2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "Database/DatabaseEnv.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
51 #include "Transports.h"
53 #include "BattleGround.h"
54 #include "BattleGroundMgr.h"
55 #include "ArenaTeam.h"
57 #include "Database/DatabaseImpl.h"
59 #include "SocialMgr.h"
60 #include "AchievementMgr.h"
64 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
66 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
67 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
68 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
70 #define SKILL_VALUE(x) PAIR32_LOPART(x)
71 #define SKILL_MAX(x) PAIR32_HIPART(x)
72 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
74 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
75 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
76 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
80 CHARACTER_FLAG_NONE
= 0x00000000,
81 CHARACTER_FLAG_UNK1
= 0x00000001,
82 CHARACTER_FLAG_UNK2
= 0x00000002,
83 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
84 CHARACTER_FLAG_UNK4
= 0x00000008,
85 CHARACTER_FLAG_UNK5
= 0x00000010,
86 CHARACTER_FLAG_UNK6
= 0x00000020,
87 CHARACTER_FLAG_UNK7
= 0x00000040,
88 CHARACTER_FLAG_UNK8
= 0x00000080,
89 CHARACTER_FLAG_UNK9
= 0x00000100,
90 CHARACTER_FLAG_UNK10
= 0x00000200,
91 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
92 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
93 CHARACTER_FLAG_UNK13
= 0x00001000,
94 CHARACTER_FLAG_GHOST
= 0x00002000,
95 CHARACTER_FLAG_RENAME
= 0x00004000,
96 CHARACTER_FLAG_UNK16
= 0x00008000,
97 CHARACTER_FLAG_UNK17
= 0x00010000,
98 CHARACTER_FLAG_UNK18
= 0x00020000,
99 CHARACTER_FLAG_UNK19
= 0x00040000,
100 CHARACTER_FLAG_UNK20
= 0x00080000,
101 CHARACTER_FLAG_UNK21
= 0x00100000,
102 CHARACTER_FLAG_UNK22
= 0x00200000,
103 CHARACTER_FLAG_UNK23
= 0x00400000,
104 CHARACTER_FLAG_UNK24
= 0x00800000,
105 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
106 CHARACTER_FLAG_DECLINED
= 0x02000000,
107 CHARACTER_FLAG_UNK27
= 0x04000000,
108 CHARACTER_FLAG_UNK28
= 0x08000000,
109 CHARACTER_FLAG_UNK29
= 0x10000000,
110 CHARACTER_FLAG_UNK30
= 0x20000000,
111 CHARACTER_FLAG_UNK31
= 0x40000000,
112 CHARACTER_FLAG_UNK32
= 0x80000000
115 // corpse reclaim times
116 #define DEATH_EXPIRE_STEP (5*MINUTE)
117 #define MAX_DEATH_COUNT 3
119 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
121 //== PlayerTaxi ================================================
123 PlayerTaxi::PlayerTaxi()
126 memset(m_taximask
, 0, sizeof(m_taximask
));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
131 // class specific initial known nodes
134 case CLASS_DEATH_KNIGHT
:
136 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
137 m_taximask
[i
] |= sOldContinentsNodesMask
[i
];
142 // race specific initial known nodes: capital and taxi hub masks
145 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
146 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
147 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
148 case RACE_NIGHTELF
: SetTaximaskNode(26);
149 SetTaximaskNode(27); break; // Night Elf
150 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
151 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
152 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
153 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
154 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
155 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
158 // new continent starting masks (It will be accessible only at new map)
159 switch(Player::TeamForRace(race
))
161 case ALLIANCE
: SetTaximaskNode(100); break;
162 case HORDE
: SetTaximaskNode(99); break;
164 // level dependent taxi hubs
166 SetTaximaskNode(213); //Shattered Sun Staging Area
169 void PlayerTaxi::LoadTaxiMask(const char* data
)
171 Tokens tokens
= StrSplit(data
, " ");
174 Tokens::iterator iter
;
175 for (iter
= tokens
.begin(), index
= 0;
176 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
178 // load and set bits only for existed taxi nodes
179 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
183 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
187 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
188 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
192 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
193 data
<< uint32(m_taximask
[i
]); // known nodes
197 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
, uint32 team
)
199 ClearTaxiDestinations();
201 Tokens tokens
= StrSplit(values
," ");
203 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
205 uint32 node
= uint32(atol(iter
->c_str()));
206 AddTaxiDestination(node
);
209 if(m_TaxiDestinations
.empty())
213 if(m_TaxiDestinations
.size() < 2)
216 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
220 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
225 // can't load taxi path without mount set (quest taxi path?)
226 if(!objmgr
.GetTaxiMountDisplayId(GetTaxiSource(),team
,true))
232 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
234 if(m_TaxiDestinations
.empty())
237 std::ostringstream ss
;
239 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
240 ss
<< m_TaxiDestinations
[i
] << " ";
245 uint32
PlayerTaxi::GetCurrentTaxiPath() const
247 if(m_TaxiDestinations
.size() < 2)
253 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
258 std::ostringstream
& operator<< (std::ostringstream
& ss
, PlayerTaxi
const& taxi
)
261 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
262 ss
<< taxi
.m_taximask
[i
] << " ";
267 //== Player ====================================================
269 UpdateMask
Player::updateVisualBits
;
271 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this), m_reputationMgr(this)
278 m_objectType
|= TYPEMASK_PLAYER
;
279 m_objectTypeId
= TYPEID_PLAYER
;
281 m_valuesCount
= PLAYER_END
;
288 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
289 SetAcceptTicket(true);
291 // players always accept
292 if(GetSession()->GetSecurity() == SEC_PLAYER
)
293 SetAcceptWhispers(true);
301 m_usedTalentCount
= 0;
302 m_questRewardTalentCount
= 0;
305 m_weaponChangeTimer
= 0;
308 m_zoneUpdateTimer
= 0;
312 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
314 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
315 // this must help in case next save after mass player load after server startup
316 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
318 clearResurrectRequestData();
320 m_SpellModRemoveCount
= 0;
322 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
326 // group is initialized in the reference constructor
327 SetGroupInvite(NULL
);
328 m_groupUpdateMask
= 0;
329 m_auraUpdateMask
= 0;
333 m_GuildIdInvited
= 0;
334 m_ArenaTeamIdInvited
= 0;
336 m_atLoginFlags
= AT_LOGIN_NONE
;
338 mSemaphoreTeleport_Near
= false;
339 mSemaphoreTeleport_Far
= false;
346 PlayerTalkClass
= new PlayerMenu( GetSession() );
347 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
349 m_DailyQuestChanged
= false;
350 m_lastDailyQuestTime
= 0;
352 for (int i
=0; i
<MAX_TIMERS
; ++i
)
353 m_MirrorTimer
[i
] = DISABLED_MIRROR_TIMER
;
355 m_MirrorTimerFlags
= UNDERWATER_NONE
;
356 m_MirrorTimerFlagsLast
= UNDERWATER_NONE
;
362 m_deathExpireTime
= 0;
366 m_DetectInvTimer
= 1*IN_MILISECONDS
;
368 m_bgBattleGroundID
= 0;
369 m_bgTypeID
= BATTLEGROUND_TYPE_NONE
;
370 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; ++j
)
372 m_bgBattleGroundQueueID
[j
].bgQueueTypeId
= BATTLEGROUND_QUEUE_NONE
;
373 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
377 m_logintime
= time(NULL
);
378 m_Last_tick
= m_logintime
;
379 m_WeaponProficiency
= 0;
380 m_ArmorProficiency
= 0;
383 m_canDualWield
= false;
384 m_canTitanGrip
= false;
387 m_temporaryUnsummonedPetNumber
= 0;
388 //cache for UNIT_CREATED_BY_SPELL to allow
389 //returning reagents for temporarily removed pets
390 //when dying/logging out
393 ////////////////////Rest System/////////////////////
400 rest_type
=REST_TYPE_NO
;
401 ////////////////////Rest System/////////////////////
403 m_mailsLoaded
= false;
404 m_mailsUpdated
= false;
406 m_nextMailDelivereTime
= 0;
408 m_resetTalentsCost
= 0;
409 m_resetTalentsTime
= 0;
410 m_itemUpdateQueueBlocked
= false;
412 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
413 m_forced_speed_changes
[i
] = 0;
417 /////////////////// Instance System /////////////////////
420 m_InstanceValid
= true;
421 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
428 for (int i
= 0; i
< BASEMOD_END
; ++i
)
430 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
431 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
434 for (int i
= 0; i
< MAX_COMBAT_RATING
; ++i
)
435 m_baseRatingValue
[i
] = 0;
437 m_baseSpellDamage
= 0;
438 m_baseSpellHealing
= 0;
443 m_lastHonorUpdateTime
= time(NULL
);
452 //Default movement to run mode
453 m_unit_movement_flags
= 0;
458 m_bgAfkReportedTimer
= 0;
459 m_contestedPvPTimer
= 0;
461 m_declinedname
= NULL
;
470 CleanupsBeforeDelete();
472 // it must be unloaded already in PlayerLogout and accessed only for loggined player
475 // Note: buy back item already deleted from DB when player was saved
476 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
483 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
486 //all mailed items should be deleted, also all mail should be deallocated
487 for (PlayerMails::const_iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
490 for (ItemMap::const_iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
491 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
493 delete PlayerTalkClass
;
497 m_transport
->RemovePassenger(this);
500 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
502 delete ItemSetEff
[x
];
504 // clean up player-instance binds, may unload some instance saves
505 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
506 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
507 itr
->second
.save
->RemovePlayer(this);
509 delete m_declinedname
;
513 void Player::CleanupsBeforeDelete()
515 if(m_uint32Values
) // only for fully created Object
518 DuelComplete(DUEL_INTERUPTED
);
520 Unit::CleanupsBeforeDelete();
523 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
)
525 //FIXME: outfitId not used in player creating
527 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
531 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
534 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
538 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
544 SetMapId(info
->mapId
);
545 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
547 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
550 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
554 uint8 powertype
= cEntry
->powerType
;
556 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
557 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
562 SetDisplayId(info
->displayId_f
);
563 SetNativeDisplayId(info
->displayId_f
);
566 SetDisplayId(info
->displayId_m
);
567 SetNativeDisplayId(info
->displayId_m
);
570 sLog
