2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "Database/DatabaseEnv.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
51 #include "Transports.h"
53 #include "BattleGround.h"
54 #include "BattleGroundMgr.h"
55 #include "ArenaTeam.h"
57 #include "Database/DatabaseImpl.h"
59 #include "SocialMgr.h"
60 #include "AchievementMgr.h"
64 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
66 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
67 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
68 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
70 #define SKILL_VALUE(x) PAIR32_LOPART(x)
71 #define SKILL_MAX(x) PAIR32_HIPART(x)
72 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
74 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
75 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
76 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
80 CHARACTER_FLAG_NONE
= 0x00000000,
81 CHARACTER_FLAG_UNK1
= 0x00000001,
82 CHARACTER_FLAG_UNK2
= 0x00000002,
83 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
84 CHARACTER_FLAG_UNK4
= 0x00000008,
85 CHARACTER_FLAG_UNK5
= 0x00000010,
86 CHARACTER_FLAG_UNK6
= 0x00000020,
87 CHARACTER_FLAG_UNK7
= 0x00000040,
88 CHARACTER_FLAG_UNK8
= 0x00000080,
89 CHARACTER_FLAG_UNK9
= 0x00000100,
90 CHARACTER_FLAG_UNK10
= 0x00000200,
91 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
92 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
93 CHARACTER_FLAG_UNK13
= 0x00001000,
94 CHARACTER_FLAG_GHOST
= 0x00002000,
95 CHARACTER_FLAG_RENAME
= 0x00004000,
96 CHARACTER_FLAG_UNK16
= 0x00008000,
97 CHARACTER_FLAG_UNK17
= 0x00010000,
98 CHARACTER_FLAG_UNK18
= 0x00020000,
99 CHARACTER_FLAG_UNK19
= 0x00040000,
100 CHARACTER_FLAG_UNK20
= 0x00080000,
101 CHARACTER_FLAG_UNK21
= 0x00100000,
102 CHARACTER_FLAG_UNK22
= 0x00200000,
103 CHARACTER_FLAG_UNK23
= 0x00400000,
104 CHARACTER_FLAG_UNK24
= 0x00800000,
105 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
106 CHARACTER_FLAG_DECLINED
= 0x02000000,
107 CHARACTER_FLAG_UNK27
= 0x04000000,
108 CHARACTER_FLAG_UNK28
= 0x08000000,
109 CHARACTER_FLAG_UNK29
= 0x10000000,
110 CHARACTER_FLAG_UNK30
= 0x20000000,
111 CHARACTER_FLAG_UNK31
= 0x40000000,
112 CHARACTER_FLAG_UNK32
= 0x80000000
115 // corpse reclaim times
116 #define DEATH_EXPIRE_STEP (5*MINUTE)
117 #define MAX_DEATH_COUNT 3
119 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
121 //== PlayerTaxi ================================================
123 PlayerTaxi::PlayerTaxi()
126 memset(m_taximask
, 0, sizeof(m_taximask
));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
131 // class specific initial known nodes
134 case CLASS_DEATH_KNIGHT
:
136 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
137 m_taximask
[i
] |= sOldContinentsNodesMask
[i
];
142 // race specific initial known nodes: capital and taxi hub masks
145 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
146 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
147 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
148 case RACE_NIGHTELF
: SetTaximaskNode(26);
149 SetTaximaskNode(27); break; // Night Elf
150 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
151 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
152 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
153 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
154 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
155 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
158 // new continent starting masks (It will be accessible only at new map)
159 switch(Player::TeamForRace(race
))
161 case ALLIANCE
: SetTaximaskNode(100); break;
162 case HORDE
: SetTaximaskNode(99); break;
164 // level dependent taxi hubs
166 SetTaximaskNode(213); //Shattered Sun Staging Area
169 void PlayerTaxi::LoadTaxiMask(const char* data
)
171 Tokens tokens
= StrSplit(data
, " ");
174 Tokens::iterator iter
;
175 for (iter
= tokens
.begin(), index
= 0;
176 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
178 // load and set bits only for existed taxi nodes
179 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
183 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
187 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
188 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
192 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
193 data
<< uint32(m_taximask
[i
]); // known nodes
197 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
, uint32 team
)
199 ClearTaxiDestinations();
201 Tokens tokens
= StrSplit(values
," ");
203 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
205 uint32 node
= uint32(atol(iter
->c_str()));
206 AddTaxiDestination(node
);
209 if(m_TaxiDestinations
.empty())
213 if(m_TaxiDestinations
.size() < 2)
216 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
220 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
225 // can't load taxi path without mount set (quest taxi path?)
226 if(!objmgr
.GetTaxiMountDisplayId(GetTaxiSource(),team
,true))
232 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
234 if(m_TaxiDestinations
.empty())
237 std::ostringstream ss
;
239 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
240 ss
<< m_TaxiDestinations
[i
] << " ";
245 uint32
PlayerTaxi::GetCurrentTaxiPath() const
247 if(m_TaxiDestinations
.size() < 2)
253 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
258 std::ostringstream
& operator<< (std::ostringstream
& ss
, PlayerTaxi
const& taxi
)
261 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
262 ss
<< taxi
.m_taximask
[i
] << " ";
267 //== Player ====================================================
269 UpdateMask
Player::updateVisualBits
;
271 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this), m_reputationMgr(this)
278 m_objectType
|= TYPEMASK_PLAYER
;
279 m_objectTypeId
= TYPEID_PLAYER
;
281 m_valuesCount
= PLAYER_END
;
288 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
289 SetAcceptTicket(true);
291 // players always accept
292 if(GetSession()->GetSecurity() == SEC_PLAYER
)
293 SetAcceptWhispers(true);
301 m_usedTalentCount
= 0;
302 m_questRewardTalentCount
= 0;
305 m_weaponChangeTimer
= 0;
308 m_zoneUpdateTimer
= 0;
312 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
314 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
315 // this must help in case next save after mass player load after server startup
316 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
318 clearResurrectRequestData();
320 m_SpellModRemoveCount
= 0;
322 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
326 // group is initialized in the reference constructor
327 SetGroupInvite(NULL
);
328 m_groupUpdateMask
= 0;
329 m_auraUpdateMask
= 0;
333 m_GuildIdInvited
= 0;
334 m_ArenaTeamIdInvited
= 0;
336 m_atLoginFlags
= AT_LOGIN_NONE
;
338 mSemaphoreTeleport_Near
= false;
339 mSemaphoreTeleport_Far
= false;
341 m_DelayedOperations
= 0;
342 m_bCanDelayTeleport
= false;
343 m_bHasDelayedTeleport
= false;
344 m_teleport_options
= 0;
351 PlayerTalkClass
= new PlayerMenu( GetSession() );
352 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
354 m_DailyQuestChanged
= false;
355 m_lastDailyQuestTime
= 0;
357 for (int i
=0; i
<MAX_TIMERS
; ++i
)
358 m_MirrorTimer
[i
] = DISABLED_MIRROR_TIMER
;
360 m_MirrorTimerFlags
= UNDERWATER_NONE
;
361 m_MirrorTimerFlagsLast
= UNDERWATER_NONE
;
367 m_deathExpireTime
= 0;
371 m_DetectInvTimer
= 1*IN_MILISECONDS
;
373 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; ++j
)
375 m_bgBattleGroundQueueID
[j
].bgQueueTypeId
= BATTLEGROUND_QUEUE_NONE
;
376 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
379 m_logintime
= time(NULL
);
380 m_Last_tick
= m_logintime
;
381 m_WeaponProficiency
= 0;
382 m_ArmorProficiency
= 0;
385 m_canDualWield
= false;
386 m_canTitanGrip
= false;
389 m_temporaryUnsummonedPetNumber
= 0;
390 //cache for UNIT_CREATED_BY_SPELL to allow
391 //returning reagents for temporarily removed pets
392 //when dying/logging out
395 ////////////////////Rest System/////////////////////
402 rest_type
=REST_TYPE_NO
;
403 ////////////////////Rest System/////////////////////
405 m_mailsLoaded
= false;
406 m_mailsUpdated
= false;
408 m_nextMailDelivereTime
= 0;
410 m_resetTalentsCost
= 0;
411 m_resetTalentsTime
= 0;
412 m_itemUpdateQueueBlocked
= false;
414 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
415 m_forced_speed_changes
[i
] = 0;
419 /////////////////// Instance System /////////////////////
422 m_InstanceValid
= true;
423 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
430 for (int i
= 0; i
< BASEMOD_END
; ++i
)
432 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
433 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
436 for (int i
= 0; i
< MAX_COMBAT_RATING
; ++i
)
437 m_baseRatingValue
[i
] = 0;
439 m_baseSpellPower
= 0;
444 m_lastHonorUpdateTime
= time(NULL
);
456 m_contestedPvPTimer
= 0;
458 m_declinedname
= NULL
;
467 CleanupsBeforeDelete();
469 // it must be unloaded already in PlayerLogout and accessed only for loggined player
472 // Note: buy back item already deleted from DB when player was saved
473 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
480 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
483 //all mailed items should be deleted, also all mail should be deallocated
484 for (PlayerMails::const_iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
487 for (ItemMap::const_iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
488 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
490 delete PlayerTalkClass
;
494 m_transport
->RemovePassenger(this);
497 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
499 delete ItemSetEff
[x
];
501 // clean up player-instance binds, may unload some instance saves
502 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
503 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
504 itr
->second
.save
->RemovePlayer(this);
506 delete m_declinedname
;
510 void Player::CleanupsBeforeDelete()
512 if(m_uint32Values
) // only for fully created Object
515 DuelComplete(DUEL_INTERUPTED
);
517 Unit::CleanupsBeforeDelete();
520 bool Player::Create( uint32 guidlow
, const std::string
& name
, uint8 race
, uint8 class_
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
, uint8 outfitId
)
522 //FIXME: outfitId not used in player creating
524 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
528 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
531 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
535 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
538 SetLocationMapId(info
->mapId
);
539 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
541 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
544 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
548 SetMap(MapManager::Instance().CreateMap(info
->mapId
, this));
550 uint8 powertype
= cEntry
->powerType
;
552 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
553 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
555 setFactionForRace(race
);
557 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
559 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
561 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
562 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
563 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
564 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
565 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
567 // -1 is default value
568 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
570 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
571 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
572 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
574 SetUInt32Value( PLAYER_GUILDID
, 0 );
575 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
576 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
578 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
579 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
580 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2
, 0 ); // 0=disabled
581 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
582 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
583 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
584 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
585 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
587 // set starting level
588 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
589 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
590 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
592 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
594 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
595 if(gm_level
> start_level
)
596 start_level
= gm_level
;
599 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
603 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
604 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
605 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
608 m_Last_tick
= time(NULL
);
609 m_Played_time
[PLAYED_TIME_TOTAL
] = 0;
610 m_Played_time
[PLAYED_TIME_LEVEL
] = 0;
612 // base stats and related field values
614 InitTaxiNodesForLevel();
615 InitGlyphsForLevel();
616 InitTalentForLevel();
617 InitPrimaryProfessions(); // to max set before any spell added
619 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
620 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
621 SetHealth(GetMaxHealth());
622 if (getPowerType()==POWER_MANA
)
624 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
625 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
628 if(getPowerType() == POWER_RUNIC_POWER
)
630 SetPower(POWER_RUNE
, 8);
631 SetMaxPower(POWER_RUNE
, 8);
632 SetPower(POWER_RUNIC_POWER
, 0);
633 SetMaxPower(POWER_RUNIC_POWER
, 1000);
637 learnDefaultSpells();
639 // original action bar
640 for (PlayerCreateInfoActions::const_iterator action_itr
= info
->action
.begin(); action_itr
!= info
->action
.end(); ++action_itr
)
641 addActionButton(action_itr
->button
,action_itr
->action
,action_itr
->type
);
644 CharStartOutfitEntry
const* oEntry
= NULL
;
645 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
647 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
649 if(entry
->RaceClassGender
== RaceClassGender
)
659 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
661 if(oEntry
->ItemId
[j
] <= 0)
664 uint32 item_id
= oEntry
->ItemId
[j
];
666 // Hack for not existed item id in dbc 3.0.3
670 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
673 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
677 // BuyCount by default
678 uint32 count
= iProto
->BuyCount
;
680 // special amount for foor/drink
681 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
683 switch(iProto
->Spells
[0].SpellCategory
)
686 count
= getClass()==CLASS_DEATH_KNIGHT
? 10 : 4;
692 if(iProto
->Stackable
< count
)
693 count
= iProto
->Stackable
;
696 StoreNewItemInBestSlots(item_id
, count
);
700 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
701 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
703 // bags and main-hand weapon must equipped at this moment
704 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
705 // or ammo not equipped in special bag
706 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
708 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
711 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
712 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
713 if( msg
== EQUIP_ERR_OK
)
715 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
716 EquipItem( eDest
, pItem
, true);
718 // move other items to more appropriate slots (ammo not equipped in special bag)
721 ItemPosCountVec sDest
;
722 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
723 if( msg
== EQUIP_ERR_OK
)
725 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
726 pItem
= StoreItem( sDest
, pItem
, true);
729 // if this is ammo then use it
730 msg
= CanUseAmmo( pItem
->GetEntry() );
731 if( msg
== EQUIP_ERR_OK
)
732 SetAmmo( pItem
->GetEntry() );
736 // all item positions resolved
741 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
743 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
745 // attempt equip by one
746 while(titem_amount
> 0)
749 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
750 if( msg
!= EQUIP_ERR_OK
)
753 EquipNewItem( eDest
, titem_id
, true);
754 AutoUnequipOffhandIfNeed();
758 if(titem_amount
== 0)
759 return true; // equipped
762 ItemPosCountVec sDest
;
763 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
764 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
765 if( msg
== EQUIP_ERR_OK
)
767 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
768 return true; // stored
771 // item can't be added
772 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
776 void Player::SendMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, int32 Regen
)
778 if (MaxValue
== DISABLED_MIRROR_TIMER
)
780 if (CurrentValue
!=DISABLED_MIRROR_TIMER
)
781 StopMirrorTimer(Type
);
784 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
785 data
<< (uint32
)Type
;
786 data
<< CurrentValue
;
790 data
<< (uint32
)0; // spell id
791 GetSession()->SendPacket( &data
);
794 void Player::StopMirrorTimer(MirrorTimerType Type
)
796 m_MirrorTimer
[Type
] = DISABLED_MIRROR_TIMER
;
797 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
798 data
<< (uint32
)Type
;
799 GetSession()->SendPacket( &data
);
802 uint32
Player::EnvironmentalDamage(EnviromentalDamage type
, uint32 damage
)
804 if(!isAlive() || isGameMaster())
807 // Absorb, resist some environmental damage type
810 if (type
== DAMAGE_LAVA
)
811 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
812 else if (type
== DAMAGE_SLIME
)
813 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
815 damage
-=absorb
+resist
;
817 DealDamageMods(this,damage
,&absorb
);
819 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
820 data
<< uint64(GetGUID());
821 data
<< uint8(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
822 data
<< uint32(damage
);
823 data
<< uint32(absorb
);
824 data
<< uint32(resist
);
825 SendMessageToSet(&data
, true);
827 uint32 final_damage
= DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
831 if(type
==DAMAGE_FALL
) // DealDamage not apply item durability loss at self damage
833 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
834 DurabilityLossAll(0.10f
,false);
835 // durability lost message
836 WorldPacket
data2(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
837 GetSession()->SendPacket(&data2
);
840 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM
, 1, type
);
846 int32
Player::getMaxTimer(MirrorTimerType timer
)
851 return MINUTE
*IN_MILISECONDS
;
854 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING
) || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
855 return DISABLED_MIRROR_TIMER
;
856 int32 UnderWaterTime
= 3*MINUTE
*IN_MILISECONDS
;
857 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
858 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
859 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
860 return UnderWaterTime
;
865 return DISABLED_MIRROR_TIMER
;
866 return 1*IN_MILISECONDS
;
874 void Player::UpdateMirrorTimers()
876 // Desync flags for update on next HandleDrowning
877 if (m_MirrorTimerFlags
)
878 m_MirrorTimerFlagsLast
= ~m_MirrorTimerFlags
;
881 void Player::HandleDrowning(uint32 time_diff
)
883 if (!m_MirrorTimerFlags
)
887 if (m_MirrorTimerFlags
& UNDERWATER_INWATER
)
889 // Breath timer not activated - activate it
890 if (m_MirrorTimer
[BREATH_TIMER
] == DISABLED_MIRROR_TIMER
)
892 m_MirrorTimer
[BREATH_TIMER
] = getMaxTimer(BREATH_TIMER
);
893 SendMirrorTimer(BREATH_TIMER
, m_MirrorTimer
[BREATH_TIMER
], m_MirrorTimer
[BREATH_TIMER
], -1);
895 else // If activated - do tick
897 m_MirrorTimer
[BREATH_TIMER
]-=time_diff
;
898 // Timer limit - need deal damage
899 if (m_MirrorTimer
[BREATH_TIMER
] < 0)
901 m_MirrorTimer
[BREATH_TIMER
]+= 1*IN_MILISECONDS
;
902 // Calculate and deal damage
903 // TODO: Check this formula
904 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
905 EnvironmentalDamage(DAMAGE_DROWNING
, damage
);
907 else if (!(m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)) // Update time in client if need
908 SendMirrorTimer(BREATH_TIMER
, getMaxTimer(BREATH_TIMER
), m_MirrorTimer
[BREATH_TIMER
], -1);
911 else if (m_MirrorTimer
[BREATH_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
913 int32 UnderWaterTime
= getMaxTimer(BREATH_TIMER
);
915 m_MirrorTimer
[BREATH_TIMER
]+=10*time_diff
;
916 if (m_MirrorTimer
[BREATH_TIMER
] >= UnderWaterTime
|| !isAlive())
917 StopMirrorTimer(BREATH_TIMER
);
918 else if (m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)
919 SendMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_MirrorTimer
[BREATH_TIMER
], 10);
923 if (m_MirrorTimerFlags
& UNDERWARER_INDARKWATER
)
925 // Fatigue timer not activated - activate it
926 if (m_MirrorTimer
[FATIGUE_TIMER
] == DISABLED_MIRROR_TIMER
)
928 m_MirrorTimer
[FATIGUE_TIMER
] = getMaxTimer(FATIGUE_TIMER
);
929 SendMirrorTimer(FATIGUE_TIMER
, m_MirrorTimer
[FATIGUE_TIMER
], m_MirrorTimer
[FATIGUE_TIMER
], -1);
933 m_MirrorTimer
[FATIGUE_TIMER
]-=time_diff
;
934 // Timer limit - need deal damage or teleport ghost to graveyard
935 if (m_MirrorTimer
[FATIGUE_TIMER
] < 0)
937 m_MirrorTimer
[FATIGUE_TIMER
]+= 1*IN_MILISECONDS
;
938 if (isAlive()) // Calculate and deal damage
940 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
941 EnvironmentalDamage(DAMAGE_EXHAUSTED
, damage
);
943 else if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
)) // Teleport ghost to graveyard
946 else if (!(m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
))
947 SendMirrorTimer(FATIGUE_TIMER
, getMaxTimer(FATIGUE_TIMER
), m_MirrorTimer
[FATIGUE_TIMER
], -1);
950 else if (m_MirrorTimer
[FATIGUE_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
952 int32 DarkWaterTime
= getMaxTimer(FATIGUE_TIMER
);
953 m_MirrorTimer
[FATIGUE_TIMER
]+=10*time_diff
;
954 if (m_MirrorTimer
[FATIGUE_TIMER
] >= DarkWaterTime
|| !isAlive())
955 StopMirrorTimer(FATIGUE_TIMER
);
956 else if (m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
)
957 SendMirrorTimer(FATIGUE_TIMER
, DarkWaterTime
, m_MirrorTimer
[FATIGUE_TIMER
], 10);
960 if (m_MirrorTimerFlags
& (UNDERWATER_INLAVA
|UNDERWATER_INSLIME
))
962 // Breath timer not activated - activate it
963 if (m_MirrorTimer
[FIRE_TIMER
] == DISABLED_MIRROR_TIMER
)
964 m_MirrorTimer
[FIRE_TIMER
] = getMaxTimer(FIRE_TIMER
);
967 m_MirrorTimer
[FIRE_TIMER
]-=time_diff
;
968 if (m_MirrorTimer
[FIRE_TIMER
] < 0)
970 m_MirrorTimer
[FIRE_TIMER
]+= 1*IN_MILISECONDS
;
971 // Calculate and deal damage
972 // TODO: Check this formula
973 uint32 damage
= urand(600, 700);
974 if (m_MirrorTimerFlags
&UNDERWATER_INLAVA
)
975 EnvironmentalDamage(DAMAGE_LAVA
, damage
);
977 EnvironmentalDamage(DAMAGE_SLIME
, damage
);
982 m_MirrorTimer
[FIRE_TIMER
] = DISABLED_MIRROR_TIMER
;
984 // Recheck timers flag
985 m_MirrorTimerFlags
&=~UNDERWATER_EXIST_TIMERS
;
986 for (int i
= 0; i
< MAX_TIMERS
; ++i
)
987 if (m_MirrorTimer
[i
]!=DISABLED_MIRROR_TIMER
)
989 m_MirrorTimerFlags
|=UNDERWATER_EXIST_TIMERS
;
992 m_MirrorTimerFlagsLast
= m_MirrorTimerFlags
;
995 ///The player sobers by 256 every 10 seconds
996 void Player::HandleSobering()
1000 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
1001 SetDrunkValue(drunk
);
1004 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
1007 return DRUNKEN_SMASHED
;
1009 return DRUNKEN_DRUNK
;
1011 return DRUNKEN_TIPSY
;
1012 return DRUNKEN_SOBER
;
1015 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
1017 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1019 m_drunk
= newDrunkenValue
;
1020 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
1022 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1024 // special drunk invisibility detection
1025 if(newDrunkenState
>= DRUNKEN_DRUNK
)
1026 m_detectInvisibilityMask
|= (1<<6);
1028 m_detectInvisibilityMask
&= ~(1<<6);
1030 if(newDrunkenState
== oldDrunkenState
)
1033 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
1034 data
<< uint64(GetGUID());
1035 data
<< uint32(newDrunkenState
);
1036 data
<< uint32(itemId
);
1038 SendMessageToSet(&data
, true);
1041 void Player::Update( uint32 p_time
)
1047 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1052 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1053 m_nextMailDelivereTime
= 0;
1056 //used to implement delayed far teleports
1057 SetCanDelayTeleport(true);
1058 Unit::Update( p_time
);
1059 SetCanDelayTeleport(false);
1061 // update player only attacks
1062 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1064 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1067 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1069 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1072 time_t now
= time (NULL
);
1076 UpdateContestedPvP(p_time
);
1078 UpdateDuelFlag(now
);
1080 CheckDuelDistance(now
);
1082 UpdateAfkReport(now
);
1084 // Update items that have just a limited lifetime
1085 if (now
>m_Last_tick
)
1086 UpdateItemDuration(uint32(now
- m_Last_tick
));
1088 if (!m_timedquests
.empty())
1090 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1091 while (iter
!= m_timedquests
.end())
1093 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1094 if( q_status
.m_timer
<= p_time
)
1096 uint32 quest_id
= *iter
;
1097 ++iter
; // current iter will be removed in FailQuest
1098 FailQuest(quest_id
);
1102 q_status
.m_timer
-= p_time
;
1103 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1109 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1111 Unit
*pVictim
= getVictim();
1112 if (pVictim
&& !IsNonMeleeSpellCasted(false))
1114 // default combat reach 10
1115 // TODO add weapon,skill check
1117 float pldistance
= ATTACK_DISTANCE
;
1119 if (isAttackReady(BASE_ATTACK
))
1121 if(!IsWithinDistInMap(pVictim
, pldistance
))
1123 setAttackTimer(BASE_ATTACK
,100);
1124 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1126 SendAttackSwingNotInRange();
1127 m_swingErrorMsg
= 1;
1130 //120 degrees of radiant range
1131 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1133 setAttackTimer(BASE_ATTACK
,100);
1134 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1136 SendAttackSwingBadFacingAttack();
1137 m_swingErrorMsg
= 2;
1142 m_swingErrorMsg
= 0; // reset swing error state
1144 // prevent base and off attack in same time, delay attack at 0.2 sec
1145 if(haveOffhandWeapon())
1147 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1148 if(off_att
< ATTACK_DISPLAY_DELAY
)
1149 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1151 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1152 resetAttackTimer(BASE_ATTACK
);
1156 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1158 if(!IsWithinDistInMap(pVictim
, pldistance
))
1160 setAttackTimer(OFF_ATTACK
,100);
1162 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1164 setAttackTimer(OFF_ATTACK
,100);
1168 // prevent base and off attack in same time, delay attack at 0.2 sec
1169 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1170 if(base_att
< ATTACK_DISPLAY_DELAY
)
1171 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1173 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1174 resetAttackTimer(OFF_ATTACK
);
1178 Unit
*owner
= pVictim
->GetOwner();
1179 Unit
*u
= owner
? owner
: pVictim
;
1180 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1183 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1188 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1190 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1192 int time_inn
= time(NULL
)-GetTimeInnEnter();
1193 if (time_inn
>= 10) //freeze update
1195 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1196 //speed collect rest bonus (section/in hour)
1197 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1198 UpdateInnerTime(time(NULL
));
1203 if(m_regenTimer
> 0)
1205 if(p_time
>= m_regenTimer
)
1208 m_regenTimer
-= p_time
;
1211 if (m_weaponChangeTimer
> 0)
1213 if(p_time
>= m_weaponChangeTimer
)
1214 m_weaponChangeTimer
= 0;
1216 m_weaponChangeTimer
-= p_time
;
1219 if (m_zoneUpdateTimer
> 0)
1221 if(p_time
>= m_zoneUpdateTimer
)
1223 uint32 newzone
, newarea
;
1224 GetZoneAndAreaId(newzone
,newarea
);
1226 if( m_zoneUpdateId
!= newzone
)
1227 UpdateZone(newzone
,newarea
); // also update area
1230 // use area updates as well
1231 // needed for free far all arenas for example
1232 if( m_areaUpdateId
!= newarea
)
1233 UpdateArea(newarea
);
1235 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1239 m_zoneUpdateTimer
-= p_time
;
1247 if (m_deathState
== JUST_DIED
)
1254 if(p_time
>= m_nextSave
)
1256 // m_nextSave reseted in SaveToDB call
1258 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1262 m_nextSave
-= p_time
;
1266 //Handle Water/drowning
1267 HandleDrowning(p_time
);
1269 //Handle detect stealth players
1270 if (m_DetectInvTimer
> 0)
1272 if (p_time
>= m_DetectInvTimer
)
1274 HandleStealthedUnitsDetection();
1275 m_DetectInvTimer
= 3000;
1278 m_DetectInvTimer
-= p_time
;
1282 if (now
> m_Last_tick
)
1284 uint32 elapsed
= uint32(now
- m_Last_tick
);
1285 m_Played_time
[PLAYED_TIME_TOTAL
] += elapsed
; // Total played time
1286 m_Played_time
[PLAYED_TIME_LEVEL
] += elapsed
; // Level played time
1292 m_drunkTimer
+= p_time
;
1294 if (m_drunkTimer
> 10*IN_MILISECONDS
)
1298 // not auto-free ghost from body in instances
1299 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1301 if(p_time
>= m_deathTimer
)
1308 m_deathTimer
-= p_time
;
1311 UpdateEnchantTime(p_time
);
1312 UpdateHomebindTime(p_time
);
1315 SendUpdateToOutOfRangeGroupMembers();
1317 Pet
* pet
= GetPet();
1318 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1320 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1323 //we should execute delayed teleports only for alive(!) players
1324 //because we don't want player's ghost teleported from graveyard
1325 if(IsHasDelayedTeleport() && isAlive())
1326 TeleportTo(m_teleport_dest
, m_teleport_options
);
1329 void Player::setDeathState(DeathState s
)
1331 uint32 ressSpellId
= 0;
1333 bool cur
= isAlive();
1335 if(s
== JUST_DIED
&& cur
)
1337 // drunken state is cleared on death
1339 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1342 clearResurrectRequestData();
1344 // remove form before other mods to prevent incorrect stats calculation
1345 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1347 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1348 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1350 // remove uncontrolled pets
1353 // save value before aura remove in Unit::setDeathState
1354 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1358 ressSpellId
= GetResurrectionSpellId();
1359 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1360 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH
, 1);
1361 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON
, 1);
1363 Unit::setDeathState(s
);
1365 // restore resurrection spell id for player after aura remove
1366 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1367 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1369 if(isAlive() && !cur
)
1371 //clear aura case after resurrection by another way (spells will be applied before next death)
1372 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1374 // restore default warrior stance
1375 if(getClass()== CLASS_WARRIOR
)
1376 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1380 bool Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1383 // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
1384 // 8 9 10 11 12 13 14
1385 // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
1386 // 15 16 17 18 19 20
1387 // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_declinedname.genitive "
1389 Field
*fields
= result
->Fetch();
1391 uint32 guid
= fields
[0].GetUInt32();
1392 uint8 pRace
= fields
[2].GetUInt8();
1393 uint8 pClass
= fields
[3].GetUInt8();
1395 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(pRace
, pClass
);
1398 sLog
.outError("Player %u has incorrect race/class pair. Don't build enum.", guid
);
1402 *p_data
<< uint64(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
1403 *p_data
<< fields
[1].GetString(); // name
1404 *p_data
<< uint8(pRace
); // race
1405 *p_data
<< uint8(pClass
); // class
1406 *p_data
<< uint8(fields
[4].GetUInt8()); // gender
1408 uint32 playerBytes
= fields
[5].GetUInt32();
1409 *p_data
<< uint8(playerBytes
); // skin
1410 *p_data
<< uint8(playerBytes
>> 8); // face
1411 *p_data
<< uint8(playerBytes
>> 16); // hair style
1412 *p_data
<< uint8(playerBytes
>> 24); // hair color
1414 uint32 playerBytes2
= fields
[6].GetUInt32();
1415 *p_data
<< uint8(playerBytes2
& 0xFF); // facial hair
1417 *p_data
<< uint8(fields
[7].GetUInt8()); // level
1418 *p_data
<< uint32(fields
[8].GetUInt32()); // zone
1419 *p_data
<< uint32(fields
[9].GetUInt32()); // map
1421 *p_data
<< fields
[10].GetFloat(); // x
1422 *p_data
<< fields
[11].GetFloat(); // y
1423 *p_data
<< fields
[12].GetFloat(); // z
1425 *p_data
<< uint32(fields
[13].GetUInt32()); // guild id
1427 uint32 char_flags
= 0;
1428 uint32 playerFlags
= fields
[14].GetUInt32();
1429 uint32 atLoginFlags
= fields
[15].GetUInt32();
1430 if(playerFlags
& PLAYER_FLAGS_HIDE_HELM
)
1431 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1432 if(playerFlags
& PLAYER_FLAGS_HIDE_CLOAK
)
1433 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1434 if(playerFlags
& PLAYER_FLAGS_GHOST
)
1435 char_flags
|= CHARACTER_FLAG_GHOST
;
1436 if(atLoginFlags
& AT_LOGIN_RENAME
)
1437 char_flags
|= CHARACTER_FLAG_RENAME
;
1438 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
))
1440 if(!fields
[20].GetCppString().empty())
1441 char_flags
|= CHARACTER_FLAG_DECLINED
;
1444 char_flags
|= CHARACTER_FLAG_DECLINED
;
1446 *p_data
<< uint32(char_flags
); // character flags
1447 // character customize (flags?)
1448 *p_data
<< uint32(atLoginFlags
& AT_LOGIN_CUSTOMIZE
? 1 : 0);
1449 *p_data
<< uint8(1); // unknown
1453 uint32 petDisplayId
= 0;
1454 uint32 petLevel
= 0;
1455 uint32 petFamily
= 0;
1457 // show pet at selection character in character list only for non-ghost character
1458 if (result
&& !(playerFlags
& PLAYER_FLAGS_GHOST
) && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
|| pClass
== CLASS_DEATH_KNIGHT
))
1460 uint32 entry
= fields
[16].GetUInt32();
1461 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1464 petDisplayId
= fields
[17].GetUInt32();
1465 petLevel
= fields
[18].GetUInt32();
1466 petFamily
= cInfo
->family
;
1470 *p_data
<< uint32(petDisplayId
);
1471 *p_data
<< uint32(petLevel
);
1472 *p_data
<< uint32(petFamily
);
1475 // TODO: do not access data field here
1476 Tokens data
= StrSplit(fields
[19].GetCppString(), " ");
1478 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1480 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2);
1481 uint32 item_id
= GetUInt32ValueFromArray(data
, visualbase
);
1482 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1485 *p_data
<< uint32(0);
1486 *p_data
<< uint8(0);
1487 *p_data
<< uint32(0);
1491 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1493 uint32 enchants
= GetUInt32ValueFromArray(data
, visualbase
+ 1);
1494 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<= TEMP_ENCHANTMENT_SLOT
; ++enchantSlot
)
1496 // values stored in 2 uint16
1497 uint32 enchantId
= 0x0000FFFF & (enchants
>> enchantSlot
*16);
1501 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1505 *p_data
<< uint32(proto
->DisplayInfoID
);
1506 *p_data
<< uint8(proto
->InventoryType
);
1507 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1509 *p_data
<< uint32(0); // first bag display id
1510 *p_data
<< uint8(0); // first bag inventory type
1511 *p_data
<< uint32(0); // enchant?
1516 bool Player::ToggleAFK()
1518 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1520 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1522 // afk player not allowed in battleground
1523 if(state
&& InBattleGround())
1524 LeaveBattleground();
1529 bool Player::ToggleDND()
1531 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1533 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1536 uint8
Player::chatTag() const
1553 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1555 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1557 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1561 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1562 Pet
* pet
= GetPet();
1564 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1566 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1567 // don't let gm level > 1 either
1568 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1571 // client without expansion support
1572 if(GetSession()->Expansion() < mEntry
->Expansion())
1574 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1577 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1579 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1581 return false; // normal client can't teleport to this map...
1585 sLog
.outDebug("Player %s is being teleported to map %u", GetName(), mapid
);
1588 // if we were on a transport, leave
1589 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1591 m_transport
->RemovePassenger(this);
1593 m_movementInfo
.t_x
= 0.0f
;
1594 m_movementInfo
.t_y
= 0.0f
;
1595 m_movementInfo
.t_z
= 0.0f
;
1596 m_movementInfo
.t_o
= 0.0f
;
1597 m_movementInfo
.t_time
= 0;
1600 // The player was ported to another map and looses the duel immediately.
1601 // We have to perform this check before the teleport, otherwise the
1602 // ObjectAccessor won't find the flag.
1603 if (duel
&& GetMapId()!=mapid
)
1605 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
1607 DuelComplete(DUEL_FLED
);
1610 // reset movement flags at teleport, because player will continue move with these flags after teleport
1611 m_movementInfo
.SetMovementFlags(MOVEMENTFLAG_NONE
);
1613 if ((GetMapId() == mapid
) && (!m_transport
))
1615 //lets reset far teleport flag if it wasn't reset during chained teleports
1616 SetSemaphoreTeleportFar(false);
1617 //setup delayed teleport flag
1618 SetDelayedTeleportFlag(IsCanDelayTeleport());
1619 //if teleport spell is casted in Unit::Update() func
1620 //then we need to delay it until update process will be finished
1621 if(IsHasDelayedTeleport())
1623 SetSemaphoreTeleportNear(true);
1624 //lets save teleport destination for player
1625 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1626 m_teleport_options
= options
;
1630 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1632 //same map, only remove pet if out of range for new position
1633 if(pet
&& !pet
->IsWithinDist3d(x
,y
,z
, OWNER_MAX_DISTANCE
))
1634 UnsummonPetTemporaryIfAny();
1637 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1640 // this will be used instead of the current location in SaveToDB
1641 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1642 SetFallInformation(0, z
);
1644 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1645 // at client packet MSG_MOVE_TELEPORT_ACK
1646 SetSemaphoreTeleportNear(true);
1647 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1648 if(!GetSession()->PlayerLogout())
1651 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1652 GetSession()->SendPacket(&data
);
1657 // far teleport to another map
1658 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1659 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1661 // Check enter rights before map getting to avoid creating instance copy for player
1662 // this check not dependent from map instance copy and same for all instance copies of selected map
1663 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1666 // If the map is not created, assume it is possible to enter it.
1667 // It will be created in the WorldPortAck.
1668 Map
*map
= MapManager::Instance().FindMap(mapid
);
1669 if (!map
|| map
->CanEnter(this))
1671 //lets reset near teleport flag if it wasn't reset during chained teleports
1672 SetSemaphoreTeleportNear(false);
1673 //setup delayed teleport flag
1674 SetDelayedTeleportFlag(IsCanDelayTeleport());
1675 //if teleport spell is casted in Unit::Update() func
1676 //then we need to delay it until update process will be finished
1677 if(IsHasDelayedTeleport())
1679 SetSemaphoreTeleportFar(true);
1680 //lets save teleport destination for player
1681 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1682 m_teleport_options
= options
;
1690 ResetContestedPvP();
1692 // remove player from battleground on far teleport (when changing maps)
1693 if(BattleGround
const* bg
= GetBattleGround())
1695 // Note: at battleground join battleground id set before teleport
1696 // and we already will found "current" battleground
1697 // just need check that this is targeted map or leave
1698 if(bg
->GetMapId() != mapid
)
1699 LeaveBattleground(false); // don't teleport to entry point
1702 // remove pet on map change
1704 UnsummonPetTemporaryIfAny();
1706 // remove all dyn objects
1707 RemoveAllDynObjects();
1709 // stop spellcasting
1710 // not attempt interrupt teleportation spell at caster teleport
1711 if(!(options
& TELE_TO_SPELL
))
1712 if(IsNonMeleeSpellCasted(true))
1713 InterruptNonMeleeSpells(true);
1715 //remove auras before removing from map...
1716 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
| AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
1718 if(!GetSession()->PlayerLogout())
1720 // send transfer packets
1721 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1722 data
<< uint32(mapid
);
1725 data
<< m_transport
->GetEntry() << GetMapId();
1727 GetSession()->SendPacket(&data
);
1729 data
.Initialize(SMSG_NEW_WORLD
, (20));
1732 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1736 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1738 GetSession()->SendPacket( &data
);
1739 SendSavedInstances();
1741 // remove from old map now
1742 if(oldmap
) oldmap
->Remove(this, false);
1745 // new final coordinates
1749 float final_o
= orientation
;
1753 final_x
+= m_movementInfo
.t_x
;
1754 final_y
+= m_movementInfo
.t_y
;
1755 final_z
+= m_movementInfo
.t_z
;
1756 final_o
+= m_movementInfo
.t_o
;
1759 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1760 SetFallInformation(0, final_z
);
1761 // if the player is saved before worldportack (at logout for example)
1762 // this will be used instead of the current location in SaveToDB
1764 // move packet sent by client always after far teleport
1765 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1766 SetSemaphoreTeleportFar(true);
1774 bool Player::TeleportToBGEntryPoint()
1776 ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE
);
1777 ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE
);
1778 return TeleportTo(m_bgData
.joinPos
);
1781 void Player::ProcessDelayedOperations()
1783 if(m_DelayedOperations
== 0)
1786 if(m_DelayedOperations
& DELAYED_RESURRECT_PLAYER
)
1788 ResurrectPlayer(0.0f
, false);
1790 if(GetMaxHealth() > m_resurrectHealth
)
1791 SetHealth( m_resurrectHealth
);
1793 SetHealth( GetMaxHealth() );
1795 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
1796 SetPower(POWER_MANA
, m_resurrectMana
);
1798 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
1800 SetPower(POWER_RAGE
, 0 );
1801 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
1806 if(m_DelayedOperations
& DELAYED_SAVE_PLAYER
)
1811 if(m_DelayedOperations
& DELAYED_SPELL_CAST_DESERTER
)
1813 CastSpell(this, 26013, true); // Deserter
1816 if (m_DelayedOperations
& DELAYED_BG_MOUNT_RESTORE
)
1818 if (m_bgData
.mountSpell
)
1820 CastSpell(this, m_bgData
.mountSpell
, true);
1821 m_bgData
.mountSpell
= 0;
1825 if (m_DelayedOperations
& DELAYED_BG_TAXI_RESTORE
)
1827 if (m_bgData
.HasTaxiPath())
1829 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[0]);
1830 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[1]);
1831 m_bgData
.ClearTaxiPath();
1833 ContinueTaxiFlight();
1837 //we have executed ALL delayed ops, so clear the flag
1838 m_DelayedOperations
= 0;
1841 void Player::AddToWorld()
1843 ///- Do not add/remove the player from the object storage
1844 ///- It will crash when updating the ObjectAccessor
1845 ///- The player should only be added when logging in
1848 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1851 m_items
[i
]->AddToWorld();
1855 void Player::RemoveFromWorld()
1860 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1862 UnsummonAllTotems();
1866 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1869 m_items
[i
]->RemoveFromWorld();
1872 ///- Do not add/remove the player from the object storage
1873 ///- It will crash when updating the ObjectAccessor
1874 ///- The player should only be removed when logging out
1875 Unit::RemoveFromWorld();
1878 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1882 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1886 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1888 // talent who gave more rage on attack
1889 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1893 addRage
= damage
/rageconversion
*2.5;
1895 // Berserker Rage effect
1896 if(HasAura(18499,0))
1900 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1902 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1905 void Player::RegenerateAll()
1907 if (m_regenTimer
!= 0)
1909 uint32 regenDelay
= 2000;
1911 // Not in combat or they have regeneration
1912 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1913 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1916 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1918 Regenerate(POWER_RAGE
);
1919 if(getClass() == CLASS_DEATH_KNIGHT
)
1920 Regenerate(POWER_RUNIC_POWER
);
1924 Regenerate( POWER_ENERGY
);
1926 Regenerate( POWER_MANA
);
1928 if(getClass() == CLASS_DEATH_KNIGHT
)
1929 Regenerate( POWER_RUNE
);
1931 m_regenTimer
= regenDelay
;
1934 void Player::Regenerate(Powers power
)
1936 uint32 curValue
= GetPower(power
);
1937 uint32 maxValue
= GetMaxPower(power
);
1939 float addvalue
= 0.0f
;
1945 bool recentCast
= IsUnderLastManaUseEffect();
1946 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1949 // Mangos Updates Mana in intervals of 2s, which is correct
1950 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1954 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1957 case POWER_RAGE
: // Regenerate rage
1959 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1960 addvalue
= 20 * RageDecreaseRate
; // 2 rage by tick (= 2 seconds => 1 rage/sec)
1962 case POWER_ENERGY
: // Regenerate energy (rogue)
1965 case POWER_RUNIC_POWER
:
1967 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1968 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1972 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1973 if(uint8 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1974 SetRuneCooldown(i
, cd
- 1); // ... by 2 sec (because update is every 2 sec)
1977 case POWER_HAPPINESS
:
1982 // Mana regen calculated in Player::UpdateManaRegen()
1983 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1984 if(power
!= POWER_MANA
)
1986 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1987 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1988 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1989 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1992 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
1994 curValue
+= uint32(addvalue
);
1995 if (curValue
> maxValue
)
1996 curValue
= maxValue
;
2000 if(curValue
<= uint32(addvalue
))
2003 curValue
-= uint32(addvalue
);
2005 SetPower(power
, curValue
);
2008 void Player::RegenerateHealth()
2010 uint32 curValue
= GetHealth();
2011 uint32 maxValue
= GetMaxHealth();
2013 if (curValue
>= maxValue
) return;
2015 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
2017 float addvalue
= 0.0f
;
2020 if ( IsPolymorphed() )
2021 addvalue
= GetMaxHealth()/3;
2022 // normal regen case (maybe partly in combat case)
2023 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
2025 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
2028 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
2029 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
2030 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
2032 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
2033 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
2039 // always regeneration bonus (including combat)
2040 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
2045 ModifyHealth(int32(addvalue
));
2048 bool Player::CanInteractWithNPCs(bool alive
) const
2050 if(alive
&& !isAlive())
2059 Player::GetNPCIfCanInteractWith(uint64 guid
, uint32 npcflagmask
)
2068 // exist (we need look pets also for some interaction (quest/etc)
2069 Creature
*unit
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
2074 if(!CanInteractWithNPCs(!unit
->isSpiritService()))
2077 // appropriate npc type
2078 if(npcflagmask
&& !unit
->HasFlag( UNIT_NPC_FLAGS
, npcflagmask
))
2081 // alive or spirit healer
2082 if(!unit
->isAlive() && (!unit
->isSpiritService() || isAlive() ))
2085 // not allow interaction under control, but allow with own pets
2086 if(unit
->GetCharmerGUID())
2090 if( unit
->IsHostileTo(this))
2094 if(FactionTemplateEntry
const* factionTemplate
= sFactionTemplateStore
.LookupEntry(unit
->getFaction()))
2095 if(factionTemplate
->faction
)
2096 if(FactionEntry
const* faction
= sFactionStore
.LookupEntry(factionTemplate
->faction
))
2097 if(faction
->reputationListID
>= 0 && GetReputationMgr().GetRank(faction
) <= REP_UNFRIENDLY
)
2101 if(!unit
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
2107 GameObject
* Player::GetGameObjectIfCanInteractWith(uint64 guid
, GameobjectTypes type
) const
2109 if(GameObject
*go
= GetMap()->GetGameObject(guid
))
2111 if(go
->GetGoType() == type
)
2116 // TODO: find out how the client calculates the maximal usage distance to spellless working
2117 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2118 case GAMEOBJECT_TYPE_GUILD_BANK
:
2119 case GAMEOBJECT_TYPE_MAILBOX
:
2122 case GAMEOBJECT_TYPE_FISHINGHOLE
:
2123 maxdist
= 20.0f
+CONTACT_DISTANCE
; // max spell range
2126 maxdist
= INTERACTION_DISTANCE
;
2130 if (go
->IsWithinDistInMap(this, maxdist
))
2133 sLog
.outError("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go
->GetGOInfo()->name
,
2134 go
->GetGUIDLow(), GetName(), GetGUIDLow(), go
->GetDistance(this));
2140 bool Player::IsUnderWater() const
2142 return IsInWater() &&
2143 GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2146 void Player::SetInWater(bool apply
)
2148 if(m_isInWater
==apply
)
2151 //define player in water by opcodes
2152 //move player's guid into HateOfflineList of those mobs
2153 //which can't swim and move guid back into ThreatList when
2155 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2156 m_isInWater
= apply
;
2158 // remove auras that need water/land
2159 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
2161 getHostilRefManager().updateThreatTables();
2164 void Player::SetGameMaster(bool on
)
2168 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
2170 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2172 if (Pet
* pet
= GetPet())
2174 pet
->setFaction(35);
2175 pet
->getHostilRefManager().setOnlineOfflineState(false);
2178 for (int8 i
= 0; i
< MAX_TOTEM
; ++i
)
2180 if(Creature
*totem
= GetMap()->GetCreature(m_TotemSlot
[i
]))
2181 totem
->setFaction(35);
2183 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2184 ResetContestedPvP();
2186 getHostilRefManager().setOnlineOfflineState(false);
2187 CombatStopWithPets();
2189 SetPhaseMask(PHASEMASK_ANYWHERE
,false); // see and visible in all phases
2194 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
2195 SetPhaseMask(!phases
.empty() ? phases
.front()->GetMiscValue() : PHASEMASK_NORMAL
,false);
2197 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
2198 setFactionForRace(getRace());
2199 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2201 if (Pet
* pet
= GetPet())
2203 pet
->setFaction(getFaction());
2204 pet
->getHostilRefManager().setOnlineOfflineState(true);
2207 for (int8 i
= 0; i
< MAX_TOTEM
; ++i
)
2209 if(Creature
*totem
= GetMap()->GetCreature(m_TotemSlot
[i
]))
2210 totem
->setFaction(getFaction());
2212 // restore FFA PvP Server state
2213 if(sWorld
.IsFFAPvPRealm())
2214 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2216 // restore FFA PvP area state, remove not allowed for GM mounts
2217 UpdateArea(m_areaUpdateId
);
2219 getHostilRefManager().setOnlineOfflineState(true);
2222 ObjectAccessor::UpdateVisibilityForPlayer(this);
2225 void Player::SetGMVisible(bool on
)
2229 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2231 // Reapply stealth/invisibility if active or show if not any
2232 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2233 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2234 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2235 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2237 SetVisibility(VISIBILITY_ON
);
2241 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2243 SetAcceptWhispers(false);
2244 SetGameMaster(true);
2246 SetVisibility(VISIBILITY_OFF
);
2250 bool Player::IsGroupVisibleFor(Player
* p
) const
2252 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2254 default: return IsInSameGroupWith(p
);
2255 case 1: return IsInSameRaidWith(p
);
2256 case 2: return GetTeam()==p
->GetTeam();
2260 bool Player::IsInSameGroupWith(Player
const* p
) const
2262 return p
==this || GetGroup() != NULL
&&
2263 GetGroup() == p
->GetGroup() &&
2264 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
2267 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2268 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2269 void Player::UninviteFromGroup()
2271 Group
* group
= GetGroupInvite();
2275 group
->RemoveInvite(this);
2277 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2279 if(group
->IsCreated())
2281 group
->Disband(true);
2282 objmgr
.RemoveGroup(group
);
2285 group
->RemoveAllInvites();
2291 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2295 if (group
->RemoveMember(guid
, 0) <= 1)
2297 // group->Disband(); already disbanded in RemoveMember
2298 objmgr
.RemoveGroup(group
);
2300 // removemember sets the player's group pointer to NULL
2305 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2307 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2308 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2309 data
<< uint32(GivenXP
+RestXP
); // given experience
2310 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2313 data
<< uint32(GivenXP
); // experience without rested bonus
2314 data
<< float(1); // 1 - none 0 - 100% group bonus output
2316 data
<< uint8(0); // new 2.4.0
2317 GetSession()->SendPacket(&data
);
2320 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2328 uint32 level
= getLevel();
2330 // XP to money conversion processed in Player::RewardQuest
2331 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2334 // handle SPELL_AURA_MOD_XP_PCT auras
2335 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2336 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2337 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2339 // XP resting bonus for kill
2340 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2342 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2344 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2345 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2346 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2348 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2352 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2353 GiveLevel(level
+ 1);
2356 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2359 SetUInt32Value(PLAYER_XP
, newXP
);
2362 // Update player to next level
2363 // Current player experience not update (must be update by caller)
2364 void Player::GiveLevel(uint32 level
)
2366 if ( level
== getLevel() )
2369 PlayerLevelInfo info
;
2370 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2372 PlayerClassLevelInfo classInfo
;
2373 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2375 // send levelup info to client
2376 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2377 data
<< uint32(level
);
2378 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2379 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2380 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2388 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2389 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2391 GetSession()->SendPacket(&data
);
2393 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(level
));
2395 //update level, max level of skills
2396 m_Played_time
[PLAYED_TIME_LEVEL
] = 0; // Level Played Time reset
2398 _ApplyAllLevelScaleItemMods(false);
2402 UpdateSkillsForLevel ();
2404 // save base values (bonuses already included in stored stats
2405 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2406 SetCreateStat(Stats(i
), info
.stats
[i
]);
2408 SetCreateHealth(classInfo
.basehealth
);
2409 SetCreateMana(classInfo
.basemana
);
2411 InitTalentForLevel();
2412 InitTaxiNodesForLevel();
2413 InitGlyphsForLevel();
2417 // set current level health and mana/energy to maximum after applying all mods.
