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"
24 #include "ObjectMgr.h"
27 #include "WorldPacket.h"
28 #include "WorldSession.h"
29 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
50 #include "SpellAuras.h"
52 #include "Transports.h"
54 #include "BattleGround.h"
55 #include "BattleGroundMgr.h"
56 #include "ArenaTeam.h"
58 #include "Database/DatabaseImpl.h"
60 #include "SocialMgr.h"
61 #include "AchievementMgr.h"
65 #define ZONE_UPDATE_INTERVAL 1000
67 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
68 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
69 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
71 #define SKILL_VALUE(x) PAIR32_LOPART(x)
72 #define SKILL_MAX(x) PAIR32_HIPART(x)
73 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
75 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
76 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
77 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
81 CHARACTER_FLAG_NONE
= 0x00000000,
82 CHARACTER_FLAG_UNK1
= 0x00000001,
83 CHARACTER_FLAG_UNK2
= 0x00000002,
84 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
85 CHARACTER_FLAG_UNK4
= 0x00000008,
86 CHARACTER_FLAG_UNK5
= 0x00000010,
87 CHARACTER_FLAG_UNK6
= 0x00000020,
88 CHARACTER_FLAG_UNK7
= 0x00000040,
89 CHARACTER_FLAG_UNK8
= 0x00000080,
90 CHARACTER_FLAG_UNK9
= 0x00000100,
91 CHARACTER_FLAG_UNK10
= 0x00000200,
92 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
93 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
94 CHARACTER_FLAG_UNK13
= 0x00001000,
95 CHARACTER_FLAG_GHOST
= 0x00002000,
96 CHARACTER_FLAG_RENAME
= 0x00004000,
97 CHARACTER_FLAG_UNK16
= 0x00008000,
98 CHARACTER_FLAG_UNK17
= 0x00010000,
99 CHARACTER_FLAG_UNK18
= 0x00020000,
100 CHARACTER_FLAG_UNK19
= 0x00040000,
101 CHARACTER_FLAG_UNK20
= 0x00080000,
102 CHARACTER_FLAG_UNK21
= 0x00100000,
103 CHARACTER_FLAG_UNK22
= 0x00200000,
104 CHARACTER_FLAG_UNK23
= 0x00400000,
105 CHARACTER_FLAG_UNK24
= 0x00800000,
106 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
107 CHARACTER_FLAG_DECLINED
= 0x02000000,
108 CHARACTER_FLAG_UNK27
= 0x04000000,
109 CHARACTER_FLAG_UNK28
= 0x08000000,
110 CHARACTER_FLAG_UNK29
= 0x10000000,
111 CHARACTER_FLAG_UNK30
= 0x20000000,
112 CHARACTER_FLAG_UNK31
= 0x40000000,
113 CHARACTER_FLAG_UNK32
= 0x80000000
116 // corpse reclaim times
117 #define DEATH_EXPIRE_STEP (5*MINUTE)
118 #define MAX_DEATH_COUNT 3
120 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
122 //== PlayerTaxi ================================================
124 PlayerTaxi::PlayerTaxi()
127 memset(m_taximask
, 0, sizeof(m_taximask
));
130 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
132 // capital and taxi hub masks
135 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
136 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
137 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
138 case RACE_NIGHTELF
: SetTaximaskNode(26);
139 SetTaximaskNode(27); break; // Night Elf
140 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
141 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
142 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
143 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
144 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
145 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
150 case CLASS_DEATH_KNIGHT
: // TODO: figure out initial known nodes
154 // new continent starting masks (It will be accessible only at new map)
155 switch(Player::TeamForRace(race
))
157 case ALLIANCE
: SetTaximaskNode(100); break;
158 case HORDE
: SetTaximaskNode(99); break;
160 // level dependent taxi hubs
162 SetTaximaskNode(213); //Shattered Sun Staging Area
165 void PlayerTaxi::LoadTaxiMask(const char* data
)
167 Tokens tokens
= StrSplit(data
, " ");
170 Tokens::iterator iter
;
171 for (iter
= tokens
.begin(), index
= 0;
172 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
174 // load and set bits only for existed taxi nodes
175 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
179 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
183 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
184 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
188 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
189 data
<< uint32(m_taximask
[i
]); // known nodes
193 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
)
195 ClearTaxiDestinations();
197 Tokens tokens
= StrSplit(values
," ");
199 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
201 uint32 node
= uint32(atol(iter
->c_str()));
202 AddTaxiDestination(node
);
205 if(m_TaxiDestinations
.empty())
209 if(m_TaxiDestinations
.size() < 2)
212 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
216 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
224 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
226 if(m_TaxiDestinations
.empty())
229 std::ostringstream ss
;
231 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
232 ss
<< m_TaxiDestinations
[i
] << " ";
237 uint32
PlayerTaxi::GetCurrentTaxiPath() const
239 if(m_TaxiDestinations
.size() < 2)
245 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
250 //== Player ====================================================
252 const int32
Player::ReputationRank_Length
[MAX_REPUTATION_RANK
] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
254 UpdateMask
Player::updateVisualBits
;
256 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this)
263 m_objectType
|= TYPEMASK_PLAYER
;
264 m_objectTypeId
= TYPEID_PLAYER
;
266 m_valuesCount
= PLAYER_END
;
273 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
274 SetAcceptTicket(true);
276 // players always accept
277 if(GetSession()->GetSecurity() == SEC_PLAYER
)
278 SetAcceptWhispers(true);
286 m_usedTalentCount
= 0;
289 m_weaponChangeTimer
= 0;
292 m_zoneUpdateTimer
= 0;
296 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
298 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
299 // this must help in case next save after mass player load after server startup
300 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
302 clearResurrectRequestData();
304 m_SpellModRemoveCount
= 0;
306 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
310 // group is initialized in the reference constructor
311 SetGroupInvite(NULL
);
312 m_groupUpdateMask
= 0;
313 m_auraUpdateMask
= 0;
317 m_GuildIdInvited
= 0;
318 m_ArenaTeamIdInvited
= 0;
320 m_atLoginFlags
= AT_LOGIN_NONE
;
329 PlayerTalkClass
= new PlayerMenu( GetSession() );
330 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
332 for ( int aX
= 0 ; aX
< 8 ; aX
++ )
333 m_Tutorials
[ aX
] = 0x00;
334 m_TutorialsChanged
= false;
336 m_DailyQuestChanged
= false;
337 m_lastDailyQuestTime
= 0;
340 m_weaponChangeTimer
= 0;
348 m_deathExpireTime
= 0;
352 m_DetectInvTimer
= 1000;
354 m_bgBattleGroundID
= 0;
355 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; j
++)
357 m_bgBattleGroundQueueID
[j
].bgQueueType
= 0;
358 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
362 m_logintime
= time(NULL
);
363 m_Last_tick
= m_logintime
;
364 m_WeaponProficiency
= 0;
365 m_ArmorProficiency
= 0;
368 m_canDualWield
= false;
369 m_canTitanGrip
= false;
372 m_temporaryUnsummonedPetNumber
= 0;
373 //cache for UNIT_CREATED_BY_SPELL to allow
374 //returning reagents for temporarily removed pets
375 //when dying/logging out
378 ////////////////////Rest System/////////////////////
385 rest_type
=REST_TYPE_NO
;
386 ////////////////////Rest System/////////////////////
388 m_mailsLoaded
= false;
389 m_mailsUpdated
= false;
391 m_nextMailDelivereTime
= 0;
393 m_resetTalentsCost
= 0;
394 m_resetTalentsTime
= 0;
395 m_itemUpdateQueueBlocked
= false;
397 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
398 m_forced_speed_changes
[i
] = 0;
402 /////////////////// Instance System /////////////////////
405 m_InstanceValid
= true;
406 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
408 for (int i
= 0; i
< BASEMOD_END
; i
++)
410 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
411 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
414 for (int i
= 0; i
< MAX_COMBAT_RATING
; i
++)
415 m_baseRatingValue
[i
] = 0;
418 m_lastHonorUpdateTime
= time(NULL
);
427 //Default movement to run mode
428 m_unit_movement_flags
= 0;
433 m_bgAfkReportedTimer
= 0;
434 m_contestedPvPTimer
= 0;
436 m_declinedname
= NULL
;
442 CleanupsBeforeDelete();
444 // it must be unloaded already in PlayerLogout and accessed only for loggined player
447 // Note: buy back item already deleted from DB when player was saved
448 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
455 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
458 //all mailed items should be deleted, also all mail should be deallocated
459 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
462 for (ItemMap::iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
463 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
465 delete PlayerTalkClass
;
469 m_transport
->RemovePassenger(this);
472 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
474 delete ItemSetEff
[x
];
476 // clean up player-instance binds, may unload some instance saves
477 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
478 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
479 itr
->second
.save
->RemovePlayer(this);
481 delete m_declinedname
;
485 void Player::CleanupsBeforeDelete()
487 if(m_uint32Values
) // only for fully created Object
490 DuelComplete(DUEL_INTERUPTED
);
492 Unit::CleanupsBeforeDelete();
495 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
)
497 //FIXME: outfitId not used in player creating
499 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
503 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
506 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
510 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
516 SetMapId(info
->mapId
);
517 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
519 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
522 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
526 uint8 powertype
= cEntry
->powerType
;
534 unitfield = 0x00000000;
537 unitfield = 0x00110000;
539 case POWER_RUNIC_POWER:
540 unitfield = 0x0000EE00; //TODO: find correct unitfield here
543 sLog.outError("Invalid default powertype %u for player (class %u)",powertype,class_);
547 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
548 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
553 SetDisplayId(info
->displayId_f
);
554 SetNativeDisplayId(info
->displayId_f
);
557 SetDisplayId(info
->displayId_m
);
558 SetNativeDisplayId(info
->displayId_m
);
561 sLog
.outError("Invalid gender %u for player",gender
);
566 setFactionForRace(m_race
);
568 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
570 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
571 //SetUInt32Value(UNIT_FIELD_BYTES_1, unitfield);
572 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
573 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
574 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
575 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
576 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
578 // -1 is default value
579 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
581 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
582 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
583 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
585 SetUInt32Value( PLAYER_GUILDID
, 0 );
586 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
587 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
589 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
590 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
591 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
592 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
593 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
594 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
595 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
597 // set starting level
598 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
599 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
600 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
602 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
604 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
605 if(gm_level
> start_level
)
606 start_level
= gm_level
;
609 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
613 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
614 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
615 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
618 m_Last_tick
= time(NULL
);
619 m_Played_time
[0] = 0;
620 m_Played_time
[1] = 0;
622 // base stats and related field values
624 InitTaxiNodesForLevel();
625 InitGlyphsForLevel();
626 InitTalentForLevel();
627 InitPrimaryProffesions(); // to max set before any spell added
629 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
630 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
631 SetHealth(GetMaxHealth());
632 if (getPowerType()==POWER_MANA
)
634 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
635 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
638 if(getPowerType() == POWER_RUNIC_POWER
)
640 SetPower(POWER_RUNE
, 8);
641 SetMaxPower(POWER_RUNE
, 8);
642 SetPower(POWER_RUNIC_POWER
, 0);
643 SetMaxPower(POWER_RUNIC_POWER
, 1000);
647 learnDefaultSpells(true);
649 // original action bar
650 std::list
<uint16
>::const_iterator action_itr
[4];
651 for(int i
=0; i
<4; i
++)
652 action_itr
[i
] = info
->action
[i
].begin();
654 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
657 for(int i
=0; i
<4 ;i
++)
658 taction
[i
] = (*action_itr
[i
]);
660 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
662 for(int i
=0; i
<4 ;i
++)
667 CharStartOutfitEntry
const* oEntry
= NULL
;
668 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
670 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
672 if(entry
->RaceClassGender
== RaceClassGender
)
682 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
684 if(oEntry
->ItemId
[j
] <= 0)
687 uint32 item_id
= oEntry
->ItemId
[j
];
690 // Hack for not existed item id in dbc 3.0.3
694 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
697 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
701 // max stack by default (mostly 1), 1 for infinity stackable
702 uint32 count
= iProto
->Stackable
> 0 ? uint32(iProto
->Stackable
) : 1;
704 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
706 switch(iProto
->Spells
[0].SpellCategory
)
709 if(iProto
->Stackable
> 4)
713 if(iProto
->Stackable
> 2)
719 StoreNewItemInBestSlots(item_id
, count
);
723 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
724 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
726 // bags and main-hand weapon must equipped at this moment
727 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
728 // or ammo not equipped in special bag
729 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
731 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
734 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
735 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
736 if( msg
== EQUIP_ERR_OK
)
738 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
739 EquipItem( eDest
, pItem
, true);
741 // move other items to more appropriate slots (ammo not equipped in special bag)
744 ItemPosCountVec sDest
;
745 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
746 if( msg
== EQUIP_ERR_OK
)
748 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
749 pItem
= StoreItem( sDest
, pItem
, true);
752 // if this is ammo then use it
753 uint8 msg
= CanUseAmmo( pItem
->GetProto()->ItemId
);
754 if( msg
== EQUIP_ERR_OK
)
755 SetAmmo( pItem
->GetProto()->ItemId
);
759 // all item positions resolved
764 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
766 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
768 // attempt equip by one
769 while(titem_amount
> 0)
772 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
773 if( msg
!= EQUIP_ERR_OK
)
776 EquipNewItem( eDest
, titem_id
, true);
777 AutoUnequipOffhandIfNeed();
781 if(titem_amount
== 0)
782 return true; // equipped
785 ItemPosCountVec sDest
;
786 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
787 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
788 if( msg
== EQUIP_ERR_OK
)
790 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
791 return true; // stored
794 // item can't be added
795 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
799 void Player::StartMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
)
801 uint32 BreathRegen
= (uint32
)-1;
803 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
804 data
<< (uint32
)Type
;
809 data
<< (uint32
)0; // spell id
810 GetSession()->SendPacket(&data
);
813 void Player::ModifyMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, uint32 Regen
)
815 if(Type
==BREATH_TIMER
)
816 m_breathTimer
= ((MaxValue
+ 1000) - CurrentValue
) / Regen
;
818 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
819 data
<< (uint32
)Type
;
820 data
<< CurrentValue
;
824 data
<< (uint32
)0; // spell id
825 GetSession()->SendPacket( &data
);
828 void Player::StopMirrorTimer(MirrorTimerType Type
)
830 if(Type
==BREATH_TIMER
)
833 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
834 data
<< (uint32
)Type
;
835 GetSession()->SendPacket( &data
);
838 void Player::EnvironmentalDamage(uint64 guid
, EnviromentalDamage type
, uint32 damage
)
840 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
841 data
<< (uint64
)guid
;
842 data
<< (uint8
)(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
843 data
<< (uint32
)damage
;
846 SendMessageToSet(&data
, true);
848 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
850 if(type
==DAMAGE_FALL
&& !isAlive()) // DealDamage not apply item durability loss at self damage
852 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
853 DurabilityLossAll(0.10f
,false);
854 // durability lost message
855 WorldPacket
data(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
856 GetSession()->SendPacket(&data
);
860 void Player::HandleDrowning()
865 //if player is GM, have waterbreath, is dead or if breathing is disabled then return
866 if(waterbreath
|| isGameMaster() || !isAlive() || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
868 StopMirrorTimer(BREATH_TIMER
);
873 uint32 UnderWaterTime
= 1*MINUTE
*1000; // default length 1 min
875 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
876 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
877 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
879 if ((m_isunderwater
& 0x01) && !(m_isunderwater
& 0x80) && isAlive())
881 //single trigger timer
882 if (!(m_isunderwater
& 0x02))
884 m_isunderwater
|= 0x02;
885 m_breathTimer
= UnderWaterTime
+ 1000;
887 //single trigger "Breathbar"
888 if ( m_breathTimer
<= UnderWaterTime
&& !(m_isunderwater
& 0x04))
890 m_isunderwater
|= 0x04;
891 StartMirrorTimer(BREATH_TIMER
, UnderWaterTime
);
893 //continuous trigger drowning "Damage"
894 if ((m_breathTimer
== 0) && (m_isunderwater
& 0x01))
896 //TODO: Check this formula
897 uint64 guid
= GetGUID();
898 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
900 EnvironmentalDamage(guid
, DAMAGE_DROWNING
,damage
);
901 m_breathTimer
= 2000;
904 //single trigger retract bar
905 else if (!(m_isunderwater
& 0x01) && !(m_isunderwater
& 0x08) && (m_isunderwater
& 0x02) && (m_breathTimer
> 0) && isAlive())
907 m_isunderwater
= 0x08;
909 uint32 BreathRegen
= 10;
910 ModifyMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_breathTimer
,BreathRegen
);
911 m_isunderwater
= 0x10;
914 else if ((m_breathTimer
< 50) && !(m_isunderwater
& 0x01) && (m_isunderwater
== 0x10))
916 StopMirrorTimer(BREATH_TIMER
);
921 void Player::HandleLava()
923 if ((m_isunderwater
& 0x80) && isAlive())
925 // Single trigger Set BreathTimer
926 if (!(m_isunderwater
& 0x80))
928 m_isunderwater
|= 0x04;
929 m_breathTimer
= 1000;
932 // Reset BreathTimer and still in the lava
935 uint64 guid
= GetGUID();
936 uint32 damage
= urand(600, 700); // TODO: Get more detailed information about lava damage
938 // if not gamemaster then deal damage
939 if ( !isGameMaster() )
940 EnvironmentalDamage(guid
, DAMAGE_LAVA
, damage
);
942 m_breathTimer
= 1000;
945 else if (m_deathState
== DEAD
) // Disable breath timer and reset underwater flags
952 ///The player sobers by 256 every 10 seconds
953 void Player::HandleSobering()
957 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
958 SetDrunkValue(drunk
);
961 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
964 return DRUNKEN_SMASHED
;
966 return DRUNKEN_DRUNK
;
968 return DRUNKEN_TIPSY
;
969 return DRUNKEN_SOBER
;
972 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
974 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
976 m_drunk
= newDrunkenValue
;
977 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
979 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
981 // special drunk invisibility detection
982 if(newDrunkenState
>= DRUNKEN_DRUNK
)
983 m_detectInvisibilityMask
|= (1<<6);
985 m_detectInvisibilityMask
&= ~(1<<6);
987 if(newDrunkenState
== oldDrunkenState
)
990 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
991 data
<< uint64(GetGUID());
992 data
<< uint32(newDrunkenState
);
993 data
<< uint32(itemId
);
995 SendMessageToSet(&data
, true);
998 void Player::Update( uint32 p_time
)
1004 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1009 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1010 m_nextMailDelivereTime
= 0;
1013 Unit::Update( p_time
);
1015 // update player only attacks
1016 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1018 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1021 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1023 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1026 time_t now
= time (NULL
);
1030 UpdateContestedPvP(p_time
);
1032 UpdateDuelFlag(now
);
1034 CheckDuelDistance(now
);
1036 UpdateAfkReport(now
);
1038 CheckExploreSystem();
1040 // Update items that have just a limited lifetime
1041 if (now
>m_Last_tick
)
1042 UpdateItemDuration(uint32(now
- m_Last_tick
));
1044 if (!m_timedquests
.empty())
1046 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1047 while (iter
!= m_timedquests
.end())
1049 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1050 if( q_status
.m_timer
<= p_time
)
1052 uint32 quest_id
= *iter
;
1053 ++iter
; // current iter will be removed in FailTimedQuest
1054 FailTimedQuest( quest_id
);
1058 q_status
.m_timer
-= p_time
;
1059 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1065 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1067 Unit
*pVictim
= getVictim();
1068 if( !IsNonMeleeSpellCasted(false) && pVictim
)
1070 // default combat reach 10
1071 // TODO add weapon,skill check
1073 float pldistance
= ATTACK_DISTANCE
;
1075 if (isAttackReady(BASE_ATTACK
))
1077 if(!IsWithinDistInMap(pVictim
, pldistance
))
1079 setAttackTimer(BASE_ATTACK
,100);
1080 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1082 SendAttackSwingNotInRange();
1083 m_swingErrorMsg
= 1;
1086 //120 degrees of radiant range
1087 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1089 setAttackTimer(BASE_ATTACK
,100);
1090 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1092 SendAttackSwingBadFacingAttack();
1093 m_swingErrorMsg
= 2;
1098 m_swingErrorMsg
= 0; // reset swing error state
1100 // prevent base and off attack in same time, delay attack at 0.2 sec
1101 if(haveOffhandWeapon())
1103 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1104 if(off_att
< ATTACK_DISPLAY_DELAY
)
1105 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1107 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1108 resetAttackTimer(BASE_ATTACK
);
1112 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1114 if(!IsWithinDistInMap(pVictim
, pldistance
))
1116 setAttackTimer(OFF_ATTACK
,100);
1118 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1120 setAttackTimer(OFF_ATTACK
,100);
1124 // prevent base and off attack in same time, delay attack at 0.2 sec
1125 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1126 if(base_att
< ATTACK_DISPLAY_DELAY
)
1127 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1129 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1130 resetAttackTimer(OFF_ATTACK
);
1134 Unit
*owner
= pVictim
->GetOwner();
1135 Unit
*u
= owner
? owner
: pVictim
;
1136 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1139 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1144 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1146 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1148 int time_inn
= time(NULL
)-GetTimeInnEnter();
1149 if (time_inn
>= 10) //freeze update
1151 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1152 //speed collect rest bonus (section/in hour)
1153 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1154 UpdateInnerTime(time(NULL
));
1159 if(m_regenTimer
> 0)
1161 if(p_time
>= m_regenTimer
)
1164 m_regenTimer
-= p_time
;
1167 if (m_weaponChangeTimer
> 0)
1169 if(p_time
>= m_weaponChangeTimer
)
1170 m_weaponChangeTimer
= 0;
1172 m_weaponChangeTimer
-= p_time
;
1175 if (m_zoneUpdateTimer
> 0)
1177 if(p_time
>= m_zoneUpdateTimer
)
1179 uint32 newzone
= GetZoneId();
1180 if( m_zoneUpdateId
!= newzone
)
1181 UpdateZone(newzone
); // also update area
1184 // use area updates as well
1185 // needed for free far all arenas for example
1186 uint32 newarea
= GetAreaId();
1187 if( m_areaUpdateId
!= newarea
)
1188 UpdateArea(newarea
);
1190 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1194 m_zoneUpdateTimer
-= p_time
;
1202 if (m_deathState
== JUST_DIED
)
1209 if(p_time
>= m_nextSave
)
1211 // m_nextSave reseted in SaveToDB call
1213 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1217 m_nextSave
-= p_time
;
1222 if(m_breathTimer
> 0)
1224 if(p_time
>= m_breathTimer
)
1227 m_breathTimer
-= p_time
;
1231 //Handle Water/drowning
1237 //Handle detect stealth players
1238 if (m_DetectInvTimer
> 0)
1240 if (p_time
>= m_DetectInvTimer
)
1242 m_DetectInvTimer
= 3000;
1243 HandleStealthedUnitsDetection();
1246 m_DetectInvTimer
-= p_time
;
1250 if (now
> m_Last_tick
)
1252 uint32 elapsed
= uint32(now
- m_Last_tick
);
1253 m_Played_time
[0] += elapsed
; // Total played time
1254 m_Played_time
[1] += elapsed
; // Level played time
1260 m_drunkTimer
+= p_time
;
1262 if (m_drunkTimer
> 10000)
1266 // not auto-free ghost from body in instances
1267 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1269 if(p_time
>= m_deathTimer
)
1276 m_deathTimer
-= p_time
;
1279 UpdateEnchantTime(p_time
);
1280 UpdateHomebindTime(p_time
);
1283 SendUpdateToOutOfRangeGroupMembers();
1285 Pet
* pet
= GetPet();
1286 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1288 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1293 void Player::setDeathState(DeathState s
)
1295 uint32 ressSpellId
= 0;
1297 bool cur
= isAlive();
1299 if(s
== JUST_DIED
&& cur
)
1301 // drunken state is cleared on death
1303 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1306 clearResurrectRequestData();
1308 // remove form before other mods to prevent incorrect stats calculation
1309 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1311 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1312 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1314 // remove uncontrolled pets
1318 // save value before aura remove in Unit::setDeathState
1319 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1323 ressSpellId
= GetResurrectionSpellId();
1324 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1326 Unit::setDeathState(s
);
1328 // restore resurrection spell id for player after aura remove
1329 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1330 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1332 if(isAlive() && !cur
)
1334 //clear aura case after resurrection by another way (spells will be applied before next death)
1335 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1337 // restore default warrior stance
1338 if(getClass()== CLASS_WARRIOR
)
1339 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1343 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1345 Field
*fields
= result
->Fetch();
1347 *p_data
<< uint64(GetGUID());
1350 *p_data
<< uint8(getRace());
1351 uint8 pClass
= getClass();
1352 *p_data
<< uint8(pClass
);
1353 *p_data
<< uint8(getGender());
1355 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1356 *p_data
<< uint8(bytes
);
1357 *p_data
<< uint8(bytes
>> 8);
1358 *p_data
<< uint8(bytes
>> 16);
1359 *p_data
<< uint8(bytes
>> 24);
1361 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1362 *p_data
<< uint8(bytes
);
1364 *p_data
<< uint8(getLevel()); // player level
1365 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1366 uint32 zoneId
= MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY(),GetPositionZ());
1367 sLog
.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId
);
1368 *p_data
<< uint32(zoneId
);
1369 *p_data
<< uint32(GetMapId());
1371 *p_data
<< GetPositionX();
1372 *p_data
<< GetPositionY();
1373 *p_data
<< GetPositionZ();
1376 *p_data
<< (result
? fields
[13].GetUInt32() : 0);
1378 uint32 char_flags
= 0;
1379 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1380 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1381 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1382 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1383 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1384 char_flags
|= CHARACTER_FLAG_GHOST
;
1385 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1386 char_flags
|= CHARACTER_FLAG_RENAME
;
1387 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
) && (fields
[14].GetCppString() != ""))
1388 char_flags
|= CHARACTER_FLAG_DECLINED
;
1390 *p_data
<< uint32(char_flags
); // character flags
1391 // character customize (flags?)
1392 *p_data
<< uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE
) ? 1 : 0);
1393 *p_data
<< uint8(1); // unknown
1397 uint32 petDisplayId
= 0;
1398 uint32 petLevel
= 0;
1399 uint32 petFamily
= 0;
1401 // show pet at selection character in character list only for non-ghost character
1402 if(result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
))
1404 uint32 entry
= fields
[10].GetUInt32();
1405 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1408 petDisplayId
= fields
[11].GetUInt32();
1409 petLevel
= fields
[12].GetUInt32();
1410 petFamily
= cInfo
->family
;
1414 *p_data
<< uint32(petDisplayId
);
1415 *p_data
<< uint32(petLevel
);
1416 *p_data
<< uint32(petFamily
);
1419 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1421 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
1422 uint32 item_id
= GetUInt32Value(visualbase
);
1423 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1424 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1426 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<=TEMP_ENCHANTMENT_SLOT
; enchantSlot
++)
1428 uint32 enchantId
= GetUInt32Value(visualbase
+1+enchantSlot
);
1429 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1435 *p_data
<< uint32(proto
->DisplayInfoID
);
1436 *p_data
<< uint8(proto
->InventoryType
);
1437 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1441 *p_data
<< uint32(0);
1442 *p_data
<< uint8(0);
1443 *p_data
<< uint32(0); // enchant?
1446 *p_data
<< uint32(0); // first bag display id
1447 *p_data
<< uint8(0); // first bag inventory type
1448 *p_data
<< uint32(0); // enchant?
1451 bool Player::ToggleAFK()
1453 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1455 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1457 // afk player not allowed in battleground
1458 if(state
&& InBattleGround())
1459 LeaveBattleground();
1464 bool Player::ToggleDND()
1466 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1468 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1471 uint8
Player::chatTag() const
1488 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1490 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1492 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1496 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1497 Pet
* pet
= GetPet();
1499 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1501 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1502 // don't let gm level > 1 either
1503 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1506 // client without expansion support
1507 if(GetSession()->Expansion() < mEntry
->Expansion())
1509 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1512 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1514 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1516 return false; // normal client can't teleport to this map...
1520 sLog
.outDebug("Player %s will teleported to map %u", GetName(), mapid
);
1523 // if we were on a transport, leave
1524 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1526 m_transport
->RemovePassenger(this);
1528 m_movementInfo
.t_x
= 0.0f
;
1529 m_movementInfo
.t_y
= 0.0f
;
1530 m_movementInfo
.t_z
= 0.0f
;
1531 m_movementInfo
.t_o
= 0.0f
;
1532 m_movementInfo
.t_time
= 0;
1535 SetSemaphoreTeleport(true);
1537 // The player was ported to another map and looses the duel immediately.
1538 // We have to perform this check before the teleport, otherwise the
1539 // ObjectAccessor won't find the flag.
1540 if (duel
&& GetMapId()!=mapid
)
1542 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
1544 DuelComplete(DUEL_FLED
);
1547 // reset movement flags at teleport, because player will continue move with these flags after teleport
1548 SetUnitMovementFlags(0);
1550 if ((GetMapId() == mapid
) && (!m_transport
))
1552 // prepare zone change detect
1553 uint32 old_zone
= GetZoneId();
1556 if(!GetSession()->PlayerLogout())
1559 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1560 GetSession()->SendPacket(&data
);
1561 SetPosition( x
, y
, z
, orientation
, true);
1564 // this will be used instead of the current location in SaveToDB
1565 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1566 SetFallInformation(0, z
);
1568 //BuildHeartBeatMsg(&data);
1569 //SendMessageToSet(&data, true);
1570 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1572 //same map, only remove pet if out of range
1573 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1575 if(pet
->isControlled() && !pet
->isTemporarySummoned() )
1576 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1578 m_temporaryUnsummonedPetNumber
= 0;
1580 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1584 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1587 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1590 if(pet
&& m_temporaryUnsummonedPetNumber
)
1592 Pet
* NewPet
= new Pet
;
1593 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
1596 m_temporaryUnsummonedPetNumber
= 0;
1600 if(!GetSession()->PlayerLogout())
1602 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1603 SetSemaphoreTeleport(false);
1605 UpdateZone(GetZoneId());
1609 if(old_zone
!= GetZoneId())
1612 if(pvpInfo
.inHostileArea
)
1613 CastSpell(this, 2479, true);
1618 // far teleport to another map
1619 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1620 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1622 // Check enter rights before map getting to avoid creating instance copy for player
1623 // this check not dependent from map instance copy and same for all instance copies of selected map
1624 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1626 SetSemaphoreTeleport(false);
1630 // If the map is not created, assume it is possible to enter it.
1631 // It will be created in the WorldPortAck.
1632 Map
*map
= MapManager::Instance().FindMap(mapid
);
1633 if (!map
|| map
->CanEnter(this))
1639 ResetContestedPvP();
1641 // remove player from battleground on far teleport (when changing maps)
1642 if(BattleGround
const* bg
= GetBattleGround())
1644 // Note: at battleground join battleground id set before teleport
1645 // and we already will found "current" battleground
1646 // just need check that this is targeted map or leave
1647 if(bg
->GetMapId() != mapid
)
1648 LeaveBattleground(false); // don't teleport to entry point
1651 // remove pet on map change
1654 //leaving map -> delete pet right away (doing this later will cause problems)
1655 if(pet
->isControlled() && !pet
->isTemporarySummoned())
1656 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1658 m_temporaryUnsummonedPetNumber
= 0;
1660 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1663 // remove all dyn objects
1664 RemoveAllDynObjects();
1666 // stop spellcasting
1667 // not attempt interrupt teleportation spell at caster teleport
1668 if(!(options
& TELE_TO_SPELL
))
1669 if(IsNonMeleeSpellCasted(true))
1670 InterruptNonMeleeSpells(true);
1672 if(!GetSession()->PlayerLogout())
1674 // send transfer packets
1675 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1676 data
<< uint32(mapid
);
1679 data
<< m_transport
->GetEntry() << GetMapId();
1681 GetSession()->SendPacket(&data
);
1683 data
.Initialize(SMSG_NEW_WORLD
, (20));
1686 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1690 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1692 GetSession()->SendPacket( &data
);
1693 SendSavedInstances();
1695 // remove from old map now
1696 if(oldmap
) oldmap
->Remove(this, false);
1699 // new final coordinates
1703 float final_o
= orientation
;
1707 final_x
+= m_movementInfo
.t_x
;
1708 final_y
+= m_movementInfo
.t_y
;
1709 final_z
+= m_movementInfo
.t_z
;
1710 final_o
+= m_movementInfo
.t_o
;
1713 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1714 SetFallInformation(0, final_z
);
1715 // if the player is saved before worldportack (at logout for example)
1716 // this will be used instead of the current location in SaveToDB
1718 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
);
1720 // move packet sent by client always after far teleport
1721 // SetPosition(final_x, final_y, final_z, final_o, true);
1724 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1732 void Player::AddToWorld()
1734 ///- Do not add/remove the player from the object storage
1735 ///- It will crash when updating the ObjectAccessor
1736 ///- The player should only be added when logging in
1739 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1742 m_items
[i
]->AddToWorld();
1746 void Player::RemoveFromWorld()
1751 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1753 UnsummonAllTotems();
1758 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1761 m_items
[i
]->RemoveFromWorld();
1764 ///- Do not add/remove the player from the object storage
1765 ///- It will crash when updating the ObjectAccessor
1766 ///- The player should only be removed when logging out
1767 Unit::RemoveFromWorld();
1770 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1774 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1778 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1780 // talent who gave more rage on attack
1781 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1785 addRage
= damage
/rageconversion
*2.5;
1787 // Berserker Rage effect
1788 if(HasAura(18499,0))
1792 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1794 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1797 void Player::RegenerateAll()
1799 if (m_regenTimer
!= 0)
1801 uint32 regenDelay
= 2000;
1803 // Not in combat or they have regeneration
1804 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1805 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1808 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1810 Regenerate(POWER_RAGE
);
1811 if(getClass() == CLASS_DEATH_KNIGHT
)
1812 Regenerate(POWER_RUNIC_POWER
);
1816 Regenerate( POWER_ENERGY
);
1818 Regenerate( POWER_MANA
);
1820 if(getClass() == CLASS_DEATH_KNIGHT
)
1821 Regenerate( POWER_RUNE
);
1823 m_regenTimer
= regenDelay
;
1826 void Player::Regenerate(Powers power
)
1828 uint32 curValue
= GetPower(power
);
1829 uint32 maxValue
= GetMaxPower(power
);
1831 float addvalue
= 0.0f
;
1837 bool recentCast
= IsUnderLastManaUseEffect();
1838 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1841 // Mangos Updates Mana in intervals of 2s, which is correct
1842 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1846 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1849 case POWER_RAGE
: // Regenerate rage
1851 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1852 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1854 case POWER_ENERGY
: // Regenerate energy (rogue)
1857 case POWER_RUNIC_POWER
:
1859 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1860 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1864 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1865 if(uint8 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1866 SetRuneCooldown(i
, cd
- 1); // ... by 2 sec (because update is every 2 sec)
1869 case POWER_HAPPINESS
:
1873 // Mana regen calculated in Player::UpdateManaRegen()
1874 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1875 if(power
!= POWER_MANA
)
1877 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1878 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1879 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1880 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1883 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
1885 curValue
+= uint32(addvalue
);
1886 if (curValue
> maxValue
)
1887 curValue
= maxValue
;
1891 if(curValue
<= uint32(addvalue
))
1894 curValue
-= uint32(addvalue
);
1896 SetPower(power
, curValue
);
1899 void Player::RegenerateHealth()
1901 uint32 curValue
= GetHealth();
1902 uint32 maxValue
= GetMaxHealth();
1904 if (curValue
>= maxValue
) return;
1906 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1908 float addvalue
= 0.0f
;
1911 if ( IsPolymorphed() )
1912 addvalue
= GetMaxHealth()/3;
1913 // normal regen case (maybe partly in combat case)
1914 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1916 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1919 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1920 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1921 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1923 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1924 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1930 // always regeneration bonus (including combat)
1931 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1936 ModifyHealth(int32(addvalue
));
1939 bool Player::CanInteractWithNPCs(bool alive
) const
1941 if(alive
&& !isAlive())
1949 bool Player::IsUnderWater() const
1951 return IsInWater() &&
1952 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1955 void Player::SetInWater(bool apply
)
1957 if(m_isInWater
==apply
)
1960 //define player in water by opcodes
1961 //move player's guid into HateOfflineList of those mobs
1962 //which can't swim and move guid back into ThreatList when
1964 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1965 m_isInWater
= apply
;
1967 // remove auras that need water/land
1968 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
1970 getHostilRefManager().updateThreatTables();
1973 void Player::SetGameMaster(bool on
)
1977 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
1979 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1981 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
1982 ResetContestedPvP();
1984 getHostilRefManager().setOnlineOfflineState(false);
1989 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
1990 setFactionForRace(getRace());
1991 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1993 // restore FFA PvP Server state
1994 if(sWorld
.IsFFAPvPRealm())
1995 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
1997 // restore FFA PvP area state, remove not allowed for GM mounts
1998 UpdateArea(m_areaUpdateId
);
2000 getHostilRefManager().setOnlineOfflineState(true);
2003 ObjectAccessor::UpdateVisibilityForPlayer(this);
2006 void Player::SetGMVisible(bool on
)
2010 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2012 // Reapply stealth/invisibility if active or show if not any
2013 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2014 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2015 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2016 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2018 SetVisibility(VISIBILITY_ON
);
2022 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2024 SetAcceptWhispers(false);
2025 SetGameMaster(true);
2027 SetVisibility(VISIBILITY_OFF
);
2031 bool Player::IsGroupVisibleFor(Player
* p
) const
2033 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2035 default: return IsInSameGroupWith(p
);
2036 case 1: return IsInSameRaidWith(p
);
2037 case 2: return GetTeam()==p
->GetTeam();
2041 bool Player::IsInSameGroupWith(Player
const* p
) const
2043 return p
==this || GetGroup() != NULL
&&
2044 GetGroup() == p
->GetGroup() &&
2045 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
2048 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2049 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2050 void Player::UninviteFromGroup()
2052 Group
* group
= GetGroupInvite();
2056 group
->RemoveInvite(this);
2058 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2060 if(group
->IsCreated())
2062 group
->Disband(true);
2063 objmgr
.RemoveGroup(group
);
2066 group
->RemoveAllInvites();
2072 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2076 if (group
->RemoveMember(guid
, 0) <= 1)
2078 // group->Disband(); already disbanded in RemoveMember
2079 objmgr
.RemoveGroup(group
);
2081 // removemember sets the player's group pointer to NULL
2086 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2088 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2089 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2090 data
<< uint32(GivenXP
+RestXP
); // given experience
2091 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2094 data
<< uint32(GivenXP
); // experience without rested bonus
2095 data
<< float(1); // 1 - none 0 - 100% group bonus output
2097 data
<< uint8(0); // new 2.4.0
2098 GetSession()->SendPacket(&data
);
2101 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2109 uint32 level
= getLevel();
2111 // XP to money conversion processed in Player::RewardQuest
2112 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2115 // handle SPELL_AURA_MOD_XP_PCT auras
2116 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2117 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2118 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2120 // XP resting bonus for kill
2121 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2123 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2125 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2126 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2127 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2129 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2133 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2134 GiveLevel(level
+ 1);
2137 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2140 SetUInt32Value(PLAYER_XP
, newXP
);
2143 // Update player to next level
2144 // Current player experience not update (must be update by caller)
2145 void Player::GiveLevel(uint32 level
)
2147 if ( level
== getLevel() )
2150 PlayerLevelInfo info
;
2151 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2153 PlayerClassLevelInfo classInfo
;
2154 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2156 // send levelup info to client
2157 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2158 data
<< uint32(level
);
2159 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2160 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2161 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2169 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2170 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2172 GetSession()->SendPacket(&data
);
2174 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(level
));
2176 //update level, max level of skills
2177 if(getLevel()!= level
)
2178 m_Played_time
[1] = 0; // Level Played Time reset
2180 UpdateSkillsForLevel ();
2182 // save base values (bonuses already included in stored stats
2183 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2184 SetCreateStat(Stats(i
), info
.stats
[i
]);
2186 SetCreateHealth(classInfo
.basehealth
);
2187 SetCreateMana(classInfo
.basemana
);
2189 InitTalentForLevel();
2190 InitTaxiNodesForLevel();
2191 InitGlyphsForLevel();
2195 // set current level health and mana/energy to maximum after applying all mods.
2196 SetHealth(GetMaxHealth());
2197 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2198 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2199 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2200 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2201 SetPower(POWER_FOCUS
, 0);
2202 SetPower(POWER_HAPPINESS
, 0);
2204 // give level to summoned pet
2205 Pet
* pet
= GetPet();
2206 if(pet
&& pet
->getPetType()==SUMMON_PET
)
2207 pet
->GivePetLevel(level
);
2208 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2211 void Player::InitTalentForLevel()
2213 uint32 level
= getLevel();
2214 // talents base at level diff ( talents = level - 9 but some can be used already)
2217 // Remove all talent points
2218 if(m_usedTalentCount
> 0) // Free any used talents
2221 SetFreeTalentPoints(0);
2226 uint32 talentPointsForLevel
= uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
2227 // if used more that have then reset
2228 if(m_usedTalentCount
> talentPointsForLevel
)
2230 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2233 SetFreeTalentPoints(0);
2235 // else update amount of free points
2237 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2241 void Player::InitStatsForLevel(bool reapplyMods
)
2243 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2244 _RemoveAllStatBonuses();
2246 PlayerClassLevelInfo classInfo
;
2247 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2249 PlayerLevelInfo info
;
2250 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2252 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2253 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(getLevel()));
2255 UpdateSkillsForLevel ();
2257 // set default cast time multiplier
2258 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2260 // reset size before reapply auras
2261 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2263 // save base values (bonuses already included in stored stats
2264 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2265 SetCreateStat(Stats(i
), info
.stats
[i
]);
2267 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2268 SetStat(Stats(i
), info
.stats
[i
]);
2270 SetCreateHealth(classInfo
.basehealth
);
2273 SetCreateMana(classInfo
.basemana
);
2275 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2279 //reset rating fields values
2280 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2281 SetUInt32Value(index
, 0);
2283 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2284 for (int i
= 0; i
< 7; i
++)
2286 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2287 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2288 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2291 //reset attack power, damage and attack speed fields
2292 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2293 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2294 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2296 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2297 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2298 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2299 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2300 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2301 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2303 SetUInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2304 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2305 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2306 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2307 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2308 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2310 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2311 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2312 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2313 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2315 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2316 for (uint8 i
= 0; i
< 7; ++i
)
2317 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2319 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2320 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2321 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2324 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2326 // set armor (resistance 0) to original value (create_agility*2)
2327 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2328 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2329 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2330 // set other resistance to original value (0)
2331 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; i
++)
2333 SetResistance(SpellSchools(i
), 0);
2334 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2335 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2338 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2339 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2340 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2342 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0.0f
);
2343 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2345 // Reset no reagent cost field
2346 for(int i
= 0; i
< 3; i
++)
2347 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2348 // Init data for form but skip reapply item mods for form
2349 InitDataForForm(reapplyMods
);
2352 for (int i
= POWER_MANA
; i
< MAX_POWERS
; i
++)
2353 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2355 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2357 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2358 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2360 // cleanup unit flags (will be re-applied if need at aura load).