.outError("Invalid gender %u for player",gender
);
575 setFactionForRace(m_race
);
577 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
579 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
580 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
581 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
582 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
583 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
584 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
586 // -1 is default value
587 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
589 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
590 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
591 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
593 SetUInt32Value( PLAYER_GUILDID
, 0 );
594 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
595 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
597 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
598 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
599 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2
, 0 ); // 0=disabled
600 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
601 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
602 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
603 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
604 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
606 // set starting level
607 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
608 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
609 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
611 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
613 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
614 if(gm_level
> start_level
)
615 start_level
= gm_level
;
618 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
622 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
623 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
624 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
627 m_Last_tick
= time(NULL
);
628 m_Played_time
[0] = 0;
629 m_Played_time
[1] = 0;
631 // base stats and related field values
633 InitTaxiNodesForLevel();
634 InitGlyphsForLevel();
635 InitTalentForLevel();
636 InitPrimaryProfessions(); // to max set before any spell added
638 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
639 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
640 SetHealth(GetMaxHealth());
641 if (getPowerType()==POWER_MANA
)
643 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
644 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
647 if(getPowerType() == POWER_RUNIC_POWER
)
649 SetPower(POWER_RUNE
, 8);
650 SetMaxPower(POWER_RUNE
, 8);
651 SetPower(POWER_RUNIC_POWER
, 0);
652 SetMaxPower(POWER_RUNIC_POWER
, 1000);
656 learnDefaultSpells();
658 // original action bar
659 std::list
<uint16
>::const_iterator action_itr
[4];
660 for(int i
=0; i
<4; ++i
)
661 action_itr
[i
] = info
->action
[i
].begin();
663 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
666 for(int i
=0; i
<4 ;++i
)
667 taction
[i
] = (*action_itr
[i
]);
669 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
671 for(int i
=0; i
<4 ;++i
)
676 CharStartOutfitEntry
const* oEntry
= NULL
;
677 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
679 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
681 if(entry
->RaceClassGender
== RaceClassGender
)
691 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
693 if(oEntry
->ItemId
[j
] <= 0)
696 uint32 item_id
= oEntry
->ItemId
[j
];
699 // Hack for not existed item id in dbc 3.0.3
703 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
706 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
710 // max stack by default (mostly 1), 1 for infinity stackable
711 uint32 count
= iProto
->Stackable
> 0 ? uint32(iProto
->Stackable
) : 1;
713 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
715 switch(iProto
->Spells
[0].SpellCategory
)
718 if(iProto
->Stackable
> 4)
722 if(iProto
->Stackable
> 2)
728 StoreNewItemInBestSlots(item_id
, count
);
732 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
733 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
735 // bags and main-hand weapon must equipped at this moment
736 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
737 // or ammo not equipped in special bag
738 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
740 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
743 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
744 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
745 if( msg
== EQUIP_ERR_OK
)
747 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
748 EquipItem( eDest
, pItem
, true);
750 // move other items to more appropriate slots (ammo not equipped in special bag)
753 ItemPosCountVec sDest
;
754 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
755 if( msg
== EQUIP_ERR_OK
)
757 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
758 pItem
= StoreItem( sDest
, pItem
, true);
761 // if this is ammo then use it
762 msg
= CanUseAmmo( pItem
->GetEntry() );
763 if( msg
== EQUIP_ERR_OK
)
764 SetAmmo( pItem
->GetEntry() );
768 // all item positions resolved
773 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
775 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
777 // attempt equip by one
778 while(titem_amount
> 0)
781 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
782 if( msg
!= EQUIP_ERR_OK
)
785 EquipNewItem( eDest
, titem_id
, true);
786 AutoUnequipOffhandIfNeed();
790 if(titem_amount
== 0)
791 return true; // equipped
794 ItemPosCountVec sDest
;
795 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
796 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
797 if( msg
== EQUIP_ERR_OK
)
799 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
800 return true; // stored
803 // item can't be added
804 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
808 void Player::SendMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, int32 Regen
)
810 if (MaxValue
== DISABLED_MIRROR_TIMER
)
812 if (CurrentValue
!=DISABLED_MIRROR_TIMER
)
813 StopMirrorTimer(Type
);
816 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
817 data
<< (uint32
)Type
;
818 data
<< CurrentValue
;
822 data
<< (uint32
)0; // spell id
823 GetSession()->SendPacket( &data
);
826 void Player::StopMirrorTimer(MirrorTimerType Type
)
828 m_MirrorTimer
[Type
] = DISABLED_MIRROR_TIMER
;
829 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
830 data
<< (uint32
)Type
;
831 GetSession()->SendPacket( &data
);
834 void Player::EnvironmentalDamage(EnviromentalDamage type
, uint32 damage
)
836 if(!isAlive() || isGameMaster())
839 // Absorb, resist some environmental damage type
842 if (type
== DAMAGE_LAVA
)
843 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
844 else if (type
== DAMAGE_SLIME
)
845 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
847 damage
-=absorb
+resist
;
849 DealDamageMods(this,damage
,&absorb
);
851 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
852 data
<< uint64(GetGUID());
853 data
<< uint8(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
854 data
<< uint32(damage
);
855 data
<< uint32(absorb
);
856 data
<< uint32(resist
);
857 SendMessageToSet(&data
, true);
859 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
863 if(type
==DAMAGE_FALL
) // DealDamage not apply item durability loss at self damage
865 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
866 DurabilityLossAll(0.10f
,false);
867 // durability lost message
868 WorldPacket
data2(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
869 GetSession()->SendPacket(&data2
);
872 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM
, 1, type
);
876 int32
Player::getMaxTimer(MirrorTimerType timer
)
881 return MINUTE
*IN_MILISECONDS
;
884 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING
) || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
885 return DISABLED_MIRROR_TIMER
;
886 int32 UnderWaterTime
= 3*MINUTE
*IN_MILISECONDS
;
887 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
888 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
889 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
890 return UnderWaterTime
;
895 return DISABLED_MIRROR_TIMER
;
896 return 1*IN_MILISECONDS
;
904 void Player::UpdateMirrorTimers()
906 // Desync flags for update on next HandleDrowning
907 if (m_MirrorTimerFlags
)
908 m_MirrorTimerFlagsLast
= ~m_MirrorTimerFlags
;
911 void Player::HandleDrowning(uint32 time_diff
)
913 if (!m_MirrorTimerFlags
)
917 if (m_MirrorTimerFlags
& UNDERWATER_INWATER
)
919 // Breath timer not activated - activate it
920 if (m_MirrorTimer
[BREATH_TIMER
] == DISABLED_MIRROR_TIMER
)
922 m_MirrorTimer
[BREATH_TIMER
] = getMaxTimer(BREATH_TIMER
);
923 SendMirrorTimer(BREATH_TIMER
, m_MirrorTimer
[BREATH_TIMER
], m_MirrorTimer
[BREATH_TIMER
], -1);
925 else // If activated - do tick
927 m_MirrorTimer
[BREATH_TIMER
]-=time_diff
;
928 // Timer limit - need deal damage
929 if (m_MirrorTimer
[BREATH_TIMER
] < 0)
931 m_MirrorTimer
[BREATH_TIMER
]+= 1*IN_MILISECONDS
;
932 // Calculate and deal damage
933 // TODO: Check this formula
934 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
935 EnvironmentalDamage(DAMAGE_DROWNING
, damage
);
937 else if (!(m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)) // Update time in client if need
938 SendMirrorTimer(BREATH_TIMER
, getMaxTimer(BREATH_TIMER
), m_MirrorTimer
[BREATH_TIMER
], -1);
941 else if (m_MirrorTimer
[BREATH_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
943 int32 UnderWaterTime
= getMaxTimer(BREATH_TIMER
);
945 m_MirrorTimer
[BREATH_TIMER
]+=10*time_diff
;
946 if (m_MirrorTimer
[BREATH_TIMER
] >= UnderWaterTime
|| !isAlive())
947 StopMirrorTimer(BREATH_TIMER
);
948 else if (m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)
949 SendMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_MirrorTimer
[BREATH_TIMER
], 10);
953 if (m_MirrorTimerFlags
& UNDERWARER_INDARKWATER
)
955 // Fatigue timer not activated - activate it
956 if (m_MirrorTimer
[FATIGUE_TIMER
] == DISABLED_MIRROR_TIMER
)
958 m_MirrorTimer
[FATIGUE_TIMER
] = getMaxTimer(FATIGUE_TIMER
);
959 SendMirrorTimer(FATIGUE_TIMER
, m_MirrorTimer
[FATIGUE_TIMER
], m_MirrorTimer
[FATIGUE_TIMER
], -1);
963 m_MirrorTimer
[FATIGUE_TIMER
]-=time_diff
;
964 // Timer limit - need deal damage or teleport ghost to graveyard
965 if (m_MirrorTimer
[FATIGUE_TIMER
] < 0)
967 m_MirrorTimer
[FATIGUE_TIMER
]+= 1*IN_MILISECONDS
;
968 if (isAlive()) // Calculate and deal damage
970 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
971 EnvironmentalDamage(DAMAGE_EXHAUSTED
, damage
);
973 else if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
)) // Teleport ghost to graveyard
976 else if (!(m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
))
977 SendMirrorTimer(FATIGUE_TIMER
, getMaxTimer(FATIGUE_TIMER
), m_MirrorTimer
[FATIGUE_TIMER
], -1);
980 else if (m_MirrorTimer
[FATIGUE_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
982 int32 DarkWaterTime