2418 SetHealth(GetMaxHealth());
2419 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2420 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2421 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2422 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2423 SetPower(POWER_FOCUS
, 0);
2424 SetPower(POWER_HAPPINESS
, 0);
2426 _ApplyAllLevelScaleItemMods(true);
2428 // update level to hunter/summon pet
2429 if (Pet
* pet
= GetPet())
2430 pet
->SynchronizeLevelWithOwner();
2432 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2435 void Player::InitTalentForLevel()
2437 uint32 level
= getLevel();
2438 // talents base at level diff ( talents = level - 9 but some can be used already)
2441 // Remove all talent points
2442 if(m_usedTalentCount
> 0) // Free any used talents
2445 SetFreeTalentPoints(0);
2450 uint32 talentPointsForLevel
= CalculateTalentsPoints();
2452 // if used more that have then reset
2453 if(m_usedTalentCount
> talentPointsForLevel
)
2455 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2458 SetFreeTalentPoints(0);
2460 // else update amount of free points
2462 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2465 if(!GetSession()->PlayerLoading())
2466 SendTalentsInfoData(false); // update at client
2469 void Player::InitStatsForLevel(bool reapplyMods
)
2471 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2472 _RemoveAllStatBonuses();
2474 PlayerClassLevelInfo classInfo
;
2475 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2477 PlayerLevelInfo info
;
2478 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2480 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2481 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(getLevel()));
2483 UpdateSkillsForLevel ();
2485 // set default cast time multiplier
2486 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2488 // reset size before reapply auras
2489 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2491 // save base values (bonuses already included in stored stats
2492 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2493 SetCreateStat(Stats(i
), info
.stats
[i
]);
2495 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2496 SetStat(Stats(i
), info
.stats
[i
]);
2498 SetCreateHealth(classInfo
.basehealth
);
2501 SetCreateMana(classInfo
.basemana
);
2503 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2507 //reset rating fields values
2508 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2509 SetUInt32Value(index
, 0);
2511 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2512 for (int i
= 0; i
< 7; ++i
)
2514 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2515 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2516 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2519 //reset attack power, damage and attack speed fields
2520 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2521 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2522 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2524 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2525 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2526 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2527 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2528 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2529 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2531 SetInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2532 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2533 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2534 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2535 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2536 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2538 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2539 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2540 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2541 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2543 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2544 for (uint8 i
= 0; i
< 7; ++i
)
2545 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2547 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2548 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2549 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2552 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2554 // set armor (resistance 0) to original value (create_agility*2)
2555 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2556 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2557 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2558 // set other resistance to original value (0)
2559 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; ++i
)
2561 SetResistance(SpellSchools(i
), 0);
2562 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2563 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2566 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2567 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2568 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2570 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0);
2571 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2573 // Reset no reagent cost field
2574 for(int i
= 0; i
< 3; ++i
)
2575 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2576 // Init data for form but skip reapply item mods for form
2577 InitDataForForm(reapplyMods
);
2580 for (int i
= POWER_MANA
; i
< MAX_POWERS
; ++i
)
2581 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2583 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2585 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2586 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2588 // cleanup unit flags (will be re-applied if need at aura load).
2589 RemoveFlag( UNIT_FIELD_FLAGS
,
2590 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2591 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2592 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2593 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2594 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2595 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2597 SetFlag(UNIT_FIELD_FLAGS_2
,UNIT_FLAG2_REGENERATE_POWER
);// must be set
2599 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2600 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2602 RemoveStandFlags(UNIT_STAND_FLAGS_ALL
); // one form stealth modified bytes
2603 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2605 // restore if need some important flags
2606 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2608 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2609 _ApplyAllStatBonuses();
2611 // set current level health and mana/energy to maximum after applying all mods.
2612 SetHealth(GetMaxHealth());
2613 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2614 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2615 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2616 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2617 SetPower(POWER_FOCUS
, 0);
2618 SetPower(POWER_HAPPINESS
, 0);
2619 SetPower(POWER_RUNIC_POWER
, 0);
2621 // update level to hunter/summon pet
2622 if (Pet
* pet
= GetPet())
2623 pet
->SynchronizeLevelWithOwner();
2626 void Player::SendInitialSpells()
2628 time_t curTime
= time(NULL
);
2629 time_t infTime
= curTime
+ infinityCooldownDelayCheck
;
2631 uint16 spellCount
= 0;
2633 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2636 size_t countPos
= data
.wpos();
2637 data
<< uint16(spellCount
); // spell count placeholder
2639 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2641 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2644 if(!itr
->second
->active
|| itr
->second
->disabled
)
2647 data
<< uint32(itr
->first
);
2648 data
<< uint16(0); // it's not slot id
2653 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2655 uint16 spellCooldowns
= m_spellCooldowns
.size();
2656 data
<< uint16(spellCooldowns
);
2657 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2659 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2663 data
<< uint32(itr
->first
);
2665 data
<< uint16(itr
->second
.itemid
); // cast item id
2666 data
<< uint16(sEntry
->Category
); // spell category
2668 // send infinity cooldown in special format
2669 if(itr
->second
.end
>= infTime
)
2671 data
<< uint32(1); // cooldown
2672 data
<< uint32(0x80000000); // category cooldown
2676 time_t cooldown
= itr
->second
.end
> curTime
? (itr
->second
.end
-curTime
)*IN_MILISECONDS
: 0;
2678 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2680 data
<< uint32(0); // cooldown
2681 data
<< uint32(cooldown
); // category cooldown
2685 data
<< uint32(cooldown
); // cooldown
2686 data
<< uint32(0); // category cooldown
2690 GetSession()->SendPacket(&data
);
2692 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2695 void Player::RemoveMail(uint32 id
)
2697 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2699 if ((*itr
)->messageID
== id
)
2701 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2708 void Player::SendMailResult(uint32 mailId
, MailResponseType mailAction
, MailResponseResult mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2710 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_EQUIP_ERROR
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2711 data
<< (uint32
) mailId
;
2712 data
<< (uint32
) mailAction
;
2713 data
<< (uint32
) mailError
;
2714 if ( mailError
== MAIL_ERR_EQUIP_ERROR
)
2715 data
<< (uint32
) equipError
;
2716 else if( mailAction
== MAIL_ITEM_TAKEN
)
2718 data
<< (uint32
) item_guid
; // item guid low?
2719 data
<< (uint32
) item_count
; // item count?
2721 GetSession()->SendPacket(&data
);
2724 void Player::SendNewMail()
2726 // deliver undelivered mail
2727 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2729 GetSession()->SendPacket(&data
);
2732 void Player::UpdateNextMailTimeAndUnreads()
2734 // calculate next delivery time (min. from non-delivered mails
2735 // and recalculate unReadMail
2736 time_t cTime
= time(NULL
);
2737 m_nextMailDelivereTime
= 0;
2739 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2741 if((*itr
)->deliver_time
> cTime
)
2743 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2744 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2746 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2751 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2753 if(deliver_time
<= time(NULL
)) // ready now
2758 else // not ready and no have ready mails
2760 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2761 m_nextMailDelivereTime
= deliver_time
;
2765 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool dependent
, bool disabled
)
2767 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2770 // do character spell book cleanup (all characters)
2771 if(!IsInWorld() && !learning
) // spell load case
2773 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2774 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2777 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2782 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2784 // do character spell book cleanup (all characters)
2785 if(!IsInWorld() && !learning
) // spell load case
2787 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2788 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2791 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2796 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2798 bool dependent_set
= false;
2799 bool disabled_case
= false;
2800 bool superceded_old
= false;
2802 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2803 if (itr
!= m_spells
.end())
2805 uint32 next_active_spell_id
= 0;
2806 // fix activate state for non-stackable low rank (and find next spell for !active case)
2807 if(!SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2809 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2810 for(SpellChainMapNext::const_iterator next_itr
= nextMap
.lower_bound(spell_id
); next_itr
!= nextMap
.upper_bound(spell_id
); ++next_itr
)
2812 if(HasSpell(next_itr
->second
))
2814 // high rank already known so this must !active
2816 next_active_spell_id
= next_itr
->second
;
2822 // not do anything if already known in expected state
2823 if(itr
->second
->state
!= PLAYERSPELL_REMOVED
&& itr
->second
->active
== active
&&
2824 itr
->second
->dependent
== dependent
&& itr
->second
->disabled
== disabled
)
2826 if(!IsInWorld() && !learning
) // explicitly load from DB and then exist in it already and set correctly
2827 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2832 // dependent spell known as not dependent, overwrite state
2833 if (itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->dependent
&& dependent
)
2835 itr
->second
->dependent
= dependent
;
2836 if (itr
->second
->state
!= PLAYERSPELL_NEW
)
2837 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2838 dependent_set
= true;
2841 // update active state for known spell
2842 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2844 itr
->second
->active
= active
;
2846 if(!IsInWorld() && !learning
&& !dependent_set
) // explicitly load from DB and then exist in it already and set correctly
2847 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2848 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2849 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2853 if (IsPassiveSpell(spell_id
) && IsNeedCastPassiveSpellAtLearn(spellInfo
))
2854 CastSpell (this,spell_id
,true);
2856 else if(IsInWorld())
2858 if(next_active_spell_id
)
2860 // update spell ranks in spellbook and action bar
2861 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2862 data
<< uint32(spell_id
);
2863 data
<< uint32(next_active_spell_id
);
2864 GetSession()->SendPacket( &data
);
2868 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2869 data
<< uint32(spell_id
);
2870 GetSession()->SendPacket(&data
);
2874 return active
; // learn (show in spell book if active now)
2877 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2879 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2880 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2881 itr
->second
->disabled
= disabled
;
2886 disabled_case
= true;
2888 else switch(itr
->second
->state
)
2890 case PLAYERSPELL_UNCHANGED
: // known saved spell
2892 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2895 m_spells
.erase(itr
);
2896 state
= PLAYERSPELL_CHANGED
;
2897 break; // need re-add
2899 default: // known not saved yet spell (new or modified)
2901 // can be in case spell loading but learned at some previous spell loading
2902 if(!IsInWorld() && !learning
&& !dependent_set
)
2903 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2910 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2912 // talent: unlearn all other talent ranks (high and low)
2913 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2915 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2917 for(int i
=0; i
< MAX_TALENT_RANK
; ++i
)
2919 // skip learning spell and no rank spell case
2920 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2921 if(!rankSpellId
|| rankSpellId
==spell_id
)
2924 removeSpell(rankSpellId
,false,false);
2928 // non talent spell: learn low ranks (recursive call)
2929 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2931 if(!IsInWorld() || disabled
) // at spells loading, no output, but allow save
2932 addSpell(prev_spell
,active
,true,true,disabled
);
2933 else // at normal learning
2934 learnSpell(prev_spell
,true);
2937 PlayerSpell
*newspell
= new PlayerSpell
;
2938 newspell
->state
= state
;
2939 newspell
->active
= active
;
2940 newspell
->dependent
= dependent
;
2941 newspell
->disabled
= disabled
;
2943 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2944 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2946 for( PlayerSpellMap::iterator itr2
= m_spells
.begin(); itr2
!= m_spells
.end(); ++itr2
)
2948 if(itr2
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2949 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr2
->first
);
2950 if(!i_spellInfo
) continue;
2952 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr2
->first
) )
2954 if(itr2
->second
->active
)
2956 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr2
->first
))
2958 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2960 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2961 data
<< uint32(itr2
->first
);
2962 data
<< uint32(spell_id
);
2963 GetSession()->SendPacket( &data
);
2966 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2967 itr2
->second
->active
= false;
2968 if(itr2
->second
->state
!= PLAYERSPELL_NEW
)
2969 itr2
->second
->state
= PLAYERSPELL_CHANGED
;
2970 superceded_old
= true; // new spell replace old in action bars and spell book.
2972 else if(spellmgr
.IsHighRankOfSpell(itr2
->first
,spell_id
))
2974 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2976 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2977 data
<< uint32(spell_id
);
2978 data
<< uint32(itr2
->first
);
2979 GetSession()->SendPacket( &data
);
2982 // mark new spell as disable (not learned yet for client and will not learned)
2983 newspell
->active
= false;
2984 if(newspell
->state
!= PLAYERSPELL_NEW
)
2985 newspell
->state
= PLAYERSPELL_CHANGED
;
2992 m_spells
[spell_id
] = newspell
;
2994 // return false if spell disabled
2995 if (newspell
->disabled
)
2999 uint32 talentCost
= GetTalentSpellCost(spell_id
);
3001 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
3002 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
3003 if (talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
))
3005 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
3006 CastSpell(this, spell_id
, true);
3008 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
3009 else if (IsPassiveSpell(spell_id
))
3011 if (IsNeedCastPassiveSpellAtLearn(spellInfo
))
3012 CastSpell(this, spell_id
, true);
3014 else if (IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
))
3016 CastSpell(this, spell_id
, true);
3020 // update used talent points count
3021 m_usedTalentCount
+= talentCost
;
3023 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
3024 if (uint32 freeProfs
= GetFreePrimaryProfessionPoints())
3026 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3027 SetFreePrimaryProfessions(freeProfs
-1);
3030 // add dependent skills
3031 uint16 maxskill
= GetMaxSkillValueForLevel();
3033 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
3035 SkillLineAbilityMapBounds skill_bounds
= spellmgr
.GetSkillLineAbilityMapBounds(spell_id
);
3037 if (spellLearnSkill
)
3039 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
3040 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
3042 if (skill_value
< spellLearnSkill
->value
)
3043 skill_value
= spellLearnSkill
->value
;
3045 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
3047 if (skill_max_value
< new_skill_max_value
)
3048 skill_max_value
= new_skill_max_value
;
3050 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
3054 // not ranked skills
3055 for(SkillLineAbilityMap::const_iterator _spell_idx
= skill_bounds
.first
; _spell_idx
!= skill_bounds
.second
; ++_spell_idx
)
3057 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3061 if (HasSkill(pSkill
->id
))
3064 if (_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3065 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3066 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
3068 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
3070 case SKILL_RANGE_LANGUAGE
:
3071 SetSkill(pSkill
->id
, 300, 300 );
3073 case SKILL_RANGE_LEVEL
:
3074 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
3076 case SKILL_RANGE_MONO
:
3077 SetSkill(pSkill
->id
, 1, 1 );
3086 // learn dependent spells
3087 SpellLearnSpellMapBounds spell_bounds
= spellmgr
.GetSpellLearnSpellMapBounds(spell_id
);
3089 for(SpellLearnSpellMap::const_iterator itr2
= spell_bounds
.first
; itr2
!= spell_bounds
.second
; ++itr2
)
3091 if (!itr2
->second
.autoLearned
)
3093 if (!IsInWorld() || !itr2
->second
.active
) // at spells loading, no output, but allow save
3094 addSpell(itr2
->second
.spell
,itr2
->second
.active
,true,true,false);
3095 else // at normal learning
3096 learnSpell(itr2
->second
.spell
,true);
3100 if (!GetSession()->PlayerLoading())
3102 // not ranked skills
3103 for(SkillLineAbilityMap::const_iterator _spell_idx
= skill_bounds
.first
; _spell_idx
!= skill_bounds
.second
; ++_spell_idx
)
3105 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE
,_spell_idx
->second
->skillId
);
3106 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
,_spell_idx
->second
->skillId
);
3109 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
,spell_id
);
3112 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
3113 return active
&& !disabled
&& !superceded_old
;
3116 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry
const* spellInfo
) const
3118 // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
3119 // talent dependent passives activated at form apply have proper stance data
3120 bool need_cast
= !spellInfo
->Stances
|| m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1)));
3122 //Check CasterAuraStates
3123 return need_cast
&& (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)));
3126 void Player::learnSpell(uint32 spell_id
, bool dependent
)
3128 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3130 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
3131 bool active
= disabled
? itr
->second
->active
: true;
3133 bool learning
= addSpell(spell_id
,active
,true,dependent
,false);
3135 // learn all disabled higher ranks (recursive)
3138 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3139 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
3141 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
3142 if (iter
!= m_spells
.end() && iter
->second
->disabled
)
3143 learnSpell(i
->second
,false);
3147 // prevent duplicated entires in spell book, also not send if not in world (loading)
3148 if(!learning
|| !IsInWorld ())
3151 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
3152 data
<< uint32(spell_id
);
3153 GetSession()->SendPacket(&data
);
3156 void Player::removeSpell(uint32 spell_id
, bool disabled
, bool learn_low_rank
)
3158 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3159 if (itr
== m_spells
.end())
3162 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
3165 // unlearn non talent higher ranks (recursive)
3166 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3167 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
3168 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
3169 removeSpell(itr2
->second
,disabled
,false);
3171 // re-search, it can be corrupted in prev loop
3172 itr
= m_spells
.find(spell_id
);
3173 if (itr
== m_spells
.end())
3174 return; // already unleared
3176 bool cur_active
= itr
->second
->active
;
3177 bool cur_dependent
= itr
->second
->dependent
;
3181 itr
->second
->disabled
= disabled
;
3182 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
3183 itr
->second
->state
= PLAYERSPELL_CHANGED
;
3187 if(itr
->second
->state
== PLAYERSPELL_NEW
)
3190 m_spells
.erase(itr
);
3193 itr
->second
->state
= PLAYERSPELL_REMOVED
;
3196 RemoveAurasDueToSpell(spell_id
);
3199 for(int i
= 0; i
< 3; ++i
)
3200 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
, i
))
3201 RemovePetAura(petSpell
);
3203 // free talent points
3204 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
3207 if(talentCosts
< m_usedTalentCount
)
3208 m_usedTalentCount
-= talentCosts
;
3210 m_usedTalentCount
= 0;
3213 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3214 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3216 uint32 freeProfs
= GetFreePrimaryProfessionPoints()+1;
3217 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
3218 SetFreePrimaryProfessions(freeProfs
);
3221 // remove dependent skill
3222 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
3225 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
3226 if(!prev_spell
) // first rank, remove skill
3227 SetSkill(spellLearnSkill
->skill
,0,0);
3230 // search prev. skill setting by spell ranks chain
3231 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
3232 while(!prevSkill
&& prev_spell
)
3234 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
3235 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
3238 if (!prevSkill
) // not found prev skill setting, remove skill
3239 SetSkill(spellLearnSkill
->skill
,0,0);
3240 else // set to prev. skill setting values
3242 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
3243 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
3245 if (skill_value
> prevSkill
->value
)
3246 skill_value
= prevSkill
->value
;
3248 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
3250 if (skill_max_value
> new_skill_max_value
)
3251 skill_max_value
= new_skill_max_value
;
3253 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
3260 // not ranked skills
3261 SkillLineAbilityMapBounds bounds
= spellmgr
.GetSkillLineAbilityMapBounds(spell_id
);
3263 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
3265 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3269 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
&&
3270 pSkill
->categoryId
!= SKILL_CATEGORY_CLASS
||// not unlearn class skills (spellbook/talent pages)
3271 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3272 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
3274 // not reset skills for professions and racial abilities
3275 if ((pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3276 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0))
3279 SetSkill(pSkill
->id
, 0, 0 );
3284 // remove dependent spells
3285 SpellLearnSpellMapBounds spell_bounds
= spellmgr
.GetSpellLearnSpellMapBounds(spell_id
);
3287 for(SpellLearnSpellMap::const_iterator itr2
= spell_bounds
.first
; itr2
!= spell_bounds
.second
; ++itr2
)
3288 removeSpell(itr2
->second
.spell
, disabled
);
3290 // activate lesser rank in spellbook/action bar, and cast it if need
3291 bool prev_activate
= false;
3293 if (uint32 prev_id
= spellmgr
.GetPrevSpellInChain (spell_id
))
3295 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
3297 // if talent then lesser rank also talent and need learn
3301 learnSpell (prev_id
,false);
3303 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3304 else if (cur_active
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
3306 // need manually update dependence state (learn spell ignore like attempts)
3307 PlayerSpellMap::iterator prev_itr
= m_spells
.find(prev_id
);
3308 if (prev_itr
!= m_spells
.end())
3310 if (prev_itr
->second
->dependent
!= cur_dependent
)
3312 prev_itr
->second
->dependent
= cur_dependent
;
3313 if (prev_itr
->second
->state
!= PLAYERSPELL_NEW
)
3314 prev_itr
->second
->state
= PLAYERSPELL_CHANGED
;
3317 // now re-learn if need re-activate
3318 if (cur_active
&& !prev_itr
->second
->active
&& learn_low_rank
)
3320 if (addSpell(prev_id
,true,false,prev_itr
->second
->dependent
,prev_itr
->second
->disabled
))
3322 // downgrade spell ranks in spellbook and action bar
3323 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
3324 data
<< uint32(spell_id
);
3325 data
<< uint32(prev_id
);
3326 GetSession()->SendPacket( &data
);
3327 prev_activate
= true;
3334 // remove from spell book if not replaced by lesser rank
3337 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
3338 data
<< uint32(spell_id
);
3339 GetSession()->SendPacket(&data
);
3343 void Player::RemoveSpellCooldown( uint32 spell_id
, bool update
/* = false */ )
3345 m_spellCooldowns
.erase(spell_id
);
3348 SendClearCooldown(spell_id
, this);
3351 void Player::RemoveSpellCategoryCooldown(uint32 cat
, bool update
/* = false */)
3353 SpellCategoryStore::const_iterator ct
= sSpellCategoryStore
.find(cat
);
3354 if (ct
== sSpellCategoryStore
.end())
3357 const SpellCategorySet
& ct_set
= ct
->second
;
3358 for (SpellCooldowns::const_iterator i
= m_spellCooldowns
.begin(); i
!= m_spellCooldowns
.end();)
3360 if (ct_set
.find(i
->first
) != ct_set
.end())
3361 RemoveSpellCooldown((i
++)->first
, update
);
3367 void Player::RemoveArenaSpellCooldowns()
3369 // remove cooldowns on spells that has < 15 min CD
3370 SpellCooldowns::iterator itr
, next
;
3371 // iterate spell cooldowns
3372 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3376 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3377 // check if spellentry is present and if the cooldown is less than 15 mins
3379 entry
->RecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
&&
3380 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
)
3383 RemoveSpellCooldown(itr
->first
, true);
3388 void Player::RemoveAllSpellCooldown()
3390 if(!m_spellCooldowns
.empty())
3392 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3393 SendClearCooldown(itr
->first
, this);
3395 m_spellCooldowns
.clear();
3399 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3401 // some cooldowns can be already set at aura loading...
3403 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3407 time_t curTime
= time(NULL
);
3411 Field
*fields
= result
->Fetch();
3413 uint32 spell_id
= fields
[0].GetUInt32();
3414 uint32 item_id
= fields
[1].GetUInt32();
3415 time_t db_time
= (time_t)fields
[2].GetUInt64();
3417 if(!sSpellStore
.LookupEntry(spell_id
))
3419 sLog
.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3423 // skip outdated cooldown
3424 if(db_time
<= curTime
)
3427 AddSpellCooldown(spell_id
, item_id
, db_time
);
3429 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3431 while( result
->NextRow() );
3437 void Player::_SaveSpellCooldowns()
3439 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3441 time_t curTime
= time(NULL
);
3442 time_t infTime
= curTime
+ infinityCooldownDelayCheck
;
3444 // remove outdated and save active
3445 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3447 if(itr
->second
.end
<= curTime
)
3448 m_spellCooldowns
.erase(itr
++);
3449 else if(itr
->second
.end
<= infTime
) // not save locked cooldowns, it will be reset or set at reload
3451 CharacterDatabase
.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" UI64FMTD
"')", GetGUIDLow(), itr
->first
, itr
->second
.itemid
, uint64(itr
->second
.end
));
3459 uint32
Player::resetTalentsCost() const
3461 // The first time reset costs 1 gold
3462 if(m_resetTalentsCost
< 1*GOLD
)
3465 else if(m_resetTalentsCost
< 5*GOLD
)
3467 // After that it increases in increments of 5 gold
3468 else if(m_resetTalentsCost
< 10*GOLD
)
3472 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3475 // This cost will be reduced by a rate of 5 gold per month
3476 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3477 // to a minimum of 10 gold.
3478 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3482 // After that it increases in increments of 5 gold
3483 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3484 // until it hits a cap of 50 gold.
3485 if(new_cost
> 50*GOLD
)
3492 bool Player::resetTalents(bool no_cost
)
3494 // not need after this call
3495 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3496 RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS
,true);
3498 uint32 talentPointsForLevel
= CalculateTalentsPoints();
3500 if (m_usedTalentCount
== 0)
3502 SetFreeTalentPoints(talentPointsForLevel
);
3510 cost
= resetTalentsCost();
3512 if (GetMoney() < cost
)
3514 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3519 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); ++i
)
3521 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3523 if (!talentInfo
) continue;
3525 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3530 // unlearn only talents for character class
3531 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3532 // to prevent unexpected lost normal learned spell skip another class talents
3533 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3536 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
3538 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3540 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3546 // remove learned spells (all ranks)
3547 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3549 // unlearn if first rank is talent or learned by talent
3550 if (itrFirstId
== talentInfo
->RankID
[j
])
3552 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
),false);
3553 itr
= GetSpellMap().begin();
3556 else if (spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3558 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3559 itr
= GetSpellMap().begin();
3568 SetFreeTalentPoints(talentPointsForLevel
);
3572 ModifyMoney(-(int32
)cost
);
3573 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS
, cost
);
3574 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS
, 1);
3576 m_resetTalentsCost
= cost
;
3577 m_resetTalentsTime
= time(NULL
);
3580 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3581 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3582 /* when prev line will dropped use next line
3583 if(Pet* pet = GetPet())
3585 if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
3586 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3593 m_canTitanGrip
= false;
3594 if(sWorld
.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET
))
3595 AutoUnequipOffhandIfNeed();
3601 Mail
* Player::GetMail(uint32 id
)
3603 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3605 if ((*itr
)->messageID
== id
)
3613 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3617 Object::_SetCreateBits(updateMask
, target
);
3621 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3623 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3624 updateMask
->SetBit(index
);
3629 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3633 Object::_SetUpdateBits(updateMask
, target
);
3637 Object::_SetUpdateBits(updateMask
, target
);
3638 *updateMask
&= updateVisualBits
;
3642 void Player::InitVisibleBits()
3644 updateVisualBits
.SetCount(PLAYER_END
);
3646 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3647 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3648 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3649 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3650 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3651 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3652 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3653 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3654 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3655 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3656 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3657 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3658 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3659 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3660 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3661 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3662 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3663 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3664 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3665 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3666 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3667 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3668 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3669 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3670 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3671 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3672 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3673 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3674 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3675 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3676 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3677 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3678 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3679 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3680 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3681 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3682 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3683 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3684 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3685 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3686 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3687 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3688 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3689 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3690 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3691 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3692 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3693 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3694 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3695 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3696 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3697 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3698 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3699 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3700 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3702 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3703 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3704 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3705 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3706 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3707 updateVisualBits
.SetBit(PLAYER_BYTES
);
3708 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3709 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3710 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3711 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3713 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3714 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3715 updateVisualBits
.SetBit(i
);
3717 // Players visible items are not inventory stuff
3718 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3720 uint32 offset
= i
* 2;
3723 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ offset
);
3725 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ offset
);
3728 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3731 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3733 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3735 if(m_items
[i
] == NULL
)
3738 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3743 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3745 if(m_items
[i
] == NULL
)
3748 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3750 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3752 if(m_items
[i
] == NULL
)
3755 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3759 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3762 void Player::DestroyForPlayer( Player
*target
, bool anim
) const
3764 Unit::DestroyForPlayer( target
, anim
);
3766 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
3768 if(m_items
[i
] == NULL
)
3771 m_items
[i
]->DestroyForPlayer( target
);
3776 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3778 if(m_items
[i
] == NULL
)
3781 m_items
[i
]->DestroyForPlayer( target
);
3783 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3785 if(m_items
[i
] == NULL
)
3788 m_items
[i
]->DestroyForPlayer( target
);
3793 bool Player::HasSpell(uint32 spell
) const
3795 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3796 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3797 !itr
->second
->disabled
);
3800 bool Player::HasActiveSpell(uint32 spell
) const
3802 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3803 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3804 itr
->second
->active
&& !itr
->second
->disabled
);
3807 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3810 return TRAINER_SPELL_RED
;
3812 if (!trainer_spell
->learnedSpell
)
3813 return TRAINER_SPELL_RED
;
3816 if(HasSpell(trainer_spell
->learnedSpell
))
3817 return TRAINER_SPELL_GRAY
;
3819 // check race/class requirement
3820 if(!IsSpellFitByClassAndRace(trainer_spell
->learnedSpell
))
3821 return TRAINER_SPELL_RED
;
3823 // check level requirement
3824 if(getLevel() < trainer_spell
->reqLevel
)
3825 return TRAINER_SPELL_RED
;
3827 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->learnedSpell
))
3829 // check prev.rank requirement
3830 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3831 return TRAINER_SPELL_RED
;
3833 // check additional spell requirement
3834 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3835 return TRAINER_SPELL_RED
;
3838 // check skill requirement
3839 if(trainer_spell
->reqSkill
&& GetBaseSkillValue(trainer_spell
->reqSkill
) < trainer_spell
->reqSkillValue
)
3840 return TRAINER_SPELL_RED
;
3842 // exist, already checked at loading
3843 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->learnedSpell
);
3845 // secondary prof. or not prof. spell
3846 uint32 skill
= spell
->EffectMiscValue
[1];
3848 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3849 return TRAINER_SPELL_GREEN
;
3851 // check primary prof. limit
3852 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProfessionPoints() == 0)
3853 return TRAINER_SPELL_GREEN_DISABLED
;
3855 return TRAINER_SPELL_GREEN
;
3858 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3860 uint32 guid
= GUID_LOPART(playerguid
);
3862 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3863 // bones will be deleted by corpse/bones deleting thread shortly
3864 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3866 // remove from guild
3867 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3870 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3872 guild
->DelMember(guid
);
3875 // remove from arena teams
3876 LeaveAllArenaTeams(playerguid
);
3878 // the player was uninvited already on logout so just remove from group
3879 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3882 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3884 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3887 RemoveFromGroup(group
, playerguid
);
3891 // remove signs from petitions (also remove petitions if owner);
3892 RemovePetitionsAndSigns(playerguid
, 10);
3894 // return back all mails with COD and Item 0 1 2 3 4 5 6
3895 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
);
3900 Field
*fields
= resultMail
->Fetch();
3902 uint32 mail_id
= fields
[0].GetUInt32();
3903 uint16 mailTemplateId
= fields
[1].GetUInt16();
3904 uint32 sender
= fields
[2].GetUInt32();
3905 std::string subject
= fields
[3].GetCppString();
3906 uint32 itemTextId
= fields
[4].GetUInt32();
3907 uint32 money
= fields
[5].GetUInt32();
3908 bool has_items
= fields
[6].GetBool();
3910 //we can return mail now
3911 //so firstly delete the old one
3912 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3917 // data needs to be at first place for Item::LoadFromDB
3918 QueryResult
*resultItems
= CharacterDatabase
.PQuery("SELECT data,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id
);
3923 Field
*fields2
= resultItems
->Fetch();
3925 uint32 item_guidlow
= fields2
[1].GetUInt32();
3926 uint32 item_template
= fields2
[2].GetUInt32();
3928 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3931 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3935 Item
*pItem
= NewItemOrBag(itemProto
);
3936 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
3938 pItem
->FSetState(ITEM_REMOVED
);
3939 pItem
->SaveToDB(); // it also deletes item object !
3943 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3945 while (resultItems
->NextRow());
3951 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3953 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3955 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3957 while (resultMail
->NextRow());
3962 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3963 // Get guids of character's pets, will deleted in transaction
3964 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3966 // NOW we can finally clear other DB data related to character
3967 CharacterDatabase
.BeginTransaction();
3972 Field
*fields3
= resultPets
->Fetch();
3973 uint32 petguidlow
= fields3
[0].GetUInt32();
3974 Pet::DeleteFromDB(petguidlow
);
3975 } while (resultPets
->NextRow());
3979 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3980 CharacterDatabase
.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid
);
3981 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3982 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3983 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3984 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3985 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3986 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3987 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3988 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3989 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3990 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3991 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3992 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3993 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3994 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3995 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3996 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3997 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3998 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3999 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
4000 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
4001 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
4002 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid
);
4003 CharacterDatabase
.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u'",guid
);
4004 CharacterDatabase
.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid2 = '%u'",guid
);
4005 CharacterDatabase
.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid
);
4006 CharacterDatabase
.CommitTransaction();
4008 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
4009 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
4012 void Player::SetMovement(PlayerMovementType pType
)
4017 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
4018 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
4019 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
4020 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
4022 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
4025 data
.append(GetPackGUID());
4027 GetSession()->SendPacket( &data
);
4031 - a resurrectable corpse must not be loaded for the player (only bones)
4032 - the player must be in world
4034 void Player::BuildPlayerRepop()
4036 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
4037 data
.append(GetPackGUID());
4038 GetSession()->SendPacket(&data
);
4040 if(getRace() == RACE_NIGHTELF
)
4041 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)
4042 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
4044 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
4045 // there must be SMSG.STOP_MIRROR_TIMER
4046 // there we must send 888 opcode
4048 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
4051 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
4055 // create a corpse and place it at the player's location
4057 Corpse
*corpse
= GetCorpse();
4060 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
4063 GetMap()->Add(corpse
);
4065 // convert player body to ghost
4068 SetMovement(MOVE_WATER_WALK
);
4069 if(!GetSession()->isLogingOut())
4070 SetMovement(MOVE_UNROOT
);
4072 // BG - remove insignia related
4073 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
4075 SendCorpseReclaimDelay();
4077 // to prevent cheating
4078 corpse
->ResetGhostTime();
4080 StopMirrorTimers(); //disable timers(bars)
4082 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
4084 // set and clear other
4085 SetByteValue(UNIT_FIELD_BYTES_1
, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND
);
4088 void Player::SendDelayResponse(const uint32 ml_seconds
)
4090 //FIXME: is this delay time arg really need? 50msec by default in code
4091 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
4092 data
<< (uint32
)time(NULL
);
4094 GetSession()->SendPacket( &data
);
4097 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
4099 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
4104 GetSession()->SendPacket(&data
);
4106 // speed change, land walk
4108 // remove death flag + set aura
4109 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
4110 if(getRace() == RACE_NIGHTELF
)
4111 RemoveAurasDueToSpell(20584); // speed bonuses
4112 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
4114 setDeathState(ALIVE
);
4116 SetMovement(MOVE_LAND_WALK
);
4117 SetMovement(MOVE_UNROOT
);
4121 // set health/powers (0- will be set in caller)
4122 if(restore_percent
>0.0f
)
4124 SetHealth(uint32(GetMaxHealth()*restore_percent
));
4125 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
4126 SetPower(POWER_RAGE
, 0);
4127 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
4130 // trigger update zone for alive state zone updates
4131 uint32 newzone
, newarea
;
4132 GetZoneAndAreaId(newzone
,newarea
);
4133 UpdateZone(newzone
,newarea
);
4135 // update visibility
4136 ObjectAccessor::UpdateVisibilityForPlayer(this);
4141 //Characters from level 1-10 are not affected by resurrection sickness.
4142 //Characters from level 11-19 will suffer from one minute of sickness
4143 //for each level they are above 10.
4144 //Characters level 20 and up suffer from ten minutes of sickness.
4145 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
4147 if(int32(getLevel()) >= startLevel
)
4149 // set resurrection sickness
4150 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
4152 // not full duration
4153 if(int32(getLevel()) < startLevel
+9)
4155 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
4157 for(int i
=0; i
< 3; ++i
)
4159 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
4161 Aur
->SetAuraDuration(delta
*IN_MILISECONDS
);
4162 Aur
->SendAuraUpdate(false);
4169 void Player::KillPlayer()
4171 SetMovement(MOVE_ROOT
);
4173 StopMirrorTimers(); //disable timers(bars)
4175 setDeathState(CORPSE
);
4176 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4178 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
4179 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
4181 // 6 minutes until repop at graveyard
4182 m_deathTimer
= 6*MINUTE
*IN_MILISECONDS
;
4184 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4186 // don't create corpse at this moment, player might be falling
4188 // update visibility
4189 ObjectAccessor::UpdateObjectVisibility(this);
4192 void Player::CreateCorpse()
4194 // prevent existence 2 corpse for player
4197 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
4199 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
4202 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this))
4208 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
4209 _pb
= GetUInt32Value(PLAYER_BYTES
);
4210 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
4212 uint8 race
= (uint8
)(_uf
);
4213 uint8 skin
= (uint8
)(_pb
);
4214 uint8 face
= (uint8
)(_pb
>> 8);
4215 uint8 hairstyle
= (uint8
)(_pb
>> 16);
4216 uint8 haircolor
= (uint8
)(_pb
>> 24);
4217 uint8 facialhair
= (uint8
)(_pb2
);
4219 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
4220 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
4222 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
4223 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
4225 uint32 flags
= CORPSE_FLAG_UNK2
;
4226 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
4227 flags
|= CORPSE_FLAG_HIDE_HELM
;
4228 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
4229 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
4230 if(InBattleGround() && !InArena())
4231 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
4232 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
4234 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
4236 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
4239 uint16 iIventoryType
;
4241 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
4245 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
4246 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
4248 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
4249 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
4253 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4254 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
4256 if(entry
->map_type
!= MAP_BATTLEGROUND
)
4259 // register for player, but not show
4260 ObjectAccessor::Instance().AddCorpse(corpse
);
4263 void Player::SpawnCorpseBones()
4265 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4266 SaveToDB(); // prevent loading as ghost without corpse
4269 Corpse
* Player::GetCorpse() const
4271 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4274 void Player::DurabilityLossAll(double percent
, bool inventory
)
4276 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4277 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4278 DurabilityLoss(pItem
,percent
);
4282 // bags not have durability
4283 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4285 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4286 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4287 DurabilityLoss(pItem
,percent
);
4289 // keys not have durability
4290 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4292 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4293 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4294 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4295 if(Item
* pItem
= GetItemByPos( i
, j
))
4296 DurabilityLoss(pItem
,percent
);
4300 void Player::DurabilityLoss(Item
* item
, double percent
)
4305 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4310 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
4312 if(pDurabilityLoss
< 1 )
4313 pDurabilityLoss
= 1;
4315 DurabilityPointsLoss(item
,pDurabilityLoss
);
4318 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
4320 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4321 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4322 DurabilityPointsLoss(pItem
,points
);
4326 // bags not have durability
4327 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4329 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4330 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4331 DurabilityPointsLoss(pItem
,points
);
4333 // keys not have durability
4334 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4336 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4337 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4338 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4339 if(Item
* pItem
= GetItemByPos( i
, j
))
4340 DurabilityPointsLoss(pItem
,points
);
4344 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
4346 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4347 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4348 int32 pNewDurability
= pOldDurability
- points
;
4350 if (pNewDurability
< 0)
4352 else if (pNewDurability
> pMaxDurability
)
4353 pNewDurability
= pMaxDurability
;
4355 if (pOldDurability
!= pNewDurability
)
4357 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4358 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4359 _ApplyItemMods(item
,item
->GetSlot(), false);
4361 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4363 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4364 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4365 _ApplyItemMods(item
,item
->GetSlot(), true);
4367 item
->SetState(ITEM_CHANGED
, this);
4371 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4373 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4374 DurabilityPointsLoss(pItem
,1);
4377 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4379 uint32 TotalCost
= 0;
4380 // equipped, backpack, bags itself
4381 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4382 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4384 // bank, buyback and keys not repaired
4386 // items in inventory bags
4387 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; ++j
)
4388 for(int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
4389 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4393 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4395 Item
* item
= GetItemByPos(pos
);
4397 uint32 TotalCost
= 0;
4401 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4405 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4409 uint32 LostDurability
= maxDurability
- curDurability
;
4410 if(LostDurability
>0)
4412 ItemPrototype
const *ditemProto
= item
->GetProto();
4414 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4417 sLog
.outError("RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4421 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4422 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4423 if(!dQualitymodEntry
)
4425 sLog
.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4429 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4430 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4432 costs
= uint32(costs
* discountMod
);
4434 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4439 if (GetGuildId()==0)
4441 DEBUG_LOG("You are not member of a guild");
4445 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4449 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4451 DEBUG_LOG("You do not have rights to withdraw for repairs");
4455 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4457 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4461 if (pGuild
->GetGuildBankMoney() < costs
)
4463 DEBUG_LOG("There is not enough money in bank");
4467 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4470 else if (GetMoney() < costs
)
4472 DEBUG_LOG("You do not have enough money");
4476 ModifyMoney( -int32(costs
) );
4480 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4481 item
->SetState(ITEM_CHANGED
, this);
4483 // reapply mods for total broken and repaired item if equipped
4484 if(IsEquipmentPos(pos
) && !curDurability
)
4485 _ApplyItemMods(item
,pos
& 255, true);
4489 void Player::RepopAtGraveyard()
4491 // note: this can be called also when the player is alive
4492 // for example from WorldSession::HandleMovementOpcodes
4494 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4496 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4497 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4499 ResurrectPlayer(0.5f
);
4503 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4505 // Special handle for battleground maps
4506 if( BattleGround
*bg
= GetBattleGround() )
4507 ClosestGrave
= bg
->GetClosestGraveYard(this);
4509 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4511 // stop countdown until repop
4514 // if no grave found, stay at the current location
4515 // and don't show spirit healer location
4518 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4519 if(isDead()) // not send if alive, because it used in TeleportTo()
4521 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4522 data
<< ClosestGrave
->map_id
;
4523 data
<< ClosestGrave
->x
;
4524 data
<< ClosestGrave
->y
;
4525 data
<< ClosestGrave
->z
;
4526 GetSession()->SendPacket(&data
);
4531 void Player::JoinedChannel(Channel
*c
)
4533 m_channels
.push_back(c
);
4536 void Player::LeftChannel(Channel
*c
)
4538 m_channels
.remove(c
);
4541 void Player::CleanupChannels()
4543 while(!m_channels
.empty())
4545 Channel
* ch
= *m_channels
.begin();
4546 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4547 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4548 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4549 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4552 sLog
.outDebug("Player: channels cleaned up!");
4555 void Player::UpdateLocalChannels(uint32 newZone
)
4557 if(m_channels
.empty())
4560 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4564 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4568 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4570 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4574 // skip non built-in channels
4575 if(!(*i
)->IsConstant())
4578 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4582 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4586 char new_channel_name_buf
[100];
4587 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4588 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4590 if((*i
)!=new_channel
)
4592 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4594 // leave old channel
4595 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4596 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4597 LeftChannel(*i
); // remove from player's channel list
4598 cMgr
->LeftChannel(name
); // delete if empty
4601 sLog
.outDebug("Player: channels cleaned up!");
4604 void Player::LeaveLFGChannel()
4606 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4610 (*i
)->Leave(GetGUID());
4616 void Player::UpdateDefense()
4618 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4620 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4622 // update dependent from defense skill part
4623 UpdateDefenseBonusesMod();
4627 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4629 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4631 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4640 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4643 if(amount
<= -100.0f
)
4646 val
= (100.0f
+ amount
) / 100.0f
;
4647 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4651 if(!CanModifyStats())
4656 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4657 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4658 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4659 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4664 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4666 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4668 sLog
.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4672 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4675 return m_auraBaseMod
[modGroup
][modType
];
4678 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4680 if(modGroup
>= BASEMOD_END
)
4682 sLog
.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4686 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4689 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4692 uint32
Player::GetShieldBlockValue() const
4694 float value
= (m_auraBaseMod
[SHIELD_BLOCK_VALUE
][FLAT_MOD
] + GetStat(STAT_STRENGTH
) * 0.5f
- 10)*m_auraBaseMod
[SHIELD_BLOCK_VALUE
][PCT_MOD
];
4696 value
= (value
< 0) ? 0 : value
;
4698 return uint32(value
);
4701 float Player::GetMeleeCritFromAgility()
4703 uint32 level
= getLevel();
4704 uint32 pclass
= getClass();
4706 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4708 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4709 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4710 if (critBase
==NULL
|| critRatio
==NULL
)
4713 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4717 float Player::GetDodgeFromAgility()
4719 // Table for base dodge values
4720 float dodge_base
[MAX_CLASSES
] = {
4722 0.00652f
, // Paladin
4729 0.02011f
, // Warlock
4733 // Crit/agility to dodge/agility coefficient multipliers
4734 float crit_to_dodge
[MAX_CLASSES
] = {
4748 uint32 level
= getLevel();
4749 uint32 pclass
= getClass();
4751 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4753 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4754 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4755 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4758 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4759 return dodge
*100.0f
;
4762 float Player::GetSpellCritFromIntellect()
4764 uint32 level
= getLevel();
4765 uint32 pclass
= getClass();
4767 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4769 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4770 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4771 if (critBase
==NULL
|| critRatio
==NULL
)
4774 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4778 float Player::GetRatingCoefficient(CombatRating cr
) const
4780 uint32 level
= getLevel();
4782 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4784 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4786 return 1.0f
; // By default use minimum coefficient (not must be called)
4788 return Rating
->ratio
;
4791 float Player::GetRatingBonusValue(CombatRating cr
) const
4793 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4796 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4798 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.2f
;
4799 if (melee
>33.0f
) melee
= 33.0f
;
4800 return uint32 (melee
* damage
/100.0f
);
4803 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4805 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.2f
;
4806 if (ranged
>33.0f
) ranged
=33.0f
;
4807 return uint32 (ranged
* damage
/100.0f
);
4810 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4812 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.2f
;
4813 // In wow script resilience limited to 33%
4816 return uint32 (spell
* damage
/ 100.0f
);
4819 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4821 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4822 // Dot resilience not limited (limit it by 100%)
4823 if (spellDot
> 100.0f
)
4825 return uint32 (spellDot
* damage
/ 100.0f
);
4828 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4833 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4835 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4842 float Player::OCTRegenHPPerSpirit()
4844 uint32 level
= getLevel();
4845 uint32 pclass
= getClass();
4847 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4849 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4850 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4851 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4854 // Formula from PaperDollFrame script
4855 float spirit
= GetStat(STAT_SPIRIT
);
4856 float baseSpirit
= spirit
;
4857 if (baseSpirit
>50) baseSpirit
= 50;
4858 float moreSpirit
= spirit
- baseSpirit
;
4859 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4863 float Player::OCTRegenMPPerSpirit()
4865 uint32 level
= getLevel();
4866 uint32 pclass
= getClass();
4868 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4870 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4871 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4872 if (moreRatio
==NULL
)
4875 // Formula get from PaperDollFrame script
4876 float spirit
= GetStat(STAT_SPIRIT
);
4877 float regen
= spirit
* moreRatio
->ratio
;
4881 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4883 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4885 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4886 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4887 // stat used stored in miscValueB for this aura
4888 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4889 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4890 if ((*i
)->GetMiscValue() & (1<<cr
))
4891 amount
+= int32(GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
);
4894 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4896 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4897 float RatingChange
= 0.0f
;
4899 bool affectStats
= CanModifyStats();
4903 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4904 case CR_DEFENSE_SKILL
:
4905 UpdateDefenseBonusesMod();
4908 UpdateDodgePercentage();
4911 UpdateParryPercentage();
4914 UpdateBlockPercentage();
4917 UpdateMeleeHitChances();
4920 UpdateRangedHitChances();
4923 UpdateSpellHitChances();
4928 UpdateCritPercentage(BASE_ATTACK
);
4929 UpdateCritPercentage(OFF_ATTACK
);
4932 case CR_CRIT_RANGED
:
4934 UpdateCritPercentage(RANGED_ATTACK
);
4938 UpdateAllSpellCritChances();
4940 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4941 case CR_HIT_TAKEN_RANGED
:
4943 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4945 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4946 case CR_CRIT_TAKEN_RANGED
:
4948 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4950 case CR_HASTE_MELEE
:
4951 RatingChange
= value
/ RatingCoeffecient
;
4952 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4953 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4955 case CR_HASTE_RANGED
:
4956 RatingChange
= value
/ RatingCoeffecient
;
4957 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4959 case CR_HASTE_SPELL
:
4960 RatingChange
= value
/ RatingCoeffecient
;
4961 ApplyCastTimePercentMod(RatingChange
,apply
);
4963 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4964 case CR_WEAPON_SKILL_OFFHAND
:
4965 case CR_WEAPON_SKILL_RANGED
:
4970 UpdateExpertise(BASE_ATTACK
);
4971 UpdateExpertise(OFF_ATTACK
);
4974 case CR_ARMOR_PENETRATION
:
4979 void Player::SetRegularAttackTime()
4981 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4983 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4984 if(tmpitem
&& !tmpitem
->IsBroken())
4986 ItemPrototype
const *proto
= tmpitem
->GetProto();
4988 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4990 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4995 //skill+step, checking for max value
4996 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
5002 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5003 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
5006 if(i
>=PLAYER_MAX_SKILLS
)
5009 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5010 uint32 value
= SKILL_VALUE(data
);
5011 uint32 max
= SKILL_MAX(data
);
5013 if ((!max
) || (!value
) || (value
>= max
))
5016 if (value
*512 < max
*urand(0,512))
5018 uint32 new_value
= value
+step
;
5022 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
5023 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,skill_id
);
5030 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
5032 if ( SkillValue
>= GrayLevel
)
5033 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
5034 if ( SkillValue
>= GreenLevel
)
5035 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
5036 if ( SkillValue
>= YellowLevel
)
5037 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
5038 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
5041 bool Player::UpdateCraftSkill(uint32 spellid
)
5043 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
5045 SkillLineAbilityMapBounds bounds
= spellmgr
.GetSkillLineAbilityMapBounds(spellid
);
5047 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
5049 if (_spell_idx
->second
->skillId
)
5051 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
5053 // Alchemy Discoveries here
5054 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
5055 if (spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
5057 if (uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
5058 learnSpell(discoveredSpell
,false);
5061 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
5063 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
5064 _spell_idx
->second
->max_value
,
5065 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
5066 _spell_idx
->second
->min_value
),
5073 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
5075 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
5077 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
5079 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
5082 case SKILL_HERBALISM
:
5083 case SKILL_LOCKPICKING
:
5084 case SKILL_JEWELCRAFTING
:
5085 case SKILL_INSCRIPTION
:
5086 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5087 case SKILL_SKINNING
:
5088 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
5089 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5091 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
5093 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
5094 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5096 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
5101 bool Player::UpdateFishingSkill()
5103 sLog
.outDebug("UpdateFishingSkill");
5105 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
5107 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
5109 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
5111 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
5114 // levels sync. with spell requirement for skill levels to learn
5115 // bonus abilities in sSkillLineAbilityStore
5116 // Used only to avoid scan DBC at each skill grow
5117 static uint32 bonusSkillLevels
[] = {75,150,225,300,375,450};
5119 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
5121 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
5125 if(Chance
<= 0) // speedup in 0 chance case
5127 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5132 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5133 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
5134 if ( i
>= PLAYER_MAX_SKILLS
)
5137 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5138 uint16 SkillValue
= SKILL_VALUE(data
);
5139 uint16 MaxValue
= SKILL_MAX(data
);
5141 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
5144 int32 Roll
= irand(1,1000);
5146 if ( Roll
<= Chance
)
5148 uint32 new_value
= SkillValue
+step
;
5149 if(new_value
> MaxValue
)
5150 new_value
= MaxValue
;
5152 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
5153 for(uint32
* bsl
= &bonusSkillLevels
[0]; *bsl
; ++bsl
)
5155 if((SkillValue
< *bsl
&& new_value
>= *bsl
))
5157 learnSkillRewardedSpells( SkillId
, new_value
);
5161 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,SkillId
);
5162 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
5166 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5170 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
5172 // no skill gain in pvp
5173 Unit
*pVictim
= getVictim();
5174 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
5178 return; // always maximized SKILL_FERAL_COMBAT in fact
5180 if(m_form
== FORM_TREE
)
5181 return; // use weapon but not skill up
5183 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
5189 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5192 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
5193 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
5194 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5200 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5202 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5206 UpdateAllCritPercentages();
5209 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, bool defence
)
5211 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
5212 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
5213 uint32 moblevel
= pVictim
->getLevelForTarget(this);
5214 if(moblevel
< greylevel
)
5217 if (moblevel
> plevel
+ 5)
5218 moblevel
= plevel
+ 5;
5220 uint32 lvldif
= moblevel
- greylevel
;
5224 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
5228 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
5231 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
5232 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
5235 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
5237 if(roll_chance_f(chance
))
5242 UpdateWeaponSkill(attType
);
5248 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
5250 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5251 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
5253 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5254 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
5255 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
5257 if(talent
) // permanent bonus stored in high part
5258 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
5259 else // temporary/item bonus stored in low part
5260 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
5265 void Player::UpdateSkillsForLevel()
5267 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
5268 uint32 maxSkill
= GetMaxSkillValueForLevel();
5270 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
5272 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5273 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5275 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5277 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
5281 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
5284 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5285 uint32 max
= SKILL_MAX(data
);
5286 uint32 val
= SKILL_VALUE(data
);
5288 /// update only level dependent max skill values
5291 /// miximize skill always
5293 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
5294 /// update max skill value if current max skill not maximized
5295 else if(max
!= maxconfskill
)
5296 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
5301 void Player::UpdateSkillsToMaxSkillsForLevel()
5303 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5304 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5306 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5307 if( IsProfessionOrRidingSkill(pskill
))
5309 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5311 uint32 max
= SKILL_MAX(data
);
5314 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
5316 if(pskill
== SKILL_DEFENSE
)
5317 UpdateDefenseBonusesMod();
5321 // This functions sets a skill line value (and adds if doesn't exist yet)
5322 // To "remove" a skill line, set it's values to zero
5323 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
5329 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5330 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
5332 if(i
<PLAYER_MAX_SKILLS
) //has skill
5336 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5337 learnSkillRewardedSpells(id
, currVal
);
5338 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5339 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5343 // clear skill fields
5344 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
5345 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
5346 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5348 // remove all spells that related to this skill
5349 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
5350 if(SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
))
5351 if (pAbility
->skillId
==id
)
5352 removeSpell(spellmgr
.GetFirstSpellInChain(pAbility
->spellId
));
5355 else if(currVal
) //add
5357 for (i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5358 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5360 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5363 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5366 // enable unlearn button for primary professions only
5367 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5368 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5370 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5371 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5372 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5373 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5375 // apply skill bonuses
5376 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5378 // temporary bonuses
5379 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5380 for(AuraList::const_iterator j
= mModSkill
.begin(); j
!= mModSkill
.end(); ++j
)
5381 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5382 (*j
)->ApplyModifier(true);
5384 // permanent bonuses
5385 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5386 for(AuraList::const_iterator j
= mModSkillTalent
.begin(); j
!= mModSkillTalent
.end(); ++j
)
5387 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5388 (*j
)->ApplyModifier(true);
5390 // Learn all spells for skill
5391 learnSkillRewardedSpells(id
, currVal
);
5397 bool Player::HasSkill(uint32 skill
) const
5399 if(!skill
)return false;
5400 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5402 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5410 uint16
Player::GetSkillValue(uint32 skill
) const
5415 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5417 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5419 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5421 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5422 result
+= SKILL_TEMP_BONUS(bonus
);
5423 result
+= SKILL_PERM_BONUS(bonus
);
5424 return result
< 0 ? 0 : result
;
5430 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5433 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5435 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5437 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5439 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5440 result
+= SKILL_TEMP_BONUS(bonus
);
5441 result
+= SKILL_PERM_BONUS(bonus
);
5442 return result
< 0 ? 0 : result
;
5448 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5451 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5453 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5455 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5461 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5464 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5466 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5468 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5469 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5470 return result
< 0 ? 0 : result
;
5476 uint16
Player::GetPureSkillValue(uint32 skill
) const
5479 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5481 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5483 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5489 int16
Player::GetSkillPermBonusValue(uint32 skill
) const
5494 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5496 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5498 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5505 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5510 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5512 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5514 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5521 void Player::SendInitialActionButtons() const
5523 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5525 WorldPacket
data(SMSG_ACTION_BUTTONS
, 1+(MAX_ACTION_BUTTONS
*4));
5526 data
<< uint8(0); // can be 0, 1, 2 (talent spec)
5527 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5529 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5530 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5531 data
<< uint32(itr
->second
.packedData
);
5536 GetSession()->SendPacket( &data
);
5537 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5540 ActionButton
* Player::addActionButton(uint8 button
, uint32 action
, uint8 type
)
5542 if(button
>= MAX_ACTION_BUTTONS
)
5544 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5548 if(action
>= MAX_ACTION_BUTTON_ACTION_VALUE
)
5550 sLog
.outError( "Action %u not added into button %u for player %s: action must be < %u", action
, button
, GetName(), MAX_ACTION_BUTTON_ACTION_VALUE
);
5556 case ACTION_BUTTON_SPELL
:
5557 if(!sSpellStore
.LookupEntry(action
))
5559 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5563 if(!HasSpell(action
))
5565 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5569 case ACTION_BUTTON_ITEM
:
5570 if(!objmgr
.GetItemPrototype(action
))
5572 sLog
.outError( "Action %u not added into button %u for player %s: item not exist", action
, button
, GetName() );
5577 break; // pther cases not checked at this moment
5581 // it create new button (NEW state) if need or return existed
5582 ActionButton
& ab
= m_actionButtons
[button
];
5584 // set data and update to CHANGED if not NEW
5585 ab
.SetActionAndType(action
,ActionButtonType(type
));
5587 sLog
.outDetail( "Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action
, uint32(type
), button
);
5591 void Player::removeActionButton(uint8 button
)
5593 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5594 if (buttonItr
==m_actionButtons
.end())
5597 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5598 m_actionButtons
.erase(buttonItr
); // new and not saved
5600 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5602 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5605 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5607 // prevent crash when a bad coord is sent by the client
5608 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5610 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5616 const float old_x
= GetPositionX();
5617 const float old_y
= GetPositionY();
5618 const float old_z
= GetPositionZ();
5619 const float old_r
= GetOrientation();
5621 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5623 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5624 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5626 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5628 // move and update visible state if need
5629 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5631 // reread after Map::Relocation
5638 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5639 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5642 // code block for underwater state update
5643 UpdateUnderwaterState(m
, x
, y
, z
);
5645 CheckExploreSystem();
5650 void Player::SaveRecallPosition()
5652 m_recallMap
= GetMapId();
5653 m_recallX
= GetPositionX();
5654 m_recallY
= GetPositionY();
5655 m_recallZ
= GetPositionZ();
5656 m_recallO
= GetOrientation();
5659 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5661 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5664 _map
->MessageBroadcast(this, data
, self
);
5668 //if player is not in world and map in not created/already destroyed
5669 //no need to create one, just send packet for itself!
