && !pItem2->IsInTrade())
9390 inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
9394 for(int i = VANITYPET_SLOT_START; i < VANITYPET_SLOT_END; i++)
9396 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9398 if (pItem2 && !pItem2->IsInTrade())
9400 inv_pets[i-VANITYPET_SLOT_START] = pItem2->GetCount();
9404 for(int i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
9406 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9408 if (pItem2 && !pItem2->IsInTrade())
9410 inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
9414 for(int i = QUESTBAG_SLOT_START; i < QUESTBAG_SLOT_END; i++)
9416 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9418 if (pItem2 && !pItem2->IsInTrade())
9420 inv_quests[i-QUESTBAG_SLOT_START] = pItem2->GetCount();
9424 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9426 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
9428 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9430 pItem2 = GetItemByPos( i, j );
9431 if (pItem2 && !pItem2->IsInTrade())
9433 inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
9439 // check free space for all items
9440 for (int k=0;k<count;k++)
9442 Item *pItem = pItems[k];
9444 // no item
9445 if (!pItem) continue;
9447 sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
9448 ItemPrototype const *pProto = pItem->GetProto();
9450 // strange item
9451 if( !pProto )
9452 return EQUIP_ERR_ITEM_NOT_FOUND;
9454 // item it 'bind'
9455 if(pItem->IsBindedNotWith(GetGUID()))
9456 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9458 Bag *pBag;
9459 ItemPrototype const *pBagProto;
9461 // item is 'one item only'
9462 uint8 res = CanTakeMoreSimilarItems(pItem);
9463 if(res != EQUIP_ERR_OK)
9464 return res;
9466 // search stack for merge to
9467 if( pProto->Stackable > 1 )
9469 bool b_found = false;
9471 for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; t++)
9473 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9474 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->Stackable )
9476 inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
9477 b_found = true;
9478 break;
9481 if (b_found) continue;
9483 for(int t = VANITYPET_SLOT_START; t < VANITYPET_SLOT_END; t++)
9485 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9486 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_pets[t-VANITYPET_SLOT_START] + pItem->GetCount() <= pProto->Stackable )
9488 inv_pets[t-VANITYPET_SLOT_START] += pItem->GetCount();
9489 b_found = true;
9490 break;
9493 if (b_found) continue;
9495 for(int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; t++)
9497 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9498 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->Stackable )
9500 inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
9501 b_found = true;
9502 break;
9505 if (b_found) continue;
9507 for(int t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; t++)
9509 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9510 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_quests[t-QUESTBAG_SLOT_START] + pItem->GetCount() <= pProto->Stackable )
9512 inv_quests[t-QUESTBAG_SLOT_START] += pItem->GetCount();
9513 b_found = true;
9514 break;
9517 if (b_found) continue;
9519 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9521 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9522 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->Stackable )
9524 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
9525 b_found = true;
9526 break;
9529 if (b_found) continue;
9531 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9533 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9534 if( pBag )
9536 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9538 pItem2 = GetItemByPos( t, j );
9539 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->Stackable )
9541 inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
9542 b_found = true;
9543 break;
9548 if (b_found) continue;
9551 // special bag case
9552 if( pProto->BagFamily )
9554 bool b_found = false;
9555 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9557 uint32 keyringSize = GetMaxKeyringSize();
9558 for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
9560 if( inv_keys[t-KEYRING_SLOT_START] == 0 )
9562 inv_keys[t-KEYRING_SLOT_START] = 1;
9563 b_found = true;
9564 break;
9569 if (b_found) continue;
9571 if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9573 for(uint32 t = VANITYPET_SLOT_START; t < VANITYPET_SLOT_END; ++t)
9575 if( inv_pets[t-VANITYPET_SLOT_START] == 0 )
9577 inv_pets[t-VANITYPET_SLOT_START] = 1;
9578 b_found = true;
9579 break;
9584 if (b_found) continue;
9586 if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9588 for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9590 if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
9592 inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
9593 b_found = true;
9594 break;
9599 if (b_found) continue;
9601 if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9603 for(uint32 t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; ++t)
9605 if( inv_quests[t-QUESTBAG_SLOT_START] == 0 )
9607 inv_quests[t-QUESTBAG_SLOT_START] = 1;
9608 b_found = true;
9609 break;
9614 if (b_found) continue;
9616 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9618 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9619 if( pBag )
9621 pBagProto = pBag->GetProto();
9623 // not plain container check
9624 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
9625 ItemCanGoIntoBag(pProto,pBagProto) )
9627 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9629 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9631 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9632 b_found = true;
9633 break;
9639 if (b_found) continue;
9642 // search free slot
9643 bool b_found = false;
9644 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9646 if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
9648 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
9649 b_found = true;
9650 break;
9653 if (b_found) continue;
9655 // search free slot in bags
9656 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9658 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9659 if( pBag )
9661 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9663 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9665 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9666 b_found = true;
9667 break;
9673 // no free slot found?
9674 if (!b_found)
9675 return EQUIP_ERR_INVENTORY_FULL;
9678 return EQUIP_ERR_OK;
9681 //////////////////////////////////////////////////////////////////////////
9682 uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, uint32 count, bool swap ) const
9684 dest = 0;
9685 Item *pItem = Item::CreateItem( item, count, this );
9686 if( pItem )
9688 uint8 result = CanEquipItem(slot, dest, pItem, swap );
9689 delete pItem;
9690 return result;
9693 return EQUIP_ERR_ITEM_NOT_FOUND;
9696 uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
9698 dest = 0;
9699 if( pItem )
9701 sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
9702 ItemPrototype const *pProto = pItem->GetProto();
9703 if( pProto )
9705 // May be here should be more stronger checks; STUNNED checked
9706 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9707 if (not_loading && hasUnitState(UNIT_STAT_STUNNED))
9708 return EQUIP_ERR_YOU_ARE_STUNNED;
9710 if(pItem->IsBindedNotWith(GetGUID()))
9711 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9713 // check count of items (skip for auto move for same player from bank)
9714 uint8 res = CanTakeMoreSimilarItems(pItem);
9715 if(res != EQUIP_ERR_OK)
9716 return res;
9718 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9719 // - combat
9720 // - in-progress arenas
9721 if( !pProto->CanChangeEquipStateInCombat() )
9723 if( isInCombat() )
9724 return EQUIP_ERR_NOT_IN_COMBAT;
9726 if(BattleGround* bg = GetBattleGround())
9727 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9728 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9731 if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
9732 return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
9734 if(IsNonMeleeSpellCasted(false))
9735 return EQUIP_ERR_CANT_DO_RIGHT_NOW;
9737 uint8 eslot = FindEquipSlot( pProto, slot, swap );
9738 if( eslot == NULL_SLOT )
9739 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9741 uint8 msg = CanUseItem( pItem , not_loading );
9742 if( msg != EQUIP_ERR_OK )
9743 return msg;
9744 if( !swap && GetItemByPos( INVENTORY_SLOT_BAG_0, eslot ) )
9745 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
9747 // check unique-equipped on item
9748 if (pProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
9750 // there is an equip limit on this item
9751 Item* tItem = GetItemOrItemWithGemEquipped(pProto->ItemId);
9752 if (tItem && (!swap || tItem->GetSlot() != eslot ) )
9753 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
9756 // check unique-equipped on gems
9757 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
9759 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
9760 if(!enchant_id)
9761 continue;
9762 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
9763 if(!enchantEntry)
9764 continue;
9766 ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
9767 if(pGem && (pGem->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED))
9769 Item* tItem = GetItemOrItemWithGemEquipped(enchantEntry->GemID);
9770 if(tItem && (!swap || tItem->GetSlot() != eslot ))
9771 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
9775 // check unique-equipped special item classes
9776 if (pProto->Class == ITEM_CLASS_QUIVER)
9778 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9780 if( Item* pBag = GetItemByPos( INVENTORY_SLOT_BAG_0, i ) )
9782 if( ItemPrototype const* pBagProto = pBag->GetProto() )
9784 if( pBagProto->Class==pProto->Class && pBagProto->SubClass==pProto->SubClass &&
9785 (!swap || pBag->GetSlot() != eslot ) )
9787 if(pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
9788 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH;
9789 else
9790 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
9797 uint32 type = pProto->InventoryType;
9799 if(eslot == EQUIPMENT_SLOT_OFFHAND)
9801 if( type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND )
9803 if(!CanDualWield())
9804 return EQUIP_ERR_CANT_DUAL_WIELD;
9807 Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
9808 if(mainItem)
9810 if(mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON)
9811 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
9815 // equip two-hand weapon case (with possible unequip 2 items)
9816 if( type == INVTYPE_2HWEAPON )
9818 if(eslot != EQUIPMENT_SLOT_MAINHAND)
9819 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9821 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9822 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
9823 ItemPosCountVec off_dest;
9824 if( offItem && (!not_loading ||
9825 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
9826 CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ) )
9827 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
9829 dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
9830 return EQUIP_ERR_OK;
9833 if( !swap )
9834 return EQUIP_ERR_ITEM_NOT_FOUND;
9835 else
9836 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
9839 uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
9841 // Applied only to equipped items and bank bags
9842 if(!IsEquipmentPos(pos) && !IsBagPos(pos))
9843 return EQUIP_ERR_OK;
9845 Item* pItem = GetItemByPos(pos);
9847 // Applied only to existed equipped item
9848 if( !pItem )
9849 return EQUIP_ERR_OK;
9851 sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
9853 ItemPrototype const *pProto = pItem->GetProto();
9854 if( !pProto )
9855 return EQUIP_ERR_ITEM_NOT_FOUND;
9857 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9858 // - combat
9859 // - in-progress arenas
9860 if( !pProto->CanChangeEquipStateInCombat() )
9862 if( isInCombat() )
9863 return EQUIP_ERR_NOT_IN_COMBAT;
9865 if(BattleGround* bg = GetBattleGround())
9866 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9867 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9870 if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
9871 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
9873 return EQUIP_ERR_OK;
9876 uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
9878 if( !pItem )
9879 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9881 uint32 count = pItem->GetCount();
9883 sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
9884 ItemPrototype const *pProto = pItem->GetProto();
9885 if( !pProto )
9886 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9888 if( pItem->IsBindedNotWith(GetGUID()) )
9889 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9891 // check count of items (skip for auto move for same player from bank)
9892 uint8 res = CanTakeMoreSimilarItems(pItem);
9893 if(res != EQUIP_ERR_OK)
9894 return res;
9896 // in specific slot
9897 if( bag != NULL_BAG && slot != NULL_SLOT )
9899 if( pProto->InventoryType == INVTYPE_BAG )
9901 Bag *pBag = (Bag*)pItem;
9902 if( pBag )
9904 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
9906 if( !HasBankBagSlot( slot ) )
9907 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
9908 if( uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK )
9909 return cantuse;
9911 else
9913 if( !pBag->IsEmpty() )
9914 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
9918 else
9920 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
9921 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
9924 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
9925 if(res!=EQUIP_ERR_OK)
9926 return res;
9928 if(count==0)
9929 return EQUIP_ERR_OK;
9932 // not specific slot or have space for partly store only in specific slot
9934 // in specific bag
9935 if( bag != NULL_BAG )
9937 if( pProto->InventoryType == INVTYPE_BAG )
9939 Bag *pBag = (Bag*)pItem;
9940 if( pBag && !pBag->IsEmpty() )
9941 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
9944 // search stack in bag for merge to
9945 if( pProto->Stackable > 1 )
9947 if( bag == INVENTORY_SLOT_BAG_0 )
9949 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9950 if(res!=EQUIP_ERR_OK)
9951 return res;
9953 if(count==0)
9954 return EQUIP_ERR_OK;
9956 else
9958 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
9959 if(res!=EQUIP_ERR_OK)
9960 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
9962 if(res!=EQUIP_ERR_OK)
9963 return res;
9965 if(count==0)
9966 return EQUIP_ERR_OK;
9970 // search free slot in bag
9971 if( bag == INVENTORY_SLOT_BAG_0 )
9973 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9974 if(res!=EQUIP_ERR_OK)
9975 return res;
9977 if(count==0)
9978 return EQUIP_ERR_OK;
9980 else
9982 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9983 if(res!=EQUIP_ERR_OK)
9984 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9986 if(res!=EQUIP_ERR_OK)
9987 return res;
9989 if(count==0)
9990 return EQUIP_ERR_OK;
9994 // not specific bag or have space for partly store only in specific bag
9996 // search stack for merge to
9997 if( pProto->Stackable > 1 )
9999 // in slots
10000 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
10001 if(res!=EQUIP_ERR_OK)
10002 return res;
10004 if(count==0)
10005 return EQUIP_ERR_OK;
10007 // in special bags
10008 if( pProto->BagFamily )
10010 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10012 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
10013 if(res!=EQUIP_ERR_OK)
10014 continue;
10016 if(count==0)
10017 return EQUIP_ERR_OK;
10021 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10023 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
10024 if(res!=EQUIP_ERR_OK)
10025 continue;
10027 if(count==0)
10028 return EQUIP_ERR_OK;
10032 // search free place in special bag
10033 if( pProto->BagFamily )
10035 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10037 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
10038 if(res!=EQUIP_ERR_OK)
10039 continue;
10041 if(count==0)
10042 return EQUIP_ERR_OK;
10046 // search free space
10047 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
10048 if(res!=EQUIP_ERR_OK)
10049 return res;
10051 if(count==0)
10052 return EQUIP_ERR_OK;
10054 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10056 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
10057 if(res!=EQUIP_ERR_OK)
10058 continue;
10060 if(count==0)
10061 return EQUIP_ERR_OK;
10063 return EQUIP_ERR_BANK_FULL;
10066 uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
10068 if( pItem )
10070 sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
10071 if( !isAlive() && not_loading )
10072 return EQUIP_ERR_YOU_ARE_DEAD;
10073 //if( isStunned() )
10074 // return EQUIP_ERR_YOU_ARE_STUNNED;
10075 ItemPrototype const *pProto = pItem->GetProto();
10076 if( pProto )
10078 if( pItem->IsBindedNotWith(GetGUID()) )
10079 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
10080 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10081 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
10082 if( pItem->GetSkill() != 0 )
10084 if( GetSkillValue( pItem->GetSkill() ) == 0 )
10085 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10087 if( pProto->RequiredSkill != 0 )
10089 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10090 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10091 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10092 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
10094 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10095 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10096 if( pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank )
10097 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10098 if( getLevel() < pProto->RequiredLevel )
10099 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10100 return EQUIP_ERR_OK;
10103 return EQUIP_ERR_ITEM_NOT_FOUND;
10106 bool Player::CanUseItem( ItemPrototype const *pProto )
10108 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10110 if( pProto )
10112 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10113 return false;
10114 if( pProto->RequiredSkill != 0 )
10116 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10117 return false;
10118 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10119 return false;
10121 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10122 return false;
10123 if( getLevel() < pProto->RequiredLevel )
10124 return false;
10125 return true;
10127 return false;
10130 uint8 Player::CanUseAmmo( uint32 item ) const
10132 sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
10133 if( !isAlive() )
10134 return EQUIP_ERR_YOU_ARE_DEAD;
10135 //if( isStunned() )
10136 // return EQUIP_ERR_YOU_ARE_STUNNED;
10137 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
10138 if( pProto )
10140 if( pProto->InventoryType!= INVTYPE_AMMO )
10141 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
10142 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10143 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
10144 if( pProto->RequiredSkill != 0 )
10146 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10147 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10148 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10149 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
10151 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10152 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10153 /*if( GetReputation() < pProto->RequiredReputation )
10154 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10156 if( getLevel() < pProto->RequiredLevel )
10157 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10159 // Requires No Ammo
10160 if(GetDummyAura(46699))
10161 return EQUIP_ERR_BAG_FULL6;
10163 return EQUIP_ERR_OK;
10165 return EQUIP_ERR_ITEM_NOT_FOUND;
10168 void Player::SetAmmo( uint32 item )
10170 if(!item)
10171 return;
10173 // already set
10174 if( GetUInt32Value(PLAYER_AMMO_ID) == item )
10175 return;
10177 // check ammo
10178 if(item)
10180 uint8 msg = CanUseAmmo( item );
10181 if( msg != EQUIP_ERR_OK )
10183 SendEquipError( msg, NULL, NULL );
10184 return;
10188 SetUInt32Value(PLAYER_AMMO_ID, item);
10190 _ApplyAmmoBonuses();
10193 void Player::RemoveAmmo()
10195 SetUInt32Value(PLAYER_AMMO_ID, 0);
10197 m_ammoDPS = 0.0f;
10199 if(CanModifyStats())
10200 UpdateDamagePhysical(RANGED_ATTACK);
10203 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10204 Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
10206 uint32 count = 0;
10207 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
10208 count += itr->count;
10210 Item *pItem = Item::CreateItem( item, count, this );
10211 if( pItem )
10213 ItemAddedQuestCheck( item, count );
10214 if(randomPropertyId)
10215 pItem->SetItemRandomProperties(randomPropertyId);
10216 pItem = StoreItem( dest, pItem, update );
10218 return pItem;
10221 Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
10223 if( !pItem )
10224 return NULL;
10226 Item* lastItem = pItem;
10228 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); )
10230 uint16 pos = itr->pos;
10231 uint32 count = itr->count;
10233 ++itr;
10235 if(itr == dest.end())
10237 lastItem = _StoreItem(pos,pItem,count,false,update);
10238 break;
10241 lastItem = _StoreItem(pos,pItem,count,true,update);
10244 return lastItem;
10247 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10248 Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
10250 if( !pItem )
10251 return NULL;
10253 uint8 bag = pos >> 8;
10254 uint8 slot = pos & 255;
10256 sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count);
10258 Item *pItem2 = GetItemByPos( bag, slot );
10260 if( !pItem2 )
10262 if(clone)
10263 pItem = pItem->CloneItem(count,this);
10264 else
10265 pItem->SetCount(count);
10267 if(!pItem)
10268 return NULL;
10270 if( pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10271 pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
10272 pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10273 pItem->SetBinding( true );
10275 if( bag == INVENTORY_SLOT_BAG_0 )
10277 m_items[slot] = pItem;
10278 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10279 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10280 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10282 pItem->SetSlot( slot );
10283 pItem->SetContainer( NULL );
10285 if( IsInWorld() && update )
10287 pItem->AddToWorld();
10288 pItem->SendUpdateToPlayer( this );
10291 pItem->SetState(ITEM_CHANGED, this);
10293 else
10295 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10296 if( pBag )
10298 pBag->StoreItem( slot, pItem, update );
10299 if( IsInWorld() && update )
10301 pItem->AddToWorld();
10302 pItem->SendUpdateToPlayer( this );
10304 pItem->SetState(ITEM_CHANGED, this);
10305 pBag->SetState(ITEM_CHANGED, this);
10309 AddEnchantmentDurations(pItem);
10310 AddItemDurations(pItem);
10312 return pItem;
10314 else
10316 if( pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10317 pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
10318 pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10319 pItem2->SetBinding( true );
10321 pItem2->SetCount( pItem2->GetCount() + count );
10322 if( IsInWorld() && update )
10323 pItem2->SendUpdateToPlayer( this );
10325 if(!clone)
10327 // delete item (it not in any slot currently)
10328 if( IsInWorld() && update )
10330 pItem->RemoveFromWorld();
10331 pItem->DestroyForPlayer( this );
10334 RemoveEnchantmentDurations(pItem);
10335 RemoveItemDurations(pItem);
10337 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10338 pItem->SetState(ITEM_REMOVED, this);
10340 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10341 AddEnchantmentDurations(pItem2);
10343 pItem2->SetState(ITEM_CHANGED, this);
10345 return pItem2;
10349 Item* Player::EquipNewItem( uint16 pos, uint32 item, uint32 count, bool update )
10351 Item *pItem = Item::CreateItem( item, count, this );
10352 if( pItem )
10354 ItemAddedQuestCheck( item, count );
10355 Item * retItem = EquipItem( pos, pItem, update );
10357 return retItem;
10359 return NULL;
10362 Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
10364 if( pItem )
10366 AddEnchantmentDurations(pItem);
10367 AddItemDurations(pItem);
10369 uint8 bag = pos >> 8;
10370 uint8 slot = pos & 255;
10372 Item *pItem2 = GetItemByPos( bag, slot );
10374 if( !pItem2 )
10376 VisualizeItem( slot, pItem);
10378 if(isAlive())
10380 ItemPrototype const *pProto = pItem->GetProto();
10382 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10383 if(pProto && pProto->ItemSet)
10384 AddItemsSetItem(this,pItem);
10386 _ApplyItemMods(pItem, slot, true);
10388 if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
10390 uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
10392 if (getClass() == CLASS_ROGUE)
10393 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
10395 SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
10397 if (!spellProto)
10398 sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
10399 else
10401 m_weaponChangeTimer = spellProto->StartRecoveryTime;
10403 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
10404 data << uint64(GetGUID());
10405 data << uint8(1);
10406 data << uint32(cooldownSpell);
10407 data << uint32(0);
10408 GetSession()->SendPacket(&data);
10413 if( IsInWorld() && update )
10415 pItem->AddToWorld();
10416 pItem->SendUpdateToPlayer( this );
10419 ApplyEquipCooldown(pItem);
10421 if( slot == EQUIPMENT_SLOT_MAINHAND )
10422 UpdateExpertise(BASE_ATTACK);
10423 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10424 UpdateExpertise(OFF_ATTACK);
10426 else
10428 pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
10429 if( IsInWorld() && update )
10430 pItem2->SendUpdateToPlayer( this );
10432 // delete item (it not in any slot currently)
10433 //pItem->DeleteFromDB();
10434 if( IsInWorld() && update )
10436 pItem->RemoveFromWorld();
10437 pItem->DestroyForPlayer( this );
10440 RemoveEnchantmentDurations(pItem);
10441 RemoveItemDurations(pItem);
10443 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10444 pItem->SetState(ITEM_REMOVED, this);
10445 pItem2->SetState(ITEM_CHANGED, this);
10447 ApplyEquipCooldown(pItem2);
10449 return pItem2;
10453 return pItem;
10456 void Player::QuickEquipItem( uint16 pos, Item *pItem)
10458 if( pItem )
10460 AddEnchantmentDurations(pItem);
10461 AddItemDurations(pItem);
10463 uint8 slot = pos & 255;
10464 VisualizeItem( slot, pItem);
10466 if( IsInWorld() )
10468 pItem->AddToWorld();
10469 pItem->SendUpdateToPlayer( this );
10474 void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
10476 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10477 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10478 // entry // Size: 1
10479 // inspected enchantments // Size: 6
10480 // ? // Size: 5
10481 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10482 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10483 // // = 16
10485 if(pItem)
10487 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetUInt64Value(ITEM_FIELD_CREATOR));
10489 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10490 SetUInt32Value(VisibleBase + 0, pItem->GetEntry());
10492 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10493 SetUInt32Value(VisibleBase + 1 + i, pItem->GetEnchantmentId(EnchantmentSlot(i)));
10495 // Use SetInt16Value to prevent set high part to FFFF for negative value
10496 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES + (slot * MAX_VISIBLE_ITEM_OFFSET), 0, pItem->GetItemRandomPropertyId());
10497 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetItemSuffixFactor());
10499 else
10501 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10503 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10504 SetUInt32Value(VisibleBase + 0, 0);
10506 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10507 SetUInt32Value(VisibleBase + 1 + i, 0);
10509 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10510 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10514 void Player::VisualizeItem( uint8 slot, Item *pItem)
10516 if(!pItem)
10517 return;
10519 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10520 if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
10521 pItem->SetBinding( true );
10523 sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
10525 m_items[slot] = pItem;
10526 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10527 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10528 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10529 pItem->SetSlot( slot );
10530 pItem->SetContainer( NULL );
10532 if( slot < EQUIPMENT_SLOT_END )
10533 SetVisibleItemSlot(slot,pItem);
10535 pItem->SetState(ITEM_CHANGED, this);
10538 void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
10540 // note: removeitem does not actually change the item
10541 // it only takes the item out of storage temporarily
10542 // note2: if removeitem is to be used for delinking
10543 // the item must be removed from the player's updatequeue
10545 Item *pItem = GetItemByPos( bag, slot );
10546 if( pItem )
10548 sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10550 RemoveEnchantmentDurations(pItem);
10551 RemoveItemDurations(pItem);
10553 if( bag == INVENTORY_SLOT_BAG_0 )
10555 if ( slot < INVENTORY_SLOT_BAG_END )
10557 ItemPrototype const *pProto = pItem->GetProto();
10558 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10560 if(pProto && pProto->ItemSet)
10561 RemoveItemsSetItem(this,pProto);
10563 _ApplyItemMods(pItem, slot, false);
10565 // remove item dependent auras and casts (only weapon and armor slots)
10566 if(slot < EQUIPMENT_SLOT_END)
10567 RemoveItemDependentAurasAndCasts(pItem);
10569 // remove held enchantments
10570 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10572 if (pItem->GetItemSuffixFactor())
10574 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
10575 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
10577 else
10579 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
10580 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
10585 m_items[slot] = NULL;
10586 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10588 if ( slot < EQUIPMENT_SLOT_END )
10589 SetVisibleItemSlot(slot,NULL);
10591 else
10593 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10594 if( pBag )
10595 pBag->RemoveItem(slot, update);
10597 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10598 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10599 pItem->SetSlot( NULL_SLOT );
10600 if( IsInWorld() && update )
10601 pItem->SendUpdateToPlayer( this );
10603 if( slot == EQUIPMENT_SLOT_MAINHAND )
10604 UpdateExpertise(BASE_ATTACK);
10605 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10606 UpdateExpertise(OFF_ATTACK);
10610 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10611 void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
10613 if(Item* it = GetItemByPos(bag,slot))
10615 ItemRemovedQuestCheck(it->GetEntry(),it->GetCount());
10616 RemoveItem( bag,slot,update);
10617 it->RemoveFromUpdateQueueOf(this);
10618 if(it->IsInWorld())
10620 it->RemoveFromWorld();
10621 it->DestroyForPlayer( this );
10626 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10627 void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
10629 // update quest counters
10630 ItemAddedQuestCheck(pItem->GetEntry(),pItem->GetCount());
10632 // store item
10633 Item* pLastItem = StoreItem( dest, pItem, update);
10635 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10636 if(pLastItem==pItem)
10638 // update owner for last item (this can be original item with wrong owner
10639 if(pLastItem->GetOwnerGUID() != GetGUID())
10640 pLastItem->SetOwnerGUID(GetGUID());
10642 // if this original item then it need create record in inventory
10643 // in case trade we already have item in other player inventory
10644 pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
10648 void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
10650 Item *pItem = GetItemByPos( bag, slot );
10651 if( pItem )
10653 sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10655 // start from destroy contained items (only equipped bag can have its)
10656 if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10658 for (int i = 0; i < MAX_BAG_SIZE; i++)
10659 DestroyItem(slot,i,update);
10662 if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
10663 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
10665 RemoveEnchantmentDurations(pItem);
10666 RemoveItemDurations(pItem);
10668 ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
10670 if( bag == INVENTORY_SLOT_BAG_0 )
10672 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10674 // equipment and equipped bags can have applied bonuses
10675 if ( slot < INVENTORY_SLOT_BAG_END )
10677 ItemPrototype const *pProto = pItem->GetProto();
10679 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10680 if(pProto && pProto->ItemSet)
10681 RemoveItemsSetItem(this,pProto);
10683 _ApplyItemMods(pItem, slot, false);
10686 if ( slot < EQUIPMENT_SLOT_END )
10688 // remove item dependent auras and casts (only weapon and armor slots)
10689 RemoveItemDependentAurasAndCasts(pItem);
10691 // equipment visual show
10692 SetVisibleItemSlot(slot,NULL);
10695 m_items[slot] = NULL;
10697 else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
10698 pBag->RemoveItem(slot, update);
10700 if( IsInWorld() && update )
10702 pItem->RemoveFromWorld();
10703 pItem->DestroyForPlayer(this);
10706 //pItem->SetOwnerGUID(0);
10707 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10708 pItem->SetSlot( NULL_SLOT );
10709 pItem->SetState(ITEM_REMOVED, this);
10713 void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
10715 sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
10716 Item *pItem;
10717 ItemPrototype const *pProto;
10718 uint32 remcount = 0;
10720 // in inventory
10721 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10723 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10724 if( pItem && pItem->GetEntry() == item )
10726 if( pItem->GetCount() + remcount <= count )
10728 // all items in inventory can unequipped
10729 remcount += pItem->GetCount();
10730 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10732 if(remcount >=count)