= getMaxTimer(FATIGUE_TIMER
);
983 m_MirrorTimer
[FATIGUE_TIMER
]+=10*time_diff
;
984 if (m_MirrorTimer
[FATIGUE_TIMER
] >= DarkWaterTime
|| !isAlive())
985 StopMirrorTimer(FATIGUE_TIMER
);
986 else if (m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
)
987 SendMirrorTimer(FATIGUE_TIMER
, DarkWaterTime
, m_MirrorTimer
[FATIGUE_TIMER
], 10);
990 if (m_MirrorTimerFlags
& (UNDERWATER_INLAVA
|UNDERWATER_INSLIME
))
992 // Breath timer not activated - activate it
993 if (m_MirrorTimer
[FIRE_TIMER
] == DISABLED_MIRROR_TIMER
)
994 m_MirrorTimer
[FIRE_TIMER
] = getMaxTimer(FIRE_TIMER
);
997 m_MirrorTimer
[FIRE_TIMER
]-=time_diff
;
998 if (m_MirrorTimer
[FIRE_TIMER
] < 0)
1000 m_MirrorTimer
[FIRE_TIMER
]+= 1*IN_MILISECONDS
;
1001 // Calculate and deal damage
1002 // TODO: Check this formula
1003 uint32 damage
= urand(600, 700);
1004 if (m_MirrorTimerFlags
&UNDERWATER_INLAVA
)
1005 EnvironmentalDamage(DAMAGE_LAVA
, damage
);
1007 EnvironmentalDamage(DAMAGE_SLIME
, damage
);
1012 m_MirrorTimer
[FIRE_TIMER
] = DISABLED_MIRROR_TIMER
;
1014 // Recheck timers flag
1015 m_MirrorTimerFlags
&=~UNDERWATER_EXIST_TIMERS
;
1016 for (int i
= 0; i
< MAX_TIMERS
; ++i
)
1017 if (m_MirrorTimer
[i
]!=DISABLED_MIRROR_TIMER
)
1019 m_MirrorTimerFlags
|=UNDERWATER_EXIST_TIMERS
;
1022 m_MirrorTimerFlagsLast
= m_MirrorTimerFlags
;
1025 ///The player sobers by 256 every 10 seconds
1026 void Player::HandleSobering()
1030 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
1031 SetDrunkValue(drunk
);
1034 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
1037 return DRUNKEN_SMASHED
;
1039 return DRUNKEN_DRUNK
;
1041 return DRUNKEN_TIPSY
;
1042 return DRUNKEN_SOBER
;
1045 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
1047 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1049 m_drunk
= newDrunkenValue
;
1050 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
1052 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1054 // special drunk invisibility detection
1055 if(newDrunkenState
>= DRUNKEN_DRUNK
)
1056 m_detectInvisibilityMask
|= (1<<6);
1058 m_detectInvisibilityMask
&= ~(1<<6);
1060 if(newDrunkenState
== oldDrunkenState
)
1063 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
1064 data
<< uint64(GetGUID());
1065 data
<< uint32(newDrunkenState
);
1066 data
<< uint32(itemId
);
1068 SendMessageToSet(&data
, true);
1071 void Player::Update( uint32 p_time
)
1077 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1082 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1083 m_nextMailDelivereTime
= 0;
1086 Unit::Update( p_time
);
1088 // update player only attacks
1089 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1091 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1094 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1096 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1099 time_t now
= time (NULL
);
1103 UpdateContestedPvP(p_time
);
1105 UpdateDuelFlag(now
);
1107 CheckDuelDistance(now
);
1109 UpdateAfkReport(now
);
1111 // Update items that have just a limited lifetime
1112 if (now
>m_Last_tick
)
1113 UpdateItemDuration(uint32(now
- m_Last_tick
));
1115 if (!m_timedquests
.empty())
1117 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1118 while (iter
!= m_timedquests
.end())
1120 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1121 if( q_status
.m_timer
<= p_time
)
1123 uint32 quest_id
= *iter
;
1124 ++iter
; // current iter will be removed in FailTimedQuest
1125 FailTimedQuest( quest_id
);
1129 q_status
.m_timer
-= p_time
;
1130 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1136 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1138 Unit
*pVictim
= getVictim();
1139 if (pVictim
&& !IsNonMeleeSpellCasted(false))
1141 // default combat reach 10
1142 // TODO add weapon,skill check
1144 float pldistance
= ATTACK_DISTANCE
;
1146 if (isAttackReady(BASE_ATTACK
))
1148 if(!IsWithinDistInMap(pVictim
, pldistance
))
1150 setAttackTimer(BASE_ATTACK
,100);
1151 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1153 SendAttackSwingNotInRange();
1154 m_swingErrorMsg
= 1;
1157 //120 degrees of radiant range
1158 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1160 setAttackTimer(BASE_ATTACK
,100);
1161 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1163 SendAttackSwingBadFacingAttack();
1164 m_swingErrorMsg
= 2;
1169 m_swingErrorMsg
= 0; // reset swing error state
1171 // prevent base and off attack in same time, delay attack at 0.2 sec
1172 if(haveOffhandWeapon())
1174 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1175 if(off_att
< ATTACK_DISPLAY_DELAY
)
1176 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1178 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1179 resetAttackTimer(BASE_ATTACK
);
1183 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1185 if(!IsWithinDistInMap(pVictim
, pldistance
))
1187 setAttackTimer(OFF_ATTACK
,100);
1189 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1191 setAttackTimer(OFF_ATTACK
,100);
1195 // prevent base and off attack in same time, delay attack at 0.2 sec
1196 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1197 if(base_att
< ATTACK_DISPLAY_DELAY
)
1198 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1200 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1201 resetAttackTimer(OFF_ATTACK
);
1205 Unit
*owner
= pVictim
->GetOwner();
1206 Unit
*u
= owner
? owner
: pVictim
;
1207 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1210 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1215 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1217 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1219 int time_inn
= time(NULL
)-GetTimeInnEnter();
1220 if (time_inn
>= 10) //freeze update
1222 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1223 //speed collect rest bonus (section/in hour)
1224 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1225 UpdateInnerTime(time(NULL
));
1230 if(m_regenTimer
> 0)
1232 if(p_time
>= m_regenTimer
)
1235 m_regenTimer
-= p_time
;
1238 if (m_weaponChangeTimer
> 0)
1240 if(p_time
>= m_weaponChangeTimer
)
1241 m_weaponChangeTimer
= 0;
1243 m_weaponChangeTimer
-= p_time
;
1246 if (m_zoneUpdateTimer
> 0)
1248 if(p_time
>= m_zoneUpdateTimer
)
1250 uint32 newzone
, newarea
;
1251 GetZoneAndAreaId(newzone
,newarea
);
1253 if( m_zoneUpdateId
!= newzone
)
1254 UpdateZone(newzone
,newarea
); // also update area
1257 // use area updates as well
1258 // needed for free far all arenas for example
1259 if( m_areaUpdateId
!= newarea
)
1260 UpdateArea(newarea
);
1262 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1266 m_zoneUpdateTimer
-= p_time
;
1274 if (m_deathState
== JUST_DIED
)
1281 if(p_time
>= m_nextSave
)
1283 // m_nextSave reseted in SaveToDB call
1285 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1289 m_nextSave
-= p_time
;
1293 //Handle Water/drowning
1294 HandleDrowning(p_time
);
1296 //Handle detect stealth players
1297 if (m_DetectInvTimer
> 0)
1299 if (p_time
>= m_DetectInvTimer
)
1301 m_DetectInvTimer
= 3000;
1302 HandleStealthedUnitsDetection();
1305 m_DetectInvTimer
-= p_time
;
1309 if (now
> m_Last_tick
)
1311 uint32 elapsed
= uint32(now
- m_Last_tick
);
1312 m_Played_time
[0] += elapsed
; // Total played time
1313 m_Played_time
[1] += elapsed
; // Level played time
1319 m_drunkTimer
+= p_time
;
1321 if (m_drunkTimer
> 10*IN_MILISECONDS
)
1325 // not auto-free ghost from body in instances
1326 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1328 if(p_time
>= m_deathTimer
)
1335 m_deathTimer
-= p_time
;
1338 UpdateEnchantTime(p_time
);
1339 UpdateHomebindTime(p_time
);
1342 SendUpdateToOutOfRangeGroupMembers();
1344 Pet
* pet
= GetPet();
1345 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1347 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1352 void Player::setDeathState(DeathState s
)
1354 uint32 ressSpellId
= 0;
1356 bool cur
= isAlive();
1358 if(s
== JUST_DIED
&& cur
)
1360 // drunken state is cleared on death
1362 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1365 clearResurrectRequestData();
1367 // remove form before other mods to prevent incorrect stats calculation
1368 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1370 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1371 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1373 // remove uncontrolled pets
1376 // save value before aura remove in Unit::setDeathState
1377 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1381 ressSpellId
= GetResurrectionSpellId();
1382 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1383 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH
, 1);
1384 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON
, 1);
1386 Unit::setDeathState(s
);
1388 // restore resurrection spell id for player after aura remove
1389 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1390 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1392 if(isAlive() && !cur
)
1394 //clear aura case after resurrection by another way (spells will be applied before next death)
1395 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1397 // restore default warrior stance
1398 if(getClass()== CLASS_WARRIOR
)
1399 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1403 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1405 Field
*fields
= result
->Fetch();
1407 *p_data
<< uint64(GetGUID());
1410 *p_data
<< uint8(getRace());
1411 uint8 pClass
= getClass();
1412 *p_data
<< uint8(pClass
);
1413 *p_data
<< uint8(getGender());
1415 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1416 *p_data
<< uint8(bytes
);
1417 *p_data
<< uint8(bytes
>> 8);
1418 *p_data
<< uint8(bytes
>> 16);
1419 *p_data
<< uint8(bytes
>> 24);
1421 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1422 *p_data
<< uint8(bytes
);
1424 *p_data
<< uint8(getLevel()); // player level
1425 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1426 uint32 zoneId
= fields
[10].GetUInt32();
1427 sLog
.outDebug("Player::BuildEnumData: map:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId
);
1428 *p_data
<< uint32(zoneId
);
1429 *p_data
<< uint32(GetMapId());
1431 *p_data
<< GetPositionX();
1432 *p_data
<< GetPositionY();
1433 *p_data
<< GetPositionZ();
1436 *p_data
<< uint32(fields
[14].GetUInt32());
1438 uint32 char_flags
= 0;
1439 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1440 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1441 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1442 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1443 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1444 char_flags
|= CHARACTER_FLAG_GHOST
;
1445 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1446 char_flags
|= CHARACTER_FLAG_RENAME
;
1447 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
))
1449 if(!fields
[15].GetCppString().empty())
1450 char_flags
|= CHARACTER_FLAG_DECLINED
;
1453 char_flags
|= CHARACTER_FLAG_DECLINED
;
1455 *p_data
<< uint32(char_flags
); // character flags
1456 // character customize (flags?)