5671 GetSession()->SendPacket(data
);
5674 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5676 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5679 _map
->MessageDistBroadcast(this, data
, dist
, self
);
5684 GetSession()->SendPacket(data
);
5687 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5689 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5692 _map
->MessageDistBroadcast(this, data
, dist
, self
, own_team_only
);
5697 GetSession()->SendPacket(data
);
5700 void Player::SendDirectMessage(WorldPacket
*data
)
5702 GetSession()->SendPacket(data
);
5705 void Player::SendCinematicStart(uint32 CinematicSequenceId
)
5707 WorldPacket
data(SMSG_TRIGGER_CINEMATIC
, 4);
5708 data
<< uint32(CinematicSequenceId
);
5709 SendDirectMessage(&data
);
5712 void Player::SendMovieStart(uint32 MovieId
)
5714 WorldPacket
data(SMSG_TRIGGER_MOVIE
, 4);
5715 data
<< uint32(MovieId
);
5716 SendDirectMessage(&data
);
5719 void Player::CheckExploreSystem()
5727 uint16 areaFlag
= GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5728 if(areaFlag
==0xffff)
5730 int offset
= areaFlag
/ 32;
5734 sLog
.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5738 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5739 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5741 if( !(currFields
& val
) )
5743 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5745 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5747 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5750 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5752 else if(p
->area_level
> 0)
5754 uint32 area
= p
->ID
;
5755 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5757 SendExplorationExperience(area
,0);
5761 int32 diff
= int32(getLevel()) - p
->area_level
;
5765 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5769 int32 exploration_percent
= (100-((diff
-5)*5));
5770 if (exploration_percent
> 100)
5771 exploration_percent
= 100;
5772 else if (exploration_percent
< 0)
5773 exploration_percent
= 0;
5775 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5779 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5783 SendExplorationExperience(area
,XP
);
5785 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5790 uint32
Player::TeamForRace(uint8 race
)
5792 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5795 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5799 switch(rEntry
->TeamID
)
5801 case 7: return ALLIANCE
;
5802 case 1: return HORDE
;
5805 sLog
.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5809 uint32
Player::getFactionForRace(uint8 race
)
5811 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5814 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5818 return rEntry
->FactionID
;
5821 void Player::setFactionForRace(uint8 race
)
5823 m_team
= TeamForRace(race
);
5824 setFaction( getFactionForRace(race
) );
5827 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5829 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(faction
);
5830 return GetReputationMgr().GetRank(factionEntry
);
5833 //Calculate total reputation percent player gain with quest/creature level
5834 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, int32 faction
, bool for_quest
)
5836 float percent
= 100.0f
;
5838 float rate
= for_quest
? sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_QUEST
) : sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_KILL
);
5840 if (rate
!= 1.0f
&& creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))
5843 float repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5846 repMod
+= GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN
, faction
);
5848 percent
+= rep
> 0 ? repMod
: -repMod
;
5850 if (percent
<= 0.0f
)
5853 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100.0f
);
5856 //Calculates how many reputation points player gains in victim's enemy factions
5857 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5859 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5862 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5867 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5869 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue1
, Rep
->repfaction1
, false);
5870 donerep1
= int32(donerep1
*rate
);
5871 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5872 uint32 current_reputation_rank1
= GetReputationMgr().GetRank(factionEntry1
);
5873 if (factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5874 GetReputationMgr().ModifyReputation(factionEntry1
, donerep1
);
5876 // Wiki: Team factions value divided by 2
5877 if (factionEntry1
&& Rep
->is_teamaward1
)
5879 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5880 if(team1_factionEntry
)
5881 GetReputationMgr().ModifyReputation(team1_factionEntry
, donerep1
/ 2);
5885 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5887 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue2
, Rep
->repfaction2
, false);
5888 donerep2
= int32(donerep2
*rate
);
5889 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5890 uint32 current_reputation_rank2
= GetReputationMgr().GetRank(factionEntry2
);
5891 if (factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5892 GetReputationMgr().ModifyReputation(factionEntry2
, donerep2
);
5894 // Wiki: Team factions value divided by 2
5895 if (factionEntry2
&& Rep
->is_teamaward2
)
5897 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5898 if(team2_factionEntry
)
5899 GetReputationMgr().ModifyReputation(team2_factionEntry
, donerep2
/ 2);
5904 //Calculate how many reputation points player gain with the quest
5905 void Player::RewardReputation(Quest
const *pQuest
)
5907 // quest reputation reward/loss
5908 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5910 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5912 int32 rep
= CalculateReputationGain(GetQuestLevel(pQuest
), pQuest
->RewRepValue
[i
], pQuest
->RewRepFaction
[i
], true);
5913 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5915 GetReputationMgr().ModifyReputation(factionEntry
, rep
);
5919 // TODO: implement reputation spillover
5922 void Player::UpdateArenaFields(void)
5924 /* arena calcs go here */
5927 void Player::UpdateHonorFields()
5929 /// called when rewarding honor and at each save
5930 uint64 now
= time(NULL
);
5931 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5933 if(m_lastHonorUpdateTime
< today
)
5935 uint64 yesterday
= today
- DAY
;
5937 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5939 // update yesterday's contribution
5940 if(m_lastHonorUpdateTime
>= yesterday
)
5942 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5944 // this is the first update today, reset today's contribution
5945 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5946 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5950 // no honor/kills yesterday or today, reset
5951 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5952 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5956 m_lastHonorUpdateTime
= now
;
5959 ///Calculate the amount of honor gained based on the victim
5960 ///and the size of the group for which the honor is divided
5961 ///An exact honor value can also be given (overriding the calcs)
5962 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5964 // do not reward honor in arenas, but enable onkill spellproc
5967 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
5970 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
5976 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5977 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5980 uint64 victim_guid
= 0;
5981 uint32 victim_rank
= 0;
5983 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5984 UpdateHonorFields();
5988 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
5991 victim_guid
= uVictim
->GetGUID();
5993 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
5995 Player
*pVictim
= (Player
*)uVictim
;
5997 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
6000 float f
= 1; //need for total kills (?? need more info)
6002 uint32 k_level
= getLevel();
6003 uint32 v_level
= pVictim
->getLevel();
6006 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6008 // [1..14] Alliance honor titles and player name
6009 // [15..28] Horde honor titles and player name
6010 // [29..38] Other title and player name
6012 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
6013 // Get Killer titles, CharTitlesEntry::bit_index
6015 // title[1..14] -> rank[5..18]
6016 // title[15..28] -> rank[5..18]
6017 // title[other] -> 0
6018 if (victim_title
== 0)
6019 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6020 else if (victim_title
< 15)
6021 victim_rank
= victim_title
+ 4;
6022 else if (victim_title
< 29)
6023 victim_rank
= victim_title
- 14 + 4;
6025 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6028 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
6033 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
6035 int32 v_rank
=1; //need more info
6037 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
6038 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
6040 // count the number of playerkills in one day
6041 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
6042 // and those in a lifetime
6043 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
6044 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL
);
6045 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS
, pVictim
->getClass());
6046 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE
, pVictim
->getRace());
6050 Creature
*cVictim
= (Creature
*)uVictim
;
6052 if (!cVictim
->isRacialLeader())
6055 honor
= 100; // ??? need more info
6056 victim_rank
= 19; // HK: Leader
6060 if (uVictim
!= NULL
)
6062 honor
*= sWorld
.getRate(RATE_HONOR
);
6067 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6070 // honor - for show honor points in log
6071 // victim_guid - for show victim name in log
6072 // victim_rank [1..4] HK: <dishonored rank>
6073 // victim_rank [5..19] HK: <alliance\horde rank>
6074 // victim_rank [0,20+] HK: <>
6075 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
6076 data
<< (uint32
) honor
;
6077 data
<< (uint64
) victim_guid
;
6078 data
<< (uint32
) victim_rank
;
6080 GetSession()->SendPacket(&data
);
6083 ModifyHonorPoints(int32(honor
));
6085 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
6089 void Player::ModifyHonorPoints( int32 value
)
6093 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
6094 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
6096 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
6099 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
6102 void Player::ModifyArenaPoints( int32 value
)
6106 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6107 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6109 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
6112 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
6115 uint32
Player::GetGuildIdFromDB(uint64 guid
)
6117 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
6121 uint32 id
= result
->Fetch()[0].GetUInt32();
6126 uint32
Player::GetRankFromDB(uint64 guid
)
6128 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
6131 uint32 v
= result
->Fetch()[0].GetUInt32();
6139 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6141 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
);
6145 uint32 id
= (*result
)[0].GetUInt32();
6150 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6152 uint32 guidLow
= GUID_LOPART(guid
);
6153 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
6156 Field
* fields
= result
->Fetch();
6157 uint32 zone
= fields
[0].GetUInt32();
6162 // stored zone is zero, use generic and slow zone detection
6163 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
6166 fields
= result
->Fetch();
6167 uint32 map
= fields
[0].GetUInt32();
6168 float posx
= fields
[1].GetFloat();
6169 float posy
= fields
[2].GetFloat();
6170 float posz
= fields
[3].GetFloat();
6173 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
,posz
);
6176 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
6182 uint32
Player::GetLevelFromDB(uint64 guid
)
6184 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid
) );
6188 Field
* fields
= result
->Fetch();
6189 uint32 level
= fields
[0].GetUInt32();
6195 void Player::UpdateArea(uint32 newArea
)
6197 // FFA_PVP flags are area and not zone id dependent
6198 // so apply them accordingly
6199 m_areaUpdateId
= newArea
;
6201 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6203 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6206 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6210 // remove ffa flag only if not ffapvp realm
6211 // removal in sanctuaries and capitals is handled in zone update
6212 if(HasByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6213 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6216 UpdateAreaDependentAuras(newArea
);
6219 void Player::UpdateZone(uint32 newZone
, uint32 newArea
)
6221 if(m_zoneUpdateId
!= newZone
)
6222 SendInitWorldStates(newZone
, newArea
); // only if really enters to new zone, not just area change, works strange...
6224 m_zoneUpdateId
= newZone
;
6225 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6227 // zone changed, so area changed as well, update it
6228 UpdateArea(newArea
);
6230 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6234 if (sWorld
.getConfig(CONFIG_WEATHER
))
6236 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6239 wth
->SendWeatherUpdateToPlayer(this);
6243 if(!sWorld
.AddWeather(zone
->ID
))
6245 // send fine weather packet to remove old zone's weather
6246 Weather::SendFineWeatherUpdateToPlayer(this);
6251 // in PvP, any not controlled zone (except zone->team == 6, default case)
6252 // in PvE, only opposition team capital
6256 pvpInfo
.inHostileArea
= GetTeam() != ALLIANCE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6258 case AREATEAM_HORDE
:
6259 pvpInfo
.inHostileArea
= GetTeam() != HORDE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6262 // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6263 pvpInfo
.inHostileArea
= sWorld
.IsPvPRealm() || InBattleGround();
6265 default: // 6 in fact
6266 pvpInfo
.inHostileArea
= false;
6270 if(pvpInfo
.inHostileArea
) // in hostile area
6272 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6273 UpdatePvP(true, true);
6275 else // in friendly area
6277 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6278 pvpInfo
.endTimer
= time(0); // start toggle-off
6281 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6283 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6284 if(sWorld
.IsFFAPvPRealm())
6285 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6289 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6292 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6294 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6295 SetRestType(REST_TYPE_IN_CITY
);
6296 InnEnter(time(0),GetMapId(),0,0,0);
6298 if(sWorld
.IsFFAPvPRealm())
6299 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6301 else // anywhere else
6303 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6305 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6307 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6309 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6310 SetRestType(REST_TYPE_NO
);
6312 if(sWorld
.IsFFAPvPRealm())
6313 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6316 else // not in tavern (leave city then)
6318 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6319 SetRestType(REST_TYPE_NO
);
6321 // Set player to FFA PVP when not in rested environment.
6322 if(sWorld
.IsFFAPvPRealm())
6323 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6328 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6329 // if player resurrected at teleport this will be applied in resurrect code
6331 DestroyZoneLimitedItem( true, newZone
);
6333 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6334 AutoUnequipOffhandIfNeed();
6336 // recent client version not send leave/join channel packets for built-in local channels
6337 UpdateLocalChannels( newZone
);
6341 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6343 UpdateZoneDependentAuras(newZone
);
6346 //If players are too far way of duel flag... then player loose the duel
6347 void Player::CheckDuelDistance(time_t currTime
)
6352 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6353 GameObject
* obj
= GetMap()->GetGameObject(duelFlagGUID
);
6357 if(duel
->outOfBound
== 0)
6359 if(!IsWithinDistInMap(obj
, 50))
6361 duel
->outOfBound
= currTime
;
6363 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6364 GetSession()->SendPacket(&data
);
6369 if(IsWithinDistInMap(obj
, 40))
6371 duel
->outOfBound
= 0;
6373 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6374 GetSession()->SendPacket(&data
);
6376 else if(currTime
>= (duel
->outOfBound
+10))
6378 DuelComplete(DUEL_FLED
);
6383 void Player::DuelComplete(DuelCompleteType type
)
6385 // duel not requested
6389 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6390 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6391 GetSession()->SendPacket(&data
);
6392 duel
->opponent
->GetSession()->SendPacket(&data
);
6394 if(type
!= DUEL_INTERUPTED
)
6396 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6397 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6398 data
<< duel
->opponent
->GetName();
6400 SendMessageToSet(&data
,true);
6403 if (type
== DUEL_WON
)
6405 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL
, 1);
6407 duel
->opponent
->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL
, 1);
6410 //Remove Duel Flag object
6411 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
6413 duel
->initiator
->RemoveGameObject(obj
,true);
6416 std::vector
<uint32
> auras2remove
;
6417 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6418 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6420 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6421 auras2remove
.push_back(i
->second
->GetId());
6424 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6425 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6427 auras2remove
.clear();
6428 AuraMap
const& auras
= GetAuras();
6429 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6431 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6432 auras2remove
.push_back(i
->second
->GetId());
6434 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6435 RemoveAurasDueToSpell(auras2remove
[i
]);
6437 // cleanup combo points
6438 if(GetComboTarget()==duel
->opponent
->GetGUID())
6440 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6443 if(duel
->opponent
->GetComboTarget()==GetGUID())
6444 duel
->opponent
->ClearComboPoints();
6445 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6446 duel
->opponent
->ClearComboPoints();
6449 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6450 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6451 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6452 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6454 delete duel
->opponent
->duel
;
6455 duel
->opponent
->duel
= NULL
;
6460 //---------------------------------------------------------//
6462 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6464 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6467 // not apply/remove mods for broken item
6468 if(item
->IsBroken())
6471 ItemPrototype
const *proto
= item
->GetProto();
6476 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6478 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6479 if(attacktype
< MAX_ATTACK
)
6480 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6482 _ApplyItemBonuses(proto
,slot
,apply
);
6484 if( slot
==EQUIPMENT_SLOT_RANGED
)
6485 _ApplyAmmoBonuses();
6487 ApplyItemEquipSpell(item
,apply
);
6488 ApplyEnchantment(item
, apply
);
6490 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6491 CorrectMetaGemEnchants(slot
, apply
);
6493 sLog
.outDebug("_ApplyItemMods complete.");
6496 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
, bool only_level_scale
/*= false*/)
6498 if (slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6501 ScalingStatDistributionEntry
const *ssd
= proto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
) : NULL
;
6502 if (only_level_scale
&& !ssd
)
6505 // req. check at equip, but allow use for extended range if range limit max level, set proper level
6506 uint32 ssd_level
= getLevel();
6507 if (ssd
&& ssd_level
> ssd
->MaxLevel
)
6508 ssd_level
= ssd
->MaxLevel
;
6510 ScalingStatValuesEntry
const *ssv
= proto
->ScalingStatValue
? sScalingStatValuesStore
.LookupEntry(ssd_level
) : NULL
;
6511 if (only_level_scale
&& !ssv
)
6514 for (int i
= 0; i
< MAX_ITEM_PROTO_STATS
; ++i
)
6516 uint32 statType
= 0;
6518 // If set ScalingStatDistribution need get stats and values from it
6521 if (ssd
->StatMod
[i
] < 0)
6523 statType
= ssd
->StatMod
[i
];
6524 val
= (ssv
->getssdMultiplier(proto
->ScalingStatValue
) * ssd
->Modifier
[i
]) / 10000;
6528 if (i
>= proto
->StatsCount
)
6530 statType
= proto
->ItemStat
[i
].ItemStatType
;
6531 val
= proto
->ItemStat
[i
].ItemStatValue
;
6540 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6542 case ITEM_MOD_HEALTH
: // modify HP
6543 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6545 case ITEM_MOD_AGILITY
: // modify agility
6546 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6547 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6549 case ITEM_MOD_STRENGTH
: //modify strength
6550 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6551 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6553 case ITEM_MOD_INTELLECT
: //modify intellect
6554 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6555 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6557 case ITEM_MOD_SPIRIT
: //modify spirit
6558 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6559 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6561 case ITEM_MOD_STAMINA
: //modify stamina
6562 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6563 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6565 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6566 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6568 case ITEM_MOD_DODGE_RATING
:
6569 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6571 case ITEM_MOD_PARRY_RATING
:
6572 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6574 case ITEM_MOD_BLOCK_RATING
:
6575 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6577 case ITEM_MOD_HIT_MELEE_RATING
:
6578 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6580 case ITEM_MOD_HIT_RANGED_RATING
:
6581 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6583 case ITEM_MOD_HIT_SPELL_RATING
:
6584 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6586 case ITEM_MOD_CRIT_MELEE_RATING
:
6587 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6589 case ITEM_MOD_CRIT_RANGED_RATING
:
6590 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6592 case ITEM_MOD_CRIT_SPELL_RATING
:
6593 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6595 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6596 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6598 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6599 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6601 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6602 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6604 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6605 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6607 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6608 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6610 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6611 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6613 case ITEM_MOD_HASTE_MELEE_RATING
:
6614 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6616 case ITEM_MOD_HASTE_RANGED_RATING
:
6617 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6619 case ITEM_MOD_HASTE_SPELL_RATING
:
6620 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6622 case ITEM_MOD_HIT_RATING
:
6623 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6624 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6625 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6627 case ITEM_MOD_CRIT_RATING
:
6628 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6629 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6630 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6632 case ITEM_MOD_HIT_TAKEN_RATING
:
6633 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6634 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6635 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6637 case ITEM_MOD_CRIT_TAKEN_RATING
:
6638 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6639 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6640 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6642 case ITEM_MOD_RESILIENCE_RATING
:
6643 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6644 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6645 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6647 case ITEM_MOD_HASTE_RATING
:
6648 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6649 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6650 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6652 case ITEM_MOD_EXPERTISE_RATING
:
6653 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6655 case ITEM_MOD_ATTACK_POWER
:
6656 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(val
), apply
);
6657 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6659 case ITEM_MOD_RANGED_ATTACK_POWER
:
6660 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6662 case ITEM_MOD_FERAL_ATTACK_POWER
:
6663 ApplyFeralAPBonus(int32(val
), apply
);
6665 case ITEM_MOD_MANA_REGENERATION
:
6666 ApplyManaRegenBonus(int32(val
), apply
);
6668 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6669 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6671 case ITEM_MOD_SPELL_POWER
:
6672 ApplySpellPowerBonus(int32(val
), apply
);
6674 // depricated item mods
6675 case ITEM_MOD_SPELL_HEALING_DONE
:
6676 case ITEM_MOD_SPELL_DAMAGE_DONE
:
6681 // If set ScalingStatValue armor get it or use item armor
6682 uint32 armor
= proto
->Armor
;
6685 if (uint32 ssvarmor
= ssv
->getArmorMod(proto
->ScalingStatValue
))
6688 // Add armor bonus from ArmorDamageModifier if > 0
6689 if (proto
->ArmorDamageModifier
> 0)
6690 armor
+= uint32(proto
->ArmorDamageModifier
);
6693 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(armor
), apply
);
6696 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6699 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6702 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6704 if (proto
->NatureRes
)
6705 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6707 if (proto
->FrostRes
)
6708 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6710 if (proto
->ShadowRes
)
6711 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6713 if (proto
->ArcaneRes
)
6714 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6716 WeaponAttackType attType
= BASE_ATTACK
;
6717 float damage
= 0.0f
;
6719 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6720 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6721 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6723 attType
= RANGED_ATTACK
;
6725 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6727 attType
= OFF_ATTACK
;
6730 float minDamage
= proto
->Damage
[0].DamageMin
;
6731 float maxDamage
= proto
->Damage
[0].DamageMax
;
6733 // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
6736 if (extraDPS
= ssv
->getDPSMod(proto
->ScalingStatValue
))
6738 float average
= extraDPS
* proto
->Delay
/ 1000.0f
;
6739 minDamage
= 0.7f
* average
;
6740 maxDamage
= 1.3f
* average
;
6745 damage
= apply
? minDamage
: BASE_MINDAMAGE
;
6746 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6747 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6752 damage
= apply
? maxDamage
: BASE_MAXDAMAGE
;
6753 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6756 // Apply feral bonus from ScalingStatValue if set
6759 if (int32 feral_bonus
= ssv
->getFeralBonus(proto
->ScalingStatValue
))
6760 ApplyFeralAPBonus(feral_bonus
, apply
);
6762 // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
6763 if(getClass() == CLASS_DRUID
)
6765 int32 feral_bonus
= proto
->getFeralBonus(extraDPS
);
6766 if (feral_bonus
> 0)
6767 ApplyFeralAPBonus(feral_bonus
, apply
);
6770 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6775 if(slot
== EQUIPMENT_SLOT_RANGED
)
6776 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6777 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6778 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6779 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6780 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6783 if(CanModifyStats() && (damage
|| proto
->Delay
))
6784 UpdateDamagePhysical(attType
);
6787 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6789 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6790 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6791 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6793 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6794 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6795 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6797 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6798 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6799 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6802 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6804 // generic not weapon specific case processes in aura code
6805 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6808 BaseModGroup mod
= BASEMOD_END
;
6811 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6812 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6813 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6817 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6819 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6823 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6825 // ignore spell mods for not wands
6826 Modifier
const* modifier
= aura
->GetModifier();
6827 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6830 // generic not weapon specific case processes in aura code
6831 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6834 UnitMods unitMod
= UNIT_MOD_END
;
6837 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6838 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6839 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6843 UnitModifierType unitModType
= TOTAL_VALUE
;
6844 switch(modifier
->m_auraname
)
6846 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6847 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6851 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6853 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6857 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6862 ItemPrototype
const *proto
= item
->GetProto();
6866 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6868 _Spell
const& spellData
= proto
->Spells
[i
];
6871 if(!spellData
.SpellId
)
6874 // wrong triggering type
6875 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6878 // check if it is valid spell
6879 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6883 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6887 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6891 // Cannot be used in this stance/form
6892 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
) != SPELL_CAST_OK
)
6895 if(form_change
) // check aura active state from other form
6898 for (int k
=0; k
< 3; ++k
)
6900 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6901 for (AuraMap::const_iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6903 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6913 if(found
) // and skip re-cast already active aura at form change
6917 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6919 CastSpell(this,spellInfo
,true,item
);
6923 if(form_change
) // check aura compatibility
6925 // Cannot be used in this stance/form
6926 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==SPELL_CAST_OK
)
6927 return; // and remove only not compatible at form change
6931 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6933 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6937 void Player::UpdateEquipSpellsAtFormChange()
6939 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6941 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6943 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6944 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6948 // item set bonuses not dependent from item broken state
6949 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6951 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6955 for(uint32 y
=0;y
<8; ++y
)
6957 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6961 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6962 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6967 void Player::CastItemCombatSpell(Unit
* Target
, WeaponAttackType attType
)
6969 Item
*item
= GetWeaponForAttack(attType
, true);
6970 if(!item
|| item
->IsBroken())
6973 ItemPrototype
const *proto
= item
->GetProto();
6977 if (!Target
|| Target
== this )
6980 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6982 _Spell
const& spellData
= proto
->Spells
[i
];
6985 if(!spellData
.SpellId
)
6988 // wrong triggering type
6989 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6992 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6995 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6999 // not allow proc extra attack spell at extra attack
7000 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
7003 float chance
= spellInfo
->procChance
;
7005 if(spellData
.SpellPPMRate
)
7007 uint32 WeaponSpeed
= proto
->Delay
;
7008 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
7010 else if(chance
> 100.0f
)
7012 chance
= GetWeaponProcChance();
7015 if (roll_chance_f(chance
))
7016 CastSpell(Target
, spellInfo
->Id
, true, item
);
7019 // item combat enchantments
7020 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7022 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7023 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7024 if(!pEnchant
) continue;
7025 for (int s
=0;s
<3;s
++)
7027 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
7030 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7033 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7037 // Use first rank to access spell item enchant procs
7038 float ppmRate
= spellmgr
.GetItemEnchantProcChance(spellInfo
->Id
);
7040 float chance
= ppmRate
7041 ? GetPPMProcChance(proto
->Delay
, ppmRate
)
7042 : pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
7045 ApplySpellMod(spellInfo
->Id
,SPELLMOD_CHANCE_OF_SUCCESS
,chance
);
7046 ApplySpellMod(spellInfo
->Id
,SPELLMOD_FREQUENCY_OF_SUCCESS
,chance
);
7048 if (roll_chance_f(chance
))
7050 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
7051 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
7053 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
7059 void Player::CastItemUseSpell(Item
*item
,SpellCastTargets
const& targets
,uint8 cast_count
, uint32 glyphIndex
)
7061 ItemPrototype
const* proto
= item
->GetProto();
7062 // special learning case
7063 if(proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN
|| proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN_PET
)
7065 uint32 learn_spell_id
= proto
->Spells
[0].SpellId
;
7066 uint32 learning_spell_id
= proto
->Spells
[1].SpellId
;
7068 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(learn_spell_id
);
7071 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto
->ItemId
, learn_spell_id
);
7072 SendEquipError(EQUIP_ERR_NONE
,item
,NULL
);
7076 Spell
*spell
= new Spell(this, spellInfo
, false);
7077 spell
->m_CastItem
= item
;
7078 spell
->m_cast_count
= cast_count
; //set count of casts
7079 spell
->m_currentBasePoints
[0] = learning_spell_id
;
7080 spell
->prepare(&targets
);
7084 // use triggered flag only for items with many spell casts and for not first cast
7087 // item spells casted at use
7088 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
7090 _Spell
const& spellData
= proto
->Spells
[i
];
7093 if(!spellData
.SpellId
)
7096 // wrong triggering type
7097 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_NO_DELAY_USE
)
7100 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
7103 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto
->ItemId
, spellData
.SpellId
);
7107 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7108 spell
->m_CastItem
= item
;
7109 spell
->m_cast_count
= cast_count
; // set count of casts
7110 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7111 spell
->prepare(&targets
);
7116 // Item enchantments spells casted at use
7117 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7119 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7120 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7121 if(!pEnchant
) continue;
7122 for (int s
=0;s
<3;s
++)
7124 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL
)
7127 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7130 sLog
.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7134 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7135 spell
->m_CastItem
= item
;
7136 spell
->m_cast_count
= cast_count
; // set count of casts
7137 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7138 spell
->prepare(&targets
);
7145 void Player::_RemoveAllItemMods()
7147 sLog
.outDebug("_RemoveAllItemMods start.");
7149 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7153 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7157 // item set bonuses not dependent from item broken state
7159 RemoveItemsSetItem(this,proto
);
7161 if(m_items
[i
]->IsBroken())
7164 ApplyItemEquipSpell(m_items
[i
],false);
7165 ApplyEnchantment(m_items
[i
], false);
7169 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7173 if(m_items
[i
]->IsBroken())
7175 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7179 uint32 attacktype
= Player::GetAttackBySlot(i
);
7180 if(attacktype
< MAX_ATTACK
)
7181 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
7183 _ApplyItemBonuses(proto
,i
, false);
7185 if( i
== EQUIPMENT_SLOT_RANGED
)
7186 _ApplyAmmoBonuses();
7190 sLog
.outDebug("_RemoveAllItemMods complete.");
7193 void Player::_ApplyAllItemMods()
7195 sLog
.outDebug("_ApplyAllItemMods start.");
7197 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7201 if(m_items
[i
]->IsBroken())
7204 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7208 uint32 attacktype
= Player::GetAttackBySlot(i
);
7209 if(attacktype
< MAX_ATTACK
)
7210 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
7212 _ApplyItemBonuses(proto
,i
, true);
7214 if( i
== EQUIPMENT_SLOT_RANGED
)
7215 _ApplyAmmoBonuses();
7219 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7223 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7227 // item set bonuses not dependent from item broken state
7229 AddItemsSetItem(this,m_items
[i
]);
7231 if(m_items
[i
]->IsBroken())
7234 ApplyItemEquipSpell(m_items
[i
],true);
7235 ApplyEnchantment(m_items
[i
], true);
7239 sLog
.outDebug("_ApplyAllItemMods complete.");
7242 void Player::_ApplyAllLevelScaleItemMods(bool apply
)
7244 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7248 if(m_items
[i
]->IsBroken())
7251 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7255 _ApplyItemBonuses(proto
,i
, apply
, true);
7260 void Player::_ApplyAmmoBonuses()
7263 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7267 float currentAmmoDPS
;
7269 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
7270 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7271 currentAmmoDPS
= 0.0f
;
7273 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7275 if(currentAmmoDPS
== GetAmmoDPS())
7278 m_ammoDPS
= currentAmmoDPS
;
7280 if(CanModifyStats())
7281 UpdateDamagePhysical(RANGED_ATTACK
);
7284 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7289 // check ranged weapon
7290 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7291 if(!weapon
|| weapon
->IsBroken() )
7294 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7295 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7298 // check ammo ws. weapon compatibility
7299 switch(weapon_proto
->SubClass
)
7301 case ITEM_SUBCLASS_WEAPON_BOW
:
7302 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7303 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7306 case ITEM_SUBCLASS_WEAPON_GUN
:
7307 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7317 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7318 Called by remove insignia spell effect */
7319 void Player::RemovedInsignia(Player
* looterPlr
)
7321 if (!GetBattleGroundId())
7324 // If not released spirit, do it !
7325 if(m_deathTimer
> 0)
7332 Corpse
*corpse
= GetCorpse();
7336 // We have to convert player corpse to bones, not to be able to resurrect there
7337 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7338 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7342 // Now we must make bones lootable, and send player loot
7343 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7345 // We store the level of our player in the gold field
7346 // We retrieve this information at Player::SendLoot()
7347 bones
->loot
.gold
= getLevel();
7348 bones
->lootRecipient
= looterPlr
;
7349 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7352 void Player::SendLootRelease( uint64 guid
)
7354 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7355 data
<< uint64(guid
) << uint8(1);
7356 SendDirectMessage( &data
);
7359 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7361 if (uint64 lguid
= GetLootGUID())
7362 m_session
->DoLootRelease(lguid
);
7365 PermissionTypes permission
= ALL_PERMISSION
;
7367 sLog
.outDebug("Player::SendLoot");
7368 if (IS_GAMEOBJECT_GUID(guid
))
7370 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7371 GameObject
*go
= GetMap()->GetGameObject(guid
);
7373 // not check distance for GO in case owned GO (fishing bobber case, for example)
7374 // And permit out of range GO with no owner in case fishing hole
7375 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7377 SendLootRelease(guid
);
7383 if (go
->getLootState() == GO_READY
)
7385 uint32 lootid
= go
->GetGOInfo()->GetLootId();
7389 sLog
.outDebug(" if(lootid)");
7391 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this, false);
7394 if (loot_type
== LOOT_FISHING
)
7395 go
->getFishLoot(loot
,this);
7397 go
->SetLootState(GO_ACTIVATED
);
7400 else if (IS_ITEM_GUID(guid
))
7402 Item
*item
= GetItemByGuid( guid
);
7406 SendLootRelease(guid
);
7412 if (!item
->m_lootGenerated
)
7414 item
->m_lootGenerated
= true;
7419 case LOOT_DISENCHANTING
:
7420 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this,true);
7422 case LOOT_PROSPECTING
:
7423 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this,true);
7426 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this,true);
7429 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this,true);
7430 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7435 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7437 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7439 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7441 SendLootRelease(guid
);
7445 loot
= &bones
->loot
;
7447 if (!bones
->lootForBody
)
7449 bones
->lootForBody
= true;
7450 uint32 pLevel
= bones
->loot
.gold
;
7451 bones
->loot
.clear();
7452 // It may need a better formula
7453 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7454 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7457 if (bones
->lootRecipient
!= this)
7458 permission
= NONE_PERMISSION
;
7462 Creature
*creature
= GetMap()->GetCreature(guid
);
7464 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7465 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7467 SendLootRelease(guid
);
7471 if (loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7473 SendLootRelease(guid
);
7477 loot
= &creature
->loot
;
7479 if (loot_type
== LOOT_PICKPOCKETING
)
7481 if (!creature
->lootForPickPocketed
)
7483 creature
->lootForPickPocketed
= true;
7486 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7487 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this, false);
7489 // Generate extra money for pick pocket loot
7490 const uint32 a
= urand(0, creature
->getLevel()/2);
7491 const uint32 b
= urand(0, getLevel()/2);
7492 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7497 // the player whose group may loot the corpse
7498 Player
*recipient
= creature
->GetLootRecipient();
7501 creature
->SetLootRecipient(this);
7505 if (creature
->lootForPickPocketed
)
7507 creature
->lootForPickPocketed
= false;
7511 if (!creature
->lootForBody
)
7513 creature
->lootForBody
= true;
7516 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7517 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
, false);
7519 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7521 if (Group
* group
= recipient
->GetGroup())
7523 group
->UpdateLooterGuid(creature
,true);
7525 switch (group
->GetLootMethod())
7528 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7529 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7531 case NEED_BEFORE_GREED
:
7532 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7535 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7543 // possible only if creature->lootForBody && loot->empty() at spell cast check
7544 if (loot_type
== LOOT_SKINNING
)
7547 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this, false);
7549 // set group rights only for loot_type != LOOT_SKINNING
7552 if(Group
* group
= GetGroup())
7554 if (group
== recipient
->GetGroup())
7556 if (group
->GetLootMethod() == FREE_FOR_ALL
)
7557 permission
= ALL_PERMISSION
;
7558 else if (group
->GetLooterGuid() == GetGUID())
7560 if (group
->GetLootMethod() == MASTER_LOOT
)
7561 permission
= MASTER_PERMISSION
;
7563 permission
= ALL_PERMISSION
;
7566 permission
= GROUP_PERMISSION
;
7569 permission
= NONE_PERMISSION
;
7571 else if (recipient
== this)
7572 permission
= ALL_PERMISSION
;
7574 permission
= NONE_PERMISSION
;
7581 // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
7584 case LOOT_INSIGNIA
: loot_type
= LOOT_SKINNING
; break;
7585 case LOOT_FISHINGHOLE
: loot_type
= LOOT_FISHING
; break;
7589 // need know merged fishing/corpse loot type for achievements
7590 loot
->loot_type
= loot_type
;
7592 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7594 data
<< uint64(guid
);
7595 data
<< uint8(loot_type
);
7596 data
<< LootView(*loot
, this, permission
);
7598 SendDirectMessage(&data
);
7600 // add 'this' player as one of the players that are looting 'loot'
7601 if (permission
!= NONE_PERMISSION
)
7602 loot
->AddLooter(GetGUID());
7604 if (loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
))
7605 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7608 void Player::SendNotifyLootMoneyRemoved()
7610 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7611 GetSession()->SendPacket( &data
);
7614 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7616 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7617 data
<< uint8(lootSlot
);
7618 GetSession()->SendPacket( &data
);
7621 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7623 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7626 GetSession()->SendPacket(&data
);
7629 void Player::SendInitWorldStates(uint32 zoneid
, uint32 areaid
)
7631 // data depends on zoneid/mapid...
7632 BattleGround
* bg
= GetBattleGround();
7633 uint16 NumberOfFields
= 0;
7634 uint32 mapid
= GetMapId();
7636 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7638 // may be exist better way to do this...