2361 RemoveFlag( UNIT_FIELD_FLAGS
,
2362 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2363 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2364 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2365 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2366 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2367 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2369 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2370 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2372 SetByteValue(UNIT_FIELD_BYTES_1
, 2, 0x00); // one form stealth modified bytes
2373 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2375 // restore if need some important flags
2376 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2378 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2379 _ApplyAllStatBonuses();
2381 // set current level health and mana/energy to maximum after applying all mods.
2382 SetHealth(GetMaxHealth());
2383 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2384 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2385 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2386 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2387 SetPower(POWER_FOCUS
, 0);
2388 SetPower(POWER_HAPPINESS
, 0);
2389 SetPower(POWER_RUNIC_POWER
, 0);
2392 void Player::SendInitialSpells()
2394 uint16 spellCount
= 0;
2396 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2399 size_t countPos
= data
.wpos();
2400 data
<< uint16(spellCount
); // spell count placeholder
2402 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2404 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2407 if(!itr
->second
->active
|| itr
->second
->disabled
)
2410 data
<< uint16(itr
->first
);
2411 data
<< uint16(0); // it's not slot id
2416 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2418 uint16 spellCooldowns
= m_spellCooldowns
.size();
2419 data
<< uint16(spellCooldowns
);
2420 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2422 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2426 data
<< uint16(itr
->first
);
2428 time_t cooldown
= 0;
2429 time_t curTime
= time(NULL
);
2430 if(itr
->second
.end
> curTime
)
2431 cooldown
= (itr
->second
.end
-curTime
)*1000;
2433 data
<< uint16(itr
->second
.itemid
); // cast item id
2434 data
<< uint16(sEntry
->Category
); // spell category
2435 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2437 data
<< uint32(0); // cooldown
2438 data
<< uint32(cooldown
); // category cooldown
2442 data
<< uint32(cooldown
); // cooldown
2443 data
<< uint32(0); // category cooldown
2447 GetSession()->SendPacket(&data
);
2449 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2452 void Player::RemoveMail(uint32 id
)
2454 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2456 if ((*itr
)->messageID
== id
)
2458 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2465 void Player::SendMailResult(uint32 mailId
, uint32 mailAction
, uint32 mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2467 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_BAG_FULL
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2468 data
<< (uint32
) mailId
;
2469 data
<< (uint32
) mailAction
;
2470 data
<< (uint32
) mailError
;
2471 if ( mailError
== MAIL_ERR_BAG_FULL
)
2472 data
<< (uint32
) equipError
;
2473 else if( mailAction
== MAIL_ITEM_TAKEN
)
2475 data
<< (uint32
) item_guid
; // item guid low?
2476 data
<< (uint32
) item_count
; // item count?
2478 GetSession()->SendPacket(&data
);
2481 void Player::SendNewMail()
2483 // deliver undelivered mail
2484 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2486 GetSession()->SendPacket(&data
);
2489 void Player::UpdateNextMailTimeAndUnreads()
2491 // calculate next delivery time (min. from non-delivered mails
2492 // and recalculate unReadMail
2493 time_t cTime
= time(NULL
);
2494 m_nextMailDelivereTime
= 0;
2496 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2498 if((*itr
)->deliver_time
> cTime
)
2500 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2501 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2503 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2508 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2510 if(deliver_time
<= time(NULL
)) // ready now
2515 else // not ready and no have ready mails
2517 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2518 m_nextMailDelivereTime
= deliver_time
;
2522 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool loading
, uint16 slot_id
, bool disabled
)
2524 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2527 // do character spell book cleanup (all characters)
2528 if(loading
&& !learning
) // spell load case
2530 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2531 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2534 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2539 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2541 // do character spell book cleanup (all characters)
2542 if(loading
&& !learning
) // spell load case
2544 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2545 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2548 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2553 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2555 bool disabled_case
= false;
2556 bool superceded_old
= false;
2558 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2559 if (itr
!= m_spells
.end())
2561 // update active state for known spell
2562 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2564 itr
->second
->active
= active
;
2566 // loading && !learning == explicitly load from DB and then exist in it already and set correctly
2567 if(loading
&& !learning
)
2568 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2569 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2570 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2574 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2575 data
<< uint16(spell_id
);
2576 GetSession()->SendPacket(&data
);
2578 return active
; // learn (show in spell book if active now)
2581 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2583 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2584 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2585 itr
->second
->disabled
= disabled
;
2590 disabled_case
= true;
2592 else switch(itr
->second
->state
)
2594 case PLAYERSPELL_UNCHANGED
: // known saved spell
2596 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2599 m_spells
.erase(itr
);
2600 state
= PLAYERSPELL_CHANGED
;
2601 break; // need re-add
2603 default: // known not saved yet spell (new or modified)
2605 // can be in case spell loading but learned at some previous spell loading
2606 if(loading
&& !learning
)
2607 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2614 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2616 // talent: unlearn all other talent ranks (high and low)
2617 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2619 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2621 for(int i
=0; i
<5; ++i
)
2623 // skip learning spell and no rank spell case
2624 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2625 if(!rankSpellId
|| rankSpellId
==spell_id
)
2628 // skip unknown ranks
2629 if(!HasSpell(rankSpellId
))
2632 removeSpell(rankSpellId
);
2636 // non talent spell: learn low ranks (recursive call)
2637 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2639 if(loading
) // at spells loading, no output, but allow save
2640 addSpell(prev_spell
,active
,true,loading
,SPELL_WITHOUT_SLOT_ID
,disabled
);
2641 else // at normal learning
2642 learnSpell(prev_spell
);
2645 PlayerSpell
*newspell
= new PlayerSpell
;
2646 newspell
->active
= active
;
2647 newspell
->state
= state
;
2648 newspell
->disabled
= disabled
;
2650 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2651 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2653 for( PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2655 if(itr
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2656 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr
->first
);
2657 if(!i_spellInfo
) continue;
2659 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr
->first
) )
2661 if(itr
->second
->active
)
2663 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr
->first
))
2665 if(!loading
) // not send spell (re-/over-)learn packets at loading
2667 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2668 data
<< uint16(itr
->first
);
2669 data
<< uint16(spell_id
);
2670 GetSession()->SendPacket( &data
);
2673 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2674 itr
->second
->active
= false;
2675 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2676 superceded_old
= true; // new spell replace old in action bars and spell book.
2678 else if(spellmgr
.IsHighRankOfSpell(itr
->first
,spell_id
))
2680 if(!loading
) // not send spell (re-/over-)learn packets at loading
2682 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2683 data
<< uint16(spell_id
);
2684 data
<< uint16(itr
->first
);
2685 GetSession()->SendPacket( &data
);
2688 // mark new spell as disable (not learned yet for client and will not learned)
2689 newspell
->active
= false;
2690 if(newspell
->state
!= PLAYERSPELL_NEW
)
2691 newspell
->state
= PLAYERSPELL_CHANGED
;
2698 uint16 tmpslot
=slot_id
;
2700 if (tmpslot
== SPELL_WITHOUT_SLOT_ID
)
2703 PlayerSpellMap::iterator itr
;
2704 for (itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2706 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2708 if (itr
->second
->slotId
> maxid
)
2709 maxid
= itr
->second
->slotId
;
2711 tmpslot
= maxid
+ 1;
2714 newspell
->slotId
= tmpslot
;
2715 m_spells
[spell_id
] = newspell
;
2717 // return false if spell disabled
2718 if (newspell
->disabled
)
2722 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2724 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2725 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2726 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2728 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2729 CastSpell(this, spell_id
, true);
2731 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2732 else if (IsPassiveSpell(spell_id
))
2734 // if spell doesn't require a stance or the player is in the required stance
2735 if( ( !spellInfo
->Stances
&&
2736 spell_id
!= 5420 && spell_id
!= 5419 && spell_id
!= 7376 &&
2737 spell_id
!= 7381 && spell_id
!= 21156 && spell_id
!= 21009 &&
2738 spell_id
!= 21178 && spell_id
!= 33948 && spell_id
!= 40121 ) ||
2739 m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))) ||
2740 (spell_id
== 5420 && m_form
== FORM_TREE
) ||
2741 (spell_id
== 5419 && m_form
== FORM_TRAVEL
) ||
2742 (spell_id
== 7376 && m_form
== FORM_DEFENSIVESTANCE
) ||
2743 (spell_id
== 7381 && m_form
== FORM_BERSERKERSTANCE
) ||
2744 (spell_id
== 21156 && m_form
== FORM_BATTLESTANCE
)||
2745 (spell_id
== 21178 && (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
) ) ||
2746 (spell_id
== 33948 && m_form
== FORM_FLIGHT
) ||
2747 (spell_id
== 40121 && m_form
== FORM_FLIGHT_EPIC
) )
2748 //Check CasterAuraStates
2749 if (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)))
2750 CastSpell(this, spell_id
, true);
2752 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2754 CastSpell(this, spell_id
, true);
2758 // update used talent points count
2759 m_usedTalentCount
+= talentCost
;
2761 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2762 if(uint32 freeProfs
= GetFreePrimaryProffesionPoints())
2764 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2765 SetFreePrimaryProffesions(freeProfs
-1);
2768 // add dependent skills
2769 uint16 maxskill
= GetMaxSkillValueForLevel();
2771 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2775 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2776 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2778 if(skill_value
< spellLearnSkill
->value
)
2779 skill_value
= spellLearnSkill
->value
;
2781 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2783 if(skill_max_value
< new_skill_max_value
)
2784 skill_max_value
= new_skill_max_value
;
2786 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2790 // not ranked skills
2791 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2792 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2794 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2796 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2800 if(HasSkill(pSkill
->id
))
2803 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2804 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2805 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2807 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2809 case SKILL_RANGE_LANGUAGE
:
2810 SetSkill(pSkill
->id
, 300, 300 );
2812 case SKILL_RANGE_LEVEL
:
2813 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2815 case SKILL_RANGE_MONO
:
2816 SetSkill(pSkill
->id
, 1, 1 );
2825 // learn dependent spells
2826 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2827 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2829 for(SpellLearnSpellMap::const_iterator itr
= spell_begin
; itr
!= spell_end
; ++itr
)
2831 if(!itr
->second
.autoLearned
)
2833 if(loading
) // at spells loading, no output, but allow save
2834 addSpell(itr
->second
.spell
,true,true,loading
);
2835 else // at normal learning
2836 learnSpell(itr
->second
.spell
);
2842 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
);
2843 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
);
2846 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2847 return active
&& !disabled
&& !superceded_old
;
2850 void Player::learnSpell(uint32 spell_id
)
2852 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2854 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
2855 bool active
= disabled
? itr
->second
->active
: true;
2857 bool learning
= addSpell(spell_id
,active
);
2859 // learn all disabled higher ranks (recursive)
2860 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2861 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
2863 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
2864 if (disabled
&& iter
!= m_spells
.end() && iter
->second
->disabled
)
2865 learnSpell(i
->second
);
2868 // prevent duplicated entires in spell book
2872 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
2873 data
<< uint32(spell_id
);
2874 GetSession()->SendPacket(&data
);
2877 void Player::removeSpell(uint32 spell_id
, bool disabled
)
2879 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2880 if (itr
== m_spells
.end())
2883 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
2886 // unlearn non talent higher ranks (recursive)
2887 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2888 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
2889 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
2890 removeSpell(itr2
->second
,disabled
);
2893 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2894 data
<< uint16(spell_id
);
2895 GetSession()->SendPacket(&data
);
2899 itr
->second
->disabled
= disabled
;
2900 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2901 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2905 if(itr
->second
->state
== PLAYERSPELL_NEW
)
2908 m_spells
.erase(itr
);
2911 itr
->second
->state
= PLAYERSPELL_REMOVED
;
2914 RemoveAurasDueToSpell(spell_id
);
2917 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
2918 RemovePetAura(petSpell
);
2920 // free talent points
2921 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
2924 if(talentCosts
< m_usedTalentCount
)
2925 m_usedTalentCount
-= talentCosts
;
2927 m_usedTalentCount
= 0;
2930 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2931 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2933 uint32 freeProfs
= GetFreePrimaryProffesionPoints()+1;
2934 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
2935 SetFreePrimaryProffesions(freeProfs
);
2938 // remove dependent skill
2939 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2942 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
2943 if(!prev_spell
) // first rank, remove skill
2944 SetSkill(spellLearnSkill
->skill
,0,0);
2947 // search prev. skill setting by spell ranks chain
2948 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
2949 while(!prevSkill
&& prev_spell
)
2951 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
2952 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
2955 if(!prevSkill
) // not found prev skill setting, remove skill
2956 SetSkill(spellLearnSkill
->skill
,0,0);
2957 else // set to prev. skill setting values
2959 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
2960 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
2962 if(skill_value
> prevSkill
->value
)
2963 skill_value
= prevSkill
->value
;
2965 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
2967 if(skill_max_value
> new_skill_max_value
)
2968 skill_max_value
= new_skill_max_value
;
2970 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
2977 // not ranked skills
2978 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2979 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2981 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2983 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2987 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2988 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2989 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2991 // not reset skills for professions and racial abilities
2992 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
2993 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
2996 SetSkill(pSkill
->id
, 0, 0 );
3001 // remove dependent spells
3002 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
3003 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
3005 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
3006 removeSpell(itr2
->second
.spell
, disabled
);
3008 // TODO: recast if need lesser ranks spell for passive with IsPassiveSpellStackableWithRanks
3011 void Player::RemoveArenaSpellCooldowns()
3013 // remove cooldowns on spells that has < 15 min CD
3014 SpellCooldowns::iterator itr
, next
;
3015 // iterate spell cooldowns
3016 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3020 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3021 // check if spellentry is present and if the cooldown is less than 15 mins
3023 entry
->RecoveryTime
<= 15 * MINUTE
* 1000 &&
3024 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* 1000 )
3027 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3028 data
<< uint32(itr
->first
);
3030 GetSession()->SendPacket(&data
);
3032 m_spellCooldowns
.erase(itr
);
3037 void Player::RemoveAllSpellCooldown()
3039 if(!m_spellCooldowns
.empty())
3041 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3043 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3044 data
<< uint32(itr
->first
);
3045 data
<< uint64(GetGUID());
3046 GetSession()->SendPacket(&data
);
3048 m_spellCooldowns
.clear();
3052 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3054 m_spellCooldowns
.clear();
3056 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3060 time_t curTime
= time(NULL
);
3064 Field
*fields
= result
->Fetch();
3066 uint32 spell_id
= fields
[0].GetUInt32();
3067 uint32 item_id
= fields
[1].GetUInt32();
3068 time_t db_time
= (time_t)fields
[2].GetUInt64();
3070 if(!sSpellStore
.LookupEntry(spell_id
))
3072 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3076 // skip outdated cooldown
3077 if(db_time
<= curTime
)
3080 AddSpellCooldown(spell_id
, item_id
, db_time
);
3082 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3084 while( result
->NextRow() );
3090 void Player::_SaveSpellCooldowns()
3092 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3094 time_t curTime
= time(NULL
);
3096 // remove outdated and save active
3097 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3099 if(itr
->second
.end
<= curTime
)
3100 m_spellCooldowns
.erase(itr
++);
3103 CharacterDatabase
.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD
"')", GetGUIDLow(), itr
->first
, itr
->second
.itemid
, uint64(itr
->second
.end
));
3109 uint32
Player::resetTalentsCost() const
3111 // The first time reset costs 1 gold
3112 if(m_resetTalentsCost
< 1*GOLD
)
3115 else if(m_resetTalentsCost
< 5*GOLD
)
3117 // After that it increases in increments of 5 gold
3118 else if(m_resetTalentsCost
< 10*GOLD
)
3122 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3125 // This cost will be reduced by a rate of 5 gold per month
3126 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3127 // to a minimum of 10 gold.
3128 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3132 // After that it increases in increments of 5 gold
3133 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3134 // until it hits a cap of 50 gold.
3135 if(new_cost
> 50*GOLD
)
3142 bool Player::resetTalents(bool no_cost
)
3144 // not need after this call
3145 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3147 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3148 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3151 uint32 level
= getLevel();
3152 uint32 talentPointsForLevel
= level
< 10 ? 0 : uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
3154 if (m_usedTalentCount
== 0)
3156 SetFreeTalentPoints(talentPointsForLevel
);
3164 cost
= resetTalentsCost();
3166 if (GetMoney() < cost
)
3168 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3173 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); i
++)
3175 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3177 if (!talentInfo
) continue;
3179 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3184 // unlearn only talents for character class
3185 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3186 // to prevent unexpected lost normal learned spell skip another class talents
3187 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3190 for (int j
= 0; j
< 5; j
++)
3192 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3194 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3200 // remove learned spells (all ranks)
3201 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3203 // unlearn if first rank is talent or learned by talent
3204 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3206 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3207 itr
= GetSpellMap().begin();
3216 SetFreeTalentPoints(talentPointsForLevel
);
3220 ModifyMoney(-(int32
)cost
);
3222 m_resetTalentsCost
= cost
;
3223 m_resetTalentsTime
= time(NULL
);
3226 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3227 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3232 bool Player::_removeSpell(uint16 spell_id
)
3234 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3235 if (itr
!= m_spells
.end())
3238 m_spells
.erase(itr
);
3244 Mail
* Player::GetMail(uint32 id
)
3246 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3248 if ((*itr
)->messageID
== id
)
3256 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3260 Object::_SetCreateBits(updateMask
, target
);
3264 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3266 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3267 updateMask
->SetBit(index
);
3272 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3276 Object::_SetUpdateBits(updateMask
, target
);
3280 Object::_SetUpdateBits(updateMask
, target
);
3281 *updateMask
&= updateVisualBits
;
3285 void Player::InitVisibleBits()
3287 updateVisualBits
.SetCount(PLAYER_END
);
3289 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3290 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3291 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3292 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3293 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3294 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3295 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3296 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3297 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3298 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3299 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3300 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3301 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3302 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3303 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3304 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3305 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3306 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3307 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3308 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3309 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3310 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3311 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3312 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3313 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3314 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3315 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3316 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3317 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3318 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3319 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3320 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3321 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3322 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3323 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3324 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3325 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3326 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3327 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3328 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3329 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3330 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3331 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3332 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3333 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3334 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3335 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3336 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3337 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3338 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3339 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3340 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3341 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3342 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3343 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3345 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3346 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3347 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3348 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3349 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3350 updateVisualBits
.SetBit(PLAYER_BYTES
);
3351 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3352 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3353 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3354 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3356 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3357 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3358 updateVisualBits
.SetBit(i
);
3360 // Players visible items are not inventory stuff
3361 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3363 uint32 offset
= i
* MAX_VISIBLE_ITEM_OFFSET
;
3366 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 0 + offset
);
3367 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 1 + offset
);
3370 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 0 + offset
);
3372 // item enchantments
3373 for(uint8 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
3374 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 1 + j
+ offset
);
3376 // random properties
3377 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ offset
);
3378 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_SEED
+ offset
);
3379 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PAD
+ offset
);
3382 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3385 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3387 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3389 if(m_items
[i
] == NULL
)
3392 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3397 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3399 if(m_items
[i
] == NULL
)
3402 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3404 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
3406 if(m_items
[i
] == NULL
)
3409 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3413 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3416 void Player::DestroyForPlayer( Player
*target
) const
3418 Unit::DestroyForPlayer( target
);
3420 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
3422 if(m_items
[i
] == NULL
)
3425 m_items
[i
]->DestroyForPlayer( target
);
3430 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3432 if(m_items
[i
] == NULL
)
3435 m_items
[i
]->DestroyForPlayer( target
);
3437 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
3439 if(m_items
[i
] == NULL
)
3442 m_items
[i
]->DestroyForPlayer( target
);
3447 bool Player::HasSpell(uint32 spell
) const
3449 PlayerSpellMap::const_iterator itr
= m_spells
.find((uint16
)spell
);
3450 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
);
3453 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3456 return TRAINER_SPELL_RED
;
3458 if (!trainer_spell
->spell
)
3459 return TRAINER_SPELL_RED
;
3462 if(HasSpell(trainer_spell
->spell
))
3463 return TRAINER_SPELL_GRAY
;
3465 // check race/class requirement
3466 if(!IsSpellFitByClassAndRace(trainer_spell
->spell
))
3467 return TRAINER_SPELL_RED
;
3469 // check level requirement
3470 if(getLevel() < trainer_spell
->reqlevel
)
3471 return TRAINER_SPELL_RED
;
3473 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->spell
))
3475 // check prev.rank requirement
3476 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3477 return TRAINER_SPELL_RED
;
3479 // check additional spell requirement
3480 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3481 return TRAINER_SPELL_RED
;
3484 // check skill requirement
3485 if(trainer_spell
->reqskill
&& GetBaseSkillValue(trainer_spell
->reqskill
) < trainer_spell
->reqskillvalue
)
3486 return TRAINER_SPELL_RED
;
3488 // exist, already checked at loading
3489 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->spell
);
3491 // secondary prof. or not prof. spell
3492 uint32 skill
= spell
->EffectMiscValue
[1];
3494 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3495 return TRAINER_SPELL_GREEN
;
3497 // check primary prof. limit
3498 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProffesionPoints() == 0)
3499 return TRAINER_SPELL_RED
;
3501 return TRAINER_SPELL_GREEN
;
3504 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3506 uint32 guid
= GUID_LOPART(playerguid
);
3508 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3509 // bones will be deleted by corpse/bones deleting thread shortly
3510 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3512 // remove from guild
3513 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3516 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3518 guild
->DelMember(guid
);
3521 // remove from arena teams
3522 LeaveAllArenaTeams(playerguid
);
3524 // the player was uninvited already on logout so just remove from group
3525 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3528 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3530 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3533 RemoveFromGroup(group
, playerguid
);
3537 // remove signs from petitions (also remove petitions if owner);
3538 RemovePetitionsAndSigns(playerguid
, 10);
3540 // return back all mails with COD and Item 0 1 2 3 4 5 6
3541 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
);
3546 Field
*fields
= resultMail
->Fetch();
3548 uint32 mail_id
= fields
[0].GetUInt32();
3549 uint16 mailTemplateId
= fields
[1].GetUInt16();
3550 uint32 sender
= fields
[2].GetUInt32();
3551 std::string subject
= fields
[3].GetCppString();
3552 uint32 itemTextId
= fields
[4].GetUInt32();
3553 uint32 money
= fields
[5].GetUInt32();
3554 bool has_items
= fields
[6].GetBool();
3556 //we can return mail now
3557 //so firstly delete the old one
3558 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3563 // data needs to be at first place for Item::LoadFromDB
3564 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
);
3569 Field
*fields2
= resultItems
->Fetch();
3571 uint32 item_guidlow
= fields2
[1].GetUInt32();
3572 uint32 item_template
= fields2
[2].GetUInt32();
3574 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3577 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3581 Item
*pItem
= NewItemOrBag(itemProto
);
3582 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
3584 pItem
->FSetState(ITEM_REMOVED
);
3585 pItem
->SaveToDB(); // it also deletes item object !
3589 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3591 while (resultItems
->NextRow());
3597 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3599 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3601 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3603 while (resultMail
->NextRow());
3608 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3609 // Get guids of character's pets, will deleted in transaction
3610 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3612 // NOW we can finally clear other DB data related to character
3613 CharacterDatabase
.BeginTransaction();
3618 Field
*fields3
= resultPets
->Fetch();
3619 uint32 petguidlow
= fields3
[0].GetUInt32();
3620 Pet::DeleteFromDB(petguidlow
);
3621 } while (resultPets
->NextRow());
3625 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3626 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3627 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3628 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3629 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3630 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3631 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3632 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3633 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3634 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3635 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3636 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3637 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3638 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3639 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3640 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3641 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3642 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3643 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3644 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3645 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
3646 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
3647 CharacterDatabase
.CommitTransaction();
3649 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3650 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3653 void Player::SetMovement(PlayerMovementType pType
)
3658 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3659 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3660 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3661 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3663 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3666 data
.append(GetPackGUID());
3668 GetSession()->SendPacket( &data
);
3672 - a resurrectable corpse must not be loaded for the player (only bones)
3673 - the player must be in world
3675 void Player::BuildPlayerRepop()
3677 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
3678 data
.append(GetPackGUID());
3679 GetSession()->SendPacket(&data
);
3681 if(getRace() == RACE_NIGHTELF
)
3682 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)
3683 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3685 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3686 // there must be SMSG.STOP_MIRROR_TIMER
3687 // there we must send 888 opcode
3689 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3692 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3696 // create a corpse and place it at the player's location
3698 Corpse
*corpse
= GetCorpse();
3701 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3704 GetMap()->Add(corpse
);
3706 // convert player body to ghost
3709 SetMovement(MOVE_WATER_WALK
);
3710 if(!GetSession()->isLogingOut())
3711 SetMovement(MOVE_UNROOT
);
3713 // BG - remove insignia related
3714 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3716 SendCorpseReclaimDelay();
3718 // to prevent cheating
3719 corpse
->ResetGhostTime();
3721 StopMirrorTimers(); //disable timers(bars)
3723 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3725 SetByteValue(UNIT_FIELD_BYTES_1
, 3, PLAYER_STATE_FLAG_ALWAYS_STAND
);
3728 void Player::SendDelayResponse(const uint32 ml_seconds
)
3730 //FIXME: is this delay time arg really need? 50msec by default in code
3731 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3732 data
<< (uint32
)time(NULL
);
3734 GetSession()->SendPacket( &data
);
3737 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
3739 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
3744 GetSession()->SendPacket(&data
);
3746 // speed change, land walk
3748 // remove death flag + set aura
3749 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
3750 if(getRace() == RACE_NIGHTELF
)
3751 RemoveAurasDueToSpell(20584); // speed bonuses
3752 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3754 setDeathState(ALIVE
);
3756 SetMovement(MOVE_LAND_WALK
);
3757 SetMovement(MOVE_UNROOT
);
3761 // set health/powers (0- will be set in caller)
3762 if(restore_percent
>0.0f
)
3764 SetHealth(uint32(GetMaxHealth()*restore_percent
));
3765 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
3766 SetPower(POWER_RAGE
, 0);
3767 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
3770 // update visibility
3771 ObjectAccessor::UpdateVisibilityForPlayer(this);
3773 // some items limited to specific map
3774 DestroyZoneLimitedItem( true, GetZoneId());
3779 //Characters from level 1-10 are not affected by resurrection sickness.
3780 //Characters from level 11-19 will suffer from one minute of sickness
3781 //for each level they are above 10.
3782 //Characters level 20 and up suffer from ten minutes of sickness.
3783 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
3785 if(int32(getLevel()) >= startLevel
)
3787 // set resurrection sickness
3788 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
3790 // not full duration
3791 if(int32(getLevel()) < startLevel
+9)
3793 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
3795 for(int i
=0; i
< 3; ++i
)
3797 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
3799 Aur
->SetAuraDuration(delta
*1000);
3800 Aur
->SendAuraUpdate(false);
3807 void Player::KillPlayer()
3809 SetMovement(MOVE_ROOT
);
3811 StopMirrorTimers(); //disable timers(bars)
3813 setDeathState(CORPSE
);
3814 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3816 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
3817 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
3819 // 6 minutes until repop at graveyard
3820 m_deathTimer
= 6*MINUTE
*1000;
3822 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3824 // don't create corpse at this moment, player might be falling
3826 // update visibility
3827 ObjectAccessor::UpdateObjectVisibility(this);
3830 void Player::CreateCorpse()
3832 // prevent existence 2 corpse for player
3835 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
3837 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
3840 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this, GetMapId(), GetPositionX(),
3841 GetPositionY(), GetPositionZ(), GetOrientation()))
3847 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
3848 _pb
= GetUInt32Value(PLAYER_BYTES
);
3849 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
3851 uint8 race
= (uint8
)(_uf
);
3852 uint8 skin
= (uint8
)(_pb
);
3853 uint8 face
= (uint8
)(_pb
>> 8);
3854 uint8 hairstyle
= (uint8
)(_pb
>> 16);
3855 uint8 haircolor
= (uint8
)(_pb
>> 24);
3856 uint8 facialhair
= (uint8
)(_pb2
);
3858 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
3859 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
3861 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
3862 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
3864 uint32 flags
= CORPSE_FLAG_UNK2
;
3865 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
3866 flags
|= CORPSE_FLAG_HIDE_HELM
;
3867 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
3868 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
3869 if(InBattleGround())
3870 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
3871 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
3873 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
3875 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
3878 uint16 iIventoryType
;
3880 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3884 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
3885 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
3887 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
3888 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
3892 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3893 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
3895 if(entry
->map_type
!= MAP_BATTLEGROUND
)
3898 // register for player, but not show
3899 ObjectAccessor::Instance().AddCorpse(corpse
);
3902 void Player::SpawnCorpseBones()
3904 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
3905 SaveToDB(); // prevent loading as ghost without corpse
3908 Corpse
* Player::GetCorpse() const
3910 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
3913 void Player::DurabilityLossAll(double percent
, bool inventory
)
3915 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3916 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3917 DurabilityLoss(pItem
,percent
);
3921 // bags not have durability
3922 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3924 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3925 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3926 DurabilityLoss(pItem
,percent
);
3928 // keys not have durability
3929 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3931 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3932 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3933 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
3934 if(Item
* pItem
= GetItemByPos( i
, j
))
3935 DurabilityLoss(pItem
,percent
);
3939 void Player::DurabilityLoss(Item
* item
, double percent
)
3944 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3949 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
3951 if(pDurabilityLoss
< 1 )
3952 pDurabilityLoss
= 1;
3954 DurabilityPointsLoss(item
,pDurabilityLoss
);
3957 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
3959 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3960 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3961 DurabilityPointsLoss(pItem
,points
);
3965 // bags not have durability
3966 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3968 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3969 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3970 DurabilityPointsLoss(pItem
,points
);
3972 // keys not have durability
3973 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3975 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3976 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3977 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
3978 if(Item
* pItem
= GetItemByPos( i
, j
))
3979 DurabilityPointsLoss(pItem
,points
);
3983 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
3985 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3986 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
3987 int32 pNewDurability
= pOldDurability
- points
;
3989 if (pNewDurability
< 0)
3991 else if (pNewDurability
> pMaxDurability
)
3992 pNewDurability
= pMaxDurability
;
3994 if (pOldDurability
!= pNewDurability
)
3996 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
3997 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
3998 _ApplyItemMods(item
,item
->GetSlot(), false);
4000 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4002 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4003 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4004 _ApplyItemMods(item
,item
->GetSlot(), true);
4006 item
->SetState(ITEM_CHANGED
, this);
4010 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4012 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4013 DurabilityPointsLoss(pItem
,1);
4016 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4018 uint32 TotalCost
= 0;
4019 // equipped, backpack, bags itself
4020 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
4021 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4023 // bank, buyback and keys not repaired
4025 // items in inventory bags
4026 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; j
++)
4027 for(int i
= 0; i
< MAX_BAG_SIZE
; i
++)
4028 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4032 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4034 Item
* item
= GetItemByPos(pos
);
4036 uint32 TotalCost
= 0;
4040 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4044 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4048 uint32 LostDurability
= maxDurability
- curDurability
;
4049 if(LostDurability
>0)
4051 ItemPrototype
const *ditemProto
= item
->GetProto();
4053 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4056 sLog
.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4060 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4061 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4062 if(!dQualitymodEntry
)
4064 sLog
.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4068 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4069 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4071 costs
= uint32(costs
* discountMod
);
4073 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4078 if (GetGuildId()==0)
4080 DEBUG_LOG("You are not member of a guild");
4084 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4088 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4090 DEBUG_LOG("You do not have rights to withdraw for repairs");
4094 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4096 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4100 if (pGuild
->GetGuildBankMoney() < costs
)
4102 DEBUG_LOG("There is not enough money in bank");
4106 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4109 else if (GetMoney() < costs
)
4111 DEBUG_LOG("You do not have enough money");
4115 ModifyMoney( -int32(costs
) );
4119 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4120 item
->SetState(ITEM_CHANGED
, this);
4122 // reapply mods for total broken and repaired item if equipped
4123 if(IsEquipmentPos(pos
) && !curDurability
)
4124 _ApplyItemMods(item
,pos
& 255, true);
4128 void Player::RepopAtGraveyard()
4130 // note: this can be called also when the player is alive
4131 // for example from WorldSession::HandleMovementOpcodes
4133 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4135 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4136 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4138 ResurrectPlayer(0.5f
);
4142 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4144 // Special handle for battleground maps
4145 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
4147 if(bg
&& (bg
->GetTypeID() == BATTLEGROUND_AB
|| bg
->GetTypeID() == BATTLEGROUND_EY
))
4148 ClosestGrave
= bg
->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4150 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4152 // stop countdown until repop
4155 // if no grave found, stay at the current location
4156 // and don't show spirit healer location
4159 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4160 if(isDead()) // not send if alive, because it used in TeleportTo()
4162 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4163 data
<< ClosestGrave
->map_id
;
4164 data
<< ClosestGrave
->x
;
4165 data
<< ClosestGrave
->y
;
4166 data
<< ClosestGrave
->z
;
4167 GetSession()->SendPacket(&data
);
4172 void Player::JoinedChannel(Channel
*c
)
4174 m_channels
.push_back(c
);
4177 void Player::LeftChannel(Channel
*c
)
4179 m_channels
.remove(c
);
4182 void Player::CleanupChannels()
4184 while(!m_channels
.empty())
4186 Channel
* ch
= *m_channels
.begin();
4187 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4188 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4189 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4190 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4193 sLog
.outDebug("Player: channels cleaned up!");
4196 void Player::UpdateLocalChannels(uint32 newZone
)
4198 if(m_channels
.empty())
4201 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4205 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4209 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4211 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4215 // skip non built-in channels
4216 if(!(*i
)->IsConstant())
4219 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4223 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4227 char new_channel_name_buf
[100];
4228 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4229 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4231 if((*i
)!=new_channel
)
4233 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4235 // leave old channel
4236 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4237 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4238 LeftChannel(*i
); // remove from player's channel list
4239 cMgr
->LeftChannel(name
); // delete if empty
4242 sLog
.outDebug("Player: channels cleaned up!");
4245 void Player::LeaveLFGChannel()
4247 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4251 (*i
)->Leave(GetGUID());
4257 void Player::UpdateDefense()
4259 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4261 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4263 // update dependent from defense skill part
4264 UpdateDefenseBonusesMod();
4268 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4270 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4272 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4281 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4284 if(amount
<= -100.0f
)
4287 val
= (100.0f
+ amount
) / 100.0f
;
4288 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4292 if(!CanModifyStats())
4297 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4298 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4299 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4300 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4305 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4307 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4309 sLog
.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4313 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4316 return m_auraBaseMod
[modGroup
][modType
];
4319 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4321 if(modGroup
>= BASEMOD_END
)
4323 sLog
.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4327 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4330 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4333 uint32
Player::GetShieldBlockValue() const
4335 BaseModGroup modGroup
= SHIELD_BLOCK_VALUE
;
4337 float value
= GetTotalBaseModValue(modGroup
) + GetStat(STAT_STRENGTH
) * 0.5f
- 10;
4339 value
= (value
< 0) ? 0 : value
;
4341 return uint32(value
);
4344 float Player::GetMeleeCritFromAgility()
4346 uint32 level
= getLevel();
4347 uint32 pclass
= getClass();
4349 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4351 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4352 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4353 if (critBase
==NULL
|| critRatio
==NULL
)
4356 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4360 float Player::GetDodgeFromAgility()
4362 // Table for base dodge values
4363 float dodge_base
[MAX_CLASSES
] = {
4365 0.00652f
, // Paladin
4372 0.02011f
, // Warlock
4376 // Crit/agility to dodge/agility coefficient multipliers
4377 float crit_to_dodge
[MAX_CLASSES
] = {
4391 uint32 level
= getLevel();
4392 uint32 pclass
= getClass();
4394 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4396 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4397 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4398 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4401 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4402 return dodge
*100.0f
;
4405 float Player::GetSpellCritFromIntellect()
4407 uint32 level
= getLevel();
4408 uint32 pclass
= getClass();
4410 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4412 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4413 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4414 if (critBase
==NULL
|| critRatio
==NULL
)
4417 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4421 float Player::GetRatingCoefficient(CombatRating cr
) const
4423 uint32 level
= getLevel();
4425 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4427 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4429 return 1.0f
; // By default use minimum coefficient (not must be called)
4431 return Rating
->ratio
;
4434 float Player::GetRatingBonusValue(CombatRating cr
) const
4436 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4439 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4441 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.0f
;
4442 if (melee
>25.0f
) melee
= 25.0f
;
4443 return uint32 (melee
* damage
/100.0f
);
4446 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4448 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.0f
;
4449 if (ranged
>25.0f
) ranged
=25.0f
;
4450 return uint32 (ranged
* damage
/100.0f
);
4453 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4455 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.0f
;
4456 // In wow script resilience limited to 25%
4459 return uint32 (spell
* damage
/ 100.0f
);
4462 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4464 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4465 // Dot resilience not limited (limit it by 100%)
4466 if (spellDot
> 100.0f
)
4468 return uint32 (spellDot
* damage
/ 100.0f
);
4471 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4476 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4478 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4485 float Player::OCTRegenHPPerSpirit()
4487 uint32 level
= getLevel();
4488 uint32 pclass
= getClass();
4490 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4492 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4493 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4494 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4497 // Formula from PaperDollFrame script
4498 float spirit
= GetStat(STAT_SPIRIT
);
4499 float baseSpirit
= spirit
;
4500 if (baseSpirit
>50) baseSpirit
= 50;
4501 float moreSpirit
= spirit
- baseSpirit
;
4502 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4506 float Player::OCTRegenMPPerSpirit()
4508 uint32 level
= getLevel();
4509 uint32 pclass
= getClass();
4511 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4513 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4514 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4515 if (moreRatio
==NULL
)
4518 // Formula get from PaperDollFrame script
4519 float spirit
= GetStat(STAT_SPIRIT
);
4520 float regen
= spirit
* moreRatio
->ratio
;
4524 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4526 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4528 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4529 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4530 // stat used stored in miscValueB for this aura
4531 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4532 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4533 if ((*i
)->GetMiscValue() & (1<<cr
))
4534 amount
+= GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
;
4537 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4539 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4540 float RatingChange
= 0.0f
;
4542 bool affectStats
= CanModifyStats();
4546 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4547 case CR_DEFENSE_SKILL
:
4548 UpdateDefenseBonusesMod();
4551 UpdateDodgePercentage();
4554 UpdateParryPercentage();
4557 UpdateBlockPercentage();
4560 UpdateMeleeHitChances();
4563 UpdateRangedHitChances();
4566 UpdateSpellHitChances();
4571 UpdateCritPercentage(BASE_ATTACK
);
4572 UpdateCritPercentage(OFF_ATTACK
);
4575 case CR_CRIT_RANGED
:
4577 UpdateCritPercentage(RANGED_ATTACK
);
4581 UpdateAllSpellCritChances();
4583 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4584 case CR_HIT_TAKEN_RANGED
:
4586 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4588 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4589 case CR_CRIT_TAKEN_RANGED
:
4591 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4593 case CR_HASTE_MELEE
:
4594 RatingChange
= value
/ RatingCoeffecient
;
4595 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4596 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4598 case CR_HASTE_RANGED
:
4599 RatingChange
= value
/ RatingCoeffecient
;
4600 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4602 case CR_HASTE_SPELL
:
4603 RatingChange
= value
/ RatingCoeffecient
;
4604 ApplyCastTimePercentMod(RatingChange
,apply
);
4606 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4607 case CR_WEAPON_SKILL_OFFHAND
:
4608 case CR_WEAPON_SKILL_RANGED
:
4613 UpdateExpertise(BASE_ATTACK
);
4614 UpdateExpertise(OFF_ATTACK
);
4620 void Player::SetRegularAttackTime()
4622 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4624 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4625 if(tmpitem
&& !tmpitem
->IsBroken())
4627 ItemPrototype
const *proto
= tmpitem
->GetProto();
4629 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4631 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4636 //skill+step, checking for max value
4637 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4643 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4644 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4647 if(i
>=PLAYER_MAX_SKILLS
)
4650 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4651 uint32 value
= SKILL_VALUE(data
);
4652 uint32 max
= SKILL_MAX(data
);
4654 if ((!max
) || (!value
) || (value
>= max
))
4657 if (value
*512 < max
*urand(0,512))
4659 uint32 new_value
= value
+step
;
4663 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4664 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4671 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4673 if ( SkillValue