1457 *p_data
<< uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE
) ? 1 : 0);
1458 *p_data
<< uint8(1); // unknown
1462 uint32 petDisplayId
= 0;
1463 uint32 petLevel
= 0;
1464 uint32 petFamily
= 0;
1466 // show pet at selection character in character list only for non-ghost character
1467 if (result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
|| pClass
== CLASS_DEATH_KNIGHT
))
1469 uint32 entry
= fields
[11].GetUInt32();
1470 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1473 petDisplayId
= fields
[12].GetUInt32();
1474 petLevel
= fields
[13].GetUInt32();
1475 petFamily
= cInfo
->family
;
1479 *p_data
<< uint32(petDisplayId
);
1480 *p_data
<< uint32(petLevel
);
1481 *p_data
<< uint32(petFamily
);
1484 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1486 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2);
1487 uint32 item_id
= GetUInt32Value(visualbase
);
1488 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1489 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1491 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<= TEMP_ENCHANTMENT_SLOT
; ++enchantSlot
)
1493 uint32 enchantId
= GetUInt16Value(visualbase
+ 1, enchantSlot
);
1494 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1500 *p_data
<< uint32(proto
->DisplayInfoID
);
1501 *p_data
<< uint8(proto
->InventoryType
);
1502 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1506 *p_data
<< uint32(0);
1507 *p_data
<< uint8(0);
1508 *p_data
<< uint32(0); // enchant?
1511 *p_data
<< uint32(0); // first bag display id
1512 *p_data
<< uint8(0); // first bag inventory type
1513 *p_data
<< uint32(0); // enchant?
1516 bool Player::ToggleAFK()
1518 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1520 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1522 // afk player not allowed in battleground
1523 if(state
&& InBattleGround())
1524 LeaveBattleground();
1529 bool Player::ToggleDND()
1531 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1533 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1536 uint8
Player::chatTag() const
1553 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1555 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1557 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1561 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1562 Pet
* pet
= GetPet();
1564 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1566 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1567 // don't let gm level > 1 either
1568 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1571 // client without expansion support
1572 if(GetSession()->Expansion() < mEntry
->Expansion())
1574 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1577 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1579 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1581 return false; // normal client can't teleport to this map...
1585 sLog
.outDebug("Player %s is being teleported to map %u", GetName(), mapid
);
1588 // if we were on a transport, leave
1589 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1591 m_transport
->RemovePassenger(this);
1593 m_movementInfo
.t_x
= 0.0f
;
1594 m_movementInfo
.t_y
= 0.0f
;
1595 m_movementInfo
.t_z
= 0.0f
;
1596 m_movementInfo
.t_o
= 0.0f
;
1597 m_movementInfo
.t_time
= 0;
1600 // The player was ported to another map and looses the duel immediately.
1601 // We have to perform this check before the teleport, otherwise the
1602 // ObjectAccessor won't find the flag.
1603 if (duel
&& GetMapId()!=mapid
)
1605 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
1607 DuelComplete(DUEL_FLED
);
1610 // reset movement flags at teleport, because player will continue move with these flags after teleport
1611 m_movementInfo
.flags
= 0;
1613 if ((GetMapId() == mapid
) && (!m_transport
))
1615 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1617 //same map, only remove pet if out of range for new position
1618 if(pet
&& !pet
->IsWithinDist3d(x
,y
,z
, OWNER_MAX_DISTANCE
))
1619 UnsummonPetTemporaryIfAny();
1622 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1625 // this will be used instead of the current location in SaveToDB
1626 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1627 SetFallInformation(0, z
);
1629 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1630 // at client packet MSG_MOVE_TELEPORT_ACK
1631 SetSemaphoreTeleportNear(true);
1632 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1633 if(!GetSession()->PlayerLogout())
1636 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1637 GetSession()->SendPacket(&data
);
1642 // far teleport to another map
1643 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1644 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1646 // Check enter rights before map getting to avoid creating instance copy for player
1647 // this check not dependent from map instance copy and same for all instance copies of selected map
1648 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1651 // If the map is not created, assume it is possible to enter it.
1652 // It will be created in the WorldPortAck.
1653 Map
*map
= MapManager::Instance().FindMap(mapid
);
1654 if (!map
|| map
->CanEnter(this))
1660 ResetContestedPvP();
1662 // remove player from battleground on far teleport (when changing maps)
1663 if(BattleGround
const* bg
= GetBattleGround())
1665 // Note: at battleground join battleground id set before teleport
1666 // and we already will found "current" battleground
1667 // just need check that this is targeted map or leave
1668 if(bg
->GetMapId() != mapid
)
1669 LeaveBattleground(false); // don't teleport to entry point
1672 // remove pet on map change
1674 UnsummonPetTemporaryIfAny();
1676 // remove all dyn objects
1677 RemoveAllDynObjects();
1679 // stop spellcasting
1680 // not attempt interrupt teleportation spell at caster teleport
1681 if(!(options
& TELE_TO_SPELL
))
1682 if(IsNonMeleeSpellCasted(true))
1683 InterruptNonMeleeSpells(true);
1685 if(!GetSession()->PlayerLogout())
1687 // send transfer packets
1688 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1689 data
<< uint32(mapid
);
1692 data
<< m_transport
->GetEntry() << GetMapId();
1694 GetSession()->SendPacket(&data
);
1696 data
.Initialize(SMSG_NEW_WORLD
, (20));
1699 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1703 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1705 GetSession()->SendPacket( &data
);
1706 SendSavedInstances();
1708 // remove from old map now
1709 if(oldmap
) oldmap
->Remove(this, false);
1712 // new final coordinates
1716 float final_o
= orientation
;
1720 final_x
+= m_movementInfo
.t_x
;
1721 final_y
+= m_movementInfo
.t_y
;
1722 final_z
+= m_movementInfo
.t_z
;
1723 final_o
+= m_movementInfo
.t_o
;
1726 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1727 SetFallInformation(0, final_z
);
1728 // if the player is saved before worldportack (at logout for example)
1729 // this will be used instead of the current location in SaveToDB
1731 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
| AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
1733 // move packet sent by client always after far teleport
1734 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1735 SetSemaphoreTeleportFar(true);
1743 void Player::AddToWorld()
1745 ///- Do not add/remove the player from the object storage
1746 ///- It will crash when updating the ObjectAccessor
1747 ///- The player should only be added when logging in
1750 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1753 m_items
[i
]->AddToWorld();
1757 void Player::RemoveFromWorld()
1762 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1764 UnsummonAllTotems();
1768 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1771 m_items
[i
]->RemoveFromWorld();
1774 ///- Do not add/remove the player from the object storage
1775 ///- It will crash when updating the ObjectAccessor
1776 ///- The player should only be removed when logging out
1777 Unit::RemoveFromWorld();
1780 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1784 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1788 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1790 // talent who gave more rage on attack
1791 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1795 addRage
= damage
/rageconversion
*2.5;
1797 // Berserker Rage effect
1798 if(HasAura(18499,0))
1802 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1804 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1807 void Player::RegenerateAll()
1809 if (m_regenTimer
!= 0)
1811 uint32 regenDelay
= 2000;
1813 // Not in combat or they have regeneration
1814 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1815 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1818 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1820 Regenerate(POWER_RAGE
);
1821 if(getClass() == CLASS_DEATH_KNIGHT
)
1822 Regenerate(POWER_RUNIC_POWER
);
1826 Regenerate( POWER_ENERGY
);
1828 Regenerate( POWER_MANA
);
1830 if(getClass() == CLASS_DEATH_KNIGHT
)
1831 Regenerate( POWER_RUNE
);
1833 m_regenTimer
= regenDelay
;
1836 void Player::Regenerate(Powers power
)
1838 uint32 curValue
= GetPower(power
);
1839 uint32 maxValue
= GetMaxPower(power
);
1841 float addvalue
= 0.0f
;
1847 bool recentCast
= IsUnderLastManaUseEffect();
1848 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1851 // Mangos Updates Mana in intervals of 2s, which is correct
1852 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1856 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1859 case POWER_RAGE
: // Regenerate rage
1861 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1862 addvalue
= 20 * RageDecreaseRate
; // 2 rage by tick (= 2 seconds => 1 rage/sec)
1864 case POWER_ENERGY
: // Regenerate energy (rogue)
1867 case POWER_RUNIC_POWER
:
1869 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1870 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1874 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1875 if(uint8 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1876 SetRuneCooldown(i
, cd
- 1); // ... by 2 sec (because update is every 2 sec)
1879 case POWER_HAPPINESS
:
1884 // Mana regen calculated in Player::UpdateManaRegen()