7661 NumberOfFields
= 41;
7664 NumberOfFields
= 15;
7667 NumberOfFields
= 83;
7670 NumberOfFields
= 16;
7674 NumberOfFields
= 40;
7677 NumberOfFields
= 27;
7680 NumberOfFields
= 39;
7683 NumberOfFields
= 38;
7686 NumberOfFields
= 37;
7691 NumberOfFields
= 11;
7694 NumberOfFields
= 11;
7697 NumberOfFields
= 12;
7701 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7702 data
<< uint32(mapid
); // mapid
7703 data
<< uint32(zoneid
); // zone id
7704 data
<< uint32(areaid
); // area id, new 2.1.0
7705 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7706 data
<< uint32(0x8d8) << uint32(0x0); // 1
7707 data
<< uint32(0x8d7) << uint32(0x0); // 2
7708 data
<< uint32(0x8d6) << uint32(0x0); // 3
7709 data
<< uint32(0x8d5) << uint32(0x0); // 4
7710 data
<< uint32(0x8d4) << uint32(0x0); // 5
7711 data
<< uint32(0x8d3) << uint32(0x0); // 6
7712 // 7 1 - Arena season in progress, 0 - end of season
7713 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7714 // 8 Arena season id
7715 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7716 if(mapid
== 530) // Outland
7718 data
<< uint32(0x9bf) << uint32(0x0); // 7
7719 data
<< uint32(0x9bd) << uint32(0xF); // 8
7720 data
<< uint32(0x9bb) << uint32(0xF); // 9
7735 data
<< uint32(0x7ae) << uint32(0x1); // 7
7736 data
<< uint32(0x532) << uint32(0x1); // 8
7737 data
<< uint32(0x531) << uint32(0x0); // 9
7738 data
<< uint32(0x52e) << uint32(0x0); // 10
7739 data
<< uint32(0x571) << uint32(0x0); // 11
7740 data
<< uint32(0x570) << uint32(0x0); // 12
7741 data
<< uint32(0x567) << uint32(0x1); // 13
7742 data
<< uint32(0x566) << uint32(0x1); // 14
7743 data
<< uint32(0x550) << uint32(0x1); // 15
7744 data
<< uint32(0x544) << uint32(0x0); // 16
7745 data
<< uint32(0x536) << uint32(0x0); // 17
7746 data
<< uint32(0x535) << uint32(0x1); // 18
7747 data
<< uint32(0x518) << uint32(0x0); // 19
7748 data
<< uint32(0x517) << uint32(0x0); // 20
7749 data
<< uint32(0x574) << uint32(0x0); // 21
7750 data
<< uint32(0x573) << uint32(0x0); // 22
7751 data
<< uint32(0x572) << uint32(0x0); // 23
7752 data
<< uint32(0x56f) << uint32(0x0); // 24
7753 data
<< uint32(0x56e) << uint32(0x0); // 25
7754 data
<< uint32(0x56d) << uint32(0x0); // 26
7755 data
<< uint32(0x56c) << uint32(0x0); // 27
7756 data
<< uint32(0x56b) << uint32(0x0); // 28
7757 data
<< uint32(0x56a) << uint32(0x1); // 29
7758 data
<< uint32(0x569) << uint32(0x1); // 30
7759 data
<< uint32(0x568) << uint32(0x1); // 13
7760 data
<< uint32(0x565) << uint32(0x0); // 32
7761 data
<< uint32(0x564) << uint32(0x0); // 33
7762 data
<< uint32(0x563) << uint32(0x0); // 34
7763 data
<< uint32(0x562) << uint32(0x0); // 35
7764 data
<< uint32(0x561) << uint32(0x0); // 36
7765 data
<< uint32(0x560) << uint32(0x0); // 37
7766 data
<< uint32(0x55f) << uint32(0x0); // 38
7767 data
<< uint32(0x55e) << uint32(0x0); // 39
7768 data
<< uint32(0x55d) << uint32(0x0); // 40
7769 data
<< uint32(0x3c6) << uint32(0x4); // 41
7770 data
<< uint32(0x3c4) << uint32(0x6); // 42
7771 data
<< uint32(0x3c2) << uint32(0x4); // 43
7772 data
<< uint32(0x516) << uint32(0x1); // 44
7773 data
<< uint32(0x515) << uint32(0x0); // 45
7774 data
<< uint32(0x3b6) << uint32(0x6); // 46
7775 data
<< uint32(0x55c) << uint32(0x0); // 47
7776 data
<< uint32(0x55b) << uint32(0x0); // 48
7777 data
<< uint32(0x55a) << uint32(0x0); // 49
7778 data
<< uint32(0x559) << uint32(0x0); // 50
7779 data
<< uint32(0x558) << uint32(0x0); // 51
7780 data
<< uint32(0x557) << uint32(0x0); // 52
7781 data
<< uint32(0x556) << uint32(0x0); // 53
7782 data
<< uint32(0x555) << uint32(0x0); // 54
7783 data
<< uint32(0x554) << uint32(0x1); // 55
7784 data
<< uint32(0x553) << uint32(0x1); // 56
7785 data
<< uint32(0x552) << uint32(0x1); // 57
7786 data
<< uint32(0x551) << uint32(0x1); // 58
7787 data
<< uint32(0x54f) << uint32(0x0); // 59
7788 data
<< uint32(0x54e) << uint32(0x0); // 60
7789 data
<< uint32(0x54d) << uint32(0x1); // 61
7790 data
<< uint32(0x54c) << uint32(0x0); // 62
7791 data
<< uint32(0x54b) << uint32(0x0); // 63
7792 data
<< uint32(0x545) << uint32(0x0); // 64
7793 data
<< uint32(0x543) << uint32(0x1); // 65
7794 data
<< uint32(0x542) << uint32(0x0); // 66
7795 data
<< uint32(0x540) << uint32(0x0); // 67
7796 data
<< uint32(0x53f) << uint32(0x0); // 68
7797 data
<< uint32(0x53e) << uint32(0x0); // 69
7798 data
<< uint32(0x53d) << uint32(0x0); // 70
7799 data
<< uint32(0x53c) << uint32(0x0); // 71
7800 data
<< uint32(0x53b) << uint32(0x0); // 72
7801 data
<< uint32(0x53a) << uint32(0x1); // 73
7802 data
<< uint32(0x539) << uint32(0x0); // 74
7803 data
<< uint32(0x538) << uint32(0x0); // 75
7804 data
<< uint32(0x537) << uint32(0x0); // 76
7805 data
<< uint32(0x534) << uint32(0x0); // 77
7806 data
<< uint32(0x533) << uint32(0x0); // 78
7807 data
<< uint32(0x530) << uint32(0x0); // 79
7808 data
<< uint32(0x52f) << uint32(0x0); // 80
7809 data
<< uint32(0x52d) << uint32(0x1); // 81
7812 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7813 bg
->FillInitialWorldStates(data
);
7816 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7817 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7818 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7819 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7820 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7821 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7822 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7823 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7827 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7828 bg
->FillInitialWorldStates(data
);
7831 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7832 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7833 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7834 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7835 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7836 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7837 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7838 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7839 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7840 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7841 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7842 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7843 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7844 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7845 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7846 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7847 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7848 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7849 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7850 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7851 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7852 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7853 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7854 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7855 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7856 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7857 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7858 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7859 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7860 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7861 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7862 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7866 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7867 bg
->FillInitialWorldStates(data
);
7870 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7871 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7872 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7873 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7874 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7875 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7876 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7877 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7878 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7879 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7880 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7881 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7882 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7883 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7884 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7885 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7886 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7887 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7888 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7889 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7890 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7891 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7892 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7893 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7894 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7895 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7896 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7897 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7898 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7899 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7900 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7901 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7902 // and some more ... unknown
7905 case 3483: // Hellfire Peninsula
7906 data
<< uint32(0x9ba) << uint32(0x1); // 10
7907 data
<< uint32(0x9b9) << uint32(0x1); // 11
7908 data
<< uint32(0x9b5) << uint32(0x0); // 12
7909 data
<< uint32(0x9b4) << uint32(0x1); // 13
7910 data
<< uint32(0x9b3) << uint32(0x0); // 14
7911 data
<< uint32(0x9b2) << uint32(0x0); // 15
7912 data
<< uint32(0x9b1) << uint32(0x1); // 16
7913 data
<< uint32(0x9b0) << uint32(0x0); // 17
7914 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7915 data
<< uint32(0x9ac) << uint32(0x0); // 19
7916 data
<< uint32(0x9a8) << uint32(0x0); // 20
7917 data
<< uint32(0x9a7) << uint32(0x0); // 21
7918 data
<< uint32(0x9a6) << uint32(0x1); // 22
7920 case 3519: // Terokkar Forest
7921 data
<< uint32(0xa41) << uint32(0x0); // 10
7922 data
<< uint32(0xa40) << uint32(0x14); // 11
7923 data
<< uint32(0xa3f) << uint32(0x0); // 12
7924 data
<< uint32(0xa3e) << uint32(0x0); // 13
7925 data
<< uint32(0xa3d) << uint32(0x5); // 14
7926 data
<< uint32(0xa3c) << uint32(0x0); // 15
7927 data
<< uint32(0xa87) << uint32(0x0); // 16
7928 data
<< uint32(0xa86) << uint32(0x0); // 17
7929 data
<< uint32(0xa85) << uint32(0x0); // 18
7930 data
<< uint32(0xa84) << uint32(0x0); // 19
7931 data
<< uint32(0xa83) << uint32(0x0); // 20
7932 data
<< uint32(0xa82) << uint32(0x0); // 21
7933 data
<< uint32(0xa81) << uint32(0x0); // 22
7934 data
<< uint32(0xa80) << uint32(0x0); // 23
7935 data
<< uint32(0xa7e) << uint32(0x0); // 24
7936 data
<< uint32(0xa7d) << uint32(0x0); // 25
7937 data
<< uint32(0xa7c) << uint32(0x0); // 26
7938 data
<< uint32(0xa7b) << uint32(0x0); // 27
7939 data
<< uint32(0xa7a) << uint32(0x0); // 28
7940 data
<< uint32(0xa79) << uint32(0x0); // 29
7941 data
<< uint32(0x9d0) << uint32(0x5); // 30
7942 data
<< uint32(0x9ce) << uint32(0x0); // 31
7943 data
<< uint32(0x9cd) << uint32(0x0); // 32
7944 data
<< uint32(0x9cc) << uint32(0x0); // 33
7945 data
<< uint32(0xa88) << uint32(0x0); // 34
7946 data
<< uint32(0xad0) << uint32(0x0); // 35
7947 data
<< uint32(0xacf) << uint32(0x1); // 36
7949 case 3521: // Zangarmarsh
7950 data
<< uint32(0x9e1) << uint32(0x0); // 10
7951 data
<< uint32(0x9e0) << uint32(0x0); // 11
7952 data
<< uint32(0x9df) << uint32(0x0); // 12
7953 data
<< uint32(0xa5d) << uint32(0x1); // 13
7954 data
<< uint32(0xa5c) << uint32(0x0); // 14
7955 data
<< uint32(0xa5b) << uint32(0x1); // 15
7956 data
<< uint32(0xa5a) << uint32(0x0); // 16
7957 data
<< uint32(0xa59) << uint32(0x1); // 17
7958 data
<< uint32(0xa58) << uint32(0x0); // 18
7959 data
<< uint32(0xa57) << uint32(0x0); // 19
7960 data
<< uint32(0xa56) << uint32(0x0); // 20
7961 data
<< uint32(0xa55) << uint32(0x1); // 21
7962 data
<< uint32(0xa54) << uint32(0x0); // 22
7963 data
<< uint32(0x9e7) << uint32(0x0); // 23
7964 data
<< uint32(0x9e6) << uint32(0x0); // 24
7965 data
<< uint32(0x9e5) << uint32(0x0); // 25
7966 data
<< uint32(0xa00) << uint32(0x0); // 26
7967 data
<< uint32(0x9ff) << uint32(0x1); // 27
7968 data
<< uint32(0x9fe) << uint32(0x0); // 28
7969 data
<< uint32(0x9fd) << uint32(0x0); // 29
7970 data
<< uint32(0x9fc) << uint32(0x1); // 30
7971 data
<< uint32(0x9fb) << uint32(0x0); // 31
7972 data
<< uint32(0xa62) << uint32(0x0); // 32
7973 data
<< uint32(0xa61) << uint32(0x1); // 33
7974 data
<< uint32(0xa60) << uint32(0x1); // 34
7975 data
<< uint32(0xa5f) << uint32(0x0); // 35
7977 case 3698: // Nagrand Arena
7978 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
7979 bg
->FillInitialWorldStates(data
);
7982 data
<< uint32(0xa0f) << uint32(0x0); // 7
7983 data
<< uint32(0xa10) << uint32(0x0); // 8
7984 data
<< uint32(0xa11) << uint32(0x0); // 9 show
7987 case 3702: // Blade's Edge Arena
7988 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
7989 bg
->FillInitialWorldStates(data
);
7992 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
7993 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
7994 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
7997 case 3968: // Ruins of Lordaeron
7998 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
7999 bg
->FillInitialWorldStates(data
);
8002 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
8003 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
8004 data
<< uint32(0xbba) << uint32(0x0); // 9 show
8007 case 3703: // Shattrath City
8010 data
<< uint32(0x914) << uint32(0x0); // 7
8011 data
<< uint32(0x913) << uint32(0x0); // 8
8012 data
<< uint32(0x912) << uint32(0x0); // 9
8013 data
<< uint32(0x915) << uint32(0x0); // 10
8016 GetSession()->SendPacket(&data
);
8019 uint32
Player::GetXPRestBonus(uint32 xp
)
8021 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
8023 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
8026 SetRestBonus( GetRestBonus() - rested_bonus
);
8028 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
8029 return rested_bonus
;
8032 void Player::SetBindPoint(uint64 guid
)
8034 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
8035 data
<< uint64(guid
);
8036 GetSession()->SendPacket( &data
);
8039 void Player::SendTalentWipeConfirm(uint64 guid
)
8041 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
8042 data
<< uint64(guid
);
8043 data
<< uint32(resetTalentsCost());
8044 GetSession()->SendPacket( &data
);
8047 void Player::SendPetSkillWipeConfirm()
8049 Pet
* pet
= GetPet();
8052 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
8053 data
<< pet
->GetGUID();
8054 data
<< uint32(pet
->resetTalentsCost());
8055 GetSession()->SendPacket( &data
);
8058 /*********************************************************/
8059 /*** STORAGE SYSTEM ***/
8060 /*********************************************************/
8062 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
8067 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
8069 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
8073 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
8074 else if(charges
<= 1)
8076 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
8077 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
8082 void Player::SetSheath( SheathState sheathed
)
8086 case SHEATH_STATE_UNARMED
: // no prepared weapon
8087 SetVirtualItemSlot(0,NULL
);
8088 SetVirtualItemSlot(1,NULL
);
8089 SetVirtualItemSlot(2,NULL
);
8091 case SHEATH_STATE_MELEE
: // prepared melee weapon
8093 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
8094 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
8095 SetVirtualItemSlot(2,NULL
);
8097 case SHEATH_STATE_RANGED
: // prepared ranged weapon
8098 SetVirtualItemSlot(0,NULL
);
8099 SetVirtualItemSlot(1,NULL
);
8100 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
8103 SetVirtualItemSlot(0,NULL
);
8104 SetVirtualItemSlot(1,NULL
);
8105 SetVirtualItemSlot(2,NULL
);
8108 Unit::SetSheath(sheathed
); // this must visualize Sheath changing for other players...
8111 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
8113 uint8 pClass
= getClass();
8116 slots
[0] = NULL_SLOT
;
8117 slots
[1] = NULL_SLOT
;
8118 slots
[2] = NULL_SLOT
;
8119 slots
[3] = NULL_SLOT
;
8120 switch( proto
->InventoryType
)
8123 slots
[0] = EQUIPMENT_SLOT_HEAD
;
8126 slots
[0] = EQUIPMENT_SLOT_NECK
;
8128 case INVTYPE_SHOULDERS
:
8129 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
8132 slots
[0] = EQUIPMENT_SLOT_BODY
;
8135 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8138 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8141 slots
[0] = EQUIPMENT_SLOT_WAIST
;
8144 slots
[0] = EQUIPMENT_SLOT_LEGS
;
8147 slots
[0] = EQUIPMENT_SLOT_FEET
;
8149 case INVTYPE_WRISTS
:
8150 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
8153 slots
[0] = EQUIPMENT_SLOT_HANDS
;
8155 case INVTYPE_FINGER
:
8156 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
8157 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
8159 case INVTYPE_TRINKET
:
8160 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
8161 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
8164 slots
[0] = EQUIPMENT_SLOT_BACK
;
8166 case INVTYPE_WEAPON
:
8168 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8170 // suggest offhand slot only if know dual wielding
8171 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8173 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8176 case INVTYPE_SHIELD
:
8177 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8179 case INVTYPE_RANGED
:
8180 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8182 case INVTYPE_2HWEAPON
:
8183 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8184 if (CanDualWield() && CanTitanGrip())
8185 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8187 case INVTYPE_TABARD
:
8188 slots
[0] = EQUIPMENT_SLOT_TABARD
;
8190 case INVTYPE_WEAPONMAINHAND
:
8191 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8193 case INVTYPE_WEAPONOFFHAND
:
8194 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8196 case INVTYPE_HOLDABLE
:
8197 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8199 case INVTYPE_THROWN
:
8200 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8202 case INVTYPE_RANGEDRIGHT
:
8203 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8206 slots
[0] = INVENTORY_SLOT_BAG_START
+ 0;
8207 slots
[1] = INVENTORY_SLOT_BAG_START
+ 1;
8208 slots
[2] = INVENTORY_SLOT_BAG_START
+ 2;
8209 slots
[3] = INVENTORY_SLOT_BAG_START
+ 3;
8213 switch(proto
->SubClass
)
8215 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
8216 if (pClass
== CLASS_PALADIN
)
8217 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8219 case ITEM_SUBCLASS_ARMOR_IDOL
:
8220 if (pClass
== CLASS_DRUID
)
8221 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8223 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8224 if (pClass
== CLASS_SHAMAN
)
8225 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8227 case ITEM_SUBCLASS_ARMOR_MISC
:
8228 if (pClass
== CLASS_WARLOCK
)
8229 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8231 case ITEM_SUBCLASS_ARMOR_SIGIL
:
8232 if (pClass
== CLASS_DEATH_KNIGHT
)
8233 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8242 if( slot
!= NULL_SLOT
)
8244 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
8246 for (int i
= 0; i
< 4; ++i
)
8248 if ( slots
[i
] == slot
)
8255 // search free slot at first
8256 for (int i
= 0; i
< 4; ++i
)
8258 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8260 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8261 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8266 // if not found free and can swap return first appropriate from used
8267 for (int i
= 0; i
< 4; ++i
)
8269 if ( slots
[i
] != NULL_SLOT
&& swap
)
8278 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8281 uint32 tempcount
= 0;
8283 uint8 res
= EQUIP_ERR_OK
;
8285 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8287 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8288 if( pItem
&& pItem
->GetEntry() == item
)
8290 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8291 if(ires
==EQUIP_ERR_OK
)
8293 tempcount
+= pItem
->GetCount();
8294 if( tempcount
>= count
)
8295 return EQUIP_ERR_OK
;
8301 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8303 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8304 if( pItem
&& pItem
->GetEntry() == item
)
8306 tempcount
+= pItem
->GetCount();
8307 if( tempcount
>= count
)
8308 return EQUIP_ERR_OK
;
8311 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8313 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8314 if( pItem
&& pItem
->GetEntry() == item
)
8316 tempcount
+= pItem
->GetCount();
8317 if( tempcount
>= count
)
8318 return EQUIP_ERR_OK
;
8322 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8324 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8327 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8329 pItem
= GetItemByPos( i
, j
);
8330 if( pItem
&& pItem
->GetEntry() == item
)
8332 tempcount
+= pItem
->GetCount();
8333 if( tempcount
>= count
)
8334 return EQUIP_ERR_OK
;
8340 // not found req. item count and have unequippable items
8344 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8347 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8349 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8350 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8351 count
+= pItem
->GetCount();
8353 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8355 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8356 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8357 count
+= pItem
->GetCount();
8359 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8361 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8363 count
+= pBag
->GetItemCount(item
,skipItem
);
8366 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8368 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8370 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8371 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8372 count
+= pItem
->GetGemCountWithID(item
);
8378 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8380 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8381 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8382 count
+= pItem
->GetCount();
8384 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8386 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8388 count
+= pBag
->GetItemCount(item
,skipItem
);
8391 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8393 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8395 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8396 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8397 count
+= pItem
->GetGemCountWithID(item
);
8405 Item
* Player::GetItemByGuid( uint64 guid
) const
8407 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8409 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8410 if( pItem
&& pItem
->GetGUID() == guid
)
8413 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8415 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8416 if( pItem
&& pItem
->GetGUID() == guid
)
8420 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8422 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8425 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8427 Item
* pItem
= pBag
->GetItemByPos( j
);
8428 if( pItem
&& pItem
->GetGUID() == guid
)
8433 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8435 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8438 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8440 Item
* pItem
= pBag
->GetItemByPos( j
);
8441 if( pItem
&& pItem
->GetGUID() == guid
)
8450 Item
* Player::GetItemByPos( uint16 pos
) const
8452 uint8 bag
= pos
>> 8;
8453 uint8 slot
= pos
& 255;
8454 return GetItemByPos( bag
, slot
);
8457 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8459 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8460 return m_items
[slot
];
8461 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8462 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8464 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8466 return pBag
->GetItemByPos(slot
);
8471 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8476 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8477 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8478 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8479 default: return NULL
;
8482 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8483 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8489 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8495 Item
* Player::GetShield(bool useable
) const
8497 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8498 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8504 if( item
->IsBroken())
8510 uint32
Player::GetAttackBySlot( uint8 slot
)
8514 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8515 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8516 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8517 default: return MAX_ATTACK
;
8521 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8523 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8525 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8527 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8529 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8534 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8536 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8538 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8543 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8545 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8547 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8549 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8554 bool Player::IsBagPos( uint16 pos
)
8556 uint8 bag
= pos
>> 8;
8557 uint8 slot
= pos
& 255;
8558 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8560 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8565 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8571 if (bag
== INVENTORY_SLOT_BAG_0
)
8573 // any post selected
8574 if (slot
== NULL_SLOT
)
8578 if (slot
< EQUIPMENT_SLOT_END
)
8582 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8586 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8590 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8594 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8598 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8604 // bag content slots
8605 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8607 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8611 // any post selected
8612 if (slot
== NULL_SLOT
)
8615 return slot
< pBag
->GetBagSize();
8618 // bank bag content slots
8619 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8621 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8625 // any post selected
8626 if (slot
== NULL_SLOT
)
8629 return slot
< pBag
->GetBagSize();
8637 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8639 uint32 tempcount
= 0;
8640 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8642 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8643 if( pItem
&& pItem
->GetEntry() == item
)
8645 tempcount
+= pItem
->GetCount();
8646 if( tempcount
>= count
)
8650 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8652 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8653 if( pItem
&& pItem
->GetEntry() == item
)
8655 tempcount
+= pItem
->GetCount();
8656 if( tempcount
>= count
)
8660 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8662 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8664 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8666 Item
* pItem
= GetItemByPos( i
, j
);
8667 if( pItem
&& pItem
->GetEntry() == item
)
8669 tempcount
+= pItem
->GetCount();
8670 if( tempcount
>= count
)
8679 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8681 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8682 if( pItem
&& pItem
->GetEntry() == item
)
8684 tempcount
+= pItem
->GetCount();
8685 if( tempcount
>= count
)
8689 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8691 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8693 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8695 Item
* pItem
= GetItemByPos( i
, j
);
8696 if( pItem
&& pItem
->GetEntry() == item
)
8698 tempcount
+= pItem
->GetCount();
8699 if( tempcount
>= count
)
8710 bool Player::HasItemOrGemWithIdEquipped( uint32 item
, uint32 count
, uint8 except_slot
) const
8712 uint32 tempcount
= 0;
8713 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8715 if(i
==int(except_slot
))
8718 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8719 if( pItem
&& pItem
->GetEntry() == item
)
8721 tempcount
+= pItem
->GetCount();
8722 if( tempcount
>= count
)
8727 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8728 if (pProto
&& pProto
->GemProperties
)
8730 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8732 if(i
==int(except_slot
))
8735 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8736 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8738 tempcount
+= pItem
->GetGemCountWithID(item
);
8739 if( tempcount
>= count
)
8748 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory
, uint32 count
, uint8 except_slot
) const
8750 uint32 tempcount
= 0;
8751 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8753 if(i
==int(except_slot
))
8756 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8760 ItemPrototype
const *pProto
= pItem
->GetProto();
8764 if (pProto
->ItemLimitCategory
== limitCategory
)
8766 tempcount
+= pItem
->GetCount();
8767 if( tempcount
>= count
)
8771 if( pProto
->Socket
[0].Color
)
8773 tempcount
+= pItem
->GetGemCountWithLimitCategory(limitCategory
);
8774 if( tempcount
>= count
)
8782 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8784 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8788 *no_space_count
= count
;
8789 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8793 if(pProto
->MaxCount
<= 0)
8794 return EQUIP_ERR_OK
;
8796 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8798 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8801 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8802 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8805 return EQUIP_ERR_OK
;
8808 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8811 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8813 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8814 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8817 for(uint8 i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8819 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8820 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8823 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8825 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8827 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8829 pItem
= GetItemByPos( i
, j
);
8830 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8838 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8840 Item
* pItem2
= GetItemByPos( bag
, slot
);
8842 // ignore move item (this slot will be empty at move)
8843 if (pItem2
==pSrcItem
)
8848 // empty specific slot - check item fit to slot
8849 if (!pItem2
|| swap
)
8851 if (bag
== INVENTORY_SLOT_BAG_0
)
8854 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8855 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8857 // currencytoken case
8858 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
8859 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8862 if (slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8863 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8867 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8869 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8871 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8873 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8875 if (slot
>= pBagProto
->ContainerSlots
)
8876 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8878 if (!ItemCanGoIntoBag(pProto
,pBagProto
))
8879 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8882 // non empty stack with space
8883 need_space
= pProto
->GetMaxStackSize();
8885 // non empty slot, check item type
8889 if (pItem2
->GetEntry() != pProto
->ItemId
)
8890 return EQUIP_ERR_ITEM_CANT_STACK
;
8893 if (pItem2
->GetCount() >= pProto
->GetMaxStackSize())
8894 return EQUIP_ERR_ITEM_CANT_STACK
;
8896 // free stack space or infinity
8897 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8900 if (need_space
> count
)
8903 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8904 if (!newPosition
.isContainedIn(dest
))
8906 dest
.push_back(newPosition
);
8907 count
-= need_space
;
8909 return EQUIP_ERR_OK
;
8912 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
8914 // skip specific bag already processed in first called _CanStoreItem_InBag
8916 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8918 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8920 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8922 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8924 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8926 // specialized bag mode or non-specilized
8927 if (non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
))
8928 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8930 if (!ItemCanGoIntoBag(pProto
,pBagProto
))
8931 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8933 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8935 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8939 Item
* pItem2
= GetItemByPos( bag
, j
);
8941 // ignore move item (this slot will be empty at move)
8942 if (pItem2
==pSrcItem
)
8945 // if merge skip empty, if !merge skip non-empty
8946 if ((pItem2
!=NULL
)!=merge
)
8951 if (pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8953 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8954 if(need_space
> count
)
8957 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8958 if (!newPosition
.isContainedIn(dest
))
8960 dest
.push_back(newPosition
);
8961 count
-= need_space
;
8964 return EQUIP_ERR_OK
;
8970 uint32 need_space
= pProto
->GetMaxStackSize();
8971 if (need_space
> count
)
8974 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8975 if (!newPosition
.isContainedIn(dest
))
8977 dest
.push_back(newPosition
);
8978 count
-= need_space
;
8981 return EQUIP_ERR_OK
;
8985 return EQUIP_ERR_OK
;
8988 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
8990 for(uint32 j
= slot_begin
; j
< slot_end
; ++j
)
8992 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8993 if (INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8996 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8998 // ignore move item (this slot will be empty at move)
8999 if (pItem2
==pSrcItem
)
9002 // if merge skip empty, if !merge skip non-empty
9003 if ((pItem2
!=NULL
)!=merge
)
9008 if (pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
9010 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
9011 if (need_space
> count
)
9013 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
9014 if (!newPosition
.isContainedIn(dest
))
9016 dest
.push_back(newPosition
);
9017 count
-= need_space
;
9020 return EQUIP_ERR_OK
;
9026 uint32 need_space
= pProto
->GetMaxStackSize();
9027 if (need_space
> count
)
9030 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
9031 if (!newPosition
.isContainedIn(dest
))
9033 dest
.push_back(newPosition
);
9034 count
-= need_space
;
9037 return EQUIP_ERR_OK
;
9041 return EQUIP_ERR_OK
;
9044 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
9046 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
9048 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
9052 *no_space_count
= count
;
9053 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
9056 if (pItem
&& pItem
->IsBindedNotWith(this))
9059 *no_space_count
= count
;
9060 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9063 // check count of items (skip for auto move for same player from bank)
9064 uint32 no_similar_count
= 0; // can't store this amount similar items
9065 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
9066 if (res
!=EQUIP_ERR_OK
)
9068 if (count
==no_similar_count
)
9071 *no_space_count
= no_similar_count
;
9074 count
-= no_similar_count
;
9078 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9080 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9081 if (res
!=EQUIP_ERR_OK
)
9084 *no_space_count
= count
+ no_similar_count
;
9090 if (no_similar_count
==0)
9091 return EQUIP_ERR_OK
;
9094 *no_space_count
= count
+ no_similar_count
;
9095 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9099 // not specific slot or have space for partly store only in specific slot
9102 if (bag
!= NULL_BAG
)
9104 // search stack in bag for merge to
9105 if (pProto
->Stackable
!= 1)
9107 if (bag
== INVENTORY_SLOT_BAG_0
) // inventory
9109 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9110 if (res
!=EQUIP_ERR_OK
)
9113 *no_space_count
= count
+ no_similar_count
;
9119 if (no_similar_count
==0)
9120 return EQUIP_ERR_OK
;
9123 *no_space_count
= count
+ no_similar_count
;
9124 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9127 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9128 if (res
!=EQUIP_ERR_OK
)
9131 *no_space_count
= count
+ no_similar_count
;
9137 if (no_similar_count
==0)
9138 return EQUIP_ERR_OK
;
9141 *no_space_count
= count
+ no_similar_count
;
9142 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9145 else // equipped bag
9147 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
9148 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9149 if (res
!=EQUIP_ERR_OK
)
9150 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9152 if (res
!=EQUIP_ERR_OK
)
9155 *no_space_count
= count
+ no_similar_count
;
9161 if (no_similar_count
==0)
9162 return EQUIP_ERR_OK
;
9165 *no_space_count
= count
+ no_similar_count
;
9166 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9171 // search free slot in bag for place to
9172 if(bag
== INVENTORY_SLOT_BAG_0
) // inventory
9174 // search free slot - keyring case
9175 if (pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9177 uint32 keyringSize
= GetMaxKeyringSize();
9178 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9179 if (res
!=EQUIP_ERR_OK
)
9182 *no_space_count
= count
+ no_similar_count
;
9188 if (no_similar_count
==0)
9189 return EQUIP_ERR_OK
;
9192 *no_space_count
= count
+ no_similar_count
;
9193 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9196 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9197 if (res
!=EQUIP_ERR_OK
)
9200 *no_space_count
= count
+ no_similar_count
;
9206 if (no_similar_count
==0)
9207 return EQUIP_ERR_OK
;
9210 *no_space_count
= count
+ no_similar_count
;
9211 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9214 else if (pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9216 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9217 if (res
!=EQUIP_ERR_OK
)
9220 *no_space_count
= count
+ no_similar_count
;
9226 if (no_similar_count
==0)
9227 return EQUIP_ERR_OK
;
9230 *no_space_count
= count
+ no_similar_count
;
9231 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9235 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9236 if (res
!=EQUIP_ERR_OK
)
9239 *no_space_count
= count
+ no_similar_count
;
9245 if (no_similar_count
==0)
9246 return EQUIP_ERR_OK
;
9249 *no_space_count
= count
+ no_similar_count
;
9250 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9253 else // equipped bag
9255 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9256 if (res
!=EQUIP_ERR_OK
)
9257 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9259 if (res
!=EQUIP_ERR_OK
)
9262 *no_space_count
= count
+ no_similar_count
;
9268 if (no_similar_count
==0)
9269 return EQUIP_ERR_OK
;
9272 *no_space_count
= count
+ no_similar_count
;
9273 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9278 // not specific bag or have space for partly store only in specific bag
9280 // search stack for merge to
9281 if (pProto
->Stackable
!= 1)
9283 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9284 if (res
!=EQUIP_ERR_OK
)
9287 *no_space_count
= count
+ no_similar_count
;
9293 if (no_similar_count
==0)
9294 return EQUIP_ERR_OK
;
9297 *no_space_count
= count
+ no_similar_count
;
9298 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9301 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9302 if (res
!=EQUIP_ERR_OK
)
9305 *no_space_count
= count
+ no_similar_count
;
9311 if (no_similar_count
==0)
9312 return EQUIP_ERR_OK
;
9315 *no_space_count
= count
+ no_similar_count
;
9316 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9319 if (pProto
->BagFamily
)
9321 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9323 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9324 if (res
!=EQUIP_ERR_OK
)
9329 if (no_similar_count
==0)
9330 return EQUIP_ERR_OK
;
9333 *no_space_count
= count
+ no_similar_count
;
9334 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9339 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9341 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9342 if (res
!=EQUIP_ERR_OK
)
9347 if (no_similar_count
==0)
9348 return EQUIP_ERR_OK
;
9351 *no_space_count
= count
+ no_similar_count
;
9352 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9357 // search free slot - special bag case
9358 if (pProto
->BagFamily
)
9360 if (pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9362 uint32 keyringSize
= GetMaxKeyringSize();
9363 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9364 if (res
!=EQUIP_ERR_OK
)
9367 *no_space_count
= count
+ no_similar_count
;
9373 if (no_similar_count
==0)
9374 return EQUIP_ERR_OK
;
9377 *no_space_count
= count
+ no_similar_count
;
9378 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9381 else if (pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9383 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9384 if (res
!=EQUIP_ERR_OK
)
9387 *no_space_count
= count
+ no_similar_count
;
9393 if (no_similar_count
==0)
9394 return EQUIP_ERR_OK
;
9397 *no_space_count
= count
+ no_similar_count
;
9398 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9402 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9404 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9405 if (res
!=EQUIP_ERR_OK
)
9410 if (no_similar_count
==0)
9411 return EQUIP_ERR_OK
;
9414 *no_space_count
= count
+ no_similar_count
;
9415 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9421 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9422 if (res
!=EQUIP_ERR_OK
)
9425 *no_space_count
= count
+ no_similar_count
;
9431 if (no_similar_count
==0)
9432 return EQUIP_ERR_OK
;
9435 *no_space_count
= count
+ no_similar_count
;
9436 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9439 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9441 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9442 if (res
!=EQUIP_ERR_OK
)
9447 if (no_similar_count
==0)
9448 return EQUIP_ERR_OK
;
9451 *no_space_count
= count
+ no_similar_count
;
9452 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9457 *no_space_count
= count
+ no_similar_count
;
9459 return EQUIP_ERR_INVENTORY_FULL
;
9462 //////////////////////////////////////////////////////////////////////////
9463 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9468 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9469 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9470 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9471 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9473 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9474 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9475 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9476 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9478 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
9480 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9482 if (pItem2
&& !pItem2
->IsInTrade())
9484 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9488 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
9490 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9492 if (pItem2
&& !pItem2
->IsInTrade())
9494 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9498 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
9500 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9502 if (pItem2
&& !pItem2
->IsInTrade())
9504 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9508 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9510 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9512 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9514 pItem2
= GetItemByPos( i
, j
);
9515 if (pItem2
&& !pItem2
->IsInTrade())
9517 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9523 // check free space for all items
9524 for (int k
= 0; k
< count
; ++k
)
9526 Item
*pItem
= pItems
[k
];
9529 if (!pItem
) continue;
9531 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9532 ItemPrototype
const *pProto
= pItem
->GetProto();
9536 return EQUIP_ERR_ITEM_NOT_FOUND
;
9539 if(pItem
->IsBindedNotWith(this))
9540 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9543 ItemPrototype
const *pBagProto
;
9545 // item is 'one item only'
9546 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9547 if(res
!= EQUIP_ERR_OK
)
9550 // search stack for merge to
9551 if( pProto
->Stackable
!= 1 )
9553 bool b_found
= false;
9555 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; ++t
)
9557 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9558 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9560 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9565 if (b_found
) continue;
9567 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9569 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9570 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9572 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9577 if (b_found
) continue;
9579 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9581 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9582 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9584 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9589 if (b_found
) continue;
9591 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9593 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9596 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9598 pItem2
= GetItemByPos( t
, j
);
9599 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9601 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9608 if (b_found
) continue;
9612 if( pProto
->BagFamily
)
9614 bool b_found
= false;
9615 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9617 uint32 keyringSize
= GetMaxKeyringSize();
9618 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9620 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9622 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9629 if (b_found
) continue;
9631 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9633 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9635 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9637 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9644 if (b_found
) continue;
9646 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9648 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9651 pBagProto
= pBag
->GetProto();
9653 // not plain container check
9654 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9655 ItemCanGoIntoBag(pProto
,pBagProto
) )
9657 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9659 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9661 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9669 if (b_found
) continue;
9673 bool b_found
= false;
9674 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9676 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9678 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9683 if (b_found
) continue;
9685 // search free slot in bags
9686 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9688 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9691 pBagProto
= pBag
->GetProto();
9693 // special bag already checked
9694 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
))
9697 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9699 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9701 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9709 // no free slot found?
9711 return EQUIP_ERR_INVENTORY_FULL
;
9714 return EQUIP_ERR_OK
;
9717 //////////////////////////////////////////////////////////////////////////
9718 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9721 Item
*pItem
= Item::CreateItem( item
, 1, this );
9724 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9729 return EQUIP_ERR_ITEM_NOT_FOUND
;
9732 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9737 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9738 ItemPrototype
const *pProto
= pItem
->GetProto();
9741 if(pItem
->IsBindedNotWith(this))
9742 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9744 // check count of items (skip for auto move for same player from bank)
9745 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9746 if(res
!= EQUIP_ERR_OK
)
9749 // check this only in game
9752 // May be here should be more stronger checks; STUNNED checked
9753 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9754 if (hasUnitState(UNIT_STAT_STUNNED
))
9755 return EQUIP_ERR_YOU_ARE_STUNNED
;
9757 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9759 // - in-progress arenas
9760 if( !pProto
->CanChangeEquipStateInCombat() )
9763 return EQUIP_ERR_NOT_IN_COMBAT
;
9765 if(BattleGround
* bg
= GetBattleGround())
9766 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9767 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9770 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9771 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9773 if(IsNonMeleeSpellCasted(false))
9774 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9777 ScalingStatDistributionEntry
const *ssd
= pProto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(pProto
->ScalingStatDistribution
) : 0;
9778 // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
9779 if (ssd
&& ssd
->MaxLevel
< DEFAULT_MAX_LEVEL
&& ssd
->MaxLevel
< getLevel())
9780 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9782 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9783 if (eslot
== NULL_SLOT
)
9784 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9786 uint8 msg
= CanUseItem(pItem
, not_loading
);
9787 if (msg
!= EQUIP_ERR_OK
)
9789 if (!swap
&& GetItemByPos(INVENTORY_SLOT_BAG_0
, eslot
))
9790 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9792 // if swap ignore item (equipped also)
9793 if (uint8 res2
= CanEquipUniqueItem(pItem
, swap
? eslot
: NULL_SLOT
))
9796 // check unique-equipped special item classes
9797 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9799 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9801 if (Item
* pBag
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
))
9805 if (ItemPrototype
const* pBagProto
= pBag
->GetProto())
9807 if (pBagProto
->Class
==pProto
->Class
&& (!swap
|| pBag
->GetSlot() != eslot
))
9808 return (pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9809 ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
9810 : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9817 uint32 type
= pProto
->InventoryType
;
9819 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9821 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9823 if (!CanDualWield())
9824 return EQUIP_ERR_CANT_DUAL_WIELD
;
9826 else if (type
== INVTYPE_2HWEAPON
)
9828 if (!CanDualWield() || !CanTitanGrip())
9829 return EQUIP_ERR_CANT_DUAL_WIELD
;
9832 if (IsTwoHandUsed())
9833 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9836 // equip two-hand weapon case (with possible unequip 2 items)
9837 if (type
== INVTYPE_2HWEAPON
)
9839 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9841 if (!CanTitanGrip())
9842 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9844 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9845 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9847 if (!CanTitanGrip())
9849 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9850 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9851 ItemPosCountVec off_dest
;
9852 if (offItem
&& (!not_loading
||
9853 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9854 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
))
9855 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9858 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9859 return EQUIP_ERR_OK
;
9863 return !swap
? EQUIP_ERR_ITEM_NOT_FOUND
: EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9866 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9868 // Applied only to equipped items and bank bags
9869 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9870 return EQUIP_ERR_OK
;
9872 Item
* pItem
= GetItemByPos(pos
);
9874 // Applied only to existed equipped item
9876 return EQUIP_ERR_OK
;
9878 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9880 ItemPrototype
const *pProto
= pItem
->GetProto();
9882 return EQUIP_ERR_ITEM_NOT_FOUND
;
9884 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9886 // - in-progress arenas
9887 if( !pProto
->CanChangeEquipStateInCombat() )
9890 return EQUIP_ERR_NOT_IN_COMBAT
;
9892 if(BattleGround
* bg
= GetBattleGround())
9893 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9894 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9897 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9898 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9900 return EQUIP_ERR_OK
;
9903 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9906 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9908 uint32 count
= pItem
->GetCount();
9910 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9911 ItemPrototype
const *pProto
= pItem
->GetProto();
9913 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9915 if (pItem
->IsBindedNotWith(this))
9916 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9918 // check count of items (skip for auto move for same player from bank)
9919 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9920 if (res
!= EQUIP_ERR_OK
)
9924 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9926 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9928 if (!pItem
->IsBag())
9929 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9931 if (slot
- BANK_SLOT_BAG_START
>= GetBankBagSlotCount())
9932 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9934 if (uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9938 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9939 if (res
!=EQUIP_ERR_OK
)
9943 return EQUIP_ERR_OK
;
9946 // not specific slot or have space for partly store only in specific slot
9949 if( bag
!= NULL_BAG
)
9951 if( pProto
->InventoryType
== INVTYPE_BAG
)
9953 Bag
*pBag
= (Bag
*)pItem
;
9954 if( pBag
&& !pBag
->IsEmpty() )
9955 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9958 // search stack in bag for merge to
9959 if( pProto
->Stackable
!= 1 )
9961 if( bag
== INVENTORY_SLOT_BAG_0
)
9963 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9964 if(res
!=EQUIP_ERR_OK
)
9968 return EQUIP_ERR_OK
;
9972 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9973 if(res
!=EQUIP_ERR_OK
)
9974 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9976 if(res
!=EQUIP_ERR_OK
)
9980 return EQUIP_ERR_OK
;
9984 // search free slot in bag
9985 if( bag
== INVENTORY_SLOT_BAG_0
)
9987 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9988 if(res
!=EQUIP_ERR_OK
)
9992 return EQUIP_ERR_OK
;
9996 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, false, pItem
, NULL_BAG
, slot
);
9997 if(res
!= EQUIP_ERR_OK
)
9998 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, true, pItem
, NULL_BAG
, slot
);
10000 if(res
!= EQUIP_ERR_OK
)
10004 return EQUIP_ERR_OK
;
10008 // not specific bag or have space for partly store only in specific bag
10010 // search stack for merge to
10011 if( pProto
->Stackable
!= 1 )
10014 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
10015 if(res
!= EQUIP_ERR_OK
)
10019 return EQUIP_ERR_OK
;
10022 if( pProto
->BagFamily
)
10024 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10026 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
10027 if(res
!=EQUIP_ERR_OK
)
10031 return EQUIP_ERR_OK
;
10035 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10037 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
10038 if(res
!=EQUIP_ERR_OK
)
10042 return EQUIP_ERR_OK
;
10046 // search free place in special bag
10047 if( pProto
->BagFamily
)
10049 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10051 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
10052 if(res
!=EQUIP_ERR_OK
)
10056 return EQUIP_ERR_OK
;
10060 // search free space
10061 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10062 if(res
!=EQUIP_ERR_OK
)
10066 return EQUIP_ERR_OK
;
10068 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
10070 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
10071 if(res
!=EQUIP_ERR_OK
)
10075 return EQUIP_ERR_OK
;
10077 return EQUIP_ERR_BANK_FULL
;
10080 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
10084 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
10086 if (!isAlive() && not_loading
)
10087 return EQUIP_ERR_YOU_ARE_DEAD
;
10090 // return EQUIP_ERR_YOU_ARE_STUNNED;
10092 ItemPrototype
const *pProto
= pItem
->GetProto();
10095 if (pItem
->IsBindedNotWith(this))
10096 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10098 if ((pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0)
10099 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10101 if (pItem
->GetSkill() != 0)
10103 if (GetSkillValue( pItem
->GetSkill() ) == 0)
10104 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10107 if (pProto
->RequiredSkill
!= 0)
10109 if (GetSkillValue( pProto
->RequiredSkill
) == 0)
10110 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10112 if (GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10113 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10116 if (pProto
->RequiredSpell
!= 0 && !HasSpell(pProto
->RequiredSpell
))
10117 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10119 if (pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
10120 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
10122 if (getLevel() < pProto
->RequiredLevel
)
10123 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10125 return EQUIP_ERR_OK
;
10128 return EQUIP_ERR_ITEM_NOT_FOUND
;
10131 bool Player::CanUseItem( ItemPrototype
const *pProto
)
10133 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10137 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10139 if( pProto
->RequiredSkill
!= 0 )
10141 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10143 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10146 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10148 if( getLevel() < pProto
->RequiredLevel
)
10155 uint8
Player::CanUseAmmo( uint32 item
) const
10157 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
10159 return EQUIP_ERR_YOU_ARE_DEAD
;
10160 //if( isStunned() )
10161 // return EQUIP_ERR_YOU_ARE_STUNNED;
10162 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
10165 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
10166 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
10167 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10168 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10169 if( pProto
->RequiredSkill
!= 0 )
10171 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10172 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10173 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10174 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10176 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10177 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10178 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
10179 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10181 if( getLevel() < pProto
->RequiredLevel
)
10182 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10184 // Requires No Ammo
10185 if(GetDummyAura(46699))
10186 return EQUIP_ERR_BAG_FULL6
;
10188 return EQUIP_ERR_OK
;
10190 return EQUIP_ERR_ITEM_NOT_FOUND
;
10193 void Player::SetAmmo( uint32 item
)
10199 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10205 uint8 msg
= CanUseAmmo( item
);
10206 if( msg
!= EQUIP_ERR_OK
)
10208 SendEquipError( msg
, NULL
, NULL
);
10213 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10215 _ApplyAmmoBonuses();
10218 void Player::RemoveAmmo()
10220 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10224 if(CanModifyStats())
10225 UpdateDamagePhysical(RANGED_ATTACK
);
10228 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10229 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10232 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10233 count
+= itr
->count
;
10235 Item
*pItem
= Item::CreateItem( item
, count
, this );
10238 ItemAddedQuestCheck( item
, count
);
10239 if(randomPropertyId
)
10240 pItem
->SetItemRandomProperties(randomPropertyId
);
10241 pItem
= StoreItem( dest
, pItem
, update
);
10246 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10251 Item
* lastItem
= pItem
;
10252 uint32 entry
= pItem
->GetEntry();
10253 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10255 uint16 pos
= itr
->pos
;
10256 uint32 count
= itr
->count
;
10260 if(itr
== dest
.end())
10262 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10266 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10268 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
10272 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10273 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10278 uint8 bag
= pos
>> 8;
10279 uint8 slot
= pos
& 255;
10281 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10283 Item
*pItem2
= GetItemByPos( bag
, slot
);
10288 pItem
= pItem
->CloneItem(count
, this);
10290 pItem
->SetCount(count
);
10295 if (pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10296 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10297 (pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10298 pItem
->SetBinding( true );
10300 if (bag
== INVENTORY_SLOT_BAG_0
)
10302 m_items
[slot
] = pItem
;
10303 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10304 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10305 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10307 pItem
->SetSlot( slot
);
10308 pItem
->SetContainer( NULL
);
10310 // need update known currency
10311 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10312 UpdateKnownCurrencies(pItem
->GetEntry(), true);
10314 if (IsInWorld() && update
)
10316 pItem
->AddToWorld();
10317 pItem
->SendUpdateToPlayer( this );
10320 pItem
->SetState(ITEM_CHANGED
, this);
10322 else if (Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10324 pBag
->StoreItem( slot
, pItem
, update
);
10325 if( IsInWorld() && update
)
10327 pItem
->AddToWorld();
10328 pItem
->SendUpdateToPlayer( this );
10330 pItem
->SetState(ITEM_CHANGED
, this);
10331 pBag
->SetState(ITEM_CHANGED
, this);
10334 AddEnchantmentDurations(pItem
);
10335 AddItemDurations(pItem
);
10341 if (pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10342 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10343 (pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10344 pItem2
->SetBinding( true );
10346 pItem2
->SetCount( pItem2
->GetCount() + count
);
10347 if (IsInWorld() && update
)
10348 pItem2
->SendUpdateToPlayer( this );
10352 // delete item (it not in any slot currently)
10353 if (IsInWorld() && update
)
10355 pItem
->RemoveFromWorld();
10356 pItem
->DestroyForPlayer( this );
10359 RemoveEnchantmentDurations(pItem
);
10360 RemoveItemDurations(pItem
);
10362 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10363 pItem
->SetState(ITEM_REMOVED
, this);
10366 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10367 AddEnchantmentDurations(pItem2
);
10369 pItem2
->SetState(ITEM_CHANGED
, this);
10375 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10377 if (Item
*pItem
= Item::CreateItem( item
, 1, this ))
10379 ItemAddedQuestCheck( item
, 1 );
10380 return EquipItem( pos
, pItem
, update
);
10386 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10388 AddEnchantmentDurations(pItem
);
10389 AddItemDurations(pItem
);
10391 uint8 bag
= pos
>> 8;
10392 uint8 slot
= pos
& 255;
10394 Item
*pItem2
= GetItemByPos( bag
, slot
);
10398 VisualizeItem( slot
, pItem
);
10402 ItemPrototype
const *pProto
= pItem
->GetProto();
10404 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10405 if(pProto
&& pProto
->ItemSet
)
10406 AddItemsSetItem(this, pItem
);
10408 _ApplyItemMods(pItem
, slot
, true);
10410 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10412 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10414 if (getClass() == CLASS_ROGUE
)
10415 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10417 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10420 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10423 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10425 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10426 data
<< uint64(GetGUID());
10428 data
<< uint32(cooldownSpell
);
10430 GetSession()->SendPacket(&data
);
10435 if( IsInWorld() && update
)
10437 pItem
->AddToWorld();
10438 pItem
->SendUpdateToPlayer( this );
10441 ApplyEquipCooldown(pItem
);
10443 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10444 UpdateExpertise(BASE_ATTACK
);
10445 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10446 UpdateExpertise(OFF_ATTACK
);
10450 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10451 if( IsInWorld() && update
)
10452 pItem2
->SendUpdateToPlayer( this );
10454 // delete item (it not in any slot currently)
10455 //pItem->DeleteFromDB();
10456 if( IsInWorld() && update
)
10458 pItem
->RemoveFromWorld();
10459 pItem
->DestroyForPlayer( this );
10462 RemoveEnchantmentDurations(pItem
);
10463 RemoveItemDurations(pItem
);
10465 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10466 pItem
->SetState(ITEM_REMOVED
, this);
10467 pItem2
->SetState(ITEM_CHANGED
, this);
10469 ApplyEquipCooldown(pItem2
);
10474 // only for full equip instead adding to stack
10475 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10480 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10484 AddEnchantmentDurations(pItem
);
10485 AddItemDurations(pItem
);
10487 uint8 slot
= pos
& 255;
10488 VisualizeItem( slot
, pItem
);
10492 pItem
->AddToWorld();
10493 pItem
->SendUpdateToPlayer( this );
10496 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10500 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10504 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), pItem
->GetEntry());
10505 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0, pItem
->GetEnchantmentId(PERM_ENCHANTMENT_SLOT
));
10506 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 1, pItem
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
));
10510 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), 0);
10511 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0);
10515 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10520 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10521 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10522 pItem
->SetBinding( true );
10524 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10526 m_items
[slot
] = pItem
;
10527 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10528 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10529 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10530 pItem
->SetSlot( slot
);
10531 pItem
->SetContainer( NULL
);
10533 if( slot
< EQUIPMENT_SLOT_END
)
10534 SetVisibleItemSlot(slot
, pItem
);
10536 pItem
->SetState(ITEM_CHANGED
, this);
10539 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10541 // note: removeitem does not actually change the item
10542 // it only takes the item out of storage temporarily
10543 // note2: if removeitem is to be used for delinking
10544 // the item must be removed from the player's updatequeue
10546 Item
*pItem
= GetItemByPos( bag
, slot
);
10549 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10551 RemoveEnchantmentDurations(pItem
);
10552 RemoveItemDurations(pItem
);
10554 if( bag
== INVENTORY_SLOT_BAG_0
)
10556 if ( slot
< INVENTORY_SLOT_BAG_END
)
10558 ItemPrototype
const *pProto
= pItem
->GetProto();
10559 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10561 if(pProto
&& pProto
->ItemSet
)
10562 RemoveItemsSetItem(this, pProto
);
10564 _ApplyItemMods(pItem
, slot
, false);
10566 // remove item dependent auras and casts (only weapon and armor slots)
10567 if(slot
< EQUIPMENT_SLOT_END
)
10569 RemoveItemDependentAurasAndCasts(pItem
);
10571 // remove held enchantments, update expertise
10572 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10574 if (pItem
->GetItemSuffixFactor())
10576 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10577 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10581 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10582 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10585 UpdateExpertise(BASE_ATTACK
);
10587 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10588 UpdateExpertise(OFF_ATTACK
);
10591 // need update known currency
10592 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10593 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10595 m_items
[slot
] = NULL
;
10596 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10598 if ( slot
< EQUIPMENT_SLOT_END
)
10599 SetVisibleItemSlot(slot
, NULL
);
10603 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10605 pBag
->RemoveItem(slot
, update
);
10607 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10608 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10609 pItem
->SetSlot( NULL_SLOT
);
10610 if( IsInWorld() && update
)
10611 pItem
->SendUpdateToPlayer( this );
10615 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10616 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10618 if(Item
* it
= GetItemByPos(bag
,slot
))
10620 ItemRemovedQuestCheck(it
->GetEntry(), it
->GetCount());
10621 RemoveItem(bag
, slot
, update
);
10622 it
->RemoveFromUpdateQueueOf(this);
10623 if(it
->IsInWorld())
10625 it
->RemoveFromWorld();
10626 it
->DestroyForPlayer( this );
10631 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10632 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10634 // update quest counters
10635 ItemAddedQuestCheck(pItem
->GetEntry(), pItem
->GetCount());
10638 Item
* pLastItem
= StoreItem(dest
, pItem
, update
);
10640 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10641 if(pLastItem
== pItem
)
10643 // update owner for last item (this can be original item with wrong owner
10644 if(pLastItem
->GetOwnerGUID() != GetGUID())
10645 pLastItem
->SetOwnerGUID(GetGUID());
10647 // if this original item then it need create record in inventory
10648 // in case trade we already have item in other player inventory
10649 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10653 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10655 Item
*pItem
= GetItemByPos( bag
, slot
);
10658 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10660 // start from destroy contained items (only equipped bag can have its)
10661 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10663 for (int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
10664 DestroyItem(slot
, i
, update
);
10667 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10668 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10670 RemoveEnchantmentDurations(pItem
);
10671 RemoveItemDurations(pItem
);
10673 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10675 if( bag
== INVENTORY_SLOT_BAG_0
)
10677 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10679 // equipment and equipped bags can have applied bonuses
10680 if ( slot
< INVENTORY_SLOT_BAG_END
)
10682 ItemPrototype
const *pProto
= pItem
->GetProto();
10684 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10685 if(pProto
&& pProto
->ItemSet
)
10686 RemoveItemsSetItem(this, pProto
);
10688 _ApplyItemMods(pItem
, slot
, false);
10691 if ( slot
< EQUIPMENT_SLOT_END
)
10693 // remove item dependent auras and casts (only weapon and armor slots)
10694 RemoveItemDependentAurasAndCasts(pItem
);
10696 // update expertise
10697 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10698 UpdateExpertise(BASE_ATTACK
);
10699 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10700 UpdateExpertise(OFF_ATTACK
);
10702 // equipment visual show
10703 SetVisibleItemSlot(slot
, NULL
);
10705 // need update known currency
10706 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10707 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10709 m_items
[slot
] = NULL
;
10711 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10712 pBag
->RemoveItem(slot
, update
);
10714 if( IsInWorld() && update
)
10716 pItem
->RemoveFromWorld();
10717 pItem
->DestroyForPlayer(this);
10720 //pItem->SetOwnerGUID(0);
10721 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10722 pItem
->SetSlot( NULL_SLOT
);
10723 pItem
->SetState(ITEM_REMOVED
, this);
10727 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10729 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10730 uint32 remcount
= 0;
10733 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10735 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10737 if (pItem
->GetEntry() == item
)
10739 if (pItem
->GetCount() + remcount
<= count
)
10741 // all items in inventory can unequipped
10742 remcount
+= pItem
->GetCount();
10743 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10745 if (remcount
>= count
)
10750 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10751 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10752 if (IsInWorld() & update
)
10753 pItem
->SendUpdateToPlayer( this );
10754 pItem
->SetState(ITEM_CHANGED
, this);
10761 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10763 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10765 if (pItem
->GetEntry() == item
)
10767 if (pItem
->GetCount() + remcount
<= count
)
10769 // all keys can be unequipped
10770 remcount
+= pItem
->GetCount();
10771 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10773 if (remcount
>= count
)
10778 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10779 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10780 if (IsInWorld() & update
)
10781 pItem
->SendUpdateToPlayer( this );
10782 pItem
->SetState(ITEM_CHANGED
, this);
10789 // in inventory bags
10790 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10792 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10794 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10796 if(Item
* pItem
= pBag
->GetItemByPos(j
))
10798 if (pItem
->GetEntry() == item
)
10800 // all items in bags can be unequipped
10801 if (pItem
->GetCount() + remcount
<= count
)
10803 remcount
+= pItem
->GetCount();
10804 DestroyItem( i
, j
, update
);
10806 if (remcount
>= count
)
10811 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10812 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10813 if (IsInWorld() && update
)
10814 pItem
->SendUpdateToPlayer( this );
10815 pItem
->SetState(ITEM_CHANGED
, this);
10824 // in equipment and bag list
10825 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10827 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10829 if (pItem
&& pItem
->GetEntry() == item
)
10831 if (pItem
->GetCount() + remcount
<= count
)
10833 if (!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false) == EQUIP_ERR_OK
)
10835 remcount
+= pItem
->GetCount();
10836 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10838 if (remcount
>= count
)
10844 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10845 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10846 if (IsInWorld() & update
)
10847 pItem
->SendUpdateToPlayer( this );
10848 pItem
->SetState(ITEM_CHANGED
, this);
10856 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10858 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10861 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10862 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10863 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10864 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10866 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10867 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10868 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10869 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10871 // in inventory bags
10872 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10873 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10874 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10875 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10876 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10877 DestroyItem(i
, j
, update
);
10879 // in equipment and bag list
10880 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10881 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10882 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10883 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10886 void Player::DestroyConjuredItems( bool update
)
10888 // used when entering arena
10889 // destroys all conjured items
10890 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10893 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10894 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10895 if (pItem
->IsConjuredConsumable())
10896 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10898 // in inventory bags
10899 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10900 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10901 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10902 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10903 if (pItem
->IsConjuredConsumable())
10904 DestroyItem( i
, j
, update
);
10906 // in equipment and bag list
10907 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10908 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10909 if (pItem
->IsConjuredConsumable())
10910 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10913 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10918 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10920 if( pItem
->GetCount() <= count
)
10922 count
-= pItem
->GetCount();
10924 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10928 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10929 pItem
->SetCount( pItem
->GetCount() - count
);
10931 if( IsInWorld() & update
)
10932 pItem
->SendUpdateToPlayer( this );
10933 pItem
->SetState(ITEM_CHANGED
, this);
10937 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10939 uint8 srcbag
= src
>> 8;
10940 uint8 srcslot
= src
& 255;
10942 uint8 dstbag
= dst
>> 8;
10943 uint8 dstslot
= dst
& 255;
10945 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10948 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10952 // not let split all items (can be only at cheating)
10953 if(pSrcItem
->GetCount() == count
)
10955 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10959 // not let split more existed items (can be only at cheating)
10960 if(pSrcItem
->GetCount() < count
)
10962 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10966 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10968 //best error message found for attempting to split while looting
10969 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10973 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
10974 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
10977 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10981 if( IsInventoryPos( dst
) )
10983 // change item amount before check (for unique max count check)
10984 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10986 ItemPosCountVec dest
;
10987 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10988 if( msg
!= EQUIP_ERR_OK
)
10991 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10992 SendEquipError( msg
, pSrcItem
, NULL
);
10997 pSrcItem
->SendUpdateToPlayer( this );
10998 pSrcItem
->SetState(ITEM_CHANGED
, this);
10999 StoreItem( dest
, pNewItem
, true);
11001 else if( IsBankPos ( dst
) )
11003 // change item amount before check (for unique max count check)
11004 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11006 ItemPosCountVec dest
;
11007 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11008 if( msg
!= EQUIP_ERR_OK
)
11011 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11012 SendEquipError( msg
, pSrcItem
, NULL
);
11017 pSrcItem
->SendUpdateToPlayer( this );
11018 pSrcItem
->SetState(ITEM_CHANGED
, this);
11019 BankItem( dest
, pNewItem
, true);
11021 else if( IsEquipmentPos ( dst
) )
11023 // change item amount before check (for unique max count check), provide space for splitted items
11024 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11027 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
11028 if( msg
!= EQUIP_ERR_OK
)
11031 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11032 SendEquipError( msg
, pSrcItem
, NULL
);
11037 pSrcItem
->SendUpdateToPlayer( this );
11038 pSrcItem
->SetState(ITEM_CHANGED
, this);
11039 EquipItem( dest
, pNewItem
, true);
11040 AutoUnequipOffhandIfNeed();
11044 void Player::SwapItem( uint16 src
, uint16 dst
)
11046 uint8 srcbag
= src
>> 8;
11047 uint8 srcslot
= src
& 255;
11049 uint8 dstbag
= dst
>> 8;
11050 uint8 dstslot
= dst
& 255;
11052 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11053 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
11058 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
11062 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
11068 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
11070 //best error message found for attempting to swap while looting
11071 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
11075 // check unequip potability for equipped items and bank bags
11076 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
11078 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11079 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
) || pDstItem
&& pDstItem
->IsBag() && ((Bag
*)pDstItem
)->IsEmpty());
11080 if(msg
!= EQUIP_ERR_OK
)
11082 SendEquipError( msg
, pSrcItem
, pDstItem
);
11087 // prevent put equipped/bank bag in self
11088 if( IsBagPos ( src
) && srcslot
== dstbag
)
11090 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11098 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
11100 //best error message found for attempting to swap while looting
11101 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
11105 // check unequip potability for equipped items and bank bags
11106 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
11108 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11109 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) || pSrcItem
->IsBag() && ((Bag
*)pSrcItem
)->IsEmpty());
11110 if(msg
!= EQUIP_ERR_OK
)
11112 SendEquipError( msg
, pSrcItem
, pDstItem
);
11118 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
11119 // or swap empty bag with another empty or not empty bag (with items exchange)
11124 if( IsInventoryPos( dst
) )
11126 ItemPosCountVec dest
;
11127 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
11128 if( msg
!= EQUIP_ERR_OK
)
11130 SendEquipError( msg
, pSrcItem
, NULL
);
11134 RemoveItem(srcbag
, srcslot
, true);
11135 StoreItem( dest
, pSrcItem
, true);
11137 else if( IsBankPos ( dst
) )
11139 ItemPosCountVec dest
;
11140 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
11141 if( msg
!= EQUIP_ERR_OK
)
11143 SendEquipError( msg
, pSrcItem
, NULL
);
11147 RemoveItem(srcbag
, srcslot
, true);
11148 BankItem( dest
, pSrcItem
, true);
11150 else if( IsEquipmentPos ( dst
) )
11153 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
11154 if( msg
!= EQUIP_ERR_OK
)
11156 SendEquipError( msg
, pSrcItem
, NULL
);
11160 RemoveItem(srcbag
, srcslot
, true);
11161 EquipItem(dest
, pSrcItem
, true);
11162 AutoUnequipOffhandIfNeed();
11168 // attempt merge to / fill target item
11169 if(!pSrcItem
->IsBag() && !pDstItem
->IsBag())
11172 ItemPosCountVec sDest
;
11174 if( IsInventoryPos( dst
) )
11175 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11176 else if( IsBankPos ( dst
) )
11177 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11178 else if( IsEquipmentPos ( dst
) )
11179 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11183 // can be merge/fill
11184 if(msg
== EQUIP_ERR_OK
)
11186 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
11188 RemoveItem(srcbag
, srcslot
, true);
11190 if( IsInventoryPos( dst
) )
11191 StoreItem( sDest
, pSrcItem
, true);
11192 else if( IsBankPos ( dst
) )
11193 BankItem( sDest
, pSrcItem
, true);
11194 else if( IsEquipmentPos ( dst
) )
11196 EquipItem( eDest
, pSrcItem
, true);
11197 AutoUnequipOffhandIfNeed();
11202 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
11203 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
11204 pSrcItem
->SetState(ITEM_CHANGED
, this);
11205 pDstItem
->SetState(ITEM_CHANGED
, this);
11208 pSrcItem
->SendUpdateToPlayer( this );
11209 pDstItem
->SendUpdateToPlayer( this );
11216 // impossible merge/fill, do real swap
11219 // check src->dest move possibility
11220 ItemPosCountVec sDest
;
11222 if( IsInventoryPos( dst
) )
11223 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11224 else if( IsBankPos( dst
) )
11225 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11226 else if( IsEquipmentPos( dst
) )
11228 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11229 if( msg
== EQUIP_ERR_OK
)
11230 msg
= CanUnequipItem( eDest
, true );
11233 if( msg
!= EQUIP_ERR_OK
)
11235 SendEquipError( msg
, pSrcItem
, pDstItem
);
11239 // check dest->src move possibility
11240 ItemPosCountVec sDest2
;
11242 if( IsInventoryPos( src
) )
11243 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11244 else if( IsBankPos( src
) )
11245 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11246 else if( IsEquipmentPos( src
) )
11248 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11249 if( msg
== EQUIP_ERR_OK
)
11250 msg
= CanUnequipItem( eDest2
, true);
11253 if( msg
!= EQUIP_ERR_OK
)
11255 SendEquipError( msg
, pDstItem
, pSrcItem
);
11259 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11260 if(pSrcItem
->IsBag() && pDstItem
->IsBag())
11262 Bag
* emptyBag
= NULL
;
11263 Bag
* fullBag
= NULL
;
11264 if(((Bag
*)pSrcItem
)->IsEmpty() && !IsBagPos(src
))
11266 emptyBag
= (Bag
*)pSrcItem
;
11267 fullBag
= (Bag
*)pDstItem
;
11269 else if(((Bag
*)pDstItem
)->IsEmpty() && !IsBagPos(dst
))
11271 emptyBag
= (Bag
*)pDstItem
;
11272 fullBag
= (Bag
*)pSrcItem
;
11275 // bag swap (with items exchange) case
11276 if(emptyBag
&& fullBag
)
11278 ItemPrototype
const* emotyProto
= emptyBag
->GetProto();
11282 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11284 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11288 ItemPrototype
const* bagItemProto
= bagItem
->GetProto();
11289 if (!bagItemProto
|| !ItemCanGoIntoBag(bagItemProto
, emotyProto
))
11291 // one from items not go to empty target bag
11292 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11300 if (count
> emptyBag
->GetBagSize())
11302 // too small targeted bag
11303 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
, pSrcItem
, pDstItem
);
11308 count
= 0; // will pos in new bag
11309 for(int i
= 0; i
< fullBag
->GetBagSize(); ++i
)
11311 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11315 fullBag
->RemoveItem(i
, true);
11316 emptyBag
->StoreItem(count
, bagItem
, true);
11317 bagItem
->SetState(ITEM_CHANGED
, this);
11324 // now do moves, remove...