10733 return;
10735 else
10737 pProto = pItem->GetProto();
10738 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10739 pItem->SetCount( pItem->GetCount() - count + remcount );
10740 if( IsInWorld() & update )
10741 pItem->SendUpdateToPlayer( this );
10742 pItem->SetState(ITEM_CHANGED, this);
10743 return;
10747 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
10749 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10750 if( pItem && pItem->GetEntry() == item )
10752 if( pItem->GetCount() + remcount <= count )
10754 // all keys can be unequipped
10755 remcount += pItem->GetCount();
10756 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10758 if(remcount >=count)
10759 return;
10761 else
10763 pProto = pItem->GetProto();
10764 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10765 pItem->SetCount( pItem->GetCount() - count + remcount );
10766 if( IsInWorld() & update )
10767 pItem->SendUpdateToPlayer( this );
10768 pItem->SetState(ITEM_CHANGED, this);
10769 return;
10774 // in inventory bags
10775 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10777 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10779 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10781 pItem = pBag->GetItemByPos(j);
10782 if( pItem && pItem->GetEntry() == item )
10784 // all items in bags can be unequipped
10785 if( pItem->GetCount() + remcount <= count )
10787 remcount += pItem->GetCount();
10788 DestroyItem( i, j, update );
10790 if(remcount >=count)
10791 return;
10793 else
10795 pProto = pItem->GetProto();
10796 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10797 pItem->SetCount( pItem->GetCount() - count + remcount );
10798 if( IsInWorld() && update )
10799 pItem->SendUpdateToPlayer( this );
10800 pItem->SetState(ITEM_CHANGED, this);
10801 return;
10808 // in equipment and bag list
10809 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10811 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10812 if( pItem && pItem->GetEntry() == item )
10814 if( pItem->GetCount() + remcount <= count )
10816 if(!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i,false) == EQUIP_ERR_OK )
10818 remcount += pItem->GetCount();
10819 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10821 if(remcount >=count)
10822 return;
10825 else
10827 pProto = pItem->GetProto();
10828 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10829 pItem->SetCount( pItem->GetCount() - count + remcount );
10830 if( IsInWorld() & update )
10831 pItem->SendUpdateToPlayer( this );
10832 pItem->SetState(ITEM_CHANGED, this);
10833 return;
10839 void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
10841 sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
10843 // in inventory
10844 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10846 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10847 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10848 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10850 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
10852 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10853 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10854 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10857 // in inventory bags
10858 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10860 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10861 if( pBag )
10863 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10865 Item* pItem = pBag->GetItemByPos(j);
10866 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10867 DestroyItem( i, j, update);
10872 // in equipment and bag list
10873 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10875 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10876 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10877 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10881 void Player::DestroyConjuredItems( bool update )
10883 // used when entering arena
10884 // destroys all conjured items
10885 sLog.outDebug( "STORAGE: DestroyConjuredItems" );
10887 // in inventory
10888 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10890 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10891 if( pItem && pItem->GetProto() &&
10892 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10893 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
10894 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10897 // in inventory bags
10898 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10900 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10901 if( pBag )
10903 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10905 Item* pItem = pBag->GetItemByPos(j);
10906 if( pItem && pItem->GetProto() &&
10907 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10908 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
10909 DestroyItem( i, j, update);
10914 // in equipment and bag list
10915 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10917 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10918 if( pItem && pItem->GetProto() &&
10919 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10920 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
10921 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10925 void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
10927 if(!pItem)
10928 return;
10930 sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
10932 if( pItem->GetCount() <= count )
10934 count-= pItem->GetCount();
10936 DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
10938 else
10940 ItemRemovedQuestCheck( pItem->GetEntry(), count);
10941 pItem->SetCount( pItem->GetCount() - count );
10942 count = 0;
10943 if( IsInWorld() & update )
10944 pItem->SendUpdateToPlayer( this );
10945 pItem->SetState(ITEM_CHANGED, this);
10949 void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
10951 uint8 srcbag = src >> 8;
10952 uint8 srcslot = src & 255;
10954 uint8 dstbag = dst >> 8;
10955 uint8 dstslot = dst & 255;
10957 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
10958 if( !pSrcItem )
10960 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
10961 return;
10964 // not let split all items (can be only at cheating)
10965 if(pSrcItem->GetCount() == count)
10967 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
10968 return;
10971 // not let split more existed items (can be only at cheating)
10972 if(pSrcItem->GetCount() < count)
10974 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
10975 return;
10978 if(pSrcItem->m_lootGenerated) // prevent split looting item (item
10980 //best error message found for attempting to split while looting
10981 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
10982 return;
10985 sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
10986 Item *pNewItem = pSrcItem->CloneItem( count, this );
10987 if( !pNewItem )
10989 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
10990 return;
10993 if( IsInventoryPos( dst ) )
10995 // change item amount before check (for unique max count check)
10996 pSrcItem->SetCount( pSrcItem->GetCount() - count );
10998 ItemPosCountVec dest;
10999 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
11000 if( msg != EQUIP_ERR_OK )
11002 delete pNewItem;
11003 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11004 SendEquipError( msg, pSrcItem, NULL );
11005 return;
11008 if( IsInWorld() )
11009 pSrcItem->SendUpdateToPlayer( this );
11010 pSrcItem->SetState(ITEM_CHANGED, this);
11011 StoreItem( dest, pNewItem, true);
11013 else if( IsBankPos ( dst ) )
11015 // change item amount before check (for unique max count check)
11016 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11018 ItemPosCountVec dest;
11019 uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
11020 if( msg != EQUIP_ERR_OK )
11022 delete pNewItem;
11023 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11024 SendEquipError( msg, pSrcItem, NULL );
11025 return;
11028 if( IsInWorld() )
11029 pSrcItem->SendUpdateToPlayer( this );
11030 pSrcItem->SetState(ITEM_CHANGED, this);
11031 BankItem( dest, pNewItem, true);
11033 else if( IsEquipmentPos ( dst ) )
11035 // change item amount before check (for unique max count check), provide space for splitted items
11036 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11038 uint16 dest;
11039 uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
11040 if( msg != EQUIP_ERR_OK )
11042 delete pNewItem;
11043 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11044 SendEquipError( msg, pSrcItem, NULL );
11045 return;
11048 if( IsInWorld() )
11049 pSrcItem->SendUpdateToPlayer( this );
11050 pSrcItem->SetState(ITEM_CHANGED, this);
11051 EquipItem( dest, pNewItem, true);
11052 AutoUnequipOffhandIfNeed();
11056 void Player::SwapItem( uint16 src, uint16 dst )
11058 uint8 srcbag = src >> 8;
11059 uint8 srcslot = src & 255;
11061 uint8 dstbag = dst >> 8;
11062 uint8 dstslot = dst & 255;
11064 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
11065 Item *pDstItem = GetItemByPos( dstbag, dstslot );
11067 if( !pSrcItem )
11068 return;
11070 sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
11072 if(!isAlive() )
11074 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
11075 return;
11078 if(pSrcItem->m_lootGenerated) // prevent swap looting item
11080 //best error message found for attempting to swap while looting
11081 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
11082 return;
11085 // check unequip potability for equipped items and bank bags
11086 if(IsEquipmentPos ( src ) || IsBagPos ( src ))
11088 // bags can be swapped with empty bag slots
11089 uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ));
11090 if(msg != EQUIP_ERR_OK)
11092 SendEquipError( msg, pSrcItem, pDstItem );
11093 return;
11097 // prevent put equipped/bank bag in self
11098 if( IsBagPos ( src ) && srcslot == dstbag)
11100 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
11101 return;
11104 if( !pDstItem )
11106 if( IsInventoryPos( dst ) )
11108 ItemPosCountVec dest;
11109 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
11110 if( msg != EQUIP_ERR_OK )
11112 SendEquipError( msg, pSrcItem, NULL );
11113 return;
11116 RemoveItem(srcbag, srcslot, true);
11117 StoreItem( dest, pSrcItem, true);
11119 else if( IsBankPos ( dst ) )
11121 ItemPosCountVec dest;
11122 uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
11123 if( msg != EQUIP_ERR_OK )
11125 SendEquipError( msg, pSrcItem, NULL );
11126 return;
11129 RemoveItem(srcbag, srcslot, true);
11130 BankItem( dest, pSrcItem, true);
11132 else if( IsEquipmentPos ( dst ) )
11134 uint16 dest;
11135 uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
11136 if( msg != EQUIP_ERR_OK )
11138 SendEquipError( msg, pSrcItem, NULL );
11139 return;
11142 RemoveItem(srcbag, srcslot, true);
11143 EquipItem( dest, pSrcItem, true);
11144 AutoUnequipOffhandIfNeed();
11147 else // if (!pDstItem)
11149 if(pDstItem->m_lootGenerated) // prevent swap looting item
11151 //best error message found for attempting to swap while looting
11152 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
11153 return;
11156 // check unequip potability for equipped items and bank bags
11157 if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
11159 // bags can be swapped with empty bag slots
11160 uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) );
11161 if(msg != EQUIP_ERR_OK)
11163 SendEquipError( msg, pSrcItem, pDstItem );
11164 return;
11168 // attempt merge to / fill target item
11170 uint8 msg;
11171 ItemPosCountVec sDest;
11172 uint16 eDest;
11173 if( IsInventoryPos( dst ) )
11174 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
11175 else if( IsBankPos ( dst ) )
11176 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
11177 else if( IsEquipmentPos ( dst ) )
11178 msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
11179 else
11180 return;
11182 // can be merge/fill
11183 if(msg == EQUIP_ERR_OK)
11185 if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->Stackable )
11187 RemoveItem(srcbag, srcslot, true);
11189 if( IsInventoryPos( dst ) )
11190 StoreItem( sDest, pSrcItem, true);
11191 else if( IsBankPos ( dst ) )
11192 BankItem( sDest, pSrcItem, true);
11193 else if( IsEquipmentPos ( dst ) )
11195 EquipItem( eDest, pSrcItem, true);
11196 AutoUnequipOffhandIfNeed();
11199 else
11201 pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->Stackable );
11202 pDstItem->SetCount( pSrcItem->GetProto()->Stackable );
11203 pSrcItem->SetState(ITEM_CHANGED, this);
11204 pDstItem->SetState(ITEM_CHANGED, this);
11205 if( IsInWorld() )
11207 pSrcItem->SendUpdateToPlayer( this );
11208 pDstItem->SendUpdateToPlayer( this );
11211 return;
11215 // impossible merge/fill, do real swap
11216 uint8 msg;
11218 // check src->dest move possibility
11219 ItemPosCountVec sDest;
11220 uint16 eDest;
11221 if( IsInventoryPos( dst ) )
11222 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
11223 else if( IsBankPos( dst ) )
11224 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
11225 else if( IsEquipmentPos( dst ) )
11227 msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
11228 if( msg == EQUIP_ERR_OK )
11229 msg = CanUnequipItem( eDest, true );
11232 if( msg != EQUIP_ERR_OK )
11234 SendEquipError( msg, pSrcItem, pDstItem );
11235 return;
11238 // check dest->src move possibility
11239 ItemPosCountVec sDest2;
11240 uint16 eDest2;
11241 if( IsInventoryPos( src ) )
11242 msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
11243 else if( IsBankPos( src ) )
11244 msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
11245 else if( IsEquipmentPos( src ) )
11247 msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
11248 if( msg == EQUIP_ERR_OK )
11249 msg = CanUnequipItem( eDest2, true);
11252 if( msg != EQUIP_ERR_OK )
11254 SendEquipError( msg, pDstItem, pSrcItem );
11255 return;
11258 // now do moves, remove...
11259 RemoveItem(dstbag, dstslot, false);
11260 RemoveItem(srcbag, srcslot, false);
11262 // add to dest
11263 if( IsInventoryPos( dst ) )
11264 StoreItem(sDest, pSrcItem, true);
11265 else if( IsBankPos( dst ) )
11266 BankItem(sDest, pSrcItem, true);
11267 else if( IsEquipmentPos( dst ) )
11268 EquipItem(eDest, pSrcItem, true);
11270 // add to src
11271 if( IsInventoryPos( src ) )
11272 StoreItem(sDest2, pDstItem, true);
11273 else if( IsBankPos( src ) )
11274 BankItem(sDest2, pDstItem, true);
11275 else if( IsEquipmentPos( src ) )
11276 EquipItem(eDest2, pDstItem, true);
11278 AutoUnequipOffhandIfNeed();
11282 void Player::AddItemToBuyBackSlot( Item *pItem )
11284 if( pItem )
11286 uint32 slot = m_currentBuybackSlot;
11287 // if current back slot non-empty search oldest or free
11288 if(m_items[slot])
11290 uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
11291 uint32 oldest_slot = BUYBACK_SLOT_START;
11293 for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
11295 // found empty
11296 if(!m_items[i])
11298 slot = i;
11299 break;
11302 uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
11304 if(oldest_time > i_time)
11306 oldest_time = i_time;
11307 oldest_slot = i;
11311 // find oldest
11312 slot = oldest_slot;
11315 RemoveItemFromBuyBackSlot( slot, true );
11316 sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
11318 m_items[slot] = pItem;
11319 time_t base = time(NULL);
11320 uint32 etime = uint32(base - m_logintime + (30 * 3600));
11321 uint32 eslot = slot - BUYBACK_SLOT_START;
11323 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, pItem->GetGUID() );
11324 ItemPrototype const *pProto = pItem->GetProto();
11325 if( pProto )
11326 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
11327 else
11328 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11329 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
11331 // move to next (for non filled list is move most optimized choice)
11332 if(m_currentBuybackSlot < BUYBACK_SLOT_END-1)
11333 ++m_currentBuybackSlot;
11337 Item* Player::GetItemFromBuyBackSlot( uint32 slot )
11339 sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
11340 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11341 return m_items[slot];
11342 return NULL;
11345 void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
11347 sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
11348 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11350 Item *pItem = m_items[slot];
11351 if( pItem )
11353 pItem->RemoveFromWorld();
11354 if(del) pItem->SetState(ITEM_REMOVED, this);
11357 m_items[slot] = NULL;
11359 uint32 eslot = slot - BUYBACK_SLOT_START;
11360 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, 0 );
11361 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11362 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
11364 // if current backslot is filled set to now free slot
11365 if(m_items[m_currentBuybackSlot])
11366 m_currentBuybackSlot = slot;
11370 void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
11372 sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg);
11373 WorldPacket data( SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18) );
11374 data << uint8(msg);
11376 if(msg)
11378 data << uint64(pItem ? pItem->GetGUID() : 0);
11379 data << uint64(pItem2 ? pItem2->GetGUID() : 0);
11380 data << uint8(0); // not 0 there...
11382 if(msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
11384 uint32 level = 0;
11386 if(pItem)
11387 if(ItemPrototype const* proto = pItem->GetProto())
11388 level = proto->RequiredLevel;
11390 data << uint32(level); // new 2.4.0
11393 GetSession()->SendPacket(&data);
11396 void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
11398 sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11399 WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
11400 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11401 data << uint32(item);
11402 if( param > 0 )
11403 data << uint32(param);
11404 data << uint8(msg);
11405 GetSession()->SendPacket(&data);
11408 void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
11410 sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11411 WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
11412 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11413 data << uint64(guid);
11414 if( param > 0 )
11415 data << uint32(param);
11416 data << uint8(msg);
11417 GetSession()->SendPacket(&data);
11420 void Player::ClearTrade()
11422 tradeGold = 0;
11423 acceptTrade = false;
11424 for(int i = 0; i < TRADE_SLOT_COUNT; i++)
11425 tradeItems[i] = NULL_SLOT;
11428 void Player::TradeCancel(bool sendback)
11430 if(pTrader)
11432 // send yellow "Trade canceled" message to both traders
11433 WorldSession* ws;
11434 ws = GetSession();
11435 if(sendback)
11436 ws->SendCancelTrade();
11437 ws = pTrader->GetSession();
11438 if(!ws->PlayerLogout())
11439 ws->SendCancelTrade();
11441 // cleanup
11442 ClearTrade();
11443 pTrader->ClearTrade();
11444 // prevent loss of reference
11445 pTrader->pTrader = NULL;
11446 pTrader = NULL;
11450 void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
11452 if(m_itemDuration.empty())
11453 return;
11455 sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time,realtimeonly);
11457 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); )
11459 Item* item = *itr;
11460 ++itr; // current element can be erased in UpdateDuration
11462 if (realtimeonly && item->GetProto()->Duration < 0 || !realtimeonly)
11463 item->UpdateDuration(this,time);
11467 void Player::UpdateEnchantTime(uint32 time)
11469 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11471 assert(itr->item);
11472 next=itr;
11473 if(!itr->item->GetEnchantmentId(itr->slot))
11475 next = m_enchantDuration.erase(itr);
11477 else if(itr->leftduration <= time)
11479 ApplyEnchantment(itr->item,itr->slot,false,false);
11480 itr->item->ClearEnchantment(itr->slot);
11481 next = m_enchantDuration.erase(itr);
11483 else if(itr->leftduration > time)
11485 itr->leftduration -= time;
11486 ++next;
11491 void Player::AddEnchantmentDurations(Item *item)
11493 for(int x=0;x<MAX_ENCHANTMENT_SLOT;++x)
11495 if(!item->GetEnchantmentId(EnchantmentSlot(x)))
11496 continue;
11498 uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
11499 if( duration > 0 )
11500 AddEnchantmentDuration(item,EnchantmentSlot(x),duration);
11504 void Player::RemoveEnchantmentDurations(Item *item)
11506 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();)
11508 if(itr->item == item)
11510 // save duration in item
11511 item->SetEnchantmentDuration(EnchantmentSlot(itr->slot),itr->leftduration);
11512 itr = m_enchantDuration.erase(itr);
11514 else
11515 ++itr;
11519 void Player::RemoveAllEnchantments(EnchantmentSlot slot)
11521 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11522 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11524 next = itr;
11525 if(itr->slot==slot)
11527 if(itr->item && itr->item->GetEnchantmentId(slot))
11529 // remove from stats
11530 ApplyEnchantment(itr->item,slot,false,false);
11531 // remove visual
11532 itr->item->ClearEnchantment(slot);
11534 // remove from update list
11535 next = m_enchantDuration.erase(itr);
11537 else
11538 ++next;
11541 // remove enchants from inventory items
11542 // NOTE: no need to remove these from stats, since these aren't equipped
11543 // in inventory
11544 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
11546 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11547 if( pItem && pItem->GetEnchantmentId(slot) )
11548 pItem->ClearEnchantment(slot);
11551 // in inventory bags
11552 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11554 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11555 if( pBag )
11557 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11559 Item* pItem = pBag->GetItemByPos(j);
11560 if( pItem && pItem->GetEnchantmentId(slot) )
11561 pItem->ClearEnchantment(slot);
11567 // duration == 0 will remove item enchant
11568 void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
11570 if(!item)
11571 return;
11573 if(slot >= MAX_ENCHANTMENT_SLOT)
11574 return;
11576 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11578 if(itr->item == item && itr->slot == slot)
11580 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
11581 m_enchantDuration.erase(itr);
11582 break;
11585 if(item && duration > 0 )
11587 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(),slot,uint32(duration/1000));
11588 m_enchantDuration.push_back(EnchantDuration(item,slot,duration));
11592 void Player::ApplyEnchantment(Item *item,bool apply)
11594 for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
11595 ApplyEnchantment(item, EnchantmentSlot(slot), apply);
11598 void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur, bool ignore_condition)
11600 if(!item)
11601 return;
11603 if(!item->IsEquipped())
11604 return;
11606 if(slot >= MAX_ENCHANTMENT_SLOT)
11607 return;
11609 uint32 enchant_id = item->GetEnchantmentId(slot);
11610 if(!enchant_id)
11611 return;
11613 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
11614 if(!pEnchant)
11615 return;
11617 if(!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
11618 return;
11620 for (int s=0; s<3; s++)
11622 uint32 enchant_display_type = pEnchant->type[s];
11623 uint32 enchant_amount = pEnchant->amount[s];
11624 uint32 enchant_spell_id = pEnchant->spellid[s];
11626 switch(enchant_display_type)
11628 case ITEM_ENCHANTMENT_TYPE_NONE:
11629 break;
11630 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
11631 // processed in Player::CastItemCombatSpell
11632 break;
11633 case ITEM_ENCHANTMENT_TYPE_DAMAGE:
11634 if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11635 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
11636 else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
11637 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
11638 else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
11639 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11640 break;
11641 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
11642 if(enchant_spell_id)
11644 if(apply)
11646 int32 basepoints = int32(enchant_amount);
11647 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11648 if (item->GetItemRandomPropertyId() !=0 && !enchant_amount)
11650 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11651 if (item_rand)
11653 // Search enchant_amount
11654 for (int k=0; k<3; k++)
11656 if(item_rand->enchant_id[k] == enchant_id)
11658 basepoints = int32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11659 break;
11664 // Cast custom spell vs all equal basepoints getted from enchant_amount
11665 if (basepoints)
11666 CastCustomSpell(this,enchant_spell_id,&basepoints,&basepoints,&basepoints,true,item);
11667 else
11668 CastSpell(this,enchant_spell_id,true,item);
11670 else
11671 RemoveAurasDueToItemSpell(item,enchant_spell_id);
11673 break;
11674 case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
11675 if (!enchant_amount)
11677 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11678 if(item_rand)
11680 for (int k=0; k<3; k++)
11682 if(item_rand->enchant_id[k] == enchant_id)
11684 enchant_amount = uint32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11685 break;
11691 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
11692 break;
11693 case ITEM_ENCHANTMENT_TYPE_STAT:
11695 if (!enchant_amount)
11697 ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11698 if(item_rand_suffix)
11700 for (int k=0; k<3; k++)
11702 if(item_rand_suffix->enchant_id[k] == enchant_id)
11704 enchant_amount = uint32((item_rand_suffix->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11705 break;
11711 sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
11712 switch (enchant_spell_id)
11714 case ITEM_MOD_AGILITY:
11715 sLog.outDebug("+ %u AGILITY",enchant_amount);
11716 HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
11717 ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
11718 break;
11719 case ITEM_MOD_STRENGTH:
11720 sLog.outDebug("+ %u STRENGTH",enchant_amount);
11721 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
11722 ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
11723 break;
11724 case ITEM_MOD_INTELLECT:
11725 sLog.outDebug("+ %u INTELLECT",enchant_amount);
11726 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
11727 ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
11728 break;
11729 case ITEM_MOD_SPIRIT:
11730 sLog.outDebug("+ %u SPIRIT",enchant_amount);
11731 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
11732 ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
11733 break;
11734 case ITEM_MOD_STAMINA:
11735 sLog.outDebug("+ %u STAMINA",enchant_amount);
11736 HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
11737 ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
11738 break;
11739 case ITEM_MOD_DEFENSE_SKILL_RATING:
11740 ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
11741 sLog.outDebug("+ %u DEFENCE", enchant_amount);
11742 break;
11743 case ITEM_MOD_DODGE_RATING:
11744 ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
11745 sLog.outDebug("+ %u DODGE", enchant_amount);
11746 break;
11747 case ITEM_MOD_PARRY_RATING:
11748 ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
11749 sLog.outDebug("+ %u PARRY", enchant_amount);
11750 break;
11751 case ITEM_MOD_BLOCK_RATING:
11752 ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
11753 sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
11754 break;
11755 case ITEM_MOD_HIT_MELEE_RATING:
11756 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11757 sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
11758 break;
11759 case ITEM_MOD_HIT_RANGED_RATING:
11760 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11761 sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
11762 break;
11763 case ITEM_MOD_HIT_SPELL_RATING:
11764 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11765 sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
11766 break;
11767 case ITEM_MOD_CRIT_MELEE_RATING:
11768 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11769 sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
11770 break;
11771 case ITEM_MOD_CRIT_RANGED_RATING:
11772 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11773 sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
11774 break;
11775 case ITEM_MOD_CRIT_SPELL_RATING:
11776 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11777 sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
11778 break;
11779 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11780 // in Enchantments
11781 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11782 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11783 // break;
11784 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11785 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11786 // break;
11787 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11788 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11789 // break;
11790 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11791 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11792 // break;
11793 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11794 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11795 // break;
11796 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11797 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11798 // break;
11799 // case ITEM_MOD_HASTE_MELEE_RATING:
11800 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11801 // break;
11802 // case ITEM_MOD_HASTE_RANGED_RATING:
11803 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11804 // break;
11805 case ITEM_MOD_HASTE_SPELL_RATING:
11806 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11807 break;
11808 case ITEM_MOD_HIT_RATING:
11809 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11810 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11811 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11812 sLog.outDebug("+ %u HIT", enchant_amount);
11813 break;
11814 case ITEM_MOD_CRIT_RATING:
11815 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11816 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11817 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11818 sLog.outDebug("+ %u CRITICAL", enchant_amount);
11819 break;
11820 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11821 // case ITEM_MOD_HIT_TAKEN_RATING:
11822 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11823 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11824 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11825 // break;
11826 // case ITEM_MOD_CRIT_TAKEN_RATING:
11827 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11828 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11829 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11830 // break;
11831 case ITEM_MOD_RESILIENCE_RATING:
11832 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11833 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11834 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11835 sLog.outDebug("+ %u RESILIENCE", enchant_amount);
11836 break;
11837 case ITEM_MOD_HASTE_RATING:
11838 ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11839 ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11840 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11841 sLog.outDebug("+ %u HASTE", enchant_amount);
11842 break;
11843 case ITEM_MOD_EXPERTISE_RATING:
11844 ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
11845 sLog.outDebug("+ %u EXPERTISE", enchant_amount);
11846 break;
11847 case ITEM_MOD_ARMOR_PENETRATION_RATING:
11848 ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
11849 sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
11850 break;
11851 default:
11852 break;
11854 break;
11856 case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
11858 if(getClass() == CLASS_SHAMAN)
11860 float addValue = 0.0f;
11861 if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11863 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11864 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
11866 else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
11868 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11869 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
11872 break;
11874 default:
11875 sLog.outError("Unknown item enchantment display type: %d",enchant_display_type);
11876 break;
11877 } /*switch(enchant_display_type)*/
11878 } /*for*/
11880 // visualize enchantment at player and equipped items
11881 if(slot < MAX_INSPECTED_ENCHANTMENT_SLOT)
11883 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (item->GetSlot() * MAX_VISIBLE_ITEM_OFFSET);
11884 SetUInt32Value(VisibleBase + 1 + slot, apply? item->GetEnchantmentId(slot) : 0);
11887 if(apply_dur)
11889 if(apply)
11891 // set duration
11892 uint32 duration = item->GetEnchantmentDuration(slot);
11893 if(duration > 0)
11894 AddEnchantmentDuration(item,slot,duration);
11896 else
11898 // duration == 0 will remove EnchantDuration
11899 AddEnchantmentDuration(item,slot,0);
11904 void Player::SendEnchantmentDurations()
11906 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11908 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(),itr->slot,uint32(itr->leftduration)/1000);
11912 void Player::SendItemDurations()
11914 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end();++itr)
11916 (*itr)->SendTimeUpdate(this);
11920 void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
11922 if(!item) // prevent crash
11923 return;
11925 // last check 2.0.10
11926 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
11927 data << GetGUID(); // player GUID
11928 data << uint32(received); // 0=looted, 1=from npc
11929 data << uint32(created); // 0=received, 1=created
11930 data << uint32(1); // always 0x01 (probably meant to be count of listed items)
11931 data << (uint8)item->GetBagSlot(); // bagslot
11932 // item slot, but when added to stack: 0xFFFFFFFF
11933 data << (uint32) ((item->GetCount()==count) ? item->GetSlot() : -1);
11934 data << uint32(item->GetEntry()); // item id
11935 data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
11936 data << uint32(item->GetItemRandomPropertyId()); // random item property id
11937 data << uint32(count); // count of items
11938 data << GetItemCount(item->GetEntry()); // count of items in inventory
11940 if (broadcast && GetGroup())
11941 GetGroup()->BroadcastPacket(&data);
11942 else
11943 GetSession()->SendPacket(&data);