1885 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1886 if(power
!= POWER_MANA
)
1888 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1889 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1890 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1891 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1894 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
1896 curValue
+= uint32(addvalue
);
1897 if (curValue
> maxValue
)
1898 curValue
= maxValue
;
1902 if(curValue
<= uint32(addvalue
))
1905 curValue
-= uint32(addvalue
);
1907 SetPower(power
, curValue
);
1910 void Player::RegenerateHealth()
1912 uint32 curValue
= GetHealth();
1913 uint32 maxValue
= GetMaxHealth();
1915 if (curValue
>= maxValue
) return;
1917 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1919 float addvalue
= 0.0f
;
1922 if ( IsPolymorphed() )
1923 addvalue
= GetMaxHealth()/3;
1924 // normal regen case (maybe partly in combat case)
1925 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1927 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1930 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1931 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1932 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1934 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1935 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1941 // always regeneration bonus (including combat)
1942 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1947 ModifyHealth(int32(addvalue
));
1950 bool Player::CanInteractWithNPCs(bool alive
) const
1952 if(alive
&& !isAlive())
1961 Player::GetNPCIfCanInteractWith(uint64 guid
, uint32 npcflagmask
)
1970 // exist (we need look pets also for some interaction (quest/etc)
1971 Creature
*unit
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
1976 if(!CanInteractWithNPCs(!unit
->isSpiritService()))
1979 // appropriate npc type
1980 if(npcflagmask
&& !unit
->HasFlag( UNIT_NPC_FLAGS
, npcflagmask
))
1983 // alive or spirit healer
1984 if(!unit
->isAlive() && (!unit
->isSpiritService() || isAlive() ))
1987 // not allow interaction under control, but allow with own pets
1988 if(unit
->GetCharmerGUID())
1992 if( unit
->IsHostileTo(this))
1996 if(FactionTemplateEntry
const* factionTemplate
= sFactionTemplateStore
.LookupEntry(unit
->getFaction()))
1997 if(factionTemplate
->faction
)
1998 if(FactionEntry
const* faction
= sFactionStore
.LookupEntry(factionTemplate
->faction
))
1999 if(faction
->reputationListID
>= 0 && GetReputationMgr().GetRank(faction
) <= REP_UNFRIENDLY
)
2003 if(!unit
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
2009 GameObject
* Player::GetGameObjectIfCanInteractWith(uint64 guid
, GameobjectTypes type
) const
2011 if(GameObject
*go
= GetMap()->GetGameObject(guid
))
2013 if(go
->GetGoType() == type
)
2018 // TODO: find out how the client calculates the maximal usage distance to spellless working
2019 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2020 case GAMEOBJECT_TYPE_GUILD_BANK
:
2021 case GAMEOBJECT_TYPE_MAILBOX
:
2024 case GAMEOBJECT_TYPE_FISHINGHOLE
:
2025 maxdist
= 20.0f
+CONTACT_DISTANCE
; // max spell range
2028 maxdist
= INTERACTION_DISTANCE
;
2032 if (go
->IsWithinDistInMap(this, maxdist
))
2035 sLog
.outError("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go
->GetGOInfo()->name
,
2036 go
->GetGUIDLow(), GetName(), GetGUIDLow(), go
->GetDistance(this));
2042 bool Player::IsUnderWater() const
2044 return IsInWater() &&
2045 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2048 void Player::SetInWater(bool apply
)
2050 if(m_isInWater
==apply
)
2053 //define player in water by opcodes
2054 //move player's guid into HateOfflineList of those mobs
2055 //which can't swim and move guid back into ThreatList when
2057 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2058 m_isInWater
= apply
;
2060 // remove auras that need water/land
2061 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
2063 getHostilRefManager().updateThreatTables();
2066 void Player::SetGameMaster(bool on
)
2070 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
2072 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2074 if (Pet
* pet
= GetPet())
2076 pet
->setFaction(35);
2077 pet
->getHostilRefManager().setOnlineOfflineState(false);
2080 for (int8 i
= 0; i
< MAX_TOTEM
; ++i
)
2082 if(Creature
*totem
= GetMap()->GetCreature(m_TotemSlot
[i
]))
2083 totem
->setFaction(35);
2085 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2086 ResetContestedPvP();
2088 getHostilRefManager().setOnlineOfflineState(false);
2089 CombatStopWithPets();
2091 SetPhaseMask(PHASEMASK_ANYWHERE
,false); // see and visible in all phases
2096 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
2097 SetPhaseMask(!phases
.empty() ? phases
.front()->GetMiscValue() : PHASEMASK_NORMAL
,false);
2099 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
2100 setFactionForRace(getRace());
2101 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2103 if (Pet
* pet
= GetPet())
2105 pet
->setFaction(getFaction());
2106 pet
->getHostilRefManager().setOnlineOfflineState(true);
2109 for (int8 i
= 0; i
< MAX_TOTEM
; ++i
)
2111 if(Creature
*totem
= GetMap()->GetCreature(m_TotemSlot
[i
]))
2112 totem
->setFaction(getFaction());
2114 // restore FFA PvP Server state
2115 if(sWorld
.IsFFAPvPRealm())
2116 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2118 // restore FFA PvP area state, remove not allowed for GM mounts
2119 UpdateArea(m_areaUpdateId
);
2121 getHostilRefManager().setOnlineOfflineState(true);
2124 ObjectAccessor::UpdateVisibilityForPlayer(this);
2127 void Player::SetGMVisible(bool on
)
2131 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2133 // Reapply stealth/invisibility if active or show if not any
2134 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2135 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2136 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2137 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2139 SetVisibility(VISIBILITY_ON
);
2143 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2145 SetAcceptWhispers(false);
2146 SetGameMaster(true);
2148 SetVisibility(VISIBILITY_OFF
);
2152 bool Player::IsGroupVisibleFor(Player
* p
) const
2154 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2156 default: return IsInSameGroupWith(p
);
2157 case 1: return IsInSameRaidWith(p
);
2158 case 2: return GetTeam()==p
->GetTeam();
2162 bool Player::IsInSameGroupWith(Player
const* p
) const
2164 return p
==this || GetGroup() != NULL
&&
2165 GetGroup() == p
->GetGroup() &&
2166 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
2169 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2170 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2171 void Player::UninviteFromGroup()
2173 Group
* group
= GetGroupInvite();
2177 group
->RemoveInvite(this);
2179 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2181 if(group
->IsCreated())
2183 group
->Disband(true);
2184 objmgr
.RemoveGroup(group
);
2187 group
->RemoveAllInvites();
2193 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2197 if (group
->RemoveMember(guid
, 0) <= 1)
2199 // group->Disband(); already disbanded in RemoveMember
2200 objmgr
.RemoveGroup(group
);
2202 // removemember sets the player's group pointer to NULL
2207 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2209 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2210 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2211 data
<< uint32(GivenXP
+RestXP
); // given experience
2212 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2215 data
<< uint32(GivenXP
); // experience without rested bonus
2216 data
<< float(1); // 1 - none 0 - 100% group bonus output
2218 data
<< uint8(0); // new 2.4.0
2219 GetSession()->SendPacket(&data
);
2222 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2230 uint32 level
= getLevel();
2232 // XP to money conversion processed in Player::RewardQuest
2233 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2236 // handle SPELL_AURA_MOD_XP_PCT auras
2237 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2238 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2239 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2241 // XP resting bonus for kill
2242 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2244 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2246 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2247 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2248 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2250 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2254 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2255 GiveLevel(level
+ 1);
2258 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2261 SetUInt32Value(PLAYER_XP
, newXP
);
2264 // Update player to next level
2265 // Current player experience not update (must be update by caller)
2266 void Player::GiveLevel(uint32 level
)
2268 if ( level
== getLevel() )
2271 PlayerLevelInfo info
;
2272 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2274 PlayerClassLevelInfo classInfo
;
2275 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2277 // send levelup info to client
2278 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2279 data
<< uint32(level
);
2280 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2281 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2282 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2290 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2291 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2293 GetSession()->SendPacket(&data
);
2295 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(level
));
2297 //update level, max level of skills
2298 if(getLevel()!= level
)
2299 m_Played_time
[1] = 0; // Level Played Time reset
2301 UpdateSkillsForLevel ();
2303 // save base values (bonuses already included in stored stats
2304 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2305 SetCreateStat(Stats(i
), info
.stats
[i
]);
2307 SetCreateHealth(classInfo
.basehealth
);
2308 SetCreateMana(classInfo
.basemana
);
2310 InitTalentForLevel();
2311 InitTaxiNodesForLevel();
2312 InitGlyphsForLevel();
2316 // set current level health and mana/energy to maximum after applying all mods.