11325 RemoveItem(dstbag
, dstslot
, false);
11326 RemoveItem(srcbag
, srcslot
, false);
11329 if( IsInventoryPos( dst
) )
11330 StoreItem(sDest
, pSrcItem
, true);
11331 else if( IsBankPos( dst
) )
11332 BankItem(sDest
, pSrcItem
, true);
11333 else if( IsEquipmentPos( dst
) )
11334 EquipItem(eDest
, pSrcItem
, true);
11337 if( IsInventoryPos( src
) )
11338 StoreItem(sDest2
, pDstItem
, true);
11339 else if( IsBankPos( src
) )
11340 BankItem(sDest2
, pDstItem
, true);
11341 else if( IsEquipmentPos( src
) )
11342 EquipItem(eDest2
, pDstItem
, true);
11344 AutoUnequipOffhandIfNeed();
11347 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11351 uint32 slot
= m_currentBuybackSlot
;
11352 // if current back slot non-empty search oldest or free
11355 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11356 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11358 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11367 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11369 if(oldest_time
> i_time
)
11371 oldest_time
= i_time
;
11377 slot
= oldest_slot
;
11380 RemoveItemFromBuyBackSlot( slot
, true );
11381 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11383 m_items
[slot
] = pItem
;
11384 time_t base
= time(NULL
);
11385 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11386 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11388 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), pItem
->GetGUID() );
11389 ItemPrototype
const *pProto
= pItem
->GetProto();
11391 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11393 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11394 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11396 // move to next (for non filled list is move most optimized choice)
11397 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
- 1)
11398 ++m_currentBuybackSlot
;
11402 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11404 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11405 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11406 return m_items
[slot
];
11410 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11412 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11413 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11415 Item
*pItem
= m_items
[slot
];
11418 pItem
->RemoveFromWorld();
11419 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11422 m_items
[slot
] = NULL
;
11424 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11425 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), 0 );
11426 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11427 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11429 // if current backslot is filled set to now free slot
11430 if(m_items
[m_currentBuybackSlot
])
11431 m_currentBuybackSlot
= slot
;
11435 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11437 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg
);
11438 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11439 data
<< uint8(msg
);
11443 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11444 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11445 data
<< uint8(0); // not 0 there...
11447 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11452 if(ItemPrototype
const* proto
= pItem
->GetProto())
11453 level
= proto
->RequiredLevel
;
11455 data
<< uint32(level
); // new 2.4.0
11458 GetSession()->SendPacket(&data
);
11461 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11463 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11464 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11465 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11466 data
<< uint32(item
);
11468 data
<< uint32(param
);
11469 data
<< uint8(msg
);
11470 GetSession()->SendPacket(&data
);
11473 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11475 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11476 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11477 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11478 data
<< uint64(guid
);
11480 data
<< uint32(param
);
11481 data
<< uint8(msg
);
11482 GetSession()->SendPacket(&data
);
11485 void Player::ClearTrade()
11488 acceptTrade
= false;
11489 for(int i
= 0; i
< TRADE_SLOT_COUNT
; ++i
)
11490 tradeItems
[i
] = NULL_SLOT
;
11493 void Player::TradeCancel(bool sendback
)
11497 // send yellow "Trade canceled" message to both traders
11501 ws
->SendCancelTrade();
11502 ws
= pTrader
->GetSession();
11503 if(!ws
->PlayerLogout())
11504 ws
->SendCancelTrade();
11508 pTrader
->ClearTrade();
11509 // prevent loss of reference
11510 pTrader
->pTrader
= NULL
;
11515 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11517 if(m_itemDuration
.empty())
11520 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
, realtimeonly
);
11522 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); )
11525 ++itr
; // current element can be erased in UpdateDuration
11527 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11528 item
->UpdateDuration(this,time
);
11532 void Player::UpdateEnchantTime(uint32 time
)
11534 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11538 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11540 next
= m_enchantDuration
.erase(itr
);
11542 else if(itr
->leftduration
<= time
)
11544 ApplyEnchantment(itr
->item
, itr
->slot
, false, false);
11545 itr
->item
->ClearEnchantment(itr
->slot
);
11546 next
= m_enchantDuration
.erase(itr
);
11548 else if(itr
->leftduration
> time
)
11550 itr
->leftduration
-= time
;
11556 void Player::AddEnchantmentDurations(Item
*item
)
11558 for(int x
= 0; x
< MAX_ENCHANTMENT_SLOT
; ++x
)
11560 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11563 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11565 AddEnchantmentDuration(item
, EnchantmentSlot(x
), duration
);
11569 void Player::RemoveEnchantmentDurations(Item
*item
)
11571 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end();)
11573 if(itr
->item
== item
)
11575 // save duration in item
11576 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
), itr
->leftduration
);
11577 itr
= m_enchantDuration
.erase(itr
);
11584 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11586 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11587 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(), next
; itr
!= m_enchantDuration
.end(); itr
= next
)
11590 if(itr
->slot
== slot
)
11592 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11594 // remove from stats
11595 ApplyEnchantment(itr
->item
, slot
, false, false);
11597 itr
->item
->ClearEnchantment(slot
);
11599 // remove from update list
11600 next
= m_enchantDuration
.erase(itr
);
11606 // remove enchants from inventory items
11607 // NOTE: no need to remove these from stats, since these aren't equipped
11609 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11611 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11612 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11613 pItem
->ClearEnchantment(slot
);
11616 // in inventory bags
11617 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11619 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11622 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11624 Item
* pItem
= pBag
->GetItemByPos(j
);
11625 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11626 pItem
->ClearEnchantment(slot
);
11632 // duration == 0 will remove item enchant
11633 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11638 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11641 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11643 if(itr
->item
== item
&& itr
->slot
== slot
)
11645 itr
->item
->SetEnchantmentDuration(itr
->slot
, itr
->leftduration
);
11646 m_enchantDuration
.erase(itr
);
11650 if(item
&& duration
> 0 )
11652 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(), slot
, uint32(duration
/1000));
11653 m_enchantDuration
.push_back(EnchantDuration(item
, slot
, duration
));
11657 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11659 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11660 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11663 void Player::ApplyEnchantment(Item
*item
, EnchantmentSlot slot
, bool apply
, bool apply_dur
, bool ignore_condition
)
11668 if(!item
->IsEquipped())
11671 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11674 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11678 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11682 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11685 if (!item
->IsBroken())
11687 for (int s
= 0; s
< 3; ++s
)
11689 uint32 enchant_display_type
= pEnchant
->type
[s
];
11690 uint32 enchant_amount
= pEnchant
->amount
[s
];
11691 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11693 switch(enchant_display_type
)
11695 case ITEM_ENCHANTMENT_TYPE_NONE
:
11697 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11698 // processed in Player::CastItemCombatSpell
11700 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11701 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11702 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11703 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11704 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11705 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11706 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11708 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11709 if(enchant_spell_id
)
11713 int32 basepoints
= 0;
11714 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11715 if (item
->GetItemRandomPropertyId())
11717 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11720 // Search enchant_amount
11721 for (int k
= 0; k
< 3; ++k
)
11723 if(item_rand
->enchant_id
[k
] == enchant_id
)
11725 basepoints
= int32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11731 // Cast custom spell vs all equal basepoints getted from enchant_amount
11733 CastCustomSpell(this, enchant_spell_id
, &basepoints
, &basepoints
, &basepoints
, true, item
);
11735 CastSpell(this, enchant_spell_id
, true, item
);
11738 RemoveAurasDueToItemSpell(item
, enchant_spell_id
);
11741 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11742 if (!enchant_amount
)
11744 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11747 for (int k
= 0; k
< 3; ++k
)
11749 if(item_rand
->enchant_id
[k
] == enchant_id
)
11751 enchant_amount
= uint32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11758 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11760 case ITEM_ENCHANTMENT_TYPE_STAT
:
11762 if (!enchant_amount
)
11764 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11765 if(item_rand_suffix
)
11767 for (int k
= 0; k
< 3; ++k
)
11769 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11771 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11778 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11779 switch (enchant_spell_id
)
11781 case ITEM_MOD_MANA
:
11782 sLog
.outDebug("+ %u MANA",enchant_amount
);
11783 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(enchant_amount
), apply
);
11785 case ITEM_MOD_HEALTH
:
11786 sLog
.outDebug("+ %u HEALTH",enchant_amount
);
11787 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(enchant_amount
), apply
);
11789 case ITEM_MOD_AGILITY
:
11790 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11791 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11792 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11794 case ITEM_MOD_STRENGTH
:
11795 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11796 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11797 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11799 case ITEM_MOD_INTELLECT
:
11800 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11801 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11802 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11804 case ITEM_MOD_SPIRIT
:
11805 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11806 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11807 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11809 case ITEM_MOD_STAMINA
:
11810 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11811 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11812 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11814 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11815 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11816 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11818 case ITEM_MOD_DODGE_RATING
:
11819 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11820 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11822 case ITEM_MOD_PARRY_RATING
:
11823 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11824 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11826 case ITEM_MOD_BLOCK_RATING
:
11827 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11828 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11830 case ITEM_MOD_HIT_MELEE_RATING
:
11831 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11832 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11834 case ITEM_MOD_HIT_RANGED_RATING
:
11835 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11836 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11838 case ITEM_MOD_HIT_SPELL_RATING
:
11839 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11840 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11842 case ITEM_MOD_CRIT_MELEE_RATING
:
11843 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11844 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11846 case ITEM_MOD_CRIT_RANGED_RATING
:
11847 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11848 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11850 case ITEM_MOD_CRIT_SPELL_RATING
:
11851 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11852 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11854 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11856 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11857 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11859 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11860 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11862 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11863 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11865 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11866 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11868 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11869 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11871 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11872 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11874 // case ITEM_MOD_HASTE_MELEE_RATING:
11875 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11877 // case ITEM_MOD_HASTE_RANGED_RATING:
11878 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11880 case ITEM_MOD_HASTE_SPELL_RATING
:
11881 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11883 case ITEM_MOD_HIT_RATING
:
11884 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11885 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11886 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11887 sLog
.outDebug("+ %u HIT", enchant_amount
);
11889 case ITEM_MOD_CRIT_RATING
:
11890 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11891 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11892 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11893 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11895 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11896 // case ITEM_MOD_HIT_TAKEN_RATING:
11897 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11898 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11899 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11901 // case ITEM_MOD_CRIT_TAKEN_RATING:
11902 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11903 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11904 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11906 case ITEM_MOD_RESILIENCE_RATING
:
11907 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11908 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11909 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11910 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11912 case ITEM_MOD_HASTE_RATING
:
11913 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11914 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11915 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11916 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11918 case ITEM_MOD_EXPERTISE_RATING
:
11919 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11920 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11922 case ITEM_MOD_ATTACK_POWER
:
11923 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11924 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11925 sLog
.outDebug("+ %u ATTACK_POWER", enchant_amount
);
11927 case ITEM_MOD_RANGED_ATTACK_POWER
:
11928 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11929 sLog
.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount
);
11931 case ITEM_MOD_FERAL_ATTACK_POWER
:
11932 ((Player
*)this)->ApplyFeralAPBonus(enchant_amount
, apply
);
11933 sLog
.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount
);
11935 case ITEM_MOD_MANA_REGENERATION
:
11936 ((Player
*)this)->ApplyManaRegenBonus(enchant_amount
, apply
);
11937 sLog
.outDebug("+ %u MANA_REGENERATION", enchant_amount
);
11939 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
11940 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
11941 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
11943 case ITEM_MOD_SPELL_POWER
:
11944 ((Player
*)this)->ApplySpellPowerBonus(enchant_amount
, apply
);
11945 sLog
.outDebug("+ %u SPELL_POWER", enchant_amount
);
11947 case ITEM_MOD_SPELL_HEALING_DONE
: // deprecated
11948 case ITEM_MOD_SPELL_DAMAGE_DONE
: // deprecated
11954 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11956 if(getClass() == CLASS_SHAMAN
)
11958 float addValue
= 0.0f
;
11959 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11961 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
11962 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11964 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11966 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
11967 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11972 case ITEM_ENCHANTMENT_TYPE_USE_SPELL
:
11973 // processed in Player::CastItemUseSpell
11975 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET
:
11979 sLog
.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id
, enchant_display_type
);
11981 } /*switch(enchant_display_type)*/
11985 // visualize enchantment at player and equipped items
11986 if(slot
== PERM_ENCHANTMENT_SLOT
)
11987 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 0, apply
? item
->GetEnchantmentId(slot
) : 0);
11989 if(slot
== TEMP_ENCHANTMENT_SLOT
)
11990 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 1, apply
? item
->GetEnchantmentId(slot
) : 0);
11998 uint32 duration
= item
->GetEnchantmentDuration(slot
);
12000 AddEnchantmentDuration(item
, slot
, duration
);
12004 // duration == 0 will remove EnchantDuration
12005 AddEnchantmentDuration(item
, slot
, 0);
12010 void Player::SendEnchantmentDurations()
12012 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
12014 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(), itr
->slot
, uint32(itr
->leftduration
) / 1000);
12018 void Player::SendItemDurations()
12020 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); ++itr
)
12022 (*itr
)->SendTimeUpdate(this);
12026 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
12028 if(!item
) // prevent crash
12031 // last check 2.0.10
12032 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
12033 data
<< uint64(GetGUID()); // player GUID
12034 data
<< uint32(received
); // 0=looted, 1=from npc
12035 data
<< uint32(created
); // 0=received, 1=created
12036 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
12037 data
<< uint8(item
->GetBagSlot()); // bagslot
12038 // item slot, but when added to stack: 0xFFFFFFFF
12039 data
<< uint32((item
->GetCount() == count
) ? item
->GetSlot() : -1);
12040 data
<< uint32(item
->GetEntry()); // item id
12041 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
12042 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
12043 data
<< uint32(count
); // count of items
12044 data
<< uint32(GetItemCount(item
->GetEntry())); // count of items in inventory
12046 if (broadcast
&& GetGroup())
12047 GetGroup()->BroadcastPacket(&data
, true);
12049 GetSession()->SendPacket(&data
);
12052 /*********************************************************/
12053 /*** QUEST SYSTEM ***/
12054 /*********************************************************/
12056 void Player::PrepareQuestMenu( uint64 guid
)
12059 QuestRelations
* pObjectQR
;
12060 QuestRelations
* pObjectQIR
;
12062 // pets also can have quests
12063 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid
);
12066 pObject
= (Object
*)pCreature
;
12067 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12068 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12072 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12073 //only for quests which cast teleport spells on player
12074 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
12076 GameObject
*pGameObject
= _map
->GetGameObject(guid
);
12079 pObject
= (Object
*)pGameObject
;
12080 pObjectQR
= &objmgr
.mGOQuestRelations
;
12081 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12087 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
12090 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
12092 uint32 quest_id
= i
->second
;
12093 QuestStatus status
= GetQuestStatus( quest_id
);
12094 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
12095 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12096 else if ( status
== QUEST_STATUS_INCOMPLETE
)
12097 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12098 else if (status
== QUEST_STATUS_AVAILABLE
)
12099 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12102 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
12104 uint32 quest_id
= i
->second
;
12105 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12106 if(!pQuest
) continue;
12108 QuestStatus status
= GetQuestStatus( quest_id
);
12110 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
12111 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
12112 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
12113 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12117 void Player::SendPreparedQuest( uint64 guid
)
12119 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
12120 if( questMenu
.Empty() )
12123 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
12125 uint32 status
= qmi0
.m_qIcon
;
12127 // single element case
12128 if ( questMenu
.MenuItemCount() == 1 )
12130 // Auto open -- maybe also should verify there is no greeting
12131 uint32 quest_id
= qmi0
.m_qId
;
12132 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12136 if( status
== DIALOG_STATUS_UNK2
&& !GetQuestRewardStatus( quest_id
) )
12137 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
, false), true );
12138 else if( status
== DIALOG_STATUS_UNK2
)
12139 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
, false), true );
12140 // Send completable on repeatable quest if player don't have quest
12141 else if( pQuest
->IsRepeatable() && !pQuest
->IsDaily() )
12142 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
12144 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
12147 // multiply entries
12153 std::string title
= "";
12155 // need pet case for some quests
12156 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
12159 uint32 textid
= pCreature
->GetNpcTextId();
12160 GossipText
const* gossiptext
= objmgr
.GetGossipText(textid
);
12163 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12164 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12169 qe
= gossiptext
->Options
[0].Emotes
[0];
12171 if(!gossiptext
->Options
[0].Text_0
.empty())
12173 title
= gossiptext
->Options
[0].Text_0
;
12175 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12178 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12181 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
12182 title
= nl
->Text_0
[0][loc_idx
];
12188 title
= gossiptext
->Options
[0].Text_1
;
12190 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12193 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12196 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
12197 title
= nl
->Text_1
[0][loc_idx
];
12203 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
12207 bool Player::IsActiveQuest( uint32 quest_id
) const
12209 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
12211 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
12214 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
12217 QuestRelations
* pObjectQR
;
12218 QuestRelations
* pObjectQIR
;
12220 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
12223 pObject
= (Object
*)pCreature
;
12224 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12225 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12229 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12230 //only for quests which cast teleport spells on player
12231 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
12233 GameObject
*pGameObject
= _map
->GetGameObject(guid
);
12236 pObject
= (Object
*)pGameObject
;
12237 pObjectQR
= &objmgr
.mGOQuestRelations
;
12238 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12244 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
12245 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
12247 if (itr
->second
== nextQuestID
)
12248 return objmgr
.GetQuestTemplate(nextQuestID
);
12254 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
12256 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
12257 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
12258 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
12259 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
12261 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12267 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12269 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12270 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12271 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12272 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12273 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12274 && SatisfyQuestDay( pQuest
, msg
);
12277 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12279 if( !SatisfyQuestLog( msg
) )
12282 uint32 srcitem
= pQuest
->GetSrcItemId();
12285 uint32 count
= pQuest
->GetSrcItemCount();
12286 ItemPosCountVec dest
;
12287 uint8 msg2
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12289 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12290 if( msg2
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12292 else if( msg2
!= EQUIP_ERR_OK
)
12294 SendEquipError( msg2
, NULL
, NULL
);
12301 bool Player::CanCompleteQuest( uint32 quest_id
)
12305 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12306 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12307 return false; // not allow re-complete quest
12309 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12314 // auto complete quest
12315 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12318 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12321 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12323 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12325 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12330 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12332 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12334 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12337 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12342 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12345 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12348 if ( qInfo
->GetRewOrReqMoney() < 0 )
12350 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12354 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12355 if ( repFacId
&& GetReputationMgr().GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12364 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12366 // Solve problem that player don't have the quest and try complete it.
12367 // if repeatable she must be able to complete event if player don't have it.
12368 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12369 if( !CanTakeQuest(pQuest
, false) )
12372 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12373 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12374 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12377 if( !CanRewardQuest(pQuest
, false) )
12383 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12385 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12386 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12389 // daily quest can't be rewarded (25 daily quest already completed)
12390 if(!SatisfyQuestDay(pQuest
,true))
12393 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12394 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12397 // prevent receive reward with quest items in bank
12398 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12400 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12402 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12403 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12406 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12412 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12413 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12419 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12421 // prevent receive reward with quest items in bank or for not completed quest
12422 if(!CanRewardQuest(pQuest
,msg
))
12425 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12427 if( pQuest
->RewChoiceItemId
[reward
] )
12429 ItemPosCountVec dest
;
12430 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12431 if( res
!= EQUIP_ERR_OK
)
12433 SendEquipError( res
, NULL
, NULL
);
12439 if ( pQuest
->GetRewItemsCount() > 0 )
12441 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12443 if( pQuest
->RewItemId
[i
] )
12445 ItemPosCountVec dest
;
12446 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12447 if( res
!= EQUIP_ERR_OK
)
12449 SendEquipError( res
, NULL
, NULL
);
12459 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12461 uint16 log_slot
= FindQuestSlot( 0 );
12462 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12464 uint32 quest_id
= pQuest
->GetQuestId();
12466 // if not exist then created with set uState==NEW and rewarded=false
12467 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12469 // check for repeatable quests status reset
12470 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12471 questStatusData
.m_explored
= false;
12473 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12475 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12476 questStatusData
.m_itemcount
[i
] = 0;
12479 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12481 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12482 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12485 GiveQuestSourceItem( pQuest
);
12486 AdjustQuestReqItemCount( pQuest
, questStatusData
);
12488 if( pQuest
->GetRepObjectiveFaction() )
12489 if(FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->GetRepObjectiveFaction()))
12490 GetReputationMgr().SetVisible(factionEntry
);
12493 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12495 uint32 limittime
= pQuest
->GetLimitTime();
12497 // shared timed quest
12498 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12499 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ IN_MILISECONDS
;
12501 AddTimedQuest( quest_id
);
12502 questStatusData
.m_timer
= limittime
* IN_MILISECONDS
;
12503 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12506 questStatusData
.m_timer
= 0;
12508 SetQuestSlot(log_slot
, quest_id
, qtime
);
12510 if (questStatusData
.uState
!= QUEST_NEW
)
12511 questStatusData
.uState
= QUEST_CHANGED
;
12513 //starting initial quest script
12514 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12515 GetMap()->ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12517 // Some spells applied at quest activation
12518 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,true);
12519 if(saBounds
.first
!= saBounds
.second
)
12522 GetZoneAndAreaId(zone
,area
);
12524 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12525 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12526 if( !HasAura(itr
->second
->spellId
,0) )
12527 CastSpell(this,itr
->second
->spellId
,true);
12530 UpdateForQuestWorldObjects();
12533 void Player::CompleteQuest( uint32 quest_id
)
12537 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12539 uint16 log_slot
= FindQuestSlot( quest_id
);
12540 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12541 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12543 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12545 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12546 RewardQuest(qInfo
,0,this,false);
12548 SendQuestComplete( quest_id
);
12553 void Player::IncompleteQuest( uint32 quest_id
)
12557 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12559 uint16 log_slot
= FindQuestSlot( quest_id
);
12560 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12561 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12565 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12567 //this THING should be here to protect code from quest, which cast on player far teleport as a reward
12568 //should work fine, cause far teleport will be executed in Player::Update()
12569 SetCanDelayTeleport(true);
12571 uint32 quest_id
= pQuest
->GetQuestId();
12573 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12575 if (pQuest
->ReqItemId
[i
])
12576 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12579 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12580 // SetTimedQuest( 0 );
12581 m_timedquests
.erase(pQuest
->GetQuestId());
12583 if (pQuest
->GetRewChoiceItemsCount() > 0)
12585 if (uint32 itemId
= pQuest
->RewChoiceItemId
[reward
])
12587 ItemPosCountVec dest
;
12588 if (CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, itemId
, pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12590 Item
* item
= StoreNewItem( dest
, itemId
, true, Item::GenerateItemRandomPropertyId(itemId
));
12591 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12596 if (pQuest
->GetRewItemsCount() > 0)
12598 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12600 if (uint32 itemId
= pQuest
->RewItemId
[i
])
12602 ItemPosCountVec dest
;
12603 if (CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, itemId
, pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12605 Item
* item
= StoreNewItem( dest
, itemId
, true, Item::GenerateItemRandomPropertyId(itemId
));
12606 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12612 RewardReputation( pQuest
);
12614 uint16 log_slot
= FindQuestSlot( quest_id
);
12615 if (log_slot
< MAX_QUEST_LOG_SIZE
)
12616 SetQuestSlot(log_slot
,0);
12618 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12620 // Not give XP in case already completed once repeatable quest
12621 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12623 if (getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
12624 GiveXP( XP
, NULL
);
12627 uint32 money
= uint32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
));
12628 ModifyMoney( money
);
12629 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, money
);
12632 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12633 if (pQuest
->GetRewOrReqMoney())
12635 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12637 if (pQuest
->GetRewOrReqMoney() > 0)
12638 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, pQuest
->GetRewOrReqMoney());
12642 if (pQuest
->GetRewHonorableKills())
12643 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12646 if (pQuest
->GetCharTitleId())
12648 if (CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12649 SetTitle(titleEntry
);
12652 if (pQuest
->GetBonusTalents())
12654 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
12655 InitTalentForLevel();
12658 // Send reward mail
12659 if (pQuest
->GetRewMailTemplateId())
12661 MailMessageType mailType
;
12662 uint32 senderGuidOrEntry
;
12663 switch(questGiver
->GetTypeId())
12666 mailType
= MAIL_CREATURE
;
12667 senderGuidOrEntry
= questGiver
->GetEntry();
12669 case TYPEID_GAMEOBJECT
:
12670 mailType
= MAIL_GAMEOBJECT
;
12671 senderGuidOrEntry
= questGiver
->GetEntry();
12674 mailType
= MAIL_ITEM
;
12675 senderGuidOrEntry
= questGiver
->GetEntry();
12677 case TYPEID_PLAYER
:
12678 mailType
= MAIL_NORMAL
;
12679 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12682 mailType
= MAIL_NORMAL
;
12683 senderGuidOrEntry
= GetGUIDLow();
12687 Loot questMailLoot
;
12689 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this,true);
12692 MailItemsInfo mi
; // item list preparing
12694 uint32 max_slot
= questMailLoot
.GetMaxSlotInLootFor(this);
12695 for(uint32 i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< max_slot
; ++i
)
12697 if (LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12699 if (Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12701 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12702 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12707 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12710 if (pQuest
->IsDaily())
12712 SetDailyQuestStatus(quest_id
);
12713 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12716 if (!pQuest
->IsRepeatable())
12717 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12719 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12721 q_status
.m_rewarded
= true;
12722 if (q_status
.uState
!= QUEST_NEW
)
12723 q_status
.uState
= QUEST_CHANGED
;
12726 SendQuestReward( pQuest
, XP
, questGiver
);
12728 // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
12729 if (pQuest
->GetRewSpellCast() > 0)
12730 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12731 else if ( pQuest
->GetRewSpell() > 0)
12732 CastSpell( this, pQuest
->GetRewSpell(), true);
12734 if (pQuest
->GetZoneOrSort() > 0)
12735 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE
, pQuest
->GetZoneOrSort());
12736 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12737 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
, pQuest
->GetQuestId());
12742 // remove auras from spells with quest reward state limitations
12743 SpellAreaForQuestMapBounds saEndBounds
= spellmgr
.GetSpellAreaForQuestEndMapBounds(quest_id
);
12744 if(saEndBounds
.first
!= saEndBounds
.second
)
12746 GetZoneAndAreaId(zone
,area
);
12748 for(SpellAreaForAreaMap::const_iterator itr
= saEndBounds
.first
; itr
!= saEndBounds
.second
; ++itr
)
12749 if(!itr
->second
->IsFitToRequirements(this,zone
,area
))
12750 RemoveAurasDueToSpell(itr
->second
->spellId
);
12753 // Some spells applied at quest reward
12754 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,false);
12755 if(saBounds
.first
!= saBounds
.second
)
12758 GetZoneAndAreaId(zone
,area
);
12760 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12761 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12762 if( !HasAura(itr
->second
->spellId
,0) )
12763 CastSpell(this,itr
->second
->spellId
,true);
12766 //lets remove flag for delayed teleports
12767 SetCanDelayTeleport(false);
12770 void Player::FailQuest(uint32 questId
)
12772 if (Quest
const* pQuest
= objmgr
.GetQuestTemplate(questId
))
12774 SetQuestStatus(questId
, QUEST_STATUS_FAILED
);
12776 uint16 log_slot
= FindQuestSlot(questId
);
12778 if (log_slot
< MAX_QUEST_LOG_SIZE
)
12780 SetQuestSlotTimer(log_slot
, 1);
12781 SetQuestSlotState(log_slot
, QUEST_STATE_FAIL
);
12784 if (pQuest
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
))
12786 QuestStatusData
& q_status
= mQuestStatus
[questId
];
12788 q_status
.m_timer
= 0;
12790 SendQuestTimerFailed(questId
);
12793 SendQuestFailed(questId
);
12797 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12799 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12800 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12802 // skip zone zoneOrSort and 0 case skillOrClass
12803 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12806 int32 questSort
= -zoneOrSort
;
12807 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12809 // check class sort cases in zoneOrSort
12810 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12813 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12818 if( skillOrClass
< 0 )
12820 uint8 reqClass
= -int32(skillOrClass
);
12821 if(getClass() != reqClass
)
12824 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12829 else if( skillOrClass
> 0 )
12831 uint32 reqSkill
= skillOrClass
;
12832 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12835 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12843 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12845 if( getLevel() < qInfo
->GetMinLevel() )
12848 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12854 bool Player::SatisfyQuestLog( bool msg
)
12857 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12862 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12863 GetSession()->SendPacket( &data
);
12864 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12869 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12871 // No previous quest (might be first quest in a series)
12872 if( qInfo
->prevQuests
.empty())
12875 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12877 uint32 prevId
= abs(*iter
);
12879 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12880 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12882 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12884 // If any of the positive previous quests completed, return true
12885 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12887 // skip one-from-all exclusive group
12888 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12891 // each-from-all exclusive group ( < 0)
12892 // can be start if only all quests in prev quest exclusive group completed and rewarded
12893 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12894 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12896 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12898 for(; iter2
!= end
; ++iter2
)
12900 uint32 exclude_Id
= iter2
->second
;
12902 // skip checked quest id, only state of other quests in group is interesting
12903 if(exclude_Id
== prevId
)
12906 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12908 // alternative quest from group also must be completed and rewarded(reported)
12909 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12912 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12918 // If any of the negative previous quests active, return true
12919 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12920 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12922 // skip one-from-all exclusive group
12923 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12926 // each-from-all exclusive group ( < 0)
12927 // can be start if only all quests in prev quest exclusive group active
12928 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12929 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12931 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12933 for(; iter2
!= end
; ++iter2
)
12935 uint32 exclude_Id
= iter2
->second
;
12937 // skip checked quest id, only state of other quests in group is interesting
12938 if(exclude_Id
== prevId
)
12941 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12943 // alternative quest from group also must be active
12944 if( i_exstatus
== mQuestStatus
.end() ||
12945 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12946 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12949 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12958 // Has only positive prev. quests in non-rewarded state
12959 // and negative prev. quests in non-active state
12961 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12966 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12968 uint32 reqraces
= qInfo
->GetRequiredRaces();
12969 if ( reqraces
== 0 )
12971 if( (reqraces
& getRaceMask()) == 0 )
12974 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12980 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12982 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12983 if(fIdMin
&& GetReputationMgr().GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12986 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12990 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12991 if(fIdMax
&& GetReputationMgr().GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12994 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13001 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
13003 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
13004 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
13007 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
13013 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
13015 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
13018 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
13024 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
13026 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
13027 if(qInfo
->GetExclusiveGroup() <= 0)
13030 ObjectMgr::ExclusiveQuestGroups::const_iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
13031 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
13033 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
13035 for(; iter
!= end
; ++iter
)
13037 uint32 exclude_Id
= iter
->second
;
13039 // skip checked quest id, only state of other quests in group is interesting
13040 if(exclude_Id
== qInfo
->GetQuestId())
13043 // not allow have daily quest if daily quest from exclusive group already recently completed
13044 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
13045 if( !SatisfyQuestDay(Nquest
, false) )
13048 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13052 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
13054 // alternative quest already started or completed
13055 if( i_exstatus
!= mQuestStatus
.end()
13056 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13059 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13066 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
13068 if(!qInfo
->GetNextQuestInChain())
13071 // next quest in chain already started or completed
13072 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
13073 if( itr
!= mQuestStatus
.end()
13074 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
13077 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13081 // check for all quests further up the chain
13082 // only necessary if there are quest chains with more than one quest that can be skipped
13083 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
13087 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
13089 // No previous quest in chain
13090 if( qInfo
->prevChainQuests
.empty())
13093 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
13095 uint32 prevId
= *iter
;
13097 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
13099 if( i_prevstatus
!= mQuestStatus
.end() )
13101 // If any of the previous quests in chain active, return false
13102 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
13103 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
13106 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
13111 // check for all quests further down the chain
13112 // only necessary if there are quest chains with more than one quest that can be skipped
13113 //if( !SatisfyQuestPrevChain( prevId, msg ) )
13117 // No previous quest in chain active
13121 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
13123 if(!qInfo
->IsDaily())
13126 bool have_slot
= false;
13127 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
13129 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
13130 if(qInfo
->GetQuestId()==id
)
13140 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
13147 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
13149 uint32 srcitem
= pQuest
->GetSrcItemId();
13152 uint32 count
= pQuest
->GetSrcItemCount();
13156 ItemPosCountVec dest
;
13157 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
13158 if( msg
== EQUIP_ERR_OK
)
13160 Item
* item
= StoreNewItem(dest
, srcitem
, true);
13161 SendNewItem(item
, count
, true, false);
13164 // player already have max amount required item, just report success
13165 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
13168 SendEquipError( msg
, NULL
, NULL
);
13175 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
13177 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13180 uint32 srcitem
= qInfo
->GetSrcItemId();
13183 uint32 count
= qInfo
->GetSrcItemCount();
13187 // exist one case when destroy source quest item not possible:
13188 // non un-equippable item (equipped non-empty bag, for example)
13189 uint8 res
= CanUnequipItems(srcitem
,count
);
13190 if(res
!= EQUIP_ERR_OK
)
13193 SendEquipError( res
, NULL
, NULL
);
13197 DestroyItemCount(srcitem
, count
, true, true);
13203 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
13205 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13208 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13209 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13210 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
13211 && !qInfo
->IsRepeatable() )
13212 return itr
->second
.m_rewarded
;
13219 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
13223 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13224 if( itr
!= mQuestStatus
.end() )
13225 return itr
->second
.m_status
;
13227 return QUEST_STATUS_NONE
;
13230 bool Player::CanShareQuest(uint32 quest_id
) const
13232 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13233 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
13235 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13236 if( itr
!= mQuestStatus
.end() )
13237 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
13242 void Player::SetQuestStatus(uint32 quest_id
, QuestStatus status
)
13244 if (Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
13246 if (status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
|| status
== QUEST_STATUS_FAILED
)
13248 if (qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
))
13249 m_timedquests
.erase(qInfo
->GetQuestId());
13252 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13254 q_status
.m_status
= status
;
13256 if (q_status
.uState
!= QUEST_NEW
)
13257 q_status
.uState
= QUEST_CHANGED
;
13260 UpdateForQuestWorldObjects();
13263 // not used in MaNGOS, but used in scripting code
13264 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13266 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13270 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13271 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13272 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13277 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
, QuestStatusData
& questStatusData
)
13279 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13281 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
13283 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13284 if( reqitemcount
!= 0 )
13286 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
13288 questStatusData
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13289 if (questStatusData
.uState
!= QUEST_NEW
) questStatusData
.uState
= QUEST_CHANGED
;
13295 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13297 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13298 if ( GetQuestSlotQuestId(i
) == quest_id
)
13301 return MAX_QUEST_LOG_SIZE
;
13304 void Player::AreaExploredOrEventHappens( uint32 questId
)
13308 uint16 log_slot
= FindQuestSlot( questId
);
13309 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13311 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13313 if(!q_status
.m_explored
)
13315 q_status
.m_explored
= true;
13316 if (q_status
.uState
!= QUEST_NEW
)
13317 q_status
.uState
= QUEST_CHANGED
;
13320 if( CanCompleteQuest( questId
) )
13321 CompleteQuest( questId
);
13325 //not used in mangosd, function for external script library
13326 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13328 if( Group
*pGroup
= GetGroup() )
13330 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13332 Player
*pGroupGuy
= itr
->getSource();
13334 // for any leave or dead (with not released body) group member at appropriate distance
13335 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13336 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13340 AreaExploredOrEventHappens(questId
);
13343 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13345 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13347 uint32 questid
= GetQuestSlotQuestId(i
);
13348 if ( questid
== 0 )
13351 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13353 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13356 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13357 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13360 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13362 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13363 if ( reqitem
== entry
)
13365 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13366 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13367 if ( curitemcount
< reqitemcount
)
13369 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13370 q_status
.m_itemcount
[j
] += additemcount
;
13371 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13373 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13375 if ( CanCompleteQuest( questid
) )
13376 CompleteQuest( questid
);
13381 UpdateForQuestWorldObjects();
13384 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13386 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13388 uint32 questid
= GetQuestSlotQuestId(i
);
13391 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13394 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13397 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13399 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13400 if ( reqitem
== entry
)
13402 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13404 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13405 uint32 curitemcount
;
13406 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13407 curitemcount
= q_status
.m_itemcount
[j
];
13409 curitemcount
= GetItemCount(entry
,true);
13410 if ( curitemcount
< reqitemcount
+ count
)
13412 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13413 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13414 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13416 IncompleteQuest( questid
);
13422 UpdateForQuestWorldObjects();
13425 void Player::KilledMonster( CreatureInfo
const* cInfo
, uint64 guid
)
13428 KilledMonsterCredit(cInfo
->Entry
,guid
);
13430 for(int i
= 0; i
< MAX_KILL_CREDIT
; ++i
)
13431 if(cInfo
->KillCredit
[i
])
13432 KilledMonsterCredit(cInfo
->KillCredit
[i
],guid
);
13435 void Player::KilledMonsterCredit( uint32 entry
, uint64 guid
)
13437 uint32 addkillcount
= 1;
13438 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13439 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13441 uint32 questid
= GetQuestSlotQuestId(i
);
13445 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13448 // just if !ingroup || !noraidgroup || raidgroup
13449 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13450 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13452 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13454 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13456 // skip GO activate objective or none
13457 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13460 // skip Cast at creature objective
13461 if(qInfo
->ReqSpell
[j
] !=0 )
13464 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13466 if ( reqkill
== entry
)
13468 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13469 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13470 if ( curkillcount
< reqkillcount
)
13472 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13473 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13475 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13477 if ( CanCompleteQuest( questid
) )
13478 CompleteQuest( questid
);
13480 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13489 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13491 bool isCreature
= IS_CREATURE_GUID(guid
);
13493 uint32 addCastCount
= 1;
13494 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13496 uint32 questid
= GetQuestSlotQuestId(i
);
13500 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13504 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13506 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13508 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13510 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13512 // skip kill creature objective (0) or wrong spell casts
13513 if(qInfo
->ReqSpell
[j
] != spell_id
)
13516 uint32 reqTarget
= 0;
13520 // creature activate objectives
13521 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13522 // checked at quest_template loading
13523 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13527 // GO activate objective
13528 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13529 // checked at quest_template loading
13530 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13533 // other not this creature/GO related objectives
13534 if( reqTarget
!= entry
)
13537 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13538 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13539 if ( curCastCount
< reqCastCount
)
13541 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13542 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13544 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13547 if ( CanCompleteQuest( questid
) )
13548 CompleteQuest( questid
);
13550 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13558 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13560 uint32 addTalkCount
= 1;
13561 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13563 uint32 questid
= GetQuestSlotQuestId(i
);
13567 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13571 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13573 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13575 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13577 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13579 // skip spell casts and Gameobject objectives
13580 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13583 uint32 reqTarget
= 0;
13585 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13586 // checked at quest_template loading
13587 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13591 if ( reqTarget
== entry
)
13593 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13594 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13595 if ( curTalkCount
< reqTalkCount
)
13597 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13598 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13600 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13602 if ( CanCompleteQuest( questid
) )
13603 CompleteQuest( questid
);
13605 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13614 void Player::MoneyChanged( uint32 count
)
13616 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13618 uint32 questid
= GetQuestSlotQuestId(i
);
13622 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13623 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13625 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13627 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13629 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13631 if ( CanCompleteQuest( questid
) )
13632 CompleteQuest( questid
);
13635 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13637 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13638 IncompleteQuest( questid
);
13644 void Player::ReputationChanged(FactionEntry
const* factionEntry
)
13646 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13648 if(uint32 questid
= GetQuestSlotQuestId(i
))
13650 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
))
13652 if(qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
13654 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13655 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13657 if(GetReputationMgr().GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
13658 if ( CanCompleteQuest( questid
) )
13659 CompleteQuest( questid
);
13661 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13663 if(GetReputationMgr().GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
13664 IncompleteQuest( questid
);
13672 bool Player::HasQuestForItem( uint32 itemid
) const
13674 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13676 uint32 questid
= GetQuestSlotQuestId(i
);
13677 if ( questid
== 0 )
13680 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
13681 if(qs_itr
== mQuestStatus
.end())
13684 QuestStatusData
const& q_status
= qs_itr
->second
;
13686 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13688 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
13692 // hide quest if player is in raid-group and quest is no raid quest
13693 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13696 // There should be no mixed ReqItem/ReqSource drop
13697 // This part for ReqItem drop
13698 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13700 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13703 // This part - for ReqSource
13704 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; ++j
)
13706 // examined item is a source item
13707 if (qinfo
->ReqSourceId
[j
] == itemid
)
13709 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(itemid
);
13712 if (pProto
->MaxCount
&& GetItemCount(itemid
,true) < pProto
->MaxCount
)
13715 // allows custom amount drop when not 0
13716 if (qinfo
->ReqSourceCount
[j
])
13718 if (GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13720 } else if (GetItemCount(itemid
,true) < pProto
->Stackable
)
13729 void Player::SendQuestComplete( uint32 quest_id
)
13733 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13734 data
<< uint32(quest_id
);
13735 GetSession()->SendPacket( &data
);
13736 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13740 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13742 uint32 questid
= pQuest
->GetQuestId();
13743 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13744 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13745 data
<< uint32(questid
);
13747 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13749 data
<< uint32(XP
);
13750 data
<< uint32(pQuest
->GetRewOrReqMoney());
13755 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13758 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13759 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13760 GetSession()->SendPacket( &data
);
13762 if (pQuest
->GetQuestCompleteScript() != 0)
13763 GetMap()->ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13766 void Player::SendQuestFailed( uint32 quest_id
)
13770 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13772 data
<< uint32(0); // failed reason (4 for inventory is full)
13773 GetSession()->SendPacket( &data
);
13774 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13778 void Player::SendQuestTimerFailed( uint32 quest_id
)
13782 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13784 GetSession()->SendPacket( &data
);
13785 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13789 void Player::SendCanTakeQuestResponse( uint32 msg
)
13791 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13792 data
<< uint32(msg
);
13793 GetSession()->SendPacket( &data
);
13794 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13797 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13801 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13802 data
<< uint64(pPlayer
->GetGUID());
13803 data
<< uint8(msg
); // valid values: 0-8
13804 GetSession()->SendPacket( &data
);
13805 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13809 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13811 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13812 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13813 //data << pQuest->ReqItemId[item_idx];
13815 GetSession()->SendPacket( &data
);
13818 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13820 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13822 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13824 // client expected gameobject template id in form (id|0x80000000)
13825 entry
= (-entry
) | 0x80000000;
13827 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13828 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13829 data
<< uint32(pQuest
->GetQuestId());
13830 data
<< uint32(entry
);
13831 data
<< uint32(old_count
+ add_count
);
13832 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13833 data
<< uint64(guid
);
13834 GetSession()->SendPacket(&data
);
13836 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13837 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13838 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13841 /*********************************************************/
13842 /*** LOAD SYSTEM ***/
13843 /*********************************************************/
13845 void Player::_LoadDeclinedNames(QueryResult
* result
)
13851 delete m_declinedname
;
13853 m_declinedname
= new DeclinedName
;
13854 Field
*fields
= result
->Fetch();
13855 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13856 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13861 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
13863 // arenateamid, played_week, played_season, personal_rating
13864 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
)*18);
13870 Field
*fields
= result
->Fetch();
13872 uint32 arenateamid
= fields
[0].GetUInt32();
13873 uint32 played_week
= fields
[1].GetUInt32();
13874 uint32 played_season
= fields
[2].GetUInt32();
13875 uint32 personal_rating
= fields
[3].GetUInt32();
13877 ArenaTeam
* aTeam
= objmgr
.GetArenaTeamById(arenateamid
);
13880 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid
, played_week
, played_season
, personal_rating
);
13883 uint8 arenaSlot
= aTeam
->GetSlot();
13885 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6] = arenateamid
; // TeamID
13886 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 1] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
13887 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 2] = played_week
; // Played Week
13888 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 3] = played_season
; // Played Season
13889 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 4] = 0; // Unk
13890 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 5] = personal_rating
; // Personal Rating
13892 }while (result
->NextRow());
13896 void Player::_LoadEquipmentSets(QueryResult
*result
)
13898 // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
13905 Field
*fields
= result
->Fetch();
13907 EquipmentSet eqSet
;
13909 eqSet
.Guid
= fields
[0].GetUInt64();
13910 uint32 index
= fields
[1].GetUInt32();
13911 eqSet
.Name
= fields
[2].GetCppString();
13912 eqSet
.IconName
= fields
[3].GetCppString();
13913 eqSet
.state
= EQUIPMENT_SET_UNCHANGED
;
13915 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
13916 eqSet
.Items
[i
] = fields
[4+i
].GetUInt32();
13918 m_EquipmentSets
[index
] = eqSet
;
13922 if(count
>= MAX_EQUIPMENT_SET_INDEX
) // client limit
13924 } while (result
->NextRow());
13928 void Player::_LoadBGData(QueryResult
* result
)
13933 // Expecting only one row
13934 Field
*fields
= result
->Fetch();
13935 /* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
13936 m_bgData
.bgInstanceID
= fields
[0].GetUInt32();
13937 m_bgData
.bgTeam
= fields
[1].GetUInt32();
13938 m_bgData
.joinPos
= WorldLocation(fields
[6].GetUInt32(), // Map
13939 fields
[2].GetFloat(), // X
13940 fields
[3].GetFloat(), // Y
13941 fields
[4].GetFloat(), // Z
13942 fields
[5].GetFloat()); // Orientation
13943 m_bgData
.taxiPath
[0] = fields
[7].GetUInt32();
13944 m_bgData
.taxiPath
[1] = fields
[8].GetUInt32();
13945 m_bgData
.mountSpell
= fields
[9].GetUInt32();
13950 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13952 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13956 Field
*fields
= result
->Fetch();
13958 x
= fields
[0].GetFloat();
13959 y
= fields
[1].GetFloat();
13960 z
= fields
[2].GetFloat();
13961 o
= fields
[3].GetFloat();
13962 mapid
= fields
[4].GetUInt32();
13963 in_flight
= !fields
[5].GetCppString().empty();
13969 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13971 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13975 Field
*fields
= result
->Fetch();
13977 data
= StrSplit(fields
[0].GetCppString(), " ");
13984 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13986 if(index
>= data
.size())
13989 return (uint32
)atoi(data
[index
].c_str());
13992 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13995 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13996 memcpy(&result
, &temp
, sizeof(result
));
14001 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
14004 if(!LoadValuesArrayFromDB(data
,guid
))
14007 return GetUInt32ValueFromArray(data
,index
);
14010 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
14013 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
14014 memcpy(&result
, &temp
, sizeof(result
));
14019 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
14021 //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
14022 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points FROM characters WHERE guid = '%u'", guid);
14023 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
14027 sLog
.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
14031 Field
*fields
= result
->Fetch();
14033 uint32 dbAccountId
= fields
[1].GetUInt32();
14035 // check if the character's account in the db and the logged in account match.