11946 /*********************************************************/
11947 /*** QUEST SYSTEM ***/
11948 /*********************************************************/
11950 void Player::PrepareQuestMenu( uint64 guid )
11952 Object *pObject;
11953 QuestRelations* pObjectQR;
11954 QuestRelations* pObjectQIR;
11955 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
11956 if( pCreature )
11958 pObject = (Object*)pCreature;
11959 pObjectQR = &objmgr.mCreatureQuestRelations;
11960 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
11962 else
11964 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
11965 if( pGameObject )
11967 pObject = (Object*)pGameObject;
11968 pObjectQR = &objmgr.mGOQuestRelations;
11969 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
11971 else
11972 return;
11975 QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
11976 qm.ClearMenu();
11978 for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
11980 uint32 quest_id = i->second;
11981 QuestStatus status = GetQuestStatus( quest_id );
11982 if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
11983 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
11984 else if ( status == QUEST_STATUS_INCOMPLETE )
11985 qm.AddMenuItem(quest_id, DIALOG_STATUS_INCOMPLETE);
11986 else if (status == QUEST_STATUS_AVAILABLE )
11987 qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
11990 for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
11992 uint32 quest_id = i->second;
11993 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
11994 if(!pQuest) continue;
11996 QuestStatus status = GetQuestStatus( quest_id );
11998 if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
11999 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
12000 else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
12001 qm.AddMenuItem(quest_id, DIALOG_STATUS_AVAILABLE);
12005 void Player::SendPreparedQuest( uint64 guid )
12007 QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
12008 if( questMenu.Empty() )
12009 return;
12011 QuestMenuItem const& qmi0 = questMenu.GetItem( 0 );
12013 uint32 status = qmi0.m_qIcon;
12015 // single element case
12016 if ( questMenu.MenuItemCount() == 1 )
12018 // Auto open -- maybe also should verify there is no greeting
12019 uint32 quest_id = qmi0.m_qId;
12020 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
12021 if ( pQuest )
12023 if( status == DIALOG_STATUS_REWARD_REP && !GetQuestRewardStatus( quest_id ) )
12024 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanRewardQuest(pQuest,false), true );
12025 else if( status == DIALOG_STATUS_INCOMPLETE )
12026 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, false, true );
12027 // Send completable on repeatable quest if player don't have quest
12028 else if( pQuest->IsRepeatable() && !pQuest->IsDaily() )
12029 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanCompleteRepeatableQuest(pQuest), true );
12030 else
12031 PlayerTalkClass->SendQuestGiverQuestDetails( pQuest, guid, true );
12034 // multiply entries
12035 else
12037 QEmote qe;
12038 qe._Delay = 0;
12039 qe._Emote = 0;
12040 std::string title = "";
12041 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
12042 if( pCreature )
12044 uint32 textid = pCreature->GetNpcTextId();
12045 GossipText * gossiptext = objmgr.GetGossipText(textid);
12046 if( !gossiptext )
12048 qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12049 qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12050 title = "";
12052 else
12054 qe = gossiptext->Options[0].Emotes[0];
12056 if(!gossiptext->Options[0].Text_0.empty())
12058 title = gossiptext->Options[0].Text_0;
12060 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12061 if (loc_idx >= 0)
12063 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
12064 if (nl)
12066 if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
12067 title = nl->Text_0[0][loc_idx];
12071 else
12073 title = gossiptext->Options[0].Text_1;
12075 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12076 if (loc_idx >= 0)
12078 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
12079 if (nl)
12081 if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
12082 title = nl->Text_1[0][loc_idx];
12088 PlayerTalkClass->SendQuestGiverQuestList( qe, title, guid );
12092 bool Player::IsActiveQuest( uint32 quest_id ) const
12094 QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
12096 return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
12099 Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
12101 Object *pObject;
12102 QuestRelations* pObjectQR;
12103 QuestRelations* pObjectQIR;
12105 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
12106 if( pCreature )
12108 pObject = (Object*)pCreature;
12109 pObjectQR = &objmgr.mCreatureQuestRelations;
12110 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
12112 else
12114 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
12115 if( pGameObject )
12117 pObject = (Object*)pGameObject;
12118 pObjectQR = &objmgr.mGOQuestRelations;
12119 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
12121 else
12122 return NULL;
12125 uint32 nextQuestID = pQuest->GetNextQuestInChain();
12126 for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
12128 if (itr->second == nextQuestID)
12129 return objmgr.GetQuestTemplate(nextQuestID);
12132 return NULL;
12135 bool Player::CanSeeStartQuest( Quest const *pQuest )
12137 if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
12138 SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
12139 SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
12140 SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
12142 return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
12145 return false;
12148 bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
12150 return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
12151 && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
12152 && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
12153 && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
12154 && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
12155 && SatisfyQuestDay( pQuest, msg );
12158 bool Player::CanAddQuest( Quest const *pQuest, bool msg )
12160 if( !SatisfyQuestLog( msg ) )
12161 return false;
12163 uint32 srcitem = pQuest->GetSrcItemId();
12164 if( srcitem > 0 )
12166 uint32 count = pQuest->GetSrcItemCount();
12167 ItemPosCountVec dest;
12168 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12170 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12171 if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12172 return true;
12173 else if( msg != EQUIP_ERR_OK )
12175 SendEquipError( msg, NULL, NULL );
12176 return false;
12179 return true;
12182 bool Player::CanCompleteQuest( uint32 quest_id )
12184 if( quest_id )
12186 QuestStatusData& q_status = mQuestStatus[quest_id];
12187 if( q_status.m_status == QUEST_STATUS_COMPLETE )
12188 return false; // not allow re-complete quest
12190 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12192 if(!qInfo)
12193 return false;
12195 // auto complete quest
12196 if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
12197 return true;
12199 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
12202 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12204 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12206 if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
12207 return false;
12211 if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12213 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12215 if( qInfo->ReqCreatureOrGOId[i] == 0 )
12216 continue;
12218 if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
12219 return false;
12223 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
12224 return false;
12226 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && q_status.m_timer == 0 )
12227 return false;
12229 if ( qInfo->GetRewOrReqMoney() < 0 )
12231 if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
12232 return false;
12235 uint32 repFacId = qInfo->GetRepObjectiveFaction();
12236 if ( repFacId && GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
12237 return false;
12239 return true;
12242 return false;
12245 bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
12247 // Solve problem that player don't have the quest and try complete it.
12248 // if repeatable she must be able to complete event if player don't have it.
12249 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12250 if( !CanTakeQuest(pQuest, false) )
12251 return false;
12253 if (pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER) )
12254 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12255 if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
12256 return false;
12258 if( !CanRewardQuest(pQuest, false) )
12259 return false;
12261 return true;
12264 bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
12266 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12267 if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
12268 return false;
12270 // daily quest can't be rewarded (25 daily quest already completed)
12271 if(!SatisfyQuestDay(pQuest,true))
12272 return false;
12274 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12275 if(GetQuestRewardStatus(pQuest->GetQuestId()))
12276 return false;
12278 // prevent receive reward with quest items in bank
12279 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12281 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12283 if( pQuest->ReqItemCount[i]!= 0 &&
12284 GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
12286 if(msg)
12287 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
12288 return false;
12293 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12294 if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
12295 return false;
12297 return true;
12300 bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
12302 // prevent receive reward with quest items in bank or for not completed quest
12303 if(!CanRewardQuest(pQuest,msg))
12304 return false;
12306 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12308 if( pQuest->RewChoiceItemId[reward] )
12310 ItemPosCountVec dest;
12311 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
12312 if( res != EQUIP_ERR_OK )
12314 SendEquipError( res, NULL, NULL );
12315 return false;
12320 if ( pQuest->GetRewItemsCount() > 0 )
12322 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
12324 if( pQuest->RewItemId[i] )
12326 ItemPosCountVec dest;
12327 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
12328 if( res != EQUIP_ERR_OK )
12330 SendEquipError( res, NULL, NULL );
12331 return false;
12337 return true;
12340 void Player::AddQuest( Quest const *pQuest, Object *questGiver )
12342 uint16 log_slot = FindQuestSlot( 0 );
12343 assert(log_slot < MAX_QUEST_LOG_SIZE);
12345 uint32 quest_id = pQuest->GetQuestId();
12347 // if not exist then created with set uState==NEW and rewarded=false
12348 QuestStatusData& questStatusData = mQuestStatus[quest_id];
12349 if (questStatusData.uState != QUEST_NEW)
12350 questStatusData.uState = QUEST_CHANGED;
12352 // check for repeatable quests status reset
12353 questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
12354 questStatusData.m_explored = false;
12356 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12358 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12359 questStatusData.m_itemcount[i] = 0;
12362 if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12364 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12365 questStatusData.m_creatureOrGOcount[i] = 0;
12368 GiveQuestSourceItem( pQuest );
12369 AdjustQuestReqItemCount( pQuest );
12371 if( pQuest->GetRepObjectiveFaction() )
12372 SetFactionVisibleForFactionId(pQuest->GetRepObjectiveFaction());
12374 uint32 qtime = 0;
12375 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
12377 uint32 limittime = pQuest->GetLimitTime();
12379 // shared timed quest
12380 if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
12381 limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / 1000;
12383 AddTimedQuest( quest_id );
12384 questStatusData.m_timer = limittime * 1000;
12385 qtime = static_cast<uint32>(time(NULL)) + limittime;
12387 else
12388 questStatusData.m_timer = 0;
12390 SetQuestSlot(log_slot, quest_id, qtime);
12392 //starting initial quest script
12393 if(questGiver && pQuest->GetQuestStartScript()!=0)
12394 sWorld.ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
12396 UpdateForQuestsGO();
12399 void Player::CompleteQuest( uint32 quest_id )
12401 if( quest_id )
12403 SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
12405 uint16 log_slot = FindQuestSlot( quest_id );
12406 if( log_slot < MAX_QUEST_LOG_SIZE)
12407 SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12409 if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
12411 if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
12412 RewardQuest(qInfo,0,this,false);
12413 else
12414 SendQuestComplete( quest_id );
12419 void Player::IncompleteQuest( uint32 quest_id )
12421 if( quest_id )
12423 SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
12425 uint16 log_slot = FindQuestSlot( quest_id );
12426 if( log_slot < MAX_QUEST_LOG_SIZE)
12427 RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12431 void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
12433 uint32 quest_id = pQuest->GetQuestId();
12435 for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++ )
12437 if ( pQuest->ReqItemId[i] )
12438 DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
12441 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12442 // SetTimedQuest( 0 );
12443 m_timedquests.erase(pQuest->GetQuestId());
12445 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12447 if( pQuest->RewChoiceItemId[reward] )
12449 ItemPosCountVec dest;
12450 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK )
12452 Item* item = StoreNewItem( dest, pQuest->RewChoiceItemId[reward], true);
12453 SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
12458 if ( pQuest->GetRewItemsCount() > 0 )
12460 for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
12462 if( pQuest->RewItemId[i] )
12464 ItemPosCountVec dest;
12465 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ) == EQUIP_ERR_OK )
12467 Item* item = StoreNewItem( dest, pQuest->RewItemId[i], true);
12468 SendNewItem(item, pQuest->RewItemCount[i], true, false);
12474 RewardReputation( pQuest );
12476 if( pQuest->GetRewSpellCast() > 0 )
12477 CastSpell( this, pQuest->GetRewSpellCast(), true);
12478 else if( pQuest->GetRewSpell() > 0)
12479 CastSpell( this, pQuest->GetRewSpell(), true);
12481 uint16 log_slot = FindQuestSlot( quest_id );
12482 if( log_slot < MAX_QUEST_LOG_SIZE)
12483 SetQuestSlot(log_slot,0);
12485 QuestStatusData& q_status = mQuestStatus[quest_id];
12487 // Not give XP in case already completed once repeatable quest
12488 uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
12490 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
12491 GiveXP( XP , NULL );
12492 else
12493 ModifyMoney( int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)) );
12495 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12496 ModifyMoney( pQuest->GetRewOrReqMoney() );
12498 // honor reward
12499 if(pQuest->GetRewHonorableKills())
12500 RewardHonor(NULL, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
12502 // title reward
12503 if(pQuest->GetCharTitleId())
12505 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
12506 SetTitle(titleEntry);
12509 // Send reward mail
12510 if(pQuest->GetRewMailTemplateId())
12512 MailMessageType mailType;
12513 uint32 senderGuidOrEntry;
12514 switch(questGiver->GetTypeId())
12516 case TYPEID_UNIT:
12517 mailType = MAIL_CREATURE;
12518 senderGuidOrEntry = questGiver->GetEntry();
12519 break;
12520 case TYPEID_GAMEOBJECT:
12521 mailType = MAIL_GAMEOBJECT;
12522 senderGuidOrEntry = questGiver->GetEntry();
12523 break;
12524 case TYPEID_ITEM:
12525 mailType = MAIL_ITEM;
12526 senderGuidOrEntry = questGiver->GetEntry();
12527 break;
12528 case TYPEID_PLAYER:
12529 mailType = MAIL_NORMAL;
12530 senderGuidOrEntry = questGiver->GetGUIDLow();
12531 break;
12532 default:
12533 mailType = MAIL_NORMAL;
12534 senderGuidOrEntry = GetGUIDLow();
12535 break;
12538 Loot questMailLoot;
12540 questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this);
12542 // fill mail
12543 MailItemsInfo mi; // item list preparing
12545 for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.items.size(); ++i)
12547 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
12549 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12551 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12552 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12557 for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.quest_items.size(); ++i)
12559 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i+questMailLoot.items.size(),this))
12561 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12563 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12564 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12569 WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
12572 if(pQuest->IsDaily())
12574 SetDailyQuestStatus(quest_id);
12575 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
12578 if ( !pQuest->IsRepeatable() )
12579 SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
12580 else
12581 SetQuestStatus(quest_id, QUEST_STATUS_NONE);
12583 q_status.m_rewarded = true;
12585 if(announce)
12586 SendQuestReward( pQuest, XP, questGiver );
12588 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12589 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
12590 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST);
12593 void Player::FailQuest( uint32 quest_id )
12595 if( quest_id )
12597 IncompleteQuest( quest_id );
12599 uint16 log_slot = FindQuestSlot( quest_id );
12600 if( log_slot < MAX_QUEST_LOG_SIZE)
12602 SetQuestSlotTimer(log_slot, 1 );
12603 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12605 SendQuestFailed( quest_id );
12609 void Player::FailTimedQuest( uint32 quest_id )
12611 if( quest_id )
12613 QuestStatusData& q_status = mQuestStatus[quest_id];
12615 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12616 q_status.m_timer = 0;
12618 IncompleteQuest( quest_id );
12620 uint16 log_slot = FindQuestSlot( quest_id );
12621 if( log_slot < MAX_QUEST_LOG_SIZE)
12623 SetQuestSlotTimer(log_slot, 1 );
12624 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12626 SendQuestTimerFailed( quest_id );
12630 bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
12632 int32 zoneOrSort = qInfo->GetZoneOrSort();
12633 int32 skillOrClass = qInfo->GetSkillOrClass();
12635 // skip zone zoneOrSort and 0 case skillOrClass
12636 if( zoneOrSort >= 0 && skillOrClass == 0 )
12637 return true;
12639 int32 questSort = -zoneOrSort;
12640 uint8 reqSortClass = ClassByQuestSort(questSort);
12642 // check class sort cases in zoneOrSort
12643 if( reqSortClass != 0 && getClass() != reqSortClass)
12645 if( msg )
12646 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12647 return false;
12650 // check class
12651 if( skillOrClass < 0 )
12653 uint8 reqClass = -int32(skillOrClass);
12654 if(getClass() != reqClass)
12656 if( msg )
12657 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12658 return false;
12661 // check skill
12662 else if( skillOrClass > 0 )
12664 uint32 reqSkill = skillOrClass;
12665 if( GetSkillValue( reqSkill ) < qInfo->GetRequiredSkillValue() )
12667 if( msg )
12668 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12669 return false;
12673 return true;
12676 bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
12678 if( getLevel() < qInfo->GetMinLevel() )
12680 if( msg )
12681 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12682 return false;
12684 return true;
12687 bool Player::SatisfyQuestLog( bool msg )
12689 // exist free slot
12690 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE )
12691 return true;
12693 if( msg )
12695 WorldPacket data( SMSG_QUESTLOG_FULL, 0 );
12696 GetSession()->SendPacket( &data );
12697 sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12699 return false;
12702 bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
12704 // No previous quest (might be first quest in a series)
12705 if( qInfo->prevQuests.empty())
12706 return true;
12708 for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter )
12710 uint32 prevId = abs(*iter);
12712 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
12713 Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
12715 if( qPrevInfo && i_prevstatus != mQuestStatus.end() )
12717 // If any of the positive previous quests completed, return true
12718 if( *iter > 0 && i_prevstatus->second.m_rewarded )
12720 // skip one-from-all exclusive group
12721 if(qPrevInfo->GetExclusiveGroup() >= 0)
12722 return true;
12724 // each-from-all exclusive group ( < 0)
12725 // can be start if only all quests in prev quest exclusive group completed and rewarded
12726 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12727 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12729 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12731 for(; iter != end; ++iter)
12733 uint32 exclude_Id = iter->second;
12735 // skip checked quest id, only state of other quests in group is interesting
12736 if(exclude_Id == prevId)
12737 continue;
12739 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12741 // alternative quest from group also must be completed and rewarded(reported)
12742 if( i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded )
12744 if( msg )
12745 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12746 return false;
12749 return true;
12751 // If any of the negative previous quests active, return true
12752 if( *iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12753 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
12755 // skip one-from-all exclusive group
12756 if(qPrevInfo->GetExclusiveGroup() >= 0)
12757 return true;
12759 // each-from-all exclusive group ( < 0)
12760 // can be start if only all quests in prev quest exclusive group active
12761 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12762 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12764 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12766 for(; iter != end; ++iter)
12768 uint32 exclude_Id = iter->second;
12770 // skip checked quest id, only state of other quests in group is interesting
12771 if(exclude_Id == prevId)
12772 continue;
12774 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12776 // alternative quest from group also must be active
12777 if( i_exstatus == mQuestStatus.end() ||
12778 i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
12779 (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)) )
12781 if( msg )
12782 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12783 return false;
12786 return true;
12791 // Has only positive prev. quests in non-rewarded state
12792 // and negative prev. quests in non-active state
12793 if( msg )
12794 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12796 return false;
12799 bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
12801 uint32 reqraces = qInfo->GetRequiredRaces();
12802 if ( reqraces == 0 )
12803 return true;
12804 if( (reqraces & getRaceMask()) == 0 )
12806 if( msg )
12807 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
12808 return false;
12810 return true;
12813 bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
12815 uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
12816 if(fIdMin && GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
12818 if( msg )
12819 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12820 return false;
12823 uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
12824 if(fIdMax && GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
12826 if( msg )
12827 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12828 return false;
12831 return true;
12834 bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
12836 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
12837 if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
12839 if( msg )
12840 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
12841 return false;
12843 return true;
12846 bool Player::SatisfyQuestTimed( Quest const* qInfo, bool msg )
12848 if ( (find(m_timedquests.begin(), m_timedquests.end(), qInfo->GetQuestId()) != m_timedquests.end()) && qInfo->HasFlag(QUEST_MANGOS_FLAGS_TIMED) )
12850 if( msg )
12851 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED );
12852 return false;
12854 return true;
12857 bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
12859 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12860 if(qInfo->GetExclusiveGroup() <= 0)
12861 return true;
12863 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
12864 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
12866 assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
12868 for(; iter != end; ++iter)
12870 uint32 exclude_Id = iter->second;
12872 // skip checked quest id, only state of other quests in group is interesting
12873 if(exclude_Id == qInfo->GetQuestId())
12874 continue;
12876 // not allow have daily quest if daily quest from exclusive group already recently completed
12877 Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
12878 if( !SatisfyQuestDay(Nquest, false) )
12880 if( msg )
12881 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12882 return false;
12885 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12887 // alternative quest already started or completed
12888 if( i_exstatus != mQuestStatus.end()
12889 && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
12891 if( msg )
12892 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12893 return false;
12896 return true;
12899 bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
12901 if(!qInfo->GetNextQuestInChain())
12902 return true;
12904 // next quest in chain already started or completed
12905 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
12906 if( itr != mQuestStatus.end()
12907 && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) )
12909 if( msg )
12910 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12911 return false;
12914 // check for all quests further up the chain
12915 // only necessary if there are quest chains with more than one quest that can be skipped
12916 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12917 return true;
12920 bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
12922 // No previous quest in chain
12923 if( qInfo->prevChainQuests.empty())
12924 return true;
12926 for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
12928 uint32 prevId = *iter;
12930 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
12932 if( i_prevstatus != mQuestStatus.end() )
12934 // If any of the previous quests in chain active, return false
12935 if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12936 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
12938 if( msg )
12939 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12940 return false;
12944 // check for all quests further down the chain
12945 // only necessary if there are quest chains with more than one quest that can be skipped
12946 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12947 // return false;
12950 // No previous quest in chain active
12951 return true;
12954 bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
12956 if(!qInfo->IsDaily())
12957 return true;
12959 bool have_slot = false;
12960 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
12962 uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
12963 if(qInfo->GetQuestId()==id)
12964 return false;
12966 if(!id)
12967 have_slot = true;
12970 if(!have_slot)
12972 if( msg )
12973 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
12974 return false;
12977 return true;
12980 bool Player::GiveQuestSourceItem( Quest const *pQuest )
12982 uint32 srcitem = pQuest->GetSrcItemId();
12983 if( srcitem > 0 )
12985 uint32 count = pQuest->GetSrcItemCount();
12986 if( count <= 0 )
12987 count = 1;
12989 ItemPosCountVec dest;
12990 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12991 if( msg == EQUIP_ERR_OK )
12993 Item * item = StoreNewItem(dest, srcitem, true);
12994 SendNewItem(item, count, true, false);
12995 return true;
12997 // player already have max amount required item, just report success
12998 else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12999 return true;
13000 else
13001 SendEquipError( msg, NULL, NULL );
13002 return false;
13005 return true;
13008 bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
13010 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13011 if( qInfo )
13013 uint32 srcitem = qInfo->GetSrcItemId();
13014 if( srcitem > 0 )
13016 uint32 count = qInfo->GetSrcItemCount();
13017 if( count <= 0 )
13018 count = 1;
13020 // exist one case when destroy source quest item not possible:
13021 // non un-equippable item (equipped non-empty bag, for example)
13022 uint8 res = CanUnequipItems(srcitem,count);
13023 if(res != EQUIP_ERR_OK)
13025 if(msg)
13026 SendEquipError( res, NULL, NULL );
13027 return false;
13030 DestroyItemCount(srcitem, count, true, true);
13033 return true;
13036 bool Player::GetQuestRewardStatus( uint32 quest_id ) const
13038 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13039 if( qInfo )
13041 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13042 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13043 if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
13044 && !qInfo->IsRepeatable() )
13045 return itr->second.m_rewarded;
13047 return false;
13049 return false;
13052 QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
13054 if( quest_id )
13056 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13057 if( itr != mQuestStatus.end() )
13058 return itr->second.m_status;
13060 return QUEST_STATUS_NONE;
13063 bool Player::CanShareQuest(uint32 quest_id) const
13065 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13066 if( qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) )
13068 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13069 if( itr != mQuestStatus.end() )
13070 return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
13072 return false;
13075 void Player::SetQuestStatus( uint32 quest_id, QuestStatus status )
13077 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13078 if( qInfo )
13080 if( status == QUEST_STATUS_NONE || status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE )
13082 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
13083 m_timedquests.erase(qInfo->GetQuestId());
13086 QuestStatusData& q_status = mQuestStatus[quest_id];
13088 q_status.m_status = status;
13089 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13092 UpdateForQuestsGO();
13095 // not used in MaNGOS, but used in scripting code
13096 uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
13098 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13099 if( !qInfo )
13100 return 0;
13102 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13103 if ( qInfo->ReqCreatureOrGOId[j] == entry )
13104 return mQuestStatus[quest_id].m_creatureOrGOcount[j];
13106 return 0;
13109 void Player::AdjustQuestReqItemCount( Quest const* pQuest )
13111 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13113 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
13115 uint32 reqitemcount = pQuest->ReqItemCount[i];
13116 if( reqitemcount != 0 )
13118 uint32 quest_id = pQuest->GetQuestId();
13119 uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
13121 QuestStatusData& q_status = mQuestStatus[quest_id];
13122 q_status.m_itemcount[i] = std::min(curitemcount, reqitemcount);
13123 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13129 uint16 Player::FindQuestSlot( uint32 quest_id ) const
13131 for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13132 if ( GetQuestSlotQuestId(i) == quest_id )
13133 return i;
13135 return MAX_QUEST_LOG_SIZE;
13138 void Player::AreaExploredOrEventHappens( uint32 questId )
13140 if( questId )
13142 uint16 log_slot = FindQuestSlot( questId );
13143 if( log_slot < MAX_QUEST_LOG_SIZE)
13145 QuestStatusData& q_status = mQuestStatus[questId];
13147 if(!q_status.m_explored)
13149 q_status.m_explored = true;
13150 if (q_status.uState != QUEST_NEW)
13151 q_status.uState = QUEST_CHANGED;
13154 if( CanCompleteQuest( questId ) )
13155 CompleteQuest( questId );
13159 //not used in mangosd, function for external script library
13160 void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
13162 if( Group *pGroup = GetGroup() )
13164 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
13166 Player *pGroupGuy = itr->getSource();
13168 // for any leave or dead (with not released body) group member at appropriate distance
13169 if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse() )
13170 pGroupGuy->AreaExploredOrEventHappens(questId);
13173 else
13174 AreaExploredOrEventHappens(questId);
13177 void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
13179 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13181 uint32 questid = GetQuestSlotQuestId(i);
13182 if ( questid == 0 )
13183 continue;
13185 QuestStatusData& q_status = mQuestStatus[questid];
13187 if ( q_status.m_status != QUEST_STATUS_INCOMPLETE )
13188 continue;
13190 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13191 if( !qInfo || !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13192 continue;
13194 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13196 uint32 reqitem = qInfo->ReqItemId[j];
13197 if ( reqitem == entry )
13199 uint32 reqitemcount = qInfo->ReqItemCount[j];
13200 uint32 curitemcount = q_status.m_itemcount[j];
13201 if ( curitemcount < reqitemcount )
13203 uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
13204 q_status.m_itemcount[j] += additemcount;
13205 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13207 SendQuestUpdateAddItem( qInfo, j, additemcount );
13209 if ( CanCompleteQuest( questid ) )
13210 CompleteQuest( questid );
13211 return;
13215 UpdateForQuestsGO();
13216 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
13219 void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