>= GrayLevel
)
4674 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4675 if ( SkillValue
>= GreenLevel
)
4676 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4677 if ( SkillValue
>= YellowLevel
)
4678 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4679 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4682 bool Player::UpdateCraftSkill(uint32 spellid
)
4684 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4686 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4687 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4689 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4691 if(_spell_idx
->second
->skillId
)
4693 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4695 // Alchemy Discoveries here
4696 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4697 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4699 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4700 learnSpell(discoveredSpell
);
4703 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4705 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4706 _spell_idx
->second
->max_value
,
4707 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4708 _spell_idx
->second
->min_value
),
4715 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4717 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4719 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4721 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4724 case SKILL_HERBALISM
:
4725 case SKILL_LOCKPICKING
:
4726 case SKILL_JEWELCRAFTING
:
4727 case SKILL_INSCRIPTION
:
4728 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4729 case SKILL_SKINNING
:
4730 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4731 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4733 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4735 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4736 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4738 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
4743 bool Player::UpdateFishingSkill()
4745 sLog
.outDebug("UpdateFishingSkill");
4747 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
4749 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
4751 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4753 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
4756 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
4758 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
4762 if(Chance
<= 0) // speedup in 0 chance case
4764 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4769 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4770 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
4771 if ( i
>= PLAYER_MAX_SKILLS
)
4774 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4775 uint16 SkillValue
= SKILL_VALUE(data
);
4776 uint16 MaxValue
= SKILL_MAX(data
);
4778 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
4781 int32 Roll
= irand(1,1000);
4783 if ( Roll
<= Chance
)
4785 uint32 new_value
= SkillValue
+step
;
4786 if(new_value
> MaxValue
)
4787 new_value
= MaxValue
;
4789 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
4790 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4791 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
4795 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4799 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
4801 // no skill gain in pvp
4802 Unit
*pVictim
= getVictim();
4803 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
4807 return; // always maximized SKILL_FERAL_COMBAT in fact
4809 if(m_form
== FORM_TREE
)
4810 return; // use weapon but not skill up
4812 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
4818 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4821 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
4822 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
4823 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4829 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4831 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4835 UpdateAllCritPercentages();
4838 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, MeleeHitOutcome outcome
, bool defence
)
4840 /* Not need, this checked on call this func from trigger system
4843 case MELEE_HIT_CRIT:
4844 case MELEE_HIT_DODGE:
4845 case MELEE_HIT_PARRY:
4846 case MELEE_HIT_BLOCK:
4847 case MELEE_HIT_BLOCK_CRIT:
4854 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
4855 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
4856 uint32 moblevel
= pVictim
->getLevelForTarget(this);
4857 if(moblevel
< greylevel
)
4860 if (moblevel
> plevel
+ 5)
4861 moblevel
= plevel
+ 5;
4863 uint32 lvldif
= moblevel
- greylevel
;
4867 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
4871 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
4874 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
4875 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
4878 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
4880 if(roll_chance_f(chance
))
4885 UpdateWeaponSkill(attType
);
4891 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
4893 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4894 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
4896 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
4897 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
4898 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
4900 if(talent
) // permanent bonus stored in high part
4901 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
4902 else // temporary/item bonus stored in low part
4903 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
4908 void Player::UpdateSkillsForLevel()
4910 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
4911 uint32 maxSkill
= GetMaxSkillValueForLevel();
4913 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
4915 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4916 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4918 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4920 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
4924 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
4927 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4928 uint32 max
= SKILL_MAX(data
);
4929 uint32 val
= SKILL_VALUE(data
);
4931 /// update only level dependent max skill values
4934 /// miximize skill always
4936 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
4937 /// update max skill value if current max skill not maximized
4938 else if(max
!= maxconfskill
)
4939 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
4944 void Player::UpdateSkillsToMaxSkillsForLevel()
4946 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4947 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4949 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4950 if( IsProfessionSkill(pskill
) || pskill
== SKILL_RIDING
)
4952 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4954 uint32 max
= SKILL_MAX(data
);
4957 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
4959 if(pskill
== SKILL_DEFENSE
)
4960 UpdateDefenseBonusesMod();
4964 // This functions sets a skill line value (and adds if doesn't exist yet)
4965 // To "remove" a skill line, set it's values to zero
4966 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
4972 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4973 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
4975 if(i
<PLAYER_MAX_SKILLS
) //has skill
4979 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
4980 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4984 // clear skill fields
4985 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
4986 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
4987 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
4989 // remove spells that depend on this skill when removing the skill
4990 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
4993 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
4996 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(itr
->first
);
4997 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(itr
->first
);
4999 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
5001 if (_spell_idx
->second
->skillId
== id
)
5003 // this may remove more than one spell (dependents)
5004 removeSpell(itr
->first
);
5005 next
= m_spells
.begin();
5012 else if(currVal
) //add
5014 for (i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5015 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5017 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5020 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5023 // enable unlearn button for primary professions only
5024 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5025 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5027 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5028 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5029 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
5031 // apply skill bonuses
5032 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5034 // temporary bonuses
5035 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5036 for(AuraList::const_iterator i
= mModSkill
.begin(); i
!= mModSkill
.end(); ++i
)
5037 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
5038 (*i
)->ApplyModifier(true);
5040 // permanent bonuses
5041 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5042 for(AuraList::const_iterator i
= mModSkillTalent
.begin(); i
!= mModSkillTalent
.end(); ++i
)
5043 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
5044 (*i
)->ApplyModifier(true);
5046 // Learn all spells for skill
5047 learnSkillRewardedSpells(id
);
5053 bool Player::HasSkill(uint32 skill
) const
5055 if(!skill
)return false;
5056 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5058 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5066 uint16
Player::GetSkillValue(uint32 skill
) const
5071 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5073 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5075 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5077 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5078 result
+= SKILL_TEMP_BONUS(bonus
);
5079 result
+= SKILL_PERM_BONUS(bonus
);
5080 return result
< 0 ? 0 : result
;
5086 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5089 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5091 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5093 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5095 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5096 result
+= SKILL_TEMP_BONUS(bonus
);
5097 result
+= SKILL_PERM_BONUS(bonus
);
5098 return result
< 0 ? 0 : result
;
5104 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5107 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5109 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5111 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5117 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5120 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5122 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5124 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5125 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5126 return result
< 0 ? 0 : result
;
5132 uint16
Player::GetPureSkillValue(uint32 skill
) const
5135 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5137 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5139 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5145 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5150 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
5152 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5154 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5161 void Player::SendInitialActionButtons()
5163 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5165 WorldPacket
data(SMSG_ACTION_BUTTONS
, (MAX_ACTION_BUTTONS
*4));
5166 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5168 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5169 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5171 data
<< uint16(itr
->second
.action
);
5172 data
<< uint8(itr
->second
.misc
);
5173 data
<< uint8(itr
->second
.type
);
5181 GetSession()->SendPacket( &data
);
5182 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5185 void Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5187 if(button
>= MAX_ACTION_BUTTONS
)
5189 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5193 // check cheating with adding non-known spells to action bar
5194 if(type
==ACTION_BUTTON_SPELL
)
5196 if(!sSpellStore
.LookupEntry(action
))
5198 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5202 if(!HasSpell(action
))
5204 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5209 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5211 if (buttonItr
==m_actionButtons
.end())
5212 { // just add new button
5213 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5216 { // change state of current button
5217 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5218 buttonItr
->second
= ActionButton(action
,type
,misc
);
5219 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5222 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5225 void Player::removeActionButton(uint8 button
)
5227 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5228 if (buttonItr
==m_actionButtons
.end())
5231 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5232 m_actionButtons
.erase(buttonItr
); // new and not saved
5234 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5236 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5239 void Player::SetDontMove(bool dontMove
)
5241 m_dontMove
= dontMove
;
5244 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5246 // prevent crash when a bad coord is sent by the client
5247 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5249 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5255 const float old_x
= GetPositionX();
5256 const float old_y
= GetPositionY();
5257 const float old_z
= GetPositionZ();
5258 const float old_r
= GetOrientation();
5260 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5262 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5263 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5265 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5267 // move and update visible state if need
5268 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5270 // reread after Map::Relocation
5277 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5278 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5281 // code block for underwater state update
5282 UpdateUnderwaterState(m
, x
, y
, z
);
5284 CheckExploreSystem();
5289 void Player::SaveRecallPosition()
5291 m_recallMap
= GetMapId();
5292 m_recallX
= GetPositionX();
5293 m_recallY
= GetPositionY();
5294 m_recallZ
= GetPositionZ();
5295 m_recallO
= GetOrientation();
5298 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5300 GetMap()->MessageBroadcast(this, data
, self
);
5303 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5305 GetMap()->MessageDistBroadcast(this, data
, dist
, self
);
5308 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5310 GetMap()->MessageDistBroadcast(this, data
, dist
, self
,own_team_only
);
5313 void Player::SendDirectMessage(WorldPacket
*data
)
5315 GetSession()->SendPacket(data
);
5318 void Player::CheckExploreSystem()
5326 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5327 if(areaFlag
==0xffff)
5329 int offset
= areaFlag
/ 32;
5333 sLog
.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 64 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5337 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5338 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5340 if( !(currFields
& val
) )
5342 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5344 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5346 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5349 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5351 else if(p
->area_level
> 0)
5353 uint32 area
= p
->ID
;
5354 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5356 SendExplorationExperience(area
,0);
5360 int32 diff
= int32(getLevel()) - p
->area_level
;
5364 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5368 int32 exploration_percent
= (100-((diff
-5)*5));
5369 if (exploration_percent
> 100)
5370 exploration_percent
= 100;
5371 else if (exploration_percent
< 0)
5372 exploration_percent
= 0;
5374 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5378 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5382 SendExplorationExperience(area
,XP
);
5384 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5389 uint32
Player::TeamForRace(uint8 race
)
5391 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5394 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5398 switch(rEntry
->TeamID
)
5400 case 7: return ALLIANCE
;
5401 case 1: return HORDE
;
5404 sLog
.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5408 uint32
Player::getFactionForRace(uint8 race
)
5410 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5413 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5417 return rEntry
->FactionID
;
5420 void Player::setFactionForRace(uint8 race
)
5422 m_team
= TeamForRace(race
);
5423 setFaction( getFactionForRace(race
) );
5426 void Player::UpdateReputation() const
5428 sLog
.outDetail( "WORLD: Player::UpdateReputation" );
5430 for(FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5432 SendFactionState(&(itr
->second
));
5436 void Player::SendFactionState(FactionState
const* faction
) const
5438 if(faction
->Flags
& FACTION_FLAG_VISIBLE
) //If faction is visible then update it
5440 WorldPacket
data(SMSG_SET_FACTION_STANDING
, (16)); // last check 2.4.0
5441 data
<< (float) 0; // unk 2.4.0
5442 data
<< (uint8
) 0; // wotlk 8634
5443 data
<< (uint32
) 1; // count
5445 data
<< (uint32
) faction
->ReputationListID
;
5446 data
<< (uint32
) faction
->Standing
;
5448 GetSession()->SendPacket(&data
);
5452 void Player::SendInitialReputations()
5454 WorldPacket
data(SMSG_INITIALIZE_FACTIONS
, (4+128*5));
5455 data
<< uint32 (0x00000080);
5459 for (FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5461 // fill in absent fields
5462 for (; a
!= itr
->first
; a
++)
5464 data
<< uint8 (0x00);
5465 data
<< uint32 (0x00000000);
5468 // fill in encountered data
5469 data
<< uint8 (itr
->second
.Flags
);
5470 data
<< uint32 (itr
->second
.Standing
);
5475 // fill in absent fields
5476 for (; a
!= 128; a
++)
5478 data
<< uint8 (0x00);
5479 data
<< uint32 (0x00000000);
5482 GetSession()->SendPacket(&data
);
5485 FactionState
const* Player::GetFactionState( FactionEntry
const* factionEntry
) const
5487 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5488 if (itr
!= m_factions
.end())
5489 return &itr
->second
;
5494 void Player::SetFactionAtWar(FactionState
* faction
, bool atWar
)
5496 // not allow declare war to own faction
5497 if(atWar
&& (faction
->Flags
& FACTION_FLAG_PEACE_FORCED
) )
5501 if(((faction
->Flags
& FACTION_FLAG_AT_WAR
) != 0) == atWar
)
5505 faction
->Flags
|= FACTION_FLAG_AT_WAR
;
5507 faction
->Flags
&= ~FACTION_FLAG_AT_WAR
;
5509 faction
->Changed
= true;
5512 void Player::SetFactionInactive(FactionState
* faction
, bool inactive
)
5514 // always invisible or hidden faction can't be inactive
5515 if(inactive
&& ((faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
)) || !(faction
->Flags
& FACTION_FLAG_VISIBLE
) ) )
5519 if(((faction
->Flags
& FACTION_FLAG_INACTIVE
) != 0) == inactive
)
5523 faction
->Flags
|= FACTION_FLAG_INACTIVE
;
5525 faction
->Flags
&= ~FACTION_FLAG_INACTIVE
;
5527 faction
->Changed
= true;
5530 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId
)
5532 FactionTemplateEntry
const*factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5534 if(!factionTemplateEntry
)
5537 SetFactionVisibleForFactionId(factionTemplateEntry
->faction
);
5540 void Player::SetFactionVisibleForFactionId(uint32 FactionId
)
5542 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(FactionId
);
5546 if(factionEntry
->reputationListID
< 0)
5549 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5550 if (itr
== m_factions
.end())
5553 SetFactionVisible(&itr
->second
);
5556 void Player::SetFactionVisible(FactionState
* faction
)
5558 // always invisible or hidden faction can't be make visible
5559 if(faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
))
5563 if(faction
->Flags
& FACTION_FLAG_VISIBLE
)
5566 faction
->Flags
|= FACTION_FLAG_VISIBLE
;
5567 faction
->Changed
= true;
5569 if(!m_session
->PlayerLoading())
5571 // make faction visible in reputation list at client
5572 WorldPacket
data(SMSG_SET_FACTION_VISIBLE
, 4);
5573 data
<< faction
->ReputationListID
;
5574 GetSession()->SendPacket(&data
);
5578 void Player::SetInitialFactions()
5580 for(unsigned int i
= 1; i
< sFactionStore
.GetNumRows(); i
++)
5582 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(i
);
5584 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
5586 FactionState newFaction
;
5587 newFaction
.ID
= factionEntry
->ID
;
5588 newFaction
.ReputationListID
= factionEntry
->reputationListID
;
5589 newFaction
.Standing
= 0;
5590 newFaction
.Flags
= GetDefaultReputationFlags(factionEntry
);
5591 newFaction
.Changed
= true;
5593 m_factions
[newFaction
.ReputationListID
] = newFaction
;
5598 uint32
Player::GetDefaultReputationFlags(const FactionEntry
*factionEntry
) const
5603 uint32 raceMask
= getRaceMask();
5604 uint32 classMask
= getClassMask();
5605 for (int i
=0; i
< 4; i
++)
5607 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5608 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5609 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5610 return factionEntry
->ReputationFlags
[i
];
5615 int32
Player::GetBaseReputation(const FactionEntry
*factionEntry
) const
5620 uint32 raceMask
= getRaceMask();
5621 uint32 classMask
= getClassMask();
5622 for (int i
=0; i
< 4; i
++)
5624 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5625 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5626 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5627 return factionEntry
->BaseRepValue
[i
];
5630 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5634 int32
Player::GetReputation(uint32 faction_id
) const
5636 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(faction_id
);
5640 sLog
.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id
);
5644 return GetReputation(factionEntry
);
5647 int32
Player::GetReputation(const FactionEntry
*factionEntry
) const
5649 // Faction without recorded reputation. Just ignore.
5653 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5654 if (itr
!= m_factions
.end())
5655 return GetBaseReputation(factionEntry
) + itr
->second
.Standing
;
5660 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5662 FactionEntry
const*factionEntry
= sFactionStore
.LookupEntry(faction
);
5664 return MIN_REPUTATION_RANK
;
5666 return GetReputationRank(factionEntry
);
5669 ReputationRank
Player::ReputationToRank(int32 standing
) const
5671 int32 Limit
= Reputation_Cap
+ 1;
5672 for (int i
= MAX_REPUTATION_RANK
-1; i
>= MIN_REPUTATION_RANK
; --i
)
5674 Limit
-= ReputationRank_Length
[i
];
5675 if (standing
>= Limit
)
5676 return ReputationRank(i
);
5678 return MIN_REPUTATION_RANK
;
5681 ReputationRank
Player::GetReputationRank(const FactionEntry
*factionEntry
) const
5683 int32 Reputation
= GetReputation(factionEntry
);
5684 return ReputationToRank(Reputation
);
5687 ReputationRank
Player::GetBaseReputationRank(const FactionEntry
*factionEntry
) const
5689 int32 Reputation
= GetBaseReputation(factionEntry
);
5690 return ReputationToRank(Reputation
);
5693 bool Player::ModifyFactionReputation(uint32 FactionTemplateId
, int32 DeltaReputation
)
5695 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5697 if(!factionTemplateEntry
)
5699 sLog
.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5703 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5705 // Faction without recorded reputation. Just ignore.
5709 return ModifyFactionReputation(factionEntry
, DeltaReputation
);
5712 bool Player::ModifyFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5714 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5718 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5720 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5721 if(factionEntryCalc
)
5722 res
= ModifyOneFactionReputation(factionEntryCalc
, standing
);
5727 return ModifyOneFactionReputation(factionEntry
, standing
);
5730 bool Player::ModifyOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5732 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5733 if (itr
!= m_factions
.end())
5735 int32 BaseRep
= GetBaseReputation(factionEntry
);
5736 int32 new_rep
= BaseRep
+ itr
->second
.Standing
+ standing
;
5738 if (new_rep
> Reputation_Cap
)
5739 new_rep
= Reputation_Cap
;
5741 if (new_rep
< Reputation_Bottom
)
5742 new_rep
= Reputation_Bottom
;
5744 if(ReputationToRank(new_rep
) <= REP_HOSTILE
)
5745 SetFactionAtWar(&itr
->second
,true);
5747 itr
->second
.Standing
= new_rep
- BaseRep
;
5748 itr
->second
.Changed
= true;
5750 SetFactionVisible(&itr
->second
);
5752 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
5754 if(uint32 questid
= GetQuestSlotQuestId(i
))
5756 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
5757 if( qInfo
&& qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
5759 QuestStatusData
& q_status
= mQuestStatus
[questid
];
5760 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
5762 if(GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
5763 if ( CanCompleteQuest( questid
) )
5764 CompleteQuest( questid
);
5766 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
5768 if(GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
5769 IncompleteQuest( questid
);
5774 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION
);
5775 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION
);
5776 SendFactionState(&(itr
->second
));
5783 bool Player::SetFactionReputation(uint32 FactionTemplateId
, int32 standing
)
5785 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5787 if(!factionTemplateEntry
)
5789 sLog
.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5793 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5795 // Faction without recorded reputation. Just ignore.
5799 return SetFactionReputation(factionEntry
, standing
);
5802 bool Player::SetFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5804 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5808 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5810 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5811 if(factionEntryCalc
)
5812 res
= SetOneFactionReputation(factionEntryCalc
, standing
);
5817 return SetOneFactionReputation(factionEntry
, standing
);
5820 bool Player::SetOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5822 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5823 if (itr
!= m_factions
.end())
5825 if (standing
> Reputation_Cap
)
5826 standing
= Reputation_Cap
;
5828 if (standing
< Reputation_Bottom
)
5829 standing
= Reputation_Bottom
;
5831 int32 BaseRep
= GetBaseReputation(factionEntry
);
5832 itr
->second
.Standing
= standing
- BaseRep
;
5833 itr
->second
.Changed
= true;
5835 SetFactionVisible(&itr
->second
);
5837 if(ReputationToRank(standing
) <= REP_HOSTILE
)
5838 SetFactionAtWar(&itr
->second
,true);
5840 SendFactionState(&(itr
->second
));
5841 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION
);
5842 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION
);
5848 //Calculate total reputation percent player gain with quest/creature level
5849 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, bool for_quest
)
5851 // for grey creature kill received 20%, in other case 100.
5852 int32 percent
= (!for_quest
&& (creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5854 int32 repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5856 percent
+= rep
> 0 ? repMod
: -repMod
;
5861 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100);
5864 //Calculates how many reputation points player gains in victim's enemy factions
5865 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5867 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5870 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5875 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5877 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue1
,false);
5878 donerep1
= int32(donerep1
*rate
);
5879 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5880 uint32 current_reputation_rank1
= GetReputationRank(factionEntry1
);
5881 if(factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5882 ModifyFactionReputation(factionEntry1
, donerep1
);
5884 // Wiki: Team factions value divided by 2
5885 if(Rep
->is_teamaward1
)
5887 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5888 if(team1_factionEntry
)
5889 ModifyFactionReputation(team1_factionEntry
, donerep1
/ 2);
5893 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5895 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue2
,false);
5896 donerep2
= int32(donerep2
*rate
);
5897 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5898 uint32 current_reputation_rank2
= GetReputationRank(factionEntry2
);
5899 if(factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5900 ModifyFactionReputation(factionEntry2
, donerep2
);
5902 // Wiki: Team factions value divided by 2
5903 if(Rep
->is_teamaward2
)
5905 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5906 if(team2_factionEntry
)
5907 ModifyFactionReputation(team2_factionEntry
, donerep2
/ 2);
5912 //Calculate how many reputation points player gain with the quest
5913 void Player::RewardReputation(Quest
const *pQuest
)
5915 // quest reputation reward/loss
5916 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5918 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5920 int32 rep
= CalculateReputationGain(pQuest
->GetQuestLevel(),pQuest
->RewRepValue
[i
],true);
5921 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5923 ModifyFactionReputation(factionEntry
, rep
);
5927 // TODO: implement reputation spillover
5930 void Player::UpdateArenaFields(void)
5932 /* arena calcs go here */
5935 void Player::UpdateHonorFields()
5937 /// called when rewarding honor and at each save
5938 uint64 now
= time(NULL
);
5939 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5941 if(m_lastHonorUpdateTime
< today
)
5943 uint64 yesterday
= today
- DAY
;
5945 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5947 // update yesterday's contribution
5948 if(m_lastHonorUpdateTime
>= yesterday
)
5950 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5952 // this is the first update today, reset today's contribution
5953 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5954 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5958 // no honor/kills yesterday or today, reset
5959 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5960 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5964 m_lastHonorUpdateTime
= now
;
5967 ///Calculate the amount of honor gained based on the victim
5968 ///and the size of the group for which the honor is divided
5969 ///An exact honor value can also be given (overriding the calcs)
5970 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5972 // do not reward honor in arenas, but enable onkill spellproc
5975 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
5978 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
5984 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5985 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5988 uint64 victim_guid
= 0;
5989 uint32 victim_rank
= 0;
5991 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5992 UpdateHonorFields();
5996 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
5999 victim_guid
= uVictim
->GetGUID();
6001 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
6003 Player
*pVictim
= (Player
*)uVictim
;
6005 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
6008 float f
= 1; //need for total kills (?? need more info)
6010 uint32 k_level
= getLevel();
6011 uint32 v_level
= pVictim
->getLevel();
6014 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6016 // [1..14] Alliance honor titles and player name
6017 // [15..28] Horde honor titles and player name
6018 // [29..38] Other title and player name
6020 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
6021 // Get Killer titles, CharTitlesEntry::bit_index
6023 // title[1..14] -> rank[5..18]
6024 // title[15..28] -> rank[5..18]
6025 // title[other] -> 0
6026 if (victim_title
== 0)
6027 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6028 else if (victim_title
< 15)
6029 victim_rank
= victim_title
+ 4;
6030 else if (victim_title
< 29)
6031 victim_rank
= victim_title
- 14 + 4;
6033 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6036 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
6041 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
6043 int32 v_rank
=1; //need more info
6045 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
6046 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
6048 // count the number of playerkills in one day
6049 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
6050 // and those in a lifetime
6051 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
6055 Creature
*cVictim
= (Creature
*)uVictim
;
6057 if (!cVictim
->isRacialLeader())
6060 honor
= 100; // ??? need more info
6061 victim_rank
= 19; // HK: Leader
6065 if (uVictim
!= NULL
)
6067 honor
*= sWorld
.getRate(RATE_HONOR
);
6072 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6075 // honor - for show honor points in log
6076 // victim_guid - for show victim name in log
6077 // victim_rank [1..4] HK: <dishonored rank>
6078 // victim_rank [5..19] HK: <alliance\horde rank>
6079 // victim_rank [0,20+] HK: <>
6080 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
6081 data
<< (uint32
) honor
;
6082 data
<< (uint64
) victim_guid
;
6083 data
<< (uint32
) victim_rank
;
6085 GetSession()->SendPacket(&data
);
6088 ModifyHonorPoints(int32(honor
));
6090 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
6094 void Player::ModifyHonorPoints( int32 value
)
6098 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
6099 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
6101 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
6104 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
6107 void Player::ModifyArenaPoints( int32 value
)
6111 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6112 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6114 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
6117 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
6120 uint32
Player::GetGuildIdFromDB(uint64 guid
)
6122 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
6126 uint32 id
= result
->Fetch()[0].GetUInt32();
6131 uint32
Player::GetRankFromDB(uint64 guid
)
6133 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
6136 uint32 v
= result
->Fetch()[0].GetUInt32();
6144 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6146 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
);
6150 uint32 id
= (*result
)[0].GetUInt32();
6155 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6157 uint32 guidLow
= GUID_LOPART(guid
);
6158 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
6161 Field
* fields
= result
->Fetch();
6162 uint32 zone
= fields
[0].GetUInt32();
6167 // stored zone is zero, use generic and slow zone detection
6168 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
6171 fields
= result
->Fetch();
6172 uint32 map
= fields
[0].GetUInt32();
6173 float posx
= fields
[1].GetFloat();
6174 float posy
= fields
[2].GetFloat();
6175 float posz
= fields
[3].GetFloat();
6178 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
,posz
);
6180 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
6186 void Player::UpdateArea(uint32 newArea
)
6188 // FFA_PVP flags are area and not zone id dependent
6189 // so apply them accordingly
6190 m_areaUpdateId
= newArea
;
6192 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6194 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6197 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6201 // remove ffa flag only if not ffapvp realm
6202 // removal in sanctuaries and capitals is handled in zone update
6203 if(HasByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6204 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6207 UpdateAreaDependentAuras(newArea
);
6210 void Player::UpdateZone(uint32 newZone
)
6212 m_zoneUpdateId
= newZone
;
6213 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6215 // zone changed, so area changed as well, update it
6216 UpdateArea(GetAreaId());
6218 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6222 if (sWorld
.getConfig(CONFIG_WEATHER
))
6224 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6227 wth
->SendWeatherUpdateToPlayer(this);
6231 if(!sWorld
.AddWeather(zone
->ID
))
6233 // send fine weather packet to remove old zone's weather
6234 Weather::SendFineWeatherUpdateToPlayer(this);
6239 pvpInfo
.inHostileArea
=
6240 GetTeam() == ALLIANCE
&& zone
->team
== AREATEAM_HORDE
||
6241 GetTeam() == HORDE
&& zone
->team
== AREATEAM_ALLY
||
6242 sWorld
.IsPvPRealm() && zone
->team
== AREATEAM_NONE
||
6243 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6245 if(pvpInfo
.inHostileArea
) // in hostile area
6247 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6248 UpdatePvP(true, true);
6250 else // in friendly area
6252 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6253 pvpInfo
.endTimer
= time(0); // start toggle-off
6256 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6258 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6259 if(sWorld
.IsFFAPvPRealm())
6260 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6264 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6267 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6269 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6270 SetRestType(REST_TYPE_IN_CITY
);
6271 InnEnter(time(0),GetMapId(),0,0,0);
6273 if(sWorld
.IsFFAPvPRealm())
6274 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6276 else // anywhere else
6278 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6280 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6282 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6284 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6285 SetRestType(REST_TYPE_NO
);
6287 if(sWorld
.IsFFAPvPRealm())
6288 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6291 else // not in tavern (leave city then)
6293 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6294 SetRestType(REST_TYPE_NO
);
6296 // Set player to FFA PVP when not in rested environment.
6297 if(sWorld
.IsFFAPvPRealm())
6298 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6303 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6304 // if player resurrected at teleport this will be applied in resurrect code
6306 DestroyZoneLimitedItem( true, newZone
);
6308 // recent client version not send leave/join channel packets for built-in local channels
6309 UpdateLocalChannels( newZone
);
6313 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6315 UpdateZoneDependentAuras(newZone
);
6318 //If players are too far way of duel flag... then player loose the duel
6319 void Player::CheckDuelDistance(time_t currTime
)
6324 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6325 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, duelFlagGUID
);
6329 if(duel
->outOfBound
== 0)
6331 if(!IsWithinDistInMap(obj
, 50))
6333 duel
->outOfBound
= currTime
;
6335 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6336 GetSession()->SendPacket(&data
);
6341 if(IsWithinDistInMap(obj
, 40))
6343 duel
->outOfBound
= 0;
6345 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6346 GetSession()->SendPacket(&data
);
6348 else if(currTime
>= (duel
->outOfBound
+10))
6350 DuelComplete(DUEL_FLED
);
6355 void Player::DuelComplete(DuelCompleteType type
)
6357 // duel not requested
6361 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6362 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6363 GetSession()->SendPacket(&data
);
6364 duel
->opponent
->GetSession()->SendPacket(&data
);
6366 if(type
!= DUEL_INTERUPTED
)
6368 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6369 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6370 data
<< duel
->opponent
->GetName();
6372 SendMessageToSet(&data
,true);
6375 // cool-down duel spell
6376 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6383 GetSession()->SendPacket(&data);
6384 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6385 data<<duel->opponent->GetGUID();
6389 duel->opponent->GetSession()->SendPacket(&data);*/
6391 //Remove Duel Flag object
6392 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
6394 duel
->initiator
->RemoveGameObject(obj
,true);
6397 std::vector
<uint32
> auras2remove
;
6398 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6399 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6401 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6402 auras2remove
.push_back(i
->second
->GetId());
6405 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6406 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6408 auras2remove
.clear();
6409 AuraMap
const& auras
= GetAuras();
6410 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6412 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6413 auras2remove
.push_back(i
->second
->GetId());
6415 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6416 RemoveAurasDueToSpell(auras2remove
[i
]);
6418 // cleanup combo points
6419 if(GetComboTarget()==duel
->opponent
->GetGUID())
6421 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6424 if(duel
->opponent
->GetComboTarget()==GetGUID())
6425 duel
->opponent
->ClearComboPoints();
6426 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6427 duel
->opponent
->ClearComboPoints();
6430 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6431 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6432 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6433 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6435 delete duel
->opponent
->duel
;
6436 duel
->opponent
->duel
= NULL
;
6441 //---------------------------------------------------------//
6443 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6445 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6448 // not apply/remove mods for broken item
6449 if(item
->IsBroken())
6452 ItemPrototype
const *proto
= item
->GetProto();
6457 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6459 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6460 if(attacktype
< MAX_ATTACK
)
6461 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6463 _ApplyItemBonuses(proto
,slot
,apply
);
6465 if( slot
==EQUIPMENT_SLOT_RANGED
)
6466 _ApplyAmmoBonuses();
6468 ApplyItemEquipSpell(item
,apply
);
6469 ApplyEnchantment(item
, apply
);
6471 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6472 CorrectMetaGemEnchants(slot
, apply
);
6474 sLog
.outDebug("_ApplyItemMods complete.");
6477 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
)
6479 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6482 for (int i
= 0; i
< 10; i
++)
6484 uint32 statType
= 0;
6487 if(proto
->ScalingStatDistribution
)
6489 if(ScalingStatDistributionEntry
const *ssd
= sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
))
6491 statType
= ssd
->StatMod
[i
];
6493 if(uint32 modifier
= ssd
->Modifier
[i
])
6495 uint32 level
= ((getLevel() > ssd
->MaxLevel
) ? ssd
->MaxLevel
: getLevel());
6496 if(ScalingStatValuesEntry
const *ssv
= sScalingStatValuesStore
.LookupEntry(level
))
6498 int multiplier
= ssv
->Multiplier
[proto
->GetScalingStatValuesColumn()];
6499 val
= (multiplier
* modifier
) / 10000;
6506 statType
= proto
->ItemStat
[i
].ItemStatType
;
6507 val
= float(proto
->ItemStat
[i
].ItemStatValue
);
6516 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6518 case ITEM_MOD_HEALTH
: // modify HP
6519 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6521 case ITEM_MOD_AGILITY
: // modify agility
6522 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6523 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6525 case ITEM_MOD_STRENGTH
: //modify strength
6526 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6527 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6529 case ITEM_MOD_INTELLECT
: //modify intellect
6530 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6531 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6533 case ITEM_MOD_SPIRIT
: //modify spirit
6534 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6535 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6537 case ITEM_MOD_STAMINA
: //modify stamina
6538 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6539 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6541 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6542 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6544 case ITEM_MOD_DODGE_RATING
:
6545 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6547 case ITEM_MOD_PARRY_RATING
:
6548 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6550 case ITEM_MOD_BLOCK_RATING
:
6551 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6553 case ITEM_MOD_HIT_MELEE_RATING
:
6554 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6556 case ITEM_MOD_HIT_RANGED_RATING
:
6557 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6559 case ITEM_MOD_HIT_SPELL_RATING
:
6560 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6562 case ITEM_MOD_CRIT_MELEE_RATING
:
6563 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6565 case ITEM_MOD_CRIT_RANGED_RATING
:
6566 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6568 case ITEM_MOD_CRIT_SPELL_RATING
:
6569 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6571 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6572 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6574 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6575 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6577 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6578 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6580 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6581 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6583 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6584 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6586 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6587 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6589 case ITEM_MOD_HASTE_MELEE_RATING
:
6590 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6592 case ITEM_MOD_HASTE_RANGED_RATING
:
6593 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6595 case ITEM_MOD_HASTE_SPELL_RATING
:
6596 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6598 case ITEM_MOD_HIT_RATING
:
6599 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6600 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6601 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6603 case ITEM_MOD_CRIT_RATING
:
6604 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6605 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6606 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6608 case ITEM_MOD_HIT_TAKEN_RATING
:
6609 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6610 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6611 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6613 case ITEM_MOD_CRIT_TAKEN_RATING
:
6614 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6615 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6616 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6618 case ITEM_MOD_RESILIENCE_RATING
:
6619 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6620 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6621 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6623 case ITEM_MOD_HASTE_RATING
:
6624 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6625 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6626 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6628 case ITEM_MOD_EXPERTISE_RATING
:
6629 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6631 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6632 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6638 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(proto
->Armor
), apply
);
6641 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6644 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6647 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6649 if (proto
->NatureRes
)
6650 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6652 if (proto
->FrostRes
)
6653 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6655 if (proto
->ShadowRes
)
6656 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6658 if (proto
->ArcaneRes
)
6659 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6661 WeaponAttackType attType
= BASE_ATTACK
;
6662 float damage
= 0.0f
;
6664 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6665 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6666 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6668 attType
= RANGED_ATTACK
;
6670 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6672 attType
= OFF_ATTACK
;
6675 if (proto
->Damage
[0].DamageMin
> 0 )
6677 damage
= apply
? proto
->Damage
[0].DamageMin
: BASE_MINDAMAGE
;
6678 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6679 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6682 if (proto
->Damage
[0].DamageMax
> 0 )
6684 damage
= apply
? proto
->Damage
[0].DamageMax
: BASE_MAXDAMAGE
;
6685 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6688 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6693 if(slot
== EQUIPMENT_SLOT_RANGED
)
6694 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6695 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6696 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6697 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6698 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6701 if(CanModifyStats() && (damage
|| proto
->Delay
))
6702 UpdateDamagePhysical(attType
);
6705 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6707 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6708 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6709 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6711 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6712 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6713 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6715 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6716 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6717 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6720 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6722 // generic not weapon specific case processes in aura code
6723 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6726 BaseModGroup mod
= BASEMOD_END
;
6729 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6730 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6731 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6735 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6737 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6741 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6743 // ignore spell mods for not wands
6744 Modifier
const* modifier
= aura
->GetModifier();
6745 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6748 // generic not weapon specific case processes in aura code
6749 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6752 UnitMods unitMod
= UNIT_MOD_END
;
6755 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6756 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6757 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6761 UnitModifierType unitModType
= TOTAL_VALUE
;
6762 switch(modifier
->m_auraname
)
6764 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6765 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6769 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6771 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6775 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6780 ItemPrototype
const *proto
= item
->GetProto();
6784 for (int i
= 0; i
< 5; i
++)
6786 _Spell
const& spellData
= proto
->Spells
[i
];
6789 if(!spellData
.SpellId
)
6792 // wrong triggering type
6793 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6796 // check if it is valid spell
6797 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6801 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6805 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6809 // Cannot be used in this stance/form
6810 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)!=0)
6813 if(form_change
) // check aura active state from other form
6816 for (int k
=0; k
< 3; ++k
)
6818 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6819 for (AuraMap::iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6821 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6831 if(found
) // and skip re-cast already active aura at form change
6835 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6837 CastSpell(this,spellInfo
,true,item
);
6841 if(form_change
) // check aura compatibility
6843 // Cannot be used in this stance/form
6844 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==0)
6845 return; // and remove only not compatible at form change
6849 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6851 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6855 void Player::UpdateEquipSpellsAtFormChange()
6857 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6859 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6861 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6862 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6866 // item set bonuses not dependent from item broken state
6867 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6869 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6873 for(uint32 y
=0;y
<8; ++y
)
6875 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6879 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6880 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6885 void Player::CastItemCombatSpell(Item
*item
,Unit
* Target
, WeaponAttackType attType
)
6887 if(!item
|| item
->IsBroken())
6890 ItemPrototype
const *proto
= item
->GetProto();
6894 if (!Target
|| Target
== this )
6897 for (int i
= 0; i
< 5; i
++)
6899 _Spell
const& spellData
= proto
->Spells
[i
];
6902 if(!spellData
.SpellId
)
6905 // wrong triggering type
6906 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6909 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6912 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6916 // not allow proc extra attack spell at extra attack
6917 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6920 float chance
= spellInfo
->procChance
;
6922 if(spellData
.SpellPPMRate
)
6924 uint32 WeaponSpeed
= GetAttackTime(attType
);
6925 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6927 else if(chance
> 100.0f
)
6929 chance
= GetWeaponProcChance();
6932 if (roll_chance_f(chance
))
6933 CastSpell(Target
, spellInfo
->Id
, true, item
);
6936 // item combat enchantments
6937 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6939 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6940 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6941 if(!pEnchant
) continue;
6942 for (int s
=0;s
<3;s
++)
6944 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
6947 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6950 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6954 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
6955 if (roll_chance_f(chance
))
6957 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
6958 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
6960 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
6966 void Player::_RemoveAllItemMods()
6968 sLog
.outDebug("_RemoveAllItemMods start.");
6970 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6974 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6978 // item set bonuses not dependent from item broken state
6980 RemoveItemsSetItem(this,proto
);
6982 if(m_items
[i
]->IsBroken())
6985 ApplyItemEquipSpell(m_items
[i
],false);
6986 ApplyEnchantment(m_items
[i
], false);
6990 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6994 if(m_items
[i
]->IsBroken())
6996 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7000 uint32 attacktype
= Player::GetAttackBySlot(i
);
7001 if(attacktype
< MAX_ATTACK
)
7002 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
7004 _ApplyItemBonuses(proto
,i
, false);
7006 if( i
== EQUIPMENT_SLOT_RANGED
)
7007 _ApplyAmmoBonuses();
7011 sLog
.outDebug("_RemoveAllItemMods complete.");
7014 void Player::_ApplyAllItemMods()
7016 sLog
.outDebug("_ApplyAllItemMods start.");
7018 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7022 if(m_items
[i
]->IsBroken())
7025 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7029 uint32 attacktype
= Player::GetAttackBySlot(i
);
7030 if(attacktype
< MAX_ATTACK
)
7031 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
7033 _ApplyItemBonuses(proto
,i
, true);
7035 if( i
== EQUIPMENT_SLOT_RANGED
)
7036 _ApplyAmmoBonuses();
7040 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7044 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7048 // item set bonuses not dependent from item broken state
7050 AddItemsSetItem(this,m_items
[i
]);
7052 if(m_items
[i
]->IsBroken())
7055 ApplyItemEquipSpell(m_items
[i
],true);
7056 ApplyEnchantment(m_items
[i
], true);
7060 sLog
.outDebug("_ApplyAllItemMods complete.");
7063 void Player::_ApplyAmmoBonuses()
7066 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7070 float currentAmmoDPS
;
7072 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
7073 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7074 currentAmmoDPS
= 0.0f
;
7076 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7078 if(currentAmmoDPS
== GetAmmoDPS())
7081 m_ammoDPS
= currentAmmoDPS
;
7083 if(CanModifyStats())
7084 UpdateDamagePhysical(RANGED_ATTACK
);
7087 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7092 // check ranged weapon
7093 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7094 if(!weapon
|| weapon
->IsBroken() )
7097 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7098 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7101 // check ammo ws. weapon compatibility
7102 switch(weapon_proto
->SubClass
)
7104 case ITEM_SUBCLASS_WEAPON_BOW
:
7105 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7106 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7109 case ITEM_SUBCLASS_WEAPON_GUN
:
7110 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7120 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7121 Called by remove insignia spell effect */
7122 void Player::RemovedInsignia(Player
* looterPlr
)
7124 if (!GetBattleGroundId())
7127 // If not released spirit, do it !