2317 SetHealth(GetMaxHealth());
2318 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2319 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2320 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2321 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2322 SetPower(POWER_FOCUS
, 0);
2323 SetPower(POWER_HAPPINESS
, 0);
2325 // update level to hunter/summon pet
2326 if (Pet
* pet
= GetPet())
2327 pet
->SynchronizeLevelWithOwner();
2329 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2332 void Player::InitTalentForLevel()
2334 uint32 level
= getLevel();
2335 // talents base at level diff ( talents = level - 9 but some can be used already)
2338 // Remove all talent points
2339 if(m_usedTalentCount
> 0) // Free any used talents
2342 SetFreeTalentPoints(0);
2347 uint32 talentPointsForLevel
= CalculateTalentsPoints();
2349 // if used more that have then reset
2350 if(m_usedTalentCount
> talentPointsForLevel
)
2352 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2355 SetFreeTalentPoints(0);
2357 // else update amount of free points
2359 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2362 SendTalentsInfoData(false); // update at client
2365 void Player::InitStatsForLevel(bool reapplyMods
)
2367 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2368 _RemoveAllStatBonuses();
2370 PlayerClassLevelInfo classInfo
;
2371 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2373 PlayerLevelInfo info
;
2374 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2376 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2377 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(getLevel()));
2379 UpdateSkillsForLevel ();
2381 // set default cast time multiplier
2382 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2384 // reset size before reapply auras
2385 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2387 // save base values (bonuses already included in stored stats
2388 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2389 SetCreateStat(Stats(i
), info
.stats
[i
]);
2391 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2392 SetStat(Stats(i
), info
.stats
[i
]);
2394 SetCreateHealth(classInfo
.basehealth
);
2397 SetCreateMana(classInfo
.basemana
);
2399 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2403 //reset rating fields values
2404 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2405 SetUInt32Value(index
, 0);
2407 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2408 for (int i
= 0; i
< 7; ++i
)
2410 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2411 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2412 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2415 //reset attack power, damage and attack speed fields
2416 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2417 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2418 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2420 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2421 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2422 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2423 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2424 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2425 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2427 SetInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2428 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2429 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2430 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2431 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2432 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2434 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2435 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2436 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2437 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2439 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2440 for (uint8 i
= 0; i
< 7; ++i
)
2441 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2443 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2444 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2445 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2448 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2450 // set armor (resistance 0) to original value (create_agility*2)
2451 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2452 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2453 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2454 // set other resistance to original value (0)
2455 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; ++i
)
2457 SetResistance(SpellSchools(i
), 0);
2458 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2459 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2462 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2463 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2464 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2466 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0);
2467 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2469 // Reset no reagent cost field
2470 for(int i
= 0; i
< 3; ++i
)
2471 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2472 // Init data for form but skip reapply item mods for form
2473 InitDataForForm(reapplyMods
);
2476 for (int i
= POWER_MANA
; i
< MAX_POWERS
; ++i
)
2477 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2479 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2481 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2482 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2484 // cleanup unit flags (will be re-applied if need at aura load).
2485 RemoveFlag( UNIT_FIELD_FLAGS
,
2486 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2487 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2488 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2489 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2490 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2491 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2493 SetFlag(UNIT_FIELD_FLAGS_2
,UNIT_FLAG2_REGENERATE_POWER
);// must be set
2495 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2496 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2498 RemoveStandFlags(UNIT_STAND_FLAGS_ALL
); // one form stealth modified bytes
2499 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2501 // restore if need some important flags
2502 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2504 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2505 _ApplyAllStatBonuses();
2507 // set current level health and mana/energy to maximum after applying all mods.
2508 SetHealth(GetMaxHealth());
2509 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2510 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2511 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2512 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2513 SetPower(POWER_FOCUS
, 0);
2514 SetPower(POWER_HAPPINESS
, 0);
2515 SetPower(POWER_RUNIC_POWER
, 0);
2517 // update level to hunter/summon pet
2518 if (Pet
* pet
= GetPet())
2519 pet
->SynchronizeLevelWithOwner();
2522 void Player::SendInitialSpells()
2524 time_t curTime
= time(NULL
);
2525 time_t infTime
= curTime
+ MONTH
/2;
2527 uint16 spellCount
= 0;
2529 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2532 size_t countPos
= data
.wpos();
2533 data
<< uint16(spellCount
); // spell count placeholder
2535 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2537 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2540 if(!itr
->second
->active
|| itr
->second
->disabled
)
2543 data
<< uint32(itr
->first
);
2544 data
<< uint16(0); // it's not slot id
2549 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2551 uint16 spellCooldowns
= m_spellCooldowns
.size();
2552 data
<< uint16(spellCooldowns
);
2553 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2555 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2559 // not send infinity cooldown
2560 if(itr
->second
.end
> infTime
)
2563 data
<< uint32(itr
->first
);
2565 time_t cooldown
= 0;
2566 if(itr
->second
.end
> curTime
)
2567 cooldown
= (itr
->second
.end
-curTime
)*IN_MILISECONDS
;
2569 data
<< uint16(itr
->second
.itemid
); // cast item id
2570 data
<< uint16(sEntry
->Category
); // spell category
2571 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2573 data
<< uint32(0); // cooldown
2574 data
<< uint32(cooldown
); // category cooldown
2578 data
<< uint32(cooldown
); // cooldown
2579 data
<< uint32(0); // category cooldown
2583 GetSession()->SendPacket(&data
);
2585 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2588 void Player::RemoveMail(uint32 id
)
2590 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2592 if ((*itr
)->messageID
== id
)
2594 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2601 void Player::SendMailResult(uint32 mailId
, MailResponseType mailAction
, MailResponseResult mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2603 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_EQUIP_ERROR
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2604 data
<< (uint32
) mailId
;
2605 data
<< (uint32
) mailAction
;
2606 data
<< (uint32
) mailError
;
2607 if ( mailError
== MAIL_ERR_EQUIP_ERROR
)
2608 data
<< (uint32
) equipError
;
2609 else if( mailAction
== MAIL_ITEM_TAKEN
)
2611 data
<< (uint32
) item_guid
; // item guid low?
2612 data
<< (uint32
) item_count
; // item count?