13221 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13223 uint32 questid = GetQuestSlotQuestId(i);
13224 if(!questid)
13225 continue;
13226 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13227 if ( !qInfo )
13228 continue;
13229 if( !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13230 continue;
13232 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13234 uint32 reqitem = qInfo->ReqItemId[j];
13235 if ( reqitem == entry )
13237 QuestStatusData& q_status = mQuestStatus[questid];
13239 uint32 reqitemcount = qInfo->ReqItemCount[j];
13240 uint32 curitemcount;
13241 if( q_status.m_status != QUEST_STATUS_COMPLETE )
13242 curitemcount = q_status.m_itemcount[j];
13243 else
13244 curitemcount = GetItemCount(entry,true);
13245 if ( curitemcount < reqitemcount + count )
13247 uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
13248 q_status.m_itemcount[j] = curitemcount - remitemcount;
13249 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13251 IncompleteQuest( questid );
13253 return;
13257 UpdateForQuestsGO();
13260 void Player::KilledMonster( uint32 entry, uint64 guid )
13262 uint32 addkillcount = 1;
13263 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, entry, addkillcount);
13264 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13266 uint32 questid = GetQuestSlotQuestId(i);
13267 if(!questid)
13268 continue;
13270 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13271 if( !qInfo )
13272 continue;
13273 // just if !ingroup || !noraidgroup || raidgroup
13274 QuestStatusData& q_status = mQuestStatus[questid];
13275 if( q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
13277 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST) )
13279 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13281 // skip GO activate objective or none
13282 if(qInfo->ReqCreatureOrGOId[j] <=0)
13283 continue;
13285 // skip Cast at creature objective
13286 if(qInfo->ReqSpell[j] !=0 )
13287 continue;
13289 uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
13291 if ( reqkill == entry )
13293 uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
13294 uint32 curkillcount = q_status.m_creatureOrGOcount[j];
13295 if ( curkillcount < reqkillcount )
13297 q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
13298 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13300 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
13302 if ( CanCompleteQuest( questid ) )
13303 CompleteQuest( questid );
13305 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13306 continue;
13314 void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
13316 bool isCreature = IS_CREATURE_GUID(guid);
13318 uint32 addCastCount = 1;
13319 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13321 uint32 questid = GetQuestSlotQuestId(i);
13322 if(!questid)
13323 continue;
13325 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13326 if ( !qInfo )
13327 continue;
13329 QuestStatusData& q_status = mQuestStatus[questid];
13331 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13333 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST ) )
13335 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13337 // skip kill creature objective (0) or wrong spell casts
13338 if(qInfo->ReqSpell[j] != spell_id )
13339 continue;
13341 uint32 reqTarget = 0;
13343 if(isCreature)
13345 // creature activate objectives
13346 if(qInfo->ReqCreatureOrGOId[j] > 0)
13347 // checked at quest_template loading
13348 reqTarget = qInfo->ReqCreatureOrGOId[j];
13350 else
13352 // GO activate objective
13353 if(qInfo->ReqCreatureOrGOId[j] < 0)
13354 // checked at quest_template loading
13355 reqTarget = - qInfo->ReqCreatureOrGOId[j];
13358 // other not this creature/GO related objectives
13359 if( reqTarget != entry )
13360 continue;
13362 uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
13363 uint32 curCastCount = q_status.m_creatureOrGOcount[j];
13364 if ( curCastCount < reqCastCount )
13366 q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
13367 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13369 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount);
13372 if ( CanCompleteQuest( questid ) )
13373 CompleteQuest( questid );
13375 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13376 break;
13383 void Player::TalkedToCreature( uint32 entry, uint64 guid )
13385 uint32 addTalkCount = 1;
13386 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13388 uint32 questid = GetQuestSlotQuestId(i);
13389 if(!questid)
13390 continue;
13392 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13393 if ( !qInfo )
13394 continue;
13396 QuestStatusData& q_status = mQuestStatus[questid];
13398 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13400 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) )
13402 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13404 // skip spell casts and Gameobject objectives
13405 if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
13406 continue;
13408 uint32 reqTarget = 0;
13410 if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
13411 // checked at quest_template loading
13412 reqTarget = qInfo->ReqCreatureOrGOId[j];
13413 else
13414 continue;
13416 if ( reqTarget == entry )
13418 uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
13419 uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
13420 if ( curTalkCount < reqTalkCount )
13422 q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
13423 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13425 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount);
13427 if ( CanCompleteQuest( questid ) )
13428 CompleteQuest( questid );
13430 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13431 continue;
13439 void Player::MoneyChanged( uint32 count )
13441 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13443 uint32 questid = GetQuestSlotQuestId(i);
13444 if (!questid)
13445 continue;
13447 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13448 if( qInfo && qInfo->GetRewOrReqMoney() < 0 )
13450 QuestStatusData& q_status = mQuestStatus[questid];
13452 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13454 if(int32(count) >= -qInfo->GetRewOrReqMoney())
13456 if ( CanCompleteQuest( questid ) )
13457 CompleteQuest( questid );
13460 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13462 if(int32(count) < -qInfo->GetRewOrReqMoney())
13463 IncompleteQuest( questid );
13469 bool Player::HasQuestForItem( uint32 itemid ) const
13471 for( QuestStatusMap::const_iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
13473 QuestStatusData const& q_status = i->second;
13475 if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
13477 Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
13478 if(!qinfo)
13479 continue;
13481 // hide quest if player is in raid-group and quest is no raid quest
13482 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
13483 continue;
13485 // There should be no mixed ReqItem/ReqSource drop
13486 // This part for ReqItem drop
13487 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13489 if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] )
13490 return true;
13492 // This part - for ReqSource
13493 for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; j++)
13495 // examined item is a source item
13496 if (qinfo->ReqSourceId[j] == itemid && qinfo->ReqSourceRef[j] > 0 && qinfo->ReqSourceRef[j] <= QUEST_OBJECTIVES_COUNT)
13498 uint32 idx = qinfo->ReqSourceRef[j]-1;
13500 // total count of created ReqItems and SourceItems is less than ReqItemCount
13501 if(qinfo->ReqItemId[idx] != 0 &&
13502 q_status.m_itemcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqItemCount[idx] * qinfo->ReqSourceCount[j])
13503 return true;
13505 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13506 if (qinfo->ReqCreatureOrGOId[idx] != 0)
13508 if(q_status.m_creatureOrGOcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqCreatureOrGOCount[idx] * qinfo->ReqSourceCount[j])
13509 return true;
13511 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13512 else if(qinfo->ReqSpell[idx] != 0)
13514 // not casted and need more reagents/item for use.
13515 if(!q_status.m_explored && GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
13516 return true;
13522 return false;
13525 void Player::SendQuestComplete( uint32 quest_id )
13527 if( quest_id )
13529 WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 );
13530 data << uint32(quest_id);
13531 GetSession()->SendPacket( &data );
13532 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id );
13536 void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
13538 uint32 questid = pQuest->GetQuestId();
13539 sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
13540 WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) );
13541 data << uint32(questid);
13543 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
13545 data << uint32(XP);
13546 data << uint32(pQuest->GetRewOrReqMoney());
13548 else
13550 data << uint32(0);
13551 data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
13554 data << uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
13555 data << uint32(pQuest->GetBonusTalents()); // bonus talents
13556 GetSession()->SendPacket( &data );
13558 if (pQuest->GetQuestCompleteScript() != 0)
13559 sWorld.ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
13562 void Player::SendQuestFailed( uint32 quest_id )
13564 if( quest_id )
13566 WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 );
13567 data << quest_id;
13568 data << uint32(0); // failed reason (4 for inventory is full)
13569 GetSession()->SendPacket( &data );
13570 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13574 void Player::SendQuestTimerFailed( uint32 quest_id )
13576 if( quest_id )
13578 WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
13579 data << quest_id;
13580 GetSession()->SendPacket( &data );
13581 sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13585 void Player::SendCanTakeQuestResponse( uint32 msg )
13587 WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
13588 data << uint32(msg);
13589 GetSession()->SendPacket( &data );
13590 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13593 void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
13595 if( pPlayer )
13597 WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
13598 data << uint64(pPlayer->GetGUID());
13599 data << uint8(msg); // valid values: 0-8
13600 GetSession()->SendPacket( &data );
13601 sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13605 void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
13607 WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 );
13608 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13609 //data << pQuest->ReqItemId[item_idx];
13610 //data << count;
13611 GetSession()->SendPacket( &data );
13614 void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
13616 assert(old_count + add_count < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13618 int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
13619 if (entry < 0)
13620 // client expected gameobject template id in form (id|0x80000000)
13621 entry = (-entry) | 0x80000000;
13623 WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
13624 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13625 data << uint32(pQuest->GetQuestId());
13626 data << uint32(entry);
13627 data << uint32(old_count + add_count);
13628 data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
13629 data << uint64(guid);
13630 GetSession()->SendPacket(&data);
13632 uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
13633 if( log_slot < MAX_QUEST_LOG_SIZE)
13634 SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
13637 /*********************************************************/
13638 /*** LOAD SYSTEM ***/
13639 /*********************************************************/
13641 bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
13643 bool delete_result = true;
13644 if(!result)
13646 // 0 1 2 3 4 5 6 7 8 9
13647 result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid);
13648 if(!result) return false;
13650 else delete_result = false;
13652 Field *fields = result->Fetch();
13654 if(!LoadValues( fields[1].GetString()))
13656 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
13657 if(delete_result) delete result;
13658 return false;
13661 // overwrite possible wrong/corrupted guid
13662 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13664 m_name = fields[2].GetCppString();
13666 Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat());
13667 SetMapId(fields[6].GetUInt32());
13668 // the instance id is not needed at character enum
13670 m_Played_time[0] = fields[7].GetUInt32();
13671 m_Played_time[1] = fields[8].GetUInt32();
13673 m_atLoginFlags = fields[9].GetUInt32();
13675 // I don't see these used anywhere ..
13676 /*_LoadGroup();
13678 _LoadBoundInstances();*/
13680 if (delete_result) delete result;
13682 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
13683 m_items[i] = NULL;
13685 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
13686 m_deathState = DEAD;
13688 return true;
13691 void Player::_LoadDeclinedNames(QueryResult* result)
13693 if(!result)
13694 return;
13696 if(m_declinedname)
13697 delete m_declinedname;
13699 m_declinedname = new DeclinedName;
13700 Field *fields = result->Fetch();
13701 for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
13702 m_declinedname->name[i] = fields[i].GetCppString();
13704 delete result;
13707 bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
13709 QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
13710 if(!result)
13711 return false;
13713 Field *fields = result->Fetch();
13715 x = fields[0].GetFloat();
13716 y = fields[1].GetFloat();
13717 z = fields[2].GetFloat();
13718 o = fields[3].GetFloat();
13719 mapid = fields[4].GetUInt32();
13720 in_flight = !fields[5].GetCppString().empty();
13722 delete result;
13723 return true;
13726 bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
13728 QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
13729 if( !result )
13730 return false;
13732 Field *fields = result->Fetch();
13734 data = StrSplit(fields[0].GetCppString(), " ");
13736 delete result;
13738 return true;
13741 uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
13743 if(index >= data.size())
13744 return 0;
13746 return (uint32)atoi(data[index].c_str());
13749 float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
13751 float result;
13752 uint32 temp = Player::GetUInt32ValueFromArray(data,index);
13753 memcpy(&result, &temp, sizeof(result));
13755 return result;
13758 uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
13760 Tokens data;
13761 if(!LoadValuesArrayFromDB(data,guid))
13762 return 0;
13764 return GetUInt32ValueFromArray(data,index);
13767 float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
13769 float result;
13770 uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
13771 memcpy(&result, &temp, sizeof(result));
13773 return result;
13776 bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
13778 //// 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
13779 //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 FROM characters WHERE guid = '%u'", guid);
13780 QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
13782 if(!result)
13784 sLog.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid);
13785 return false;
13788 Field *fields = result->Fetch();
13790 uint32 dbAccountId = fields[1].GetUInt32();
13792 // check if the character's account in the db and the logged in account match.
13793 // player should be able to load/delete character only with correct account!
13794 if( dbAccountId != GetSession()->GetAccountId() )
13796 sLog.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
13797 delete result;
13798 return false;
13801 Object::_Create( guid, 0, HIGHGUID_PLAYER );
13803 m_name = fields[3].GetCppString();
13805 // check name limitations
13806 if(!ObjectMgr::IsValidName(m_name) || GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name))
13808 delete result;
13809 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
13810 return false;
13813 if(!LoadValues( fields[2].GetString()))
13815 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
13816 delete result;
13817 return false;
13820 // overwrite possible wrong/corrupted guid
13821 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13823 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13824 for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
13826 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), 0 );
13827 SetVisibleItemSlot(slot,NULL);
13829 if (m_items[slot])
13831 delete m_items[slot];
13832 m_items[slot] = NULL;
13836 // update money limits
13837 if(GetMoney() > MAX_MONEY_AMOUNT)
13838 SetMoney(MAX_MONEY_AMOUNT);
13840 sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
13841 outDebugValues();
13843 m_race = fields[4].GetUInt8();
13844 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13845 //Other way is to saves m_team into characters table.
13846 setFactionForRace(m_race);
13847 SetCharm(0);
13849 m_class = fields[5].GetUInt8();
13851 PlayerInfo const *info = objmgr.GetPlayerInfo(m_race, m_class);
13852 if(!info)
13854 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
13855 delete result;
13856 return false;
13859 InitPrimaryProffesions(); // to max set before any spell loaded
13861 uint32 transGUID = fields[24].GetUInt32();
13862 Relocate(fields[6].GetFloat(),fields[7].GetFloat(),fields[8].GetFloat(),fields[10].GetFloat());
13863 SetMapId(fields[9].GetUInt32());
13864 SetDifficulty(fields[32].GetUInt32()); // may be changed in _LoadGroup
13866 _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
13868 // check arena teams integrity
13869 for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
13871 uint32 arena_team_id = GetArenaTeamId(arena_slot);
13872 if(!arena_team_id)
13873 continue;
13875 if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
13876 if(at->HaveMember(GetGUID()))
13877 continue;
13879 // arena team not exist or not member, cleanup fields
13880 for(int j =0; j < 6; ++j)
13881 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arena_slot * 6 + j, 0);
13884 _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
13886 if(!IsPositionValid())
13888 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());
13890 SetMapId(info->mapId);
13891 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
13893 transGUID = 0;
13895 m_movementInfo.t_x = 0.0f;
13896 m_movementInfo.t_y = 0.0f;
13897 m_movementInfo.t_z = 0.0f;
13898 m_movementInfo.t_o = 0.0f;
13901 // load the player's map here if it's not already loaded
13902 Map *map = GetMap();
13903 // since the player may not be bound to the map yet, make sure subsequent
13904 // getmap calls won't create new maps
13905 SetInstanceId(map->GetInstanceId());
13907 SaveRecallPosition();
13909 if (transGUID != 0)
13911 m_movementInfo.t_x = fields[20].GetFloat();
13912 m_movementInfo.t_y = fields[21].GetFloat();
13913 m_movementInfo.t_z = fields[22].GetFloat();
13914 m_movementInfo.t_o = fields[23].GetFloat();
13916 if( !MaNGOS::IsValidMapCoord(
13917 GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
13918 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
13919 // transport size limited
13920 m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
13922 sLog.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13923 guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
13924 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
13926 SetMapId(info->mapId);
13927 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
13929 m_movementInfo.t_x = 0.0f;
13930 m_movementInfo.t_y = 0.0f;
13931 m_movementInfo.t_z = 0.0f;
13932 m_movementInfo.t_o = 0.0f;
13934 transGUID = 0;
13938 if (transGUID != 0)
13940 for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
13942 if( (*iter)->GetGUIDLow() == transGUID)
13944 m_transport = *iter;
13945 m_transport->AddPassenger(this);
13946 SetMapId(m_transport->GetMapId());
13947 break;
13951 if(!m_transport)
13953 sLog.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
13954 guid,transGUID);
13956 SetMapId(info->mapId);
13957 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
13959 m_movementInfo.t_x = 0.0f;
13960 m_movementInfo.t_y = 0.0f;
13961 m_movementInfo.t_z = 0.0f;
13962 m_movementInfo.t_o = 0.0f;
13964 transGUID = 0;
13968 time_t now = time(NULL);
13969 time_t logoutTime = time_t(fields[16].GetUInt64());
13971 // since last logout (in seconds)
13972 uint64 time_diff = uint64(now - logoutTime);
13974 // set value, including drunk invisibility detection
13975 // calculate sobering. after 15 minutes logged out, the player will be sober again
13976 float soberFactor;
13977 if(time_diff > 15*MINUTE)
13978 soberFactor = 0;
13979 else
13980 soberFactor = 1-time_diff/(15.0f*MINUTE);
13981 uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
13982 SetDrunkValue(newDrunkenValue);
13984 m_rest_bonus = fields[15].GetFloat();
13985 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
13986 float bubble0 = 0.031;
13987 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
13988 float bubble1 = 0.125;
13990 if((int32)fields[16].GetUInt32() > 0)
13992 float bubble = fields[17].GetUInt32() > 0
13993 ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
13994 : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
13996 SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
13999 m_cinematic = fields[12].GetUInt32();
14000 m_Played_time[0]= fields[13].GetUInt32();
14001 m_Played_time[1]= fields[14].GetUInt32();
14003 m_resetTalentsCost = fields[18].GetUInt32();
14004 m_resetTalentsTime = time_t(fields[19].GetUInt64());
14006 // reserve some flags
14007 uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
14009 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) )
14010 SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
14012 m_taxi.LoadTaxiMask( fields[11].GetString() ); // must be before InitTaxiNodesForLevel
14014 uint32 extraflags = fields[25].GetUInt32();
14016 m_stableSlots = fields[26].GetUInt32();
14017 if(m_stableSlots > 4)
14019 sLog.outError("Player can have not more 4 stable slots, but have in DB %u",uint32(m_stableSlots));
14020 m_stableSlots = 4;
14023 m_atLoginFlags = fields[27].GetUInt32();
14025 // Honor system
14026 // Update Honor kills data
14027 m_lastHonorUpdateTime = logoutTime;
14028 UpdateHonorFields();
14030 m_deathExpireTime = (time_t)fields[30].GetUInt64();
14031 if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
14032 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
14034 std::string taxi_nodes = fields[31].GetCppString();
14036 delete result;
14038 // clear channel spell data (if saved at channel spell casting)
14039 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
14040 SetUInt32Value(UNIT_CHANNEL_SPELL,0);
14042 // clear charm/summon related fields
14043 SetCharm(NULL);
14044 SetPet(NULL);
14045 SetCharmerGUID(NULL);
14046 SetOwnerGUID(NULL);
14047 SetCreatorGUID(NULL);
14049 // reset some aura modifiers before aura apply
14050 SetFarSight(NULL);
14051 SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
14052 SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
14054 // reset skill modifiers and set correct unlearn flags
14055 for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++)
14057 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
14059 // set correct unlearn bit
14060 uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
14061 if(!id) continue;
14063 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
14064 if(!pSkill) continue;
14066 // enable unlearn button for primary professions only
14067 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
14068 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
14069 else
14070 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
14073 // make sure the unit is considered out of combat for proper loading
14074 ClearInCombat();
14076 // make sure the unit is considered not in duel for proper loading
14077 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
14078 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
14080 // remember loaded power/health values to restore after stats initialization and modifier applying
14081 uint32 savedHealth = GetHealth();
14082 uint32 savedPower[MAX_POWERS];
14083 for(uint32 i = 0; i < MAX_POWERS; ++i)
14084 savedPower[i] = GetPower(Powers(i));
14086 // reset stats before loading any modifiers
14087 InitStatsForLevel();
14088 InitTaxiNodesForLevel();
14089 InitGlyphsForLevel();
14090 InitRunes();
14092 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14094 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14095 //_LoadMail();
14097 _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
14099 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14100 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
14101 m_deathState = DEAD;
14103 _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
14105 // after spell load
14106 InitTalentForLevel();
14107 learnSkillRewardedSpells();
14109 // after spell load, learn rewarded spell if need also
14110 _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
14111 _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
14113 _LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS));
14115 // must be before inventory (some items required reputation check)
14116 _LoadReputation(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
14118 _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
14120 // update items with duration and realtime
14121 UpdateItemDuration(time_diff, true);
14123 _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
14125 // unread mails and next delivery time, actual mails not loaded
14126 _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
14128 m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
14130 if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
14131 return false;
14133 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14134 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14135 if(uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
14137 if(!HasTitle(curTitle))
14138 SetUInt32Value(PLAYER_CHOSEN_TITLE,0);
14141 // Not finish taxi flight path
14142 if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes))
14144 // problems with taxi path loading
14145 TaxiNodesEntry const* nodeEntry = NULL;
14146 if(uint32 node_id = m_taxi.GetTaxiSource())
14147 nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14149 if(!nodeEntry) // don't know taxi start node, to homebind
14151 sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14152 SetMapId(m_homebindMapId);
14153 Relocate( m_homebindX, m_homebindY, m_homebindZ,0.0f);
14154 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14156 else // have start node, to it
14158 sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14159 SetMapId(nodeEntry->map_id);
14160 Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
14161 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14163 m_taxi.ClearTaxiDestinations();
14165 else if(uint32 node_id = m_taxi.GetTaxiSource())
14167 // save source node as recall coord to prevent recall and fall from sky
14168 TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14169 assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
14170 m_recallMap = nodeEntry->map_id;
14171 m_recallX = nodeEntry->x;
14172 m_recallY = nodeEntry->y;
14173 m_recallZ = nodeEntry->z;
14175 // flight will started later
14178 _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
14180 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14181 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14182 if(!isAlive())
14183 RemoveAllAurasOnDeath();
14185 //apply all stat bonuses from items and auras
14186 SetCanModifyStats(true);
14187 UpdateAllStats();
14189 // restore remembered power/health values (but not more max values)
14190 SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
14191 for(uint32 i = 0; i < MAX_POWERS; ++i)
14192 SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
14194 sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
14195 outDebugValues();
14197 // GM state
14198 if(GetSession()->GetSecurity() > SEC_PLAYER)
14200 switch(sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
14202 default:
14203 case 0: break; // disable
14204 case 1: SetGameMaster(true); break; // enable
14205 case 2: // save state
14206 if(extraflags & PLAYER_EXTRA_GM_ON)
14207 SetGameMaster(true);
14208 break;
14211 switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
14213 default:
14214 case 0: break; // disable
14215 case 1: SetAcceptTicket(true); break; // enable
14216 case 2: // save state
14217 if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
14218 SetAcceptTicket(true);
14219 break;
14222 switch(sWorld.getConfig(CONFIG_GM_CHAT))
14224 default:
14225 case 0: break; // disable
14226 case 1: SetGMChat(true); break; // enable
14227 case 2: // save state
14228 if(extraflags & PLAYER_EXTRA_GM_CHAT)
14229 SetGMChat(true);
14230 break;
14233 switch(sWorld.getConfig(CONFIG_GM_WISPERING_TO))
14235 default:
14236 case 0: break; // disable
14237 case 1: SetAcceptWhispers(true); break; // enable
14238 case 2: // save state
14239 if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
14240 SetAcceptWhispers(true);
14241 break;
14245 _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
14247 m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
14248 m_achievementMgr.CheckAllAchievementCriteria();
14249 return true;
14252 bool Player::isAllowedToLoot(Creature* creature)
14254 if(Player* recipient = creature->GetLootRecipient())
14256 if (recipient == this)
14257 return true;
14258 if( Group* otherGroup = recipient->GetGroup())
14260 Group* thisGroup = GetGroup();
14261 if(!thisGroup)
14262 return false;
14263 return thisGroup == otherGroup;
14265 return false;
14267 else
14268 // prevent other players from looting if the recipient got disconnected
14269 return !creature->hasLootRecipient();
14272 void Player::_LoadActions(QueryResult *result)
14274 m_actionButtons.clear();
14276 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14278 if(result)
14282 Field *fields = result->Fetch();
14284 uint8 button = fields[0].GetUInt8();
14286 addActionButton(button, fields[1].GetUInt16(), fields[2].GetUInt8(), fields[3].GetUInt8());
14288 m_actionButtons[button].uState = ACTIONBUTTON_UNCHANGED;
14290 while( result->NextRow() );
14292 delete result;
14296 void Player::_LoadAuras(QueryResult *result, uint32 timediff)
14298 m_Auras.clear();
14299 for (int i = 0; i < TOTAL_AURAS; i++)
14300 m_modAuras[i].clear();
14302 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14304 if(result)
14308 Field *fields = result->Fetch();
14309 uint64 caster_guid = fields[0].GetUInt64();
14310 uint32 spellid = fields[1].GetUInt32();
14311 uint32 effindex = fields[2].GetUInt32();
14312 uint32 stackcount = fields[3].GetUInt32();
14313 int32 damage = (int32)fields[4].GetUInt32();
14314 int32 maxduration = (int32)fields[5].GetUInt32();
14315 int32 remaintime = (int32)fields[6].GetUInt32();
14316 int32 remaincharges = (int32)fields[7].GetUInt32();
14318 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
14319 if(!spellproto)
14321 sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex);
14322 continue;
14325 if(effindex >= 3)
14327 sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex);
14328 continue;
14331 // negative effects should continue counting down after logout
14332 if (remaintime != -1 && !IsPositiveEffect(spellid, effindex))
14334 if(remaintime <= int32(timediff))
14335 continue;
14337 remaintime -= timediff;
14340 // prevent wrong values of remaincharges
14341 if(spellproto->procCharges)
14343 if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
14344 remaincharges = spellproto->procCharges;
14346 else
14347 remaincharges = 0;
14349 //do not load single target auras (unless they were cast by the player)
14350 if (caster_guid != GetGUID() && IsSingleTargetSpell(spellproto))
14351 continue;
14353 for(uint32 i=0; i<stackcount; i++)
14355 Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
14356 if(!damage)
14357 damage = aura->GetModifier()->m_amount;
14358 aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
14359 AddAura(aura);
14360 sLog.outString("Added aura spellid %u, effect %u", spellproto->Id, effindex);
14363 while( result->NextRow() );
14365 delete result;
14368 if(m_class == CLASS_WARRIOR)
14369 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
14372 void Player::LoadCorpse()
14374 if( isAlive() )
14376 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14378 else
14380 if(Corpse *corpse = GetCorpse())
14382 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
14384 else
14386 //Prevent Dead Player login without corpse
14387 ResurrectPlayer(0.5f);
14392 void Player::_LoadInventory(QueryResult *result, uint32 timediff)
14394 //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());
14395 std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
14396 //NOTE: the "order by `bag`" is important because it makes sure
14397 //the bagMap is filled before items in the bags are loaded
14398 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14399 //expected to be equipped before offhand items (TODO: fixme)
14401 uint32 zone = GetZoneId();
14403 if (result)
14405 std::list<Item*> problematicItems;
14407 // prevent items from being added to the queue when stored
14408 m_itemUpdateQueueBlocked = true;
14411 Field *fields = result->Fetch();
14412 uint32 bag_guid = fields[1].GetUInt32();
14413 uint8 slot = fields[2].GetUInt8();
14414 uint32 item_guid = fields[3].GetUInt32();
14415 uint32 item_id = fields[4].GetUInt32();
14417 ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
14419 if(!proto)
14421 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14422 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
14423 sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
14424 continue;
14427 Item *item = NewItemOrBag(proto);
14429 if(!item->LoadFromDB(item_guid, GetGUID(), result))
14431 sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
14432 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14433 item->FSetState(ITEM_REMOVED);
14434 item->SaveToDB(); // it also deletes item object !