7128 if(m_deathTimer
> 0)
7135 Corpse
*corpse
= GetCorpse();
7139 // We have to convert player corpse to bones, not to be able to resurrect there
7140 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7141 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
7145 // Now we must make bones lootable, and send player loot
7146 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7148 // We store the level of our player in the gold field
7149 // We retrieve this information at Player::SendLoot()
7150 bones
->loot
.gold
= getLevel();
7151 bones
->lootRecipient
= looterPlr
;
7152 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7161 void Player::SendLootRelease( uint64 guid
)
7163 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7164 data
<< uint64(guid
) << uint8(1);
7165 SendDirectMessage( &data
);
7168 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7171 PermissionTypes permission
= ALL_PERMISSION
;
7173 sLog
.outDebug("Player::SendLoot");
7174 if (IS_GAMEOBJECT_GUID(guid
))
7176 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7178 ObjectAccessor::GetGameObject(*this, guid
);
7180 // not check distance for GO in case owned GO (fishing bobber case, for example)
7181 // And permit out of range GO with no owner in case fishing hole
7182 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7184 SendLootRelease(guid
);
7190 if(go
->getLootState() == GO_READY
)
7192 uint32 lootid
= go
->GetLootId();
7196 sLog
.outDebug(" if(lootid)");
7198 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this);
7201 if(loot_type
== LOOT_FISHING
)
7202 go
->getFishLoot(loot
);
7204 go
->SetLootState(GO_ACTIVATED
);
7207 else if (IS_ITEM_GUID(guid
))
7209 Item
*item
= GetItemByGuid( guid
);
7213 SendLootRelease(guid
);
7217 if(loot_type
== LOOT_DISENCHANTING
)
7221 if(!item
->m_lootGenerated
)
7223 item
->m_lootGenerated
= true;
7225 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this);
7228 else if(loot_type
== LOOT_PROSPECTING
)
7232 if(!item
->m_lootGenerated
)
7234 item
->m_lootGenerated
= true;
7236 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this);
7239 else if(loot_type
== LOOT_MILLING
)
7243 if(!item
->m_lootGenerated
)
7245 item
->m_lootGenerated
= true;
7247 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this);
7254 if(!item
->m_lootGenerated
)
7256 item
->m_lootGenerated
= true;
7258 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this);
7260 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7264 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7266 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7268 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7270 SendLootRelease(guid
);
7274 loot
= &bones
->loot
;
7276 if (!bones
->lootForBody
)
7278 bones
->lootForBody
= true;
7279 uint32 pLevel
= bones
->loot
.gold
;
7280 bones
->loot
.clear();
7281 // It may need a better formula
7282 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7283 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7286 if (bones
->lootRecipient
!= this)
7287 permission
= NONE_PERMISSION
;
7291 Creature
*creature
= ObjectAccessor::GetCreature(*this, guid
);
7293 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7294 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7296 SendLootRelease(guid
);
7300 if(loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7302 SendLootRelease(guid
);
7306 loot
= &creature
->loot
;
7308 if(loot_type
== LOOT_PICKPOCKETING
)
7310 if ( !creature
->lootForPickPocketed
)
7312 creature
->lootForPickPocketed
= true;
7315 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7316 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this);
7318 // Generate extra money for pick pocket loot
7319 const uint32 a
= urand(0, creature
->getLevel()/2);
7320 const uint32 b
= urand(0, getLevel()/2);
7321 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7326 // the player whose group may loot the corpse
7327 Player
*recipient
= creature
->GetLootRecipient();
7330 creature
->SetLootRecipient(this);
7334 if (creature
->lootForPickPocketed
)
7336 creature
->lootForPickPocketed
= false;
7340 if(!creature
->lootForBody
)
7342 creature
->lootForBody
= true;
7345 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7346 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
);
7348 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7350 if(Group
* group
= recipient
->GetGroup())
7352 group
->UpdateLooterGuid(creature
,true);
7354 switch (group
->GetLootMethod())
7357 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7358 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7360 case NEED_BEFORE_GREED
:
7361 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7364 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7372 // possible only if creature->lootForBody && loot->empty() at spell cast check
7373 if (loot_type
== LOOT_SKINNING
)
7376 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this);
7378 // set group rights only for loot_type != LOOT_SKINNING
7381 if(Group
* group
= GetGroup())
7383 if( group
== recipient
->GetGroup() )
7385 if(group
->GetLootMethod() == FREE_FOR_ALL
)
7386 permission
= ALL_PERMISSION
;
7387 else if(group
->GetLooterGuid() == GetGUID())
7389 if(group
->GetLootMethod() == MASTER_LOOT
)
7390 permission
= MASTER_PERMISSION
;
7392 permission
= ALL_PERMISSION
;
7395 permission
= GROUP_PERMISSION
;
7398 permission
= NONE_PERMISSION
;
7400 else if(recipient
== this)
7401 permission
= ALL_PERMISSION
;
7403 permission
= NONE_PERMISSION
;
7410 QuestItemList
*q_list
= 0;
7411 if (permission
!= NONE_PERMISSION
)
7413 QuestItemMap
const& lootPlayerQuestItems
= loot
->GetPlayerQuestItems();
7414 QuestItemMap::const_iterator itr
= lootPlayerQuestItems
.find(GetGUIDLow());
7415 if (itr
== lootPlayerQuestItems
.end())
7416 q_list
= loot
->FillQuestLoot(this);
7418 q_list
= itr
->second
;
7421 QuestItemList
*ffa_list
= 0;
7422 if (permission
!= NONE_PERMISSION
)
7424 QuestItemMap
const& lootPlayerFFAItems
= loot
->GetPlayerFFAItems();
7425 QuestItemMap::const_iterator itr
= lootPlayerFFAItems
.find(GetGUIDLow());
7426 if (itr
== lootPlayerFFAItems
.end())
7427 ffa_list
= loot
->FillFFALoot(this);
7429 ffa_list
= itr
->second
;
7432 QuestItemList
*conditional_list
= 0;
7433 if (permission
!= NONE_PERMISSION
)
7435 QuestItemMap
const& lootPlayerNonQuestNonFFAConditionalItems
= loot
->GetPlayerNonQuestNonFFAConditionalItems();
7436 QuestItemMap::const_iterator itr
= lootPlayerNonQuestNonFFAConditionalItems
.find(GetGUIDLow());
7437 if (itr
== lootPlayerNonQuestNonFFAConditionalItems
.end())
7438 conditional_list
= loot
->FillNonQuestNonFFAConditionalLoot(this);
7440 conditional_list
= itr
->second
;
7443 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING, LOOT_INSIGNIA and LOOT_MILLING unsupported by client, sending LOOT_SKINNING instead
7444 if(loot_type
== LOOT_PICKPOCKETING
|| loot_type
== LOOT_DISENCHANTING
|| loot_type
== LOOT_PROSPECTING
|| loot_type
== LOOT_INSIGNIA
|| loot_type
== LOOT_MILLING
)
7445 loot_type
= LOOT_SKINNING
;
7447 if(loot_type
== LOOT_FISHINGHOLE
)
7448 loot_type
= LOOT_FISHING
;
7450 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7452 data
<< uint64(guid
);
7453 data
<< uint8(loot_type
);
7454 data
<< LootView(*loot
, q_list
, ffa_list
, conditional_list
, this, permission
);
7456 SendDirectMessage(&data
);
7458 // add 'this' player as one of the players that are looting 'loot'
7459 if (permission
!= NONE_PERMISSION
)
7460 loot
->AddLooter(GetGUID());
7462 if ( loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
) )
7463 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7466 void Player::SendNotifyLootMoneyRemoved()
7468 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7469 GetSession()->SendPacket( &data
);
7472 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7474 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7475 data
<< uint8(lootSlot
);
7476 GetSession()->SendPacket( &data
);
7479 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7481 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7484 GetSession()->SendPacket(&data
);
7487 void Player::SendInitWorldStates()
7489 // data depends on zoneid/mapid...
7490 BattleGround
* bg
= GetBattleGround();
7491 uint16 NumberOfFields
= 0;
7492 uint32 mapid
= GetMapId();
7493 uint32 zoneid
= GetZoneId();
7494 uint32 areaid
= GetAreaId();
7495 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7496 // may be exist better way to do this...
7519 NumberOfFields
= 41;
7522 NumberOfFields
= 15;
7525 NumberOfFields
= 83;
7528 NumberOfFields
= 16;
7532 NumberOfFields
= 40;
7535 NumberOfFields
= 27;
7538 NumberOfFields
= 39;
7541 NumberOfFields
= 38;
7544 NumberOfFields
= 37;
7549 NumberOfFields
= 11;
7552 NumberOfFields
= 11;
7555 NumberOfFields
= 12;
7559 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7560 data
<< uint32(mapid
); // mapid
7561 data
<< uint32(zoneid
); // zone id
7562 data
<< uint32(areaid
); // area id, new 2.1.0
7563 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7564 data
<< uint32(0x8d8) << uint32(0x0); // 1
7565 data
<< uint32(0x8d7) << uint32(0x0); // 2
7566 data
<< uint32(0x8d6) << uint32(0x0); // 3
7567 data
<< uint32(0x8d5) << uint32(0x0); // 4
7568 data
<< uint32(0x8d4) << uint32(0x0); // 5
7569 data
<< uint32(0x8d3) << uint32(0x0); // 6
7570 // 7 1 - Arena season in progress, 0 - end of season
7571 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7572 // 8 Arena season id
7573 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7574 if(mapid
== 530) // Outland
7576 data
<< uint32(0x9bf) << uint32(0x0); // 7
7577 data
<< uint32(0x9bd) << uint32(0xF); // 8
7578 data
<< uint32(0x9bb) << uint32(0xF); // 9
7593 data
<< uint32(0x7ae) << uint32(0x1); // 7
7594 data
<< uint32(0x532) << uint32(0x1); // 8
7595 data
<< uint32(0x531) << uint32(0x0); // 9
7596 data
<< uint32(0x52e) << uint32(0x0); // 10
7597 data
<< uint32(0x571) << uint32(0x0); // 11
7598 data
<< uint32(0x570) << uint32(0x0); // 12
7599 data
<< uint32(0x567) << uint32(0x1); // 13
7600 data
<< uint32(0x566) << uint32(0x1); // 14
7601 data
<< uint32(0x550) << uint32(0x1); // 15
7602 data
<< uint32(0x544) << uint32(0x0); // 16
7603 data
<< uint32(0x536) << uint32(0x0); // 17
7604 data
<< uint32(0x535) << uint32(0x1); // 18
7605 data
<< uint32(0x518) << uint32(0x0); // 19
7606 data
<< uint32(0x517) << uint32(0x0); // 20
7607 data
<< uint32(0x574) << uint32(0x0); // 21
7608 data
<< uint32(0x573) << uint32(0x0); // 22
7609 data
<< uint32(0x572) << uint32(0x0); // 23
7610 data
<< uint32(0x56f) << uint32(0x0); // 24
7611 data
<< uint32(0x56e) << uint32(0x0); // 25
7612 data
<< uint32(0x56d) << uint32(0x0); // 26
7613 data
<< uint32(0x56c) << uint32(0x0); // 27
7614 data
<< uint32(0x56b) << uint32(0x0); // 28
7615 data
<< uint32(0x56a) << uint32(0x1); // 29
7616 data
<< uint32(0x569) << uint32(0x1); // 30
7617 data
<< uint32(0x568) << uint32(0x1); // 13
7618 data
<< uint32(0x565) << uint32(0x0); // 32
7619 data
<< uint32(0x564) << uint32(0x0); // 33
7620 data
<< uint32(0x563) << uint32(0x0); // 34
7621 data
<< uint32(0x562) << uint32(0x0); // 35
7622 data
<< uint32(0x561) << uint32(0x0); // 36
7623 data
<< uint32(0x560) << uint32(0x0); // 37
7624 data
<< uint32(0x55f) << uint32(0x0); // 38
7625 data
<< uint32(0x55e) << uint32(0x0); // 39
7626 data
<< uint32(0x55d) << uint32(0x0); // 40
7627 data
<< uint32(0x3c6) << uint32(0x4); // 41
7628 data
<< uint32(0x3c4) << uint32(0x6); // 42
7629 data
<< uint32(0x3c2) << uint32(0x4); // 43
7630 data
<< uint32(0x516) << uint32(0x1); // 44
7631 data
<< uint32(0x515) << uint32(0x0); // 45
7632 data
<< uint32(0x3b6) << uint32(0x6); // 46
7633 data
<< uint32(0x55c) << uint32(0x0); // 47
7634 data
<< uint32(0x55b) << uint32(0x0); // 48
7635 data
<< uint32(0x55a) << uint32(0x0); // 49
7636 data
<< uint32(0x559) << uint32(0x0); // 50
7637 data
<< uint32(0x558) << uint32(0x0); // 51
7638 data
<< uint32(0x557) << uint32(0x0); // 52
7639 data
<< uint32(0x556) << uint32(0x0); // 53
7640 data
<< uint32(0x555) << uint32(0x0); // 54
7641 data
<< uint32(0x554) << uint32(0x1); // 55
7642 data
<< uint32(0x553) << uint32(0x1); // 56
7643 data
<< uint32(0x552) << uint32(0x1); // 57
7644 data
<< uint32(0x551) << uint32(0x1); // 58
7645 data
<< uint32(0x54f) << uint32(0x0); // 59
7646 data
<< uint32(0x54e) << uint32(0x0); // 60
7647 data
<< uint32(0x54d) << uint32(0x1); // 61
7648 data
<< uint32(0x54c) << uint32(0x0); // 62
7649 data
<< uint32(0x54b) << uint32(0x0); // 63
7650 data
<< uint32(0x545) << uint32(0x0); // 64
7651 data
<< uint32(0x543) << uint32(0x1); // 65
7652 data
<< uint32(0x542) << uint32(0x0); // 66
7653 data
<< uint32(0x540) << uint32(0x0); // 67
7654 data
<< uint32(0x53f) << uint32(0x0); // 68
7655 data
<< uint32(0x53e) << uint32(0x0); // 69
7656 data
<< uint32(0x53d) << uint32(0x0); // 70
7657 data
<< uint32(0x53c) << uint32(0x0); // 71
7658 data
<< uint32(0x53b) << uint32(0x0); // 72
7659 data
<< uint32(0x53a) << uint32(0x1); // 73
7660 data
<< uint32(0x539) << uint32(0x0); // 74
7661 data
<< uint32(0x538) << uint32(0x0); // 75
7662 data
<< uint32(0x537) << uint32(0x0); // 76
7663 data
<< uint32(0x534) << uint32(0x0); // 77
7664 data
<< uint32(0x533) << uint32(0x0); // 78
7665 data
<< uint32(0x530) << uint32(0x0); // 79
7666 data
<< uint32(0x52f) << uint32(0x0); // 80
7667 data
<< uint32(0x52d) << uint32(0x1); // 81
7670 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7671 bg
->FillInitialWorldStates(data
);
7674 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7675 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7676 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7677 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7678 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7679 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7680 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7681 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7685 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7686 bg
->FillInitialWorldStates(data
);
7689 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7690 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7691 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7692 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7693 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7694 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7695 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7696 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7697 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7698 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7699 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7700 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7701 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7702 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7703 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7704 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7705 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7706 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7707 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7708 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7709 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7710 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7711 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7712 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7713 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7714 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7715 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7716 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7717 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7718 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7719 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7720 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7724 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7725 bg
->FillInitialWorldStates(data
);
7728 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7729 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7730 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7731 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7732 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7733 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7734 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7735 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7736 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7737 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7738 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7739 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7740 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7741 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7742 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7743 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7744 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7745 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7746 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7747 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7748 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7749 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7750 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7751 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7752 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7753 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7754 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7755 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7756 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7757 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7758 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7759 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7760 // and some more ... unknown
7763 case 3483: // Hellfire Peninsula
7764 data
<< uint32(0x9ba) << uint32(0x1); // 10
7765 data
<< uint32(0x9b9) << uint32(0x1); // 11
7766 data
<< uint32(0x9b5) << uint32(0x0); // 12
7767 data
<< uint32(0x9b4) << uint32(0x1); // 13
7768 data
<< uint32(0x9b3) << uint32(0x0); // 14
7769 data
<< uint32(0x9b2) << uint32(0x0); // 15
7770 data
<< uint32(0x9b1) << uint32(0x1); // 16
7771 data
<< uint32(0x9b0) << uint32(0x0); // 17
7772 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7773 data
<< uint32(0x9ac) << uint32(0x0); // 19
7774 data
<< uint32(0x9a8) << uint32(0x0); // 20
7775 data
<< uint32(0x9a7) << uint32(0x0); // 21
7776 data
<< uint32(0x9a6) << uint32(0x1); // 22
7778 case 3519: // Terokkar Forest
7779 data
<< uint32(0xa41) << uint32(0x0); // 10
7780 data
<< uint32(0xa40) << uint32(0x14); // 11
7781 data
<< uint32(0xa3f) << uint32(0x0); // 12
7782 data
<< uint32(0xa3e) << uint32(0x0); // 13
7783 data
<< uint32(0xa3d) << uint32(0x5); // 14
7784 data
<< uint32(0xa3c) << uint32(0x0); // 15
7785 data
<< uint32(0xa87) << uint32(0x0); // 16
7786 data
<< uint32(0xa86) << uint32(0x0); // 17
7787 data
<< uint32(0xa85) << uint32(0x0); // 18
7788 data
<< uint32(0xa84) << uint32(0x0); // 19
7789 data
<< uint32(0xa83) << uint32(0x0); // 20
7790 data
<< uint32(0xa82) << uint32(0x0); // 21
7791 data
<< uint32(0xa81) << uint32(0x0); // 22
7792 data
<< uint32(0xa80) << uint32(0x0); // 23
7793 data
<< uint32(0xa7e) << uint32(0x0); // 24
7794 data
<< uint32(0xa7d) << uint32(0x0); // 25
7795 data
<< uint32(0xa7c) << uint32(0x0); // 26
7796 data
<< uint32(0xa7b) << uint32(0x0); // 27
7797 data
<< uint32(0xa7a) << uint32(0x0); // 28
7798 data
<< uint32(0xa79) << uint32(0x0); // 29
7799 data
<< uint32(0x9d0) << uint32(0x5); // 30
7800 data
<< uint32(0x9ce) << uint32(0x0); // 31
7801 data
<< uint32(0x9cd) << uint32(0x0); // 32
7802 data
<< uint32(0x9cc) << uint32(0x0); // 33
7803 data
<< uint32(0xa88) << uint32(0x0); // 34
7804 data
<< uint32(0xad0) << uint32(0x0); // 35
7805 data
<< uint32(0xacf) << uint32(0x1); // 36
7807 case 3521: // Zangarmarsh
7808 data
<< uint32(0x9e1) << uint32(0x0); // 10
7809 data
<< uint32(0x9e0) << uint32(0x0); // 11
7810 data
<< uint32(0x9df) << uint32(0x0); // 12
7811 data
<< uint32(0xa5d) << uint32(0x1); // 13
7812 data
<< uint32(0xa5c) << uint32(0x0); // 14
7813 data
<< uint32(0xa5b) << uint32(0x1); // 15
7814 data
<< uint32(0xa5a) << uint32(0x0); // 16
7815 data
<< uint32(0xa59) << uint32(0x1); // 17
7816 data
<< uint32(0xa58) << uint32(0x0); // 18
7817 data
<< uint32(0xa57) << uint32(0x0); // 19
7818 data
<< uint32(0xa56) << uint32(0x0); // 20
7819 data
<< uint32(0xa55) << uint32(0x1); // 21
7820 data
<< uint32(0xa54) << uint32(0x0); // 22
7821 data
<< uint32(0x9e7) << uint32(0x0); // 23
7822 data
<< uint32(0x9e6) << uint32(0x0); // 24
7823 data
<< uint32(0x9e5) << uint32(0x0); // 25
7824 data
<< uint32(0xa00) << uint32(0x0); // 26
7825 data
<< uint32(0x9ff) << uint32(0x1); // 27
7826 data
<< uint32(0x9fe) << uint32(0x0); // 28
7827 data
<< uint32(0x9fd) << uint32(0x0); // 29
7828 data
<< uint32(0x9fc) << uint32(0x1); // 30
7829 data
<< uint32(0x9fb) << uint32(0x0); // 31
7830 data
<< uint32(0xa62) << uint32(0x0); // 32
7831 data
<< uint32(0xa61) << uint32(0x1); // 33
7832 data
<< uint32(0xa60) << uint32(0x1); // 34
7833 data
<< uint32(0xa5f) << uint32(0x0); // 35
7835 case 3698: // Nagrand Arena
7836 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
7837 bg
->FillInitialWorldStates(data
);
7840 data
<< uint32(0xa0f) << uint32(0x0); // 7
7841 data
<< uint32(0xa10) << uint32(0x0); // 8
7842 data
<< uint32(0xa11) << uint32(0x0); // 9 show
7845 case 3702: // Blade's Edge Arena
7846 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
7847 bg
->FillInitialWorldStates(data
);
7850 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
7851 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
7852 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
7855 case 3968: // Ruins of Lordaeron
7856 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
7857 bg
->FillInitialWorldStates(data
);
7860 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
7861 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
7862 data
<< uint32(0xbba) << uint32(0x0); // 9 show
7865 case 3703: // Shattrath City
7868 data
<< uint32(0x914) << uint32(0x0); // 7
7869 data
<< uint32(0x913) << uint32(0x0); // 8
7870 data
<< uint32(0x912) << uint32(0x0); // 9
7871 data
<< uint32(0x915) << uint32(0x0); // 10
7874 GetSession()->SendPacket(&data
);
7877 uint32
Player::GetXPRestBonus(uint32 xp
)
7879 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7881 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7884 SetRestBonus( GetRestBonus() - rested_bonus
);
7886 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7887 return rested_bonus
;
7890 void Player::SetBindPoint(uint64 guid
)
7892 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7893 data
<< uint64(guid
);
7894 GetSession()->SendPacket( &data
);
7897 void Player::SendTalentWipeConfirm(uint64 guid
)
7899 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7900 data
<< uint64(guid
);
7901 data
<< uint32(resetTalentsCost());
7902 GetSession()->SendPacket( &data
);
7905 void Player::SendPetSkillWipeConfirm()
7907 Pet
* pet
= GetPet();
7910 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
7911 data
<< pet
->GetGUID();
7912 data
<< uint32(pet
->resetTalentsCost());
7913 GetSession()->SendPacket( &data
);
7916 /*********************************************************/
7917 /*** STORAGE SYSTEM ***/
7918 /*********************************************************/
7920 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
7925 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7927 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
7931 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
7932 else if(charges
<= 1)
7934 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
7935 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
7940 void Player::SetSheath( uint32 sheathed
)
7944 case SHEATH_STATE_UNARMED
: // no prepared weapon
7945 SetVirtualItemSlot(0,NULL
);
7946 SetVirtualItemSlot(1,NULL
);
7947 SetVirtualItemSlot(2,NULL
);
7949 case SHEATH_STATE_MELEE
: // prepared melee weapon
7951 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
7952 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
7953 SetVirtualItemSlot(2,NULL
);
7955 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7956 SetVirtualItemSlot(0,NULL
);
7957 SetVirtualItemSlot(1,NULL
);
7958 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7961 SetVirtualItemSlot(0,NULL
);
7962 SetVirtualItemSlot(1,NULL
);
7963 SetVirtualItemSlot(2,NULL
);
7966 SetByteValue(UNIT_FIELD_BYTES_2
, 0, sheathed
); // this must visualize Sheath changing for other players...
7969 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
7971 uint8 pClass
= getClass();
7974 slots
[0] = NULL_SLOT
;
7975 slots
[1] = NULL_SLOT
;
7976 slots
[2] = NULL_SLOT
;
7977 slots
[3] = NULL_SLOT
;
7978 switch( proto
->InventoryType
)
7981 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7984 slots
[0] = EQUIPMENT_SLOT_NECK
;
7986 case INVTYPE_SHOULDERS
:
7987 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7990 slots
[0] = EQUIPMENT_SLOT_BODY
;
7993 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7996 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7999 slots
[0] = EQUIPMENT_SLOT_WAIST
;
8002 slots
[0] = EQUIPMENT_SLOT_LEGS
;
8005 slots
[0] = EQUIPMENT_SLOT_FEET
;
8007 case INVTYPE_WRISTS
:
8008 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
8011 slots
[0] = EQUIPMENT_SLOT_HANDS
;
8013 case INVTYPE_FINGER
:
8014 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
8015 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
8017 case INVTYPE_TRINKET
:
8018 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
8019 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
8022 slots
[0] = EQUIPMENT_SLOT_BACK
;
8024 case INVTYPE_WEAPON
:
8026 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8028 // suggest offhand slot only if know dual wielding
8029 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8031 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8034 case INVTYPE_SHIELD
:
8035 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8037 case INVTYPE_RANGED
:
8038 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8040 case INVTYPE_2HWEAPON
:
8041 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8042 if (CanDualWield() && CanTitanGrip())
8043 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8045 case INVTYPE_TABARD
:
8046 slots
[0] = EQUIPMENT_SLOT_TABARD
;
8048 case INVTYPE_WEAPONMAINHAND
:
8049 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8051 case INVTYPE_WEAPONOFFHAND
:
8052 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8054 case INVTYPE_HOLDABLE
:
8055 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8057 case INVTYPE_THROWN
:
8058 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8060 case INVTYPE_RANGEDRIGHT
:
8061 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8064 slots
[0] = INVENTORY_SLOT_BAG_1
;
8065 slots
[1] = INVENTORY_SLOT_BAG_2
;
8066 slots
[2] = INVENTORY_SLOT_BAG_3
;
8067 slots
[3] = INVENTORY_SLOT_BAG_4
;
8071 switch(proto
->SubClass
)
8073 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
8074 if (pClass
== CLASS_PALADIN
)
8075 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8077 case ITEM_SUBCLASS_ARMOR_IDOL
:
8078 if (pClass
== CLASS_DRUID
)
8079 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8081 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8082 if (pClass
== CLASS_SHAMAN
)
8083 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8085 case ITEM_SUBCLASS_ARMOR_MISC
:
8086 if (pClass
== CLASS_WARLOCK
)
8087 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8089 case ITEM_SUBCLASS_ARMOR_SIGIL
:
8090 if (pClass
== CLASS_DEATH_KNIGHT
)
8091 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8100 if( slot
!= NULL_SLOT
)
8102 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
8104 for (int i
= 0; i
< 4; i
++)
8106 if ( slots
[i
] == slot
)
8113 // search free slot at first
8114 for (int i
= 0; i
< 4; i
++)
8116 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8118 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8119 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8124 // if not found free and can swap return first appropriate from used
8125 for (int i
= 0; i
< 4; i
++)
8127 if ( slots
[i
] != NULL_SLOT
&& swap
)
8136 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8139 uint32 tempcount
= 0;
8141 uint8 res
= EQUIP_ERR_OK
;
8143 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8145 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8146 if( pItem
&& pItem
->GetEntry() == item
)
8148 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8149 if(ires
==EQUIP_ERR_OK
)
8151 tempcount
+= pItem
->GetCount();
8152 if( tempcount
>= count
)
8153 return EQUIP_ERR_OK
;
8159 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8161 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8162 if( pItem
&& pItem
->GetEntry() == item
)
8164 tempcount
+= pItem
->GetCount();
8165 if( tempcount
>= count
)
8166 return EQUIP_ERR_OK
;
8169 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8171 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8172 if( pItem
&& pItem
->GetEntry() == item
)
8174 tempcount
+= pItem
->GetCount();
8175 if( tempcount
>= count
)
8176 return EQUIP_ERR_OK
;
8180 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8182 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8185 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8187 pItem
= GetItemByPos( i
, j
);
8188 if( pItem
&& pItem
->GetEntry() == item
)
8190 tempcount
+= pItem
->GetCount();
8191 if( tempcount
>= count
)
8192 return EQUIP_ERR_OK
;
8198 // not found req. item count and have unequippable items
8202 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8205 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8207 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8208 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8209 count
+= pItem
->GetCount();
8211 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8213 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8214 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8215 count
+= pItem
->GetCount();
8217 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8219 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8221 count
+= pBag
->GetItemCount(item
,skipItem
);
8224 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8226 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8228 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8229 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8230 count
+= pItem
->GetGemCountWithID(item
);
8236 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8238 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8239 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8240 count
+= pItem
->GetCount();
8242 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8244 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8246 count
+= pBag
->GetItemCount(item
,skipItem
);
8249 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8251 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8253 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8254 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8255 count
+= pItem
->GetGemCountWithID(item
);
8263 Item
* Player::GetItemByGuid( uint64 guid
) const
8265 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8267 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8268 if( pItem
&& pItem
->GetGUID() == guid
)
8271 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8273 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8274 if( pItem
&& pItem
->GetGUID() == guid
)
8278 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8280 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8283 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8285 Item
* pItem
= pBag
->GetItemByPos( j
);
8286 if( pItem
&& pItem
->GetGUID() == guid
)
8291 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8293 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8296 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8298 Item
* pItem
= pBag
->GetItemByPos( j
);
8299 if( pItem
&& pItem
->GetGUID() == guid
)
8308 Item
* Player::GetItemByPos( uint16 pos
) const
8310 uint8 bag
= pos
>> 8;
8311 uint8 slot
= pos
& 255;
8312 return GetItemByPos( bag
, slot
);
8315 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8317 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8318 return m_items
[slot
];
8319 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8320 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8322 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8324 return pBag
->GetItemByPos(slot
);
8329 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8334 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8335 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8336 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8337 default: return NULL
;
8340 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8341 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8347 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8353 Item
* Player::GetShield(bool useable
) const
8355 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8356 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8362 if( item
->IsBroken())
8368 uint32
Player::GetAttackBySlot( uint8 slot
)
8372 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8373 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8374 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8375 default: return MAX_ATTACK
;
8379 bool Player::HasBankBagSlot( uint8 slot
) const
8381 uint32 maxslot
= GetByteValue(PLAYER_BYTES_2
, 2) + BANK_SLOT_BAG_START
;
8382 if( slot
< maxslot
)
8387 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8389 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8391 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8393 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8395 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8400 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8402 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8404 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8409 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8411 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8413 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8415 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8420 bool Player::IsBagPos( uint16 pos
)
8422 uint8 bag
= pos
>> 8;
8423 uint8 slot
= pos
& 255;
8424 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8426 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8431 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8437 if (bag
== INVENTORY_SLOT_BAG_0
)
8439 // any post selected
8440 if (slot
== NULL_SLOT
)
8444 if (slot
< EQUIPMENT_SLOT_END
)
8448 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8452 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8456 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8460 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8464 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8470 // bag content slots
8471 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8473 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8477 // any post selected
8478 if (slot
== NULL_SLOT
)
8481 return slot
< pBag
->GetBagSize();
8484 // bank bag content slots
8485 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8487 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8491 // any post selected
8492 if (slot
== NULL_SLOT
)
8495 return slot
< pBag
->GetBagSize();
8503 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8505 uint32 tempcount
= 0;
8506 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8508 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8509 if( pItem
&& pItem
->GetEntry() == item
)
8511 tempcount
+= pItem
->GetCount();
8512 if( tempcount
>= count
)
8516 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8518 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8519 if( pItem
&& pItem
->GetEntry() == item
)
8521 tempcount
+= pItem
->GetCount();
8522 if( tempcount
>= count
)
8526 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8528 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8530 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8532 Item
* pItem
= GetItemByPos( i
, j
);
8533 if( pItem
&& pItem
->GetEntry() == item
)
8535 tempcount
+= pItem
->GetCount();
8536 if( tempcount
>= count
)
8545 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8547 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8548 if( pItem
&& pItem
->GetEntry() == item
)
8550 tempcount
+= pItem
->GetCount();
8551 if( tempcount
>= count
)
8555 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8557 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8559 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8561 Item
* pItem
= GetItemByPos( i
, j
);
8562 if( pItem
&& pItem
->GetEntry() == item
)
8564 tempcount
+= pItem
->GetCount();
8565 if( tempcount
>= count
)
8576 Item
* Player::GetItemOrItemWithGemEquipped( uint32 item
) const
8579 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8581 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8582 if( pItem
&& pItem
->GetEntry() == item
)
8586 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8587 if (pProto
&& pProto
->GemProperties
)
8589 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8591 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8592 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8594 if (pItem
->GetGemCountWithID(item
) > 0 )
8603 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8605 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8609 *no_space_count
= count
;
8610 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8614 if(pProto
->MaxCount
<= 0)
8615 return EQUIP_ERR_OK
;
8617 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8619 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8622 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8623 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8626 return EQUIP_ERR_OK
;
8629 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8632 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8634 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8635 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8638 for(uint8 i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8640 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8641 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8644 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8646 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8648 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8650 pItem
= GetItemByPos( i
, j
);
8651 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8659 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8661 Item
* pItem2
= GetItemByPos( bag
, slot
);
8663 // ignore move item (this slot will be empty at move)
8664 if(pItem2
==pSrcItem
)
8669 // empty specific slot - check item fit to slot
8670 if( !pItem2
|| swap
)
8672 if( bag
== INVENTORY_SLOT_BAG_0
)
8675 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8676 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8678 // vanitypet case (disabled until proper implement)
8679 if(slot
>= VANITYPET_SLOT_START
&& slot
< VANITYPET_SLOT_END
&& !(false /*pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS*/))
8680 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8682 // currencytoken case (disabled until proper implement)
8683 if(slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(false /*pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS*/))
8684 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8686 // guestbag case (disabled until proper implement)
8687 if(slot
>= QUESTBAG_SLOT_START
&& slot
< QUESTBAG_SLOT_END
&& !(false /*pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS*/))
8688 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8691 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8692 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8696 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8698 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8700 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8702 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8704 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8705 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8708 // non empty stack with space
8709 need_space
= pProto
->GetMaxStackSize();
8711 // non empty slot, check item type
8715 if(pItem2
->GetEntry() != pProto
->ItemId
)
8716 return EQUIP_ERR_ITEM_CANT_STACK
;
8719 if(pItem2
->GetCount() >= pProto
->GetMaxStackSize())
8720 return EQUIP_ERR_ITEM_CANT_STACK
;
8722 // free stack space or infinity
8723 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8726 if(need_space
> count
)
8729 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8730 if(!newPosition
.isContainedIn(dest
))
8732 dest
.push_back(newPosition
);
8733 count
-= need_space
;
8735 return EQUIP_ERR_OK
;
8738 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
8740 // skip specific bag already processed in first called _CanStoreItem_InBag
8742 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8744 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8746 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8748 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8750 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8752 // specialized bag mode or non-specilized
8753 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
8754 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8756 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8757 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8759 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8761 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8765 Item
* pItem2
= GetItemByPos( bag
, j
);
8767 // ignore move item (this slot will be empty at move)
8768 if(pItem2
==pSrcItem
)
8771 // if merge skip empty, if !merge skip non-empty
8772 if((pItem2
!=NULL
)!=merge
)
8777 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8779 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8780 if(need_space
> count
)
8783 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8784 if(!newPosition
.isContainedIn(dest
))
8786 dest
.push_back(newPosition
);
8787 count
-= need_space
;
8790 return EQUIP_ERR_OK
;
8796 uint32 need_space
= pProto
->GetMaxStackSize();
8797 if(need_space
> count
)
8800 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8801 if(!newPosition
.isContainedIn(dest
))
8803 dest
.push_back(newPosition
);
8804 count
-= need_space
;
8807 return EQUIP_ERR_OK
;
8811 return EQUIP_ERR_OK
;
8814 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
8816 for(uint32 j
= slot_begin
; j
< slot_end
; j
++)
8818 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8819 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8822 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8824 // ignore move item (this slot will be empty at move)
8825 if(pItem2
==pSrcItem
)
8828 // if merge skip empty, if !merge skip non-empty
8829 if((pItem2
!=NULL
)!=merge
)
8834 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8836 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8837 if(need_space
> count
)
8839 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8840 if(!newPosition
.isContainedIn(dest
))
8842 dest
.push_back(newPosition
);
8843 count
-= need_space
;
8846 return EQUIP_ERR_OK
;
8852 uint32 need_space
= pProto
->GetMaxStackSize();
8853 if(need_space
> count
)
8856 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8857 if(!newPosition
.isContainedIn(dest
))
8859 dest
.push_back(newPosition
);
8860 count
-= need_space
;
8863 return EQUIP_ERR_OK
;
8867 return EQUIP_ERR_OK
;
8870 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8872 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8874 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8878 *no_space_count
= count
;
8879 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
8882 if(pItem
&& pItem
->IsBindedNotWith(GetGUID()))
8885 *no_space_count
= count
;
8886 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
8889 // check count of items (skip for auto move for same player from bank)
8890 uint32 no_similar_count
= 0; // can't store this amount similar items
8891 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
8892 if(res
!=EQUIP_ERR_OK
)
8894 if(count
==no_similar_count
)
8897 *no_space_count
= no_similar_count
;
8900 count
-= no_similar_count
;
8904 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
8906 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
8907 if(res
!=EQUIP_ERR_OK
)
8910 *no_space_count
= count
+ no_similar_count
;
8916 if(no_similar_count
==0)
8917 return EQUIP_ERR_OK
;
8920 *no_space_count
= count
+ no_similar_count
;
8921 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8925 // not specific slot or have space for partly store only in specific slot
8928 if( bag
!= NULL_BAG
)
8930 // search stack in bag for merge to
8931 if( pProto
->Stackable
!= 1 )
8933 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8935 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8936 if(res
!=EQUIP_ERR_OK
)
8939 *no_space_count
= count
+ no_similar_count
;
8945 if(no_similar_count
==0)
8946 return EQUIP_ERR_OK
;
8949 *no_space_count
= count
+ no_similar_count
;
8950 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8953 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8954 if(res
!=EQUIP_ERR_OK
)
8957 *no_space_count
= count
+ no_similar_count
;
8963 if(no_similar_count
==0)
8964 return EQUIP_ERR_OK
;
8967 *no_space_count
= count
+ no_similar_count
;
8968 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8971 else // equipped bag
8973 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8974 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
8975 if(res
!=EQUIP_ERR_OK
)
8976 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
8978 if(res
!=EQUIP_ERR_OK
)
8981 *no_space_count
= count
+ no_similar_count
;
8987 if(no_similar_count
==0)
8988 return EQUIP_ERR_OK
;
8991 *no_space_count
= count
+ no_similar_count
;
8992 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8997 // search free slot in bag for place to
8998 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
9000 // search free slot - keyring case
9001 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9003 uint32 keyringSize
= GetMaxKeyringSize();
9004 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9005 if(res
!=EQUIP_ERR_OK
)
9008 *no_space_count
= count
+ no_similar_count
;
9014 if(no_similar_count
==0)
9015 return EQUIP_ERR_OK
;
9018 *no_space_count
= count
+ no_similar_count
;
9019 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9022 /* until proper implementation
9023 else if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9025 res = _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START,VANITYPET_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9026 if(res!=EQUIP_ERR_OK)
9029 *no_space_count = count + no_similar_count;
9035 if(no_similar_count==0)
9036 return EQUIP_ERR_OK;
9039 *no_space_count = count + no_similar_count;
9040 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9044 /* until proper implementation
9045 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9047 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9048 if(res!=EQUIP_ERR_OK)
9051 *no_space_count = count + no_similar_count;
9057 if(no_similar_count==0)
9058 return EQUIP_ERR_OK;
9061 *no_space_count = count + no_similar_count;
9062 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9066 /* until proper implementation
9067 else if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9069 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9070 if(res!=EQUIP_ERR_OK)
9073 *no_space_count = count + no_similar_count;
9079 if(no_similar_count==0)
9080 return EQUIP_ERR_OK;
9083 *no_space_count = count + no_similar_count;
9084 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9089 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9090 if(res
!=EQUIP_ERR_OK
)
9093 *no_space_count
= count
+ no_similar_count
;
9099 if(no_similar_count
==0)
9100 return EQUIP_ERR_OK
;
9103 *no_space_count
= count
+ no_similar_count
;
9104 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9107 else // equipped bag
9109 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9110 if(res
!=EQUIP_ERR_OK
)
9111 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9113 if(res
!=EQUIP_ERR_OK
)
9116 *no_space_count
= count
+ no_similar_count
;
9122 if(no_similar_count
==0)
9123 return EQUIP_ERR_OK
;
9126 *no_space_count
= count
+ no_similar_count
;
9127 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9132 // not specific bag or have space for partly store only in specific bag
9134 // search stack for merge to
9135 if( pProto
->Stackable
!= 1 )
9137 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9138 if(res
!=EQUIP_ERR_OK
)
9141 *no_space_count
= count
+ no_similar_count
;
9147 if(no_similar_count
==0)
9148 return EQUIP_ERR_OK
;
9151 *no_space_count
= count
+ no_similar_count
;
9152 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9155 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9156 if(res
!=EQUIP_ERR_OK
)
9159 *no_space_count
= count
+ no_similar_count
;
9165 if(no_similar_count
==0)
9166 return EQUIP_ERR_OK
;
9169 *no_space_count
= count
+ no_similar_count
;
9170 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9173 if( pProto
->BagFamily
)
9175 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9177 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9178 if(res
!=EQUIP_ERR_OK
)
9183 if(no_similar_count
==0)
9184 return EQUIP_ERR_OK
;
9187 *no_space_count
= count
+ no_similar_count
;
9188 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9193 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9195 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9196 if(res
!=EQUIP_ERR_OK
)
9201 if(no_similar_count
==0)
9202 return EQUIP_ERR_OK
;
9205 *no_space_count
= count
+ no_similar_count
;
9206 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9211 // search free slot - special bag case
9212 if( pProto
->BagFamily
)
9214 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9216 uint32 keyringSize
= GetMaxKeyringSize();
9217 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9218 if(res
!=EQUIP_ERR_OK
)
9221 *no_space_count
= count
+ no_similar_count
;
9227 if(no_similar_count
==0)
9228 return EQUIP_ERR_OK
;
9231 *no_space_count
= count
+ no_similar_count
;
9232 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9235 /* until proper implementation
9236 else if(false pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9238 res = _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START,VANITYPET_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9239 if(res!=EQUIP_ERR_OK)
9242 *no_space_count = count + no_similar_count;
9248 if(no_similar_count==0)
9249 return EQUIP_ERR_OK;
9252 *no_space_count = count + no_similar_count;
9253 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9257 /* until proper implementation
9258 else if(false pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9260 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9261 if(res!=EQUIP_ERR_OK)
9264 *no_space_count = count + no_similar_count;
9270 if(no_similar_count==0)
9271 return EQUIP_ERR_OK;
9274 *no_space_count = count + no_similar_count;
9275 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9279 /* until proper implementation
9280 else if(false pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9282 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9283 if(res!=EQUIP_ERR_OK)
9286 *no_space_count = count + no_similar_count;
9292 if(no_similar_count==0)
9293 return EQUIP_ERR_OK;
9296 *no_space_count = count + no_similar_count;
9297 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9302 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9304 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9305 if(res
!=EQUIP_ERR_OK
)
9310 if(no_similar_count
==0)
9311 return EQUIP_ERR_OK
;
9314 *no_space_count
= count
+ no_similar_count
;
9315 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9321 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9322 if(res
!=EQUIP_ERR_OK
)
9325 *no_space_count
= count
+ no_similar_count
;
9331 if(no_similar_count
==0)
9332 return EQUIP_ERR_OK
;
9335 *no_space_count
= count
+ no_similar_count
;
9336 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
,false,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 *no_space_count
= count
+ no_similar_count
;
9359 return EQUIP_ERR_INVENTORY_FULL
;
9362 //////////////////////////////////////////////////////////////////////////
9363 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9368 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9369 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9370 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9371 int inv_pets
[VANITYPET_SLOT_END
-VANITYPET_SLOT_START
];
9372 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9373 int inv_quests
[QUESTBAG_SLOT_END
-QUESTBAG_SLOT_START
];
9375 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9376 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9377 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9378 memset(inv_pets
,0,sizeof(int)*(VANITYPET_SLOT_END
-VANITYPET_SLOT_START
));
9379 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9380 memset(inv_quests
,0,sizeof(int)*(QUESTBAG_SLOT_END
-QUESTBAG_SLOT_START
));
9382 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
9384 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9386 if (pItem2
&& !pItem2
->IsInTrade())
9388 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9392 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
9394 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9396 if (pItem2
&& !pItem2
->IsInTrade())
9398 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9402 for(int i
= VANITYPET_SLOT_START
; i
< VANITYPET_SLOT_END
; i
++)
9404 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9406 if (pItem2
&& !pItem2
->IsInTrade())
9408 inv_pets
[i
-VANITYPET_SLOT_START
] = pItem2
->GetCount();
9412 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; i
++)
9414 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9416 if (pItem2
&& !pItem2
->IsInTrade())
9418 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9422 for(int i
= QUESTBAG_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
9424 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9426 if (pItem2
&& !pItem2
->IsInTrade())
9428 inv_quests
[i
-QUESTBAG_SLOT_START
] = pItem2
->GetCount();
9432 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9434 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9436 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9438 pItem2
= GetItemByPos( i
, j
);
9439 if (pItem2
&& !pItem2
->IsInTrade())
9441 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9447 // check free space for all items
9448 for (int k
=0;k
<count
;k
++)
9450 Item
*pItem
= pItems
[k
];
9453 if (!pItem
) continue;
9455 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9456 ItemPrototype
const *pProto
= pItem
->GetProto();
9460 return EQUIP_ERR_ITEM_NOT_FOUND
;
9463 if(pItem
->IsBindedNotWith(GetGUID()))
9464 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9467 ItemPrototype
const *pBagProto
;
9469 // item is 'one item only'
9470 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9471 if(res
!= EQUIP_ERR_OK
)
9474 // search stack for merge to
9475 if( pProto
->Stackable
!= 1 )
9477 bool b_found
= false;
9479 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; t
++)
9481 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9482 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9484 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9489 if (b_found
) continue;
9491 for(int t
= VANITYPET_SLOT_START
; t
< VANITYPET_SLOT_END
; t
++)
9493 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9494 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_pets
[t
-VANITYPET_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9496 inv_pets
[t
-VANITYPET_SLOT_START
] += pItem
->GetCount();
9501 if (b_found
) continue;
9503 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; t
++)
9505 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9506 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9508 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9513 if (b_found
) continue;
9515 for(int t
= QUESTBAG_SLOT_START
; t
< QUESTBAG_SLOT_END
; t
++)
9517 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9518 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_quests
[t
-QUESTBAG_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9520 inv_quests
[t
-QUESTBAG_SLOT_START
] += pItem
->GetCount();
9525 if (b_found
) continue;
9527 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9529 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9530 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9532 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9537 if (b_found
) continue;
9539 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9541 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9544 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9546 pItem2
= GetItemByPos( t
, j
);
9547 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9549 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9556 if (b_found
) continue;
9560 if( pProto
->BagFamily
)
9562 bool b_found
= false;
9563 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9565 uint32 keyringSize
= GetMaxKeyringSize();
9566 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9568 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9570 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9577 if (b_found
) continue;
9579 /* until proper implementation
9580 if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9582 for(uint32 t = VANITYPET_SLOT_START; t < VANITYPET_SLOT_END; ++t)
9584 if( inv_pets[t-VANITYPET_SLOT_START] == 0 )
9586 inv_pets[t-VANITYPET_SLOT_START] = 1;
9593 if (b_found) continue;
9595 /* until proper implementation
9596 if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9598 for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9600 if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
9602 inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
9609 if (b_found) continue;
9611 /* until proper implementation
9612 if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9614 for(uint32 t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; ++t)
9616 if( inv_quests[t-QUESTBAG_SLOT_START] == 0 )
9618 inv_quests[t-QUESTBAG_SLOT_START] = 1;
9625 if (b_found) continue;
9628 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9630 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9633 pBagProto
= pBag
->GetProto();
9635 // not plain container check
9636 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9637 ItemCanGoIntoBag(pProto
,pBagProto
) )
9639 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9641 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9643 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9651 if (b_found
) continue;
9655 bool b_found
= false;
9656 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9658 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9660 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9665 if (b_found
) continue;
9667 // search free slot in bags
9668 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9670 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9673 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9675 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9677 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9685 // no free slot found?