14036 // player should be able to load/delete character only with correct account!
14037 if( dbAccountId
!= GetSession()->GetAccountId() )
14039 sLog
.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
14044 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
14046 m_name
= fields
[3].GetCppString();
14048 // check name limitations
14049 if (ObjectMgr::CheckPlayerName(m_name
) != CHAR_NAME_SUCCESS
||
14050 GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
))
14053 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
14057 if(!LoadValues( fields
[2].GetString()))
14059 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid
));
14064 // overwrite possible wrong/corrupted guid
14065 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
14067 // overwrite some data fields
14068 uint32 bytes0
= GetUInt32Value(UNIT_FIELD_BYTES_0
) & 0xFF000000;
14069 bytes0
|= fields
[4].GetUInt8(); // race
14070 bytes0
|= fields
[5].GetUInt8() << 8; // class
14071 bytes0
|= fields
[6].GetUInt8() << 16; // gender
14072 SetUInt32Value(UNIT_FIELD_BYTES_0
, bytes0
);
14074 SetUInt32Value(UNIT_FIELD_LEVEL
, fields
[7].GetUInt8());
14075 SetUInt32Value(PLAYER_XP
, fields
[8].GetUInt32());
14076 SetUInt32Value(PLAYER_FIELD_COINAGE
, fields
[9].GetUInt32());
14077 SetUInt32Value(PLAYER_BYTES
, fields
[10].GetUInt32());
14078 SetUInt32Value(PLAYER_BYTES_2
, fields
[11].GetUInt32());
14079 SetUInt32Value(PLAYER_BYTES_3
, (GetUInt32Value(PLAYER_BYTES_3
) & ~1) | fields
[6].GetUInt8());
14080 SetUInt32Value(PLAYER_FLAGS
, fields
[12].GetUInt32());
14084 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
14085 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
14087 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0 );
14088 SetVisibleItemSlot(slot
, NULL
);
14092 delete m_items
[slot
];
14093 m_items
[slot
] = NULL
;
14097 // update money limits
14098 if(GetMoney() > MAX_MONEY_AMOUNT
)
14099 SetMoney(MAX_MONEY_AMOUNT
);
14101 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
14104 //Need to call it to initialize m_team (m_team can be calculated from race)
14105 //Other way is to saves m_team into characters table.
14106 setFactionForRace(getRace());
14109 // load home bind and check in same time class/race pair, it used later for restore broken positions
14110 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
14116 InitPrimaryProfessions(); // to max set before any spell loaded
14118 // init saved position, and fix it later if problematic
14119 uint32 transGUID
= fields
[31].GetUInt32();
14120 Relocate(fields
[13].GetFloat(),fields
[14].GetFloat(),fields
[15].GetFloat(),fields
[17].GetFloat());
14121 SetLocationMapId(fields
[16].GetUInt32());
14122 SetDifficulty(fields
[39].GetUInt32()); // may be changed in _LoadGroup
14124 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
14126 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
14128 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[40].GetUInt32();
14129 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
14130 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
14132 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
14134 // check arena teams integrity
14135 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
14137 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
14141 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
14142 if(at
->HaveMember(GetGUID()))
14145 // arena team not exist or not member, cleanup fields
14146 for(int j
=0; j
< 6; ++j
)
14147 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
14150 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
14152 if(!IsPositionValid())
14154 sLog
.outError("Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
14155 RelocateToHomebind();
14159 m_movementInfo
.t_x
= 0.0f
;
14160 m_movementInfo
.t_y
= 0.0f
;
14161 m_movementInfo
.t_z
= 0.0f
;
14162 m_movementInfo
.t_o
= 0.0f
;
14165 _LoadBGData(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA
));
14167 if(m_bgData
.bgInstanceID
) //saved in BattleGround
14169 BattleGround
*currentBg
= sBattleGroundMgr
.GetBattleGround(m_bgData
.bgInstanceID
, BATTLEGROUND_TYPE_NONE
);
14171 if(currentBg
&& currentBg
->IsPlayerInBattleGround(GetGUID()))
14173 BattleGroundQueueTypeId bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(currentBg
->GetTypeID(), currentBg
->GetArenaType());
14174 AddBattleGroundQueueId(bgQueueTypeId
);
14176 m_bgData
.bgTypeID
= currentBg
->GetTypeID();
14178 //join player to battleground group
14179 currentBg
->EventPlayerLoggedIn(this, GetGUID());
14180 currentBg
->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData
.bgTeam
);
14182 SetInviteForBattleGroundQueueType(bgQueueTypeId
,currentBg
->GetInstanceID());
14186 const WorldLocation
& _loc
= GetBattleGroundEntryPoint();
14187 SetLocationMapId(_loc
.mapid
);
14188 Relocate(_loc
.coord_x
, _loc
.coord_y
, _loc
.coord_z
, _loc
.orientation
);
14190 // We are not in BG anymore
14191 m_bgData
.bgInstanceID
= 0;
14196 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14197 // if server restart after player save in BG or area
14198 // player can have current coordinates in to BG/Arean map, fix this
14199 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena())
14201 const WorldLocation
& _loc
= GetBattleGroundEntryPoint();
14202 SetLocationMapId(_loc
.mapid
);
14203 Relocate(_loc
.coord_x
, _loc
.coord_y
, _loc
.coord_z
, _loc
.orientation
);
14207 if (transGUID
!= 0)
14209 m_movementInfo
.t_x
= fields
[27].GetFloat();
14210 m_movementInfo
.t_y
= fields
[28].GetFloat();
14211 m_movementInfo
.t_z
= fields
[29].GetFloat();
14212 m_movementInfo
.t_o
= fields
[30].GetFloat();
14214 if( !MaNGOS::IsValidMapCoord(
14215 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14216 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
14217 // transport size limited
14218 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
14220 sLog
.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14221 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14222 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
14224 RelocateToHomebind();
14226 m_movementInfo
.t_x
= 0.0f
;
14227 m_movementInfo
.t_y
= 0.0f
;
14228 m_movementInfo
.t_z
= 0.0f
;
14229 m_movementInfo
.t_o
= 0.0f
;
14235 if (transGUID
!= 0)
14237 for (MapManager::TransportSet::const_iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
14239 if( (*iter
)->GetGUIDLow() == transGUID
)
14241 MapEntry
const* transMapEntry
= sMapStore
.LookupEntry((*iter
)->GetMapId());
14242 // client without expansion support
14243 if(GetSession()->Expansion() < transMapEntry
->Expansion())
14245 sLog
.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter
)->GetMapId());
14249 m_transport
= *iter
;
14250 m_transport
->AddPassenger(this);
14251 SetLocationMapId(m_transport
->GetMapId());
14258 sLog
.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14261 RelocateToHomebind();
14263 m_movementInfo
.t_x
= 0.0f
;
14264 m_movementInfo
.t_y
= 0.0f
;
14265 m_movementInfo
.t_z
= 0.0f
;
14266 m_movementInfo
.t_o
= 0.0f
;
14271 else // not transport case
14273 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14274 // client without expansion support
14275 if(GetSession()->Expansion() < mapEntry
->Expansion())
14277 sLog
.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14278 RelocateToHomebind();
14282 // NOW player must have valid map
14283 // load the player's map here if it's not already loaded
14284 SetMap(MapManager::Instance().CreateMap(GetMapId(), this));
14286 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14287 if(GetInstanceId() && !sInstanceSaveManager
.GetInstanceSave(GetInstanceId()))
14289 AreaTrigger
const* at
= objmgr
.GetMapEntranceTrigger(GetMapId());
14291 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
14293 sLog
.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
14296 SaveRecallPosition();
14298 time_t now
= time(NULL
);
14299 time_t logoutTime
= time_t(fields
[23].GetUInt64());
14301 // since last logout (in seconds)
14302 uint64 time_diff
= uint64(now
- logoutTime
);
14304 // set value, including drunk invisibility detection
14305 // calculate sobering. after 15 minutes logged out, the player will be sober again
14307 if(time_diff
> 15*MINUTE
)
14310 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14311 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14312 SetDrunkValue(newDrunkenValue
);
14314 m_rest_bonus
= fields
[22].GetFloat();
14315 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14316 float bubble0
= 0.031;
14317 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14318 float bubble1
= 0.125;
14322 float bubble
= fields
[24].GetUInt32() > 0
14323 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14324 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14326 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14329 m_cinematic
= fields
[19].GetUInt32();
14330 m_Played_time
[PLAYED_TIME_TOTAL
]= fields
[20].GetUInt32();
14331 m_Played_time
[PLAYED_TIME_LEVEL
]= fields
[21].GetUInt32();
14333 m_resetTalentsCost
= fields
[25].GetUInt32();
14334 m_resetTalentsTime
= time_t(fields
[26].GetUInt64());
14336 // reserve some flags
14337 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14339 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14340 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14342 m_taxi
.LoadTaxiMask( fields
[18].GetString() ); // must be before InitTaxiNodesForLevel
14344 uint32 extraflags
= fields
[32].GetUInt32();
14346 m_stableSlots
= fields
[33].GetUInt32();
14347 if(m_stableSlots
> MAX_PET_STABLES
)
14349 sLog
.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES
,uint32(m_stableSlots
));
14350 m_stableSlots
= MAX_PET_STABLES
;
14353 m_atLoginFlags
= fields
[34].GetUInt32();
14356 // Update Honor kills data
14357 m_lastHonorUpdateTime
= logoutTime
;
14358 UpdateHonorFields();
14360 m_deathExpireTime
= (time_t)fields
[37].GetUInt64();
14361 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14362 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14364 std::string taxi_nodes
= fields
[38].GetCppString();
14368 // clear channel spell data (if saved at channel spell casting)
14369 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
14370 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14372 // clear charm/summon related fields
14379 // reset some aura modifiers before aura apply
14380 SetFarSightGUID(0);
14381 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14382 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14386 // make sure the unit is considered out of combat for proper loading
14389 // make sure the unit is considered not in duel for proper loading
14390 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14391 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14393 // remember loaded power/health values to restore after stats initialization and modifier applying
14394 uint32 savedHealth
= GetHealth();
14395 uint32 savedPower
[MAX_POWERS
];
14396 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14397 savedPower
[i
] = GetPower(Powers(i
));
14399 // reset stats before loading any modifiers
14400 InitStatsForLevel();
14401 InitTaxiNodesForLevel();
14402 InitGlyphsForLevel();
14405 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14407 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14410 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14413 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14414 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14415 m_deathState
= DEAD
;
14417 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14419 // after spell load, learn rewarded spell if need also
14420 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14421 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14423 // after spell and quest load
14424 InitTalentForLevel();
14425 learnDefaultSpells();
14427 // must be before inventory (some items required reputation check)
14428 m_reputationMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14430 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14432 // update items with duration and realtime
14433 UpdateItemDuration(time_diff
, true);
14435 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14437 // unread mails and next delivery time, actual mails not loaded
14438 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14440 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14442 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14443 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14444 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14446 if(!HasTitle(curTitle
))
14447 SetUInt32Value(PLAYER_CHOSEN_TITLE
, 0);
14450 // Not finish taxi flight path
14451 if(m_bgData
.HasTaxiPath())
14453 m_taxi
.ClearTaxiDestinations();
14454 for (int i
= 0; i
< 2; ++i
)
14455 m_taxi
.AddTaxiDestination(m_bgData
.taxiPath
[i
]);
14457 else if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
,GetTeam()))
14459 // problems with taxi path loading
14460 TaxiNodesEntry
const* nodeEntry
= NULL
;
14461 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14462 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14464 if(!nodeEntry
) // don't know taxi start node, to homebind
14466 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14467 RelocateToHomebind();
14469 else // have start node, to it
14471 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14472 SetLocationMapId(nodeEntry
->map_id
);
14473 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14476 //we can be relocated from taxi and still have an outdated Map pointer!
14477 //so we need to get a new Map pointer!
14478 SetMap(MapManager::Instance().CreateMap(GetMapId(), this));
14479 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14481 m_taxi
.ClearTaxiDestinations();
14484 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14486 // save source node as recall coord to prevent recall and fall from sky
14487 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14488 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14489 m_recallMap
= nodeEntry
->map_id
;
14490 m_recallX
= nodeEntry
->x
;
14491 m_recallY
= nodeEntry
->y
;
14492 m_recallZ
= nodeEntry
->z
;
14494 // flight will started later
14497 // has to be called after last Relocate() in Player::LoadFromDB
14498 SetFallInformation(0, GetPositionZ());
14500 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14502 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14503 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14505 RemoveAllAurasOnDeath();
14507 //apply all stat bonuses from items and auras
14508 SetCanModifyStats(true);
14511 // restore remembered power/health values (but not more max values)
14512 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14513 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14514 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14516 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14520 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14522 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14525 case 0: break; // disable
14526 case 1: SetGameMaster(true); break; // enable
14527 case 2: // save state
14528 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14529 SetGameMaster(true);
14533 switch(sWorld
.getConfig(CONFIG_GM_VISIBLE_STATE
))
14536 case 0: SetGMVisible(false); break; // invisible
14537 case 1: break; // visible
14538 case 2: // save state
14539 if(extraflags
& PLAYER_EXTRA_GM_INVISIBLE
)
14540 SetGMVisible(false);
14544 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14547 case 0: break; // disable
14548 case 1: SetAcceptTicket(true); break; // enable
14549 case 2: // save state
14550 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14551 SetAcceptTicket(true);
14555 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14558 case 0: break; // disable
14559 case 1: SetGMChat(true); break; // enable
14560 case 2: // save state
14561 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14566 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14569 case 0: break; // disable
14570 case 1: SetAcceptWhispers(true); break; // enable
14571 case 2: // save state
14572 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14573 SetAcceptWhispers(true);
14578 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14580 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14581 m_achievementMgr
.CheckAllAchievementCriteria();
14583 _LoadEquipmentSets(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS
));
14588 bool Player::isAllowedToLoot(Creature
* creature
)
14590 if(Player
* recipient
= creature
->GetLootRecipient())
14592 if (recipient
== this)
14594 if( Group
* otherGroup
= recipient
->GetGroup())
14596 Group
* thisGroup
= GetGroup();
14599 return thisGroup
== otherGroup
;
14604 // prevent other players from looting if the recipient got disconnected
14605 return !creature
->hasLootRecipient();
14608 void Player::_LoadActions(QueryResult
*result
)
14610 m_actionButtons
.clear();
14612 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14618 Field
*fields
= result
->Fetch();
14620 uint8 button
= fields
[0].GetUInt8();
14621 uint32 action
= fields
[1].GetUInt32();
14622 uint8 type
= fields
[2].GetUInt8();
14624 if(ActionButton
* ab
= addActionButton(button
, action
, type
))
14625 ab
->uState
= ACTIONBUTTON_UNCHANGED
;
14628 sLog
.outError( " ...at loading, and will deleted in DB also");
14630 // Will deleted in DB at next save (it can create data until save but marked as deleted)
14631 m_actionButtons
[button
].uState
= ACTIONBUTTON_DELETED
;
14634 while( result
->NextRow() );
14640 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14643 for (int i
= 0; i
< TOTAL_AURAS
; ++i
)
14644 m_modAuras
[i
].clear();
14646 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14652 Field
*fields
= result
->Fetch();
14653 uint64 caster_guid
= fields
[0].GetUInt64();
14654 uint32 spellid
= fields
[1].GetUInt32();
14655 uint32 effindex
= fields
[2].GetUInt32();
14656 uint32 stackcount
= fields
[3].GetUInt32();
14657 int32 damage
= (int32
)fields
[4].GetUInt32();
14658 int32 maxduration
= (int32
)fields
[5].GetUInt32();
14659 int32 remaintime
= (int32
)fields
[6].GetUInt32();
14660 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
14662 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14665 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14671 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14675 // negative effects should continue counting down after logout
14676 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14678 if(remaintime
<= int32(timediff
))
14681 remaintime
-= timediff
;
14684 // prevent wrong values of remaincharges
14685 if(spellproto
->procCharges
)
14687 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14688 remaincharges
= spellproto
->procCharges
;
14694 for(uint32 i
=0; i
<stackcount
; ++i
)
14696 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14698 damage
= aura
->GetModifier()->m_amount
;
14700 // reset stolen single target auras
14701 if (caster_guid
!= GetGUID() && aura
->IsSingleTarget())
14702 aura
->SetIsSingleTarget(false);
14704 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14706 sLog
.outDetail("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14709 while( result
->NextRow() );
14714 if(getClass() == CLASS_WARRIOR
&& !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT
))
14715 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14718 void Player::_LoadGlyphAuras()
14720 for (uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
14722 if (uint32 glyph
= GetGlyph(i
))
14724 if (GlyphPropertiesEntry
const *gp
= sGlyphPropertiesStore
.LookupEntry(glyph
))
14726 if (GlyphSlotEntry
const *gs
= sGlyphSlotStore
.LookupEntry(GetGlyphSlot(i
)))
14728 if(gp
->TypeFlags
== gs
->TypeFlags
)
14730 CastSpell(this, gp
->SpellId
, true);
14734 sLog
.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name
.c_str(), gp
->TypeFlags
, gs
->TypeFlags
);
14737 sLog
.outError("Player %s has not existing glyph slot entry %u on index %u", m_name
.c_str(), GetGlyphSlot(i
), i
);
14740 sLog
.outError("Player %s has not existing glyph entry %u on index %u", m_name
.c_str(), glyph
, i
);
14742 // On any error remove glyph
14748 void Player::LoadCorpse()
14752 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14756 if(Corpse
*corpse
= GetCorpse())
14758 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14762 //Prevent Dead Player login without corpse
14763 ResurrectPlayer(0.5f
);
14768 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14770 //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());
14771 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14772 //NOTE: the "order by `bag`" is important because it makes sure
14773 //the bagMap is filled before items in the bags are loaded
14774 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14775 //expected to be equipped before offhand items (TODO: fixme)
14777 uint32 zone
= GetZoneId();
14781 std::list
<Item
*> problematicItems
;
14783 // prevent items from being added to the queue when stored
14784 m_itemUpdateQueueBlocked
= true;
14787 Field
*fields
= result
->Fetch();
14788 uint32 bag_guid
= fields
[1].GetUInt32();
14789 uint8 slot
= fields
[2].GetUInt8();
14790 uint32 item_guid
= fields
[3].GetUInt32();
14791 uint32 item_id
= fields
[4].GetUInt32();
14793 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14797 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14798 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14799 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14803 Item
*item
= NewItemOrBag(proto
);
14805 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14807 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14808 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14809 item
->FSetState(ITEM_REMOVED
);
14810 item
->SaveToDB(); // it also deletes item object !
14814 // not allow have in alive state item limited to another map/zone
14815 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14817 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14818 item
->FSetState(ITEM_REMOVED
);
14819 item
->SaveToDB(); // it also deletes item object !
14823 // "Conjured items disappear if you are logged out for more than 15 minutes"
14824 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14826 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14827 item
->FSetState(ITEM_REMOVED
);
14828 item
->SaveToDB(); // it also deletes item object !
14832 bool success
= true;
14836 // the item is not in a bag
14837 item
->SetContainer( NULL
);
14838 item
->SetSlot(slot
);
14840 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14842 ItemPosCountVec dest
;
14843 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14844 item
= StoreItem(dest
, item
, true);
14848 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14851 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14852 QuickEquipItem(dest
, item
);
14856 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14858 ItemPosCountVec dest
;
14859 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14860 item
= BankItem(dest
, item
, true);
14867 // store bags that may contain items in them
14868 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14869 bagMap
[item_guid
] = (Bag
*)item
;
14874 item
->SetSlot(NULL_SLOT
);
14875 // the item is in a bag, find the bag
14876 std::map
<uint64
, Bag
*>::const_iterator itr
= bagMap
.find(bag_guid
);
14877 if(itr
!= bagMap
.end() && slot
< itr
->second
->GetBagSize())
14878 itr
->second
->StoreItem(slot
, item
, true );
14883 // item's state may have changed after stored
14885 item
->SetState(ITEM_UNCHANGED
, this);
14888 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
);
14889 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14890 problematicItems
.push_back(item
);
14892 } while (result
->NextRow());
14895 m_itemUpdateQueueBlocked
= false;
14897 // send by mail problematic items
14898 while(!problematicItems
.empty())
14901 MailItemsInfo mi
; // item list preparing
14903 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14905 Item
* item
= problematicItems
.front();
14906 problematicItems
.pop_front();
14908 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14911 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14913 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14917 _ApplyAllItemMods();
14920 // load mailed item which should receive current player
14921 void Player::_LoadMailedItems(Mail
*mail
)
14923 // data needs to be at first place for Item::LoadFromDB
14924 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT data, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail
->messageID
);
14930 Field
*fields
= result
->Fetch();
14931 uint32 item_guid_low
= fields
[1].GetUInt32();
14932 uint32 item_template
= fields
[2].GetUInt32();
14934 mail
->AddItem(item_guid_low
, item_template
);
14936 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14940 sLog
.outError( "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low
, item_template
,mail
->messageID
);
14941 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14942 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14946 Item
*item
= NewItemOrBag(proto
);
14948 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
14950 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14951 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14952 item
->FSetState(ITEM_REMOVED
);
14953 item
->SaveToDB(); // it also deletes item object !
14958 } while (result
->NextRow());
14963 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14965 //set a count of unread mails
14966 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
14969 Field
*fieldMail
= resultUnread
->Fetch();
14970 unReadMails
= fieldMail
[0].GetUInt8();
14971 delete resultUnread
;
14974 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14975 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14976 if (resultDelivery
)
14978 Field
*fieldMail
= resultDelivery
->Fetch();
14979 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14980 delete resultDelivery
;
14984 void Player::_LoadMail()
14987 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14988 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());
14993 Field
*fields
= result
->Fetch();
14994 Mail
*m
= new Mail
;
14995 m
->messageID
= fields
[0].GetUInt32();
14996 m
->messageType
= fields
[1].GetUInt8();
14997 m
->sender
= fields
[2].GetUInt32();
14998 m
->receiver
= fields
[3].GetUInt32();
14999 m
->subject
= fields
[4].GetCppString();
15000 m
->itemTextId
= fields
[5].GetUInt32();
15001 bool has_items
= fields
[6].GetBool();
15002 m
->expire_time
= (time_t)fields
[7].GetUInt64();
15003 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
15004 m
->money
= fields
[9].GetUInt32();
15005 m
->COD
= fields
[10].GetUInt32();
15006 m
->checked
= fields
[11].GetUInt32();
15007 m
->stationery
= fields
[12].GetUInt8();
15008 m
->mailTemplateId
= fields
[13].GetInt16();
15010 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
15012 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
15013 m
->mailTemplateId
= 0;
15016 m
->state
= MAIL_STATE_UNCHANGED
;
15019 _LoadMailedItems(m
);
15021 m_mail
.push_back(m
);
15022 } while( result
->NextRow() );
15025 m_mailsLoaded
= true;
15028 void Player::LoadPet()
15030 //fixme: the pet should still be loaded if the player is not in world
15031 // just not added to the map
15034 Pet
*pet
= new Pet
;
15035 if(!pet
->LoadPetFromDB(this,0,0,true))
15040 void Player::_LoadQuestStatus(QueryResult
*result
)
15042 mQuestStatus
.clear();
15046 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
15047 //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());
15053 Field
*fields
= result
->Fetch();
15055 uint32 quest_id
= fields
[0].GetUInt32();
15056 // used to be new, no delete?
15057 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
15061 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
15063 uint32 qstatus
= fields
[1].GetUInt32();
15064 if(qstatus
< MAX_QUEST_STATUS
)
15065 questStatusData
.m_status
= QuestStatus(qstatus
);
15068 questStatusData
.m_status
= QUEST_STATUS_NONE
;
15069 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
15072 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
15073 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
15075 time_t quest_time
= time_t(fields
[4].GetUInt64());
15077 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
15079 AddTimedQuest( quest_id
);
15081 if (quest_time
<= sWorld
.GetGameTime())
15082 questStatusData
.m_timer
= 1;
15084 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * IN_MILISECONDS
;
15089 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
15090 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
15091 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
15092 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
15093 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
15094 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
15095 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
15096 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
15098 questStatusData
.uState
= QUEST_UNCHANGED
;
15100 // add to quest log
15101 if (slot
< MAX_QUEST_LOG_SIZE
&&
15102 ((questStatusData
.m_status
== QUEST_STATUS_INCOMPLETE
||
15103 questStatusData
.m_status
== QUEST_STATUS_COMPLETE
||
15104 questStatusData
.m_status
== QUEST_STATUS_FAILED
) &&
15105 (!questStatusData
.m_rewarded
|| pQuest
->IsDaily())))
15107 SetQuestSlot(slot
, quest_id
, quest_time
);
15109 if (questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
15110 SetQuestSlotState(slot
, QUEST_STATE_COMPLETE
);
15112 if (questStatusData
.m_status
== QUEST_STATUS_FAILED
)
15113 SetQuestSlotState(slot
, QUEST_STATE_FAIL
);
15115 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
15116 if(questStatusData
.m_creatureOrGOcount
[idx
])
15117 SetQuestSlotCounter(slot
, idx
, questStatusData
.m_creatureOrGOcount
[idx
]);
15122 if(questStatusData
.m_rewarded
)
15124 // learn rewarded spell if unknown
15125 learnQuestRewardedSpells(pQuest
);
15127 // set rewarded title if any
15128 if(pQuest
->GetCharTitleId())
15130 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
15131 SetTitle(titleEntry
);
15134 if(pQuest
->GetBonusTalents())
15135 m_questRewardTalentCount
+= pQuest
->GetBonusTalents();
15138 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
15141 while( result
->NextRow() );
15146 // clear quest log tail
15147 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
15148 SetQuestSlot(i
, 0);
15151 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
15153 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15154 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
15156 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
15160 uint32 quest_daily_idx
= 0;
15164 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
15166 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15170 Field
*fields
= result
->Fetch();
15172 uint32 quest_id
= fields
[0].GetUInt32();
15174 // save _any_ from daily quest times (it must be after last reset anyway)
15175 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
15177 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
15181 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
15184 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
15186 while( result
->NextRow() );
15191 m_DailyQuestChanged
= false;
15194 void Player::_LoadSpells(QueryResult
*result
)
15196 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15202 Field
*fields
= result
->Fetch();
15204 addSpell(fields
[0].GetUInt32(), fields
[1].GetBool(), false, false, fields
[2].GetBool());
15206 while( result
->NextRow() );
15212 void Player::_LoadGroup(QueryResult
*result
)
15214 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15217 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
15219 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
15222 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
15223 SetGroup(group
, subgroup
);
15224 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
15226 // the group leader may change the instance difficulty while the player is offline
15227 SetDifficulty(group
->GetDifficulty());
15233 void Player::_LoadBoundInstances(QueryResult
*result
)
15235 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15236 m_boundInstances
[i
].clear();
15238 Group
*group
= GetGroup();
15240 //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));
15245 Field
*fields
= result
->Fetch();
15246 bool perm
= fields
[1].GetBool();
15247 uint32 mapId
= fields
[2].GetUInt32();
15248 uint32 instanceId
= fields
[0].GetUInt32();
15249 uint8 difficulty
= fields
[3].GetUInt8();
15250 time_t resetTime
= (time_t)fields
[4].GetUInt64();
15251 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15252 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15253 // and in that case it is not used
15255 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(mapId
);
15256 if(!mapEntry
|| !mapEntry
->IsDungeon())
15258 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId
);
15259 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15265 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
);
15266 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15270 // since non permanent binds are always solo bind, they can always be reset
15271 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
15272 if(save
) BindToInstance(save
, perm
, true);
15273 } while(result
->NextRow());
15278 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
15280 // some instances only have one difficulty
15281 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
15282 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
15284 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15285 if(itr
!= m_boundInstances
[difficulty
].end())
15286 return &itr
->second
;
15291 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
15293 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15294 UnbindInstance(itr
, difficulty
, unload
);
15297 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
15299 if(itr
!= m_boundInstances
[difficulty
].end())
15301 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15302 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15303 m_boundInstances
[difficulty
].erase(itr
++);
15307 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15311 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15314 // update the save when the group kills a boss
15315 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15316 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());
15319 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15321 if(bind
.save
!= save
)
15323 if(bind
.save
) bind
.save
->RemovePlayer(this);
15324 save
->AddPlayer(this);
15327 if(permanent
) save
->SetCanReset(false);
15330 bind
.perm
= permanent
;
15331 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());
15338 void Player::SendRaidInfo()
15340 uint32 counter
= 0;
15342 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15344 size_t p_counter
= data
.wpos();
15345 data
<< uint32(counter
); // placeholder
15347 time_t now
= time(NULL
);
15349 for(int i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15351 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15353 if(itr
->second
.perm
)
15355 InstanceSave
*save
= itr
->second
.save
;
15356 data
<< uint32(save
->GetMapId()); // map id
15357 data
<< uint32(save
->GetDifficulty()); // difficulty
15358 data
<< uint64(save
->GetInstanceId()); // instance id
15359 data
<< uint32(save
->GetResetTime() - now
); // reset time
15360 data
<< uint32(0); // is extended
15365 data
.put
<uint32
>(p_counter
, counter
);
15366 GetSession()->SendPacket(&data
);
15370 - called on every successful teleportation to a map
15372 void Player::SendSavedInstances()
15374 bool hasBeenSaved
= false;
15377 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15379 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15381 if(itr
->second
.perm
) // only permanent binds are sent
15383 hasBeenSaved
= true;
15389 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15390 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15391 data
<< uint32(hasBeenSaved
);
15392 GetSession()->SendPacket(&data
);
15397 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15399 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15401 if(itr
->second
.perm
)
15403 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15404 data
<< uint32(itr
->second
.save
->GetMapId());
15405 GetSession()->SendPacket(&data
);
15411 /// convert the player's binds to the group
15412 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15414 bool has_binds
= false;
15415 bool has_solo
= false;
15417 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15418 assert(player_guid
);
15420 // copy all binds to the group, when changing leader it's assumed the character
15421 // will not have any solo binds
15425 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15427 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15430 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15431 // permanent binds are not removed
15432 if(!itr
->second
.perm
)
15434 player
->UnbindInstance(itr
, i
, true); // increments itr
15443 // if the player's not online we don't know what binds it has
15444 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
));
15445 // the following should not get executed when changing leaders
15446 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15449 bool Player::_LoadHomeBind(QueryResult
*result
)
15451 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
15454 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
15459 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15462 Field
*fields
= result
->Fetch();
15463 m_homebindMapId
= fields
[0].GetUInt32();
15464 m_homebindZoneId
= fields
[1].GetUInt16();
15465 m_homebindX
= fields
[2].GetFloat();
15466 m_homebindY
= fields
[3].GetFloat();
15467 m_homebindZ
= fields
[4].GetFloat();
15470 MapEntry
const* bindMapEntry
= sMapStore
.LookupEntry(m_homebindMapId
);
15472 // accept saved data only for valid position (and non instanceable), and accessable
15473 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15474 !bindMapEntry
->Instanceable() && GetSession()->Expansion() >= bindMapEntry
->Expansion())
15479 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15484 m_homebindMapId
= info
->mapId
;
15485 m_homebindZoneId
= info
->zoneId
;
15486 m_homebindX
= info
->positionX
;
15487 m_homebindY
= info
->positionY
;
15488 m_homebindZ
= info
->positionZ
;
15490 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
);
15493 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
15494 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15499 /*********************************************************/
15500 /*** SAVE SYSTEM ***/
15501 /*********************************************************/
15503 void Player::SaveToDB()
15505 // delay auto save at any saves (manual, in code, or autosave)
15506 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15508 //lets allow only players in world to be saved
15509 if(IsBeingTeleportedFar())
15511 ScheduleDelayedOperation(DELAYED_SAVE_PLAYER
);
15515 // first save/honor gain after midnight will also update the player's honor fields
15516 UpdateHonorFields();
15518 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15521 CharacterDatabase
.BeginTransaction();
15523 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15525 std::string sql_name
= m_name
;
15526 CharacterDatabase
.escape_string(sql_name
);
15528 std::ostringstream ss
;
15529 ss
<< "INSERT INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
15530 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15531 "taximask, online, cinematic, "
15532 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15533 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15534 "death_expire_time, taxi_path, arena_pending_points) VALUES ("
15535 << GetGUIDLow() << ", "
15536 << GetSession()->GetAccountId() << ", '"
15537 << sql_name
<< "', "
15538 << (uint32
)getRace() << ", "
15539 << (uint32
)getClass() << ", "
15540 << (uint32
)getGender() << ", "
15541 << getLevel() << ", "
15542 << GetUInt32Value(PLAYER_XP
) << ", "
15543 << GetMoney() << ", "
15544 << GetUInt32Value(PLAYER_BYTES
) << ", "
15545 << GetUInt32Value(PLAYER_BYTES_2
) << ", "
15546 << GetUInt32Value(PLAYER_FLAGS
) << ", ";
15548 if(!IsBeingTeleported())
15550 ss
<< GetMapId() << ", "
15551 << (uint32
)GetDifficulty() << ", "
15552 << finiteAlways(GetPositionX()) << ", "
15553 << finiteAlways(GetPositionY()) << ", "
15554 << finiteAlways(GetPositionZ()) << ", "
15555 << finiteAlways(GetOrientation()) << ", '";
15559 ss
<< GetTeleportDest().mapid
<< ", "
15560 << (uint32
)GetDifficulty() << ", "
15561 << finiteAlways(GetTeleportDest().coord_x
) << ", "
15562 << finiteAlways(GetTeleportDest().coord_y
) << ", "
15563 << finiteAlways(GetTeleportDest().coord_z
) << ", "
15564 << finiteAlways(GetTeleportDest().orientation
) << ", '";
15568 for( i
= 0; i
< m_valuesCount
; ++i
)
15570 ss
<< GetUInt32Value(i
) << " ";
15575 ss
<< m_taxi
<< ", "; // string with TaxiMaskSize numbers
15577 ss
<< (IsInWorld() ? 1 : 0) << ", ";
15579 ss
<< m_cinematic
<< ", ";
15581 ss
<< m_Played_time
[PLAYED_TIME_TOTAL
] << ", ";
15582 ss
<< m_Played_time
[PLAYED_TIME_LEVEL
] << ", ";
15584 ss
<< finiteAlways(m_rest_bonus
) << ", ";
15585 ss
<< (uint64
)time(NULL
) << ", ";
15586 ss
<< (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0) << ", ";
15587 //save, far from tavern/city
15588 //save, but in tavern/city
15589 ss
<< m_resetTalentsCost
<< ", ";
15590 ss
<< (uint64
)m_resetTalentsTime
<< ", ";
15592 ss
<< finiteAlways(m_movementInfo
.t_x
) << ", ";
15593 ss
<< finiteAlways(m_movementInfo
.t_y
) << ", ";
15594 ss
<< finiteAlways(m_movementInfo
.t_z
) << ", ";
15595 ss
<< finiteAlways(m_movementInfo
.t_o
) << ", ";
15597 ss
<< m_transport
->GetGUIDLow();
15602 ss
<< m_ExtraFlags
<< ", ";
15604 ss
<< uint32(m_stableSlots
) << ", "; // to prevent save uint8 as char
15606 ss
<< uint32(m_atLoginFlags
) << ", ";
15608 ss
<< GetZoneId() << ", ";
15610 ss
<< (uint64
)m_deathExpireTime
<< ", '";
15612 ss
<< m_taxi
.SaveTaxiDestinationsToString() << "', ";
15613 ss
<< "'0' "; // arena_pending_points
15616 CharacterDatabase
.Execute( ss
.str().c_str() );
15618 if(m_mailsUpdated
) //save mails only when needed
15623 _SaveQuestStatus();
15624 _SaveDailyQuestStatus();
15626 _SaveSpellCooldowns();
15629 m_achievementMgr
.SaveToDB();
15630 m_reputationMgr
.SaveToDB();
15631 _SaveEquipmentSets();
15632 GetSession()->SaveTutorialsData(); // changed only while character in game
15634 CharacterDatabase
.CommitTransaction();
15636 // save pet (hunter pet level and experience and all type pets health/mana).
15637 if(Pet
* pet
= GetPet())
15638 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15641 // fast save function for item/money cheating preventing - save only inventory and money state
15642 void Player::SaveInventoryAndGoldToDB()
15648 void Player::SaveGoldToDB()
15650 CharacterDatabase
.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow());
15653 void Player::_SaveActions()
15655 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15657 switch (itr
->second
.uState
)
15659 case ACTIONBUTTON_NEW
:
15660 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type) VALUES ('%u', '%u', '%u', '%u')",
15661 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.GetAction(), (uint32
)itr
->second
.GetType() );
15662 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15665 case ACTIONBUTTON_CHANGED
:
15666 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid= '%u' AND button= '%u' ",
15667 (uint32
)itr
->second
.GetAction(), (uint32
)itr
->second
.GetType(), GetGUIDLow(), (uint32
)itr
->first
);
15668 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15671 case ACTIONBUTTON_DELETED
:
15672 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15673 m_actionButtons
.erase(itr
++);
15682 void Player::_SaveAuras()
15684 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15686 AuraMap
const& auras
= GetAuras();
15691 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15692 uint32 stackCounter
= 1;
15694 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15696 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15698 AuraMap::const_iterator itr2
= itr
;
15699 // save previous spellEffectPair to db
15702 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
15704 //skip all auras from spells that are passive
15705 //do not save single target auras (unless they were cast by the player)
15706 if (!itr2
->second
->IsPassive() && (itr2
->second
->GetCasterGUID() == GetGUID() || !itr2
->second
->IsSingleTarget()))
15708 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15709 "VALUES ('%u', '" UI64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15710 GetGUIDLow(), itr2
->second
->GetCasterGUID(), (uint32
)itr2
->second
->GetId(), (uint32
)itr2
->second
->GetEffIndex(), stackCounter
, itr2
->second
->GetModifier()->m_amount
,int(itr2
->second
->GetAuraMaxDuration()),int(itr2
->second
->GetAuraDuration()),int(itr2
->second
->GetAuraCharges()));
15713 if(itr
== auras
.end())
15717 if (lastEffectPair
== itr
->first
)
15721 lastEffectPair
= itr
->first
;
15727 void Player::_SaveInventory()
15729 // force items in buyback slots to new state
15730 // and remove those that aren't already
15731 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; ++i
)
15733 Item
*item
= m_items
[i
];
15734 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15735 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15736 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15737 m_items
[i
]->FSetState(ITEM_NEW
);
15740 // update enchantment durations
15741 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15743 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15747 if (m_itemUpdateQueue
.empty()) return;
15749 // do not save if the update queue is corrupt
15750 bool error
= false;
15751 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15753 Item
*item
= m_itemUpdateQueue
[i
];
15754 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15755 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15759 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());
15762 else if (test
!= item
)
15764 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());
15771 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15772 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15776 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15778 Item
*item
= m_itemUpdateQueue
[i
];
15779 if(!item
) continue;
15781 Bag
*container
= item
->GetContainer();
15782 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15784 switch(item
->GetState())
15787 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());
15790 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());
15793 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15795 case ITEM_UNCHANGED
:
15799 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15801 m_itemUpdateQueue
.clear();
15804 void Player::_SaveMail()
15806 if (!m_mailsLoaded
)
15809 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
15812 if (m
->state
== MAIL_STATE_CHANGED
)
15814 CharacterDatabase
.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" UI64FMTD
"', deliver_time = '" UI64FMTD
"',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15815 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15816 if(m
->removedItems
.size())
15818 for(std::vector
<uint32
>::const_iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15819 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15820 m
->removedItems
.clear();
15822 m
->state
= MAIL_STATE_UNCHANGED
;
15824 else if (m
->state
== MAIL_STATE_DELETED
)
15827 for(std::vector
<MailItemInfo
>::const_iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15828 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15830 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15831 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15832 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15836 //deallocate deleted mails...
15837 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15839 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15844 itr
= m_mail
.begin();
15850 m_mailsUpdated
= false;
15853 void Player::_SaveQuestStatus()
15855 // we don't need transactions here.
15856 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15858 switch (i
->second
.uState
)
15861 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15862 "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15863 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3]);
15865 case QUEST_CHANGED
:
15866 CharacterDatabase
.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD
"',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15867 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3], GetGUIDLow(), i
->first
);
15869 case QUEST_UNCHANGED
:
15872 i
->second
.uState
= QUEST_UNCHANGED
;
15876 void Player::_SaveDailyQuestStatus()
15878 if(!m_DailyQuestChanged
)
15881 m_DailyQuestChanged
= false;
15883 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15885 // we don't need transactions here.
15886 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15887 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15888 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15889 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD
"')",
15890 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15893 void Player::_SaveSpells()
15895 for (PlayerSpellMap::iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end();)
15897 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15898 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15900 // add only changed/new not dependent spells
15901 if (!itr
->second
->dependent
&& (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
))
15902 CharacterDatabase
.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr
->first
, itr
->second
->active
? 1 : 0,itr
->second
->disabled
? 1 : 0);
15904 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15906 delete itr
->second
;
15907 m_spells
.erase(itr
++);
15911 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15918 void Player::outDebugValues() const
15920 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15923 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15924 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15925 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15926 sLog
.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA
));
15927 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15928 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15929 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15930 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15931 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15932 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15933 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15934 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15937 /*********************************************************/
15938 /*** FLOOD FILTER SYSTEM ***/
15939 /*********************************************************/
15941 void Player::UpdateSpeakTime()
15943 // ignore chat spam protection for GMs in any mode
15944 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15947 time_t current
= time (NULL
);
15948 if(m_speakTime
> current
)
15950 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15955 if(m_speakCount
>= max_count
)
15957 // prevent overwrite mute time, if message send just before mutes set, for example.