14435 continue;
14438 // not allow have in alive state item limited to another map/zone
14439 if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
14441 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14442 item->FSetState(ITEM_REMOVED);
14443 item->SaveToDB(); // it also deletes item object !
14444 continue;
14447 // "Conjured items disappear if you are logged out for more than 15 minutes"
14448 if ((timediff > 15*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED)))
14450 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14451 item->FSetState(ITEM_REMOVED);
14452 item->SaveToDB(); // it also deletes item object !
14453 continue;
14456 bool success = true;
14458 if (!bag_guid)
14460 // the item is not in a bag
14461 item->SetContainer( NULL );
14462 item->SetSlot(slot);
14464 if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
14466 ItemPosCountVec dest;
14467 if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK )
14468 item = StoreItem(dest, item, true);
14469 else
14470 success = false;
14472 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) )
14474 uint16 dest;
14475 if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK )
14476 QuickEquipItem(dest, item);
14477 else
14478 success = false;
14480 else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) )
14482 ItemPosCountVec dest;
14483 if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK )
14484 item = BankItem(dest, item, true);
14485 else
14486 success = false;
14489 if(success)
14491 // store bags that may contain items in them
14492 if(item->IsBag() && IsBagPos(item->GetPos()))
14493 bagMap[item_guid] = (Bag*)item;
14496 else
14498 item->SetSlot(NULL_SLOT);
14499 // the item is in a bag, find the bag
14500 std::map<uint64, Bag*>::iterator itr = bagMap.find(bag_guid);
14501 if(itr != bagMap.end())
14502 itr->second->StoreItem(slot, item, true );
14503 else
14504 success = false;
14507 // item's state may have changed after stored
14508 if (success)
14509 item->SetState(ITEM_UNCHANGED, this);
14510 else
14512 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);
14513 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14514 problematicItems.push_back(item);
14516 } while (result->NextRow());
14518 delete result;
14519 m_itemUpdateQueueBlocked = false;
14521 // send by mail problematic items
14522 while(!problematicItems.empty())
14524 // fill mail
14525 MailItemsInfo mi; // item list preparing
14527 for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
14529 Item* item = problematicItems.front();
14530 problematicItems.pop_front();
14532 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
14535 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
14537 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
14540 //if(isAlive())
14541 _ApplyAllItemMods();
14544 // load mailed item which should receive current player
14545 void Player::_LoadMailedItems(Mail *mail)
14547 QueryResult* result = CharacterDatabase.PQuery("SELECT item_guid, item_template FROM mail_items WHERE mail_id='%u'", mail->messageID);
14548 if(!result)
14549 return;
14553 Field *fields = result->Fetch();
14554 uint32 item_guid_low = fields[0].GetUInt32();
14555 uint32 item_template = fields[1].GetUInt32();
14557 mail->AddItem(item_guid_low, item_template);
14559 ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
14561 if(!proto)
14563 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);
14564 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14565 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
14566 continue;
14569 Item *item = NewItemOrBag(proto);
14571 if(!item->LoadFromDB(item_guid_low, 0))
14573 sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
14574 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14575 item->FSetState(ITEM_REMOVED);
14576 item->SaveToDB(); // it also deletes item object !
14577 continue;
14580 AddMItem(item);
14581 } while (result->NextRow());
14583 delete result;
14586 void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery)
14588 //set a count of unread mails
14589 //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);
14590 if (resultUnread)
14592 Field *fieldMail = resultUnread->Fetch();
14593 unReadMails = fieldMail[0].GetUInt8();
14594 delete resultUnread;
14597 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14598 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14599 if (resultDelivery)
14601 Field *fieldMail = resultDelivery->Fetch();
14602 m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
14603 delete resultDelivery;
14607 void Player::_LoadMail()
14609 m_mail.clear();
14610 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14611 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());
14612 if(result)
14616 Field *fields = result->Fetch();
14617 Mail *m = new Mail;
14618 m->messageID = fields[0].GetUInt32();
14619 m->messageType = fields[1].GetUInt8();
14620 m->sender = fields[2].GetUInt32();
14621 m->receiver = fields[3].GetUInt32();
14622 m->subject = fields[4].GetCppString();
14623 m->itemTextId = fields[5].GetUInt32();
14624 bool has_items = fields[6].GetBool();
14625 m->expire_time = (time_t)fields[7].GetUInt64();
14626 m->deliver_time = (time_t)fields[8].GetUInt64();
14627 m->money = fields[9].GetUInt32();
14628 m->COD = fields[10].GetUInt32();
14629 m->checked = fields[11].GetUInt32();
14630 m->stationery = fields[12].GetUInt8();
14631 m->mailTemplateId = fields[13].GetInt16();
14633 if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
14635 sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
14636 m->mailTemplateId = 0;
14639 m->state = MAIL_STATE_UNCHANGED;
14641 if (has_items)
14642 _LoadMailedItems(m);
14644 m_mail.push_back(m);
14645 } while( result->NextRow() );
14646 delete result;
14648 m_mailsLoaded = true;
14651 void Player::LoadPet()
14653 //fixme: the pet should still be loaded if the player is not in world
14654 // just not added to the map
14655 if(IsInWorld())
14657 Pet *pet = new Pet;
14658 if(!pet->LoadPetFromDB(this,0,0,true))
14659 delete pet;
14663 void Player::_LoadQuestStatus(QueryResult *result)
14665 mQuestStatus.clear();
14667 uint32 slot = 0;
14669 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14670 //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());
14672 if(result)
14676 Field *fields = result->Fetch();
14678 uint32 quest_id = fields[0].GetUInt32();
14679 // used to be new, no delete?
14680 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14681 if( pQuest )
14683 // find or create
14684 QuestStatusData& questStatusData = mQuestStatus[quest_id];
14686 uint32 qstatus = fields[1].GetUInt32();
14687 if(qstatus < MAX_QUEST_STATUS)
14688 questStatusData.m_status = QuestStatus(qstatus);
14689 else
14691 questStatusData.m_status = QUEST_STATUS_NONE;
14692 sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
14695 questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
14696 questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
14698 time_t quest_time = time_t(fields[4].GetUInt64());
14700 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE )
14702 AddTimedQuest( quest_id );
14704 if (quest_time <= sWorld.GetGameTime())
14705 questStatusData.m_timer = 1;
14706 else
14707 questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * 1000;
14709 else
14710 quest_time = 0;
14712 questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
14713 questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
14714 questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
14715 questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
14716 questStatusData.m_itemcount[0] = fields[9].GetUInt32();
14717 questStatusData.m_itemcount[1] = fields[10].GetUInt32();
14718 questStatusData.m_itemcount[2] = fields[11].GetUInt32();
14719 questStatusData.m_itemcount[3] = fields[12].GetUInt32();
14721 questStatusData.uState = QUEST_UNCHANGED;
14723 // add to quest log
14724 if( slot < MAX_QUEST_LOG_SIZE &&
14725 ( questStatusData.m_status==QUEST_STATUS_INCOMPLETE ||
14726 questStatusData.m_status==QUEST_STATUS_COMPLETE &&
14727 (!questStatusData.m_rewarded || pQuest->IsDaily()) ) )
14729 SetQuestSlot(slot,quest_id,quest_time);
14731 if(questStatusData.m_status == QUEST_STATUS_COMPLETE)
14732 SetQuestSlotState(slot,QUEST_STATE_COMPLETE);
14734 for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
14735 if(questStatusData.m_creatureOrGOcount[idx])
14736 SetQuestSlotCounter(slot,idx,questStatusData.m_creatureOrGOcount[idx]);
14738 ++slot;
14741 if(questStatusData.m_rewarded)
14743 // learn rewarded spell if unknown
14744 learnQuestRewardedSpells(pQuest);
14746 // set rewarded title if any
14747 if(pQuest->GetCharTitleId())
14749 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
14750 SetTitle(titleEntry);
14754 sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
14757 while( result->NextRow() );
14759 delete result;
14762 // clear quest log tail
14763 for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
14764 SetQuestSlot(i,0);
14767 void Player::_LoadDailyQuestStatus(QueryResult *result)
14769 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
14770 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
14772 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14774 if(result)
14776 uint32 quest_daily_idx = 0;
14780 if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
14782 sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14783 break;
14786 Field *fields = result->Fetch();
14788 uint32 quest_id = fields[0].GetUInt32();
14790 // save _any_ from daily quest times (it must be after last reset anyway)
14791 m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
14793 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14794 if( !pQuest )
14795 continue;
14797 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
14798 ++quest_daily_idx;
14800 sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
14802 while( result->NextRow() );
14804 delete result;
14807 m_DailyQuestChanged = false;
14810 void Player::_LoadReputation(QueryResult *result)
14812 m_factions.clear();
14814 // Set initial reputations (so everything is nifty before DB data load)
14815 SetInitialFactions();
14817 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
14819 if(result)
14823 Field *fields = result->Fetch();
14825 FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
14826 if( factionEntry && (factionEntry->reputationListID >= 0))
14828 FactionState* faction = &m_factions[factionEntry->reputationListID];
14830 // update standing to current
14831 faction->Standing = int32(fields[1].GetUInt32());
14833 uint32 dbFactionFlags = fields[2].GetUInt32();
14835 if( dbFactionFlags & FACTION_FLAG_VISIBLE )
14836 SetFactionVisible(faction); // have internal checks for forced invisibility
14838 if( dbFactionFlags & FACTION_FLAG_INACTIVE)
14839 SetFactionInactive(faction,true); // have internal checks for visibility requirement
14841 if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war
14842 SetFactionAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
14843 else // DB not at war
14845 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
14846 if( faction->Flags & FACTION_FLAG_VISIBLE )
14847 SetFactionAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
14850 // set atWar for hostile
14851 if(GetReputationRank(factionEntry) <= REP_HOSTILE)
14852 SetFactionAtWar(faction,true);
14854 // reset changed flag if values similar to saved in DB
14855 if(faction->Flags==dbFactionFlags)
14856 faction->Changed = false;
14859 while( result->NextRow() );
14861 delete result;
14865 void Player::_LoadSpells(QueryResult *result)
14867 for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
14868 delete itr->second;
14869 m_spells.clear();
14871 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14873 if(result)
14877 Field *fields = result->Fetch();
14879 addSpell(fields[0].GetUInt16(), fields[2].GetBool(), false, true, fields[1].GetUInt16(), fields[3].GetBool());
14881 while( result->NextRow() );
14883 delete result;
14887 void Player::_LoadTutorials(QueryResult *result)
14889 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14891 if(result)
14895 Field *fields = result->Fetch();
14897 for (int iI=0; iI<8; iI++)
14898 m_Tutorials[iI] = fields[iI].GetUInt32();
14900 while( result->NextRow() );
14902 delete result;
14905 m_TutorialsChanged = false;
14908 void Player::_LoadGroup(QueryResult *result)
14910 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14911 if(result)
14913 uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
14914 delete result;
14915 Group* group = objmgr.GetGroupByLeader(leaderGuid);
14916 if(group)
14918 uint8 subgroup = group->GetMemberGroup(GetGUID());
14919 SetGroup(group, subgroup);
14920 if(getLevel() >= LEVELREQUIREMENT_HEROIC)
14922 // the group leader may change the instance difficulty while the player is offline
14923 SetDifficulty(group->GetDifficulty());
14929 void Player::_LoadBoundInstances(QueryResult *result)
14931 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
14932 m_boundInstances[i].clear();
14934 Group *group = GetGroup();
14936 //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));
14937 if(result)
14941 Field *fields = result->Fetch();
14942 bool perm = fields[1].GetBool();
14943 uint32 mapId = fields[2].GetUInt32();
14944 uint32 instanceId = fields[0].GetUInt32();
14945 uint8 difficulty = fields[3].GetUInt8();
14946 time_t resetTime = (time_t)fields[4].GetUInt64();
14947 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14948 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14949 // and in that case it is not used
14951 if(!perm && group)
14953 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);
14954 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
14955 continue;
14958 // since non permanent binds are always solo bind, they can always be reset
14959 InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true);
14960 if(save) BindToInstance(save, perm, true);
14961 } while(result->NextRow());
14962 delete result;
14966 InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty)
14968 // some instances only have one difficulty
14969 const MapEntry* entry = sMapStore.LookupEntry(mapid);
14970 if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
14972 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
14973 if(itr != m_boundInstances[difficulty].end())
14974 return &itr->second;
14975 else
14976 return NULL;
14979 void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
14981 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
14982 UnbindInstance(itr, difficulty, unload);
14985 void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload)
14987 if(itr != m_boundInstances[difficulty].end())
14989 if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
14990 itr->second.save->RemovePlayer(this); // save can become invalid
14991 m_boundInstances[difficulty].erase(itr++);
14995 InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
14997 if(save)
14999 InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
15000 if(bind.save)
15002 // update the save when the group kills a boss
15003 if(permanent != bind.perm || save != bind.save)
15004 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());
15006 else
15007 if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
15009 if(bind.save != save)
15011 if(bind.save) bind.save->RemovePlayer(this);
15012 save->AddPlayer(this);
15015 if(permanent) save->SetCanReset(false);
15017 bind.save = save;
15018 bind.perm = permanent;
15019 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());
15020 return &bind;
15022 else
15023 return NULL;
15026 void Player::SendRaidInfo()
15028 WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
15030 uint32 counter = 0, i;
15031 for(i = 0; i < TOTAL_DIFFICULTIES; i++)
15032 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); itr++)
15033 if(itr->second.perm) counter++;
15035 data << counter;
15036 for(i = 0; i < TOTAL_DIFFICULTIES; i++)
15038 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); itr++)
15040 if(itr->second.perm)
15042 InstanceSave *save = itr->second.save;
15043 data << (save->GetMapId());
15044 data << (uint32)(save->GetResetTime() - time(NULL));
15045 data << save->GetInstanceId();
15046 data << uint32(counter);
15047 counter--;
15051 GetSession()->SendPacket(&data);
15055 - called on every successful teleportation to a map
15057 void Player::SendSavedInstances()
15059 bool hasBeenSaved = false;
15060 WorldPacket data;
15062 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15064 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15066 if(itr->second.perm) // only permanent binds are sent
15068 hasBeenSaved = true;
15069 break;
15074 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15075 data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
15076 data << uint32(hasBeenSaved);
15077 GetSession()->SendPacket(&data);
15079 if(!hasBeenSaved)
15080 return;
15082 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15084 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15086 if(itr->second.perm)
15088 data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
15089 data << uint32(itr->second.save->GetMapId());
15090 GetSession()->SendPacket(&data);
15096 /// convert the player's binds to the group
15097 void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
15099 bool has_binds = false;
15100 bool has_solo = false;
15102 if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); }
15103 assert(player_guid);
15105 // copy all binds to the group, when changing leader it's assumed the character
15106 // will not have any solo binds
15108 if(player)
15110 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15112 for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
15114 has_binds = true;
15115 if(group) group->BindToInstance(itr->second.save, itr->second.perm, true);
15116 // permanent binds are not removed
15117 if(!itr->second.perm)
15119 player->UnbindInstance(itr, i, true); // increments itr
15120 has_solo = true;
15122 else
15123 ++itr;
15128 // if the player's not online we don't know what binds it has
15129 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));
15130 // the following should not get executed when changing leaders
15131 if(!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
15134 bool Player::_LoadHomeBind(QueryResult *result)
15136 bool ok = false;
15137 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15138 if (result)
15140 Field *fields = result->Fetch();
15141 m_homebindMapId = fields[0].GetUInt32();
15142 m_homebindZoneId = fields[1].GetUInt16();
15143 m_homebindX = fields[2].GetFloat();
15144 m_homebindY = fields[3].GetFloat();
15145 m_homebindZ = fields[4].GetFloat();
15146 delete result;
15148 // accept saved data only for valid position (and non instanceable)
15149 if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
15150 !sMapStore.LookupEntry(m_homebindMapId)->Instanceable() )
15152 ok = true;
15154 else
15155 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15158 if(!ok)
15160 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
15161 if(!info) return false;
15163 m_homebindMapId = info->mapId;
15164 m_homebindZoneId = info->zoneId;
15165 m_homebindX = info->positionX;
15166 m_homebindY = info->positionY;
15167 m_homebindZ = info->positionZ;
15169 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);
15172 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
15173 m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
15175 return true;
15178 /*********************************************************/
15179 /*** SAVE SYSTEM ***/
15180 /*********************************************************/
15182 void Player::SaveToDB()
15184 // delay auto save at any saves (manual, in code, or autosave)
15185 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
15187 // first save/honor gain after midnight will also update the player's honor fields
15188 UpdateHonorFields();
15190 // Must saved before enter into BattleGround
15191 if(InBattleGround())
15192 return;
15194 int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0;
15195 //save, far from tavern/city
15196 //save, but in tavern/city
15197 sLog.outDebug("The value of player %s at save: ", m_name.c_str());
15198 outDebugValues();
15200 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15201 uint32 tmp_bytes = GetUInt32Value(UNIT_FIELD_BYTES_1);
15202 uint32 tmp_bytes2 = GetUInt32Value(UNIT_FIELD_BYTES_2);
15203 uint32 tmp_flags = GetUInt32Value(UNIT_FIELD_FLAGS);
15204 uint32 tmp_pflags = GetUInt32Value(PLAYER_FLAGS);
15205 uint32 tmp_displayid = GetDisplayId();
15207 // Set player sit state to standing on save, also stealth and shifted form
15208 SetByteValue(UNIT_FIELD_BYTES_1, 0, 0); // stand state
15209 SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift
15210 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0); // stand flags?
15211 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
15212 SetDisplayId(GetNativeDisplayId());
15214 bool inworld = IsInWorld();
15216 CharacterDatabase.BeginTransaction();
15218 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15220 std::string sql_name = m_name;
15221 CharacterDatabase.escape_string(sql_name);
15223 std::ostringstream ss;
15224 ss << "INSERT INTO characters (guid,account,name,race,class,"
15225 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15226 "taximask, online, cinematic, "
15227 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15228 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15229 "death_expire_time, taxi_path) VALUES ("
15230 << GetGUIDLow() << ", "
15231 << GetSession()->GetAccountId() << ", '"
15232 << sql_name << "', "
15233 << m_race << ", "
15234 << m_class << ", ";
15236 bool save_to_dest = false;
15237 if(IsBeingTeleported())
15239 // don't save to battlegrounds or arenas
15240 const MapEntry *entry = sMapStore.LookupEntry(GetTeleportDest().mapid);
15241 if(entry && entry->map_type != MAP_BATTLEGROUND && entry->map_type != MAP_ARENA)
15242 save_to_dest = true;
15245 if(!save_to_dest)
15247 ss << GetMapId() << ", "
15248 << (uint32)GetDifficulty() << ", "
15249 << finiteAlways(GetPositionX()) << ", "
15250 << finiteAlways(GetPositionY()) << ", "
15251 << finiteAlways(GetPositionZ()) << ", "
15252 << finiteAlways(GetOrientation()) << ", '";
15254 else
15256 ss << GetTeleportDest().mapid << ", "
15257 << (uint32)GetDifficulty() << ", "
15258 << finiteAlways(GetTeleportDest().x) << ", "
15259 << finiteAlways(GetTeleportDest().y) << ", "
15260 << finiteAlways(GetTeleportDest().z) << ", "
15261 << finiteAlways(GetTeleportDest().o) << ", '";
15264 uint16 i;
15265 for( i = 0; i < m_valuesCount; i++ )
15267 ss << GetUInt32Value(i) << " ";
15270 ss << "', '";
15272 for( i = 0; i < 8; i++ )
15273 ss << m_taxi.GetTaximask(i) << " ";
15275 ss << "', ";
15276 ss << (inworld ? 1 : 0);
15278 ss << ", ";
15279 ss << m_cinematic;
15281 ss << ", ";
15282 ss << m_Played_time[0];
15283 ss << ", ";
15284 ss << m_Played_time[1];
15286 ss << ", ";
15287 ss << finiteAlways(m_rest_bonus);
15288 ss << ", ";
15289 ss << (uint64)time(NULL);
15290 ss << ", ";
15291 ss << is_save_resting;
15292 ss << ", ";
15293 ss << m_resetTalentsCost;
15294 ss << ", ";
15295 ss << (uint64)m_resetTalentsTime;
15297 ss << ", ";
15298 ss << finiteAlways(m_movementInfo.t_x);
15299 ss << ", ";
15300 ss << finiteAlways(m_movementInfo.t_y);
15301 ss << ", ";
15302 ss << finiteAlways(m_movementInfo.t_z);
15303 ss << ", ";
15304 ss << finiteAlways(m_movementInfo.t_o);
15305 ss << ", ";
15306 if (m_transport)
15307 ss << m_transport->GetGUIDLow();
15308 else
15309 ss << "0";
15311 ss << ", ";
15312 ss << m_ExtraFlags;
15314 ss << ", ";
15315 ss << uint32(m_stableSlots); // to prevent save uint8 as char
15317 ss << ", ";
15318 ss << uint32(m_atLoginFlags);
15320 ss << ", ";
15321 ss << GetZoneId();
15323 ss << ", ";
15324 ss << (uint64)m_deathExpireTime;
15326 ss << ", '";
15327 ss << m_taxi.SaveTaxiDestinationsToString();
15328 ss << "' )";
15330 CharacterDatabase.Execute( ss.str().c_str() );
15332 if(m_mailsUpdated) //save mails only when needed
15333 _SaveMail();
15335 _SaveInventory();
15336 _SaveQuestStatus();
15337 _SaveDailyQuestStatus();
15338 _SaveTutorials();
15339 _SaveSpells();
15340 _SaveSpellCooldowns();
15341 _SaveActions();
15342 _SaveAuras();
15343 _SaveReputation();
15345 CharacterDatabase.CommitTransaction();
15347 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15348 SetDisplayId(tmp_displayid);
15349 SetUInt32Value(UNIT_FIELD_BYTES_1, tmp_bytes);
15350 SetUInt32Value(UNIT_FIELD_BYTES_2, tmp_bytes2);
15351 SetUInt32Value(UNIT_FIELD_FLAGS, tmp_flags);
15352 SetUInt32Value(PLAYER_FLAGS, tmp_pflags);
15354 // save pet (hunter pet level and experience and all type pets health/mana).