9687 return EQUIP_ERR_INVENTORY_FULL
;
9690 return EQUIP_ERR_OK
;
9693 //////////////////////////////////////////////////////////////////////////
9694 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9697 Item
*pItem
= Item::CreateItem( item
, 1, this );
9700 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9705 return EQUIP_ERR_ITEM_NOT_FOUND
;
9708 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9713 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9714 ItemPrototype
const *pProto
= pItem
->GetProto();
9717 // May be here should be more stronger checks; STUNNED checked
9718 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9719 if (not_loading
&& hasUnitState(UNIT_STAT_STUNNED
))
9720 return EQUIP_ERR_YOU_ARE_STUNNED
;
9722 if(pItem
->IsBindedNotWith(GetGUID()))
9723 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9725 // check count of items (skip for auto move for same player from bank)
9726 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9727 if(res
!= EQUIP_ERR_OK
)
9730 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9732 // - in-progress arenas
9733 if( !pProto
->CanChangeEquipStateInCombat() )
9736 return EQUIP_ERR_NOT_IN_COMBAT
;
9738 if(BattleGround
* bg
= GetBattleGround())
9739 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9740 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9743 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9744 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9746 if(IsNonMeleeSpellCasted(false))
9747 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9749 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9750 if( eslot
== NULL_SLOT
)
9751 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9753 uint8 msg
= CanUseItem( pItem
, not_loading
);
9754 if( msg
!= EQUIP_ERR_OK
)
9756 if( !swap
&& GetItemByPos( INVENTORY_SLOT_BAG_0
, eslot
) )
9757 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9759 // check unique-equipped on item
9760 if (pProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
9762 // there is an equip limit on this item
9763 Item
* tItem
= GetItemOrItemWithGemEquipped(pProto
->ItemId
);
9764 if (tItem
&& (!swap
|| tItem
->GetSlot() != eslot
) )
9765 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9768 // check unique-equipped on gems
9769 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
9771 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
9774 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
9778 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
9779 if(pGem
&& (pGem
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
))
9781 Item
* tItem
= GetItemOrItemWithGemEquipped(enchantEntry
->GemID
);
9782 if(tItem
&& (!swap
|| tItem
->GetSlot() != eslot
))
9783 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9787 // check unique-equipped special item classes
9788 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9790 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9792 if( Item
* pBag
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
) )
9794 if( ItemPrototype
const* pBagProto
= pBag
->GetProto() )
9796 if( pBagProto
->Class
==pProto
->Class
&& pBagProto
->SubClass
==pProto
->SubClass
&&
9797 (!swap
|| pBag
->GetSlot() != eslot
) )
9799 if(pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9800 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
;
9802 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9809 uint32 type
= pProto
->InventoryType
;
9811 if(eslot
== EQUIPMENT_SLOT_OFFHAND
)
9813 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9816 return EQUIP_ERR_CANT_DUAL_WIELD
;
9818 else if (type
== INVTYPE_2HWEAPON
)
9820 if(!CanDualWield() || !CanTitanGrip())
9821 return EQUIP_ERR_CANT_DUAL_WIELD
;
9825 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9828 // equip two-hand weapon case (with possible unequip 2 items)
9829 if( type
== INVTYPE_2HWEAPON
)
9831 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9833 if (!CanTitanGrip())
9834 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9836 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9837 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9839 if (!CanTitanGrip())
9841 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9842 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9843 ItemPosCountVec off_dest
;
9844 if( offItem
&& (!not_loading
||
9845 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9846 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
) )
9847 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9850 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9851 return EQUIP_ERR_OK
;
9855 return EQUIP_ERR_ITEM_NOT_FOUND
;
9857 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9860 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9862 // Applied only to equipped items and bank bags
9863 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9864 return EQUIP_ERR_OK
;
9866 Item
* pItem
= GetItemByPos(pos
);
9868 // Applied only to existed equipped item
9870 return EQUIP_ERR_OK
;
9872 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9874 ItemPrototype
const *pProto
= pItem
->GetProto();
9876 return EQUIP_ERR_ITEM_NOT_FOUND
;
9878 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9880 // - in-progress arenas
9881 if( !pProto
->CanChangeEquipStateInCombat() )
9884 return EQUIP_ERR_NOT_IN_COMBAT
;
9886 if(BattleGround
* bg
= GetBattleGround())
9887 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9888 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9891 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9892 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9894 return EQUIP_ERR_OK
;
9897 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9900 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9902 uint32 count
= pItem
->GetCount();
9904 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9905 ItemPrototype
const *pProto
= pItem
->GetProto();
9907 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9909 if( pItem
->IsBindedNotWith(GetGUID()) )
9910 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9912 // check count of items (skip for auto move for same player from bank)
9913 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9914 if(res
!= EQUIP_ERR_OK
)
9918 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9920 if( pProto
->InventoryType
== INVTYPE_BAG
)
9922 Bag
*pBag
= (Bag
*)pItem
;
9925 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9927 if( !HasBankBagSlot( slot
) )
9928 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9929 if( uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9934 if( !pBag
->IsEmpty() )
9935 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9941 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9942 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9945 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9946 if(res
!=EQUIP_ERR_OK
)
9950 return EQUIP_ERR_OK
;
9953 // not specific slot or have space for partly store only in specific slot
9956 if( bag
!= NULL_BAG
)
9958 if( pProto
->InventoryType
== INVTYPE_BAG
)
9960 Bag
*pBag
= (Bag
*)pItem
;
9961 if( pBag
&& !pBag
->IsEmpty() )
9962 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9965 // search stack in bag for merge to
9966 if( pProto
->Stackable
!= 1 )
9968 if( bag
== INVENTORY_SLOT_BAG_0
)
9970 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9971 if(res
!=EQUIP_ERR_OK
)
9975 return EQUIP_ERR_OK
;
9979 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9980 if(res
!=EQUIP_ERR_OK
)
9981 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9983 if(res
!=EQUIP_ERR_OK
)
9987 return EQUIP_ERR_OK
;
9991 // search free slot in bag
9992 if( bag
== INVENTORY_SLOT_BAG_0
)
9994 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9995 if(res
!=EQUIP_ERR_OK
)
9999 return EQUIP_ERR_OK
;
10003 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
10004 if(res
!=EQUIP_ERR_OK
)
10005 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
10007 if(res
!=EQUIP_ERR_OK
)
10011 return EQUIP_ERR_OK
;
10015 // not specific bag or have space for partly store only in specific bag
10017 // search stack for merge to
10018 if( pProto
->Stackable
!= 1 )
10021 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
10022 if(res
!=EQUIP_ERR_OK
)
10026 return EQUIP_ERR_OK
;
10029 if( pProto
->BagFamily
)
10031 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10033 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
10034 if(res
!=EQUIP_ERR_OK
)
10038 return EQUIP_ERR_OK
;
10042 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10044 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
10045 if(res
!=EQUIP_ERR_OK
)
10049 return EQUIP_ERR_OK
;
10053 // search free place in special bag
10054 if( pProto
->BagFamily
)
10056 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10058 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
10059 if(res
!=EQUIP_ERR_OK
)
10063 return EQUIP_ERR_OK
;
10067 // search free space
10068 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10069 if(res
!=EQUIP_ERR_OK
)
10073 return EQUIP_ERR_OK
;
10075 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10077 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
10078 if(res
!=EQUIP_ERR_OK
)
10082 return EQUIP_ERR_OK
;
10084 return EQUIP_ERR_BANK_FULL
;
10087 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
10091 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
10092 if( !isAlive() && not_loading
)
10093 return EQUIP_ERR_YOU_ARE_DEAD
;
10094 //if( isStunned() )
10095 // return EQUIP_ERR_YOU_ARE_STUNNED;
10096 ItemPrototype
const *pProto
= pItem
->GetProto();
10099 if( pItem
->IsBindedNotWith(GetGUID()) )
10100 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10101 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10102 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10103 if( pItem
->GetSkill() != 0 )
10105 if( GetSkillValue( pItem
->GetSkill() ) == 0 )
10106 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10108 if( pProto
->RequiredSkill
!= 0 )
10110 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10111 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10112 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10113 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10115 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10116 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10117 if( pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
10118 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
10119 if( getLevel() < pProto
->RequiredLevel
)
10120 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10121 return EQUIP_ERR_OK
;
10124 return EQUIP_ERR_ITEM_NOT_FOUND
;
10127 bool Player::CanUseItem( ItemPrototype
const *pProto
)
10129 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10133 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10135 if( pProto
->RequiredSkill
!= 0 )
10137 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10139 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10142 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10144 if( getLevel() < pProto
->RequiredLevel
)
10151 uint8
Player::CanUseAmmo( uint32 item
) const
10153 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
10155 return EQUIP_ERR_YOU_ARE_DEAD
;
10156 //if( isStunned() )
10157 // return EQUIP_ERR_YOU_ARE_STUNNED;
10158 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
10161 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
10162 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
10163 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10164 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10165 if( pProto
->RequiredSkill
!= 0 )
10167 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10168 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10169 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10170 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10172 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10173 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10174 /*if( GetReputation() < pProto->RequiredReputation )
10175 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10177 if( getLevel() < pProto
->RequiredLevel
)
10178 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10180 // Requires No Ammo
10181 if(GetDummyAura(46699))
10182 return EQUIP_ERR_BAG_FULL6
;
10184 return EQUIP_ERR_OK
;
10186 return EQUIP_ERR_ITEM_NOT_FOUND
;
10189 void Player::SetAmmo( uint32 item
)
10195 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10201 uint8 msg
= CanUseAmmo( item
);
10202 if( msg
!= EQUIP_ERR_OK
)
10204 SendEquipError( msg
, NULL
, NULL
);
10209 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10211 _ApplyAmmoBonuses();
10214 void Player::RemoveAmmo()
10216 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10220 if(CanModifyStats())
10221 UpdateDamagePhysical(RANGED_ATTACK
);
10224 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10225 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10228 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10229 count
+= itr
->count
;
10231 Item
*pItem
= Item::CreateItem( item
, count
, this );
10234 ItemAddedQuestCheck( item
, count
);
10235 if(randomPropertyId
)
10236 pItem
->SetItemRandomProperties(randomPropertyId
);
10237 pItem
= StoreItem( dest
, pItem
, update
);
10242 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10247 Item
* lastItem
= pItem
;
10249 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10251 uint16 pos
= itr
->pos
;
10252 uint32 count
= itr
->count
;
10256 if(itr
== dest
.end())
10258 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10262 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10268 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10269 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10274 uint8 bag
= pos
>> 8;
10275 uint8 slot
= pos
& 255;
10277 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10279 Item
*pItem2
= GetItemByPos( bag
, slot
);
10284 pItem
= pItem
->CloneItem(count
,this);
10286 pItem
->SetCount(count
);
10291 if( pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10292 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10293 pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
10294 pItem
->SetBinding( true );
10296 if( bag
== INVENTORY_SLOT_BAG_0
)
10298 m_items
[slot
] = pItem
;
10299 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10300 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10301 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10303 pItem
->SetSlot( slot
);
10304 pItem
->SetContainer( NULL
);
10306 if( IsInWorld() && update
)
10308 pItem
->AddToWorld();
10309 pItem
->SendUpdateToPlayer( this );
10312 pItem
->SetState(ITEM_CHANGED
, this);
10316 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10319 pBag
->StoreItem( slot
, pItem
, update
);
10320 if( IsInWorld() && update
)
10322 pItem
->AddToWorld();
10323 pItem
->SendUpdateToPlayer( this );
10325 pItem
->SetState(ITEM_CHANGED
, this);
10326 pBag
->SetState(ITEM_CHANGED
, this);
10330 AddEnchantmentDurations(pItem
);
10331 AddItemDurations(pItem
);
10337 if( pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10338 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10339 pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
10340 pItem2
->SetBinding( true );
10342 pItem2
->SetCount( pItem2
->GetCount() + count
);
10343 if( IsInWorld() && update
)
10344 pItem2
->SendUpdateToPlayer( this );
10348 // delete item (it not in any slot currently)
10349 if( IsInWorld() && update
)
10351 pItem
->RemoveFromWorld();
10352 pItem
->DestroyForPlayer( this );
10355 RemoveEnchantmentDurations(pItem
);
10356 RemoveItemDurations(pItem
);
10358 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10359 pItem
->SetState(ITEM_REMOVED
, this);
10361 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10362 AddEnchantmentDurations(pItem2
);
10364 pItem2
->SetState(ITEM_CHANGED
, this);
10370 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10372 Item
*pItem
= Item::CreateItem( item
, 1, this );
10375 ItemAddedQuestCheck( item
, 1 );
10376 Item
* retItem
= EquipItem( pos
, pItem
, update
);
10383 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10387 AddEnchantmentDurations(pItem
);
10388 AddItemDurations(pItem
);
10390 uint8 bag
= pos
>> 8;
10391 uint8 slot
= pos
& 255;
10393 Item
*pItem2
= GetItemByPos( bag
, slot
);
10397 VisualizeItem( slot
, pItem
);
10401 ItemPrototype
const *pProto
= pItem
->GetProto();
10403 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10404 if(pProto
&& pProto
->ItemSet
)
10405 AddItemsSetItem(this,pItem
);
10407 _ApplyItemMods(pItem
, slot
, true);
10409 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10411 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10413 if (getClass() == CLASS_ROGUE
)
10414 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10416 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10419 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10422 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10424 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10425 data
<< uint64(GetGUID());
10427 data
<< uint32(cooldownSpell
);
10429 GetSession()->SendPacket(&data
);
10434 if( IsInWorld() && update
)
10436 pItem
->AddToWorld();
10437 pItem
->SendUpdateToPlayer( this );
10440 ApplyEquipCooldown(pItem
);
10442 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10443 UpdateExpertise(BASE_ATTACK
);
10444 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10445 UpdateExpertise(OFF_ATTACK
);
10449 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10450 if( IsInWorld() && update
)
10451 pItem2
->SendUpdateToPlayer( this );
10453 // delete item (it not in any slot currently)
10454 //pItem->DeleteFromDB();
10455 if( IsInWorld() && update
)
10457 pItem
->RemoveFromWorld();
10458 pItem
->DestroyForPlayer( this );
10461 RemoveEnchantmentDurations(pItem
);
10462 RemoveItemDurations(pItem
);
10464 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10465 pItem
->SetState(ITEM_REMOVED
, this);
10466 pItem2
->SetState(ITEM_CHANGED
, this);
10468 ApplyEquipCooldown(pItem2
);
10477 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10481 AddEnchantmentDurations(pItem
);
10482 AddItemDurations(pItem
);
10484 uint8 slot
= pos
& 255;
10485 VisualizeItem( slot
, pItem
);
10489 pItem
->AddToWorld();
10490 pItem
->SendUpdateToPlayer( this );
10495 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10497 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10498 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10499 // entry // Size: 1
10500 // inspected enchantments // Size: 6
10502 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10503 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10508 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetUInt64Value(ITEM_FIELD_CREATOR
));
10510 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10511 SetUInt32Value(VisibleBase
+ 0, pItem
->GetEntry());
10513 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10514 SetUInt32Value(VisibleBase
+ 1 + i
, pItem
->GetEnchantmentId(EnchantmentSlot(i
)));
10516 // Use SetInt16Value to prevent set high part to FFFF for negative value
10517 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0, pItem
->GetItemRandomPropertyId());
10518 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetItemSuffixFactor());
10522 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10524 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10525 SetUInt32Value(VisibleBase
+ 0, 0);
10527 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10528 SetUInt32Value(VisibleBase
+ 1 + i
, 0);
10530 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10531 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10535 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10540 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10541 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10542 pItem
->SetBinding( true );
10544 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10546 m_items
[slot
] = pItem
;
10547 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10548 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10549 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10550 pItem
->SetSlot( slot
);
10551 pItem
->SetContainer( NULL
);
10553 if( slot
< EQUIPMENT_SLOT_END
)
10554 SetVisibleItemSlot(slot
,pItem
);
10556 pItem
->SetState(ITEM_CHANGED
, this);
10559 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10561 // note: removeitem does not actually change the item
10562 // it only takes the item out of storage temporarily
10563 // note2: if removeitem is to be used for delinking
10564 // the item must be removed from the player's updatequeue
10566 Item
*pItem
= GetItemByPos( bag
, slot
);
10569 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10571 RemoveEnchantmentDurations(pItem
);
10572 RemoveItemDurations(pItem
);
10574 if( bag
== INVENTORY_SLOT_BAG_0
)
10576 if ( slot
< INVENTORY_SLOT_BAG_END
)
10578 ItemPrototype
const *pProto
= pItem
->GetProto();
10579 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10581 if(pProto
&& pProto
->ItemSet
)
10582 RemoveItemsSetItem(this,pProto
);
10584 _ApplyItemMods(pItem
, slot
, false);
10586 // remove item dependent auras and casts (only weapon and armor slots)
10587 if(slot
< EQUIPMENT_SLOT_END
)
10588 RemoveItemDependentAurasAndCasts(pItem
);
10590 // remove held enchantments
10591 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10593 if (pItem
->GetItemSuffixFactor())
10595 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10596 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10600 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10601 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10606 m_items
[slot
] = NULL
;
10607 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10609 if ( slot
< EQUIPMENT_SLOT_END
)
10610 SetVisibleItemSlot(slot
,NULL
);
10614 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10616 pBag
->RemoveItem(slot
, update
);
10618 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10619 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10620 pItem
->SetSlot( NULL_SLOT
);
10621 if( IsInWorld() && update
)
10622 pItem
->SendUpdateToPlayer( this );
10624 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10625 UpdateExpertise(BASE_ATTACK
);
10626 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10627 UpdateExpertise(OFF_ATTACK
);
10631 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10632 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10634 if(Item
* it
= GetItemByPos(bag
,slot
))
10636 ItemRemovedQuestCheck(it
->GetEntry(),it
->GetCount());
10637 RemoveItem( bag
,slot
,update
);
10638 it
->RemoveFromUpdateQueueOf(this);
10639 if(it
->IsInWorld())
10641 it
->RemoveFromWorld();
10642 it
->DestroyForPlayer( this );
10647 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10648 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10650 // update quest counters
10651 ItemAddedQuestCheck(pItem
->GetEntry(),pItem
->GetCount());
10654 Item
* pLastItem
= StoreItem( dest
, pItem
, update
);
10656 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10657 if(pLastItem
==pItem
)
10659 // update owner for last item (this can be original item with wrong owner
10660 if(pLastItem
->GetOwnerGUID() != GetGUID())
10661 pLastItem
->SetOwnerGUID(GetGUID());
10663 // if this original item then it need create record in inventory
10664 // in case trade we already have item in other player inventory
10665 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10669 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10671 Item
*pItem
= GetItemByPos( bag
, slot
);
10674 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10676 // start from destroy contained items (only equipped bag can have its)
10677 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10679 for (int i
= 0; i
< MAX_BAG_SIZE
; i
++)
10680 DestroyItem(slot
,i
,update
);
10683 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10684 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10686 RemoveEnchantmentDurations(pItem
);
10687 RemoveItemDurations(pItem
);
10689 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10691 if( bag
== INVENTORY_SLOT_BAG_0
)
10693 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10695 // equipment and equipped bags can have applied bonuses
10696 if ( slot
< INVENTORY_SLOT_BAG_END
)
10698 ItemPrototype
const *pProto
= pItem
->GetProto();
10700 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10701 if(pProto
&& pProto
->ItemSet
)
10702 RemoveItemsSetItem(this,pProto
);
10704 _ApplyItemMods(pItem
, slot
, false);
10707 if ( slot
< EQUIPMENT_SLOT_END
)
10709 // remove item dependent auras and casts (only weapon and armor slots)
10710 RemoveItemDependentAurasAndCasts(pItem
);
10712 // equipment visual show
10713 SetVisibleItemSlot(slot
,NULL
);
10716 m_items
[slot
] = NULL
;
10718 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10719 pBag
->RemoveItem(slot
, update
);
10721 if( IsInWorld() && update
)
10723 pItem
->RemoveFromWorld();
10724 pItem
->DestroyForPlayer(this);
10727 //pItem->SetOwnerGUID(0);
10728 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10729 pItem
->SetSlot( NULL_SLOT
);
10730 pItem
->SetState(ITEM_REMOVED
, this);
10734 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10736 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10738 ItemPrototype
const *pProto
;
10739 uint32 remcount
= 0;
10742 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10744 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10745 if( pItem
&& pItem
->GetEntry() == item
)
10747 if( pItem
->GetCount() + remcount
<= count
)
10749 // all items in inventory can unequipped
10750 remcount
+= pItem
->GetCount();
10751 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10753 if(remcount
>=count
)
10758 pProto
= pItem
->GetProto();
10759 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10760 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10761 if( IsInWorld() & update
)
10762 pItem
->SendUpdateToPlayer( this );
10763 pItem
->SetState(ITEM_CHANGED
, this);
10768 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
10770 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10771 if( pItem
&& pItem
->GetEntry() == item
)
10773 if( pItem
->GetCount() + remcount
<= count
)
10775 // all keys can be unequipped
10776 remcount
+= pItem
->GetCount();
10777 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10779 if(remcount
>=count
)
10784 pProto
= pItem
->GetProto();
10785 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10786 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10787 if( IsInWorld() & update
)
10788 pItem
->SendUpdateToPlayer( this );
10789 pItem
->SetState(ITEM_CHANGED
, this);
10795 // in inventory bags
10796 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10798 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10800 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10802 pItem
= pBag
->GetItemByPos(j
);
10803 if( pItem
&& pItem
->GetEntry() == item
)
10805 // all items in bags can be unequipped
10806 if( pItem
->GetCount() + remcount
<= count
)
10808 remcount
+= pItem
->GetCount();
10809 DestroyItem( i
, j
, update
);
10811 if(remcount
>=count
)
10816 pProto
= pItem
->GetProto();
10817 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10818 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10819 if( IsInWorld() && update
)
10820 pItem
->SendUpdateToPlayer( this );
10821 pItem
->SetState(ITEM_CHANGED
, this);
10829 // in equipment and bag list
10830 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10832 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10833 if( pItem
&& pItem
->GetEntry() == item
)
10835 if( pItem
->GetCount() + remcount
<= count
)
10837 if(!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
,false) == EQUIP_ERR_OK
)
10839 remcount
+= pItem
->GetCount();
10840 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10842 if(remcount
>=count
)
10848 pProto
= pItem
->GetProto();
10849 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10850 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10851 if( IsInWorld() & update
)
10852 pItem
->SendUpdateToPlayer( this );
10853 pItem
->SetState(ITEM_CHANGED
, this);
10860 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10862 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10865 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10867 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10868 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10869 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10871 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
10873 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10874 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10875 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10878 // in inventory bags
10879 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10881 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10884 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10886 Item
* pItem
= pBag
->GetItemByPos(j
);
10887 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10888 DestroyItem( i
, j
, update
);
10893 // in equipment and bag list
10894 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10896 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10897 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10898 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10902 void Player::DestroyConjuredItems( bool update
)
10904 // used when entering arena
10905 // destroys all conjured items
10906 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10909 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10911 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10912 if( pItem
&& pItem
->GetProto() &&
10913 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10914 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10915 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10918 // in inventory bags
10919 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10921 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10924 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10926 Item
* pItem
= pBag
->GetItemByPos(j
);
10927 if( pItem
&& pItem
->GetProto() &&
10928 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10929 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10930 DestroyItem( i
, j
, update
);
10935 // in equipment and bag list
10936 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10938 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10939 if( pItem
&& pItem
->GetProto() &&
10940 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10941 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10942 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10946 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10951 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10953 if( pItem
->GetCount() <= count
)
10955 count
-= pItem
->GetCount();
10957 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10961 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10962 pItem
->SetCount( pItem
->GetCount() - count
);
10964 if( IsInWorld() & update
)
10965 pItem
->SendUpdateToPlayer( this );
10966 pItem
->SetState(ITEM_CHANGED
, this);
10970 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10972 uint8 srcbag
= src
>> 8;
10973 uint8 srcslot
= src
& 255;
10975 uint8 dstbag
= dst
>> 8;
10976 uint8 dstslot
= dst
& 255;
10978 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10981 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10985 // not let split all items (can be only at cheating)
10986 if(pSrcItem
->GetCount() == count
)
10988 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10992 // not let split more existed items (can be only at cheating)
10993 if(pSrcItem
->GetCount() < count
)
10995 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10999 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
11001 //best error message found for attempting to split while looting
11002 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
11006 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
11007 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
11010 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
11014 if( IsInventoryPos( dst
) )
11016 // change item amount before check (for unique max count check)
11017 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11019 ItemPosCountVec dest
;
11020 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11021 if( msg
!= EQUIP_ERR_OK
)
11024 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11025 SendEquipError( msg
, pSrcItem
, NULL
);
11030 pSrcItem
->SendUpdateToPlayer( this );
11031 pSrcItem
->SetState(ITEM_CHANGED
, this);
11032 StoreItem( dest
, pNewItem
, true);
11034 else if( IsBankPos ( dst
) )
11036 // change item amount before check (for unique max count check)
11037 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11039 ItemPosCountVec dest
;
11040 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11041 if( msg
!= EQUIP_ERR_OK
)
11044 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11045 SendEquipError( msg
, pSrcItem
, NULL
);
11050 pSrcItem
->SendUpdateToPlayer( this );
11051 pSrcItem
->SetState(ITEM_CHANGED
, this);
11052 BankItem( dest
, pNewItem
, true);
11054 else if( IsEquipmentPos ( dst
) )
11056 // change item amount before check (for unique max count check), provide space for splitted items
11057 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11060 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
11061 if( msg
!= EQUIP_ERR_OK
)
11064 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11065 SendEquipError( msg
, pSrcItem
, NULL
);
11070 pSrcItem
->SendUpdateToPlayer( this );
11071 pSrcItem
->SetState(ITEM_CHANGED
, this);
11072 EquipItem( dest
, pNewItem
, true);
11073 AutoUnequipOffhandIfNeed();
11077 void Player::SwapItem( uint16 src
, uint16 dst
)
11079 uint8 srcbag
= src
>> 8;
11080 uint8 srcslot
= src
& 255;
11082 uint8 dstbag
= dst
>> 8;
11083 uint8 dstslot
= dst
& 255;
11085 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11086 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
11091 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
11095 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
11099 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
11101 //best error message found for attempting to swap while looting
11102 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
11106 // check unequip potability for equipped items and bank bags
11107 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
11109 // bags can be swapped with empty bag slots
11110 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
));
11111 if(msg
!= EQUIP_ERR_OK
)
11113 SendEquipError( msg
, pSrcItem
, pDstItem
);
11118 // prevent put equipped/bank bag in self
11119 if( IsBagPos ( src
) && srcslot
== dstbag
)
11121 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11127 if( IsInventoryPos( dst
) )
11129 ItemPosCountVec dest
;
11130 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
11131 if( msg
!= EQUIP_ERR_OK
)
11133 SendEquipError( msg
, pSrcItem
, NULL
);
11137 RemoveItem(srcbag
, srcslot
, true);
11138 StoreItem( dest
, pSrcItem
, true);
11140 else if( IsBankPos ( dst
) )
11142 ItemPosCountVec dest
;
11143 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
11144 if( msg
!= EQUIP_ERR_OK
)
11146 SendEquipError( msg
, pSrcItem
, NULL
);
11150 RemoveItem(srcbag
, srcslot
, true);
11151 BankItem( dest
, pSrcItem
, true);
11153 else if( IsEquipmentPos ( dst
) )
11156 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
11157 if( msg
!= EQUIP_ERR_OK
)
11159 SendEquipError( msg
, pSrcItem
, NULL
);
11163 RemoveItem(srcbag
, srcslot
, true);
11164 EquipItem( dest
, pSrcItem
, true);
11165 AutoUnequipOffhandIfNeed();
11168 else // if (!pDstItem)
11170 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
11172 //best error message found for attempting to swap while looting
11173 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
11177 // check unequip potability for equipped items and bank bags
11178 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
11180 // bags can be swapped with empty bag slots
11181 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) );
11182 if(msg
!= EQUIP_ERR_OK
)
11184 SendEquipError( msg
, pSrcItem
, pDstItem
);
11189 // attempt merge to / fill target item
11192 ItemPosCountVec sDest
;
11194 if( IsInventoryPos( dst
) )
11195 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11196 else if( IsBankPos ( dst
) )
11197 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11198 else if( IsEquipmentPos ( dst
) )
11199 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11203 // can be merge/fill
11204 if(msg
== EQUIP_ERR_OK
)
11206 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
11208 RemoveItem(srcbag
, srcslot
, true);
11210 if( IsInventoryPos( dst
) )
11211 StoreItem( sDest
, pSrcItem
, true);
11212 else if( IsBankPos ( dst
) )
11213 BankItem( sDest
, pSrcItem
, true);
11214 else if( IsEquipmentPos ( dst
) )
11216 EquipItem( eDest
, pSrcItem
, true);
11217 AutoUnequipOffhandIfNeed();
11222 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
11223 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
11224 pSrcItem
->SetState(ITEM_CHANGED
, this);
11225 pDstItem
->SetState(ITEM_CHANGED
, this);
11228 pSrcItem
->SendUpdateToPlayer( this );
11229 pDstItem
->SendUpdateToPlayer( this );
11236 // impossible merge/fill, do real swap
11239 // check src->dest move possibility
11240 ItemPosCountVec sDest
;
11242 if( IsInventoryPos( dst
) )
11243 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11244 else if( IsBankPos( dst
) )
11245 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11246 else if( IsEquipmentPos( dst
) )
11248 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11249 if( msg
== EQUIP_ERR_OK
)
11250 msg
= CanUnequipItem( eDest
, true );
11253 if( msg
!= EQUIP_ERR_OK
)
11255 SendEquipError( msg
, pSrcItem
, pDstItem
);
11259 // check dest->src move possibility
11260 ItemPosCountVec sDest2
;
11262 if( IsInventoryPos( src
) )
11263 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11264 else if( IsBankPos( src
) )
11265 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11266 else if( IsEquipmentPos( src
) )
11268 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11269 if( msg
== EQUIP_ERR_OK
)
11270 msg
= CanUnequipItem( eDest2
, true);
11273 if( msg
!= EQUIP_ERR_OK
)
11275 SendEquipError( msg
, pDstItem
, pSrcItem
);
11279 // now do moves, remove...
11280 RemoveItem(dstbag
, dstslot
, false);
11281 RemoveItem(srcbag
, srcslot
, false);
11284 if( IsInventoryPos( dst
) )
11285 StoreItem(sDest
, pSrcItem
, true);
11286 else if( IsBankPos( dst
) )
11287 BankItem(sDest
, pSrcItem
, true);
11288 else if( IsEquipmentPos( dst
) )
11289 EquipItem(eDest
, pSrcItem
, true);
11292 if( IsInventoryPos( src
) )
11293 StoreItem(sDest2
, pDstItem
, true);
11294 else if( IsBankPos( src
) )
11295 BankItem(sDest2
, pDstItem
, true);
11296 else if( IsEquipmentPos( src
) )
11297 EquipItem(eDest2
, pDstItem
, true);
11299 AutoUnequipOffhandIfNeed();
11303 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11307 uint32 slot
= m_currentBuybackSlot
;
11308 // if current back slot non-empty search oldest or free
11311 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11312 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11314 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11323 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11325 if(oldest_time
> i_time
)
11327 oldest_time
= i_time
;
11333 slot
= oldest_slot
;
11336 RemoveItemFromBuyBackSlot( slot
, true );
11337 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11339 m_items
[slot
] = pItem
;
11340 time_t base
= time(NULL
);
11341 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11342 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11344 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, pItem
->GetGUID() );
11345 ItemPrototype
const *pProto
= pItem
->GetProto();
11347 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11349 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11350 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11352 // move to next (for non filled list is move most optimized choice)
11353 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
-1)
11354 ++m_currentBuybackSlot
;
11358 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11360 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11361 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11362 return m_items
[slot
];
11366 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11368 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11369 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11371 Item
*pItem
= m_items
[slot
];
11374 pItem
->RemoveFromWorld();
11375 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11378 m_items
[slot
] = NULL
;
11380 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11381 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, 0 );
11382 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11383 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11385 // if current backslot is filled set to now free slot
11386 if(m_items
[m_currentBuybackSlot
])
11387 m_currentBuybackSlot
= slot
;
11391 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11393 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg
);
11394 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11395 data
<< uint8(msg
);
11399 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11400 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11401 data
<< uint8(0); // not 0 there...
11403 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11408 if(ItemPrototype
const* proto
= pItem
->GetProto())
11409 level
= proto
->RequiredLevel
;
11411 data
<< uint32(level
); // new 2.4.0
11414 GetSession()->SendPacket(&data
);
11417 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11419 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11420 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11421 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11422 data
<< uint32(item
);
11424 data
<< uint32(param
);
11425 data
<< uint8(msg
);
11426 GetSession()->SendPacket(&data
);
11429 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11431 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11432 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11433 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11434 data
<< uint64(guid
);
11436 data
<< uint32(param
);
11437 data
<< uint8(msg
);
11438 GetSession()->SendPacket(&data
);
11441 void Player::ClearTrade()
11444 acceptTrade
= false;
11445 for(int i
= 0; i
< TRADE_SLOT_COUNT
; i
++)
11446 tradeItems
[i
] = NULL_SLOT
;
11449 void Player::TradeCancel(bool sendback
)
11453 // send yellow "Trade canceled" message to both traders
11457 ws
->SendCancelTrade();
11458 ws
= pTrader
->GetSession();
11459 if(!ws
->PlayerLogout())
11460 ws
->SendCancelTrade();
11464 pTrader
->ClearTrade();
11465 // prevent loss of reference
11466 pTrader
->pTrader
= NULL
;
11471 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11473 if(m_itemDuration
.empty())
11476 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
,realtimeonly
);
11478 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); )
11481 ++itr
; // current element can be erased in UpdateDuration
11483 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11484 item
->UpdateDuration(this,time
);
11488 void Player::UpdateEnchantTime(uint32 time
)
11490 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11494 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11496 next
= m_enchantDuration
.erase(itr
);
11498 else if(itr
->leftduration
<= time
)
11500 ApplyEnchantment(itr
->item
,itr
->slot
,false,false);
11501 itr
->item
->ClearEnchantment(itr
->slot
);
11502 next
= m_enchantDuration
.erase(itr
);
11504 else if(itr
->leftduration
> time
)
11506 itr
->leftduration
-= time
;
11512 void Player::AddEnchantmentDurations(Item
*item
)
11514 for(int x
=0;x
<MAX_ENCHANTMENT_SLOT
;++x
)
11516 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11519 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11521 AddEnchantmentDuration(item
,EnchantmentSlot(x
),duration
);
11525 void Player::RemoveEnchantmentDurations(Item
*item
)
11527 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();)
11529 if(itr
->item
== item
)
11531 // save duration in item
11532 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
),itr
->leftduration
);
11533 itr
= m_enchantDuration
.erase(itr
);
11540 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11542 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11543 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11546 if(itr
->slot
==slot
)
11548 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11550 // remove from stats
11551 ApplyEnchantment(itr
->item
,slot
,false,false);
11553 itr
->item
->ClearEnchantment(slot
);
11555 // remove from update list
11556 next
= m_enchantDuration
.erase(itr
);
11562 // remove enchants from inventory items
11563 // NOTE: no need to remove these from stats, since these aren't equipped
11565 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
11567 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11568 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11569 pItem
->ClearEnchantment(slot
);
11572 // in inventory bags
11573 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11575 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11578 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
11580 Item
* pItem
= pBag
->GetItemByPos(j
);
11581 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11582 pItem
->ClearEnchantment(slot
);
11588 // duration == 0 will remove item enchant
11589 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11594 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11597 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11599 if(itr
->item
== item
&& itr
->slot
== slot
)
11601 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
11602 m_enchantDuration
.erase(itr
);
11606 if(item
&& duration
> 0 )
11608 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(),slot
,uint32(duration
/1000));
11609 m_enchantDuration
.push_back(EnchantDuration(item
,slot
,duration
));
11613 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11615 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11616 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11619 void Player::ApplyEnchantment(Item
*item
,EnchantmentSlot slot
,bool apply
, bool apply_dur
, bool ignore_condition
)
11624 if(!item
->IsEquipped())
11627 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11630 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11634 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11638 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11641 for (int s
=0; s
<3; s
++)
11643 uint32 enchant_display_type
= pEnchant
->type
[s
];
11644 uint32 enchant_amount
= pEnchant
->amount
[s
];
11645 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11647 switch(enchant_display_type
)
11649 case ITEM_ENCHANTMENT_TYPE_NONE
:
11651 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11652 // processed in Player::CastItemCombatSpell
11654 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11655 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11656 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11657 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11658 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11659 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11660 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11662 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11663 if(enchant_spell_id
)
11667 int32 basepoints
= 0;
11668 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11669 if (item
->GetItemRandomPropertyId())
11671 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11674 // Search enchant_amount
11675 for (int k
=0; k
<3; k
++)
11677 if(item_rand
->enchant_id
[k
] == enchant_id
)
11679 basepoints
= int32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11685 // Cast custom spell vs all equal basepoints getted from enchant_amount
11687 CastCustomSpell(this,enchant_spell_id
,&basepoints
,&basepoints
,&basepoints
,true,item
);
11689 CastSpell(this,enchant_spell_id
,true,item
);
11692 RemoveAurasDueToItemSpell(item
,enchant_spell_id
);
11695 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11696 if (!enchant_amount
)
11698 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11701 for (int k
=0; k
<3; k
++)
11703 if(item_rand
->enchant_id
[k
] == enchant_id
)
11705 enchant_amount
= uint32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11712 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11714 case ITEM_ENCHANTMENT_TYPE_STAT
:
11716 if (!enchant_amount
)
11718 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11719 if(item_rand_suffix
)
11721 for (int k
=0; k
<3; k
++)
11723 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11725 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11732 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11733 switch (enchant_spell_id
)
11735 case ITEM_MOD_AGILITY
:
11736 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11737 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11738 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11740 case ITEM_MOD_STRENGTH
:
11741 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11742 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11743 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11745 case ITEM_MOD_INTELLECT
:
11746 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11747 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11748 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11750 case ITEM_MOD_SPIRIT
:
11751 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11752 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11753 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11755 case ITEM_MOD_STAMINA
:
11756 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11757 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11758 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11760 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11761 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11762 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11764 case ITEM_MOD_DODGE_RATING
:
11765 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11766 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11768 case ITEM_MOD_PARRY_RATING
:
11769 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11770 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11772 case ITEM_MOD_BLOCK_RATING
:
11773 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11774 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11776 case ITEM_MOD_HIT_MELEE_RATING
:
11777 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11778 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11780 case ITEM_MOD_HIT_RANGED_RATING
:
11781 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11782 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11784 case ITEM_MOD_HIT_SPELL_RATING
:
11785 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11786 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11788 case ITEM_MOD_CRIT_MELEE_RATING
:
11789 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11790 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11792 case ITEM_MOD_CRIT_RANGED_RATING
:
11793 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11794 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11796 case ITEM_MOD_CRIT_SPELL_RATING
:
11797 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11798 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11800 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11802 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11803 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11805 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11806 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11808 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11809 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11811 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11812 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11814 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11815 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11817 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11818 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11820 // case ITEM_MOD_HASTE_MELEE_RATING:
11821 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11823 // case ITEM_MOD_HASTE_RANGED_RATING:
11824 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11826 case ITEM_MOD_HASTE_SPELL_RATING
:
11827 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11829 case ITEM_MOD_HIT_RATING
:
11830 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11831 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11832 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11833 sLog
.outDebug("+ %u HIT", enchant_amount
);
11835 case ITEM_MOD_CRIT_RATING
:
11836 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11837 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11838 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11839 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11841 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11842 // case ITEM_MOD_HIT_TAKEN_RATING:
11843 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11844 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11845 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11847 // case ITEM_MOD_CRIT_TAKEN_RATING:
11848 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11849 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11850 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11852 case ITEM_MOD_RESILIENCE_RATING
:
11853 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11854 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11855 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11856 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11858 case ITEM_MOD_HASTE_RATING
:
11859 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11860 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11861 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11862 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11864 case ITEM_MOD_EXPERTISE_RATING
:
11865 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11866 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11868 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
11869 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
11870 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
11877 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11879 if(getClass() == CLASS_SHAMAN
)
11881 float addValue
= 0.0f
;
11882 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11884 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11885 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11887 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11889 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11890 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11896 sLog
.outError("Unknown item enchantment display type: %d",enchant_display_type
);
11898 } /*switch(enchant_display_type)*/
11901 // visualize enchantment at player and equipped items
11902 if(slot
< MAX_INSPECTED_ENCHANTMENT_SLOT
)
11904 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (item
->GetSlot() * MAX_VISIBLE_ITEM_OFFSET
);
11905 SetUInt32Value(VisibleBase
+ 1 + slot
, apply
? item
->GetEnchantmentId(slot
) : 0);
11913 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11915 AddEnchantmentDuration(item
,slot
,duration
);
11919 // duration == 0 will remove EnchantDuration
11920 AddEnchantmentDuration(item
,slot
,0);
11925 void Player::SendEnchantmentDurations()
11927 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11929 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(),itr
->slot
,uint32(itr
->leftduration
)/1000);
11933 void Player::SendItemDurations()
11935 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end();++itr
)
11937 (*itr
)->SendTimeUpdate(this);
11941 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11943 if(!item
) // prevent crash
11946 // last check 2.0.10
11947 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11948 data
<< GetGUID(); // player GUID
11949 data
<< uint32(received
); // 0=looted, 1=from npc
11950 data
<< uint32(created
); // 0=received, 1=created
11951 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11952 data
<< (uint8
)item
->GetBagSlot(); // bagslot
11953 // item slot, but when added to stack: 0xFFFFFFFF
11954 data
<< (uint32
) ((item
->GetCount()==count
) ? item
->GetSlot() : -1);
11955 data
<< uint32(item
->GetEntry()); // item id
11956 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11957 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11958 data
<< uint32(count
); // count of items
11959 data
<< GetItemCount(item
->GetEntry()); // count of items in inventory
11961 if (broadcast
&& GetGroup())
11962 GetGroup()->BroadcastPacket(&data
);
11964 GetSession()->SendPacket(&data
);
11967 /*********************************************************/
11968 /*** QUEST SYSTEM ***/
11969 /*********************************************************/
11971 void Player::PrepareQuestMenu( uint64 guid
)
11974 QuestRelations
* pObjectQR
;
11975 QuestRelations
* pObjectQIR
;
11976 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11979 pObject
= (Object
*)pCreature
;
11980 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11981 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11985 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11988 pObject
= (Object
*)pGameObject
;
11989 pObjectQR
= &objmgr
.mGOQuestRelations
;
11990 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11996 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
11999 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
12001 uint32 quest_id
= i
->second
;
12002 QuestStatus status
= GetQuestStatus( quest_id
);
12003 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
12004 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
12005 else if ( status
== QUEST_STATUS_INCOMPLETE
)
12006 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_INCOMPLETE
);
12007 else if (status
== QUEST_STATUS_AVAILABLE
)
12008 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12011 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
12013 uint32 quest_id
= i
->second
;
12014 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12015 if(!pQuest
) continue;
12017 QuestStatus status
= GetQuestStatus( quest_id
);
12019 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
12020 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
12021 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
12022 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_AVAILABLE
);
12026 void Player::SendPreparedQuest( uint64 guid
)
12028 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
12029 if( questMenu
.Empty() )
12032 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
12034 uint32 status
= qmi0
.m_qIcon
;
12036 // single element case
12037 if ( questMenu
.MenuItemCount() == 1 )
12039 // Auto open -- maybe also should verify there is no greeting
12040 uint32 quest_id
= qmi0
.m_qId
;
12041 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12044 if( status
== DIALOG_STATUS_REWARD_REP
&& !GetQuestRewardStatus( quest_id
) )
12045 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
,false), true );
12046 else if( status
== DIALOG_STATUS_INCOMPLETE
)
12047 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, false, true );
12048 // Send completable on repeatable quest if player don't have quest
12049 else if( pQuest
->IsRepeatable() && !pQuest
->IsDaily() )
12050 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
12052 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
12055 // multiply entries
12061 std::string title
= "";
12062 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
12065 uint32 textid
= pCreature
->GetNpcTextId();
12066 GossipText
* gossiptext
= objmgr
.GetGossipText(textid
);
12069 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12070 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12075 qe
= gossiptext
->Options
[0].Emotes
[0];
12077 if(!gossiptext
->Options
[0].Text_0
.empty())
12079 title
= gossiptext
->Options
[0].Text_0
;
12081 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12084 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12087 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
12088 title
= nl
->Text_0
[0][loc_idx
];
12094 title
= gossiptext
->Options
[0].Text_1
;
12096 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12099 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12102 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
12103 title
= nl
->Text_1
[0][loc_idx
];
12109 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
12113 bool Player::IsActiveQuest( uint32 quest_id
) const
12115 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
12117 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
12120 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
12123 QuestRelations
* pObjectQR
;
12124 QuestRelations
* pObjectQIR
;
12126 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
12129 pObject
= (Object
*)pCreature
;
12130 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12131 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12135 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
12138 pObject
= (Object
*)pGameObject
;
12139 pObjectQR
= &objmgr
.mGOQuestRelations
;
12140 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12146 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
12147 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
12149 if (itr
->second
== nextQuestID
)
12150 return objmgr
.GetQuestTemplate(nextQuestID
);
12156 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
12158 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
12159 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
12160 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
12161 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
12163 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12169 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12171 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12172 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12173 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12174 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12175 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12176 && SatisfyQuestDay( pQuest
, msg
);
12179 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12181 if( !SatisfyQuestLog( msg
) )
12184 uint32 srcitem
= pQuest
->GetSrcItemId();
12187 uint32 count
= pQuest
->GetSrcItemCount();
12188 ItemPosCountVec dest
;
12189 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12191 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12192 if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12194 else if( msg
!= EQUIP_ERR_OK
)
12196 SendEquipError( msg
, NULL
, NULL
);
12203 bool Player::CanCompleteQuest( uint32 quest_id
)
12207 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12208 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12209 return false; // not allow re-complete quest
12211 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12216 // auto complete quest
12217 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12220 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12223 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12225 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12227 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12232 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12234 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12236 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12239 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12244 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12247 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12250 if ( qInfo
->GetRewOrReqMoney() < 0 )
12252 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12256 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12257 if ( repFacId
&& GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12266 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12268 // Solve problem that player don't have the quest and try complete it.