15958 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15959 if(GetSession()->m_muteTime
< new_mute
)
15960 GetSession()->m_muteTime
= new_mute
;
15968 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15971 bool Player::CanSpeak() const
15973 return GetSession()->m_muteTime
<= time (NULL
);
15976 /*********************************************************/
15977 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15978 /*********************************************************/
15980 void Player::SendAttackSwingNotInRange()
15982 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15983 GetSession()->SendPacket( &data
);
15986 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15988 std::ostringstream ss
;
15989 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15990 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15991 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15992 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15993 sLog
.outDebug(ss
.str().c_str());
15994 CharacterDatabase
.Execute(ss
.str().c_str());
15997 void Player::SaveDataFieldToDB()
15999 std::ostringstream ss
;
16000 ss
<<"UPDATE characters SET data='";
16002 for(uint16 i
= 0; i
< m_valuesCount
; ++i
)
16004 ss
<< GetUInt32Value(i
) << " ";
16006 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
16008 CharacterDatabase
.Execute(ss
.str().c_str());
16011 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
16013 std::ostringstream ss2
;
16014 ss2
<<"UPDATE characters SET data='";
16016 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
16018 ss2
<<tokens
[i
]<<" ";
16020 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
16022 return CharacterDatabase
.Execute(ss2
.str().c_str());
16025 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
16028 snprintf(buf
,11,"%u",value
);
16030 if(index
>= tokens
.size())
16033 tokens
[index
] = buf
;
16036 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
16039 if(!LoadValuesArrayFromDB(tokens
,guid
))
16042 if(index
>= tokens
.size())
16046 snprintf(buf
,11,"%u",value
);
16047 tokens
[index
] = buf
;
16049 SaveValuesArrayInDB(tokens
,guid
);
16052 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
16055 memcpy(&temp
, &value
, sizeof(value
));
16056 Player::SetUInt32ValueInDB(index
, temp
, guid
);
16059 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
16062 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid
));
16066 Field
* fields
= result
->Fetch();
16068 uint32 player_bytes2
= fields
[0].GetUInt32();
16069 player_bytes2
&= ~0xFF;
16070 player_bytes2
|= facialHair
;
16072 CharacterDatabase
.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender
, skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24), player_bytes2
, GUID_LOPART(guid
));
16077 void Player::SendAttackSwingDeadTarget()
16079 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
16080 GetSession()->SendPacket( &data
);
16083 void Player::SendAttackSwingCantAttack()
16085 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
16086 GetSession()->SendPacket( &data
);
16089 void Player::SendAttackSwingCancelAttack()
16091 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
16092 GetSession()->SendPacket( &data
);
16095 void Player::SendAttackSwingBadFacingAttack()
16097 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
16098 GetSession()->SendPacket( &data
);
16101 void Player::SendAutoRepeatCancel(Unit
*target
)
16103 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, target
->GetPackGUID().size());
16104 data
.append(target
->GetPackGUID()); // may be it's target guid
16105 GetSession()->SendPacket( &data
);
16108 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
16110 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
16112 data
<< Experience
;
16113 GetSession()->SendPacket(&data
);
16116 void Player::SendDungeonDifficulty(bool IsInGroup
)
16118 uint8 val
= 0x00000001;
16119 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
16120 data
<< (uint32
)GetDifficulty();
16121 data
<< uint32(val
);
16122 data
<< uint32(IsInGroup
);
16123 GetSession()->SendPacket(&data
);
16126 void Player::SendResetFailedNotify(uint32 mapid
)
16128 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
16129 data
<< uint32(mapid
);
16130 GetSession()->SendPacket(&data
);
16133 /// Reset all solo instances and optionally send a message on success for each
16134 void Player::ResetInstances(uint8 method
)
16136 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16138 // we assume that when the difficulty changes, all instances that can be reset will be
16139 uint8 dif
= GetDifficulty();
16141 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
16143 InstanceSave
*p
= itr
->second
.save
;
16144 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
16145 if(!entry
|| !p
->CanReset())
16151 if(method
== INSTANCE_RESET_ALL
)
16153 // the "reset all instances" method can only reset normal maps
16154 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
16161 // if the map is loaded, reset it
16162 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
16163 if(map
&& map
->IsDungeon())
16164 ((InstanceMap
*)map
)->Reset(method
);
16166 // since this is a solo instance there should not be any players inside
16167 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
16168 SendResetInstanceSuccess(p
->GetMapId());
16171 m_boundInstances
[dif
].erase(itr
++);
16173 // the following should remove the instance save from the manager and delete it as well
16174 p
->RemovePlayer(this);
16178 void Player::SendResetInstanceSuccess(uint32 MapId
)
16180 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
16182 GetSession()->SendPacket(&data
);
16185 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16187 // TODO: find what other fail reasons there are besides players in the instance
16188 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16191 GetSession()->SendPacket(&data
);
16194 /*********************************************************/
16195 /*** Update timers ***/
16196 /*********************************************************/
16198 ///checks the 15 afk reports per 5 minutes limit
16199 void Player::UpdateAfkReport(time_t currTime
)
16201 if(m_bgData
.bgAfkReportedTimer
<= currTime
)
16203 m_bgData
.bgAfkReportedCount
= 0;
16204 m_bgData
.bgAfkReportedTimer
= currTime
+5*MINUTE
;
16208 void Player::UpdateContestedPvP(uint32 diff
)
16210 if(!m_contestedPvPTimer
||isInCombat())
16212 if(m_contestedPvPTimer
<= diff
)
16214 ResetContestedPvP();
16217 m_contestedPvPTimer
-= diff
;
16220 void Player::UpdatePvPFlag(time_t currTime
)
16224 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16230 void Player::UpdateDuelFlag(time_t currTime
)
16232 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16235 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16236 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16238 duel
->startTimer
= 0;
16239 duel
->startTime
= currTime
;
16240 duel
->opponent
->duel
->startTimer
= 0;
16241 duel
->opponent
->duel
->startTime
= currTime
;
16244 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16249 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16251 //returning of reagents only for players, so best done here
16252 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16253 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16257 for(uint32 i
= 0; i
< 7; ++i
)
16259 if(spellInfo
->Reagent
[i
] > 0)
16261 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16262 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16263 if( msg
== EQUIP_ERR_OK
)
16265 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16267 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16272 m_temporaryUnsummonedPetNumber
= 0;
16275 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16278 // only if current pet in slot
16279 switch(pet
->getPetType())
16285 RemoveGuardian(pet
);
16288 if(GetPetGUID() == pet
->GetGUID())
16297 switch(pet
->GetEntry())
16299 //warlock pets except imp are removed(?) when logging out
16304 mode
= PET_SAVE_NOT_IN_SLOT
;
16309 pet
->SavePetToDB(mode
);
16311 pet
->AddObjectToRemoveList();
16312 pet
->m_removed
= true;
16314 if(pet
->isControlled())
16316 RemovePetActionBar();
16319 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16323 void Player::RemoveMiniPet()
16325 if(Pet
* pet
= GetMiniPet())
16327 pet
->Remove(PET_SAVE_AS_DELETED
);
16332 Pet
* Player::GetMiniPet()
16336 return ObjectAccessor::GetPet(m_miniPet
);
16339 void Player::Uncharm()
16341 Unit
* charm
= GetCharm();
16345 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
16346 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
16349 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16351 *data
<< (uint8
)msgtype
;
16352 *data
<< (uint32
)language
;
16353 *data
<< (uint64
)GetGUID();
16354 *data
<< (uint32
)language
; //language 2.1.0 ?
16355 *data
<< (uint64
)GetGUID();
16356 *data
<< (uint32
)(text
.length()+1);
16358 *data
<< (uint8
)chatTag();
16361 void Player::Say(const std::string
& text
, const uint32 language
)
16363 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16364 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16365 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16368 void Player::Yell(const std::string
& text
, const uint32 language
)
16370 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16371 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16372 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16375 void Player::TextEmote(const std::string
& text
)
16377 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16378 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16379 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16382 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16384 if (language
!= LANG_ADDON
) // if not addon data
16385 language
= LANG_UNIVERSAL
; // whispers should always be readable
16387 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
16389 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16390 if(!rPlayer
->isDND() || isGameMaster())
16392 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16393 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16394 rPlayer
->GetSession()->SendPacket(&data
);
16396 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16397 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16398 GetSession()->SendPacket(&data
);
16402 // announce to player that player he is whispering to is dnd and cannot receive his message
16403 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16406 if(!isAcceptWhispers())
16408 SetAcceptWhispers(true);
16409 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16412 // announce to player that player he is whispering to is afk
16413 if(rPlayer
->isAFK())
16414 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16416 // if player whisper someone, auto turn of dnd to be able to receive an answer
16417 if(isDND() && !rPlayer
->isGameMaster())
16421 void Player::PetSpellInitialize()
16423 Pet
* pet
= GetPet();
16428 sLog
.outDebug("Pet Spells Groups");
16430 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16432 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
16433 data
<< uint64(pet
->GetGUID());
16434 data
<< uint16(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16436 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16439 charmInfo
->BuildActionBar(&data
);
16441 size_t spellsCountPos
= data
.wpos();
16445 data
<< uint8(addlist
); // placeholder
16447 if (pet
->IsPermanentPetFor(this))
16450 for (PetSpellMap::const_iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16452 if(itr
->second
.state
== PETSPELL_REMOVED
)
16455 data
<< uint32(MAKE_UNIT_ACTION_BUTTON(itr
->first
,itr
->second
.active
));
16460 data
.put
<uint8
>(spellsCountPos
, addlist
);
16462 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16463 data
<< uint8(cooldownsCount
);
16465 time_t curTime
= time(NULL
);
16467 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16469 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16471 data
<< uint32(itr
->first
); // spellid
16472 data
<< uint16(0); // spell category?
16473 data
<< uint32(cooldown
); // cooldown
16474 data
<< uint32(0); // category cooldown
16477 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16479 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16481 data
<< uint32(itr
->first
); // spellid
16482 data
<< uint16(0); // spell category?
16483 data
<< uint32(0); // cooldown
16484 data
<< uint32(cooldown
); // category cooldown
16487 GetSession()->SendPacket(&data
);
16490 void Player::PossessSpellInitialize()
16492 Unit
* charm
= GetCharm();
16497 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16501 sLog
.outError("Player::PossessSpellInitialize(): charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
16505 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
16506 data
<< uint64(charm
->GetGUID());
16511 charmInfo
->BuildActionBar(&data
);
16513 data
<< uint8(0); // spells count
16514 data
<< uint8(0); // cooldowns count
16516 GetSession()->SendPacket(&data
);
16519 void Player::CharmSpellInitialize()
16521 Unit
* charm
= GetCharm();
16526 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16529 sLog
.outError("Player::CharmSpellInitialize(): the player's charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
16535 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16537 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16539 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16541 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16543 if(charmInfo
->GetCharmSpell(i
)->GetAction())
16549 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+4*addlist
+1);
16550 data
<< uint64(charm
->GetGUID());
16554 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16555 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16557 data
<< uint8(0) << uint8(0) << uint16(0);
16559 charmInfo
->BuildActionBar(&data
);
16561 data
<< uint8(addlist
);
16565 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16567 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16568 if(cspell
->GetAction())
16569 data
<< uint32(cspell
->packedData
);
16573 data
<< uint8(0); // cooldowns count
16575 GetSession()->SendPacket(&data
);
16578 void Player::RemovePetActionBar()
16580 WorldPacket
data(SMSG_PET_SPELLS
, 8);
16582 SendDirectMessage(&data
);
16585 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16587 if (!mod
|| !spellInfo
)
16590 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16592 // prevent apply to any spell except spell that trigger expire
16595 if(mod
->lastAffected
!= spell
)
16598 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16602 return spellmgr
.IsAffectedByMod(spellInfo
, mod
);
16605 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16607 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16609 for(int eff
=0;eff
<96;++eff
)
16613 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
16614 else _mask2
= uint64(1) << (eff
-64);
16615 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
16618 for (SpellModList::const_iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16620 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
16621 val
+= (*itr
)->value
;
16623 val
+= apply
? mod
->value
: -(mod
->value
);
16624 WorldPacket
data(Opcode
, (1+1+4));
16625 data
<< uint8(eff
);
16626 data
<< uint8(mod
->op
);
16627 data
<< int32(val
);
16628 SendDirectMessage(&data
);
16633 m_spellMods
[mod
->op
].push_back(mod
);
16636 if (mod
->charges
== -1)
16637 --m_SpellModRemoveCount
;
16638 m_spellMods
[mod
->op
].remove(mod
);
16643 void Player::RemoveSpellMods(Spell
const* spell
)
16645 if(!spell
|| (m_SpellModRemoveCount
== 0))
16648 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16650 for (SpellModList::const_iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16652 SpellModifier
*mod
= *itr
;
16655 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16657 RemoveAurasDueToSpell(mod
->spellId
);
16658 if (m_spellMods
[i
].empty())
16661 itr
= m_spellMods
[i
].begin();
16667 // send Proficiency
16668 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16670 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16671 data
<< pr1
<< pr2
;
16672 GetSession()->SendPacket (&data
);
16675 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16677 QueryResult
*result
= NULL
;
16679 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16681 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16684 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.
16685 { // and SendPetitionQueryOpcode reads data from the DB
16686 Field
*fields
= result
->Fetch();
16687 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16688 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16690 // send update if charter owner in game
16691 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16693 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16695 } while ( result
->NextRow() );
16700 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16702 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16705 CharacterDatabase
.BeginTransaction();
16708 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16709 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16713 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16714 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16716 CharacterDatabase
.CommitTransaction();
16719 void Player::LeaveAllArenaTeams(uint64 guid
)
16721 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", GUID_LOPART(guid
));
16727 Field
*fields
= result
->Fetch();
16728 uint32 at_id
= fields
[0].GetUInt32();
16731 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
16733 at
->DelMember(guid
);
16735 } while (result
->NextRow());
16740 void Player::SetRestBonus (float rest_bonus_new
)
16742 // Prevent resting on max level
16743 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16744 rest_bonus_new
= 0;
16746 if(rest_bonus_new
< 0)
16747 rest_bonus_new
= 0;
16749 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16751 if(rest_bonus_new
> rest_bonus_max
)
16752 m_rest_bonus
= rest_bonus_max
;
16754 m_rest_bonus
= rest_bonus_new
;
16756 // update data for client
16757 if(m_rest_bonus
>10)
16758 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16759 else if(m_rest_bonus
<=1)
16760 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16763 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16766 void Player::HandleStealthedUnitsDetection()
16768 std::list
<Unit
*> stealthedUnits
;
16770 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16772 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16773 cell
.SetNoCreate();
16775 MaNGOS::AnyStealthedCheck u_check
;
16776 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(this,stealthedUnits
, u_check
);
16778 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16779 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16781 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16782 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap());
16783 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap());
16785 WorldObject
const* viewPoint
= GetViewPoint();
16787 for (std::list
<Unit
*>::const_iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end(); ++i
)
16792 bool hasAtClient
= HaveAtClient((*i
));
16793 bool hasDetected
= (*i
)->isVisibleForOrDetect(this, viewPoint
, true);
16799 (*i
)->SendUpdateToPlayer(this);
16800 m_clientGUIDs
.insert((*i
)->GetGUID());
16802 #ifdef MANGOS_DEBUG
16803 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16804 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16807 // target aura duration for caster show only if target exist at caster client
16808 // send data at target visibility change (adding to client)
16809 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16810 SendAurasForTarget(*i
);
16817 (*i
)->DestroyForPlayer(this);
16818 m_clientGUIDs
.erase((*i
)->GetGUID());
16824 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, Creature
* npc
/*= NULL*/, uint32 spellid
/*= 0*/)
16826 if(nodes
.size() < 2)
16829 // 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
16830 if(GetSession()->isLogingOut() || isInCombat())
16832 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16833 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16834 GetSession()->SendPacket(&data
);
16838 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16844 // not let cheating with start flight mounted
16847 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16848 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16849 GetSession()->SendPacket(&data
);
16853 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16855 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16856 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16857 GetSession()->SendPacket(&data
);
16861 // 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
16862 if(IsNonMeleeSpellCasted(false))
16864 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16865 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16866 GetSession()->SendPacket(&data
);
16870 // cast case or scripted call case
16873 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
16875 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16876 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
16878 if (Spell
* spell
= GetCurrentSpell(CURRENT_GENERIC_SPELL
))
16879 if (spell
->m_spellInfo
->Id
!= spellid
)
16880 InterruptSpell(CURRENT_GENERIC_SPELL
,false);
16882 InterruptSpell(CURRENT_AUTOREPEAT_SPELL
,false);
16884 if (Spell
* spell
= GetCurrentSpell(CURRENT_CHANNELED_SPELL
))
16885 if (spell
->m_spellInfo
->Id
!= spellid
)
16886 InterruptSpell(CURRENT_CHANNELED_SPELL
,true);
16889 uint32 sourcenode
= nodes
[0];
16891 // starting node too far away (cheat?)
16892 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16895 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16896 data
<< uint32(ERR_TAXINOSUCHPATH
);
16897 GetSession()->SendPacket(&data
);
16901 // check node starting pos data set case if provided
16902 if (node
->x
!= 0.0f
|| node
->y
!= 0.0f
|| node
->z
!= 0.0f
)
16904 if (node
->map_id
!= GetMapId() ||
16905 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16906 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16907 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16908 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
))
16910 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16911 data
<< uint32(ERR_TAXITOOFARAWAY
);
16912 GetSession()->SendPacket(&data
);
16916 // node must have pos if taxi master case (npc != NULL)
16919 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16920 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16921 GetSession()->SendPacket(&data
);
16925 // Prepare to flight start now
16927 // stop combat at start taxi flight if any
16930 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16933 // clean not finished taxi path if any
16934 m_taxi
.ClearTaxiDestinations();
16936 // 0 element current node
16937 m_taxi
.AddTaxiDestination(sourcenode
);
16939 // fill destinations path tail
16940 uint32 sourcepath
= 0;
16941 uint32 totalcost
= 0;
16943 uint32 prevnode
= sourcenode
;
16944 uint32 lastnode
= 0;
16946 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16950 lastnode
= nodes
[i
];
16951 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16955 m_taxi
.ClearTaxiDestinations();
16961 if(prevnode
== sourcenode
)
16964 m_taxi
.AddTaxiDestination(lastnode
);
16966 prevnode
= lastnode
;
16969 // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
16970 uint32 mount_display_id
= objmgr
.GetTaxiMountDisplayId(sourcenode
, GetTeam(), npc
== NULL
);
16972 // in spell case allow 0 model
16973 if (mount_display_id
== 0 && spellid
== 0 || sourcepath
== 0)
16975 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16976 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16977 GetSession()->SendPacket(&data
);
16978 m_taxi
.ClearTaxiDestinations();
16982 uint32 money
= GetMoney();
16985 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16987 if(money
< totalcost
)
16989 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16990 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16991 GetSession()->SendPacket(&data
);
16992 m_taxi
.ClearTaxiDestinations();
16996 //Checks and preparations done, DO FLIGHT
16997 ModifyMoney(-(int32
)totalcost
);
16998 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING
, totalcost
);
16999 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN
, 1);
17001 // prevent stealth flight
17002 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
17004 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
17005 data
<< uint32(ERR_TAXIOK
);
17006 GetSession()->SendPacket(&data
);
17008 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
17010 GetSession()->SendDoFlight(mount_display_id
, sourcepath
);
17015 bool Player::ActivateTaxiPathTo( uint32 taxi_path_id
, uint32 spellid
/*= 0*/ )
17017 TaxiPathEntry
const* entry
= sTaxiPathStore
.LookupEntry(taxi_path_id
);
17021 std::vector
<uint32
> nodes
;
17024 nodes
[0] = entry
->from
;
17025 nodes
[1] = entry
->to
;
17027 return ActivateTaxiPathTo(nodes
,NULL
,spellid
);
17030 void Player::ContinueTaxiFlight()
17032 uint32 sourceNode
= m_taxi
.GetTaxiSource();
17036 sLog
.outDebug( "WORLD: Restart character %u taxi flight", GetGUIDLow() );
17038 uint32 mountDisplayId
= objmgr
.GetTaxiMountDisplayId(sourceNode
, GetTeam(),true);
17039 uint32 path
= m_taxi
.GetCurrentTaxiPath();
17041 // search appropriate start path node
17042 uint32 startNode
= 0;
17044 TaxiPathNodeList
const& nodeList
= sTaxiPathNodesByPath
[path
];
17046 float distPrev
= MAP_SIZE
*MAP_SIZE
;
17048 (nodeList
[0].x
-GetPositionX())*(nodeList
[0].x
-GetPositionX())+
17049 (nodeList
[0].y
-GetPositionY())*(nodeList
[0].y
-GetPositionY())+
17050 (nodeList
[0].z
-GetPositionZ())*(nodeList
[0].z
-GetPositionZ());
17052 for(uint32 i
= 1; i
< nodeList
.size(); ++i
)
17054 TaxiPathNode
const& node
= nodeList
[i
];
17055 TaxiPathNode
const& prevNode
= nodeList
[i
-1];
17057 // skip nodes at another map
17058 if(node
.mapid
!= GetMapId())
17061 distPrev
= distNext
;
17064 (node
.x
-GetPositionX())*(node
.x
-GetPositionX())+
17065 (node
.y
-GetPositionY())*(node
.y
-GetPositionY())+
17066 (node
.z
-GetPositionZ())*(node
.z
-GetPositionZ());
17069 (node
.x
-prevNode
.x
)*(node
.x
-prevNode
.x
)+
17070 (node
.y
-prevNode
.y
)*(node
.y
-prevNode
.y
)+
17071 (node
.z
-prevNode
.z
)*(node
.z
-prevNode
.z
);
17073 if(distNext
+ distPrev
< distNodes
)
17080 GetSession()->SendDoFlight(mountDisplayId
, path
, startNode
);
17083 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
17085 // last check 2.0.10
17086 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
17088 data
<< uint8(0x0); // flags (0x1, 0x2)
17089 time_t curTime
= time(NULL
);
17090 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17092 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
17094 uint32 unSpellId
= itr
->first
;
17095 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
17102 // Not send cooldown for this spells
17103 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
17106 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
17108 data
<< uint32(unSpellId
);
17109 data
<< uint32(unTimeMs
); // in m.secs
17110 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/IN_MILISECONDS
);
17113 GetSession()->SendPacket(&data
);
17116 void Player::InitDataForForm(bool reapplyMods
)
17118 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
17119 if(ssEntry
&& ssEntry
->attackSpeed
)
17121 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
17122 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
17123 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
17126 SetRegularAttackTime();
17132 if(getPowerType()!=POWER_ENERGY
)
17133 setPowerType(POWER_ENERGY
);
17137 case FORM_DIREBEAR
:
17139 if(getPowerType()!=POWER_RAGE
)
17140 setPowerType(POWER_RAGE
);
17143 default: // 0, for example
17145 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
17146 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
17147 setPowerType(Powers(cEntry
->powerType
));
17152 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17154 UpdateEquipSpellsAtFormChange();
17156 UpdateAttackPowerAndDamage();
17157 UpdateAttackPowerAndDamage(true);
17160 void Player::InitDisplayIds()
17162 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
17165 sLog
.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
17169 uint8 gender
= getGender();
17172 case GENDER_FEMALE
:
17173 SetDisplayId(info
->displayId_f
);
17174 SetNativeDisplayId(info
->displayId_f
);
17177 SetDisplayId(info
->displayId_m
);
17178 SetNativeDisplayId(info
->displayId_m
);
17181 sLog
.outError("Invalid gender %u for player",gender
);
17186 // Return true is the bought item has a max count to force refresh of window by caller
17187 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint8 bag
, uint8 slot
)
17189 // cheating attempt
17190 if (count
< 1) count
= 1;
17195 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
17198 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
17202 Creature
*pCreature
= GetNPCIfCanInteractWith(vendorguid
,UNIT_NPC_FLAG_VENDOR
);
17205 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
17206 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
17210 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
17211 if(!vItems
|| vItems
->Empty())
17213 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17217 size_t vendor_slot
= vItems
->FindItemSlot(item
);
17218 if (vendor_slot
>= vItems
->GetItemCount())
17220 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17224 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
17226 // check current item amount if it limited
17227 if (crItem
->maxcount
!= 0)
17229 if (pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
17231 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
17236 if (uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
17238 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
17242 if (crItem
->ExtendedCost
)
17244 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17247 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
17251 // honor points price
17252 if (GetHonorPoints() < (iece
->reqhonorpoints
* count
))
17254 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
17258 // arena points price
17259 if (GetArenaPoints() < (iece
->reqarenapoints
* count
))
17261 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
17266 for (uint8 i
= 0; i
< 5; ++i
)
17268 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
17270 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
17275 // check for personal arena rating requirement
17276 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
17278 // probably not the proper equip err
17279 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
17284 uint32 price
= pProto
->BuyPrice
* count
;
17286 // reputation discount
17287 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
17289 if (GetMoney() < price
)
17291 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17295 if ((bag
== NULL_BAG
&& slot
== NULL_SLOT
) || IsInventoryPos(bag
, slot
))
17297 ItemPosCountVec dest
;
17298 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17299 if (msg
!= EQUIP_ERR_OK
)
17301 SendEquipError( msg
, NULL
, NULL
);
17305 ModifyMoney( -(int32
)price
);
17306 if (crItem
->ExtendedCost
) // case for new honor system
17308 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17309 if (iece
->reqhonorpoints
)
17310 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17311 if (iece
->reqarenapoints
)
17312 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17313 for (uint8 i
= 0; i
< 5; ++i
)
17315 if (iece
->reqitem
[i
])
17316 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17320 if (Item
*it
= StoreNewItem( dest
, item
, true ))
17322 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17324 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17325 data
<< pCreature
->GetGUID();
17326 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17327 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17328 data
<< (uint32
)count
;
17329 GetSession()->SendPacket(&data
);
17331 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17334 else if (IsEquipmentPos(bag
, slot
))
17336 if (pProto
->BuyCount
* count
!= 1)
17338 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17343 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17344 if (msg
!= EQUIP_ERR_OK
)
17346 SendEquipError( msg
, NULL
, NULL
);
17350 ModifyMoney( -(int32
)price
);
17351 if (crItem
->ExtendedCost
) // case for new honor system
17353 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17354 if (iece
->reqhonorpoints
)
17355 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17356 if (iece
->reqarenapoints
)
17357 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17358 for (uint8 i
= 0; i
< 5; ++i
)
17360 if(iece
->reqitem
[i
])
17361 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17365 if (Item
*it
= EquipNewItem( dest
, item
, true ))
17367 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17369 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17370 data
<< pCreature
->GetGUID();
17371 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17372 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17373 data
<< (uint32
)count
;
17374 GetSession()->SendPacket(&data
);
17376 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17378 AutoUnequipOffhandIfNeed();
17383 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17387 return crItem
->maxcount
!= 0;
17390 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17392 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17393 // the personal rating of the arena team must match the required limit as well
17394 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17395 uint32 max_personal_rating
= 0;
17396 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17398 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17400 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
17401 uint32 t_rating
= at
->GetRating();
17402 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
17403 if(max_personal_rating
< p_rating
)
17404 max_personal_rating
= p_rating
;
17407 return max_personal_rating
;
17410 void Player::UpdateHomebindTime(uint32 time
)
17412 // GMs never get homebind timer online
17413 if (m_InstanceValid
|| isGameMaster())
17415 if(m_HomebindTimer
) // instance valid, but timer not reset
17418 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17421 GetSession()->SendPacket(&data
);
17423 // instance is valid, reset homebind timer
17424 m_HomebindTimer
= 0;
17426 else if (m_HomebindTimer
> 0)
17428 if (time
>= m_HomebindTimer
)
17430 // teleport to nearest graveyard
17431 RepopAtGraveyard();
17434 m_HomebindTimer
-= time
;
17438 // instance is invalid, start homebind timer
17439 m_HomebindTimer
= 60000;
17440 // send message to player
17441 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17442 data
<< m_HomebindTimer
;
17444 GetSession()->SendPacket(&data
);
17445 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17449 void Player::UpdatePvP(bool state
, bool ovrride
)
17451 if(!state
|| ovrride
)
17454 pvpInfo
.endTimer
= 0;
17458 if(pvpInfo
.endTimer
!= 0)
17459 pvpInfo
.endTimer
= time(NULL
);
17465 void Player::AddSpellAndCategoryCooldowns(SpellEntry
const* spellInfo
, uint32 itemId
, Spell
* spell
, bool infinityCooldown
)
17467 // init cooldown values
17472 // some special item spells without correct cooldown in SpellInfo
17473 // cooldown information stored in item prototype
17474 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17478 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(itemId
))
17480 for(int idx
= 0; idx
< 5; ++idx
)
17482 if(proto
->Spells
[idx
].SpellId
== spellInfo
->Id
)
17484 cat
= proto
->Spells
[idx
].SpellCategory
;
17485 rec
= proto
->Spells
[idx
].SpellCooldown
;
17486 catrec
= proto
->Spells
[idx
].SpellCategoryCooldown
;
17493 // if no cooldown found above then base at DBC data
17494 if(rec
< 0 && catrec
< 0)
17496 cat
= spellInfo
->Category
;
17497 rec
= spellInfo
->RecoveryTime
;
17498 catrec
= spellInfo
->CategoryRecoveryTime
;
17501 time_t curTime
= time(NULL
);
17506 // overwrite time for selected category
17507 if(infinityCooldown
)
17509 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17510 // but not allow ignore until reset or re-login
17511 catrecTime
= catrec
> 0 ? curTime
+infinityCooldownDelay
: 0;
17512 recTime
= rec
> 0 ? curTime
+infinityCooldownDelay
: catrecTime
;
17516 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17517 // prevent 0 cooldowns set by another way
17518 if (rec
<= 0 && catrec
<= 0 && (cat
== 76 || IsAutoRepeatRangedSpell(spellInfo
) && spellInfo
->Id
!= SPELL_ID_AUTOSHOT
))
17519 rec
= GetAttackTime(RANGED_ATTACK
);
17521 // Now we have cooldown data (if found any), time to apply mods
17523 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, rec
, spell
);
17526 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, catrec
, spell
);
17528 // replace negative cooldowns by 0
17529 if (rec
< 0) rec
= 0;
17530 if (catrec
< 0) catrec
= 0;
17532 // no cooldown after applying spell mods
17533 if( rec
== 0 && catrec
== 0)
17536 catrecTime
= catrec
? curTime
+catrec
/IN_MILISECONDS
: 0;
17537 recTime
= rec
? curTime
+rec
/IN_MILISECONDS
: catrecTime
;
17540 // self spell cooldown
17542 AddSpellCooldown(spellInfo
->Id
, itemId
, recTime
);
17545 if (cat
&& catrec
> 0)
17547 SpellCategoryStore::const_iterator i_scstore
= sSpellCategoryStore
.find(cat
);
17548 if(i_scstore
!= sSpellCategoryStore
.end())
17550 for(SpellCategorySet::const_iterator i_scset
= i_scstore
->second
.begin(); i_scset
!= i_scstore
->second
.end(); ++i_scset
)
17552 if(*i_scset
== spellInfo
->Id
) // skip main spell, already handled above
17555 AddSpellCooldown(*i_scset
, itemId
, catrecTime
);
17561 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
17565 sc
.itemid
= itemid
;
17566 m_spellCooldowns
[spellid
] = sc
;
17569 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
, uint32 itemId
, Spell
* spell
)
17571 // start cooldowns at server side, if any
17572 AddSpellAndCategoryCooldowns(spellInfo
,itemId
,spell
);
17574 // Send activate cooldown timer (possible 0) at client side
17575 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
17576 data
<< spellInfo
->Id
;
17578 SendDirectMessage(&data
);
17581 void Player::UpdatePotionCooldown(Spell
* spell
)
17583 // no potion used i combat or still in combat
17584 if(!m_lastPotionId
|| isInCombat())
17587 // Call not from spell cast, send cooldown event for item spells if no in combat
17590 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17591 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(m_lastPotionId
))
17592 for(int idx
= 0; idx
< 5; ++idx
)
17593 if(proto
->Spells
[idx
].SpellId
&& proto
->Spells
[idx
].SpellTrigger
== ITEM_SPELLTRIGGER_ON_USE
)
17594 if(SpellEntry
const* spellInfo
= sSpellStore
.LookupEntry(proto
->Spells
[idx
].SpellId
))
17595 SendCooldownEvent(spellInfo
,m_lastPotionId
);
17597 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17599 SendCooldownEvent(spell
->m_spellInfo
,m_lastPotionId
,spell
);
17601 m_lastPotionId
= 0;
17604 //slot to be excluded while counting
17605 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
17607 if(!enchantmentcondition
)
17610 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
17615 uint8 curcount
[4] = {0, 0, 0, 0};
17617 //counting current equipped gem colors
17618 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17622 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17623 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17625 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17627 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17631 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17635 uint32 gemid
= enchantEntry
->GemID
;
17639 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17643 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17647 uint8 GemColor
= gemProperty
->color
;
17649 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17651 if(tmpcolormask
& GemColor
)
17658 bool activate
= true;
17660 for(int i
= 0; i
< 5; ++i
)
17662 if(!Condition
->Color
[i
])
17665 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17667 // if have <CompareColor> use them as count, else use <value> from Condition
17668 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17670 switch(Condition
->Comparator
[i
])
17672 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17673 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17675 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17676 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17678 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17679 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17684 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");
17689 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17691 //cycle all equipped items
17692 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17694 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17695 if(slot
== exceptslot
)
17698 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17700 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17703 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17705 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17709 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17713 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17716 //was enchant active with/without item?
17717 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17718 //should it now be?
17719 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17721 // ignore item gem conditions
17722 //if state changed, (dis)apply enchant
17723 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17730 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17731 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17733 //cycle all equipped items
17734 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17736 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17737 if(slot
== exceptslot
)
17740 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17742 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17745 //cycle all (gem)enchants
17746 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17748 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17749 if(!enchant_id
) //if no enchant go to next enchant(slot)
17752 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17756 //only metagems to be (de)activated, so only enchants with condition
17757 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17759 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17764 void Player::SetBattleGroundEntryPoint()
17767 if (!m_taxi
.empty())
17769 m_bgData
.mountSpell
= 0;
17770 m_bgData
.taxiPath
[0] = m_taxi
.GetTaxiSource();
17771 m_bgData
.taxiPath
[1] = m_taxi
.GetTaxiDestination();
17773 // On taxi we don't need check for dungeon
17774 m_bgData
.joinPos
= WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
17779 m_bgData
.ClearTaxiPath();
17781 // Mount spell id storing
17784 AuraList
const& auras
= GetAurasByType(SPELL_AURA_MOUNTED
);
17785 if (!auras
.empty())
17786 m_bgData
.mountSpell
= (*auras
.begin())->GetId();
17789 m_bgData
.mountSpell
= 0;
17791 // If map is dungeon find linked graveyard
17792 if(GetMap()->IsDungeon())
17794 if (const WorldSafeLocsEntry
* entry
= objmgr
.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
17796 m_bgData
.joinPos
= WorldLocation(entry
->map_id
, entry
->x
, entry
->y
, entry
->z
, 0.0f
);
17800 sLog
.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId());
17802 // If new entry point is not BG or arena set it
17803 else if (!GetMap()->IsBattleGroundOrArena())
17805 m_bgData
.joinPos
= WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
17810 // In error cases use homebind position
17811 m_bgData
.joinPos
= WorldLocation(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, 0.0f
);
17814 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17816 if(BattleGround
*bg
= GetBattleGround())
17818 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17820 // call after remove to be sure that player resurrected for correct cast
17821 if( bg
->isBattleGround() && !isGameMaster() && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
) )
17823 if( bg
->GetStatus() == STATUS_IN_PROGRESS
|| bg
->GetStatus() == STATUS_WAIT_JOIN
)
17825 //lets check if player was teleported from BG and schedule delayed Deserter spell cast
17826 if(IsBeingTeleportedFar())
17828 ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER
);
17832 CastSpell(this, 26013, true); // Deserter
17838 bool Player::CanJoinToBattleground() const
17840 // check Deserter debuff
17841 if(GetDummyAura(26013))
17847 bool Player::CanReportAfkDueToLimit()
17849 // a player can complain about 15 people per 5 minutes
17850 if(m_bgData
.bgAfkReportedCount
++ >= 15)
17856 ///This player has been blamed to be inactive in a battleground
17857 void Player::ReportedAfkBy(Player
* reporter
)
17859 BattleGround
*bg
= GetBattleGround();
17860 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
17863 // check if player has 'Idle' or 'Inactive' debuff
17864 if(m_bgData
.bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgData
.bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
17866 m_bgData
.bgAfkReporter
.insert(reporter
->GetGUIDLow());
17867 // 3 players have to complain to apply debuff
17868 if(m_bgData
.bgAfkReporter
.size() >= 3)
17870 // cast 'Idle' spell
17871 CastSpell(this, 43680, true);
17872 m_bgData
.bgAfkReporter
.clear();
17877 WorldObject
const* Player::GetViewPoint() const
17879 if(uint64 far_sight
= GetFarSight())
17881 WorldObject
const* viewPoint
= ObjectAccessor::GetWorldObject(*this,far_sight
);
17882 return viewPoint
? viewPoint
: this; // always expected not NULL
17888 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17890 // gamemaster in GM mode see all, including ghosts
17891 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
17894 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17895 if (InBattleGround())
17897 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
17902 // Live player see live player or dead player with not realized corpse
17903 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
17905 return isAlive() || m_deathTimer
> 0;
17908 // Ghost see other friendly ghosts, that's for sure
17909 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
17912 // Dead player see live players near own corpse
17915 Corpse
*corpse
= pl
->GetCorpse();
17918 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17919 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
17924 // and not see any other
17928 bool Player::IsVisibleGloballyFor( Player
* u
) const
17933 // Always can see self
17937 // Visible units, always are visible for all players
17938 if (GetVisibility() == VISIBILITY_ON
)
17941 // GMs are visible for higher gms (or players are visible for gms)
17942 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
17943 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
17945 // non faction visibility non-breakable for non-GMs
17946 if (GetVisibility() == VISIBILITY_OFF
)
17949 // non-gm stealth/invisibility not hide from global player lists
17953 void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, WorldObject
* target
)
17955 if(HaveAtClient(target
))
17957 if(!target
->isVisibleForInState(this, viewPoint
, true))
17959 target
->DestroyForPlayer(this);
17960 m_clientGUIDs
.erase(target
->GetGUID());
17962 #ifdef MANGOS_DEBUG
17963 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17964 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17970 if(target
->isVisibleForInState(this, viewPoint
, false))
17972 target
->SendUpdateToPlayer(this);
17973 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17974 m_clientGUIDs
.insert(target
->GetGUID());
17976 #ifdef MANGOS_DEBUG
17977 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17978 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17981 // target aura duration for caster show only if target exist at caster client
17982 // send data at target visibility change (adding to client)
17983 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
17984 SendAurasForTarget((Unit
*)target
);
17986 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
17987 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17993 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17995 s64
.insert(target
->GetGUID());
17999 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
18001 if(!target
->IsTransport())
18002 s64
.insert(target
->GetGUID());
18006 void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
18008 if(HaveAtClient(target
))
18010 if(!target
->isVisibleForInState(this,viewPoint
,true))
18012 target
->BuildOutOfRangeUpdateBlock(&data
);
18013 m_clientGUIDs
.erase(target
->GetGUID());
18015 #ifdef MANGOS_DEBUG
18016 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18017 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
));
18023 if(target
->isVisibleForInState(this,viewPoint
,false))
18025 visibleNow
.insert(target
);
18026 target
->BuildUpdate(data_updates
);
18027 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
18028 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
18030 #ifdef MANGOS_DEBUG
18031 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
18032 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
));
18038 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18039 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18040 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18041 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18042 template void Player::UpdateVisibilityOf(WorldObject
const* viewPoint
, DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
18044 void Player::InitPrimaryProfessions()
18046 SetFreePrimaryProfessions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
18049 void Player::SendComboPoints()
18051 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
18054 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
18055 data
.append(combotarget
->GetPackGUID());
18056 data
<< uint8(m_comboPoints
);
18057 GetSession()->SendPacket(&data
);
18061 void Player::AddComboPoints(Unit
* target
, int8 count
)
18066 // without combo points lost (duration checked in aura)
18067 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18069 if(target
->GetGUID() == m_comboTarget
)
18071 m_comboPoints
+= count
;
18076 if(Unit
* target2
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18077 target2
->RemoveComboPointHolder(GetGUIDLow());
18079 m_comboTarget
= target
->GetGUID();
18080 m_comboPoints
= count
;
18082 target
->AddComboPointHolder(GetGUIDLow());
18085 if (m_comboPoints
> 5) m_comboPoints
= 5;
18086 if (m_comboPoints
< 0) m_comboPoints
= 0;
18091 void Player::ClearComboPoints()
18096 // without combopoints lost (duration checked in aura)
18097 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
18103 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
18104 target
->RemoveComboPointHolder(GetGUIDLow());
18109 void Player::SetGroup(Group
*group
, int8 subgroup
)
18115 // never use SetGroup without a subgroup unless you specify NULL for group
18116 assert(subgroup
>= 0);
18117 m_group
.link(group
, this);
18118 m_group
.setSubGroup((uint8
)subgroup
);
18122 void Player::SendInitialPacketsBeforeAddToMap()
18124 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
18125 data
<< uint32(0); // unknown, may be rest state time or experience
18126 GetSession()->SendPacket(&data
);
18128 GetSocial()->SendSocialList();
18131 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
18132 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
18133 data
<< (uint32
) m_homebindMapId
;
18134 data
<< (uint32
) m_homebindZoneId
;
18135 GetSession()->SendPacket(&data
);
18137 // SMSG_SET_PROFICIENCY
18138 // SMSG_UPDATE_AURA_DURATION
18140 SendTalentsInfoData(false);
18141 SendInitialSpells();
18143 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
18144 data
<< uint32(0); // count, for(count) uint32;
18145 GetSession()->SendPacket(&data
);
18147 SendInitialActionButtons();
18148 m_reputationMgr
.SendInitialReputations();
18149 m_achievementMgr
.SendAllAchievementData();
18151 SendEquipmentSetList();
18153 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 4 + 4 + 4);
18154 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
18155 data
<< (float)0.01666667f
; // game speed
18156 data
<< uint32(0); // added in 3.1.2
18157 GetSession()->SendPacket( &data
);
18159 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
18160 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || HasAuraType(SPELL_AURA_FLY
) || isInFlight())
18161 m_movementInfo
.AddMovementFlag(MOVEMENTFLAG_FLYING2
);
18166 void Player::SendInitialPacketsAfterAddToMap()
18169 uint32 newzone
, newarea
;
18170 GetZoneAndAreaId(newzone
,newarea
);
18171 UpdateZone(newzone
,newarea
); // also call SendInitWorldStates();
18173 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
18174 data
<< uint32(0x00000000); // on blizz it increments periodically
18175 GetSession()->SendPacket(&data
);
18177 CastSpell(this, 836, true); // LOGINEFFECT
18179 // set some aura effects that send packet to player client after add player to map
18180 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
18181 // same auras state lost at far teleport, send it one more time in this case also
18182 static const AuraType auratypes
[] =
18184 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
18185 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
18186 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
18188 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
18190 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
18191 if(!auraList
.empty())
18192 auraList
.front()->ApplyModifier(true,true);
18195 if(HasAuraType(SPELL_AURA_MOD_STUN
))
18196 SetMovement(MOVE_ROOT
);
18198 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
18199 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
18201 WorldPacket
data2(SMSG_FORCE_MOVE_ROOT
, 10);
18202 data2
.append(GetPackGUID());
18203 data2
<< (uint32
)2;
18204 SendMessageToSet(&data2
,true);
18207 SendAurasForTarget(this);
18208 SendEnchantmentDurations(); // must be after add to map
18209 SendItemDurations(); // must be after add to map
18212 void Player::SendUpdateToOutOfRangeGroupMembers()
18214 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
18216 if(Group
* group
= GetGroup())
18217 group
->UpdatePlayerOutOfRange(this);
18219 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
18220 m_auraUpdateMask
= 0;
18221 if(Pet
*pet
= GetPet())
18222 pet
->ResetAuraUpdateMask();
18225 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
18227 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
18228 data
<< uint32(mapid
);
18229 data
<< uint8(reason
); // transfer abort reason
18232 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
18233 case TRANSFER_ABORT_DIFFICULTY
:
18234 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
18235 data
<< uint8(arg
);
18238 GetSession()->SendPacket(&data
);
18241 void Player::SendInstanceResetWarning( uint32 mapid
, uint32 difficulty
, uint32 time
)
18243 // type of warning, based on the time remaining until reset
18246 type
= RAID_INSTANCE_WELCOME
;
18247 else if(time
> 900 && time
<= 3600)
18248 type
= RAID_INSTANCE_WARNING_HOURS
;
18249 else if(time
> 300 && time
<= 900)
18250 type
= RAID_INSTANCE_WARNING_MIN
;
18252 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
18254 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4+4);
18255 data
<< uint32(type
);
18256 data
<< uint32(mapid
);
18257 data
<< uint32(difficulty
); // difficulty
18258 data
<< uint32(time
);
18259 if(type
== RAID_INSTANCE_WELCOME
)
18261 data
<< uint8(0); // is your (1)
18262 data
<< uint8(0); // is extended (1), ignored if prev field is 0
18264 GetSession()->SendPacket(&data
);
18267 void Player::ApplyEquipCooldown( Item
* pItem
)
18269 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
18271 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
18274 if( !spellData
.SpellId
)
18277 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
18278 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
18281 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
18283 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
18284 data
<< pItem
->GetGUID();
18285 data
<< uint32(spellData
.SpellId
);
18286 GetSession()->SendPacket(&data
);
18290 void Player::resetSpells()
18292 // not need after this call
18293 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
18294 RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS
,true);
18296 // make full copy of map (spells removed and marked as deleted at another spell remove
18297 // and we can't use original map for safe iterative with visit each spell at loop end
18298 PlayerSpellMap smap
= GetSpellMap();
18300 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
18301 removeSpell(iter
->first
,false,false); // only iter->first can be accessed, object by iter->second can be deleted already
18303 learnDefaultSpells();
18304 learnQuestRewardedSpells();
18307 void Player::learnDefaultSpells()
18309 // learn default race/class spells
18310 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
18311 for (PlayerCreateInfoSpells::const_iterator itr
= info
->spell
.begin(); itr
!=info
->spell
.end(); ++itr
)
18313 uint32 tspell
= *itr
;
18314 sLog
.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell
);
18315 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18316 addSpell(tspell
,true,true,true,false);
18317 else // but send in normal spell in game learn case
18318 learnSpell(tspell
,true);
18322 void Player::learnQuestRewardedSpells(Quest
const* quest
)
18324 uint32 spell_id
= quest
->GetRewSpellCast();
18326 // skip quests without rewarded spell
18330 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
18334 // check learned spells state
18335 bool found
= false;
18336 for(int i
=0; i
< 3; ++i
)
18338 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
18345 // skip quests with not teaching spell or already known spell
18349 // prevent learn non first rank unknown profession and second specialization for same profession)
18350 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
18351 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
18353 // not have first rank learned (unlearned prof?)
18354 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
18355 if( !HasSpell(first_spell
) )
18358 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
18363 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
18365 // search other specialization for same prof
18366 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
18368 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
18371 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
18375 // compare only specializations
18376 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
18379 // compare same chain spells
18380 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
18383 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18384 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
18390 CastSpell( this, spell_id
, true);
18393 void Player::learnQuestRewardedSpells()
18395 // learn spells received from quest completing
18396 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
18398 // skip no rewarded quests
18399 if(!itr
->second
.m_rewarded
)
18402 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
18406 learnQuestRewardedSpells(quest
);
18410 void Player::learnSkillRewardedSpells(uint32 skill_id
, uint32 skill_value
)
18412 uint32 raceMask
= getRaceMask();
18413 uint32 classMask
= getClassMask();
18414 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
18416 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
18417 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
18419 // Check race if set
18420 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
18422 // Check class if set
18423 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
18426 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
18428 // need unlearn spell
18429 if (skill_value
< pAbility
->req_skill_value
)
18430 removeSpell(pAbility
->spellId
);
18432 else if (!IsInWorld())
18433 addSpell(pAbility
->spellId
,true,true,true,false);
18435 learnSpell(pAbility
->spellId
,true);
18440 void Player::SendAurasForTarget(Unit
*target
)
18442 if(target
->GetVisibleAuras()->empty()) // speedup things
18445 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
18446 data
.append(target
->GetPackGUID());
18448 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
18449 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
18451 for(uint32 j
= 0; j
< 3; ++j
)
18453 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
18455 data
<< uint8(aura
->GetAuraSlot());
18456 data
<< uint32(aura
->GetId());
18460 uint8 auraFlags
= aura
->GetAuraFlags();
18462 data
<< uint8(auraFlags
);
18464 data
<< uint8(aura
->GetAuraLevel());
18466 data
<< uint8(aura
->GetAuraCharges());
18468 if(!(auraFlags
& AFLAG_NOT_CASTER
))
18470 data
<< uint8(0); // packed GUID of someone (caster?)