15355 if(Pet* pet = GetPet())
15356 pet->SavePetToDB(PET_SAVE_AS_CURRENT);
15357 m_achievementMgr.SaveToDB();
15360 // fast save function for item/money cheating preventing - save only inventory and money state
15361 void Player::SaveInventoryAndGoldToDB()
15363 _SaveInventory();
15364 //money is in data field
15365 SaveDataFieldToDB();
15368 void Player::_SaveActions()
15370 for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); )
15372 switch (itr->second.uState)
15374 case ACTIONBUTTON_NEW:
15375 CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15376 GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc );
15377 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15378 ++itr;
15379 break;
15380 case ACTIONBUTTON_CHANGED:
15381 CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15382 (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc, GetGUIDLow(), (uint32)itr->first );
15383 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15384 ++itr;
15385 break;
15386 case ACTIONBUTTON_DELETED:
15387 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first );
15388 m_actionButtons.erase(itr++);
15389 break;
15390 default:
15391 ++itr;
15392 break;
15397 void Player::_SaveAuras()
15399 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15401 AuraMap const& auras = GetAuras();
15403 if (auras.empty())
15404 return;
15406 spellEffectPair lastEffectPair = auras.begin()->first;
15407 uint32 stackCounter = 1;
15409 for(AuraMap::const_iterator itr = auras.begin(); ; ++itr)
15411 if(itr == auras.end() || lastEffectPair != itr->first)
15413 AuraMap::const_iterator itr2 = itr;
15414 // save previous spellEffectPair to db
15415 itr2--;
15416 SpellEntry const *spellInfo = itr2->second->GetSpellProto();
15418 //skip all auras from spells that are passive or need a shapeshift
15419 if (!(itr2->second->IsPassive() || itr2->second->IsRemovedOnShapeLost()))
15421 //do not save single target auras (unless they were cast by the player)
15422 if (!(itr2->second->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo)))
15424 uint8 i;
15425 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15426 for (i = 0; i < 3; i++)
15427 if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT ||
15428 spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH)
15429 break;
15431 if (i == 3)
15433 CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15434 "VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15435 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));
15440 if(itr == auras.end())
15441 break;
15444 if (lastEffectPair == itr->first)
15445 stackCounter++;
15446 else
15448 lastEffectPair = itr->first;
15449 stackCounter = 1;
15454 void Player::_SaveInventory()
15456 // force items in buyback slots to new state
15457 // and remove those that aren't already
15458 for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; i++)
15460 Item *item = m_items[i];
15461 if (!item || item->GetState() == ITEM_NEW) continue;
15462 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15463 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
15464 m_items[i]->FSetState(ITEM_NEW);
15467 // update enchantment durations
15468 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
15470 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
15473 // if no changes
15474 if (m_itemUpdateQueue.empty()) return;
15476 // do not save if the update queue is corrupt
15477 bool error = false;
15478 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15480 Item *item = m_itemUpdateQueue[i];
15481 if(!item || item->GetState() == ITEM_REMOVED) continue;
15482 Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
15484 if (test == NULL)
15486 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());
15487 error = true;
15489 else if (test != item)
15491 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());
15492 error = true;
15496 if (error)
15498 sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15499 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
15500 return;
15503 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15505 Item *item = m_itemUpdateQueue[i];
15506 if(!item) continue;
15508 Bag *container = item->GetContainer();
15509 uint32 bag_guid = container ? container->GetGUIDLow() : 0;
15511 switch(item->GetState())
15513 case ITEM_NEW:
15514 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());
15515 break;
15516 case ITEM_CHANGED:
15517 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());
15518 break;
15519 case ITEM_REMOVED:
15520 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15521 break;
15522 case ITEM_UNCHANGED:
15523 break;
15526 item->SaveToDB(); // item have unchanged inventory record and can be save standalone
15528 m_itemUpdateQueue.clear();
15531 void Player::_SaveMail()
15533 if (!m_mailsLoaded)
15534 return;
15536 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); itr++)
15538 Mail *m = (*itr);
15539 if (m->state == MAIL_STATE_CHANGED)
15541 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'",
15542 m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
15543 if(m->removedItems.size())
15545 for(std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
15546 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
15547 m->removedItems.clear();
15549 m->state = MAIL_STATE_UNCHANGED;
15551 else if (m->state == MAIL_STATE_DELETED)
15553 if (m->HasItems())
15554 for(std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
15555 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
15556 if (m->itemTextId)
15557 CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
15558 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
15559 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
15563 //deallocate deleted mails...
15564 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); )
15566 if ((*itr)->state == MAIL_STATE_DELETED)
15568 Mail* m = *itr;
15569 m_mail.erase(itr);
15570 delete m;
15571 itr = m_mail.begin();
15573 else
15574 ++itr;
15577 m_mailsUpdated = false;
15580 void Player::_SaveQuestStatus()
15582 // we don't need transactions here.
15583 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
15585 switch (i->second.uState)
15587 case QUEST_NEW :
15588 CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15589 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15590 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]);
15591 break;
15592 case QUEST_CHANGED :
15593 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' ",
15594 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 );
15595 break;
15596 case QUEST_UNCHANGED:
15597 break;
15599 i->second.uState = QUEST_UNCHANGED;
15603 void Player::_SaveDailyQuestStatus()
15605 if(!m_DailyQuestChanged)
15606 return;
15608 m_DailyQuestChanged = false;
15610 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15612 // we don't need transactions here.
15613 CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15614 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15615 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
15616 CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD "')",
15617 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
15620 void Player::_SaveReputation()
15622 for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
15624 if (itr->second.Changed)
15626 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr->second.ID);
15627 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);
15628 itr->second.Changed = false;
15633 void Player::_SaveSpells()
15635 for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
15637 ++next;
15638 if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
15639 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
15640 if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)
15641 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);
15643 if (itr->second->state == PLAYERSPELL_REMOVED)
15644 _removeSpell(itr->first);
15645 else
15646 itr->second->state = PLAYERSPELL_UNCHANGED;
15650 void Player::_SaveTutorials()
15652 if(!m_TutorialsChanged)
15653 return;
15655 uint32 Rows=0;
15656 // it's better than rebuilding indexes multiple times
15657 QueryResult *result = CharacterDatabase.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID );
15658 if(result)
15660 Rows = result->Fetch()[0].GetUInt32();
15661 delete result;
15664 if (Rows)
15666 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'",
15667 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 );
15669 else
15671 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]);
15674 m_TutorialsChanged = false;
15677 void Player::outDebugValues() const
15679 if(!sLog.IsOutDebug()) // optimize disabled debug output
15680 return;
15682 sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
15683 sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
15684 sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
15685 sLog.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA), GetStat(STAT_SPIRIT));
15686 sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
15687 sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
15688 sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
15689 sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
15690 sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
15691 sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
15692 sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
15693 sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
15696 /*********************************************************/
15697 /*** FLOOD FILTER SYSTEM ***/
15698 /*********************************************************/
15700 void Player::UpdateSpeakTime()
15702 // ignore chat spam protection for GMs in any mode
15703 if(GetSession()->GetSecurity() > SEC_PLAYER)
15704 return;
15706 time_t current = time (NULL);
15707 if(m_speakTime > current)
15709 uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
15710 if(!max_count)
15711 return;
15713 ++m_speakCount;
15714 if(m_speakCount >= max_count)
15716 // prevent overwrite mute time, if message send just before mutes set, for example.
15717 time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
15718 if(GetSession()->m_muteTime < new_mute)
15719 GetSession()->m_muteTime = new_mute;
15721 m_speakCount = 0;
15724 else
15725 m_speakCount = 0;
15727 m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
15730 bool Player::CanSpeak() const
15732 return GetSession()->m_muteTime <= time (NULL);
15735 /*********************************************************/
15736 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15737 /*********************************************************/
15739 void Player::SendAttackSwingNotInRange()
15741 WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
15742 GetSession()->SendPacket( &data );
15745 void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
15747 std::ostringstream ss;
15748 ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
15749 << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
15750 << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
15751 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15752 sLog.outDebug(ss.str().c_str());
15753 CharacterDatabase.Execute(ss.str().c_str());
15756 void Player::SaveDataFieldToDB()
15758 std::ostringstream ss;
15759 ss<<"UPDATE characters SET data='";
15761 for(uint16 i = 0; i < m_valuesCount; i++ )
15763 ss << GetUInt32Value(i) << " ";
15765 ss<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15767 CharacterDatabase.Execute(ss.str().c_str());
15770 bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
15772 std::ostringstream ss2;
15773 ss2<<"UPDATE characters SET data='";
15774 int i=0;
15775 for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i)
15777 ss2<<tokens[i]<<" ";
15779 ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15781 return CharacterDatabase.Execute(ss2.str().c_str());
15784 void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
15786 char buf[11];
15787 snprintf(buf,11,"%u",value);
15789 if(index >= tokens.size())
15790 return;
15792 tokens[index] = buf;
15795 void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
15797 Tokens tokens;
15798 if(!LoadValuesArrayFromDB(tokens,guid))
15799 return;
15801 if(index >= tokens.size())
15802 return;
15804 char buf[11];
15805 snprintf(buf,11,"%u",value);
15806 tokens[index] = buf;
15808 SaveValuesArrayInDB(tokens,guid);
15811 void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
15813 uint32 temp;
15814 memcpy(&temp, &value, sizeof(value));
15815 Player::SetUInt32ValueInDB(index, temp, guid);
15818 void Player::SendAttackSwingNotStanding()
15820 WorldPacket data(SMSG_ATTACKSWING_NOTSTANDING, 0);
15821 GetSession()->SendPacket( &data );
15824 void Player::SendAttackSwingDeadTarget()
15826 WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
15827 GetSession()->SendPacket( &data );
15830 void Player::SendAttackSwingCantAttack()
15832 WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
15833 GetSession()->SendPacket( &data );
15836 void Player::SendAttackSwingCancelAttack()
15838 WorldPacket data(SMSG_CANCEL_COMBAT, 0);
15839 GetSession()->SendPacket( &data );
15842 void Player::SendAttackSwingBadFacingAttack()
15844 WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
15845 GetSession()->SendPacket( &data );
15848 void Player::SendAutoRepeatCancel()
15850 WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, GetPackGUID().size());
15851 data.append(GetPackGUID()); // may be it's target guid
15852 GetSession()->SendPacket( &data );
15855 void Player::PlaySound(uint32 Sound, bool OnlySelf)
15857 WorldPacket data(SMSG_PLAY_SOUND, 4);
15858 data << Sound;
15859 if (OnlySelf)
15860 GetSession()->SendPacket( &data );
15861 else
15862 SendMessageToSet( &data, true );
15865 void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
15867 WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
15868 data << Area;
15869 data << Experience;
15870 GetSession()->SendPacket(&data);
15873 void Player::SendDungeonDifficulty(bool IsInGroup)
15875 uint8 val = 0x00000001;
15876 WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
15877 data << (uint32)GetDifficulty();
15878 data << uint32(val);
15879 data << uint32(IsInGroup);
15880 GetSession()->SendPacket(&data);
15883 void Player::SendResetFailedNotify(uint32 mapid)
15885 WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
15886 data << uint32(mapid);
15887 GetSession()->SendPacket(&data);
15890 /// Reset all solo instances and optionally send a message on success for each
15891 void Player::ResetInstances(uint8 method)
15893 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15895 // we assume that when the difficulty changes, all instances that can be reset will be
15896 uint8 dif = GetDifficulty();
15898 for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
15900 InstanceSave *p = itr->second.save;
15901 const MapEntry *entry = sMapStore.LookupEntry(itr->first);
15902 if(!entry || !p->CanReset())
15904 ++itr;
15905 continue;
15908 if(method == INSTANCE_RESET_ALL)
15910 // the "reset all instances" method can only reset normal maps
15911 if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
15913 ++itr;
15914 continue;
15918 // if the map is loaded, reset it
15919 Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
15920 if(map && map->IsDungeon())
15921 ((InstanceMap*)map)->Reset(method);
15923 // since this is a solo instance there should not be any players inside
15924 if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
15925 SendResetInstanceSuccess(p->GetMapId());
15927 p->DeleteFromDB();
15928 m_boundInstances[dif].erase(itr++);
15930 // the following should remove the instance save from the manager and delete it as well
15931 p->RemovePlayer(this);
15935 void Player::SendResetInstanceSuccess(uint32 MapId)
15937 WorldPacket data(SMSG_INSTANCE_RESET, 4);
15938 data << MapId;
15939 GetSession()->SendPacket(&data);
15942 void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
15944 // TODO: find what other fail reasons there are besides players in the instance
15945 WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
15946 data << reason;
15947 data << MapId;
15948 GetSession()->SendPacket(&data);
15951 /*********************************************************/
15952 /*** Update timers ***/
15953 /*********************************************************/
15955 ///checks the 15 afk reports per 5 minutes limit
15956 void Player::UpdateAfkReport(time_t currTime)
15958 if(m_bgAfkReportedTimer <= currTime)
15960 m_bgAfkReportedCount = 0;
15961 m_bgAfkReportedTimer = currTime+5*MINUTE;
15965 void Player::UpdateContestedPvP(uint32 diff)
15967 if(!m_contestedPvPTimer||isInCombat())
15968 return;
15969 if(m_contestedPvPTimer <= diff)
15971 ResetContestedPvP();
15973 else
15974 m_contestedPvPTimer -= diff;
15977 void Player::UpdatePvPFlag(time_t currTime)
15979 if(!IsPvP())
15980 return;
15981 if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
15982 return;
15984 UpdatePvP(false);
15987 void Player::UpdateDuelFlag(time_t currTime)
15989 if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
15990 return;
15992 SetUInt32Value(PLAYER_DUEL_TEAM, 1);
15993 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
15995 duel->startTimer = 0;
15996 duel->startTime = currTime;
15997 duel->opponent->duel->startTimer = 0;
15998 duel->opponent->duel->startTime = currTime;
16001 void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
16003 if(!pet)
16004 pet = GetPet();
16006 if(returnreagent && (pet || m_temporaryUnsummonedPetNumber))
16008 //returning of reagents only for players, so best done here
16009 uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
16010 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16012 if(spellInfo)
16014 for(uint32 i = 0; i < 7; ++i)
16016 if(spellInfo->Reagent[i] > 0)
16018 ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16019 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
16020 if( msg == EQUIP_ERR_OK )
16022 Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
16023 if(IsInWorld())
16024 SendNewItem(item,spellInfo->ReagentCount[i],true,false);
16029 m_temporaryUnsummonedPetNumber = 0;
16032 if(!pet || pet->GetOwnerGUID()!=GetGUID())
16033 return;
16035 // only if current pet in slot
16036 switch(pet->getPetType())
16038 case MINI_PET:
16039 m_miniPet = 0;
16040 break;
16041 case GUARDIAN_PET:
16042 m_guardianPets.erase(pet->GetGUID());
16043 break;
16044 default:
16045 if(GetPetGUID() == pet->GetGUID())
16046 SetPet(NULL);
16047 break;
16050 pet->CombatStop();
16052 if(returnreagent)
16054 switch(pet->GetEntry())
16056 //warlock pets except imp are removed(?) when logging out
16057 case 1860:
16058 case 1863:
16059 case 417:
16060 case 17252:
16061 mode = PET_SAVE_NOT_IN_SLOT;
16062 break;
16066 pet->SavePetToDB(mode);
16068 pet->CleanupsBeforeDelete();
16069 pet->AddObjectToRemoveList();
16070 pet->m_removed = true;
16072 if(pet->isControlled())
16074 WorldPacket data(SMSG_PET_SPELLS, 8);
16075 data << uint64(0);
16076 data << uint32(0);
16077 GetSession()->SendPacket(&data);
16079 if(GetGroup())
16080 SetGroupUpdateFlag(GROUP_UPDATE_PET);
16084 void Player::RemoveMiniPet()
16086 if(Pet* pet = GetMiniPet())
16088 pet->Remove(PET_SAVE_AS_DELETED);
16089 m_miniPet = 0;
16093 Pet* Player::GetMiniPet()
16095 if(!m_miniPet)
16096 return NULL;
16097 return ObjectAccessor::GetPet(m_miniPet);
16100 void Player::RemoveGuardians()
16102 while(!m_guardianPets.empty())
16104 uint64 guid = *m_guardianPets.begin();
16105 if(Pet* pet = ObjectAccessor::GetPet(guid))
16106 pet->Remove(PET_SAVE_AS_DELETED);
16108 m_guardianPets.erase(guid);
16112 bool Player::HasGuardianWithEntry(uint32 entry)
16114 // pet guid middle part is entry (and creature also)
16115 // and in guardian list must be guardians with same entry _always_
16116 for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
16117 if(GUID_ENPART(*itr)==entry)
16118 return true;
16120 return false;
16123 void Player::Uncharm()
16125 Unit* charm = GetCharm();
16126 if(!charm)
16127 return;
16129 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
16130 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
16133 void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, std::string text, uint32 language) const
16135 *data << (uint8)msgtype;
16136 *data << (uint32)language;
16137 *data << (uint64)GetGUID();
16138 *data << (uint32)language; //language 2.1.0 ?
16139 *data << (uint64)GetGUID();
16140 *data << (uint32)(text.length()+1);
16141 *data << text;
16142 *data << (uint8)chatTag();
16145 void Player::Say(const std::string text, const uint32 language)
16147 WorldPacket data(SMSG_MESSAGECHAT, 200);
16148 BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
16149 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
16152 void Player::Yell(const std::string text, const uint32 language)
16154 WorldPacket data(SMSG_MESSAGECHAT, 200);
16155 BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
16156 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
16159 void Player::TextEmote(const std::string text)
16161 WorldPacket data(SMSG_MESSAGECHAT, 200);
16162 BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
16163 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT) );
16166 void Player::Whisper(std::string text, uint32 language,uint64 receiver)
16168 if (language != LANG_ADDON) // if not addon data
16169 language = LANG_UNIVERSAL; // whispers should always be readable
16171 Player *rPlayer = objmgr.GetPlayer(receiver);
16173 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16174 if(!rPlayer->isDND() || isGameMaster())
16176 WorldPacket data(SMSG_MESSAGECHAT, 200);
16177 BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
16178 rPlayer->GetSession()->SendPacket(&data);
16180 data.Initialize(SMSG_MESSAGECHAT, 200);
16181 rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, text, language);
16182 GetSession()->SendPacket(&data);
16184 else
16186 // announce to player that player he is whispering to is dnd and cannot receive his message
16187 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
16190 if(!isAcceptWhispers())
16192 SetAcceptWhispers(true);
16193 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
16196 // announce to player that player he is whispering to is afk
16197 if(rPlayer->isAFK())
16198 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
16200 // if player whisper someone, auto turn of dnd to be able to receive an answer
16201 if(isDND() && !rPlayer->isGameMaster())
16202 ToggleDND();
16205 void Player::PetSpellInitialize()
16207 Pet* pet = GetPet();
16209 if(!pet)
16210 return;
16212 sLog.outDebug("Pet Spells Groups");
16214 CharmInfo *charmInfo = pet->GetCharmInfo();
16216 WorldPacket data(SMSG_PET_SPELLS, 8+4+4+4+10*4);
16217 data << uint64(pet->GetGUID());
16218 data << uint32(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
16219 data << uint32(0);
16220 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
16222 // action bar loop
16223 for(uint32 i = 0; i < 10; i++)
16225 data << uint32(charmInfo->GetActionBarEntry(i)->Raw);
16228 size_t spellsCountPos = data.wpos();
16230 // spells count
16231 uint8 addlist = 0;
16232 data << uint8(addlist); // placeholder
16234 if(pet->isControlled() && ((pet->getPetType() == HUNTER_PET) || ((pet->GetCreatureInfo()->type == CREATURE_TYPE_DEMON) && (getClass() == CLASS_WARLOCK))))
16236 // spells loop
16237 for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
16239 if(itr->second->state == PETSPELL_REMOVED)
16240 continue;
16242 data << uint16(itr->first);
16243 data << uint16(itr->second->active); // pet spell active state isn't boolean
16244 ++addlist;
16248 data.put<uint8>(spellsCountPos, addlist);
16250 uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
16251 data << uint8(cooldownsCount);
16253 time_t curTime = time(NULL);
16255 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
16257 time_t cooldown = 0;
16259 if(itr->second > curTime)
16260 cooldown = (itr->second - curTime) * 1000;
16262 data << uint16(itr->first); // spellid
16263 data << uint16(0); // spell category?
16264 data << uint32(itr->second); // cooldown
16265 data << uint32(0); // category cooldown
16268 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
16270 time_t cooldown = 0;
16272 if(itr->second > curTime)
16273 cooldown = (itr->second - curTime) * 1000;
16275 data << uint16(itr->first); // spellid
16276 data << uint16(0); // spell category?
16277 data << uint32(0); // cooldown
16278 data << uint32(itr->second); // category cooldown
16281 GetSession()->SendPacket(&data);
16284 void Player::PossessSpellInitialize()
16286 Unit* charm = GetCharm();
16288 if(!charm)
16289 return;
16291 CharmInfo *charmInfo = charm->GetCharmInfo();
16293 if(!charmInfo)
16295 sLog.outError("Player::PossessSpellInitialize(): charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16296 return;
16299 uint8 addlist = 0;
16300 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16302 //16
16303 data << uint64(charm->GetGUID());
16304 data << uint32(0x00000000);
16305 data << uint32(0);
16306 data << uint8(0) << uint8(0) << uint16(0);
16308 for(uint32 i = 0; i < 10; i++) //40
16310 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16313 data << uint8(addlist); //1
16315 uint8 count = 0;
16316 data << uint8(count); // cooldowns count
16318 GetSession()->SendPacket(&data);
16321 void Player::CharmSpellInitialize()
16323 Unit* charm = GetCharm();
16325 if(!charm)
16326 return;
16328 CharmInfo *charmInfo = charm->GetCharmInfo();
16329 if(!charmInfo)
16331 sLog.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16332 return;
16335 uint8 addlist = 0;
16337 if(charm->GetTypeId() != TYPEID_PLAYER)
16339 CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
16341 if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
16343 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16345 if(charmInfo->GetCharmSpell(i)->spellId)
16346 ++addlist;
16351 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16353 data << uint64(charm->GetGUID());
16354 data << uint32(0x00000000);
16355 data << uint32(0);
16356 if(charm->GetTypeId() != TYPEID_PLAYER)
16357 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState());
16358 else
16359 data << uint8(0) << uint8(0);
16360 data << uint16(0);
16362 for(uint32 i = 0; i < 10; i++) //40
16364 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16367 data << uint8(addlist); //1
16369 if(addlist)
16371 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16373 CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
16374 if(cspell->spellId)
16376 data << uint16(cspell->spellId);
16377 data << uint16(cspell->active);
16382 uint8 count = 0;
16383 data << uint8(count); // cooldowns count
16385 GetSession()->SendPacket(&data);
16388 int32 Player::GetTotalFlatMods(uint32 spellId, SpellModOp op)
16390 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16391 if (!spellInfo) return 0;
16392 int32 total = 0;
16393 for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
16395 SpellModifier *mod = *itr;
16397 if(!IsAffectedBySpellmod(spellInfo,mod))
16398 continue;
16400 if (mod->type == SPELLMOD_FLAT)
16401 total += mod->value;
16403 return total;
16406 int32 Player::GetTotalPctMods(uint32 spellId, SpellModOp op)
16408 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16409 if (!spellInfo) return 0;
16410 int32 total = 0;
16411 for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
16413 SpellModifier *mod = *itr;
16415 if(!IsAffectedBySpellmod(spellInfo,mod))
16416 continue;
16418 if (mod->type == SPELLMOD_PCT)
16419 total += mod->value;
16421 return total;
16424 bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell)
16426 if (!mod || !spellInfo)
16427 return false;
16429 if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish
16431 // prevent apply to any spell except spell that trigger expire
16432 if(spell)
16434 if(mod->lastAffected != spell)
16435 return false;
16437 else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id))
16438 return false;
16441 return spellmgr.IsAffectedBySpell(spellInfo,mod->spellId,mod->effectId,mod->mask);
16444 void Player::AddSpellMod(SpellModifier* mod, bool apply)
16446 uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
16448 for(int eff=0;eff<64;++eff)
16450 uint64 _mask = uint64(1) << eff;
16451 if ( mod->mask & _mask)
16453 int32 val = 0;
16454 for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
16456 if ((*itr)->type == mod->type && (*itr)->mask & _mask)
16457 val += (*itr)->value;
16459 val += apply ? mod->value : -(mod->value);
16460 WorldPacket data(Opcode, (1+1+4));
16461 data << uint8(eff);
16462 data << uint8(mod->op);
16463 data << int32(val);
16464 SendDirectMessage(&data);
16468 if (apply)
16469 m_spellMods[mod->op].push_back(mod);
16470 else
16472 if (mod->charges == -1)
16473 --m_SpellModRemoveCount;
16474 m_spellMods[mod->op].remove(mod);
16475 delete mod;
16479 void Player::RemoveSpellMods(Spell const* spell)
16481 if(!spell || (m_SpellModRemoveCount == 0))
16482 return;
16484 for(int i=0;i<MAX_SPELLMOD;++i)
16486 for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
16488 SpellModifier *mod = *itr;
16489 ++itr;
16491 if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
16493 RemoveAurasDueToSpell(mod->spellId);
16494 if (m_spellMods[i].empty())
16495 break;
16496 else
16497 itr = m_spellMods[i].begin();
16503 // send Proficiency
16504 void Player::SendProficiency(uint8 pr1, uint32 pr2)
16506 WorldPacket data(SMSG_SET_PROFICIENCY, 8);
16507 data << pr1 << pr2;
16508 GetSession()->SendPacket (&data);
16511 void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
16513 QueryResult *result = NULL;
16514 if(type==10)
16515 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16516 else
16517 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16518 if(result)
16520 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.
16521 { // and SendPetitionQueryOpcode reads data from the DB
16522 Field *fields = result->Fetch();
16523 uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
16524 uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
16526 // send update if charter owner in game
16527 Player* owner = objmgr.GetPlayer(ownerguid);
16528 if(owner)
16529 owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
16531 } while ( result->NextRow() );
16533 delete result;
16535 if(type==10)
16536 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16537 else
16538 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16541 CharacterDatabase.BeginTransaction();
16542 if(type == 10)
16544 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
16545 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
16547 else
16549 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16550 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16552 CharacterDatabase.CommitTransaction();
16555 void Player::SetRestBonus (float rest_bonus_new)
16557 // Prevent resting on max level
16558 if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
16559 rest_bonus_new = 0;
16561 if(rest_bonus_new < 0)
16562 rest_bonus_new = 0;
16564 float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
16566 if(rest_bonus_new > rest_bonus_max)
16567 m_rest_bonus = rest_bonus_max;
16568 else
16569 m_rest_bonus = rest_bonus_new;
16571 // update data for client
16572 if(m_rest_bonus>10)
16573 SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
16574 else if(m_rest_bonus<=1)
16575 SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
16577 //RestTickUpdate
16578 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
16581 void Player::HandleStealthedUnitsDetection()
16583 std::list<Unit*> stealthedUnits;
16585 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16586 Cell cell(p);
16587 cell.data.Part.reserved = ALL_DISTRICT;
16588 cell.SetNoCreate();
16590 MaNGOS::AnyStealthedCheck u_check;
16591 MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(stealthedUnits, u_check);
16593 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher);
16594 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher);
16596 CellLock<GridReadGuard> cell_lock(cell, p);
16597 cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap());
16598 cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap());
16600 for (std::list<Unit*>::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();)
16602 if((*i)==this)
16604 i = stealthedUnits.erase(i);
16605 continue;
16608 if ((*i)->isVisibleForOrDetect(this,true))
16611 (*i)->SendUpdateToPlayer(this);
16612 m_clientGUIDs.insert((*i)->GetGUID());
16614 #ifdef MANGOS_DEBUG
16615 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
16616 sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
16617 #endif
16619 // target aura duration for caster show only if target exist at caster client
16620 // send data at target visibility change (adding to client)
16621 if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
16622 SendAurasForTarget(*i);
16624 i = stealthedUnits.erase(i);
16625 continue;
16628 ++i;
16632 bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, uint32 mount_id, Creature* npc)
16634 if(nodes.size() < 2)
16635 return false;
16637 // not let cheating with start flight mounted
16638 if(IsMounted())
16640 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16641 data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
16642 GetSession()->SendPacket(&data);
16643 return false;
16646 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
16648 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16649 data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
16650 GetSession()->SendPacket(&data);
16651 return false;
16654 // 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
16655 if(GetSession()->isLogingOut() ||
16656 (!m_currentSpells[CURRENT_GENERIC_SPELL] ||
16657 m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Effect[0] != SPELL_EFFECT_SEND_TAXI)&&
16658 IsNonMeleeSpellCasted(false) ||
16659 isInCombat())
16661 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16662 data << uint32(ERR_TAXIPLAYERBUSY);
16663 GetSession()->SendPacket(&data);
16664 return false;
16667 if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
16668 return false;
16670 uint32 sourcenode = nodes[0];
16672 // starting node too far away (cheat?)