12269 // if repeatable she must be able to complete event if player don't have it.
12270 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12271 if( !CanTakeQuest(pQuest
, false) )
12274 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12275 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12276 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12279 if( !CanRewardQuest(pQuest
, false) )
12285 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12287 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12288 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12291 // daily quest can't be rewarded (25 daily quest already completed)
12292 if(!SatisfyQuestDay(pQuest
,true))
12295 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12296 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12299 // prevent receive reward with quest items in bank
12300 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12302 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12304 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12305 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12308 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12314 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12315 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12321 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12323 // prevent receive reward with quest items in bank or for not completed quest
12324 if(!CanRewardQuest(pQuest
,msg
))
12327 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12329 if( pQuest
->RewChoiceItemId
[reward
] )
12331 ItemPosCountVec dest
;
12332 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12333 if( res
!= EQUIP_ERR_OK
)
12335 SendEquipError( res
, NULL
, NULL
);
12341 if ( pQuest
->GetRewItemsCount() > 0 )
12343 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12345 if( pQuest
->RewItemId
[i
] )
12347 ItemPosCountVec dest
;
12348 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12349 if( res
!= EQUIP_ERR_OK
)
12351 SendEquipError( res
, NULL
, NULL
);
12361 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12363 uint16 log_slot
= FindQuestSlot( 0 );
12364 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12366 uint32 quest_id
= pQuest
->GetQuestId();
12368 // if not exist then created with set uState==NEW and rewarded=false
12369 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12370 if (questStatusData
.uState
!= QUEST_NEW
)
12371 questStatusData
.uState
= QUEST_CHANGED
;
12373 // check for repeatable quests status reset
12374 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12375 questStatusData
.m_explored
= false;
12377 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12379 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12380 questStatusData
.m_itemcount
[i
] = 0;
12383 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12385 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12386 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12389 GiveQuestSourceItem( pQuest
);
12390 AdjustQuestReqItemCount( pQuest
);
12392 if( pQuest
->GetRepObjectiveFaction() )
12393 SetFactionVisibleForFactionId(pQuest
->GetRepObjectiveFaction());
12396 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12398 uint32 limittime
= pQuest
->GetLimitTime();
12400 // shared timed quest
12401 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12402 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ 1000;
12404 AddTimedQuest( quest_id
);
12405 questStatusData
.m_timer
= limittime
* 1000;
12406 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12409 questStatusData
.m_timer
= 0;
12411 SetQuestSlot(log_slot
, quest_id
, qtime
);
12413 //starting initial quest script
12414 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12415 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12417 UpdateForQuestsGO();
12420 void Player::CompleteQuest( uint32 quest_id
)
12424 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12426 uint16 log_slot
= FindQuestSlot( quest_id
);
12427 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12428 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12430 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12432 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12433 RewardQuest(qInfo
,0,this,false);
12435 SendQuestComplete( quest_id
);
12440 void Player::IncompleteQuest( uint32 quest_id
)
12444 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12446 uint16 log_slot
= FindQuestSlot( quest_id
);
12447 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12448 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12452 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12454 uint32 quest_id
= pQuest
->GetQuestId();
12456 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++ )
12458 if ( pQuest
->ReqItemId
[i
] )
12459 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12462 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12463 // SetTimedQuest( 0 );
12464 m_timedquests
.erase(pQuest
->GetQuestId());
12466 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12468 if( pQuest
->RewChoiceItemId
[reward
] )
12470 ItemPosCountVec dest
;
12471 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12473 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12474 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12479 if ( pQuest
->GetRewItemsCount() > 0 )
12481 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12483 if( pQuest
->RewItemId
[i
] )
12485 ItemPosCountVec dest
;
12486 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12488 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12489 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12495 RewardReputation( pQuest
);
12497 if( pQuest
->GetRewSpellCast() > 0 )
12498 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12499 else if( pQuest
->GetRewSpell() > 0)
12500 CastSpell( this, pQuest
->GetRewSpell(), true);
12502 uint16 log_slot
= FindQuestSlot( quest_id
);
12503 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12504 SetQuestSlot(log_slot
,0);
12506 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12508 // Not give XP in case already completed once repeatable quest
12509 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12511 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12512 GiveXP( XP
, NULL
);
12514 ModifyMoney( int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)) );
12516 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12517 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12520 if(pQuest
->GetRewHonorableKills())
12521 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12524 if(pQuest
->GetCharTitleId())
12526 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12527 SetTitle(titleEntry
);
12530 // Send reward mail
12531 if(pQuest
->GetRewMailTemplateId())
12533 MailMessageType mailType
;
12534 uint32 senderGuidOrEntry
;
12535 switch(questGiver
->GetTypeId())
12538 mailType
= MAIL_CREATURE
;
12539 senderGuidOrEntry
= questGiver
->GetEntry();
12541 case TYPEID_GAMEOBJECT
:
12542 mailType
= MAIL_GAMEOBJECT
;
12543 senderGuidOrEntry
= questGiver
->GetEntry();
12546 mailType
= MAIL_ITEM
;
12547 senderGuidOrEntry
= questGiver
->GetEntry();
12549 case TYPEID_PLAYER
:
12550 mailType
= MAIL_NORMAL
;
12551 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12554 mailType
= MAIL_NORMAL
;
12555 senderGuidOrEntry
= GetGUIDLow();
12559 Loot questMailLoot
;
12561 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this);
12564 MailItemsInfo mi
; // item list preparing
12566 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.items
.size(); ++i
)
12568 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12570 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12572 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12573 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12578 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.quest_items
.size(); ++i
)
12580 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
+questMailLoot
.items
.size(),this))
12582 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12584 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12585 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12590 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12593 if(pQuest
->IsDaily())
12595 SetDailyQuestStatus(quest_id
);
12596 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12599 if ( !pQuest
->IsRepeatable() )
12600 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12602 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12604 q_status
.m_rewarded
= true;
12607 SendQuestReward( pQuest
, XP
, questGiver
);
12609 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12610 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12611 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
);
12614 void Player::FailQuest( uint32 quest_id
)
12618 IncompleteQuest( quest_id
);
12620 uint16 log_slot
= FindQuestSlot( quest_id
);
12621 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12623 SetQuestSlotTimer(log_slot
, 1 );
12624 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12626 SendQuestFailed( quest_id
);
12630 void Player::FailTimedQuest( uint32 quest_id
)
12634 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12636 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12637 q_status
.m_timer
= 0;
12639 IncompleteQuest( quest_id
);
12641 uint16 log_slot
= FindQuestSlot( quest_id
);
12642 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12644 SetQuestSlotTimer(log_slot
, 1 );
12645 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12647 SendQuestTimerFailed( quest_id
);
12651 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12653 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12654 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12656 // skip zone zoneOrSort and 0 case skillOrClass
12657 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12660 int32 questSort
= -zoneOrSort
;
12661 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12663 // check class sort cases in zoneOrSort
12664 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12667 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12672 if( skillOrClass
< 0 )
12674 uint8 reqClass
= -int32(skillOrClass
);
12675 if(getClass() != reqClass
)
12678 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12683 else if( skillOrClass
> 0 )
12685 uint32 reqSkill
= skillOrClass
;
12686 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12689 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12697 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12699 if( getLevel() < qInfo
->GetMinLevel() )
12702 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12708 bool Player::SatisfyQuestLog( bool msg
)
12711 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12716 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12717 GetSession()->SendPacket( &data
);
12718 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12723 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12725 // No previous quest (might be first quest in a series)
12726 if( qInfo
->prevQuests
.empty())
12729 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12731 uint32 prevId
= abs(*iter
);
12733 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12734 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12736 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12738 // If any of the positive previous quests completed, return true
12739 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12741 // skip one-from-all exclusive group
12742 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12745 // each-from-all exclusive group ( < 0)
12746 // can be start if only all quests in prev quest exclusive group completed and rewarded
12747 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12748 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12750 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12752 for(; iter
!= end
; ++iter
)
12754 uint32 exclude_Id
= iter
->second
;
12756 // skip checked quest id, only state of other quests in group is interesting
12757 if(exclude_Id
== prevId
)
12760 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12762 // alternative quest from group also must be completed and rewarded(reported)
12763 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12766 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12772 // If any of the negative previous quests active, return true
12773 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12774 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12776 // skip one-from-all exclusive group
12777 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12780 // each-from-all exclusive group ( < 0)
12781 // can be start if only all quests in prev quest exclusive group active
12782 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12783 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12785 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12787 for(; iter
!= end
; ++iter
)
12789 uint32 exclude_Id
= iter
->second
;
12791 // skip checked quest id, only state of other quests in group is interesting
12792 if(exclude_Id
== prevId
)
12795 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12797 // alternative quest from group also must be active
12798 if( i_exstatus
== mQuestStatus
.end() ||
12799 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12800 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12803 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12812 // Has only positive prev. quests in non-rewarded state
12813 // and negative prev. quests in non-active state
12815 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12820 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12822 uint32 reqraces
= qInfo
->GetRequiredRaces();
12823 if ( reqraces
== 0 )
12825 if( (reqraces
& getRaceMask()) == 0 )
12828 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12834 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12836 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12837 if(fIdMin
&& GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12840 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12844 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12845 if(fIdMax
&& GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12848 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12855 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12857 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12858 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12861 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12867 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12869 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12872 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12878 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12880 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12881 if(qInfo
->GetExclusiveGroup() <= 0)
12884 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12885 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12887 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12889 for(; iter
!= end
; ++iter
)
12891 uint32 exclude_Id
= iter
->second
;
12893 // skip checked quest id, only state of other quests in group is interesting
12894 if(exclude_Id
== qInfo
->GetQuestId())
12897 // not allow have daily quest if daily quest from exclusive group already recently completed
12898 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
12899 if( !SatisfyQuestDay(Nquest
, false) )
12902 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12906 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12908 // alternative quest already started or completed
12909 if( i_exstatus
!= mQuestStatus
.end()
12910 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12913 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12920 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12922 if(!qInfo
->GetNextQuestInChain())
12925 // next quest in chain already started or completed
12926 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
12927 if( itr
!= mQuestStatus
.end()
12928 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12931 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12935 // check for all quests further up the chain
12936 // only necessary if there are quest chains with more than one quest that can be skipped
12937 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12941 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12943 // No previous quest in chain
12944 if( qInfo
->prevChainQuests
.empty())
12947 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
12949 uint32 prevId
= *iter
;
12951 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12953 if( i_prevstatus
!= mQuestStatus
.end() )
12955 // If any of the previous quests in chain active, return false
12956 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12957 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
12960 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12965 // check for all quests further down the chain
12966 // only necessary if there are quest chains with more than one quest that can be skipped
12967 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12971 // No previous quest in chain active
12975 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12977 if(!qInfo
->IsDaily())
12980 bool have_slot
= false;
12981 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
12983 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
12984 if(qInfo
->GetQuestId()==id
)
12994 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
13001 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
13003 uint32 srcitem
= pQuest
->GetSrcItemId();
13006 uint32 count
= pQuest
->GetSrcItemCount();
13010 ItemPosCountVec dest
;
13011 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
13012 if( msg
== EQUIP_ERR_OK
)
13014 Item
* item
= StoreNewItem(dest
, srcitem
, true);
13015 SendNewItem(item
, count
, true, false);
13018 // player already have max amount required item, just report success
13019 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
13022 SendEquipError( msg
, NULL
, NULL
);
13029 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
13031 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13034 uint32 srcitem
= qInfo
->GetSrcItemId();
13037 uint32 count
= qInfo
->GetSrcItemCount();
13041 // exist one case when destroy source quest item not possible:
13042 // non un-equippable item (equipped non-empty bag, for example)
13043 uint8 res
= CanUnequipItems(srcitem
,count
);
13044 if(res
!= EQUIP_ERR_OK
)
13047 SendEquipError( res
, NULL
, NULL
);
13051 DestroyItemCount(srcitem
, count
, true, true);
13057 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
13059 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13062 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13063 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13064 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
13065 && !qInfo
->IsRepeatable() )
13066 return itr
->second
.m_rewarded
;
13073 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
13077 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13078 if( itr
!= mQuestStatus
.end() )
13079 return itr
->second
.m_status
;
13081 return QUEST_STATUS_NONE
;
13084 bool Player::CanShareQuest(uint32 quest_id
) const
13086 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13087 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
13089 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13090 if( itr
!= mQuestStatus
.end() )
13091 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
13096 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
13098 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13101 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
13103 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
13104 m_timedquests
.erase(qInfo
->GetQuestId());
13107 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13109 q_status
.m_status
= status
;
13110 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13113 UpdateForQuestsGO();
13116 // not used in MaNGOS, but used in scripting code
13117 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13119 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13123 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13124 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13125 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13130 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
)
13132 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13134 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
13136 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13137 if( reqitemcount
!= 0 )
13139 uint32 quest_id
= pQuest
->GetQuestId();
13140 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
13142 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13143 q_status
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13144 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13150 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13152 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13153 if ( GetQuestSlotQuestId(i
) == quest_id
)
13156 return MAX_QUEST_LOG_SIZE
;
13159 void Player::AreaExploredOrEventHappens( uint32 questId
)
13163 uint16 log_slot
= FindQuestSlot( questId
);
13164 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13166 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13168 if(!q_status
.m_explored
)
13170 q_status
.m_explored
= true;
13171 if (q_status
.uState
!= QUEST_NEW
)
13172 q_status
.uState
= QUEST_CHANGED
;
13175 if( CanCompleteQuest( questId
) )
13176 CompleteQuest( questId
);
13180 //not used in mangosd, function for external script library
13181 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13183 if( Group
*pGroup
= GetGroup() )
13185 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13187 Player
*pGroupGuy
= itr
->getSource();
13189 // for any leave or dead (with not released body) group member at appropriate distance
13190 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13191 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13195 AreaExploredOrEventHappens(questId
);
13198 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13200 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13202 uint32 questid
= GetQuestSlotQuestId(i
);
13203 if ( questid
== 0 )
13206 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13208 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13211 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13212 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13215 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13217 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13218 if ( reqitem
== entry
)
13220 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13221 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13222 if ( curitemcount
< reqitemcount
)
13224 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13225 q_status
.m_itemcount
[j
] += additemcount
;
13226 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13228 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13230 if ( CanCompleteQuest( questid
) )
13231 CompleteQuest( questid
);
13236 UpdateForQuestsGO();
13237 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
13240 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13242 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13244 uint32 questid
= GetQuestSlotQuestId(i
);
13247 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13250 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13253 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13255 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13256 if ( reqitem
== entry
)
13258 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13260 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13261 uint32 curitemcount
;
13262 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13263 curitemcount
= q_status
.m_itemcount
[j
];
13265 curitemcount
= GetItemCount(entry
,true);
13266 if ( curitemcount
< reqitemcount
+ count
)
13268 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13269 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13270 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13272 IncompleteQuest( questid
);
13278 UpdateForQuestsGO();
13281 void Player::KilledMonster( uint32 entry
, uint64 guid
)
13283 uint32 addkillcount
= 1;
13284 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13285 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13287 uint32 questid
= GetQuestSlotQuestId(i
);
13291 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13294 // just if !ingroup || !noraidgroup || raidgroup
13295 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13296 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13298 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13300 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13302 // skip GO activate objective or none
13303 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13306 // skip Cast at creature objective
13307 if(qInfo
->ReqSpell
[j
] !=0 )
13310 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13312 if ( reqkill
== entry
)
13314 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13315 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13316 if ( curkillcount
< reqkillcount
)
13318 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13319 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13321 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13323 if ( CanCompleteQuest( questid
) )
13324 CompleteQuest( questid
);
13326 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13335 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13337 bool isCreature
= IS_CREATURE_GUID(guid
);
13339 uint32 addCastCount
= 1;
13340 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13342 uint32 questid
= GetQuestSlotQuestId(i
);
13346 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13350 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13352 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13354 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13356 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13358 // skip kill creature objective (0) or wrong spell casts
13359 if(qInfo
->ReqSpell
[j
] != spell_id
)
13362 uint32 reqTarget
= 0;
13366 // creature activate objectives
13367 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13368 // checked at quest_template loading
13369 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13373 // GO activate objective
13374 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13375 // checked at quest_template loading
13376 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13379 // other not this creature/GO related objectives
13380 if( reqTarget
!= entry
)
13383 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13384 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13385 if ( curCastCount
< reqCastCount
)
13387 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13388 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13390 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13393 if ( CanCompleteQuest( questid
) )
13394 CompleteQuest( questid
);
13396 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13404 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13406 uint32 addTalkCount
= 1;
13407 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13409 uint32 questid
= GetQuestSlotQuestId(i
);
13413 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13417 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13419 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13421 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13423 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13425 // skip spell casts and Gameobject objectives
13426 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13429 uint32 reqTarget
= 0;
13431 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13432 // checked at quest_template loading
13433 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13437 if ( reqTarget
== entry
)
13439 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13440 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13441 if ( curTalkCount
< reqTalkCount
)
13443 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13444 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13446 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13448 if ( CanCompleteQuest( questid
) )
13449 CompleteQuest( questid
);
13451 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13460 void Player::MoneyChanged( uint32 count
)
13462 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13464 uint32 questid
= GetQuestSlotQuestId(i
);
13468 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13469 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13471 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13473 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13475 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13477 if ( CanCompleteQuest( questid
) )
13478 CompleteQuest( questid
);
13481 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13483 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13484 IncompleteQuest( questid
);
13490 bool Player::HasQuestForItem( uint32 itemid
) const
13492 for( QuestStatusMap::const_iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
13494 QuestStatusData
const& q_status
= i
->second
;
13496 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13498 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
13502 // hide quest if player is in raid-group and quest is no raid quest
13503 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13506 // There should be no mixed ReqItem/ReqSource drop
13507 // This part for ReqItem drop
13508 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13510 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13513 // This part - for ReqSource
13514 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; j
++)
13516 // examined item is a source item
13517 if (qinfo
->ReqSourceId
[j
] == itemid
&& qinfo
->ReqSourceRef
[j
] > 0 && qinfo
->ReqSourceRef
[j
] <= QUEST_OBJECTIVES_COUNT
)
13519 uint32 idx
= qinfo
->ReqSourceRef
[j
]-1;
13521 // total count of created ReqItems and SourceItems is less than ReqItemCount
13522 if(qinfo
->ReqItemId
[idx
] != 0 &&
13523 q_status
.m_itemcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqItemCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13526 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13527 if (qinfo
->ReqCreatureOrGOId
[idx
] != 0)
13529 if(q_status
.m_creatureOrGOcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqCreatureOrGOCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13532 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13533 else if(qinfo
->ReqSpell
[idx
] != 0)
13535 // not casted and need more reagents/item for use.
13536 if(!q_status
.m_explored
&& GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13546 void Player::SendQuestComplete( uint32 quest_id
)
13550 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13551 data
<< uint32(quest_id
);
13552 GetSession()->SendPacket( &data
);
13553 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13557 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13559 uint32 questid
= pQuest
->GetQuestId();
13560 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13561 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13562 data
<< uint32(questid
);
13564 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13566 data
<< uint32(XP
);
13567 data
<< uint32(pQuest
->GetRewOrReqMoney());
13572 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13575 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13576 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13577 GetSession()->SendPacket( &data
);
13579 if (pQuest
->GetQuestCompleteScript() != 0)
13580 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13583 void Player::SendQuestFailed( uint32 quest_id
)
13587 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13589 data
<< uint32(0); // failed reason (4 for inventory is full)
13590 GetSession()->SendPacket( &data
);
13591 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13595 void Player::SendQuestTimerFailed( uint32 quest_id
)
13599 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13601 GetSession()->SendPacket( &data
);
13602 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13606 void Player::SendCanTakeQuestResponse( uint32 msg
)
13608 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13609 data
<< uint32(msg
);
13610 GetSession()->SendPacket( &data
);
13611 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13614 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13618 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13619 data
<< uint64(pPlayer
->GetGUID());
13620 data
<< uint8(msg
); // valid values: 0-8
13621 GetSession()->SendPacket( &data
);
13622 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13626 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13628 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13629 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13630 //data << pQuest->ReqItemId[item_idx];
13632 GetSession()->SendPacket( &data
);
13635 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13637 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13639 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13641 // client expected gameobject template id in form (id|0x80000000)
13642 entry
= (-entry
) | 0x80000000;
13644 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13645 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13646 data
<< uint32(pQuest
->GetQuestId());
13647 data
<< uint32(entry
);
13648 data
<< uint32(old_count
+ add_count
);
13649 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13650 data
<< uint64(guid
);
13651 GetSession()->SendPacket(&data
);
13653 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13654 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13655 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13658 /*********************************************************/
13659 /*** LOAD SYSTEM ***/
13660 /*********************************************************/
13662 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13664 bool delete_result
= true;
13667 // 0 1 2 3 4 5 6 7 8 9
13668 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid
);
13669 if(!result
) return false;
13671 else delete_result
= false;
13673 Field
*fields
= result
->Fetch();
13675 if(!LoadValues( fields
[1].GetString()))
13677 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid
));
13678 if(delete_result
) delete result
;
13682 // overwrite possible wrong/corrupted guid
13683 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13685 m_name
= fields
[2].GetCppString();
13687 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13688 SetMapId(fields
[6].GetUInt32());
13689 // the instance id is not needed at character enum
13691 m_Played_time
[0] = fields
[7].GetUInt32();
13692 m_Played_time
[1] = fields
[8].GetUInt32();
13694 m_atLoginFlags
= fields
[9].GetUInt32();
13696 // I don't see these used anywhere ..
13699 _LoadBoundInstances();*/
13701 if (delete_result
) delete result
;
13703 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
13706 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13707 m_deathState
= DEAD
;
13712 void Player::_LoadDeclinedNames(QueryResult
* result
)
13718 delete m_declinedname
;
13720 m_declinedname
= new DeclinedName
;
13721 Field
*fields
= result
->Fetch();
13722 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13723 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13728 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
13730 // arenateamid, played_week, played_season, personal_rating
13731 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
)*18);
13737 Field
*fields
= result
->Fetch();
13739 uint32 arenateamid
= fields
[0].GetUInt32();
13740 uint32 played_week
= fields
[1].GetUInt32();
13741 uint32 played_season
= fields
[2].GetUInt32();
13742 uint32 personal_rating
= fields
[3].GetUInt32();
13744 ArenaTeam
* aTeam
= objmgr
.GetArenaTeamById(arenateamid
);
13747 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid
, played_week
, played_season
, personal_rating
);
13750 uint8 arenaSlot
= aTeam
->GetSlot();
13752 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6] = arenateamid
; // TeamID
13753 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 1] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
13754 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 2] = played_week
; // Played Week
13755 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 3] = played_season
; // Played Season
13756 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 4] = 0; // Unk
13757 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 5] = personal_rating
; // Personal Rating
13759 }while (result
->NextRow());
13763 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13765 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13769 Field
*fields
= result
->Fetch();
13771 x
= fields
[0].GetFloat();
13772 y
= fields
[1].GetFloat();
13773 z
= fields
[2].GetFloat();
13774 o
= fields
[3].GetFloat();
13775 mapid
= fields
[4].GetUInt32();
13776 in_flight
= !fields
[5].GetCppString().empty();
13782 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13784 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13788 Field
*fields
= result
->Fetch();
13790 data
= StrSplit(fields
[0].GetCppString(), " ");
13797 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13799 if(index
>= data
.size())
13802 return (uint32
)atoi(data
[index
].c_str());
13805 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13808 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13809 memcpy(&result
, &temp
, sizeof(result
));
13814 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13817 if(!LoadValuesArrayFromDB(data
,guid
))
13820 return GetUInt32ValueFromArray(data
,index
);
13823 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13826 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13827 memcpy(&result
, &temp
, sizeof(result
));
13832 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
13834 //// 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
13835 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points FROM characters WHERE guid = '%u'", guid);
13836 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
13840 sLog
.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
13844 Field
*fields
= result
->Fetch();
13846 uint32 dbAccountId
= fields
[1].GetUInt32();
13848 // check if the character's account in the db and the logged in account match.
13849 // player should be able to load/delete character only with correct account!
13850 if( dbAccountId
!= GetSession()->GetAccountId() )
13852 sLog
.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
13857 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
13859 m_name
= fields
[3].GetCppString();
13861 // check name limitations
13862 if(!ObjectMgr::IsValidName(m_name
) || GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
))
13865 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
13869 if(!LoadValues( fields
[2].GetString()))
13871 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
13876 // overwrite possible wrong/corrupted guid
13877 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13879 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13880 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
13882 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), 0 );
13883 SetVisibleItemSlot(slot
,NULL
);
13887 delete m_items
[slot
];
13888 m_items
[slot
] = NULL
;
13892 // update money limits
13893 if(GetMoney() > MAX_MONEY_AMOUNT
)
13894 SetMoney(MAX_MONEY_AMOUNT
);
13896 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
13899 m_race
= fields
[4].GetUInt8();
13900 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13901 //Other way is to saves m_team into characters table.
13902 setFactionForRace(m_race
);
13905 m_class
= fields
[5].GetUInt8();
13907 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(m_race
, m_class
);
13910 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
13915 InitPrimaryProffesions(); // to max set before any spell loaded
13917 uint32 transGUID
= fields
[24].GetUInt32();
13918 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
13919 SetMapId(fields
[9].GetUInt32());
13920 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
13922 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
13924 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
13926 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[33].GetUInt32();
13927 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
13928 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
13930 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
13932 // check arena teams integrity
13933 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
13935 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
13939 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
13940 if(at
->HaveMember(GetGUID()))
13943 // arena team not exist or not member, cleanup fields
13944 for(int j
=0; j
< 6; ++j
)
13945 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
13948 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
13950 if(!IsPositionValid())
13952 sLog
.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
13954 SetMapId(info
->mapId
);
13955 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13959 m_movementInfo
.t_x
= 0.0f
;
13960 m_movementInfo
.t_y
= 0.0f
;
13961 m_movementInfo
.t_z
= 0.0f
;
13962 m_movementInfo
.t_o
= 0.0f
;
13965 // load the player's map here if it's not already loaded
13966 Map
*map
= GetMap();
13967 // since the player may not be bound to the map yet, make sure subsequent
13968 // getmap calls won't create new maps
13969 SetInstanceId(map
->GetInstanceId());
13971 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
13972 if(GetInstanceId() && !sInstanceSaveManager
.GetInstanceSave(GetInstanceId()))
13974 AreaTrigger
const* at
= objmgr
.GetMapEntranceTrigger(GetMapId());
13976 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
13978 sLog
.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no aretrigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
13981 SaveRecallPosition();
13983 if (transGUID
!= 0)
13985 m_movementInfo
.t_x
= fields
[20].GetFloat();
13986 m_movementInfo
.t_y
= fields
[21].GetFloat();
13987 m_movementInfo
.t_z
= fields
[22].GetFloat();
13988 m_movementInfo
.t_o
= fields
[23].GetFloat();
13990 if( !MaNGOS::IsValidMapCoord(
13991 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13992 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
13993 // transport size limited
13994 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
13996 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13997 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13998 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
14000 SetMapId(info
->mapId
);
14001 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
14003 m_movementInfo
.t_x
= 0.0f
;
14004 m_movementInfo
.t_y
= 0.0f
;
14005 m_movementInfo
.t_z
= 0.0f
;
14006 m_movementInfo
.t_o
= 0.0f
;
14012 if (transGUID
!= 0)
14014 for (MapManager::TransportSet::iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
14016 if( (*iter
)->GetGUIDLow() == transGUID
)
14018 m_transport
= *iter
;
14019 m_transport
->AddPassenger(this);
14020 SetMapId(m_transport
->GetMapId());
14027 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
14030 SetMapId(info
->mapId
);
14031 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
14033 m_movementInfo
.t_x
= 0.0f
;
14034 m_movementInfo
.t_y
= 0.0f
;
14035 m_movementInfo
.t_z
= 0.0f
;
14036 m_movementInfo
.t_o
= 0.0f
;
14042 time_t now
= time(NULL
);
14043 time_t logoutTime
= time_t(fields
[16].GetUInt64());
14045 // since last logout (in seconds)
14046 uint64 time_diff
= uint64(now
- logoutTime
);
14048 // set value, including drunk invisibility detection
14049 // calculate sobering. after 15 minutes logged out, the player will be sober again
14051 if(time_diff
> 15*MINUTE
)
14054 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14055 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14056 SetDrunkValue(newDrunkenValue
);
14058 m_rest_bonus
= fields
[15].GetFloat();
14059 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14060 float bubble0
= 0.031;
14061 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14062 float bubble1
= 0.125;
14064 if((int32
)fields
[16].GetUInt32() > 0)
14066 float bubble
= fields
[17].GetUInt32() > 0
14067 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14068 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14070 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14073 m_cinematic
= fields
[12].GetUInt32();
14074 m_Played_time
[0]= fields
[13].GetUInt32();
14075 m_Played_time
[1]= fields
[14].GetUInt32();
14077 m_resetTalentsCost
= fields
[18].GetUInt32();
14078 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
14080 // reserve some flags
14081 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14083 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14084 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14086 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
14088 uint32 extraflags
= fields
[25].GetUInt32();
14090 m_stableSlots
= fields
[26].GetUInt32();
14091 if(m_stableSlots
> 4)
14093 sLog
.outError("Player can have not more 4 stable slots, but have in DB %u",uint32(m_stableSlots
));
14097 m_atLoginFlags
= fields
[27].GetUInt32();
14100 // Update Honor kills data
14101 m_lastHonorUpdateTime
= logoutTime
;
14102 UpdateHonorFields();
14104 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
14105 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14106 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14108 std::string taxi_nodes
= fields
[31].GetCppString();
14112 // clear channel spell data (if saved at channel spell casting)
14113 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
14114 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14116 // clear charm/summon related fields
14119 SetCharmerGUID(NULL
);
14120 SetOwnerGUID(NULL
);
14121 SetCreatorGUID(NULL
);
14123 // reset some aura modifiers before aura apply
14125 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14126 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14128 // reset skill modifiers and set correct unlearn flags
14129 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
14131 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
14133 // set correct unlearn bit
14134 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
14137 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
14138 if(!pSkill
) continue;
14140 // enable unlearn button for primary professions only
14141 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
14142 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
14144 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
14147 // make sure the unit is considered out of combat for proper loading
14150 // make sure the unit is considered not in duel for proper loading
14151 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14152 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14154 // remember loaded power/health values to restore after stats initialization and modifier applying
14155 uint32 savedHealth
= GetHealth();
14156 uint32 savedPower
[MAX_POWERS
];
14157 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14158 savedPower
[i
] = GetPower(Powers(i
));
14160 // reset stats before loading any modifiers
14161 InitStatsForLevel();
14162 InitTaxiNodesForLevel();
14163 InitGlyphsForLevel();
14166 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14168 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14171 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14173 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14174 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14175 m_deathState
= DEAD
;
14177 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14179 // after spell load
14180 InitTalentForLevel();
14181 learnSkillRewardedSpells();
14183 // after spell load, learn rewarded spell if need also
14184 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14185 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14187 _LoadTutorials(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS
));
14189 // must be before inventory (some items required reputation check)
14190 _LoadReputation(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14192 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14194 // update items with duration and realtime
14195 UpdateItemDuration(time_diff
, true);
14197 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14199 // unread mails and next delivery time, actual mails not loaded
14200 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14202 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14204 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
14207 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14208 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14209 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14211 if(!HasTitle(curTitle
))
14212 SetUInt32Value(PLAYER_CHOSEN_TITLE
,0);
14215 // Not finish taxi flight path
14216 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
))
14218 // problems with taxi path loading
14219 TaxiNodesEntry
const* nodeEntry
= NULL
;
14220 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14221 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14223 if(!nodeEntry
) // don't know taxi start node, to homebind
14225 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14226 SetMapId(m_homebindMapId
);
14227 Relocate( m_homebindX
, m_homebindY
, m_homebindZ
,0.0f
);
14228 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14230 else // have start node, to it
14232 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14233 SetMapId(nodeEntry
->map_id
);
14234 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14235 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14237 m_taxi
.ClearTaxiDestinations();
14239 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
14241 // save source node as recall coord to prevent recall and fall from sky
14242 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14243 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14244 m_recallMap
= nodeEntry
->map_id
;
14245 m_recallX
= nodeEntry
->x
;
14246 m_recallY
= nodeEntry
->y
;
14247 m_recallZ
= nodeEntry
->z
;
14249 // flight will started later
14252 // has to be called after last Relocate() in Player::LoadFromDB
14253 SetFallInformation(0, GetPositionZ());
14255 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14257 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14258 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14260 RemoveAllAurasOnDeath();
14262 //apply all stat bonuses from items and auras
14263 SetCanModifyStats(true);
14266 // restore remembered power/health values (but not more max values)
14267 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14268 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14269 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14271 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14275 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14277 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14280 case 0: break; // disable
14281 case 1: SetGameMaster(true); break; // enable
14282 case 2: // save state
14283 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14284 SetGameMaster(true);
14288 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14291 case 0: break; // disable
14292 case 1: SetAcceptTicket(true); break; // enable
14293 case 2: // save state
14294 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14295 SetAcceptTicket(true);
14299 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14302 case 0: break; // disable
14303 case 1: SetGMChat(true); break; // enable
14304 case 2: // save state
14305 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14310 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14313 case 0: break; // disable
14314 case 1: SetAcceptWhispers(true); break; // enable
14315 case 2: // save state
14316 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14317 SetAcceptWhispers(true);
14322 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14324 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14325 m_achievementMgr
.CheckAllAchievementCriteria();
14329 bool Player::isAllowedToLoot(Creature
* creature
)
14331 if(Player
* recipient
= creature
->GetLootRecipient())
14333 if (recipient
== this)
14335 if( Group
* otherGroup
= recipient
->GetGroup())
14337 Group
* thisGroup
= GetGroup();
14340 return thisGroup
== otherGroup
;
14345 // prevent other players from looting if the recipient got disconnected
14346 return !creature
->hasLootRecipient();
14349 void Player::_LoadActions(QueryResult
*result
)
14351 m_actionButtons
.clear();
14353 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14359 Field
*fields
= result
->Fetch();
14361 uint8 button
= fields
[0].GetUInt8();
14363 addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8());
14365 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
14367 while( result
->NextRow() );
14373 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14376 for (int i
= 0; i
< TOTAL_AURAS
; i
++)
14377 m_modAuras
[i
].clear();
14379 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14385 Field
*fields
= result
->Fetch();
14386 uint64 caster_guid
= fields
[0].GetUInt64();
14387 uint32 spellid
= fields
[1].GetUInt32();
14388 uint32 effindex
= fields
[2].GetUInt32();
14389 uint32 stackcount
= fields
[3].GetUInt32();
14390 int32 damage
= (int32
)fields
[4].GetUInt32();
14391 int32 maxduration
= (int32
)fields
[5].GetUInt32();
14392 int32 remaintime
= (int32
)fields
[6].GetUInt32();
14393 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
14395 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14398 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14404 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14408 // negative effects should continue counting down after logout
14409 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14411 if(remaintime
<= int32(timediff
))
14414 remaintime
-= timediff
;
14417 // prevent wrong values of remaincharges
14418 if(spellproto
->procCharges
)
14420 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14421 remaincharges
= spellproto
->procCharges
;
14426 //do not load single target auras (unless they were cast by the player)
14427 if (caster_guid
!= GetGUID() && IsSingleTargetSpell(spellproto
))
14430 for(uint32 i
=0; i
<stackcount
; i
++)
14432 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14434 damage
= aura
->GetModifier()->m_amount
;
14435 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14437 sLog
.outString("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14440 while( result
->NextRow() );
14445 if(m_class
== CLASS_WARRIOR
)
14446 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14449 void Player::LoadCorpse()
14453 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14457 if(Corpse
*corpse
= GetCorpse())
14459 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14463 //Prevent Dead Player login without corpse
14464 ResurrectPlayer(0.5f
);
14469 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14471 //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());
14472 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14473 //NOTE: the "order by `bag`" is important because it makes sure
14474 //the bagMap is filled before items in the bags are loaded
14475 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14476 //expected to be equipped before offhand items (TODO: fixme)
14478 uint32 zone
= GetZoneId();
14482 std::list
<Item
*> problematicItems
;
14484 // prevent items from being added to the queue when stored
14485 m_itemUpdateQueueBlocked
= true;
14488 Field
*fields
= result
->Fetch();
14489 uint32 bag_guid
= fields
[1].GetUInt32();
14490 uint8 slot
= fields
[2].GetUInt8();
14491 uint32 item_guid
= fields
[3].GetUInt32();
14492 uint32 item_id
= fields
[4].GetUInt32();
14494 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14498 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14499 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14500 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14504 Item
*item
= NewItemOrBag(proto
);
14506 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14508 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14509 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14510 item
->FSetState(ITEM_REMOVED
);
14511 item
->SaveToDB(); // it also deletes item object !
14515 // not allow have in alive state item limited to another map/zone
14516 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14518 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14519 item
->FSetState(ITEM_REMOVED
);
14520 item
->SaveToDB(); // it also deletes item object !
14524 // "Conjured items disappear if you are logged out for more than 15 minutes"
14525 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14527 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14528 item
->FSetState(ITEM_REMOVED
);
14529 item
->SaveToDB(); // it also deletes item object !