18473 if(auraFlags
& AFLAG_DURATION
) // include aura duration
18475 data
<< uint32(aura
->GetAuraMaxDuration());
18476 data
<< uint32(aura
->GetAuraDuration());
18484 GetSession()->SendPacket(&data
);
18487 void Player::SetDailyQuestStatus( uint32 quest_id
)
18489 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18491 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
18493 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
18494 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
18495 m_DailyQuestChanged
= true;
18501 void Player::ResetDailyQuestStatus()
18503 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18504 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
18506 // DB data deleted in caller
18507 m_DailyQuestChanged
= false;
18508 m_lastDailyQuestTime
= 0;
18511 BattleGround
* Player::GetBattleGround() const
18513 if(GetBattleGroundId()==0)
18516 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgData
.bgTypeID
);
18519 bool Player::InArena() const
18521 BattleGround
*bg
= GetBattleGround();
18522 if(!bg
|| !bg
->isArena())
18528 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId
) const
18530 // get a template bg instead of running one
18531 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
18535 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
18541 BGQueueIdBasedOnLevel
Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId
) const
18543 //returned to hardcoded version of this function, because there is no way to code it dynamic
18544 uint32 level
= getLevel();
18545 if( bgTypeId
== BATTLEGROUND_AV
)
18548 uint32 queue_id
= (level
/ 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
18549 if( queue_id
>= MAX_BATTLEGROUND_QUEUES
)
18551 sLog
.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id
);
18552 return QUEUE_ID_MAX_LEVEL_80
;
18554 return BGQueueIdBasedOnLevel(queue_id
);
18557 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
18559 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
18560 if(!vendor_faction
|| !vendor_faction
->faction
)
18563 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
18564 if(rank
<= REP_NEUTRAL
)
18567 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
18570 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
18572 uint32 racemask
= getRaceMask();
18573 uint32 classmask
= getClassMask();
18575 SkillLineAbilityMapBounds bounds
= spellmgr
.GetSkillLineAbilityMapBounds(spell_id
);
18576 if (bounds
.first
==bounds
.second
)
18579 for(SkillLineAbilityMap::const_iterator _spell_idx
= bounds
.first
; _spell_idx
!= bounds
.second
; ++_spell_idx
)
18581 // skip wrong race skills
18582 if (_spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
18585 // skip wrong class skills
18586 if (_spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
18595 bool Player::HasQuestForGO(int32 GOId
) const
18597 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
18599 uint32 questid
= GetQuestSlotQuestId(i
);
18600 if ( questid
== 0 )
18603 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
18604 if(qs_itr
== mQuestStatus
.end())
18607 QuestStatusData
const& qs
= qs_itr
->second
;
18609 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
18611 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
18615 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
18618 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
18620 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
18623 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
18631 void Player::UpdateForQuestWorldObjects()
18633 if(m_clientGUIDs
.empty())
18637 WorldPacket packet
;
18638 for(ClientGUIDs::const_iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
18640 if(IS_GAMEOBJECT_GUID(*itr
))
18642 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
18644 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
18646 else if(IS_CREATURE_GUID(*itr
) || IS_VEHICLE_GUID(*itr
))
18648 Creature
*obj
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr
);
18652 // check if this unit requires quest specific flags
18653 if(!obj
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
18656 SpellClickInfoMapBounds clickPair
= objmgr
.GetSpellClickInfoMapBounds(obj
->GetEntry());
18657 for(SpellClickInfoMap::const_iterator itr
= clickPair
.first
; itr
!= clickPair
.second
; ++itr
)
18659 if(itr
->second
.questStart
|| itr
->second
.questEnd
)
18661 obj
->BuildCreateUpdateBlockForPlayer(&udata
,this);
18667 udata
.BuildPacket(&packet
);
18668 GetSession()->SendPacket(&packet
);
18671 void Player::SummonIfPossible(bool agree
)
18675 m_summon_expire
= 0;
18679 // expire and auto declined
18680 if(m_summon_expire
< time(NULL
))
18683 // stop taxi flight at summon
18686 GetMotionMaster()->MovementExpired();
18687 m_taxi
.ClearTaxiDestinations();
18690 // drop flag at summon
18691 // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
18692 if(BattleGround
*bg
= GetBattleGround())
18693 bg
->EventPlayerDroppedFlag(this);
18695 m_summon_expire
= 0;
18697 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS
, 1);
18699 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
18702 void Player::RemoveItemDurations( Item
*item
)
18704 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
18708 m_itemDuration
.erase(itr
);
18714 void Player::AddItemDurations( Item
*item
)
18716 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
18718 m_itemDuration
.push_back(item
);
18719 item
->SendTimeUpdate(this);
18723 void Player::AutoUnequipOffhandIfNeed()
18725 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18729 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18730 if (CanTitanGrip() || (offItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
&& !IsTwoHandUsed()))
18733 ItemPosCountVec off_dest
;
18734 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18735 if( off_msg
== EQUIP_ERR_OK
)
18737 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18738 StoreItem( off_dest
, offItem
, true );
18743 mi
.AddItem(offItem
->GetGUIDLow(), offItem
->GetEntry(), offItem
);
18744 MoveItemFromInventory(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18745 CharacterDatabase
.BeginTransaction();
18746 offItem
->DeleteFromInventoryDB(); // deletes item from character's inventory
18747 offItem
->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18748 CharacterDatabase
.CommitTransaction();
18750 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
18751 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
18755 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18757 if(spellInfo
->EquippedItemClass
< 0)
18760 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18761 // for optimize check 2 used cases only
18762 switch(spellInfo
->EquippedItemClass
)
18764 case ITEM_CLASS_WEAPON
:
18766 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18767 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18768 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18772 case ITEM_CLASS_ARMOR
:
18774 // tabard not have dependent spells
18775 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18776 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18777 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18780 // shields can be equipped to offhand slot
18781 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18782 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18785 // ranged slot can have some armor subclasses
18786 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18787 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18793 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18800 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
18802 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18803 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
18804 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
18807 // Check no reagent use mask
18808 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
18809 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
18810 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
18811 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
18817 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18819 AuraMap
& auras
= GetAuras();
18820 for(AuraMap::const_iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18822 Aura
* aura
= itr
->second
;
18824 // skip passive (passive item dependent spells work in another way) and not self applied auras
18825 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18826 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18832 // skip if not item dependent or have alternative item
18833 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18839 // no alt item, remove aura, restart check
18840 RemoveAurasDueToSpell(aura
->GetId());
18841 itr
= auras
.begin();
18844 // currently casted spells can be dependent from item
18845 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; ++i
)
18846 if (Spell
* spell
= GetCurrentSpell(CurrentSpellTypes(i
)))
18847 if (spell
->getState()!=SPELL_STATE_DELAYED
&& !HasItemFitToSpellReqirements(spell
->m_spellInfo
,pItem
) )
18848 InterruptSpell(CurrentSpellTypes(i
));
18851 uint32
Player::GetResurrectionSpellId()
18853 // search priceless resurrection possibilities
18855 uint32 spell_id
= 0;
18856 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18857 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18859 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18860 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18862 switch((*itr
)->GetId())
18864 case 20707: spell_id
= 3026; break; // rank 1
18865 case 20762: spell_id
= 20758; break; // rank 2
18866 case 20763: spell_id
= 20759; break; // rank 3
18867 case 20764: spell_id
= 20760; break; // rank 4
18868 case 20765: spell_id
= 20761; break; // rank 5
18869 case 27239: spell_id
= 27240; break; // rank 6
18870 case 47883: spell_id
= 47882; break; // rank 7
18872 sLog
.outError("Unhandled spell %u: S.Resurrection",(*itr
)->GetId());
18878 // Twisting Nether // prio: 2 (max)
18879 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18886 // Reincarnation (passive spell) // prio: 1
18887 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18893 // Used in triggers for check "Only to targets that grant experience or honor" req
18894 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
18896 uint32 v_level
= pVictim
->getLevel();
18897 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
18899 // Victim level less gray level
18900 if(v_level
<=k_grey
)
18903 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
18905 if (((Creature
*)pVictim
)->isTotem() ||
18906 ((Creature
*)pVictim
)->isPet() ||
18907 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
18913 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
18915 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
18917 // prepare data for near group iteration (PvP and !PvP cases)
18919 bool honored_kill
= false;
18921 if(Group
*pGroup
= GetGroup())
18924 uint32 sum_level
= 0;
18925 Player
* member_with_max_level
= NULL
;
18926 Player
* not_gray_member_with_max_level
= NULL
;
18928 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
18930 if(member_with_max_level
)
18932 /// not get Xp in PvP or no not gray players in group
18933 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
18935 /// skip in check PvP case (for speed, not used)
18936 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
18937 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
18938 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
18940 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18942 Player
* pGroupGuy
= itr
->getSource();
18946 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
18947 continue; // member (alive or dead) or his corpse at req. distance
18949 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18950 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
18951 honored_kill
= true;
18953 // xp and reputation only in !PvP case
18956 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
18958 // if is in dungeon then all receive full reputation at kill
18959 // rewarded any alive/dead/near_corpse group member
18960 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
18962 // XP updated only for alive group member
18963 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
18964 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
18966 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
18968 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
18969 if(Pet
* pet
= pGroupGuy
->GetPet())
18970 pet
->GivePetXP(itr_xp
/2);
18973 // quest objectives updated only for alive group member or dead but with not released body
18974 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18976 // normal creature (not pet/etc) can be only in !PvP case
18977 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18978 pGroupGuy
->KilledMonster(((Creature
*)pVictim
)->GetCreatureInfo(), pVictim
->GetGUID());
18984 else // if (!pGroup)
18986 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
18988 // honor can be in PvP and !PvP (racial leader) cases
18989 if(RewardHonor(pVictim
,1))
18990 honored_kill
= true;
18992 // xp and reputation only in !PvP case
18995 RewardReputation(pVictim
,1);
18996 GiveXP(xp
, pVictim
);
18998 if(Pet
* pet
= GetPet())
18999 pet
->GivePetXP(xp
);
19001 // normal creature (not pet/etc) can be only in !PvP case
19002 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
19003 KilledMonster(((Creature
*)pVictim
)->GetCreatureInfo(), pVictim
->GetGUID());
19006 return xp
|| honored_kill
;
19009 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id
, WorldObject
* pRewardSource
)
19011 uint64 creature_guid
= pRewardSource
->GetTypeId()==TYPEID_UNIT
? pRewardSource
->GetGUID() : uint64(0);
19013 // prepare data for near group iteration
19014 if(Group
*pGroup
= GetGroup())
19016 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19018 Player
* pGroupGuy
= itr
->getSource();
19022 if(!pGroupGuy
->IsAtGroupRewardDistance(pRewardSource
))
19023 continue; // member (alive or dead) or his corpse at req. distance
19025 // quest objectives updated only for alive group member or dead but with not released body
19026 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
19027 pGroupGuy
->KilledMonsterCredit(creature_id
, creature_guid
);
19030 else // if (!pGroup)
19031 KilledMonsterCredit(creature_id
, creature_guid
);
19034 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
19036 if (pRewardSource
->IsWithinDistInMap(this,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
)))
19042 Corpse
* corpse
= GetCorpse();
19046 return pRewardSource
->IsWithinDistInMap(corpse
,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
));
19049 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
19051 Item
* item
= GetWeaponForAttack(attType
,true);
19053 // unarmed only with base attack
19054 if(attType
!= BASE_ATTACK
&& !item
)
19057 // weapon skill or (unarmed for base attack)
19058 uint32 skill
= item
? item
->GetSkill() : uint32(SKILL_UNARMED
);
19059 return GetBaseSkillValue(skill
);
19062 void Player::ResurectUsingRequestData()
19064 /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
19065 if(IS_PLAYER_GUID(m_resurrectGUID
))
19066 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
19068 //we cannot resurrect player when we triggered far teleport
19069 //player will be resurrected upon teleportation
19070 if(IsBeingTeleportedFar())
19072 ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER
);
19076 ResurrectPlayer(0.0f
,false);
19078 if(GetMaxHealth() > m_resurrectHealth
)
19079 SetHealth( m_resurrectHealth
);
19081 SetHealth( GetMaxHealth() );
19083 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
19084 SetPower(POWER_MANA
, m_resurrectMana
);
19086 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
19088 SetPower(POWER_RAGE
, 0 );
19090 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
19092 SpawnCorpseBones();
19095 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
19097 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
19098 data
.append(target
->GetPackGUID());
19099 data
<< uint8(allowMove
);
19100 GetSession()->SendPacket(&data
);
19103 void Player::UpdateZoneDependentAuras( uint32 newZone
)
19105 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
19106 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newZone
);
19107 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19108 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,newZone
,0))
19109 if( !HasAura(itr
->second
->spellId
,0) )
19110 CastSpell(this,itr
->second
->spellId
,true);
19113 void Player::UpdateAreaDependentAuras( uint32 newArea
)
19115 // remove auras from spells with area limitations
19116 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
19118 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
19119 if(spellmgr
.GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
,this) != SPELL_CAST_OK
)
19125 // some auras applied at subzone enter
19126 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newArea
);
19127 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
19128 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,m_zoneUpdateId
,newArea
))
19129 if( !HasAura(itr
->second
->spellId
,0) )
19130 CastSpell(this,itr
->second
->spellId
,true);
19133 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
19135 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19136 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19138 return copseReclaimDelay
[0];
19141 time_t now
= time(NULL
);
19142 // 0..2 full period
19143 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
19144 return copseReclaimDelay
[count
];
19147 void Player::UpdateCorpseReclaimDelay()
19149 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
19151 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19152 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19155 time_t now
= time(NULL
);
19156 if(now
< m_deathExpireTime
)
19158 // full and partly periods 1..3
19159 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
19160 if(count
< MAX_DEATH_COUNT
)
19161 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
19163 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
19166 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
19169 void Player::SendCorpseReclaimDelay(bool load
)
19171 Corpse
* corpse
= GetCorpse();
19178 if(corpse
->GetGhostTime() > m_deathExpireTime
)
19181 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
19184 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19185 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19187 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
19188 if(count
>=MAX_DEATH_COUNT
)
19189 count
= MAX_DEATH_COUNT
-1;
19194 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
19196 time_t now
= time(NULL
);
19197 if(now
>= expected_time
)
19200 delay
= expected_time
-now
;
19203 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
19205 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
19206 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
19207 data
<< uint32(delay
*IN_MILISECONDS
);
19208 GetSession()->SendPacket( &data
);
19211 Player
* Player::GetNextRandomRaidMember(float radius
)
19213 Group
*pGroup
= GetGroup();
19217 std::vector
<Player
*> nearMembers
;
19218 nearMembers
.reserve(pGroup
->GetMembersCount());
19220 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19222 Player
* Target
= itr
->getSource();
19224 // IsHostileTo check duel and controlled by enemy
19225 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
19226 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
19227 nearMembers
.push_back(Target
);
19230 if (nearMembers
.empty())
19233 uint32 randTarget
= urand(0,nearMembers
.size()-1);
19234 return nearMembers
[randTarget
];
19237 PartyResult
Player::CanUninviteFromGroup() const
19239 const Group
* grp
= GetGroup();
19241 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
19243 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
19244 return PARTY_RESULT_YOU_NOT_LEADER
;
19246 if(InBattleGround())
19247 return PARTY_RESULT_INVITE_RESTRICTED
;
19249 return PARTY_RESULT_OK
;
19252 void Player::SetBattleGroundRaid(Group
* group
, int8 subgroup
)
19254 //we must move references from m_group to m_originalGroup
19255 SetOriginalGroup(GetGroup(), GetSubGroup());
19258 m_group
.link(group
, this);
19259 m_group
.setSubGroup((uint8
)subgroup
);
19262 void Player::RemoveFromBattleGroundRaid()
19264 //remove existing reference
19266 if( Group
* group
= GetOriginalGroup() )
19268 m_group
.link(group
, this);
19269 m_group
.setSubGroup(GetOriginalSubGroup());
19271 SetOriginalGroup(NULL
);
19274 void Player::SetOriginalGroup(Group
*group
, int8 subgroup
)
19276 if( group
== NULL
)
19277 m_originalGroup
.unlink();
19280 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
19281 assert(subgroup
>= 0);
19282 m_originalGroup
.link(group
, this);
19283 m_originalGroup
.setSubGroup((uint8
)subgroup
);
19287 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
19289 LiquidData liquid_status
;
19290 ZLiquidStatus res
= m
->getLiquidStatus(x
, y
, z
, MAP_ALL_LIQUIDS
, &liquid_status
);
19293 m_MirrorTimerFlags
&= ~(UNDERWATER_INWATER
|UNDERWATER_INLAVA
|UNDERWATER_INSLIME
|UNDERWARER_INDARKWATER
);
19294 // Small hack for enable breath in WMO
19296 m_MirrorTimerFlags
|=UNDERWATER_INWATER
;
19300 // All liquids type - check under water position
19301 if (liquid_status
.type
&(MAP_LIQUID_TYPE_WATER
|MAP_LIQUID_TYPE_OCEAN
|MAP_LIQUID_TYPE_MAGMA
|MAP_LIQUID_TYPE_SLIME
))
19303 if ( res
& LIQUID_MAP_UNDER_WATER
)
19304 m_MirrorTimerFlags
|= UNDERWATER_INWATER
;
19306 m_MirrorTimerFlags
&= ~UNDERWATER_INWATER
;
19309 // Allow travel in dark water on taxi or transport
19310 if ((liquid_status
.type
& MAP_LIQUID_TYPE_DARK_WATER
) && !isInFlight() && !GetTransport())
19311 m_MirrorTimerFlags
|= UNDERWARER_INDARKWATER
;
19313 m_MirrorTimerFlags
&= ~UNDERWARER_INDARKWATER
;
19315 // in lava check, anywhere in lava level
19316 if (liquid_status
.type
&MAP_LIQUID_TYPE_MAGMA
)
19318 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19319 m_MirrorTimerFlags
|= UNDERWATER_INLAVA
;
19321 m_MirrorTimerFlags
&= ~UNDERWATER_INLAVA
;
19323 // in slime check, anywhere in slime level
19324 if (liquid_status
.type
&MAP_LIQUID_TYPE_SLIME
)
19326 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19327 m_MirrorTimerFlags
|= UNDERWATER_INSLIME
;
19329 m_MirrorTimerFlags
&= ~UNDERWATER_INSLIME
;
19333 void Player::SetCanParry( bool value
)
19335 if(m_canParry
==value
)
19338 m_canParry
= value
;
19339 UpdateParryPercentage();
19342 void Player::SetCanBlock( bool value
)
19344 if(m_canBlock
==value
)
19347 m_canBlock
= value
;
19348 UpdateBlockPercentage();
19351 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
19353 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
19354 if(itr
->pos
== pos
)
19360 bool Player::CanUseBattleGroundObject()
19362 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
19363 // maybe gameobject code should handle that ForceReaction usage
19364 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
19365 return ( //InBattleGround() && // in battleground - not need, check in other cases
19366 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
19367 //player cannot use object when he is invulnerable (immune)
19368 !isTotalImmune() && // not totally immune
19369 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
19370 !HasStealthAura() && // not stealthed
19371 !HasInvisibilityAura() && // not invisible
19372 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
19373 isAlive() // live player
19377 bool Player::CanCaptureTowerPoint()
19379 return ( !HasStealthAura() && // not stealthed
19380 !HasInvisibilityAura() && // not invisible
19381 isAlive() // live player
19385 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
19387 uint32 level
= getLevel();
19389 if(level
> GT_MAX_LEVEL
)
19390 level
= GT_MAX_LEVEL
; // max level in this dbc
19392 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
19393 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
19394 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
19396 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
19399 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
19401 if(!bsc
) // shouldn't happen
19406 if(hairstyle
!= newhairstyle
)
19407 cost
+= bsc
->cost
; // full price
19409 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
19410 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
19412 if(facialhair
!= newfacialhair
)
19413 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
19415 return uint32(cost
);
19418 void Player::InitGlyphsForLevel()
19420 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
19421 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
19423 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
19425 uint32 level
= getLevel();
19428 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19430 value
|= (0x01 | 0x02);
19440 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
19443 void Player::EnterVehicle(Vehicle
*vehicle
)
19445 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
19449 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
19453 vehicle
->SetCharmerGUID(GetGUID());
19454 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19455 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PLAYER_CONTROLLED
);
19456 vehicle
->setFaction(getFaction());
19458 SetCharm(vehicle
); // charm
19459 SetFarSightGUID(vehicle
->GetGUID()); // set view
19461 SetClientControl(vehicle
, 1); // redirect controls to vehicle
19464 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
19465 GetSession()->SendPacket(&data
);
19467 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
19468 data
.append(GetPackGUID());
19469 data
<< uint32(0); // counter?
19470 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
19471 data
<< uint16(0); // special flags
19472 data
<< uint32(getMSTime()); // time
19473 data
<< vehicle
->GetPositionX(); // x
19474 data
<< vehicle
->GetPositionY(); // y
19475 data
<< vehicle
->GetPositionZ(); // z
19476 data
<< vehicle
->GetOrientation(); // o
19477 // transport part, TODO: load/calculate seat offsets
19478 data
<< uint64(vehicle
->GetGUID()); // transport guid
19479 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
19480 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
19481 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
19482 data
<< float(0); // transport orientation
19483 data
<< uint32(getMSTime()); // transport time
19484 data
<< uint8(0); // seat
19485 // end of transport part
19486 data
<< uint32(0); // fall time
19487 GetSession()->SendPacket(&data
);
19489 data
.Initialize(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
19490 data
<< uint64(vehicle
->GetGUID());
19493 data
<< uint32(0x00000101);
19495 for(uint32 i
= 0; i
< 10; ++i
)
19496 data
<< uint16(0) << uint8(0) << uint8(i
+8);
19500 GetSession()->SendPacket(&data
);
19503 void Player::ExitVehicle(Vehicle
*vehicle
)
19505 vehicle
->SetCharmerGUID(0);
19506 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19507 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PLAYER_CONTROLLED
);
19508 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
19511 SetFarSightGUID(0);
19513 SetClientControl(vehicle
, 0);
19516 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
19517 data
.append(GetPackGUID());
19518 data
<< uint32(0); // counter?
19519 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
19520 data
<< uint16(0x40); // special flags
19521 data
<< uint32(getMSTime()); // time
19522 data
<< vehicle
->GetPositionX(); // x
19523 data
<< vehicle
->GetPositionY(); // y
19524 data
<< vehicle
->GetPositionZ(); // z
19525 data
<< vehicle
->GetOrientation(); // o
19526 data
<< uint32(0); // fall time
19527 GetSession()->SendPacket(&data
);
19529 RemovePetActionBar();
19531 // maybe called at dummy aura remove?
19532 // CastSpell(this, 45472, true); // Parachute
19535 bool Player::isTotalImmune()
19537 AuraList
const& immune
= GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY
);
19539 uint32 immuneMask
= 0;
19540 for(AuraList::const_iterator itr
= immune
.begin(); itr
!= immune
.end(); ++itr
)
19542 immuneMask
|= (*itr
)->GetModifier()->m_miscvalue
;
19543 if( immuneMask
& SPELL_SCHOOL_MASK_ALL
) // total immunity
19549 bool Player::HasTitle(uint32 bitIndex
)
19551 if (bitIndex
> MAX_TITLE_INDEX
)
19554 uint32 fieldIndexOffset
= bitIndex
/ 32;
19555 uint32 flag
= 1 << (bitIndex
% 32);
19556 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
19559 void Player::SetTitle(CharTitlesEntry
const* title
, bool lost
)
19561 uint32 fieldIndexOffset
= title
->bit_index
/ 32;
19562 uint32 flag
= 1 << (title
->bit_index
% 32);
19566 if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
))
19569 RemoveFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
19573 if(HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
))
19576 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
19579 WorldPacket
data(SMSG_TITLE_EARNED
, 4 + 4);
19580 data
<< uint32(title
->bit_index
);
19581 data
<< uint32(lost
? 0 : 1); // 1 - earned, 0 - lost
19582 GetSession()->SendPacket(&data
);
19585 void Player::ConvertRune(uint8 index
, uint8 newType
)
19587 SetCurrentRune(index
, newType
);
19589 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
19590 data
<< uint8(index
);
19591 data
<< uint8(newType
);
19592 GetSession()->SendPacket(&data
);
19595 void Player::ResyncRunes(uint8 count
)
19597 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
19598 for(uint32 i
= 0; i
< count
; ++i
)
19600 data
<< uint8(GetCurrentRune(i
)); // rune type
19601 data
<< uint8(255 - (GetRuneCooldown(i
) * 51)); // passed cooldown time (0-255)
19603 GetSession()->SendPacket(&data
);
19606 void Player::AddRunePower(uint8 index
)
19608 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
19609 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
19610 GetSession()->SendPacket(&data
);
19613 void Player::InitRunes()
19615 if(getClass() != CLASS_DEATH_KNIGHT
)
19618 m_runes
= new Runes
;
19620 m_runes
->runeState
= 0;
19622 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19624 SetBaseRune(i
, i
/ 2); // init base types
19625 SetCurrentRune(i
, i
/ 2); // init current types
19626 SetRuneCooldown(i
, 0); // reset cooldowns
19627 m_runes
->SetRuneState(i
);
19630 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
19631 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);
19634 void Player::AutoStoreLoot(uint8 bag
, uint8 slot
, uint32 loot_id
, LootStore
const& store
, bool broadcast
)
19637 loot
.FillLoot (loot_id
,store
,this,true);
19639 uint32 max_slot
= loot
.GetMaxSlotInLootFor(this);
19640 for(uint32 i
= 0; i
< max_slot
; ++i
)
19642 LootItem
* lootItem
= loot
.LootItemInSlot(i
,this);
19644 ItemPosCountVec dest
;
19645 uint8 msg
= CanStoreNewItem (bag
,slot
,dest
,lootItem
->itemid
,lootItem
->count
);
19646 if(msg
!= EQUIP_ERR_OK
&& slot
!= NULL_SLOT
)
19647 msg
= CanStoreNewItem( bag
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19648 if( msg
!= EQUIP_ERR_OK
&& bag
!= NULL_BAG
)
19649 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19650 if(msg
!= EQUIP_ERR_OK
)
19652 SendEquipError( msg
, NULL
, NULL
);
19656 Item
* pItem
= StoreNewItem (dest
,lootItem
->itemid
,true,lootItem
->randomPropertyId
);
19657 SendNewItem(pItem
, lootItem
->count
, false, false, broadcast
);
19661 uint32
Player::CalculateTalentsPoints() const
19663 uint32 base_talent
= getLevel() < 10 ? 0 : getLevel()-9;
19665 if(getClass() != CLASS_DEATH_KNIGHT
)
19666 return uint32(base_talent
* sWorld
.getRate(RATE_TALENT
));
19668 uint32 talentPointsForLevel
= getLevel() < 56 ? 0 : getLevel() - 55;
19669 talentPointsForLevel
+= m_questRewardTalentCount
;
19671 if(talentPointsForLevel
> base_talent
)
19672 talentPointsForLevel
= base_talent
;
19674 return uint32(talentPointsForLevel
* sWorld
.getRate(RATE_TALENT
));
19677 bool Player::IsKnowHowFlyIn(uint32 mapid
, uint32 zone
) const
19679 // continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update
19680 uint32 v_map
= GetVirtualMapForMapAndZone(mapid
, zone
);
19681 return v_map
!= 571 || HasSpell(54197); // Cold Weather Flying
19684 struct DoPlayerLearnSpell
19686 DoPlayerLearnSpell(Player
& _player
) : player(_player
) {}
19687 void operator() (uint32 spell_id
) { player
.learnSpell(spell_id
,false); }
19691 void Player::learnSpellHighRank(uint32 spellid
)
19693 learnSpell(spellid
,false);
19695 DoPlayerLearnSpell
worker(*this);
19696 spellmgr
.doForHighRanks(spellid
,worker
);
19699 void Player::_LoadSkills()
19701 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19703 // reset skill modifiers and set correct unlearn flags
19704 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
19706 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
19708 // set correct unlearn bit
19709 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
19712 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
19713 if(!pSkill
) continue;
19715 // enable unlearn button for primary professions only
19716 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
19717 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
19719 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
19721 // set fixed skill ranges
19722 switch(GetSkillRangeType(pSkill
,false))
19724 case SKILL_RANGE_LANGUAGE
: // 300..300
19725 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(300,300));
19727 case SKILL_RANGE_MONO
: // 1..1, grey monolite bar
19728 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(1,1));
19734 uint32 vskill
= SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
19735 learnSkillRewardedSpells(id
, vskill
);
19738 // special settings
19739 if(getClass()==CLASS_DEATH_KNIGHT
)
19741 uint32 base_level
= std::min(getLevel(),sWorld
.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL
));
19744 uint32 base_skill
= (base_level
-1)*5; // 270 at starting level 55
19746 base_skill
= 1; // skill mast be known and then > 0 in any case
19748 if(GetPureSkillValue (SKILL_FIRST_AID
) < base_skill
)
19749 SetSkill(SKILL_FIRST_AID
,base_skill
, base_skill
);
19750 if(GetPureSkillValue (SKILL_AXES
) < base_skill
)
19751 SetSkill(SKILL_AXES
, base_skill
,base_skill
);
19752 if(GetPureSkillValue (SKILL_DEFENSE
) < base_skill
)
19753 SetSkill(SKILL_DEFENSE
, base_skill
,base_skill
);
19754 if(GetPureSkillValue (SKILL_POLEARMS
) < base_skill
)
19755 SetSkill(SKILL_POLEARMS
, base_skill
,base_skill
);
19756 if(GetPureSkillValue (SKILL_SWORDS
) < base_skill
)
19757 SetSkill(SKILL_SWORDS
, base_skill
,base_skill
);
19758 if(GetPureSkillValue (SKILL_2H_AXES
) < base_skill
)
19759 SetSkill(SKILL_2H_AXES
, base_skill
,base_skill
);
19760 if(GetPureSkillValue (SKILL_2H_SWORDS
) < base_skill
)
19761 SetSkill(SKILL_2H_SWORDS
, base_skill
,base_skill
);
19762 if(GetPureSkillValue (SKILL_UNARMED
) < base_skill
)
19763 SetSkill(SKILL_UNARMED
, base_skill
,base_skill
);
19767 uint32
Player::GetPhaseMaskForSpawn() const
19769 uint32 phase
= PHASEMASK_NORMAL
;
19770 if(!isGameMaster())
19771 phase
= GetPhaseMask();
19774 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
19775 if(!phases
.empty())
19776 phase
= phases
.front()->GetMiscValue();
19779 // some aura phases include 1 normal map in addition to phase itself
19780 if(uint32 n_phase
= phase
& ~PHASEMASK_NORMAL
)
19783 return PHASEMASK_NORMAL
;
19786 uint8
Player::CanEquipUniqueItem(Item
* pItem
, uint8 eslot
, uint32 limit_count
) const
19788 ItemPrototype
const* pProto
= pItem
->GetProto();
19790 // proto based limitations
19791 if(uint8 res
= CanEquipUniqueItem(pProto
,eslot
,limit_count
))
19794 // check unique-equipped on gems
19795 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
19797 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
19800 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
19804 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
19808 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19809 uint32 gem_limit_count
= !pItem
->IsEquipped() && pGem
->ItemLimitCategory
19810 ? pItem
->GetGemCountWithLimitCategory(pGem
->ItemLimitCategory
) : 1;
19812 if(uint8 res
= CanEquipUniqueItem(pGem
, eslot
,gem_limit_count
))
19816 return EQUIP_ERR_OK
;
19819 uint8
Player::CanEquipUniqueItem( ItemPrototype
const* itemProto
, uint8 except_slot
, uint32 limit_count
) const
19821 // check unique-equipped on item
19822 if (itemProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
19824 // there is an equip limit on this item
19825 if(HasItemOrGemWithIdEquipped(itemProto
->ItemId
,1,except_slot
))
19826 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19829 // check unique-equipped limit
19830 if (itemProto
->ItemLimitCategory
)
19832 ItemLimitCategoryEntry
const* limitEntry
= sItemLimitCategoryStore
.LookupEntry(itemProto
->ItemLimitCategory
);
19834 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19836 if(limit_count
> limitEntry
->maxCount
)
19837 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
; // attempt add too many limit category items (gems)
19839 // there is an equip limit on this item
19840 if(HasItemOrGemWithLimitCategoryEquipped(itemProto
->ItemLimitCategory
,limitEntry
->maxCount
-limit_count
+1,except_slot
))
19841 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19844 return EQUIP_ERR_OK
;
19847 void Player::HandleFall(MovementInfo
const& movementInfo
)
19849 // calculate total z distance of the fall
19850 float z_diff
= m_lastFallZ
- movementInfo
.z
;
19851 sLog
.outDebug("zDiff = %f", z_diff
);
19853 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
19854 // 14.57 can be calculated by resolving damageperc formula below to 0
19855 if (z_diff
>= 14.57f
&& !isDead() && !isGameMaster() &&
19856 !HasAuraType(SPELL_AURA_HOVER
) && !HasAuraType(SPELL_AURA_FEATHER_FALL
) &&
19857 !HasAuraType(SPELL_AURA_FLY
) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL
) )
19859 //Safe fall, fall height reduction
19860 int32 safe_fall
= GetTotalAuraModifier(SPELL_AURA_SAFE_FALL
);
19862 float damageperc
= 0.018f
*(z_diff
-safe_fall
)-0.2426f
;
19866 uint32 damage
= (uint32
)(damageperc
* GetMaxHealth()*sWorld
.getRate(RATE_DAMAGE_FALL
));
19868 float height
= movementInfo
.z
;
19869 UpdateGroundPositionZ(movementInfo
.x
,movementInfo
.y
,height
);
19873 //Prevent fall damage from being more than the player maximum health
19874 if (damage
> GetMaxHealth())
19875 damage
= GetMaxHealth();
19878 if (GetDummyAura(43621))
19879 damage
= GetMaxHealth()/2;
19881 uint32 original_health
= GetHealth();
19882 uint32 final_damage
= EnvironmentalDamage(DAMAGE_FALL
, damage
);
19884 // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
19885 if (isAlive() && final_damage
< original_health
)
19886 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING
, uint32(z_diff
*100));
19889 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
19890 DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo
.z
, height
, GetPositionZ(), movementInfo
.fallTime
, height
, damage
, safe_fall
);
19895 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type
, uint32 miscvalue1
/*=0*/, uint32 miscvalue2
/*=0*/, Unit
*unit
/*=NULL*/, uint32 time
/*=0*/ )
19897 GetAchievementMgr().UpdateAchievementCriteria(type
, miscvalue1
,miscvalue2
,unit
,time
);
19900 void Player::LearnTalent(uint32 talentId
, uint32 talentRank
)
19902 uint32 CurTalentPoints
= GetFreeTalentPoints();
19904 if(CurTalentPoints
== 0)
19907 if (talentRank
>= MAX_TALENT_RANK
)
19910 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentId
);
19915 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
19920 // prevent learn talent for different class (cheating)
19921 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
19924 // find current max talent rank
19925 int32 curtalent_maxrank
= 0;
19926 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19928 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
19930 curtalent_maxrank
= k
+ 1;
19935 // we already have same or higher talent rank learned
19936 if(curtalent_maxrank
>= (talentRank
+ 1))
19939 // check if we have enough talent points
19940 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19943 // Check if it requires another talent
19944 if (talentInfo
->DependsOn
> 0)
19946 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19948 bool hasEnoughRank
= false;
19949 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
19951 if (depTalentInfo
->RankID
[i
] != 0)
19952 if (HasSpell(depTalentInfo
->RankID
[i
]))
19953 hasEnoughRank
= true;
19955 if (!hasEnoughRank
)
19960 // Find out how many points we have in this field
19961 uint32 spentPoints
= 0;
19963 uint32 tTab
= talentInfo
->TalentTab
;
19964 if (talentInfo
->Row
> 0)
19966 unsigned int numRows
= sTalentStore
.GetNumRows();
19967 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
19969 // Someday, someone needs to revamp
19970 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
19971 if (tmpTalent
) // the way talents are tracked
19973 if (tmpTalent
->TalentTab
== tTab
)
19975 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
19977 if (tmpTalent
->RankID
[j
] != 0)
19979 if (HasSpell(tmpTalent
->RankID
[j
]))
19981 spentPoints
+= j
+ 1;
19990 // not have required min points spent in talent tree
19991 if(spentPoints
< (talentInfo
->Row
* MAX_TALENT_RANK
))
19994 // spell not set in talent.dbc
19995 uint32 spellid
= talentInfo
->RankID
[talentRank
];
19998 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
20003 if(HasSpell(spellid
))
20006 // learn! (other talent ranks will unlearned at learning)
20007 learnSpell(spellid
, false);
20008 sLog
.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
20010 // update free talent points
20011 SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
20014 void Player::LearnPetTalent(uint64 petGuid
, uint32 talentId
, uint32 talentRank
)
20016 Pet
*pet
= GetPet();
20021 if(petGuid
!= pet
->GetGUID())
20024 uint32 CurTalentPoints
= pet
->GetFreeTalentPoints();
20026 if(CurTalentPoints
== 0)
20029 if (talentRank
>= MAX_PET_TALENT_RANK
)
20032 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(talentId
);
20037 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry(talentInfo
->TalentTab
);
20042 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
20047 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
20052 if(pet_family
->petTalentType
< 0) // not hunter pet
20055 // prevent learn talent for different family (cheating)
20056 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
20059 // find current max talent rank
20060 int32 curtalent_maxrank
= 0;
20061 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
20063 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
20065 curtalent_maxrank
= k
+ 1;
20070 // we already have same or higher talent rank learned
20071 if(curtalent_maxrank
>= (talentRank
+ 1))
20074 // check if we have enough talent points
20075 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
20078 // Check if it requires another talent
20079 if (talentInfo
->DependsOn
> 0)
20081 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
20083 bool hasEnoughRank
= false;
20084 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
20086 if (depTalentInfo
->RankID
[i
] != 0)
20087 if (pet
->HasSpell(depTalentInfo
->RankID
[i
]))
20088 hasEnoughRank
= true;
20090 if (!hasEnoughRank
)
20095 // Find out how many points we have in this field
20096 uint32 spentPoints
= 0;
20098 uint32 tTab
= talentInfo
->TalentTab
;
20099 if (talentInfo
->Row
> 0)
20101 unsigned int numRows
= sTalentStore
.GetNumRows();
20102 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
20104 // Someday, someone needs to revamp
20105 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
20106 if (tmpTalent
) // the way talents are tracked
20108 if (tmpTalent
->TalentTab
== tTab
)
20110 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
20112 if (tmpTalent
->RankID
[j
] != 0)
20114 if (pet
->HasSpell(tmpTalent
->RankID
[j
]))
20116 spentPoints
+= j
+ 1;
20125 // not have required min points spent in talent tree
20126 if(spentPoints
< (talentInfo
->Row
* MAX_PET_TALENT_RANK
))
20129 // spell not set in talent.dbc
20130 uint32 spellid
= talentInfo
->RankID
[talentRank
];
20133 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
20138 if(pet
->HasSpell(spellid
))
20141 // learn! (other talent ranks will unlearned at learning)
20142 pet
->learnSpell(spellid
);
20143 sLog
.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
20145 // update free talent points
20146 pet
->SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
20149 void Player::UpdateKnownCurrencies(uint32 itemId
, bool apply
)
20151 if(CurrencyTypesEntry
const* ctEntry
= sCurrencyTypesStore
.LookupEntry(itemId
))
20154 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(UI64LIT(1) << (ctEntry
->BitIndex
-1)));
20156 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(UI64LIT(1) << (ctEntry
->BitIndex
-1)));
20160 void Player::UpdateFallInformationIfNeed( MovementInfo
const& minfo
,uint16 opcode
)
20162 if (m_lastFallTime
>= minfo
.fallTime
|| m_lastFallZ
<=minfo
.z
|| opcode
== MSG_MOVE_FALL_LAND
)
20163 SetFallInformation(minfo
.fallTime
, minfo
.z
);
20166 void Player::UnsummonPetTemporaryIfAny()
20168 Pet
* pet
= GetPet();
20172 if(!m_temporaryUnsummonedPetNumber
&& pet
->isControlled() && !pet
->isTemporarySummoned() )
20174 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
20175 m_oldpetspell
= pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
);
20178 RemovePet(pet
, PET_SAVE_AS_CURRENT
);
20181 void Player::ResummonPetTemporaryUnSummonedIfAny()
20183 if(!m_temporaryUnsummonedPetNumber
)
20186 // not resummon in not appropriate state
20187 if(IsPetNeedBeTemporaryUnsummoned())
20193 Pet
* NewPet
= new Pet
;
20194 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
20197 m_temporaryUnsummonedPetNumber
= 0;
20200 bool Player::canSeeSpellClickOn(Creature
const *c
) const
20202 if(!c
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
20205 SpellClickInfoMapBounds clickPair
= objmgr
.GetSpellClickInfoMapBounds(c
->GetEntry());
20206 for(SpellClickInfoMap::const_iterator itr
= clickPair
.first
; itr
!= clickPair
.second
; ++itr
)
20207 if(itr
->second
.IsFitToRequirements(this))
20213 void Player::BuildPlayerTalentsInfoData(WorldPacket
*data
)
20215 *data
<< uint32(GetFreeTalentPoints()); // unspentTalentPoints
20216 *data
<< uint8(m_specsCount
); // talent group count (0, 1 or 2)
20217 *data
<< uint8(m_activeSpec
); // talent group index (0 or 1)
20221 // loop through all specs (only 1 for now)
20222 for(uint32 specIdx
= 0; specIdx
< m_specsCount
; ++specIdx
)
20224 uint8 talentIdCount
= 0;
20225 size_t pos
= data
->wpos();
20226 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
20228 // find class talent tabs (all players have 3 talent tabs)
20229 uint32
const* talentTabIds
= GetTalentTabPages(getClass());
20231 for(uint32 i
= 0; i
< 3; ++i
)
20233 uint32 talentTabId
= talentTabIds
[i
];
20235 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
20237 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
20241 // skip another tab talents
20242 if(talentInfo
->TalentTab
!= talentTabId
)
20245 // find max talent rank
20246 int32 curtalent_maxrank
= -1;
20247 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
20249 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
20251 curtalent_maxrank
= k
;
20256 // not learned talent
20257 if(curtalent_maxrank
< 0)
20260 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
20261 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
20267 data
->put
<uint8
>(pos
, talentIdCount
); // put real count
20269 *data
<< uint8(MAX_GLYPH_SLOT_INDEX
); // glyphs count
20271 for(uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
20272 *data
<< uint16(GetGlyph(i
)); // GlyphProperties.dbc
20277 void Player::BuildPetTalentsInfoData(WorldPacket
*data
)
20279 uint32 unspentTalentPoints
= 0;
20280 size_t pointsPos
= data
->wpos();
20281 *data
<< uint32(unspentTalentPoints
); // [PH], unspentTalentPoints
20283 uint8 talentIdCount
= 0;
20284 size_t countPos
= data
->wpos();
20285 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
20287 Pet
*pet
= GetPet();
20291 unspentTalentPoints
= pet
->GetFreeTalentPoints();
20293 data
->put
<uint32
>(pointsPos
, unspentTalentPoints
); // put real points
20295 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
20299 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
20300 if(!pet_family
|| pet_family
->petTalentType
< 0)
20303 for(uint32 talentTabId
= 1; talentTabId
< sTalentTabStore
.GetNumRows(); ++talentTabId
)
20305 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentTabId
);
20309 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
20312 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
20314 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
20318 // skip another tab talents
20319 if(talentInfo
->TalentTab
!= talentTabId
)
20322 // find max talent rank
20323 int32 curtalent_maxrank
= -1;
20324 for(int32 k
= 4; k
> -1; --k
)
20326 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
20328 curtalent_maxrank
= k
;
20333 // not learned talent
20334 if(curtalent_maxrank
< 0)
20337 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
20338 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
20343 data
->put
<uint8
>(countPos
, talentIdCount
); // put real count
20349 void Player::SendTalentsInfoData(bool pet
)
20351 WorldPacket
data(SMSG_TALENTS_INFO
, 50);
20352 data
<< uint8(pet
? 1 : 0);
20354 BuildPetTalentsInfoData(&data
);
20356 BuildPlayerTalentsInfoData(&data
);
20357 GetSession()->SendPacket(&data
);
20360 void Player::BuildEnchantmentsInfoData(WorldPacket
*data
)
20362 uint32 slotUsedMask
= 0;
20363 size_t slotUsedMaskPos
= data
->wpos();
20364 *data
<< uint32(slotUsedMask
); // slotUsedMask < 0x80000
20366 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
20368 Item
*item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
);
20373 slotUsedMask
|= (1 << i
);
20375 *data
<< uint32(item
->GetEntry()); // item entry
20377 uint16 enchantmentMask
= 0;
20378 size_t enchantmentMaskPos
= data
->wpos();
20379 *data
<< uint16(enchantmentMask
); // enchantmentMask < 0x1000
20381 for(uint32 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
20383 uint32 enchId
= item
->GetEnchantmentId(EnchantmentSlot(j
));
20388 enchantmentMask
|= (1 << j
);
20390 *data
<< uint16(enchId
); // enchantmentId?
20393 data
->put
<uint16
>(enchantmentMaskPos
, enchantmentMask
);
20395 *data
<< uint16(0); // ?
20396 *data
<< uint8(0); // PGUID!
20397 *data
<< uint32(0); // seed?
20400 data
->put
<uint32
>(slotUsedMaskPos
, slotUsedMask
);
20403 void Player::SendEquipmentSetList()
20406 WorldPacket
data(SMSG_EQUIPMENT_SET_LIST
, 4);
20407 size_t count_pos
= data
.wpos();
20408 data
<< uint32(count
); // count placeholder
20409 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20411 if(itr
->second
.state
==EQUIPMENT_SET_DELETED
)
20413 data
.appendPackGUID(itr
->second
.Guid
);
20414 data
<< uint32(itr
->first
);
20415 data
<< itr
->second
.Name
;
20416 data
<< itr
->second
.IconName
;
20417 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
20418 data
.appendPackGUID(MAKE_NEW_GUID(itr
->second
.Items
[i
], 0, HIGHGUID_ITEM
));
20420 ++count
; // client have limit but it checked at loading and set
20422 data
.put
<uint32
>(count_pos
, count
);
20423 GetSession()->SendPacket(&data
);
20426 void Player::SetEquipmentSet(uint32 index
, EquipmentSet eqset
)
20428 if(eqset
.Guid
!= 0)
20430 bool found
= false;
20432 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20434 if((itr
->second
.Guid
== eqset
.Guid
) && (itr
->first
== index
))
20441 if(!found
) // something wrong...
20443 sLog
.outError("Player %s tried to save equipment set "UI64FMTD
" (index %u), but that equipment set not found!", GetName(), eqset
.Guid
, index
);
20448 EquipmentSet
& eqslot
= m_EquipmentSets
[index
];
20450 EquipmentSetUpdateState old_state
= eqslot
.state
;
20454 if(eqset
.Guid
== 0)
20456 eqslot
.Guid
= objmgr
.GenerateEquipmentSetGuid();
20458 WorldPacket
data(SMSG_EQUIPMENT_SET_SAVED
, 4 + 1);
20459 data
<< uint32(index
);
20460 data
.appendPackGUID(eqslot
.Guid
);
20461 GetSession()->SendPacket(&data
);
20464 eqslot
.state
= old_state
== EQUIPMENT_SET_NEW
? EQUIPMENT_SET_NEW
: EQUIPMENT_SET_CHANGED
;
20467 void Player::_SaveEquipmentSets()
20469 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end();)
20471 uint32 index
= itr
->first
;
20472 EquipmentSet
& eqset
= itr
->second
;
20473 switch(eqset
.state
)
20475 case EQUIPMENT_SET_UNCHANGED
:
20477 break; // nothing do
20478 case EQUIPMENT_SET_CHANGED
:
20479 CharacterDatabase
.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD
"' AND setindex='%u'",
20480 eqset
.Name
.c_str(), eqset
.IconName
.c_str(), eqset
.Items
[0], eqset
.Items
[1], eqset
.Items
[2], eqset
.Items
[3], eqset
.Items
[4], eqset
.Items
[5], eqset
.Items
[6], eqset
.Items
[7],
20481 eqset
.Items
[8], eqset
.Items
[9], eqset
.Items
[10], eqset
.Items
[11], eqset
.Items
[12], eqset
.Items
[13], eqset
.Items
[14], eqset
.Items
[15], eqset
.Items
[16], eqset
.Items
[17], eqset
.Items
[18], GetGUIDLow(), eqset
.Guid
, index
);
20482 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
20485 case EQUIPMENT_SET_NEW
:
20486 CharacterDatabase
.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD
"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
20487 GetGUIDLow(), eqset
.Guid
, index
, eqset
.Name
.c_str(), eqset
.IconName
.c_str(), eqset
.Items
[0], eqset
.Items
[1], eqset
.Items
[2], eqset
.Items
[3], eqset
.Items
[4], eqset
.Items
[5], eqset
.Items
[6], eqset
.Items
[7],
20488 eqset
.Items
[8], eqset
.Items
[9], eqset
.Items
[10], eqset
.Items
[11], eqset
.Items
[12], eqset
.Items
[13], eqset
.Items
[14], eqset
.Items
[15], eqset
.Items
[16], eqset
.Items
[17], eqset
.Items
[18]);
20489 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
20492 case EQUIPMENT_SET_DELETED
:
20493 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD
, eqset
.Guid
);
20494 m_EquipmentSets
.erase(itr
++);
20500 void Player::_SaveBGData()
20502 CharacterDatabase
.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow());
20503 if (m_bgData
.bgInstanceID
)
20505 /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
20506 CharacterDatabase
.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')",
20507 GetGUIDLow(), m_bgData
.bgInstanceID
, m_bgData
.bgTeam
, m_bgData
.joinPos
.coord_x
, m_bgData
.joinPos
.coord_y
, m_bgData
.joinPos
.coord_z
,
20508 m_bgData
.joinPos
.orientation
, m_bgData
.joinPos
.mapid
, m_bgData
.taxiPath
[0], m_bgData
.taxiPath
[1], m_bgData
.mountSpell
);
20512 void Player::DeleteEquipmentSet(uint64 setGuid
)
20514 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20516 if(itr
->second
.Guid
== setGuid
)
20518 if(itr
->second
.state
== EQUIPMENT_SET_NEW
)
20519 m_EquipmentSets
.erase(itr
);
20521 itr
->second
.state
= EQUIPMENT_SET_DELETED
;
20527 void Player::ActivateSpec(uint32 specNum
)
20529 if(GetActiveSpec() == specNum
)
20532 resetTalents(true);
20535 void Player::RemoveAtLoginFlag( AtLoginFlags f
, bool in_db_also
/*= false*/ )
20537 m_atLoginFlags
&= ~f
;
20540 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f
), GetGUIDLow());
20543 void Player::SendClearCooldown( uint32 spell_id
, Unit
* target
)
20545 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, 4+8);
20546 data
<< uint32(spell_id
);
20547 data
<< uint64(target
->GetGUID());
20548 SendDirectMessage(&data
);
20551 void Player::BuildTeleportAckMsg( WorldPacket
*data
, float x
, float y
, float z
, float ang
) const
20553 data
->Initialize(MSG_MOVE_TELEPORT_ACK
, 41);
20554 data
->append(GetPackGUID());
20555 *data
<< uint32(0); // this value increments every time
20556 *data
<< uint32(m_movementInfo
.GetMovementFlags()); // movement flags
20557 *data
<< uint16(0); // 2.3.0
20558 *data
<< uint32(getMSTime()); // time
20563 *data
<< uint32(0);
20566 bool Player::HasMovementFlag( MovementFlags f
) const
20568 return m_movementInfo
.HasMovementFlag(f
);
20571 void Player::SetFarSightGUID( uint64 guid
)
20573 if(GetFarSight()==guid
)
20576 SetUInt64Value(PLAYER_FARSIGHT
, guid
);
20578 // need triggering load grids around new view point
20579 ObjectAccessor::UpdateVisibilityForPlayer(this);