16673 TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
16674 if( !node || node->map_id != GetMapId() ||
16675 (node->x - GetPositionX())*(node->x - GetPositionX())+
16676 (node->y - GetPositionY())*(node->y - GetPositionY())+
16677 (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
16678 (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE) )
16680 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16681 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16682 GetSession()->SendPacket(&data);
16683 return false;
16686 // Prepare to flight start now
16688 // stop combat at start taxi flight if any
16689 CombatStop();
16691 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16692 TradeCancel(true);
16694 // clean not finished taxi path if any
16695 m_taxi.ClearTaxiDestinations();
16697 // 0 element current node
16698 m_taxi.AddTaxiDestination(sourcenode);
16700 // fill destinations path tail
16701 uint32 sourcepath = 0;
16702 uint32 totalcost = 0;
16704 uint32 prevnode = sourcenode;
16705 uint32 lastnode = 0;
16707 for(uint32 i = 1; i < nodes.size(); ++i)
16709 uint32 path, cost;
16711 lastnode = nodes[i];
16712 objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
16714 if(!path)
16716 m_taxi.ClearTaxiDestinations();
16717 return false;
16720 totalcost += cost;
16722 if(prevnode == sourcenode)
16723 sourcepath = path;
16725 m_taxi.AddTaxiDestination(lastnode);
16727 prevnode = lastnode;
16730 if(!mount_id) // if not provide then attempt use default.
16731 mount_id = objmgr.GetTaxiMount(sourcenode, GetTeam());
16733 if (mount_id == 0 || sourcepath == 0)
16735 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16736 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16737 GetSession()->SendPacket(&data);
16738 m_taxi.ClearTaxiDestinations();
16739 return false;
16742 uint32 money = GetMoney();
16744 if(npc)
16746 totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
16749 if(money < totalcost)
16751 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16752 data << uint32(ERR_TAXINOTENOUGHMONEY);
16753 GetSession()->SendPacket(&data);
16754 m_taxi.ClearTaxiDestinations();
16755 return false;
16758 //Checks and preparations done, DO FLIGHT
16759 ModifyMoney(-(int32)totalcost);
16761 // prevent stealth flight
16762 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
16764 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16765 data << uint32(ERR_TAXIOK);
16766 GetSession()->SendPacket(&data);
16768 sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16770 GetSession()->SendDoFlight(mount_id, sourcepath);
16772 return true;
16775 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
16777 // last check 2.0.10
16778 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
16779 data << GetGUID();
16780 data << uint8(0x0); // flags (0x1, 0x2)
16781 time_t curTime = time(NULL);
16782 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
16784 if (itr->second->state == PLAYERSPELL_REMOVED)
16785 continue;
16786 uint32 unSpellId = itr->first;
16787 SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
16788 if (!spellInfo)
16790 ASSERT(spellInfo);
16791 continue;
16794 // Not send cooldown for this spells
16795 if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
16796 continue;
16798 if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
16800 data << unSpellId;
16801 data << unTimeMs; // in m.secs
16802 AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/1000);
16805 GetSession()->SendPacket(&data);
16808 void Player::InitDataForForm(bool reapplyMods)
16810 SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
16811 if(ssEntry && ssEntry->attackSpeed)
16813 SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
16814 SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
16815 SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
16817 else
16818 SetRegularAttackTime();
16820 switch(m_form)
16822 case FORM_CAT:
16824 if(getPowerType()!=POWER_ENERGY)
16825 setPowerType(POWER_ENERGY);
16826 break;
16828 case FORM_BEAR:
16829 case FORM_DIREBEAR:
16831 if(getPowerType()!=POWER_RAGE)
16832 setPowerType(POWER_RAGE);
16833 break;
16835 default: // 0, for example
16837 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
16838 if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
16839 setPowerType(Powers(cEntry->powerType));
16840 break;
16844 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16845 if (!reapplyMods)
16846 UpdateEquipSpellsAtFormChange();
16848 UpdateAttackPowerAndDamage();
16849 UpdateAttackPowerAndDamage(true);
16852 // Return true is the bought item has a max count to force refresh of window by caller
16853 bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot)
16855 // cheating attempt
16856 if(count < 1) count = 1;
16858 if(!isAlive())
16859 return false;
16861 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
16862 if( !pProto )
16864 SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
16865 return false;
16868 Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid,UNIT_NPC_FLAG_VENDOR);
16869 if (!pCreature)
16871 sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
16872 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
16873 return false;
16876 VendorItemData const* vItems = pCreature->GetVendorItems();
16877 if(!vItems || vItems->Empty())
16879 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
16880 return false;
16883 size_t vendor_slot = vItems->FindItemSlot(item);
16884 if(vendor_slot >= vItems->GetItemCount())
16886 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
16887 return false;
16890 VendorItem const* crItem = vItems->m_items[vendor_slot];
16892 // check current item amount if it limited
16893 if( crItem->maxcount != 0 )
16895 if(pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
16897 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
16898 return false;
16902 if( uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
16904 SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
16905 return false;
16908 if(crItem->ExtendedCost)
16910 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
16911 if(!iece)
16913 sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
16914 return false;
16917 // honor points price
16918 if(GetHonorPoints() < (iece->reqhonorpoints * count))
16920 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
16921 return false;
16924 // arena points price
16925 if(GetArenaPoints() < (iece->reqarenapoints * count))
16927 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
16928 return false;
16931 // item base price
16932 for (uint8 i = 0; i < 5; ++i)
16934 if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
16936 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
16937 return false;
16941 // check for personal arena rating requirement
16942 if( GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating )
16944 // probably not the proper equip err
16945 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
16946 return false;
16950 uint32 price = pProto->BuyPrice * count;
16952 // reputation discount
16953 price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
16955 if( GetMoney() < price )
16957 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
16958 return false;
16961 uint8 bag = 0; // init for case invalid bagGUID
16963 if (bagguid != NULL_BAG && slot != NULL_SLOT)
16965 Bag *pBag;
16966 if( bagguid == GetGUID() )
16968 bag = INVENTORY_SLOT_BAG_0;
16970 else
16972 for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END;i++)
16974 pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0,i);
16975 if( pBag )
16977 if( bagguid == pBag->GetGUID() )
16979 bag = i;
16980 break;
16987 if( IsInventoryPos( bag, slot ) || (bagguid == NULL_BAG && slot == NULL_SLOT) )
16989 ItemPosCountVec dest;
16990 uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
16991 if( msg != EQUIP_ERR_OK )
16993 SendEquipError( msg, NULL, NULL );
16994 return false;
16997 ModifyMoney( -(int32)price );
16998 if(crItem->ExtendedCost) // case for new honor system
17000 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17001 if(iece->reqhonorpoints)
17002 ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
17003 if(iece->reqarenapoints)
17004 ModifyArenaPoints( - int32(iece->reqarenapoints * count));
17005 for (uint8 i = 0; i < 5; ++i)
17007 if(iece->reqitem[i])
17008 DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
17012 if(Item *it = StoreNewItem( dest, item, true ))
17014 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17016 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17017 data << pCreature->GetGUID();
17018 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17019 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17020 data << (uint32)count;
17021 GetSession()->SendPacket(&data);
17023 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17026 else if( IsEquipmentPos( bag, slot ) )
17028 uint16 dest;
17029 uint8 msg = CanEquipNewItem( slot, dest, item, pProto->BuyCount * count, false );
17030 if( msg != EQUIP_ERR_OK )
17032 SendEquipError( msg, NULL, NULL );
17033 return false;
17036 ModifyMoney( -(int32)price );
17037 if(crItem->ExtendedCost) // case for new honor system
17039 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17040 if(iece->reqhonorpoints)
17041 ModifyHonorPoints( - int32(iece->reqhonorpoints));
17042 if(iece->reqarenapoints)
17043 ModifyArenaPoints( - int32(iece->reqarenapoints));
17044 for (uint8 i = 0; i < 5; ++i)
17046 if(iece->reqitem[i])
17047 DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
17051 if(Item *it = EquipNewItem( dest, item, pProto->BuyCount * count, true ))
17053 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17055 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17056 data << pCreature->GetGUID();
17057 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17058 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17059 data << (uint32)count;
17060 GetSession()->SendPacket(&data);
17062 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17064 AutoUnequipOffhandIfNeed();
17067 else
17069 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
17070 return false;
17073 return crItem->maxcount!=0;
17076 uint32 Player::GetMaxPersonalArenaRatingRequirement()
17078 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17079 // the personal rating of the arena team must match the required limit as well
17080 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17081 uint32 max_personal_rating = 0;
17082 for(int i = 0; i < MAX_ARENA_SLOT; ++i)
17084 if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
17086 uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5);
17087 uint32 t_rating = at->GetRating();
17088 p_rating = p_rating<t_rating? p_rating : t_rating;
17089 if(max_personal_rating < p_rating)
17090 max_personal_rating = p_rating;
17093 return max_personal_rating;
17096 void Player::UpdateHomebindTime(uint32 time)
17098 // GMs never get homebind timer online
17099 if (m_InstanceValid || isGameMaster())
17101 if(m_HomebindTimer) // instance valid, but timer not reset
17103 // hide reminder
17104 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17105 data << uint32(0);
17106 data << uint32(0);
17107 GetSession()->SendPacket(&data);
17109 // instance is valid, reset homebind timer
17110 m_HomebindTimer = 0;
17112 else if (m_HomebindTimer > 0)
17114 if (time >= m_HomebindTimer)
17116 // teleport to homebind location
17117 TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
17119 else
17120 m_HomebindTimer -= time;
17122 else
17124 // instance is invalid, start homebind timer
17125 m_HomebindTimer = 60000;
17126 // send message to player
17127 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17128 data << m_HomebindTimer;
17129 data << uint32(1);
17130 GetSession()->SendPacket(&data);
17131 sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17135 void Player::UpdatePvP(bool state, bool ovrride)
17137 if(!state || ovrride)
17139 SetPvP(state);
17140 if(Pet* pet = GetPet())
17141 pet->SetPvP(state);
17142 if(Unit* charmed = GetCharm())
17143 charmed->SetPvP(state);
17145 pvpInfo.endTimer = 0;
17147 else
17149 if(pvpInfo.endTimer != 0)
17150 pvpInfo.endTimer = time(NULL);
17151 else
17153 SetPvP(state);
17155 if(Pet* pet = GetPet())
17156 pet->SetPvP(state);
17157 if(Unit* charmed = GetCharm())
17158 charmed->SetPvP(state);
17163 void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
17165 SpellCooldown sc;
17166 sc.end = end_time;
17167 sc.itemid = itemid;
17168 m_spellCooldowns[spellid] = sc;
17171 void Player::SendCooldownEvent(SpellEntry const *spellInfo)
17173 if ( !(spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) )
17174 return;
17176 // Get spell cooldown
17177 int32 cooldown = GetSpellRecoveryTime(spellInfo);
17178 // Apply spellmods
17179 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, cooldown);
17180 if (cooldown < 0)
17181 cooldown = 0;
17182 // Add cooldown
17183 AddSpellCooldown(spellInfo->Id, 0, time(NULL) + cooldown / 1000);
17184 // Send activate
17185 WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
17186 data << spellInfo->Id;
17187 data << GetGUID();
17188 SendDirectMessage(&data);
17190 //slot to be excluded while counting
17191 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
17193 if(!enchantmentcondition)
17194 return true;
17196 SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
17198 if(!Condition)
17199 return true;
17201 uint8 curcount[4] = {0, 0, 0, 0};
17203 //counting current equipped gem colors
17204 for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
17206 if(i == slot)
17207 continue;
17208 Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
17209 if(pItem2 && pItem2->GetProto()->Socket[0].Color)
17211 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17213 uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17214 if(!enchant_id)
17215 continue;
17217 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17218 if(!enchantEntry)
17219 continue;
17221 uint32 gemid = enchantEntry->GemID;
17222 if(!gemid)
17223 continue;
17225 ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
17226 if(!gemProto)
17227 continue;
17229 GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
17230 if(!gemProperty)
17231 continue;
17233 uint8 GemColor = gemProperty->color;
17235 for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
17237 if(tmpcolormask & GemColor)
17238 ++curcount[b];
17244 bool activate = true;
17246 for(int i = 0; i < 5; i++)
17248 if(!Condition->Color[i])
17249 continue;
17251 uint32 _cur_gem = curcount[Condition->Color[i] - 1];
17253 // if have <CompareColor> use them as count, else use <value> from Condition
17254 uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
17256 switch(Condition->Comparator[i])
17258 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17259 activate &= (_cur_gem < _cmp_gem) ? true : false;
17260 break;
17261 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17262 activate &= (_cur_gem > _cmp_gem) ? true : false;
17263 break;
17264 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17265 activate &= (_cur_gem >= _cmp_gem) ? true : false;
17266 break;
17270 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");
17272 return activate;
17275 void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
17277 //cycle all equipped items
17278 for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17280 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17281 if(slot == exceptslot)
17282 continue;
17284 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17286 if(!pItem || !pItem->GetProto()->Socket[0].Color)
17287 continue;
17289 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17291 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17292 if(!enchant_id)
17293 continue;
17295 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17296 if(!enchantEntry)
17297 continue;
17299 uint32 condition = enchantEntry->EnchantmentCondition;
17300 if(condition)
17302 //was enchant active with/without item?
17303 bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
17304 //should it now be?
17305 if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
17307 // ignore item gem conditions
17308 //if state changed, (dis)apply enchant
17309 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true);
17316 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17317 void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
17319 //cycle all equipped items
17320 for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17322 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17323 if(slot == exceptslot)
17324 continue;
17326 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17328 if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
17329 continue;
17331 //cycle all (gem)enchants
17332 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17334 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17335 if(!enchant_id) //if no enchant go to next enchant(slot)
17336 continue;
17338 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17339 if(!enchantEntry)
17340 continue;
17342 //only metagems to be (de)activated, so only enchants with condition
17343 uint32 condition = enchantEntry->EnchantmentCondition;
17344 if(condition)
17345 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
17350 void Player::LeaveBattleground(bool teleportToEntryPoint)
17352 if(BattleGround *bg = GetBattleGround())
17354 bool need_debuf = bg->isBattleGround() && (bg->GetStatus() == STATUS_IN_PROGRESS) && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER);
17356 bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
17358 // call after remove to be sure that player resurrected for correct cast
17359 if(need_debuf)
17360 CastSpell(this, 26013, true); // Deserter
17364 bool Player::CanJoinToBattleground() const
17366 // check Deserter debuff
17367 if(GetDummyAura(26013))
17368 return false;
17370 return true;
17373 bool Player::CanReportAfkDueToLimit()
17375 // a player can complain about 15 people per 5 minutes
17376 if(m_bgAfkReportedCount >= 15)
17377 return false;
17378 ++m_bgAfkReportedCount;
17379 return true;
17382 ///This player has been blamed to be inactive in a battleground
17383 void Player::ReportedAfkBy(Player* reporter)
17385 BattleGround *bg = GetBattleGround();
17386 if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
17387 return;
17389 // check if player has 'Idle' or 'Inactive' debuff
17390 if(m_bgAfkReporter.find(reporter->GetGUIDLow())==m_bgAfkReporter.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter->CanReportAfkDueToLimit())
17392 m_bgAfkReporter.insert(reporter->GetGUIDLow());
17393 // 3 players have to complain to apply debuff
17394 if(m_bgAfkReporter.size() >= 3)
17396 // cast 'Idle' spell
17397 CastSpell(this, 43680, true);
17398 m_bgAfkReporter.clear();
17403 bool Player::IsVisibleInGridForPlayer( Player* pl ) const
17405 // gamemaster in GM mode see all, including ghosts
17406 if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
17407 return true;
17409 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17410 if (InBattleGround())
17412 if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
17413 return false;
17414 return true;
17417 // Live player see live player or dead player with not realized corpse
17418 if(pl->isAlive() || pl->m_deathTimer > 0)
17420 return isAlive() || m_deathTimer > 0;
17423 // Ghost see other friendly ghosts, that's for sure
17424 if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
17425 return true;
17427 // Dead player see live players near own corpse
17428 if(isAlive())
17430 Corpse *corpse = pl->GetCorpse();
17431 if(corpse)
17433 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17434 if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
17435 return true;
17439 // and not see any other
17440 return false;
17443 bool Player::IsVisibleGloballyFor( Player* u ) const
17445 if(!u)
17446 return false;
17448 // Always can see self
17449 if (u==this)
17450 return true;
17452 // Visible units, always are visible for all players
17453 if (GetVisibility() == VISIBILITY_ON)
17454 return true;
17456 // GMs are visible for higher gms (or players are visible for gms)
17457 if (u->GetSession()->GetSecurity() > SEC_PLAYER)
17458 return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
17460 // non faction visibility non-breakable for non-GMs
17461 if (GetVisibility() == VISIBILITY_OFF)
17462 return false;
17464 // non-gm stealth/invisibility not hide from global player lists
17465 return true;
17468 void Player::UpdateVisibilityOf(WorldObject* target)
17470 if(HaveAtClient(target))
17472 if(!target->isVisibleForInState(this,true))
17474 target->DestroyForPlayer(this);
17475 m_clientGUIDs.erase(target->GetGUID());
17477 #ifdef MANGOS_DEBUG
17478 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17479 sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17480 #endif
17483 else
17485 if(target->isVisibleForInState(this,false))
17487 target->SendUpdateToPlayer(this);
17488 if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
17489 m_clientGUIDs.insert(target->GetGUID());
17491 #ifdef MANGOS_DEBUG
17492 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17493 sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17494 #endif
17496 // target aura duration for caster show only if target exist at caster client
17497 // send data at target visibility change (adding to client)
17498 if(target!=this && target->isType(TYPEMASK_UNIT))
17499 SendAurasForTarget((Unit*)target);
17501 if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
17502 ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17507 template<class T>
17508 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target)
17510 s64.insert(target->GetGUID());
17513 template<>
17514 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target)
17516 if(!target->IsTransport())
17517 s64.insert(target->GetGUID());
17520 template<class T>
17521 void Player::UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow)
17523 if(HaveAtClient(target))
17525 if(!target->isVisibleForInState(this,true))
17527 target->BuildOutOfRangeUpdateBlock(&data);
17528 m_clientGUIDs.erase(target->GetGUID());
17530 #ifdef MANGOS_DEBUG
17531 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17532 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));
17533 #endif
17536 else
17538 if(target->isVisibleForInState(this,false))
17540 visibleNow.insert(target);
17541 target->BuildUpdate(data_updates);
17542 target->BuildCreateUpdateBlockForPlayer(&data, this);
17543 UpdateVisibilityOf_helper(m_clientGUIDs,target);
17545 #ifdef MANGOS_DEBUG
17546 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17547 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));
17548 #endif
17553 template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17554 template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17555 template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17556 template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17557 template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17559 void Player::InitPrimaryProffesions()
17561 SetFreePrimaryProffesions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
17564 void Player::SendComboPoints()
17566 Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
17567 if (combotarget)
17569 WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
17570 data.append(combotarget->GetPackGUID());
17571 data << uint8(m_comboPoints);
17572 GetSession()->SendPacket(&data);
17576 void Player::AddComboPoints(Unit* target, int8 count)
17578 if(!count)
17579 return;
17581 // without combo points lost (duration checked in aura)
17582 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17584 if(target->GetGUID() == m_comboTarget)
17586 m_comboPoints += count;
17588 else
17590 if(m_comboTarget)
17591 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17592 target->RemoveComboPointHolder(GetGUIDLow());
17594 m_comboTarget = target->GetGUID();
17595 m_comboPoints = count;
17597 target->AddComboPointHolder(GetGUIDLow());
17600 if (m_comboPoints > 5) m_comboPoints = 5;
17601 if (m_comboPoints < 0) m_comboPoints = 0;
17603 SendComboPoints();
17606 void Player::ClearComboPoints()
17608 if(!m_comboTarget)
17609 return;
17611 // without combopoints lost (duration checked in aura)
17612 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17614 m_comboPoints = 0;
17616 SendComboPoints();
17618 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17619 target->RemoveComboPointHolder(GetGUIDLow());
17621 m_comboTarget = 0;
17624 void Player::SetGroup(Group *group, int8 subgroup)
17626 if(group == NULL) m_group.unlink();
17627 else
17629 // never use SetGroup without a subgroup unless you specify NULL for group
17630 assert(subgroup >= 0);
17631 m_group.link(group, this);
17632 m_group.setSubGroup((uint8)subgroup);
17636 void Player::SendInitialPacketsBeforeAddToMap()
17638 WorldPacket data(SMSG_SET_REST_START_OBSOLETE, 4);
17639 data << uint32(0); // unknown, may be rest state time or experience
17640 GetSession()->SendPacket(&data);
17642 // Homebind
17643 data.Initialize(SMSG_BINDPOINTUPDATE, 5*4);
17644 data << m_homebindX << m_homebindY << m_homebindZ;
17645 data << (uint32) m_homebindMapId;
17646 data << (uint32) m_homebindZoneId;
17647 GetSession()->SendPacket(&data);
17649 // SMSG_SET_PROFICIENCY
17650 // SMSG_UPDATE_AURA_DURATION
17652 // tutorial stuff
17653 data.Initialize(SMSG_TUTORIAL_FLAGS, 8*4);
17654 for (int i = 0; i < 8; ++i)
17655 data << uint32( GetTutorialInt(i) );
17656 GetSession()->SendPacket(&data);
17658 SendInitialSpells();
17660 data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
17661 data << uint32(0); // count, for(count) uint32;
17662 GetSession()->SendPacket(&data);
17664 SendInitialActionButtons();
17665 SendInitialReputations();
17666 m_achievementMgr.SendAllAchievementData();
17667 UpdateZone(GetZoneId());
17668 SendInitWorldStates();
17670 // SMSG_SET_AURA_SINGLE
17672 data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8);
17673 data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
17674 data << (float)0.01666667f; // game speed
17675 GetSession()->SendPacket( &data );
17677 data.Initialize(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
17678 data << uint32(0x00000000); // on blizz it increments periodically
17679 GetSession()->SendPacket(&data);
17681 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17682 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || isInFlight())
17683 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
17685 m_mover = this;
17688 void Player::SendInitialPacketsAfterAddToMap()
17690 WorldPacket data(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
17691 data << uint32(0x00000000); // on blizz it increments periodically
17692 GetSession()->SendPacket(&data);
17694 CastSpell(this, 836, true); // LOGINEFFECT
17696 // set some aura effects that send packet to player client after add player to map
17697 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17698 // same auras state lost at far teleport, send it one more time in this case also
17699 static const AuraType auratypes[] =
17701 SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
17702 SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
17703 SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED, SPELL_AURA_NONE
17705 for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
17707 Unit::AuraList const& auraList = GetAurasByType(*itr);
17708 if(!auraList.empty())
17709 auraList.front()->ApplyModifier(true,true);
17712 if(HasAuraType(SPELL_AURA_MOD_STUN))
17713 SetMovement(MOVE_ROOT);
17715 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17716 if(HasAuraType(SPELL_AURA_MOD_ROOT))
17718 WorldPacket data(SMSG_FORCE_MOVE_ROOT, 10);
17719 data.append(GetPackGUID());
17720 data << (uint32)2;
17721 SendMessageToSet(&data,true);
17724 SendAurasForTarget(this);
17725 SendEnchantmentDurations(); // must be after add to map
17726 SendItemDurations(); // must be after add to map
17729 void Player::SendUpdateToOutOfRangeGroupMembers()
17731 if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
17732 return;
17733 if(Group* group = GetGroup())
17734 group->UpdatePlayerOutOfRange(this);
17736 m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
17737 m_auraUpdateMask = 0;
17738 if(Pet *pet = GetPet())
17739 pet->ResetAuraUpdateMask();
17742 void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
17744 WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
17745 data << uint32(mapid);
17746 data << uint8(reason); // transfer abort reason
17747 switch(reason)
17749 case TRANSFER_ABORT_INSUF_EXPAN_LVL:
17750 case TRANSFER_ABORT_DIFFICULTY:
17751 case TRANSFER_ABORT_UNIQUE_MESSAGE:
17752 data << uint8(arg);
17753 break;
17755 GetSession()->SendPacket(&data);
17758 void Player::SendInstanceResetWarning(uint32 mapid, uint32 time)
17760 // type of warning, based on the time remaining until reset
17761 uint32 type;
17762 if(time > 3600)
17763 type = RAID_INSTANCE_WELCOME;
17764 else if(time > 900 && time <= 3600)
17765 type = RAID_INSTANCE_WARNING_HOURS;
17766 else if(time > 300 && time <= 900)
17767 type = RAID_INSTANCE_WARNING_MIN;
17768 else
17769 type = RAID_INSTANCE_WARNING_MIN_SOON;
17770 WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4);
17771 data << uint32(type);
17772 data << uint32(mapid);
17773 data << uint32(time);
17774 GetSession()->SendPacket(&data);
17777 void Player::ApplyEquipCooldown( Item * pItem )
17779 for(int i = 0; i <5; ++i)
17781 _Spell const& spellData = pItem->GetProto()->Spells[i];
17783 // no spell
17784 if( !spellData.SpellId )
17785 continue;
17787 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17788 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
17789 continue;
17791 AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
17793 WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
17794 data << pItem->GetGUID();
17795 data << uint32(spellData.SpellId);
17796 GetSession()->SendPacket(&data);
17800 void Player::resetSpells()
17802 // not need after this call
17803 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
17805 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_SPELLS;
17806 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS), GetGUIDLow());
17809 // make full copy of map (spells removed and marked as deleted at another spell remove
17810 // and we can't use original map for safe iterative with visit each spell at loop end
17811 PlayerSpellMap smap = GetSpellMap();
17813 for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
17814 removeSpell(iter->first); // only iter->first can be accessed, object by iter->second can be deleted already
17816 learnDefaultSpells();
17817 learnQuestRewardedSpells();
17820 void Player::learnDefaultSpells(bool loading)
17822 // learn default race/class spells
17823 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
17824 std::list<CreateSpellPair>::const_iterator spell_itr;
17825 for (spell_itr = info->spell.begin(); spell_itr!=info->spell.end(); ++spell_itr)
17827 uint16 tspell = spell_itr->first;
17828 if (tspell)
17830 sLog.outDebug("PLAYER: Adding initial spell, id = %u",tspell);
17831 if(loading || !spell_itr->second) // not care about passive spells or loading case
17832 addSpell(tspell,spell_itr->second);
17833 else // but send in normal spell in game learn case
17834 learnSpell(tspell);
17839 void Player::learnQuestRewardedSpells(Quest const* quest)
17841 uint32 spell_id = quest->GetRewSpellCast();
17843 // skip quests without rewarded spell
17844 if( !spell_id )
17845 return;
17847 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
17848 if(!spellInfo)
17849 return;
17851 // check learned spells state
17852 bool found = false;
17853 for(int i=0; i < 3; ++i)
17855 if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
17857 found = true;
17858 break;
17862 // skip quests with not teaching spell or already known spell
17863 if(!found)
17864 return;
17866 // prevent learn non first rank unknown profession and second specialization for same profession)
17867 uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
17868 if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
17870 // not have first rank learned (unlearned prof?)