14533 bool success
= true;
14537 // the item is not in a bag
14538 item
->SetContainer( NULL
);
14539 item
->SetSlot(slot
);
14541 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14543 ItemPosCountVec dest
;
14544 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14545 item
= StoreItem(dest
, item
, true);
14549 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14552 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14553 QuickEquipItem(dest
, item
);
14557 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14559 ItemPosCountVec dest
;
14560 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14561 item
= BankItem(dest
, item
, true);
14568 // store bags that may contain items in them
14569 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14570 bagMap
[item_guid
] = (Bag
*)item
;
14575 item
->SetSlot(NULL_SLOT
);
14576 // the item is in a bag, find the bag
14577 std::map
<uint64
, Bag
*>::iterator itr
= bagMap
.find(bag_guid
);
14578 if(itr
!= bagMap
.end())
14579 itr
->second
->StoreItem(slot
, item
, true );
14584 // item's state may have changed after stored
14586 item
->SetState(ITEM_UNCHANGED
, this);
14589 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
);
14590 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14591 problematicItems
.push_back(item
);
14593 } while (result
->NextRow());
14596 m_itemUpdateQueueBlocked
= false;
14598 // send by mail problematic items
14599 while(!problematicItems
.empty())
14602 MailItemsInfo mi
; // item list preparing
14604 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14606 Item
* item
= problematicItems
.front();
14607 problematicItems
.pop_front();
14609 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14612 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14614 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14618 _ApplyAllItemMods();
14621 // load mailed item which should receive current player
14622 void Player::_LoadMailedItems(Mail
*mail
)
14624 // data needs to be at first place for Item::LoadFromDB
14625 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
);
14631 Field
*fields
= result
->Fetch();
14632 uint32 item_guid_low
= fields
[1].GetUInt32();
14633 uint32 item_template
= fields
[2].GetUInt32();
14635 mail
->AddItem(item_guid_low
, item_template
);
14637 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14641 sLog
.outError( "Player %u have unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low
, item_template
,mail
->messageID
);
14642 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14643 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14647 Item
*item
= NewItemOrBag(proto
);
14649 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
14651 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14652 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14653 item
->FSetState(ITEM_REMOVED
);
14654 item
->SaveToDB(); // it also deletes item object !
14659 } while (result
->NextRow());
14664 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14666 //set a count of unread mails
14667 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" I64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
14670 Field
*fieldMail
= resultUnread
->Fetch();
14671 unReadMails
= fieldMail
[0].GetUInt8();
14672 delete resultUnread
;
14675 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14676 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14677 if (resultDelivery
)
14679 Field
*fieldMail
= resultDelivery
->Fetch();
14680 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14681 delete resultDelivery
;
14685 void Player::_LoadMail()
14688 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14689 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());
14694 Field
*fields
= result
->Fetch();
14695 Mail
*m
= new Mail
;
14696 m
->messageID
= fields
[0].GetUInt32();
14697 m
->messageType
= fields
[1].GetUInt8();
14698 m
->sender
= fields
[2].GetUInt32();
14699 m
->receiver
= fields
[3].GetUInt32();
14700 m
->subject
= fields
[4].GetCppString();
14701 m
->itemTextId
= fields
[5].GetUInt32();
14702 bool has_items
= fields
[6].GetBool();
14703 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14704 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14705 m
->money
= fields
[9].GetUInt32();
14706 m
->COD
= fields
[10].GetUInt32();
14707 m
->checked
= fields
[11].GetUInt32();
14708 m
->stationery
= fields
[12].GetUInt8();
14709 m
->mailTemplateId
= fields
[13].GetInt16();
14711 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
14713 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
14714 m
->mailTemplateId
= 0;
14717 m
->state
= MAIL_STATE_UNCHANGED
;
14720 _LoadMailedItems(m
);
14722 m_mail
.push_back(m
);
14723 } while( result
->NextRow() );
14726 m_mailsLoaded
= true;
14729 void Player::LoadPet()
14731 //fixme: the pet should still be loaded if the player is not in world
14732 // just not added to the map
14735 Pet
*pet
= new Pet
;
14736 if(!pet
->LoadPetFromDB(this,0,0,true))
14741 void Player::_LoadQuestStatus(QueryResult
*result
)
14743 mQuestStatus
.clear();
14747 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14748 //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());
14754 Field
*fields
= result
->Fetch();
14756 uint32 quest_id
= fields
[0].GetUInt32();
14757 // used to be new, no delete?
14758 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14762 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14764 uint32 qstatus
= fields
[1].GetUInt32();
14765 if(qstatus
< MAX_QUEST_STATUS
)
14766 questStatusData
.m_status
= QuestStatus(qstatus
);
14769 questStatusData
.m_status
= QUEST_STATUS_NONE
;
14770 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
14773 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
14774 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
14776 time_t quest_time
= time_t(fields
[4].GetUInt64());
14778 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
14780 AddTimedQuest( quest_id
);
14782 if (quest_time
<= sWorld
.GetGameTime())
14783 questStatusData
.m_timer
= 1;
14785 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * 1000;
14790 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
14791 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
14792 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
14793 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
14794 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
14795 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
14796 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
14797 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
14799 questStatusData
.uState
= QUEST_UNCHANGED
;
14801 // add to quest log
14802 if( slot
< MAX_QUEST_LOG_SIZE
&&
14803 ( questStatusData
.m_status
==QUEST_STATUS_INCOMPLETE
||
14804 questStatusData
.m_status
==QUEST_STATUS_COMPLETE
&&
14805 (!questStatusData
.m_rewarded
|| pQuest
->IsDaily()) ) )
14807 SetQuestSlot(slot
,quest_id
,quest_time
);
14809 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
14810 SetQuestSlotState(slot
,QUEST_STATE_COMPLETE
);
14812 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
14813 if(questStatusData
.m_creatureOrGOcount
[idx
])
14814 SetQuestSlotCounter(slot
,idx
,questStatusData
.m_creatureOrGOcount
[idx
]);
14819 if(questStatusData
.m_rewarded
)
14821 // learn rewarded spell if unknown
14822 learnQuestRewardedSpells(pQuest
);
14824 // set rewarded title if any
14825 if(pQuest
->GetCharTitleId())
14827 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
14828 SetTitle(titleEntry
);
14832 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
14835 while( result
->NextRow() );
14840 // clear quest log tail
14841 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14845 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
14847 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
14848 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
14850 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14854 uint32 quest_daily_idx
= 0;
14858 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
14860 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14864 Field
*fields
= result
->Fetch();
14866 uint32 quest_id
= fields
[0].GetUInt32();
14868 // save _any_ from daily quest times (it must be after last reset anyway)
14869 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
14871 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14875 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
14878 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
14880 while( result
->NextRow() );
14885 m_DailyQuestChanged
= false;
14888 void Player::_LoadReputation(QueryResult
*result
)
14890 m_factions
.clear();
14892 // Set initial reputations (so everything is nifty before DB data load)
14893 SetInitialFactions();
14895 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
14901 Field
*fields
= result
->Fetch();
14903 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(fields
[0].GetUInt32());
14904 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
14906 FactionState
* faction
= &m_factions
[factionEntry
->reputationListID
];
14908 // update standing to current
14909 faction
->Standing
= int32(fields
[1].GetUInt32());
14911 uint32 dbFactionFlags
= fields
[2].GetUInt32();
14913 if( dbFactionFlags
& FACTION_FLAG_VISIBLE
)
14914 SetFactionVisible(faction
); // have internal checks for forced invisibility
14916 if( dbFactionFlags
& FACTION_FLAG_INACTIVE
)
14917 SetFactionInactive(faction
,true); // have internal checks for visibility requirement
14919 if( dbFactionFlags
& FACTION_FLAG_AT_WAR
) // DB at war
14920 SetFactionAtWar(faction
,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
14921 else // DB not at war
14923 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
14924 if( faction
->Flags
& FACTION_FLAG_VISIBLE
)
14925 SetFactionAtWar(faction
,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
14928 // set atWar for hostile
14929 if(GetReputationRank(factionEntry
) <= REP_HOSTILE
)
14930 SetFactionAtWar(faction
,true);
14932 // reset changed flag if values similar to saved in DB
14933 if(faction
->Flags
==dbFactionFlags
)
14934 faction
->Changed
= false;
14937 while( result
->NextRow() );
14943 void Player::_LoadSpells(QueryResult
*result
)
14945 for (PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
14946 delete itr
->second
;
14949 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14955 Field
*fields
= result
->Fetch();
14957 addSpell(fields
[0].GetUInt16(), fields
[2].GetBool(), false, true, fields
[1].GetUInt16(), fields
[3].GetBool());
14959 while( result
->NextRow() );
14965 void Player::_LoadTutorials(QueryResult
*result
)
14967 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14973 Field
*fields
= result
->Fetch();
14975 for (int iI
=0; iI
<8; iI
++)
14976 m_Tutorials
[iI
] = fields
[iI
].GetUInt32();
14978 while( result
->NextRow() );
14983 m_TutorialsChanged
= false;
14986 void Player::_LoadGroup(QueryResult
*result
)
14988 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14991 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
14993 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
14996 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
14997 SetGroup(group
, subgroup
);
14998 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
15000 // the group leader may change the instance difficulty while the player is offline
15001 SetDifficulty(group
->GetDifficulty());
15007 void Player::_LoadBoundInstances(QueryResult
*result
)
15009 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15010 m_boundInstances
[i
].clear();
15012 Group
*group
= GetGroup();
15014 //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));
15019 Field
*fields
= result
->Fetch();
15020 bool perm
= fields
[1].GetBool();
15021 uint32 mapId
= fields
[2].GetUInt32();
15022 uint32 instanceId
= fields
[0].GetUInt32();
15023 uint8 difficulty
= fields
[3].GetUInt8();
15024 time_t resetTime
= (time_t)fields
[4].GetUInt64();
15025 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15026 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15027 // and in that case it is not used
15031 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
);
15032 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15036 // since non permanent binds are always solo bind, they can always be reset
15037 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
15038 if(save
) BindToInstance(save
, perm
, true);
15039 } while(result
->NextRow());
15044 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
15046 // some instances only have one difficulty
15047 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
15048 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
15050 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15051 if(itr
!= m_boundInstances
[difficulty
].end())
15052 return &itr
->second
;
15057 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
15059 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15060 UnbindInstance(itr
, difficulty
, unload
);
15063 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
15065 if(itr
!= m_boundInstances
[difficulty
].end())
15067 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15068 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15069 m_boundInstances
[difficulty
].erase(itr
++);
15073 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15077 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15080 // update the save when the group kills a boss
15081 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15082 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());
15085 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15087 if(bind
.save
!= save
)
15089 if(bind
.save
) bind
.save
->RemovePlayer(this);
15090 save
->AddPlayer(this);
15093 if(permanent
) save
->SetCanReset(false);
15096 bind
.perm
= permanent
;
15097 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());
15104 void Player::SendRaidInfo()
15106 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15108 uint32 counter
= 0, i
;
15109 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15110 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15111 if(itr
->second
.perm
) counter
++;
15114 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15116 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15118 if(itr
->second
.perm
)
15120 InstanceSave
*save
= itr
->second
.save
;
15121 data
<< (save
->GetMapId());
15122 data
<< (uint32
)(save
->GetResetTime() - time(NULL
));
15123 data
<< save
->GetInstanceId();
15124 data
<< uint32(counter
);
15129 GetSession()->SendPacket(&data
);
15133 - called on every successful teleportation to a map
15135 void Player::SendSavedInstances()
15137 bool hasBeenSaved
= false;
15140 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15142 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15144 if(itr
->second
.perm
) // only permanent binds are sent
15146 hasBeenSaved
= true;
15152 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15153 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15154 data
<< uint32(hasBeenSaved
);
15155 GetSession()->SendPacket(&data
);
15160 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15162 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15164 if(itr
->second
.perm
)
15166 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15167 data
<< uint32(itr
->second
.save
->GetMapId());
15168 GetSession()->SendPacket(&data
);
15174 /// convert the player's binds to the group
15175 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15177 bool has_binds
= false;
15178 bool has_solo
= false;
15180 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15181 assert(player_guid
);
15183 // copy all binds to the group, when changing leader it's assumed the character
15184 // will not have any solo binds
15188 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15190 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15193 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15194 // permanent binds are not removed
15195 if(!itr
->second
.perm
)
15197 player
->UnbindInstance(itr
, i
, true); // increments itr
15206 // if the player's not online we don't know what binds it has
15207 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
));
15208 // the following should not get executed when changing leaders
15209 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15212 bool Player::_LoadHomeBind(QueryResult
*result
)
15215 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15218 Field
*fields
= result
->Fetch();
15219 m_homebindMapId
= fields
[0].GetUInt32();
15220 m_homebindZoneId
= fields
[1].GetUInt16();
15221 m_homebindX
= fields
[2].GetFloat();
15222 m_homebindY
= fields
[3].GetFloat();
15223 m_homebindZ
= fields
[4].GetFloat();
15226 // accept saved data only for valid position (and non instanceable)
15227 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15228 !sMapStore
.LookupEntry(m_homebindMapId
)->Instanceable() )
15233 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15238 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
15239 if(!info
) return false;
15241 m_homebindMapId
= info
->mapId
;
15242 m_homebindZoneId
= info
->zoneId
;
15243 m_homebindX
= info
->positionX
;
15244 m_homebindY
= info
->positionY
;
15245 m_homebindZ
= info
->positionZ
;
15247 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
);
15250 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
15251 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15256 /*********************************************************/
15257 /*** SAVE SYSTEM ***/
15258 /*********************************************************/
15260 void Player::SaveToDB()
15262 // delay auto save at any saves (manual, in code, or autosave)
15263 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15265 // first save/honor gain after midnight will also update the player's honor fields
15266 UpdateHonorFields();
15268 // players aren't saved on battleground maps
15269 uint32 mapid
= IsBeingTeleported() ? GetTeleportDest().mapid
: GetMapId();
15270 const MapEntry
* me
= sMapStore
.LookupEntry(mapid
);
15271 if(!me
|| me
->IsBattleGroundOrArena())
15274 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
15275 //save, far from tavern/city
15276 //save, but in tavern/city
15277 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15280 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15281 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
15282 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
15283 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
15284 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
15285 uint32 tmp_displayid
= GetDisplayId();
15287 // Set player sit state to standing on save, also stealth and shifted form
15288 SetByteValue(UNIT_FIELD_BYTES_1
, 0, 0); // stand state
15289 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
15290 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0); // stand flags?
15291 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_STUNNED
);
15292 SetDisplayId(GetNativeDisplayId());
15294 bool inworld
= IsInWorld();
15296 CharacterDatabase
.BeginTransaction();
15298 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15300 std::string sql_name
= m_name
;
15301 CharacterDatabase
.escape_string(sql_name
);
15303 std::ostringstream ss
;
15304 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
15305 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15306 "taximask, online, cinematic, "
15307 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15308 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15309 "death_expire_time, taxi_path, arena_pending_points) VALUES ("
15310 << GetGUIDLow() << ", "
15311 << GetSession()->GetAccountId() << ", '"
15312 << sql_name
<< "', "
15314 << m_class
<< ", ";
15316 bool save_to_dest
= false;
15317 if(IsBeingTeleported())
15319 // don't save to battlegrounds or arenas
15320 const MapEntry
*entry
= sMapStore
.LookupEntry(GetTeleportDest().mapid
);
15321 if(entry
&& entry
->map_type
!= MAP_BATTLEGROUND
&& entry
->map_type
!= MAP_ARENA
)
15322 save_to_dest
= true;
15327 ss
<< GetMapId() << ", "
15328 << (uint32
)GetDifficulty() << ", "
15329 << finiteAlways(GetPositionX()) << ", "
15330 << finiteAlways(GetPositionY()) << ", "
15331 << finiteAlways(GetPositionZ()) << ", "
15332 << finiteAlways(GetOrientation()) << ", '";
15336 ss
<< GetTeleportDest().mapid
<< ", "
15337 << (uint32
)GetDifficulty() << ", "
15338 << finiteAlways(GetTeleportDest().x
) << ", "
15339 << finiteAlways(GetTeleportDest().y
) << ", "
15340 << finiteAlways(GetTeleportDest().z
) << ", "
15341 << finiteAlways(GetTeleportDest().o
) << ", '";
15345 for( i
= 0; i
< m_valuesCount
; i
++ )
15347 ss
<< GetUInt32Value(i
) << " ";
15352 for( i
= 0; i
< 8; i
++ )
15353 ss
<< m_taxi
.GetTaximask(i
) << " ";
15356 ss
<< (inworld
? 1 : 0);
15362 ss
<< m_Played_time
[0];
15364 ss
<< m_Played_time
[1];
15367 ss
<< finiteAlways(m_rest_bonus
);
15369 ss
<< (uint64
)time(NULL
);
15371 ss
<< is_save_resting
;
15373 ss
<< m_resetTalentsCost
;
15375 ss
<< (uint64
)m_resetTalentsTime
;
15378 ss
<< finiteAlways(m_movementInfo
.t_x
);
15380 ss
<< finiteAlways(m_movementInfo
.t_y
);
15382 ss
<< finiteAlways(m_movementInfo
.t_z
);
15384 ss
<< finiteAlways(m_movementInfo
.t_o
);
15387 ss
<< m_transport
->GetGUIDLow();
15392 ss
<< m_ExtraFlags
;
15395 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
15398 ss
<< uint32(m_atLoginFlags
);
15404 ss
<< (uint64
)m_deathExpireTime
;
15407 ss
<< m_taxi
.SaveTaxiDestinationsToString();
15410 CharacterDatabase
.Execute( ss
.str().c_str() );
15412 if(m_mailsUpdated
) //save mails only when needed
15416 _SaveQuestStatus();
15417 _SaveDailyQuestStatus();
15420 _SaveSpellCooldowns();
15425 CharacterDatabase
.CommitTransaction();
15427 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15428 SetDisplayId(tmp_displayid
);
15429 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
15430 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
15431 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
15432 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
15434 // save pet (hunter pet level and experience and all type pets health/mana).
15435 if(Pet
* pet
= GetPet())
15436 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15437 m_achievementMgr
.SaveToDB();
15440 // fast save function for item/money cheating preventing - save only inventory and money state
15441 void Player::SaveInventoryAndGoldToDB()
15444 //money is in data field
15445 SaveDataFieldToDB();
15448 void Player::_SaveActions()
15450 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15452 switch (itr
->second
.uState
)
15454 case ACTIONBUTTON_NEW
:
15455 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15456 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
15457 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15460 case ACTIONBUTTON_CHANGED
:
15461 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15462 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
15463 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15466 case ACTIONBUTTON_DELETED
:
15467 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15468 m_actionButtons
.erase(itr
++);
15477 void Player::_SaveAuras()
15479 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15481 AuraMap
const& auras
= GetAuras();
15486 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15487 uint32 stackCounter
= 1;
15489 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15491 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15493 AuraMap::const_iterator itr2
= itr
;
15494 // save previous spellEffectPair to db
15496 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
15498 //skip all auras from spells that are passive or need a shapeshift
15499 if (!(itr2
->second
->IsPassive() || itr2
->second
->IsRemovedOnShapeLost()))
15501 //do not save single target auras (unless they were cast by the player)
15502 if (!(itr2
->second
->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo
)))
15505 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15506 for (i
= 0; i
< 3; i
++)
15507 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
15508 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
15513 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15514 "VALUES ('%u', '" I64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15515 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()));
15520 if(itr
== auras
.end())
15524 if (lastEffectPair
== itr
->first
)
15528 lastEffectPair
= itr
->first
;
15534 void Player::_SaveInventory()
15536 // force items in buyback slots to new state
15537 // and remove those that aren't already
15538 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; i
++)
15540 Item
*item
= m_items
[i
];
15541 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15542 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15543 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15544 m_items
[i
]->FSetState(ITEM_NEW
);
15547 // update enchantment durations
15548 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15550 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15554 if (m_itemUpdateQueue
.empty()) return;
15556 // do not save if the update queue is corrupt
15557 bool error
= false;
15558 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15560 Item
*item
= m_itemUpdateQueue
[i
];
15561 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15562 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15566 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());
15569 else if (test
!= item
)
15571 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());
15578 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15579 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15583 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15585 Item
*item
= m_itemUpdateQueue
[i
];
15586 if(!item
) continue;
15588 Bag
*container
= item
->GetContainer();
15589 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15591 switch(item
->GetState())
15594 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());
15597 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());
15600 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15602 case ITEM_UNCHANGED
:
15606 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15608 m_itemUpdateQueue
.clear();
15611 void Player::_SaveMail()
15613 if (!m_mailsLoaded
)
15616 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
15619 if (m
->state
== MAIL_STATE_CHANGED
)
15621 CharacterDatabase
.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" I64FMTD
"', deliver_time = '" I64FMTD
"',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15622 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15623 if(m
->removedItems
.size())
15625 for(std::vector
<uint32
>::iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15626 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15627 m
->removedItems
.clear();
15629 m
->state
= MAIL_STATE_UNCHANGED
;
15631 else if (m
->state
== MAIL_STATE_DELETED
)
15634 for(std::vector
<MailItemInfo
>::iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15635 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15637 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15638 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15639 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15643 //deallocate deleted mails...
15644 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15646 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15651 itr
= m_mail
.begin();
15657 m_mailsUpdated
= false;
15660 void Player::_SaveQuestStatus()
15662 // we don't need transactions here.
15663 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15665 switch (i
->second
.uState
)
15668 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15669 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15670 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ 1000 + sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3]);
15672 case QUEST_CHANGED
:
15673 CharacterDatabase
.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" I64FMTD
"',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15674 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ 1000 + sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3], GetGUIDLow(), i
->first
);
15676 case QUEST_UNCHANGED
:
15679 i
->second
.uState
= QUEST_UNCHANGED
;
15683 void Player::_SaveDailyQuestStatus()
15685 if(!m_DailyQuestChanged
)
15688 m_DailyQuestChanged
= false;
15690 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15692 // we don't need transactions here.
15693 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15694 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15695 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15696 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD
"')",
15697 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15700 void Player::_SaveReputation()
15702 for(FactionStateList::iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
15704 if (itr
->second
.Changed
)
15706 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr
->second
.ID
);
15707 CharacterDatabase
.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr
->second
.ID
, itr
->second
.Standing
, itr
->second
.Flags
);
15708 itr
->second
.Changed
= false;
15713 void Player::_SaveSpells()
15715 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
15718 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15719 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15720 if (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15721 CharacterDatabase
.PExecute("INSERT INTO character_spell (guid,spell,slot,active,disabled) VALUES ('%u', '%u', '%u','%u','%u')", GetGUIDLow(), itr
->first
, itr
->second
->slotId
,itr
->second
->active
? 1 : 0,itr
->second
->disabled
? 1 : 0);
15723 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15724 _removeSpell(itr
->first
);
15726 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15730 void Player::_SaveTutorials()
15732 if(!m_TutorialsChanged
)
15736 // it's better than rebuilding indexes multiple times
15737 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID
);
15740 Rows
= result
->Fetch()[0].GetUInt32();
15746 CharacterDatabase
.PExecute("UPDATE character_tutorial SET tut0='%u', tut1='%u', tut2='%u', tut3='%u', tut4='%u', tut5='%u', tut6='%u', tut7='%u' WHERE account = '%u' AND realmid = '%u'",
15747 m_Tutorials
[0], m_Tutorials
[1], m_Tutorials
[2], m_Tutorials
[3], m_Tutorials
[4], m_Tutorials
[5], m_Tutorials
[6], m_Tutorials
[7], GetSession()->GetAccountId(), realmID
);
15751 CharacterDatabase
.PExecute("INSERT INTO character_tutorial (account,realmid,tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7) VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetSession()->GetAccountId(), realmID
, m_Tutorials
[0], m_Tutorials
[1], m_Tutorials
[2], m_Tutorials
[3], m_Tutorials
[4], m_Tutorials
[5], m_Tutorials
[6], m_Tutorials
[7]);
15754 m_TutorialsChanged
= false;
15757 void Player::outDebugValues() const
15759 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15762 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15763 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15764 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15765 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15766 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15767 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15768 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15769 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15770 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15771 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15772 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15773 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15776 /*********************************************************/
15777 /*** FLOOD FILTER SYSTEM ***/
15778 /*********************************************************/
15780 void Player::UpdateSpeakTime()
15782 // ignore chat spam protection for GMs in any mode
15783 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15786 time_t current
= time (NULL
);
15787 if(m_speakTime
> current
)
15789 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15794 if(m_speakCount
>= max_count
)
15796 // prevent overwrite mute time, if message send just before mutes set, for example.
15797 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15798 if(GetSession()->m_muteTime
< new_mute
)
15799 GetSession()->m_muteTime
= new_mute
;
15807 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15810 bool Player::CanSpeak() const
15812 return GetSession()->m_muteTime
<= time (NULL
);
15815 /*********************************************************/
15816 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15817 /*********************************************************/
15819 void Player::SendAttackSwingNotInRange()
15821 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15822 GetSession()->SendPacket( &data
);
15825 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15827 std::ostringstream ss
;
15828 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15829 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15830 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15831 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15832 sLog
.outDebug(ss
.str().c_str());
15833 CharacterDatabase
.Execute(ss
.str().c_str());
15836 void Player::SaveDataFieldToDB()
15838 std::ostringstream ss
;
15839 ss
<<"UPDATE characters SET data='";
15841 for(uint16 i
= 0; i
< m_valuesCount
; i
++ )
15843 ss
<< GetUInt32Value(i
) << " ";
15845 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15847 CharacterDatabase
.Execute(ss
.str().c_str());
15850 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
15852 std::ostringstream ss2
;
15853 ss2
<<"UPDATE characters SET data='";
15855 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
15857 ss2
<<tokens
[i
]<<" ";
15859 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15861 return CharacterDatabase
.Execute(ss2
.str().c_str());
15864 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
15867 snprintf(buf
,11,"%u",value
);
15869 if(index
>= tokens
.size())
15872 tokens
[index
] = buf
;
15875 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15878 if(!LoadValuesArrayFromDB(tokens
,guid
))
15881 if(index
>= tokens
.size())
15885 snprintf(buf
,11,"%u",value
);
15886 tokens
[index
] = buf
;
15888 SaveValuesArrayInDB(tokens
,guid
);
15891 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
15894 memcpy(&temp
, &value
, sizeof(value
));
15895 Player::SetUInt32ValueInDB(index
, temp
, guid
);
15898 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
15901 if(!LoadValuesArrayFromDB(tokens
, guid
))
15904 uint32 unit_bytes0
= GetUInt32ValueFromArray(tokens
, UNIT_FIELD_BYTES_0
);
15905 uint8 race
= unit_bytes0
& 0xFF;
15906 uint8 class_
= (unit_bytes0
>> 8) & 0xFF;
15908 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
15912 unit_bytes0
&= ~(0xFF << 16);
15913 unit_bytes0
|= (gender
<< 16);
15914 SetUInt32ValueInArray(tokens
, UNIT_FIELD_BYTES_0
, unit_bytes0
);
15916 SetUInt32ValueInArray(tokens
, UNIT_FIELD_DISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15917 SetUInt32ValueInArray(tokens
, UNIT_FIELD_NATIVEDISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15919 SetUInt32ValueInArray(tokens
, PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
15921 uint32 player_bytes2
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_2
);
15922 player_bytes2
&= ~0xFF;
15923 player_bytes2
|= facialHair
;
15924 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_2
, player_bytes2
);
15926 uint32 player_bytes3
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_3
);
15927 player_bytes3
&= ~0xFF;
15928 player_bytes3
|= gender
;
15929 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_3
, player_bytes3
);
15931 SaveValuesArrayInDB(tokens
, guid
);
15934 void Player::SendAttackSwingNotStanding()
15936 WorldPacket
data(SMSG_ATTACKSWING_NOTSTANDING
, 0);
15937 GetSession()->SendPacket( &data
);
15940 void Player::SendAttackSwingDeadTarget()
15942 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
15943 GetSession()->SendPacket( &data
);
15946 void Player::SendAttackSwingCantAttack()
15948 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
15949 GetSession()->SendPacket( &data
);
15952 void Player::SendAttackSwingCancelAttack()
15954 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
15955 GetSession()->SendPacket( &data
);
15958 void Player::SendAttackSwingBadFacingAttack()
15960 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
15961 GetSession()->SendPacket( &data
);
15964 void Player::SendAutoRepeatCancel()
15966 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, GetPackGUID().size());
15967 data
.append(GetPackGUID()); // may be it's target guid
15968 GetSession()->SendPacket( &data
);
15971 void Player::PlaySound(uint32 Sound
, bool OnlySelf
)
15973 WorldPacket
data(SMSG_PLAY_SOUND
, 4);
15976 GetSession()->SendPacket( &data
);
15978 SendMessageToSet( &data
, true );
15981 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
15983 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
15985 data
<< Experience
;
15986 GetSession()->SendPacket(&data
);
15989 void Player::SendDungeonDifficulty(bool IsInGroup
)
15991 uint8 val
= 0x00000001;
15992 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
15993 data
<< (uint32
)GetDifficulty();
15994 data
<< uint32(val
);
15995 data
<< uint32(IsInGroup
);
15996 GetSession()->SendPacket(&data
);
15999 void Player::SendResetFailedNotify(uint32 mapid
)
16001 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
16002 data
<< uint32(mapid
);
16003 GetSession()->SendPacket(&data
);
16006 /// Reset all solo instances and optionally send a message on success for each
16007 void Player::ResetInstances(uint8 method
)
16009 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16011 // we assume that when the difficulty changes, all instances that can be reset will be
16012 uint8 dif
= GetDifficulty();
16014 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
16016 InstanceSave
*p
= itr
->second
.save
;
16017 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
16018 if(!entry
|| !p
->CanReset())
16024 if(method
== INSTANCE_RESET_ALL
)
16026 // the "reset all instances" method can only reset normal maps
16027 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
16034 // if the map is loaded, reset it
16035 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
16036 if(map
&& map
->IsDungeon())
16037 ((InstanceMap
*)map
)->Reset(method
);
16039 // since this is a solo instance there should not be any players inside
16040 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
16041 SendResetInstanceSuccess(p
->GetMapId());
16044 m_boundInstances
[dif
].erase(itr
++);
16046 // the following should remove the instance save from the manager and delete it as well
16047 p
->RemovePlayer(this);
16051 void Player::SendResetInstanceSuccess(uint32 MapId
)
16053 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
16055 GetSession()->SendPacket(&data
);
16058 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16060 // TODO: find what other fail reasons there are besides players in the instance
16061 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16064 GetSession()->SendPacket(&data
);
16067 /*********************************************************/
16068 /*** Update timers ***/
16069 /*********************************************************/
16071 ///checks the 15 afk reports per 5 minutes limit
16072 void Player::UpdateAfkReport(time_t currTime
)
16074 if(m_bgAfkReportedTimer
<= currTime
)
16076 m_bgAfkReportedCount
= 0;
16077 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
16081 void Player::UpdateContestedPvP(uint32 diff
)
16083 if(!m_contestedPvPTimer
||isInCombat())
16085 if(m_contestedPvPTimer
<= diff
)
16087 ResetContestedPvP();
16090 m_contestedPvPTimer
-= diff
;
16093 void Player::UpdatePvPFlag(time_t currTime
)
16097 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16103 void Player::UpdateDuelFlag(time_t currTime
)
16105 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16108 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16109 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16111 duel
->startTimer
= 0;
16112 duel
->startTime
= currTime
;
16113 duel
->opponent
->duel
->startTimer
= 0;
16114 duel
->opponent
->duel
->startTime
= currTime
;
16117 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16122 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16124 //returning of reagents only for players, so best done here
16125 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16126 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16130 for(uint32 i
= 0; i
< 7; ++i
)
16132 if(spellInfo
->Reagent
[i
] > 0)
16134 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16135 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16136 if( msg
== EQUIP_ERR_OK
)
16138 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16140 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16145 m_temporaryUnsummonedPetNumber
= 0;
16148 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16151 // only if current pet in slot
16152 switch(pet
->getPetType())
16158 m_guardianPets
.erase(pet
->GetGUID());
16161 if(GetPetGUID() == pet
->GetGUID())
16170 switch(pet
->GetEntry())
16172 //warlock pets except imp are removed(?) when logging out
16177 mode
= PET_SAVE_NOT_IN_SLOT
;
16182 pet
->SavePetToDB(mode
);
16184 pet
->CleanupsBeforeDelete();
16185 pet
->AddObjectToRemoveList();
16186 pet
->m_removed
= true;
16188 if(pet
->isControlled())
16190 WorldPacket
data(SMSG_PET_SPELLS
, 8);
16193 GetSession()->SendPacket(&data
);
16196 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16200 void Player::RemoveMiniPet()
16202 if(Pet
* pet
= GetMiniPet())
16204 pet
->Remove(PET_SAVE_AS_DELETED
);
16209 Pet
* Player::GetMiniPet()
16213 return ObjectAccessor::GetPet(m_miniPet
);
16216 void Player::RemoveGuardians()
16218 while(!m_guardianPets
.empty())
16220 uint64 guid
= *m_guardianPets
.begin();
16221 if(Pet
* pet
= ObjectAccessor::GetPet(guid
))
16222 pet
->Remove(PET_SAVE_AS_DELETED
);
16224 m_guardianPets
.erase(guid
);
16228 bool Player::HasGuardianWithEntry(uint32 entry
)
16230 // pet guid middle part is entry (and creature also)
16231 // and in guardian list must be guardians with same entry _always_
16232 for(GuardianPetList::const_iterator itr
= m_guardianPets
.begin(); itr
!= m_guardianPets
.end(); ++itr
)
16233 if(GUID_ENPART(*itr
)==entry
)
16239 void Player::Uncharm()
16241 Unit
* charm
= GetCharm();
16245 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
16246 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
16249 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16251 *data
<< (uint8
)msgtype
;
16252 *data
<< (uint32
)language
;
16253 *data
<< (uint64
)GetGUID();
16254 *data
<< (uint32
)language
; //language 2.1.0 ?
16255 *data
<< (uint64
)GetGUID();
16256 *data
<< (uint32
)(text
.length()+1);
16258 *data
<< (uint8
)chatTag();
16261 void Player::Say(const std::string
& text
, const uint32 language
)
16263 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16264 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16265 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16268 void Player::Yell(const std::string
& text
, const uint32 language
)
16270 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16271 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16272 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16275 void Player::TextEmote(const std::string
& text
)
16277 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16278 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16279 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16282 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16284 if (language
!= LANG_ADDON
) // if not addon data
16285 language
= LANG_UNIVERSAL
; // whispers should always be readable
16287 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
16289 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16290 if(!rPlayer
->isDND() || isGameMaster())
16292 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16293 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16294 rPlayer
->GetSession()->SendPacket(&data
);
16296 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16297 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16298 GetSession()->SendPacket(&data
);
16302 // announce to player that player he is whispering to is dnd and cannot receive his message
16303 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16306 if(!isAcceptWhispers())
16308 SetAcceptWhispers(true);
16309 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16312 // announce to player that player he is whispering to is afk
16313 if(rPlayer
->isAFK())
16314 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16316 // if player whisper someone, auto turn of dnd to be able to receive an answer
16317 if(isDND() && !rPlayer
->isGameMaster())
16321 void Player::PetSpellInitialize()
16323 Pet
* pet
= GetPet();
16328 sLog
.outDebug("Pet Spells Groups");
16330 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16332 WorldPacket
data(SMSG_PET_SPELLS
, 8+4+4+4+10*4);
16333 data
<< uint64(pet
->GetGUID());
16334 data
<< uint32(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16336 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16339 for(uint32 i
= 0; i
< 10; i
++)
16341 data
<< uint32(charmInfo
->GetActionBarEntry(i
)->Raw
);
16344 size_t spellsCountPos
= data
.wpos();
16348 data
<< uint8(addlist
); // placeholder
16350 if(pet
->isControlled() && ((pet
->getPetType() == HUNTER_PET
) || ((pet
->GetCreatureInfo()->type
== CREATURE_TYPE_DEMON
) && (getClass() == CLASS_WARLOCK
))))
16353 for (PetSpellMap::iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16355 if(itr
->second
->state
== PETSPELL_REMOVED
)
16358 data
<< uint16(itr
->first
);
16359 data
<< uint16(itr
->second
->active
); // pet spell active state isn't boolean
16364 data
.put
<uint8
>(spellsCountPos
, addlist
);
16366 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16367 data
<< uint8(cooldownsCount
);
16369 time_t curTime
= time(NULL
);
16371 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16373 time_t cooldown
= 0;
16375 if(itr
->second
> curTime
)
16376 cooldown
= (itr
->second
- curTime
) * 1000;
16378 data
<< uint16(itr
->first
); // spellid
16379 data
<< uint16(0); // spell category?
16380 data
<< uint32(itr
->second
); // cooldown
16381 data
<< uint32(0); // category cooldown
16384 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16386 time_t cooldown
= 0;
16388 if(itr
->second
> curTime
)
16389 cooldown
= (itr
->second
- curTime
) * 1000;
16391 data
<< uint16(itr
->first
); // spellid
16392 data
<< uint16(0); // spell category?
16393 data
<< uint32(0); // cooldown
16394 data
<< uint32(itr
->second
); // category cooldown
16397 GetSession()->SendPacket(&data
);
16400 void Player::PossessSpellInitialize()
16402 Unit
* charm
= GetCharm();
16407 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16411 sLog
.outError("Player::PossessSpellInitialize(): charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16416 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16419 data
<< uint64(charm
->GetGUID());
16420 data
<< uint32(0x00000000);
16422 data
<< uint8(0) << uint8(0) << uint16(0);
16424 for(uint32 i
= 0; i
< 10; i
++) //40
16426 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16429 data
<< uint8(addlist
); //1
16432 data
<< uint8(count
); // cooldowns count
16434 GetSession()->SendPacket(&data
);
16437 void Player::CharmSpellInitialize()
16439 Unit
* charm
= GetCharm();
16444 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16447 sLog
.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16453 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16455 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16457 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16459 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16461 if(charmInfo
->GetCharmSpell(i
)->spellId
)
16467 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16469 data
<< uint64(charm
->GetGUID());
16470 data
<< uint32(0x00000000);
16472 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16473 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState());
16475 data
<< uint8(0) << uint8(0);
16478 for(uint32 i
= 0; i
< 10; i
++) //40
16480 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16483 data
<< uint8(addlist
); //1
16487 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16489 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16490 if(cspell
->spellId
)
16492 data
<< uint16(cspell
->spellId
);
16493 data
<< uint16(cspell
->active
);
16499 data
<< uint8(count
); // cooldowns count
16501 GetSession()->SendPacket(&data
);
16504 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16506 if (!mod
|| !spellInfo
)
16509 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16511 // prevent apply to any spell except spell that trigger expire
16514 if(mod
->lastAffected
!= spell
)
16517 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16521 return spellmgr
.IsAffectedByMod(spellInfo
, mod
);
16524 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16526 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16528 for(int eff
=0;eff
<96;++eff
)
16532 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
16533 else _mask2
= uint64(1) << (eff
-64);
16534 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
16537 for (SpellModList::iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16539 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
16540 val
+= (*itr
)->value
;
16542 val
+= apply
? mod
->value
: -(mod
->value
);
16543 WorldPacket
data(Opcode
, (1+1+4));
16544 data
<< uint8(eff
);
16545 data
<< uint8(mod
->op
);
16546 data
<< int32(val
);
16547 SendDirectMessage(&data
);
16552 m_spellMods
[mod
->op
].push_back(mod
);
16555 if (mod
->charges
== -1)
16556 --m_SpellModRemoveCount
;
16557 m_spellMods
[mod
->op
].remove(mod
);
16562 void Player::RemoveSpellMods(Spell
const* spell
)
16564 if(!spell
|| (m_SpellModRemoveCount
== 0))
16567 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16569 for (SpellModList::iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16571 SpellModifier
*mod
= *itr
;
16574 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16576 RemoveAurasDueToSpell(mod
->spellId
);
16577 if (m_spellMods
[i
].empty())
16580 itr
= m_spellMods
[i
].begin();
16586 // send Proficiency
16587 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16589 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16590 data
<< pr1
<< pr2
;
16591 GetSession()->SendPacket (&data
);
16594 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16596 QueryResult
*result
= NULL
;
16598 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16600 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16603 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.
16604 { // and SendPetitionQueryOpcode reads data from the DB
16605 Field
*fields
= result
->Fetch();
16606 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16607 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16609 // send update if charter owner in game
16610 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16612 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16614 } while ( result
->NextRow() );
16619 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16621 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16624 CharacterDatabase
.BeginTransaction();
16627 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16628 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16632 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16633 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16635 CharacterDatabase
.CommitTransaction();
16638 void Player::LeaveAllArenaTeams(uint64 guid
)
16640 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
));
16646 Field
*fields
= result
->Fetch();
16647 uint32 at_id
= fields
[0].GetUInt32();
16650 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
16652 at
->DelMember(guid
);
16654 } while (result
->NextRow());
16659 void Player::SetRestBonus (float rest_bonus_new
)
16661 // Prevent resting on max level
16662 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16663 rest_bonus_new
= 0;
16665 if(rest_bonus_new
< 0)
16666 rest_bonus_new
= 0;
16668 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16670 if(rest_bonus_new
> rest_bonus_max
)
16671 m_rest_bonus
= rest_bonus_max
;
16673 m_rest_bonus
= rest_bonus_new
;
16675 // update data for client
16676 if(m_rest_bonus
>10)
16677 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16678 else if(m_rest_bonus
<=1)
16679 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16682 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16685 void Player::HandleStealthedUnitsDetection()
16687 std::list
<Unit
*> stealthedUnits
;
16689 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16691 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16692 cell
.SetNoCreate();
16694 MaNGOS::AnyStealthedCheck u_check
;
16695 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(stealthedUnits
, u_check
);
16697 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16698 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16700 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16701 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap());
16702 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap());
16704 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16708 i
= stealthedUnits
.erase(i
);
16712 if ((*i
)->isVisibleForOrDetect(this,true))
16715 (*i
)->SendUpdateToPlayer(this);
16716 m_clientGUIDs
.insert((*i
)->GetGUID());
16718 #ifdef MANGOS_DEBUG
16719 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16720 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16723 // target aura duration for caster show only if target exist at caster client
16724 // send data at target visibility change (adding to client)
16725 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16726 SendAurasForTarget(*i
);
16728 i
= stealthedUnits
.erase(i
);
16736 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, uint32 mount_id
, Creature
* npc
)
16738 if(nodes
.size() < 2)
16741 // not let cheating with start flight mounted
16744 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16745 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16746 GetSession()->SendPacket(&data
);
16750 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16752 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16753 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16754 GetSession()->SendPacket(&data
);
16758 // 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
16759 if(GetSession()->isLogingOut() ||
16760 (!m_currentSpells
[CURRENT_GENERIC_SPELL
] ||
16761 m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Effect
[0] != SPELL_EFFECT_SEND_TAXI
)&&
16762 IsNonMeleeSpellCasted(false) ||
16765 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16766 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16767 GetSession()->SendPacket(&data
);
16771 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16774 uint32 sourcenode
= nodes
[0];
16776 // starting node too far away (cheat?)