2614 GetSession()->SendPacket(&data
);
2617 void Player::SendNewMail()
2619 // deliver undelivered mail
2620 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2622 GetSession()->SendPacket(&data
);
2625 void Player::UpdateNextMailTimeAndUnreads()
2627 // calculate next delivery time (min. from non-delivered mails
2628 // and recalculate unReadMail
2629 time_t cTime
= time(NULL
);
2630 m_nextMailDelivereTime
= 0;
2632 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2634 if((*itr
)->deliver_time
> cTime
)
2636 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2637 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2639 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2644 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2646 if(deliver_time
<= time(NULL
)) // ready now
2651 else // not ready and no have ready mails
2653 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2654 m_nextMailDelivereTime
= deliver_time
;
2658 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool dependent
, bool disabled
)
2660 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2663 // do character spell book cleanup (all characters)
2664 if(!IsInWorld() && !learning
) // spell load case
2666 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2667 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2670 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2675 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2677 // do character spell book cleanup (all characters)
2678 if(!IsInWorld() && !learning
) // spell load case
2680 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2681 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2684 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2689 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2691 bool dependent_set
= false;
2692 bool disabled_case
= false;
2693 bool superceded_old
= false;
2695 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2696 if (itr
!= m_spells
.end())
2698 uint32 next_active_spell_id
= 0;
2699 // fix activate state for non-stackable low rank (and find next spell for !active case)
2700 if(!SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2702 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2703 for(SpellChainMapNext::const_iterator next_itr
= nextMap
.lower_bound(spell_id
); next_itr
!= nextMap
.upper_bound(spell_id
); ++next_itr
)
2705 if(HasSpell(next_itr
->second
))
2707 // high rank already known so this must !active
2709 next_active_spell_id
= next_itr
->second
;
2715 // not do anything if already known in expected state
2716 if(itr
->second
->state
!= PLAYERSPELL_REMOVED
&& itr
->second
->active
== active
&&
2717 itr
->second
->dependent
== dependent
&& itr
->second
->disabled
== disabled
)
2719 if(!IsInWorld() && !learning
) // explicitly load from DB and then exist in it already and set correctly
2720 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2725 // dependent spell known as not dependent, overwrite state
2726 if (itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->dependent
&& dependent
)
2728 itr
->second
->dependent
= dependent
;
2729 if (itr
->second
->state
!= PLAYERSPELL_NEW
)
2730 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2731 dependent_set
= true;
2734 // update active state for known spell
2735 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2737 itr
->second
->active
= active
;
2739 if(!IsInWorld() && !learning
&& !dependent_set
) // explicitly load from DB and then exist in it already and set correctly
2740 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2741 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2742 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2746 if (IsPassiveSpell(spell_id
) && IsNeedCastPassiveSpellAtLearn(spellInfo
))
2747 CastSpell (this,spell_id
,true);
2749 else if(IsInWorld())
2751 if(next_active_spell_id
)
2753 // update spell ranks in spellbook and action bar
2754 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2755 data
<< uint32(spell_id
);
2756 data
<< uint32(next_active_spell_id
);
2757 GetSession()->SendPacket( &data
);
2761 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2762 data
<< uint32(spell_id
);
2763 GetSession()->SendPacket(&data
);
2767 return active
; // learn (show in spell book if active now)
2770 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2772 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2773 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2774 itr
->second
->disabled
= disabled
;
2779 disabled_case
= true;
2781 else switch(itr
->second
->state
)
2783 case PLAYERSPELL_UNCHANGED
: // known saved spell
2785 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2788 m_spells
.erase(itr
);
2789 state
= PLAYERSPELL_CHANGED
;
2790 break; // need re-add
2792 default: // known not saved yet spell (new or modified)
2794 // can be in case spell loading but learned at some previous spell loading
2795 if(!IsInWorld() && !learning
&& !dependent_set
)
2796 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2803 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2805 // talent: unlearn all other talent ranks (high and low)
2806 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2808 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2810 for(int i
=0; i
< MAX_TALENT_RANK
; ++i
)
2812 // skip learning spell and no rank spell case
2813 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2814 if(!rankSpellId
|| rankSpellId
==spell_id
)
2817 removeSpell(rankSpellId
);
2821 // non talent spell: learn low ranks (recursive call)
2822 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2824 if(!IsInWorld() || disabled
) // at spells loading, no output, but allow save
2825 addSpell(prev_spell
,active
,true,true,disabled
);
2826 else // at normal learning
2827 learnSpell(prev_spell
,true);
2830 PlayerSpell
*newspell
= new PlayerSpell
;
2831 newspell
->state
= state
;
2832 newspell
->active
= active
;
2833 newspell
->dependent
= dependent
;
2834 newspell
->disabled
= disabled
;
2836 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2837 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2839 for( PlayerSpellMap::iterator itr2
= m_spells
.begin(); itr2
!= m_spells
.end(); ++itr2
)
2841 if(itr2
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2842 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr2
->first
);
2843 if(!i_spellInfo
) continue;
2845 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr2
->first
) )
2847 if(itr2
->second
->active
)
2849 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr2
->first
))
2851 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2853 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2854 data
<< uint32(itr2
->first
);
2855 data
<< uint32(spell_id
);
2856 GetSession()->SendPacket( &data
);
2859 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2860 itr2
->second
->active
= false;
2861 if(itr2
->second
->state
!= PLAYERSPELL_NEW
)
2862 itr2
->second
->state
= PLAYERSPELL_CHANGED
;
2863 superceded_old
= true; // new spell replace old in action bars and spell book.
2865 else if(spellmgr
.IsHighRankOfSpell(itr2
->first
,spell_id
))
2867 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2869 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2870 data
<< uint32(spell_id
);
2871 data
<< uint32(itr2
->first
);
2872 GetSession()->SendPacket( &data
);
2875 // mark new spell as disable (not learned yet for client and will not learned)
2876 newspell
->active
= false;
2877 if(newspell
->state
!= PLAYERSPELL_NEW
)
2878 newspell
->state
= PLAYERSPELL_CHANGED
;
2885 m_spells
[spell_id
] = newspell
;
2887 // return false if spell disabled
2888 if (newspell
->disabled
)
2892 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2894 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2895 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2896 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2898 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2899 CastSpell(this, spell_id
, true);
2901 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2902 else if (IsPassiveSpell(spell_id
))
2904 if(IsNeedCastPassiveSpellAtLearn(spellInfo
))
2905 CastSpell(this, spell_id
, true);
2907 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2909 CastSpell(this, spell_id
, true);
2913 // update used talent points count
2914 m_usedTalentCount
+= talentCost
;
2916 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2917 if(uint32 freeProfs
= GetFreePrimaryProfessionPoints())
2919 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2920 SetFreePrimaryProfessions(freeProfs
-1);
2923 // add dependent skills
2924 uint16 maxskill
= GetMaxSkillValueForLevel();
2926 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2928 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2929 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2933 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2934 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2936 if(skill_value
< spellLearnSkill
->value
)
2937 skill_value
= spellLearnSkill
->value
;
2939 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2941 if(skill_max_value
< new_skill_max_value
)
2942 skill_max_value
= new_skill_max_value
;
2944 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2948 // not ranked skills
2949 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2951 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2955 if(HasSkill(pSkill
->id
))
2958 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2959 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2960 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
2962 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2964 case SKILL_RANGE_LANGUAGE
:
2965 SetSkill(pSkill
->id
, 300, 300 );
2967 case SKILL_RANGE_LEVEL
:
2968 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2970 case SKILL_RANGE_MONO
:
2971 SetSkill(pSkill
->id
, 1, 1 );
2980 // learn dependent spells
2981 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2982 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2984 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
2986 if(!itr2
->second
.autoLearned
)
2988 if(!IsInWorld() || !itr2
->second
.active
) // at spells loading, no output, but allow save
2989 addSpell(itr2
->second
.spell
,itr2
->second
.active
,true,true,false);
2990 else // at normal learning
2991 learnSpell(itr2
->second
.spell
,true);
2995 if(!GetSession()->PlayerLoading())
2997 // not ranked skills
2998 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
3000 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE
,_spell_idx
->second
->skillId
);
3001 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
,_spell_idx
->second
->skillId
);
3004 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
,spell_id
);
3007 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
3008 return active
&& !disabled
&& !superceded_old
;
3011 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry
const* spellInfo
) const
3013 bool need_cast
= false;
3015 switch(spellInfo
->Id
)
3017 // some spells not have stance data expected cast at form change or present
3018 case 5420: need_cast
= (m_form
== FORM_TREE
); break;
3019 case 5419: need_cast
= (m_form
== FORM_TRAVEL
); break;
3020 case 7376: need_cast
= (m_form
== FORM_DEFENSIVESTANCE
); break;
3021 case 7381: need_cast
= (m_form
== FORM_BERSERKERSTANCE
); break;
3022 case 21156: need_cast
= (m_form
== FORM_BATTLESTANCE
); break;
3023 case 21178: need_cast
= (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
); break;
3024 case 33948: need_cast
= (m_form
== FORM_FLIGHT
); break;
3025 case 34764: need_cast
= (m_form
== FORM_FLIGHT
); break;
3026 case 40121: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
3027 case 40122: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
3028 // another spells have proper stance data
3029 default: need_cast
= !spellInfo
->Stances
|| m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))); break;
3032 //Check CasterAuraStates
3033 return need_cast
&& (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)));
3036 void Player::learnSpell(uint32 spell_id
, bool dependent
)
3038 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3040 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
3041 bool active
= disabled
? itr
->second
->active
: true;
3043 bool learning
= addSpell(spell_id
,active
,true,dependent
,false);
3045 // learn all disabled higher ranks (recursive)
3048 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3049 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
3051 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
3052 if (iter
!= m_spells
.end() && iter
->second
->disabled
)
3053 learnSpell(i
->second
,false);
3057 // prevent duplicated entires in spell book, also not send if not in world (loading)
3058 if(!learning
|| !IsInWorld ())
3061 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
3062 data
<< uint32(spell_id
);
3063 GetSession()->SendPacket(&data
);
3066 void Player::removeSpell(uint32 spell_id
, bool disabled
, bool update_action_bar_for_low_rank
)
3068 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3069 if (itr
== m_spells
.end())
3072 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
3075 // unlearn non talent higher ranks (recursive)
3076 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3077 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
3078 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
3079 removeSpell(itr2
->second
,disabled
);
3081 // re-search, it can be corrupted in prev loop
3082 itr
= m_spells
.find(spell_id
);
3083 if (itr
== m_spells
.end())
3084 return; // already unleared
3086 bool cur_active
= itr
->second
->active
;
3087 bool cur_dependent
= itr
->second
->dependent
;
3091 itr
->second
->disabled
= disabled
;
3092 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
3093 itr
->second
->state
= PLAYERSPELL_CHANGED
;
3097 if(itr
->second
->state
== PLAYERSPELL_NEW
)
3100 m_spells
.erase(itr
);
3103 itr
->second
->state
= PLAYERSPELL_REMOVED
;
3106 RemoveAurasDueToSpell(spell_id
);
3109 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
3110 RemovePetAura(petSpell
);
3112 // free talent points
3113 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
3116 if(talentCosts
< m_usedTalentCount
)
3117 m_usedTalentCount
-= talentCosts
;
3119 m_usedTalentCount
= 0;
3122 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3123 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3125 uint32 freeProfs
= GetFreePrimaryProfessionPoints()+1;
3126 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
3127 SetFreePrimaryProfessions(freeProfs
);
3130 // remove dependent skill
3131 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
3134 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
3135 if(!prev_spell
) // first rank, remove skill
3136 SetSkill(spellLearnSkill
->skill
,0,0);
3139 // search prev. skill setting by spell ranks chain
3140 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
3141 while(!prevSkill
&& prev_spell
)
3143 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
3144 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
3147 if(!prevSkill
) // not found prev skill setting, remove skill