17871 uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
17872 if( !HasSpell(first_spell) )
17873 return;
17875 SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
17876 if(!learnedInfo)
17877 return;
17879 // specialization
17880 if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0)
17882 // search other specialization for same prof
17883 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
17885 if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
17886 continue;
17888 SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
17889 if(!itrInfo)
17890 return;
17892 // compare only specializations
17893 if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
17894 continue;
17896 // compare same chain spells
17897 if(spellmgr.GetFirstSpellInChain(itr->first) != first_spell)
17898 continue;
17900 // now we have 2 specialization, learn possible only if found is lesser specialization rank
17901 if(!spellmgr.IsHighRankOfSpell(learned_0,itr->first))
17902 return;
17907 CastSpell( this, spell_id, true);
17910 void Player::learnQuestRewardedSpells()
17912 // learn spells received from quest completing
17913 for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
17915 // skip no rewarded quests
17916 if(!itr->second.m_rewarded)
17917 continue;
17919 Quest const* quest = objmgr.GetQuestTemplate(itr->first);
17920 if( !quest )
17921 continue;
17923 learnQuestRewardedSpells(quest);
17927 void Player::learnSkillRewardedSpells(uint32 skill_id )
17929 uint32 raceMask = getRaceMask();
17930 uint32 classMask = getClassMask();
17931 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
17933 SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
17934 if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
17935 continue;
17936 // Check race if set
17937 if (pAbility->racemask && !(pAbility->racemask & raceMask))
17938 continue;
17939 // Check class if set
17940 if (pAbility->classmask && !(pAbility->classmask & classMask))
17941 continue;
17943 if (sSpellStore.LookupEntry(pAbility->spellId))
17945 // Ok need learn spell
17946 learnSpell(pAbility->spellId);
17951 void Player::learnSkillRewardedSpells()
17953 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
17955 if(!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
17956 continue;
17958 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
17960 learnSkillRewardedSpells(pskill);
17964 void Player::SendAurasForTarget(Unit *target)
17966 if(target->GetVisibleAuras()->empty()) // speedup things
17967 return;
17969 WorldPacket data(SMSG_AURA_UPDATE_ALL);
17970 data.append(target->GetPackGUID());
17972 Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
17973 for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
17975 for(uint32 j = 0; j < 3; ++j)
17977 if(Aura *aura = target->GetAura(itr->second, j))
17979 data << uint8(aura->GetAuraSlot());
17980 data << uint32(aura->GetId());
17982 if(aura->GetId())
17984 uint8 auraFlags = aura->GetAuraFlags();
17985 // flags
17986 data << uint8(auraFlags);
17987 // level
17988 data << uint8(aura->GetAuraLevel());
17989 // charges
17990 data << uint8(aura->m_procCharges);
17992 if(!(auraFlags & AFLAG_NOT_CASTER))
17994 data << uint8(0); // packed GUID of someone (caster?)
17997 if(auraFlags & AFLAG_DURATION) // include aura duration
17999 data << uint32(aura->GetAuraMaxDuration());
18000 data << uint32(aura->GetAuraDuration());
18003 break;
18008 GetSession()->SendPacket(&data);
18011 void Player::SetDailyQuestStatus( uint32 quest_id )
18013 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18015 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
18017 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
18018 m_lastDailyQuestTime = time(NULL); // last daily quest time
18019 m_DailyQuestChanged = true;
18020 break;
18025 void Player::ResetDailyQuestStatus()
18027 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18028 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
18030 // DB data deleted in caller
18031 m_DailyQuestChanged = false;
18032 m_lastDailyQuestTime = 0;
18035 BattleGround* Player::GetBattleGround() const
18037 if(GetBattleGroundId()==0)
18038 return NULL;
18040 return sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
18043 bool Player::InArena() const
18045 BattleGround *bg = GetBattleGround();
18046 if(!bg || !bg->isArena())
18047 return false;
18049 return true;
18052 bool Player::GetBGAccessByLevel(uint32 bgTypeId) const
18054 BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
18055 if(!bg)
18056 return false;
18058 if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
18059 return false;
18061 return true;
18064 uint32 Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id)
18066 if(queue_id < 1)
18067 return 0;
18069 if(queue_id >=7)
18070 queue_id = 7;
18072 return 10*(queue_id+1);
18075 uint32 Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id)
18077 if(queue_id >=7)
18078 return 255; // hardcoded max level
18080 return 10*(queue_id+2)-1;
18083 uint32 Player::GetBattleGroundQueueIdFromLevel() const
18085 uint32 level = getLevel();
18086 if(level <= 19)
18087 return 0;
18088 else if (level > 79)
18089 return 7;
18090 else
18091 return level/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
18094 float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
18096 FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
18097 if(!vendor_faction)
18098 return 1.0f;
18100 ReputationRank rank = GetReputationRank(vendor_faction->faction);
18101 if(rank <= REP_NEUTRAL)
18102 return 1.0f;
18104 return 1.0f - 0.05f* (rank - REP_NEUTRAL);
18107 bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
18109 uint32 racemask = getRaceMask();
18110 uint32 classmask = getClassMask();
18112 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
18113 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
18115 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
18117 // skip wrong race skills
18118 if( _spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
18119 return false;
18121 // skip wrong class skills
18122 if( _spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
18123 return false;
18125 return true;
18128 bool Player::HasQuestForGO(int32 GOId)
18130 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
18132 QuestStatusData qs=i->second;
18133 if (qs.m_status == QUEST_STATUS_INCOMPLETE)
18135 Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
18136 if(!qinfo)
18137 continue;
18139 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
18140 continue;
18142 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
18144 if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case
18145 continue;
18147 if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
18148 return true;
18152 return false;
18155 void Player::UpdateForQuestsGO()
18157 if(m_clientGUIDs.empty())
18158 return;
18160 UpdateData udata;
18161 WorldPacket packet;
18162 for(ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
18164 if(IS_GAMEOBJECT_GUID(*itr))
18166 GameObject *obj = HashMapHolder<GameObject>::Find(*itr);
18167 if(obj)
18168 obj->BuildValuesUpdateBlockForPlayer(&udata,this);
18171 udata.BuildPacket(&packet);
18172 GetSession()->SendPacket(&packet);
18175 void Player::SummonIfPossible(bool agree)
18177 if(!agree)
18179 m_summon_expire = 0;
18180 return;
18183 // expire and auto declined
18184 if(m_summon_expire < time(NULL))
18185 return;
18187 // stop taxi flight at summon
18188 if(isInFlight())
18190 GetMotionMaster()->MovementExpired();
18191 m_taxi.ClearTaxiDestinations();
18194 // drop flag at summon
18195 if(BattleGround *bg = GetBattleGround())
18196 bg->EventPlayerDroppedFlag(this);
18198 m_summon_expire = 0;
18200 TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
18203 void Player::RemoveItemDurations( Item *item )
18205 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr)
18207 if(*itr==item)
18209 m_itemDuration.erase(itr);
18210 break;
18215 void Player::AddItemDurations( Item *item )
18217 if(item->GetUInt32Value(ITEM_FIELD_DURATION))
18219 m_itemDuration.push_back(item);
18220 item->SendTimeUpdate(this);
18224 void Player::AutoUnequipOffhandIfNeed()
18226 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
18227 if(!offItem)
18228 return;
18230 Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
18232 if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON)
18233 return;
18235 ItemPosCountVec off_dest;
18236 uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false );
18237 if( off_msg == EQUIP_ERR_OK )
18239 RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
18240 StoreItem( off_dest, offItem, true );
18242 else
18244 sLog.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
18248 bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
18250 if(spellInfo->EquippedItemClass < 0)
18251 return true;
18253 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18254 // for optimize check 2 used cases only
18255 switch(spellInfo->EquippedItemClass)
18257 case ITEM_CLASS_WEAPON:
18259 for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
18260 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18261 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18262 return true;
18263 break;
18265 case ITEM_CLASS_ARMOR:
18267 // tabard not have dependent spells
18268 for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
18269 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18270 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18271 return true;
18273 // shields can be equipped to offhand slot
18274 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
18275 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18276 return true;
18278 // ranged slot can have some armor subclasses
18279 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
18280 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18281 return true;
18283 break;
18285 default:
18286 sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
18287 break;
18290 return false;
18293 void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
18295 AuraMap& auras = GetAuras();
18296 for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); )
18298 Aura* aura = itr->second;
18300 // skip passive (passive item dependent spells work in another way) and not self applied auras
18301 SpellEntry const* spellInfo = aura->GetSpellProto();
18302 if(aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
18304 ++itr;
18305 continue;
18308 // skip if not item dependent or have alternative item
18309 if(HasItemFitToSpellReqirements(spellInfo,pItem))
18311 ++itr;
18312 continue;
18315 // no alt item, remove aura, restart check
18316 RemoveAurasDueToSpell(aura->GetId());
18317 itr = auras.begin();
18320 // currently casted spells can be dependent from item
18321 for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++)
18323 if( m_currentSpells[i] && m_currentSpells[i]->getState()!=SPELL_STATE_DELAYED &&
18324 !HasItemFitToSpellReqirements(m_currentSpells[i]->m_spellInfo,pItem) )
18325 InterruptSpell(i);
18329 uint32 Player::GetResurrectionSpellId()
18331 // search priceless resurrection possibilities
18332 uint32 prio = 0;
18333 uint32 spell_id = 0;
18334 AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
18335 for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
18337 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18338 if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
18340 switch((*itr)->GetId())
18342 case 20707: spell_id = 3026; break; // rank 1
18343 case 20762: spell_id = 20758; break; // rank 2
18344 case 20763: spell_id = 20759; break; // rank 3
18345 case 20764: spell_id = 20760; break; // rank 4
18346 case 20765: spell_id = 20761; break; // rank 5
18347 case 27239: spell_id = 27240; break; // rank 6
18348 default:
18349 sLog.outError("Unhandled spell %%u: S.Resurrection",(*itr)->GetId());
18350 continue;
18353 prio = 3;
18355 // Twisting Nether // prio: 2 (max)
18356 else if((*itr)->GetId()==23701 && roll_chance_i(10))
18358 prio = 2;
18359 spell_id = 23700;
18363 // Reincarnation (passive spell) // prio: 1
18364 if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18365 spell_id = 21169;
18367 return spell_id;
18370 bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
18372 bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
18374 // prepare data for near group iteration (PvP and !PvP cases)
18375 uint32 xp = 0;
18376 bool honored_kill = false;
18378 if(Group *pGroup = GetGroup())
18380 uint32 count = 0;
18381 uint32 sum_level = 0;
18382 Player* member_with_max_level = NULL;
18383 Player* not_gray_member_with_max_level = NULL;
18385 pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
18387 if(member_with_max_level)
18389 /// not get Xp in PvP or no not gray players in group
18390 xp = (PvP || !not_gray_member_with_max_level) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level, pVictim);
18392 /// skip in check PvP case (for speed, not used)
18393 bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
18394 bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
18395 float group_rate = MaNGOS::XP::xp_in_group_rate(count,is_raid);
18397 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18399 Player* pGroupGuy = itr->getSource();
18400 if(!pGroupGuy)
18401 continue;
18403 if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
18404 continue; // member (alive or dead) or his corpse at req. distance
18406 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18407 if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count) && pGroupGuy==this)
18408 honored_kill = true;
18410 // xp and reputation only in !PvP case
18411 if(!PvP)
18413 float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
18415 // if is in dungeon then all receive full reputation at kill
18416 // rewarded any alive/dead/near_corpse group member
18417 pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
18419 // XP updated only for alive group member
18420 if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
18421 pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
18423 uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
18425 pGroupGuy->GiveXP(itr_xp, pVictim);
18426 if(Pet* pet = pGroupGuy->GetPet())
18427 pet->GivePetXP(itr_xp/2);
18430 // quest objectives updated only for alive group member or dead but with not released body
18431 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
18433 // normal creature (not pet/etc) can be only in !PvP case
18434 if(pVictim->GetTypeId()==TYPEID_UNIT)
18435 pGroupGuy->KilledMonster(pVictim->GetEntry(), pVictim->GetGUID());
18441 else // if (!pGroup)
18443 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim);
18445 // honor can be in PvP and !PvP (racial leader) cases
18446 if(RewardHonor(pVictim,1))
18447 honored_kill = true;
18449 // xp and reputation only in !PvP case
18450 if(!PvP)
18452 RewardReputation(pVictim,1);
18453 GiveXP(xp, pVictim);
18455 if(Pet* pet = GetPet())
18456 pet->GivePetXP(xp);
18458 // normal creature (not pet/etc) can be only in !PvP case
18459 if(pVictim->GetTypeId()==TYPEID_UNIT)
18460 KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
18463 return xp || honored_kill;
18466 bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
18468 if(pRewardSource->GetDistance(this) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
18469 return true;
18471 if(isAlive())
18472 return false;
18474 Corpse* corpse = GetCorpse();
18475 if(!corpse)
18476 return false;
18478 return pRewardSource->GetDistance(corpse) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
18481 uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
18483 Item* item = GetWeaponForAttack(attType,true);
18485 // unarmed only with base attack
18486 if(attType != BASE_ATTACK && !item)
18487 return 0;
18489 // weapon skill or (unarmed for base attack)
18490 uint32 skill = item ? item->GetSkill() : SKILL_UNARMED;
18491 return GetBaseSkillValue(skill);
18494 void Player::ResurectUsingRequestData()
18496 ResurrectPlayer(0.0f,false);
18498 if(GetMaxHealth() > m_resurrectHealth)
18499 SetHealth( m_resurrectHealth );
18500 else
18501 SetHealth( GetMaxHealth() );
18503 if(GetMaxPower(POWER_MANA) > m_resurrectMana)
18504 SetPower(POWER_MANA, m_resurrectMana );
18505 else
18506 SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
18508 SetPower(POWER_RAGE, 0 );
18510 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
18512 SpawnCorpseBones();
18514 TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
18517 void Player::SetClientControl(Unit* target, uint8 allowMove)
18519 WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
18520 data.append(target->GetPackGUID());
18521 data << uint8(allowMove);
18522 GetSession()->SendPacket(&data);
18525 void Player::UpdateZoneDependentAuras( uint32 newZone )
18527 // remove new continent flight forms
18528 uint32 v_map = GetVirtualMapForMapAndZone(GetMapId(), newZone);
18529 if( !isGameMaster() && v_map != 530 && v_map != 571)
18531 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED);
18532 RemoveSpellsCausingAura(SPELL_AURA_FLY);
18535 // Some spells applied at enter into zone (with subzones)
18536 // Human Illusion
18537 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
18538 if ( newZone == 2367 ) // Old Hillsbrad Foothills
18540 uint32 spellid = 0;
18541 // all horde races
18542 if( GetTeam() == HORDE )
18543 spellid = getGender() == GENDER_FEMALE ? 35481 : 35480;
18544 // and some alliance races
18545 else if( getRace() == RACE_NIGHTELF || getRace() == RACE_DRAENEI )
18546 spellid = getGender() == GENDER_FEMALE ? 35483 : 35482;
18548 if(spellid && !HasAura(spellid,0) )
18549 CastSpell(this,spellid,true);
18553 void Player::UpdateAreaDependentAuras( uint32 newArea )
18555 // remove auras from spells with area limitations
18556 for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
18558 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18559 if(!IsSpellAllowedInLocation(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea))
18560 RemoveAura(iter);
18561 else
18562 ++iter;
18565 // unmount if enter in this subzone
18566 if( newArea == 35)
18567 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
18568 // Dragonmaw Illusion
18569 else if( newArea == 3759 || newArea == 3966 || newArea == 3939 )
18571 if( GetDummyAura(40214) )
18573 if( !HasAura(40216,0) )
18574 CastSpell(this,40216,true);
18575 if( !HasAura(42016,0) )
18576 CastSpell(this,42016,true);
18581 uint32 Player::GetCorpseReclaimDelay(bool pvp) const
18583 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18584 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18586 return copseReclaimDelay[0];
18589 time_t now = time(NULL);
18590 // 0..2 full period
18591 uint32 count = (now < m_deathExpireTime) ? (m_deathExpireTime - now)/DEATH_EXPIRE_STEP : 0;
18592 return copseReclaimDelay[count];
18595 void Player::UpdateCorpseReclaimDelay()
18597 bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
18599 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18600 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18601 return;
18603 time_t now = time(NULL);
18604 if(now < m_deathExpireTime)
18606 // full and partly periods 1..3
18607 uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
18608 if(count < MAX_DEATH_COUNT)
18609 m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
18610 else
18611 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
18613 else
18614 m_deathExpireTime = now+DEATH_EXPIRE_STEP;
18617 void Player::SendCorpseReclaimDelay(bool load)
18619 Corpse* corpse = GetCorpse();
18620 if(!corpse)
18621 return;
18623 uint32 delay;
18624 if(load)
18626 if(corpse->GetGhostTime() > m_deathExpireTime)
18627 return;
18629 bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP;
18631 uint32 count;
18632 if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18633 !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18635 count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
18636 if(count>=MAX_DEATH_COUNT)
18637 count = MAX_DEATH_COUNT-1;
18639 else
18640 count=0;
18642 time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
18644 time_t now = time(NULL);
18645 if(now >= expected_time)
18646 return;
18648 delay = expected_time-now;
18650 else
18651 delay = GetCorpseReclaimDelay(corpse->GetType()==CORPSE_RESURRECTABLE_PVP);
18653 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18654 WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
18655 data << uint32(delay*1000);
18656 GetSession()->SendPacket( &data );
18659 Player* Player::GetNextRandomRaidMember(float radius)
18661 Group *pGroup = GetGroup();
18662 if(!pGroup)
18663 return NULL;
18665 std::vector<Player*> nearMembers;
18666 nearMembers.reserve(pGroup->GetMembersCount());
18668 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18670 Player* Target = itr->getSource();
18672 // IsHostileTo check duel and controlled by enemy
18673 if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
18674 !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
18675 nearMembers.push_back(Target);
18678 if (nearMembers.empty())
18679 return NULL;
18681 uint32 randTarget = urand(0,nearMembers.size()-1);
18682 return nearMembers[randTarget];
18685 void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
18687 float water_z = m->GetWaterLevel(x,y);
18688 float height_z = m->GetHeight(x,y,z, false); // use .map base surface height
18689 uint8 flag1 = m->GetTerrainType(x,y);
18691 //!Underwater check, not in water if underground or above water level
18692 if (height_z <= INVALID_HEIGHT || z < (height_z-2) || z > (water_z - 2) )
18693 m_isunderwater &= 0x7A;
18694 else if ((z < (water_z - 2)) && (flag1 & 0x01))
18695 m_isunderwater |= 0x01;
18697 //!in lava check, anywhere under lava level
18698 if ((height_z <= INVALID_HEIGHT || z < (height_z - 0)) && (flag1 == 0x00) && IsInWater())
18699 m_isunderwater |= 0x80;
18702 void Player::SetCanParry( bool value )
18704 if(m_canParry==value)
18705 return;
18707 m_canParry = value;
18708 UpdateParryPercentage();
18711 void Player::SetCanBlock( bool value )
18713 if(m_canBlock==value)
18714 return;
18716 m_canBlock = value;
18717 UpdateBlockPercentage();
18720 bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
18722 for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
18723 if(itr->pos == pos)
18724 return true;
18726 return false;
18729 bool Player::isAllowUseBattleGroundObject()
18731 return ( //InBattleGround() && // in battleground - not need, check in other cases
18732 !IsMounted() && // not mounted
18733 !HasStealthAura() && // not stealthed
18734 !HasInvisibilityAura() && // not invisible
18735 !HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
18736 isAlive() // live player
18740 uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair)
18742 uint32 level = getLevel();
18744 if(level > sGtBarberShopCostBaseStore.GetNumRows())
18745 level = GT_MAX_LEVEL; // max level in this dbc
18747 uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
18748 uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
18749 uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
18751 if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair))
18752 return 0;
18754 GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
18756 if(!bsc) // shouldn't happen
18757 return 0xFFFFFFFF;
18759 float cost = 0;
18761 if(hairstyle != newhairstyle)
18762 cost += bsc->cost; // full price
18764 if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
18765 cost += bsc->cost * 0.5f; // +1/2 of price
18767 if(facialhair != newfacialhair)
18768 cost += bsc->cost * 0.75f; // +3/4 of price
18770 return uint32(cost);
18773 void Player::InitGlyphsForLevel()
18775 uint32 level = getLevel();
18776 uint32 value = 0;
18778 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
18779 if(level >= 15)
18780 value |= (0x01 | 0x02);
18781 if(level >= 30)
18782 value |= 0x04;
18783 if(level >= 50)
18784 value |= 0x08;
18785 if(level >= 70)
18786 value |= 0x10;
18787 if(level >= 80)
18788 value |= 0x20;
18790 SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
18793 void Player::EnterVehicle(Vehicle *vehicle)
18795 VehicleEntry const *ve = sVehicleStore.LookupEntry(vehicle->GetVehicleId());
18796 if(!ve)
18797 return;
18799 VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(ve->m_seatID[0]);
18800 if(!veSeat)
18801 return;
18803 vehicle->SetCharmerGUID(GetGUID());
18804 vehicle->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
18805 vehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNKNOWN5);
18806 vehicle->setFaction(getFaction());
18808 SetCharm(vehicle); // charm
18809 SetFarSight(vehicle->GetGUID()); // set view
18811 SetClientControl(vehicle, 1); // redirect controls to vehicle
18813 WorldPacket data(SMSG_SHOW_VEHICLE_UI, 0); // shows vehicle UI?
18814 GetSession()->SendPacket(&data);
18816 data.Initialize(MSG_MOVE_TELEPORT_ACK, 30);
18817 data.append(GetPackGUID());
18818 data << uint32(0); // counter?
18819 data << uint32(MOVEMENTFLAG_ONTRANSPORT); // transport
18820 data << uint16(0); // special flags
18821 data << uint32(getMSTime()); // time
18822 data << vehicle->GetPositionX(); // x
18823 data << vehicle->GetPositionY(); // y
18824 data << vehicle->GetPositionZ(); // z
18825 data << vehicle->GetOrientation(); // o
18826 // transport part, TODO: load/calculate seat offsets
18827 data << uint64(vehicle->GetGUID()); // transport guid
18828 data << float(veSeat->m_attachmentOffsetX); // transport offsetX
18829 data << float(veSeat->m_attachmentOffsetY); // transport offsetY
18830 data << float(veSeat->m_attachmentOffsetZ); // transport offsetZ
18831 data << float(0); // transport orientation
18832 data << uint32(getMSTime()); // transport time
18833 data << uint8(0); // seat
18834 // end of transport part
18835 data << uint32(0); // fall time
18836 GetSession()->SendPacket(&data);
18838 data.Initialize(SMSG_PET_SPELLS, 8+4+4+4+4*10+1+1);
18839 data << uint64(vehicle->GetGUID());
18840 data << uint32(0x00000000);
18841 data << uint32(0x00000000);
18842 data << uint32(0x00000101);
18844 for(uint32 i = 0; i < 10; ++i)
18845 data << uint16(0) << uint8(0) << uint8(i+8);
18847 data << uint8(0);
18848 data << uint8(0);
18849 GetSession()->SendPacket(&data);
18852 void Player::ExitVehicle(Vehicle *vehicle)
18854 vehicle->SetCharmerGUID(0);
18855 vehicle->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
18856 vehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNKNOWN5);
18857 vehicle->setFaction((GetTeam() == ALLIANCE) ? vehicle->GetCreatureInfo()->faction_A : vehicle->GetCreatureInfo()->faction_H);
18859 SetCharm(NULL);
18860 SetFarSight(NULL);
18862 SetClientControl(vehicle, 0);
18864 WorldPacket data(MSG_MOVE_TELEPORT_ACK, 30);
18865 data.append(GetPackGUID());
18866 data << uint32(0); // counter?
18867 data << uint32(MOVEMENTFLAG_FLY_UNK1); // fly unk
18868 data << uint16(0x40); // special flags
18869 data << uint32(getMSTime()); // time
18870 data << vehicle->GetPositionX(); // x
18871 data << vehicle->GetPositionY(); // y
18872 data << vehicle->GetPositionZ(); // z
18873 data << vehicle->GetOrientation(); // o
18874 data << uint32(0); // fall time
18875 GetSession()->SendPacket(&data);
18877 data.Initialize(SMSG_PET_SPELLS, 8+4);
18878 data << uint64(0);
18879 data << uint32(0);
18880 GetSession()->SendPacket(&data);
18882 // only for flyable vehicles?
18883 CastSpell(this, 45472, true); // Parachute
18886 bool Player::HasTitle(uint32 bitIndex)
18888 if (bitIndex > 128)
18889 return false;
18891 uint32 fieldIndexOffset = bitIndex/32;
18892 uint32 flag = 1 << (bitIndex%32);
18893 return HasFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
18896 void Player::SetTitle(CharTitlesEntry const* title)
18898 uint32 fieldIndexOffset = title->bit_index/32;
18899 uint32 flag = 1 << (title->bit_index%32);
18900 SetFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
18903 void Player::ConvertRune(uint8 index, uint8 newType)
18905 SetCurrentRune(index, newType);
18907 WorldPacket data(SMSG_CONVERT_RUNE, 2);
18908 data << uint8(index);
18909 data << uint8(newType);
18910 GetSession()->SendPacket(&data);
18913 void Player::ResyncRunes(uint8 count)
18915 WorldPacket data(SMSG_RESYNC_RUNES, count * 2);
18916 for(uint32 i = 0; i < count; ++i)
18918 data << uint8(GetCurrentRune(i)); // rune type
18919 data << uint8(255 - (GetRuneCooldown(i) * 51)); // passed cooldown time (0-255)
18921 GetSession()->SendPacket(&data);
18924 void Player::AddRunePower(uint8 index)
18926 WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
18927 data << uint32(1 << index); // mask (0x00-0x3F probably)
18928 GetSession()->SendPacket(&data);
18931 void Player::InitRunes()
18933 if(getClass() != CLASS_DEATH_KNIGHT)
18934 return;
18936 m_runes = new Runes;
18938 m_runes->runeState = 0;
18940 for(uint32 i = 0; i < MAX_RUNES; ++i)
18942 SetBaseRune(i, i / 2); // init base types
18943 SetCurrentRune(i, i / 2); // init current types
18944 SetRuneCooldown(i, 0); // reset cooldowns
18945 m_runes->SetRuneState(i);
18948 for(uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
18949 SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);