16777 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16778 if( !node
|| node
->map_id
!= GetMapId() ||
16779 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16780 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16781 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16782 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
) )
16784 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16785 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16786 GetSession()->SendPacket(&data
);
16790 // Prepare to flight start now
16792 // stop combat at start taxi flight if any
16795 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16798 // clean not finished taxi path if any
16799 m_taxi
.ClearTaxiDestinations();
16801 // 0 element current node
16802 m_taxi
.AddTaxiDestination(sourcenode
);
16804 // fill destinations path tail
16805 uint32 sourcepath
= 0;
16806 uint32 totalcost
= 0;
16808 uint32 prevnode
= sourcenode
;
16809 uint32 lastnode
= 0;
16811 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16815 lastnode
= nodes
[i
];
16816 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16820 m_taxi
.ClearTaxiDestinations();
16826 if(prevnode
== sourcenode
)
16829 m_taxi
.AddTaxiDestination(lastnode
);
16831 prevnode
= lastnode
;
16834 if(!mount_id
) // if not provide then attempt use default.
16835 mount_id
= objmgr
.GetTaxiMount(sourcenode
, GetTeam());
16837 if (mount_id
== 0 || sourcepath
== 0)
16839 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16840 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16841 GetSession()->SendPacket(&data
);
16842 m_taxi
.ClearTaxiDestinations();
16846 uint32 money
= GetMoney();
16850 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16853 if(money
< totalcost
)
16855 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16856 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16857 GetSession()->SendPacket(&data
);
16858 m_taxi
.ClearTaxiDestinations();
16862 //Checks and preparations done, DO FLIGHT
16863 ModifyMoney(-(int32
)totalcost
);
16865 // prevent stealth flight
16866 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
16868 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16869 data
<< uint32(ERR_TAXIOK
);
16870 GetSession()->SendPacket(&data
);
16872 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16874 GetSession()->SendDoFlight(mount_id
, sourcepath
);
16879 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
16881 // last check 2.0.10
16882 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
16884 data
<< uint8(0x0); // flags (0x1, 0x2)
16885 time_t curTime
= time(NULL
);
16886 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
16888 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16890 uint32 unSpellId
= itr
->first
;
16891 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
16898 // Not send cooldown for this spells
16899 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
16902 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
16905 data
<< unTimeMs
; // in m.secs
16906 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/1000);
16909 GetSession()->SendPacket(&data
);
16912 void Player::InitDataForForm(bool reapplyMods
)
16914 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
16915 if(ssEntry
&& ssEntry
->attackSpeed
)
16917 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
16918 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
16919 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
16922 SetRegularAttackTime();
16928 if(getPowerType()!=POWER_ENERGY
)
16929 setPowerType(POWER_ENERGY
);
16933 case FORM_DIREBEAR
:
16935 if(getPowerType()!=POWER_RAGE
)
16936 setPowerType(POWER_RAGE
);
16939 default: // 0, for example
16941 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
16942 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
16943 setPowerType(Powers(cEntry
->powerType
));
16948 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16950 UpdateEquipSpellsAtFormChange();
16952 UpdateAttackPowerAndDamage();
16953 UpdateAttackPowerAndDamage(true);
16956 // Return true is the bought item has a max count to force refresh of window by caller
16957 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
16959 // cheating attempt
16960 if(count
< 1) count
= 1;
16965 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
16968 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
16972 Creature
*pCreature
= ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid
,UNIT_NPC_FLAG_VENDOR
);
16975 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
16976 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
16980 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
16981 if(!vItems
|| vItems
->Empty())
16983 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16987 size_t vendor_slot
= vItems
->FindItemSlot(item
);
16988 if(vendor_slot
>= vItems
->GetItemCount())
16990 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16994 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
16996 // check current item amount if it limited
16997 if( crItem
->maxcount
!= 0 )
16999 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
17001 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
17006 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
17008 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
17012 if(crItem
->ExtendedCost
)
17014 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17017 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
17021 // honor points price
17022 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
17024 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
17028 // arena points price
17029 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
17031 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
17036 for (uint8 i
= 0; i
< 5; ++i
)
17038 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
17040 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
17045 // check for personal arena rating requirement
17046 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
17048 // probably not the proper equip err
17049 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
17054 uint32 price
= pProto
->BuyPrice
* count
;
17056 // reputation discount
17057 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
17059 if( GetMoney() < price
)
17061 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17065 uint8 bag
= 0; // init for case invalid bagGUID
17067 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
17070 if( bagguid
== GetGUID() )
17072 bag
= INVENTORY_SLOT_BAG_0
;
17076 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;i
++)
17078 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
17081 if( bagguid
== pBag
->GetGUID() )
17091 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
17093 ItemPosCountVec dest
;
17094 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17095 if( msg
!= EQUIP_ERR_OK
)
17097 SendEquipError( msg
, NULL
, NULL
);
17101 ModifyMoney( -(int32
)price
);
17102 if(crItem
->ExtendedCost
) // case for new honor system
17104 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17105 if(iece
->reqhonorpoints
)
17106 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17107 if(iece
->reqarenapoints
)
17108 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17109 for (uint8 i
= 0; i
< 5; ++i
)
17111 if(iece
->reqitem
[i
])
17112 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17116 if(Item
*it
= StoreNewItem( dest
, item
, true ))
17118 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17120 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17121 data
<< pCreature
->GetGUID();
17122 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17123 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17124 data
<< (uint32
)count
;
17125 GetSession()->SendPacket(&data
);
17127 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17130 else if( IsEquipmentPos( bag
, slot
) )
17132 if(pProto
->BuyCount
* count
!= 1)
17134 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17139 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17140 if( msg
!= EQUIP_ERR_OK
)
17142 SendEquipError( msg
, NULL
, NULL
);
17146 ModifyMoney( -(int32
)price
);
17147 if(crItem
->ExtendedCost
) // case for new honor system
17149 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17150 if(iece
->reqhonorpoints
)
17151 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17152 if(iece
->reqarenapoints
)
17153 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17154 for (uint8 i
= 0; i
< 5; ++i
)
17156 if(iece
->reqitem
[i
])
17157 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17161 if(Item
*it
= EquipNewItem( dest
, item
, true ))
17163 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17165 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17166 data
<< pCreature
->GetGUID();
17167 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17168 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17169 data
<< (uint32
)count
;
17170 GetSession()->SendPacket(&data
);
17172 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17174 AutoUnequipOffhandIfNeed();
17179 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17183 return crItem
->maxcount
!=0;
17186 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17188 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17189 // the personal rating of the arena team must match the required limit as well
17190 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17191 uint32 max_personal_rating
= 0;
17192 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17194 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17196 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
17197 uint32 t_rating
= at
->GetRating();
17198 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
17199 if(max_personal_rating
< p_rating
)
17200 max_personal_rating
= p_rating
;
17203 return max_personal_rating
;
17206 void Player::UpdateHomebindTime(uint32 time
)
17208 // GMs never get homebind timer online
17209 if (m_InstanceValid
|| isGameMaster())
17211 if(m_HomebindTimer
) // instance valid, but timer not reset
17214 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17217 GetSession()->SendPacket(&data
);
17219 // instance is valid, reset homebind timer
17220 m_HomebindTimer
= 0;
17222 else if (m_HomebindTimer
> 0)
17224 if (time
>= m_HomebindTimer
)
17226 // teleport to homebind location
17227 TeleportTo(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetOrientation());
17230 m_HomebindTimer
-= time
;
17234 // instance is invalid, start homebind timer
17235 m_HomebindTimer
= 60000;
17236 // send message to player
17237 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17238 data
<< m_HomebindTimer
;
17240 GetSession()->SendPacket(&data
);
17241 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17245 void Player::UpdatePvP(bool state
, bool ovrride
)
17247 if(!state
|| ovrride
)
17250 if(Pet
* pet
= GetPet())
17251 pet
->SetPvP(state
);
17252 if(Unit
* charmed
= GetCharm())
17253 charmed
->SetPvP(state
);
17255 pvpInfo
.endTimer
= 0;
17259 if(pvpInfo
.endTimer
!= 0)
17260 pvpInfo
.endTimer
= time(NULL
);
17265 if(Pet
* pet
= GetPet())
17266 pet
->SetPvP(state
);
17267 if(Unit
* charmed
= GetCharm())
17268 charmed
->SetPvP(state
);
17273 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
17277 sc
.itemid
= itemid
;
17278 m_spellCooldowns
[spellid
] = sc
;
17281 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
)
17283 if ( !(spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
) )
17286 // Get spell cooldown
17287 int32 cooldown
= GetSpellRecoveryTime(spellInfo
);
17289 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, cooldown
);
17293 AddSpellCooldown(spellInfo
->Id
, 0, time(NULL
) + cooldown
/ 1000);
17295 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
17296 data
<< spellInfo
->Id
;
17298 SendDirectMessage(&data
);
17300 //slot to be excluded while counting
17301 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
17303 if(!enchantmentcondition
)
17306 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
17311 uint8 curcount
[4] = {0, 0, 0, 0};
17313 //counting current equipped gem colors
17314 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17318 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17319 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17321 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17323 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17327 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17331 uint32 gemid
= enchantEntry
->GemID
;
17335 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17339 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17343 uint8 GemColor
= gemProperty
->color
;
17345 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17347 if(tmpcolormask
& GemColor
)
17354 bool activate
= true;
17356 for(int i
= 0; i
< 5; i
++)
17358 if(!Condition
->Color
[i
])
17361 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17363 // if have <CompareColor> use them as count, else use <value> from Condition
17364 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17366 switch(Condition
->Comparator
[i
])
17368 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17369 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17371 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17372 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17374 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17375 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17380 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");
17385 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17387 //cycle all equipped items
17388 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17390 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17391 if(slot
== exceptslot
)
17394 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17396 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17399 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17401 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17405 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17409 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17412 //was enchant active with/without item?
17413 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17414 //should it now be?
17415 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17417 // ignore item gem conditions
17418 //if state changed, (dis)apply enchant
17419 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17426 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17427 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17429 //cycle all equipped items
17430 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17432 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17433 if(slot
== exceptslot
)
17436 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17438 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17441 //cycle all (gem)enchants
17442 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17444 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17445 if(!enchant_id
) //if no enchant go to next enchant(slot)
17448 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17452 //only metagems to be (de)activated, so only enchants with condition
17453 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17455 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17460 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17462 if(BattleGround
*bg
= GetBattleGround())
17464 bool need_debuf
= bg
->isBattleGround() && (bg
->GetStatus() == STATUS_IN_PROGRESS
) && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
);
17466 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17468 // call after remove to be sure that player resurrected for correct cast
17470 CastSpell(this, 26013, true); // Deserter
17474 bool Player::CanJoinToBattleground() const
17476 // check Deserter debuff
17477 if(GetDummyAura(26013))
17483 bool Player::CanReportAfkDueToLimit()
17485 // a player can complain about 15 people per 5 minutes
17486 if(m_bgAfkReportedCount
>= 15)
17488 ++m_bgAfkReportedCount
;
17492 ///This player has been blamed to be inactive in a battleground
17493 void Player::ReportedAfkBy(Player
* reporter
)
17495 BattleGround
*bg
= GetBattleGround();
17496 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
17499 // check if player has 'Idle' or 'Inactive' debuff
17500 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
17502 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
17503 // 3 players have to complain to apply debuff
17504 if(m_bgAfkReporter
.size() >= 3)
17506 // cast 'Idle' spell
17507 CastSpell(this, 43680, true);
17508 m_bgAfkReporter
.clear();
17513 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17515 // gamemaster in GM mode see all, including ghosts
17516 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
17519 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17520 if (InBattleGround())
17522 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
17527 // Live player see live player or dead player with not realized corpse
17528 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
17530 return isAlive() || m_deathTimer
> 0;
17533 // Ghost see other friendly ghosts, that's for sure
17534 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
17537 // Dead player see live players near own corpse
17540 Corpse
*corpse
= pl
->GetCorpse();
17543 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17544 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
17549 // and not see any other
17553 bool Player::IsVisibleGloballyFor( Player
* u
) const
17558 // Always can see self
17562 // Visible units, always are visible for all players
17563 if (GetVisibility() == VISIBILITY_ON
)
17566 // GMs are visible for higher gms (or players are visible for gms)
17567 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
17568 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
17570 // non faction visibility non-breakable for non-GMs
17571 if (GetVisibility() == VISIBILITY_OFF
)
17574 // non-gm stealth/invisibility not hide from global player lists
17578 void Player::UpdateVisibilityOf(WorldObject
* target
)
17580 if(HaveAtClient(target
))
17582 if(!target
->isVisibleForInState(this,true))
17584 target
->DestroyForPlayer(this);
17585 m_clientGUIDs
.erase(target
->GetGUID());
17587 #ifdef MANGOS_DEBUG
17588 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17589 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17595 if(target
->isVisibleForInState(this,false))
17597 target
->SendUpdateToPlayer(this);
17598 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17599 m_clientGUIDs
.insert(target
->GetGUID());
17601 #ifdef MANGOS_DEBUG
17602 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17603 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17606 // target aura duration for caster show only if target exist at caster client
17607 // send data at target visibility change (adding to client)
17608 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
17609 SendAurasForTarget((Unit
*)target
);
17611 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
17612 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17618 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17620 s64
.insert(target
->GetGUID());
17624 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17626 if(!target
->IsTransport())
17627 s64
.insert(target
->GetGUID());
17631 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17633 if(HaveAtClient(target
))
17635 if(!target
->isVisibleForInState(this,true))
17637 target
->BuildOutOfRangeUpdateBlock(&data
);
17638 m_clientGUIDs
.erase(target
->GetGUID());
17640 #ifdef MANGOS_DEBUG
17641 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17642 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
));
17648 if(target
->isVisibleForInState(this,false))
17650 visibleNow
.insert(target
);
17651 target
->BuildUpdate(data_updates
);
17652 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17653 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17655 #ifdef MANGOS_DEBUG
17656 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17657 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
));
17663 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17664 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17665 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17666 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17667 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17669 void Player::InitPrimaryProffesions()
17671 SetFreePrimaryProffesions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17674 void Player::SendComboPoints()
17676 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17679 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17680 data
.append(combotarget
->GetPackGUID());
17681 data
<< uint8(m_comboPoints
);
17682 GetSession()->SendPacket(&data
);
17686 void Player::AddComboPoints(Unit
* target
, int8 count
)
17691 // without combo points lost (duration checked in aura)
17692 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17694 if(target
->GetGUID() == m_comboTarget
)
17696 m_comboPoints
+= count
;
17701 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17702 target
->RemoveComboPointHolder(GetGUIDLow());
17704 m_comboTarget
= target
->GetGUID();
17705 m_comboPoints
= count
;
17707 target
->AddComboPointHolder(GetGUIDLow());
17710 if (m_comboPoints
> 5) m_comboPoints
= 5;
17711 if (m_comboPoints
< 0) m_comboPoints
= 0;
17716 void Player::ClearComboPoints()
17721 // without combopoints lost (duration checked in aura)
17722 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17728 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17729 target
->RemoveComboPointHolder(GetGUIDLow());
17734 void Player::SetGroup(Group
*group
, int8 subgroup
)
17736 if(group
== NULL
) m_group
.unlink();
17739 // never use SetGroup without a subgroup unless you specify NULL for group
17740 assert(subgroup
>= 0);
17741 m_group
.link(group
, this);
17742 m_group
.setSubGroup((uint8
)subgroup
);
17746 void Player::SendInitialPacketsBeforeAddToMap()
17748 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
17749 data
<< uint32(0); // unknown, may be rest state time or experience
17750 GetSession()->SendPacket(&data
);
17753 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
17754 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
17755 data
<< (uint32
) m_homebindMapId
;
17756 data
<< (uint32
) m_homebindZoneId
;
17757 GetSession()->SendPacket(&data
);
17759 // SMSG_SET_PROFICIENCY
17760 // SMSG_UPDATE_AURA_DURATION
17763 data
.Initialize(SMSG_TUTORIAL_FLAGS
, 8*4);
17764 for (int i
= 0; i
< 8; ++i
)
17765 data
<< uint32( GetTutorialInt(i
) );
17766 GetSession()->SendPacket(&data
);
17768 SendInitialSpells();
17770 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
17771 data
<< uint32(0); // count, for(count) uint32;
17772 GetSession()->SendPacket(&data
);
17774 SendInitialActionButtons();
17775 SendInitialReputations();
17776 m_achievementMgr
.SendAllAchievementData();
17777 UpdateZone(GetZoneId());
17778 SendInitWorldStates();
17780 // SMSG_SET_AURA_SINGLE
17782 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 8);
17783 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
17784 data
<< (float)0.01666667f
; // game speed
17785 GetSession()->SendPacket( &data
);
17787 data
.Initialize(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
17788 data
<< uint32(0x00000000); // on blizz it increments periodically
17789 GetSession()->SendPacket(&data
);
17791 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17792 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
17793 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2
);
17798 void Player::SendInitialPacketsAfterAddToMap()
17800 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
17801 data
<< uint32(0x00000000); // on blizz it increments periodically
17802 GetSession()->SendPacket(&data
);
17804 CastSpell(this, 836, true); // LOGINEFFECT
17806 // set some aura effects that send packet to player client after add player to map
17807 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17808 // same auras state lost at far teleport, send it one more time in this case also
17809 static const AuraType auratypes
[] =
17811 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
17812 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
17813 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
17815 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
17817 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
17818 if(!auraList
.empty())
17819 auraList
.front()->ApplyModifier(true,true);
17822 if(HasAuraType(SPELL_AURA_MOD_STUN
))
17823 SetMovement(MOVE_ROOT
);
17825 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17826 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
17828 WorldPacket
data(SMSG_FORCE_MOVE_ROOT
, 10);
17829 data
.append(GetPackGUID());
17831 SendMessageToSet(&data
,true);
17834 SendAurasForTarget(this);
17835 SendEnchantmentDurations(); // must be after add to map
17836 SendItemDurations(); // must be after add to map
17839 void Player::SendUpdateToOutOfRangeGroupMembers()
17841 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
17843 if(Group
* group
= GetGroup())
17844 group
->UpdatePlayerOutOfRange(this);
17846 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
17847 m_auraUpdateMask
= 0;
17848 if(Pet
*pet
= GetPet())
17849 pet
->ResetAuraUpdateMask();
17852 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
17854 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
17855 data
<< uint32(mapid
);
17856 data
<< uint8(reason
); // transfer abort reason
17859 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
17860 case TRANSFER_ABORT_DIFFICULTY
:
17861 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
17862 data
<< uint8(arg
);
17865 GetSession()->SendPacket(&data
);
17868 void Player::SendInstanceResetWarning(uint32 mapid
, uint32 time
)
17870 // type of warning, based on the time remaining until reset
17873 type
= RAID_INSTANCE_WELCOME
;
17874 else if(time
> 900 && time
<= 3600)
17875 type
= RAID_INSTANCE_WARNING_HOURS
;
17876 else if(time
> 300 && time
<= 900)
17877 type
= RAID_INSTANCE_WARNING_MIN
;
17879 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
17880 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4);
17881 data
<< uint32(type
);
17882 data
<< uint32(mapid
);
17883 data
<< uint32(time
);
17884 GetSession()->SendPacket(&data
);
17887 void Player::ApplyEquipCooldown( Item
* pItem
)
17889 for(int i
= 0; i
<5; ++i
)
17891 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
17894 if( !spellData
.SpellId
)
17897 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17898 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
17901 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
17903 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
17904 data
<< pItem
->GetGUID();
17905 data
<< uint32(spellData
.SpellId
);
17906 GetSession()->SendPacket(&data
);
17910 void Player::resetSpells()
17912 // not need after this call
17913 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
17915 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
17916 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
17919 // make full copy of map (spells removed and marked as deleted at another spell remove
17920 // and we can't use original map for safe iterative with visit each spell at loop end
17921 PlayerSpellMap smap
= GetSpellMap();
17923 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
17924 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
17926 learnDefaultSpells();
17927 learnQuestRewardedSpells();
17930 void Player::learnDefaultSpells(bool loading
)
17932 // learn default race/class spells
17933 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
17934 std::list
<CreateSpellPair
>::const_iterator spell_itr
;
17935 for (spell_itr
= info
->spell
.begin(); spell_itr
!=info
->spell
.end(); ++spell_itr
)
17937 uint16 tspell
= spell_itr
->first
;
17940 sLog
.outDebug("PLAYER: Adding initial spell, id = %u",tspell
);
17941 if(loading
|| !spell_itr
->second
) // not care about passive spells or loading case
17942 addSpell(tspell
,spell_itr
->second
);
17943 else // but send in normal spell in game learn case
17944 learnSpell(tspell
);
17949 void Player::learnQuestRewardedSpells(Quest
const* quest
)
17951 uint32 spell_id
= quest
->GetRewSpellCast();
17953 // skip quests without rewarded spell
17957 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
17961 // check learned spells state
17962 bool found
= false;
17963 for(int i
=0; i
< 3; ++i
)
17965 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
17972 // skip quests with not teaching spell or already known spell
17976 // prevent learn non first rank unknown profession and second specialization for same profession)
17977 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
17978 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
17980 // not have first rank learned (unlearned prof?)
17981 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
17982 if( !HasSpell(first_spell
) )
17985 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
17990 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
17992 // search other specialization for same prof
17993 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17995 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
17998 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
18002 // compare only specializations
18003 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
18006 // compare same chain spells
18007 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
18010 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18011 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
18017 CastSpell( this, spell_id
, true);
18020 void Player::learnQuestRewardedSpells()
18022 // learn spells received from quest completing
18023 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
18025 // skip no rewarded quests
18026 if(!itr
->second
.m_rewarded
)
18029 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
18033 learnQuestRewardedSpells(quest
);
18037 void Player::learnSkillRewardedSpells(uint32 skill_id
)
18039 uint32 raceMask
= getRaceMask();
18040 uint32 classMask
= getClassMask();
18041 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
18043 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
18044 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
18046 // Check race if set
18047 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
18049 // Check class if set
18050 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
18053 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
18055 // Ok need learn spell
18056 learnSpell(pAbility
->spellId
);
18061 void Player::learnSkillRewardedSpells()
18063 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
18065 if(!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
18068 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
18070 learnSkillRewardedSpells(pskill
);
18074 void Player::SendAurasForTarget(Unit
*target
)
18076 if(target
->GetVisibleAuras()->empty()) // speedup things
18079 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
18080 data
.append(target
->GetPackGUID());
18082 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
18083 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
18085 for(uint32 j
= 0; j
< 3; ++j
)
18087 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
18089 data
<< uint8(aura
->GetAuraSlot());
18090 data
<< uint32(aura
->GetId());
18094 uint8 auraFlags
= aura
->GetAuraFlags();
18096 data
<< uint8(auraFlags
);
18098 data
<< uint8(aura
->GetAuraLevel());
18100 data
<< uint8(aura
->GetAuraCharges());
18102 if(!(auraFlags
& AFLAG_NOT_CASTER
))
18104 data
<< uint8(0); // packed GUID of someone (caster?)
18107 if(auraFlags
& AFLAG_DURATION
) // include aura duration
18109 data
<< uint32(aura
->GetAuraMaxDuration());
18110 data
<< uint32(aura
->GetAuraDuration());
18118 GetSession()->SendPacket(&data
);
18121 void Player::SetDailyQuestStatus( uint32 quest_id
)
18123 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18125 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
18127 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
18128 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
18129 m_DailyQuestChanged
= true;
18135 void Player::ResetDailyQuestStatus()
18137 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18138 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
18140 // DB data deleted in caller
18141 m_DailyQuestChanged
= false;
18142 m_lastDailyQuestTime
= 0;
18145 BattleGround
* Player::GetBattleGround() const
18147 if(GetBattleGroundId()==0)
18150 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
18153 bool Player::InArena() const
18155 BattleGround
*bg
= GetBattleGround();
18156 if(!bg
|| !bg
->isArena())
18162 bool Player::GetBGAccessByLevel(uint32 bgTypeId
) const
18164 // get a template bg instead of running one
18165 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
18169 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
18175 uint32
Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id
)
18183 return 10*(queue_id
+1);
18186 uint32
Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id
)
18189 return 255; // hardcoded max level
18191 return 10*(queue_id
+2)-1;
18194 uint32
Player::GetBattleGroundQueueIdFromLevel() const
18196 uint32 level
= getLevel();
18199 else if (level
> 79)
18202 return level
/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
18204 assert(bgTypeId < MAX_BATTLEGROUND_TYPES);
18205 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
18207 return (getLevel() - bg->GetMinLevel()) / 10;*/
18210 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
18212 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
18213 if(!vendor_faction
)
18216 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
18217 if(rank
<= REP_NEUTRAL
)
18220 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
18223 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
18225 uint32 racemask
= getRaceMask();
18226 uint32 classmask
= getClassMask();
18228 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
18229 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
18231 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
18233 // skip wrong race skills
18234 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
18237 // skip wrong class skills
18238 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
18244 bool Player::HasQuestForGO(int32 GOId
)
18246 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
18248 QuestStatusData qs
=i
->second
;
18249 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
18251 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
18255 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
18258 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
18260 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
18263 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
18271 void Player::UpdateForQuestsGO()
18273 if(m_clientGUIDs
.empty())
18277 WorldPacket packet
;
18278 for(ClientGUIDs::iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
18280 if(IS_GAMEOBJECT_GUID(*itr
))
18282 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
18284 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
18287 udata
.BuildPacket(&packet
);
18288 GetSession()->SendPacket(&packet
);
18291 void Player::SummonIfPossible(bool agree
)
18295 m_summon_expire
= 0;
18299 // expire and auto declined
18300 if(m_summon_expire
< time(NULL
))
18303 // stop taxi flight at summon
18306 GetMotionMaster()->MovementExpired();
18307 m_taxi
.ClearTaxiDestinations();
18310 // drop flag at summon
18311 if(BattleGround
*bg
= GetBattleGround())
18312 bg
->EventPlayerDroppedFlag(this);
18314 m_summon_expire
= 0;
18316 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
18319 void Player::RemoveItemDurations( Item
*item
)
18321 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
18325 m_itemDuration
.erase(itr
);
18331 void Player::AddItemDurations( Item
*item
)
18333 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
18335 m_itemDuration
.push_back(item
);
18336 item
->SendTimeUpdate(this);
18340 void Player::AutoUnequipOffhandIfNeed()
18342 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18346 // need unequip for 2h-weapon without TitanGrip
18347 if (!IsTwoHandUsed())
18350 ItemPosCountVec off_dest
;
18351 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18352 if( off_msg
== EQUIP_ERR_OK
)
18354 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18355 StoreItem( off_dest
, offItem
, true );
18359 sLog
.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
18363 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18365 if(spellInfo
->EquippedItemClass
< 0)
18368 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18369 // for optimize check 2 used cases only
18370 switch(spellInfo
->EquippedItemClass
)
18372 case ITEM_CLASS_WEAPON
:
18374 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18375 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18376 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18380 case ITEM_CLASS_ARMOR
:
18382 // tabard not have dependent spells
18383 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18384 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18385 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18388 // shields can be equipped to offhand slot
18389 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18390 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18393 // ranged slot can have some armor subclasses
18394 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18395 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18401 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18408 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
18410 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18411 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
18412 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
18415 // Check no reagent use mask
18416 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
18417 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
18418 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
18419 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
18425 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18427 AuraMap
& auras
= GetAuras();
18428 for(AuraMap::iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18430 Aura
* aura
= itr
->second
;
18432 // skip passive (passive item dependent spells work in another way) and not self applied auras
18433 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18434 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18440 // skip if not item dependent or have alternative item
18441 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18447 // no alt item, remove aura, restart check
18448 RemoveAurasDueToSpell(aura
->GetId());
18449 itr
= auras
.begin();
18452 // currently casted spells can be dependent from item
18453 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; i
++)
18455 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
18456 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
18461 uint32
Player::GetResurrectionSpellId()
18463 // search priceless resurrection possibilities
18465 uint32 spell_id
= 0;
18466 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18467 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18469 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18470 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18472 switch((*itr
)->GetId())
18474 case 20707: spell_id
= 3026; break; // rank 1
18475 case 20762: spell_id
= 20758; break; // rank 2
18476 case 20763: spell_id
= 20759; break; // rank 3
18477 case 20764: spell_id
= 20760; break; // rank 4
18478 case 20765: spell_id
= 20761; break; // rank 5
18479 case 27239: spell_id
= 27240; break; // rank 6
18481 sLog
.outError("Unhandled spell %%u: S.Resurrection",(*itr
)->GetId());
18487 // Twisting Nether // prio: 2 (max)
18488 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18495 // Reincarnation (passive spell) // prio: 1
18496 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18502 // Used in triggers for check "Only to targets that grant experience or honor" req
18503 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
18505 uint32 v_level
= pVictim
->getLevel();
18506 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
18508 // Victim level less gray level
18509 if(v_level
<=k_grey
)
18512 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
18514 if (((Creature
*)pVictim
)->isTotem() ||
18515 ((Creature
*)pVictim
)->isPet() ||
18516 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
18522 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
18524 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
18526 // prepare data for near group iteration (PvP and !PvP cases)
18528 bool honored_kill
= false;
18530 if(Group
*pGroup
= GetGroup())
18533 uint32 sum_level
= 0;
18534 Player
* member_with_max_level
= NULL
;
18535 Player
* not_gray_member_with_max_level
= NULL
;
18537 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
18539 if(member_with_max_level
)
18541 /// not get Xp in PvP or no not gray players in group
18542 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
18544 /// skip in check PvP case (for speed, not used)
18545 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
18546 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
18547 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
18549 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18551 Player
* pGroupGuy
= itr
->getSource();
18555 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
18556 continue; // member (alive or dead) or his corpse at req. distance
18558 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18559 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
18560 honored_kill
= true;
18562 // xp and reputation only in !PvP case
18565 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
18567 // if is in dungeon then all receive full reputation at kill
18568 // rewarded any alive/dead/near_corpse group member
18569 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
18571 // XP updated only for alive group member
18572 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
18573 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
18575 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
18577 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
18578 if(Pet
* pet
= pGroupGuy
->GetPet())
18579 pet
->GivePetXP(itr_xp
/2);
18582 // quest objectives updated only for alive group member or dead but with not released body
18583 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18585 // normal creature (not pet/etc) can be only in !PvP case
18586 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18587 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
18593 else // if (!pGroup)
18595 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
18597 // honor can be in PvP and !PvP (racial leader) cases
18598 if(RewardHonor(pVictim
,1))
18599 honored_kill
= true;
18601 // xp and reputation only in !PvP case
18604 RewardReputation(pVictim
,1);
18605 GiveXP(xp
, pVictim
);
18607 if(Pet
* pet
= GetPet())
18608 pet
->GivePetXP(xp
);
18610 // normal creature (not pet/etc) can be only in !PvP case
18611 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18612 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
18615 return xp
|| honored_kill
;
18618 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
18620 if(pRewardSource
->GetDistance(this) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
))
18626 Corpse
* corpse
= GetCorpse();
18630 return pRewardSource
->GetDistance(corpse
) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
);
18633 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
18635 Item
* item
= GetWeaponForAttack(attType
,true);
18637 // unarmed only with base attack
18638 if(attType
!= BASE_ATTACK
&& !item
)
18641 // weapon skill or (unarmed for base attack)
18642 uint32 skill
= item
? item
->GetSkill() : SKILL_UNARMED
;
18643 return GetBaseSkillValue(skill
);
18646 void Player::ResurectUsingRequestData()
18648 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
18649 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
18651 ResurrectPlayer(0.0f
,false);
18653 if(GetMaxHealth() > m_resurrectHealth
)
18654 SetHealth( m_resurrectHealth
);
18656 SetHealth( GetMaxHealth() );
18658 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
18659 SetPower(POWER_MANA
, m_resurrectMana
);
18661 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
18663 SetPower(POWER_RAGE
, 0 );
18665 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
18667 SpawnCorpseBones();
18670 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
18672 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
18673 data
.append(target
->GetPackGUID());
18674 data
<< uint8(allowMove
);
18675 GetSession()->SendPacket(&data
);
18678 void Player::UpdateZoneDependentAuras( uint32 newZone
)
18680 // remove new continent flight forms
18681 uint32 v_map
= GetVirtualMapForMapAndZone(GetMapId(), newZone
);
18682 if( !isGameMaster() && v_map
!= 530 && v_map
!= 571)
18684 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
18685 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
18688 // Some spells applied at enter into zone (with subzones)
18690 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
18691 if ( newZone
== 2367 ) // Old Hillsbrad Foothills
18693 uint32 spellid
= 0;
18695 if( GetTeam() == HORDE
)
18696 spellid
= getGender() == GENDER_FEMALE
? 35481 : 35480;
18697 // and some alliance races
18698 else if( getRace() == RACE_NIGHTELF
|| getRace() == RACE_DRAENEI
)
18699 spellid
= getGender() == GENDER_FEMALE
? 35483 : 35482;
18701 if(spellid
&& !HasAura(spellid
,0) )
18702 CastSpell(this,spellid
,true);
18706 void Player::UpdateAreaDependentAuras( uint32 newArea
)
18708 // remove auras from spells with area limitations
18709 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
18711 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18712 if(GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
)!=0)
18718 // some auras applied at subzone enter
18721 // Dragonmaw Illusion
18722 case 3759: // Netherwing Ledge
18723 case 3939: // Dragonmaw Fortress
18724 case 3966: // Dragonmaw Base Camp
18725 if( GetDummyAura(40214) )
18727 if( !HasAura(40216,0) )
18728 CastSpell(this,40216,true);
18729 if( !HasAura(42016,0) )
18730 CastSpell(this,42016,true);
18733 // Dominion Over Acherus
18734 case 4281: // Acherus: The Ebon Hold
18735 case 4342: // Acherus: The Ebon Hold
18736 if( HasSpell(51721) )
18737 if( !HasAura(51721,0) )
18738 CastSpell(this,51721,true);
18743 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
18745 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18746 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18748 return copseReclaimDelay
[0];
18751 time_t now
= time(NULL
);
18752 // 0..2 full period
18753 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
18754 return copseReclaimDelay
[count
];
18757 void Player::UpdateCorpseReclaimDelay()
18759 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
18761 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18762 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18765 time_t now
= time(NULL
);
18766 if(now
< m_deathExpireTime
)
18768 // full and partly periods 1..3
18769 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
18770 if(count
< MAX_DEATH_COUNT
)
18771 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
18773 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
18776 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
18779 void Player::SendCorpseReclaimDelay(bool load
)
18781 Corpse
* corpse
= GetCorpse();
18788 if(corpse
->GetGhostTime() > m_deathExpireTime
)
18791 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
18794 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18795 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18797 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
18798 if(count
>=MAX_DEATH_COUNT
)
18799 count
= MAX_DEATH_COUNT
-1;
18804 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
18806 time_t now
= time(NULL
);
18807 if(now
>= expected_time
)
18810 delay
= expected_time
-now
;
18813 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
18815 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18816 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
18817 data
<< uint32(delay
*1000);
18818 GetSession()->SendPacket( &data
);
18821 Player
* Player::GetNextRandomRaidMember(float radius
)
18823 Group
*pGroup
= GetGroup();
18827 std::vector
<Player
*> nearMembers
;
18828 nearMembers
.reserve(pGroup
->GetMembersCount());
18830 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18832 Player
* Target
= itr
->getSource();
18834 // IsHostileTo check duel and controlled by enemy
18835 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
18836 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
18837 nearMembers
.push_back(Target
);
18840 if (nearMembers
.empty())
18843 uint32 randTarget
= urand(0,nearMembers
.size()-1);
18844 return nearMembers
[randTarget
];
18847 PartyResult
Player::CanUninviteFromGroup() const
18849 const Group
* grp
= GetGroup();
18851 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
18853 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
18854 return PARTY_RESULT_YOU_NOT_LEADER
;
18856 if(InBattleGround())
18857 return PARTY_RESULT_INVITE_RESTRICTED
;
18859 return PARTY_RESULT_OK
;
18862 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
18864 float water_z
= m
->GetWaterLevel(x
,y
);
18865 float height_z
= m
->GetHeight(x
,y
,z
, false); // use .map base surface height
18866 uint8 flag1
= m
->GetTerrainType(x
,y
);
18868 //!Underwater check, not in water if underground or above water level
18869 if (height_z
<= INVALID_HEIGHT
|| z
< (height_z
-2) || z
> (water_z
- 2) )
18870 m_isunderwater
&= 0x7A;
18871 else if ((z
< (water_z
- 2)) && (flag1
& 0x01))
18872 m_isunderwater
|= 0x01;
18874 //!in lava check, anywhere under lava level
18875 if ((height_z
<= INVALID_HEIGHT
|| z
< (height_z
- 0)) && (flag1
== 0x00) && IsInWater())
18876 m_isunderwater
|= 0x80;
18879 void Player::SetCanParry( bool value
)
18881 if(m_canParry
==value
)
18884 m_canParry
= value
;
18885 UpdateParryPercentage();
18888 void Player::SetCanBlock( bool value
)
18890 if(m_canBlock
==value
)
18893 m_canBlock
= value
;
18894 UpdateBlockPercentage();
18897 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
18899 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
18900 if(itr
->pos
== pos
)
18906 bool Player::isAllowUseBattleGroundObject()
18908 return ( //InBattleGround() && // in battleground - not need, check in other cases
18909 !IsMounted() && // not mounted
18910 !HasStealthAura() && // not stealthed
18911 !HasInvisibilityAura() && // not invisible
18912 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
18913 isAlive() // live player
18917 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
18919 uint32 level
= getLevel();
18921 if(level
> GT_MAX_LEVEL
)
18922 level
= GT_MAX_LEVEL
; // max level in this dbc
18924 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
18925 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
18926 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
18928 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
18931 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
18933 if(!bsc
) // shouldn't happen
18938 if(hairstyle
!= newhairstyle
)
18939 cost
+= bsc
->cost
; // full price
18941 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
18942 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
18944 if(facialhair
!= newfacialhair
)
18945 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
18947 return uint32(cost
);
18950 void Player::InitGlyphsForLevel()
18952 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
18953 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
18955 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
18957 uint32 level
= getLevel();
18960 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
18962 value
|= (0x01 | 0x02);
18972 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
18975 void Player::EnterVehicle(Vehicle
*vehicle
)
18977 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
18981 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
18985 vehicle
->SetCharmerGUID(GetGUID());
18986 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
18987 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNKNOWN5
);
18988 vehicle
->setFaction(getFaction());
18990 SetCharm(vehicle
); // charm
18991 SetFarSight(vehicle
->GetGUID()); // set view
18993 SetClientControl(vehicle
, 1); // redirect controls to vehicle
18995 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
18996 GetSession()->SendPacket(&data
);
18998 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
18999 data
.append(GetPackGUID());
19000 data
<< uint32(0); // counter?
19001 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
19002 data
<< uint16(0); // special flags
19003 data
<< uint32(getMSTime()); // time
19004 data
<< vehicle
->GetPositionX(); // x
19005 data
<< vehicle
->GetPositionY(); // y
19006 data
<< vehicle
->GetPositionZ(); // z
19007 data
<< vehicle
->GetOrientation(); // o
19008 // transport part, TODO: load/calculate seat offsets
19009 data
<< uint64(vehicle
->GetGUID()); // transport guid
19010 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
19011 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
19012 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
19013 data
<< float(0); // transport orientation
19014 data
<< uint32(getMSTime()); // transport time
19015 data
<< uint8(0); // seat
19016 // end of transport part
19017 data
<< uint32(0); // fall time
19018 GetSession()->SendPacket(&data
);
19020 data
.Initialize(SMSG_PET_SPELLS
, 8+4+4+4+4*10+1+1);
19021 data
<< uint64(vehicle
->GetGUID());
19022 data
<< uint32(0x00000000);
19023 data
<< uint32(0x00000000);
19024 data
<< uint32(0x00000101);
19026 for(uint32 i
= 0; i
< 10; ++i
)
19027 data
<< uint16(0) << uint8(0) << uint8(i
+8);
19031 GetSession()->SendPacket(&data
);
19034 void Player::ExitVehicle(Vehicle
*vehicle
)
19036 vehicle
->SetCharmerGUID(0);
19037 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19038 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNKNOWN5
);
19039 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
19044 SetClientControl(vehicle
, 0);
19046 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
19047 data
.append(GetPackGUID());
19048 data
<< uint32(0); // counter?
19049 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
19050 data
<< uint16(0x40); // special flags
19051 data
<< uint32(getMSTime()); // time
19052 data
<< vehicle
->GetPositionX(); // x
19053 data
<< vehicle
->GetPositionY(); // y
19054 data
<< vehicle
->GetPositionZ(); // z
19055 data
<< vehicle
->GetOrientation(); // o
19056 data
<< uint32(0); // fall time
19057 GetSession()->SendPacket(&data
);
19059 data
.Initialize(SMSG_PET_SPELLS
, 8+4);
19062 GetSession()->SendPacket(&data
);
19064 // only for flyable vehicles?
19065 CastSpell(this, 45472, true); // Parachute
19068 bool Player::HasTitle(uint32 bitIndex
)
19070 if (bitIndex
> 128)
19073 uint32 fieldIndexOffset
= bitIndex
/32;
19074 uint32 flag
= 1 << (bitIndex
%32);
19075 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19078 void Player::SetTitle(CharTitlesEntry
const* title
)
19080 uint32 fieldIndexOffset
= title
->bit_index
/32;
19081 uint32 flag
= 1 << (title
->bit_index
%32);
19082 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19085 void Player::ConvertRune(uint8 index
, uint8 newType
)
19087 SetCurrentRune(index
, newType
);
19089 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
19090 data
<< uint8(index
);
19091 data
<< uint8(newType
);
19092 GetSession()->SendPacket(&data
);
19095 void Player::ResyncRunes(uint8 count
)
19097 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
19098 for(uint32 i
= 0; i
< count
; ++i
)
19100 data
<< uint8(GetCurrentRune(i
)); // rune type
19101 data
<< uint8(255 - (GetRuneCooldown(i
) * 51)); // passed cooldown time (0-255)
19103 GetSession()->SendPacket(&data
);
19106 void Player::AddRunePower(uint8 index
)
19108 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
19109 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
19110 GetSession()->SendPacket(&data
);
19113 void Player::InitRunes()
19115 if(getClass() != CLASS_DEATH_KNIGHT
)
19118 m_runes
= new Runes
;
19120 m_runes
->runeState
= 0;
19122 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19124 SetBaseRune(i
, i
/ 2); // init base types
19125 SetCurrentRune(i
, i
/ 2); // init current types
19126 SetRuneCooldown(i
, 0); // reset cooldowns
19127 m_runes
->SetRuneState(i
);
19130 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
19131 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);