3148 SetSkill(spellLearnSkill
->skill
,0,0);
3149 else // set to prev. skill setting values
3151 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
3152 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
3154 if(skill_value
> prevSkill
->value
)
3155 skill_value
= prevSkill
->value
;
3157 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
3159 if(skill_max_value
> new_skill_max_value
)
3160 skill_max_value
= new_skill_max_value
;
3162 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
3169 // not ranked skills
3170 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
3171 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
3173 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
3175 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3179 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3180 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3181 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
3183 // not reset skills for professions and racial abilities
3184 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3185 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
3188 SetSkill(pSkill
->id
, 0, 0 );
3193 // remove dependent spells
3194 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
3195 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
3197 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
3198 removeSpell(itr2
->second
.spell
, disabled
);
3200 // activate lesser rank in spellbook/action bar, and cast it if need
3201 bool prev_activate
= false;
3203 if(uint32 prev_id
= spellmgr
.GetPrevSpellInChain (spell_id
))
3205 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
3207 // if talent then lesser rank also talent and need learn
3209 learnSpell (prev_id
,false);
3210 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3211 else if(cur_active
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
3213 // need manually update dependence state (learn spell ignore like attempts)
3214 PlayerSpellMap::iterator prev_itr
= m_spells
.find(prev_id
);
3215 if (prev_itr
!= m_spells
.end())
3217 if(prev_itr
->second
->dependent
!= cur_dependent
)
3219 prev_itr
->second
->dependent
= cur_dependent
;
3220 if(prev_itr
->second
->state
!= PLAYERSPELL_NEW
)
3221 prev_itr
->second
->state
= PLAYERSPELL_CHANGED
;
3224 // now re-learn if need re-activate
3225 if(cur_active
&& !prev_itr
->second
->active
)
3227 if(addSpell(prev_id
,true,false,prev_itr
->second
->dependent
,prev_itr
->second
->disabled
))
3229 if(update_action_bar_for_low_rank
)
3231 // downgrade spell ranks in spellbook and action bar
3232 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
3233 data
<< uint32(spell_id
);
3234 data
<< uint32(prev_id
);
3235 GetSession()->SendPacket( &data
);
3236 prev_activate
= true;
3244 // remove from spell book if not replaced by lesser rank
3247 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
3248 data
<< uint32(spell_id
);
3249 GetSession()->SendPacket(&data
);
3254 void Player::RemoveSpellCooldown( uint32 spell_id
, bool update
/* = false */ )
3256 m_spellCooldowns
.erase(spell_id
);
3260 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, 4+8);
3261 data
<< uint32(spell_id
);
3262 data
<< uint64(GetGUID());
3263 SendDirectMessage(&data
);
3267 void Player::RemoveArenaSpellCooldowns()
3269 // remove cooldowns on spells that has < 15 min CD
3270 SpellCooldowns::iterator itr
, next
;
3271 // iterate spell cooldowns
3272 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3276 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3277 // check if spellentry is present and if the cooldown is less than 15 mins
3279 entry
->RecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
&&
3280 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
)
3283 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, 4+8);
3284 data
<< uint32(itr
->first
);
3285 data
<< uint64(GetGUID());
3286 GetSession()->SendPacket(&data
);
3288 m_spellCooldowns
.erase(itr
);
3293 void Player::RemoveAllSpellCooldown()
3295 if(!m_spellCooldowns
.empty())
3297 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3299 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, 4+8);
3300 data
<< uint32(itr
->first
);
3301 data
<< uint64(GetGUID());
3302 GetSession()->SendPacket(&data
);
3304 m_spellCooldowns
.clear();
3308 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3310 // some cooldowns can be already set at aura loading...
3312 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3316 time_t curTime
= time(NULL
);
3320 Field
*fields
= result
->Fetch();
3322 uint32 spell_id
= fields
[0].GetUInt32();
3323 uint32 item_id
= fields
[1].GetUInt32();
3324 time_t db_time
= (time_t)fields
[2].GetUInt64();
3326 if(!sSpellStore
.LookupEntry(spell_id
))
3328 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3332 // skip outdated cooldown
3333 if(db_time
<= curTime
)
3336 AddSpellCooldown(spell_id
, item_id
, db_time
);
3338 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3340 while( result
->NextRow() );
3346 void Player::_SaveSpellCooldowns()
3348 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3350 time_t curTime
= time(NULL
);
3351 time_t infTime
= curTime
+ MONTH
/2;
3353 // remove outdated and save active
3354 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3356 if(itr
->second
.end
<= curTime
)
3357 m_spellCooldowns
.erase(itr
++);
3358 else if(itr
->second
.end
<= infTime
) // not save locked cooldowns, it will be reset or set at reload
3360 CharacterDatabase
.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" UI64FMTD
"')", GetGUIDLow(), itr
->first
, itr
->second
.itemid
, uint64(itr
->second
.end
));
3368 uint32
Player::resetTalentsCost() const
3370 // The first time reset costs 1 gold
3371 if(m_resetTalentsCost
< 1*GOLD
)
3374 else if(m_resetTalentsCost
< 5*GOLD
)
3376 // After that it increases in increments of 5 gold
3377 else if(m_resetTalentsCost
< 10*GOLD
)
3381 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3384 // This cost will be reduced by a rate of 5 gold per month
3385 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3386 // to a minimum of 10 gold.
3387 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3391 // After that it increases in increments of 5 gold
3392 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3393 // until it hits a cap of 50 gold.
3394 if(new_cost
> 50*GOLD
)
3401 bool Player::resetTalents(bool no_cost
)
3403 // not need after this call
3404 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3406 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3407 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3410 uint32 talentPointsForLevel
= CalculateTalentsPoints();
3412 if (m_usedTalentCount
== 0)
3414 SetFreeTalentPoints(talentPointsForLevel
);
3422 cost
= resetTalentsCost();
3424 if (GetMoney() < cost
)
3426 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3431 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); ++i
)
3433 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3435 if (!talentInfo
) continue;
3437 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3442 // unlearn only talents for character class
3443 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3444 // to prevent unexpected lost normal learned spell skip another class talents
3445 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3448 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
3450 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3452 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3458 // remove learned spells (all ranks)
3459 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3461 // unlearn if first rank is talent or learned by talent
3462 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3464 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3465 itr
= GetSpellMap().begin();
3474 SetFreeTalentPoints(talentPointsForLevel
);
3478 ModifyMoney(-(int32
)cost
);
3479 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS
, cost
);
3480 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS
, 1);
3482 m_resetTalentsCost
= cost
;
3483 m_resetTalentsTime
= time(NULL
);
3486 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3487 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3488 /* when prev line will dropped use next line
3489 if(Pet* pet = GetPet())
3491 if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
3492 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3499 m_canTitanGrip
= false;
3500 if(sWorld
.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET
))
3501 AutoUnequipOffhandIfNeed();
3507 Mail
* Player::GetMail(uint32 id
)
3509 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3511 if ((*itr
)->messageID
== id
)
3519 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3523 Object::_SetCreateBits(updateMask
, target
);
3527 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3529 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3530 updateMask
->SetBit(index
);
3535 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3539 Object::_SetUpdateBits(updateMask
, target
);
3543 Object::_SetUpdateBits(updateMask
, target
);
3544 *updateMask
&= updateVisualBits
;
3548 void Player::InitVisibleBits()
3550 updateVisualBits
.SetCount(PLAYER_END
);
3552 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3553 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3554 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3555 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3556 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3557 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3558 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3559 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3560 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3561 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3562 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3563 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3564 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3565 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3566 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3567 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3568 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3569 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3570 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3571 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3572 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3573 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3574 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3575 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3576 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3577 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3578 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3579 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3580 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3581 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3582 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3583 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3584 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3585 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3586 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3587 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3588 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3589 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3590 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3591 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3592 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3593 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3594 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3595 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3596 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3597 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3598 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3599 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3600 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3601 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3602 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3603 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3604 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3605 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3606 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3608 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3609 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3610 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3611 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3612 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3613 updateVisualBits
.SetBit(PLAYER_BYTES
);
3614 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3615 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3616 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3617 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3619 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3620 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3621 updateVisualBits
.SetBit(i
);
3623 // Players visible items are not inventory stuff
3624 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3626 uint32 offset
= i
* 2;
3629 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ offset
);
3631 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ offset
);
3634 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3637 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3639 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3641 if(m_items
[i
] == NULL
)
3644 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3649 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3651 if(m_items
[i
] == NULL
)
3654 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3656 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3658 if(m_items
[i
] == NULL
)
3661 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3665 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3668 void Player::DestroyForPlayer( Player
*target
) const
3670 Unit::DestroyForPlayer( target
);
3672 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
3674 if(m_items
[i
] == NULL
)
3677 m_items
[i
]->DestroyForPlayer( target
);
3682 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3684 if(m_items
[i
] == NULL
)
3687 m_items
[i
]->DestroyForPlayer( target
);
3689 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3691 if(m_items
[i
] == NULL
)
3694 m_items
[i
]->DestroyForPlayer( target
);
3699 bool Player::HasSpell(uint32 spell
) const
3701 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3702 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3703 !itr
->second
->disabled
);
3706 bool Player::HasActiveSpell(uint32 spell
) const
3708 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3709 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3710 itr
->second
->active
&& !itr
->second
->disabled
);
3713 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3716 return TRAINER_SPELL_RED
;
3718 if (!trainer_spell
->learnedSpell
)
3719 return TRAINER_SPELL_RED
;
3722 if(HasSpell(trainer_spell
->learnedSpell
))
3723 return TRAINER_SPELL_GRAY
;
3725 // check race/class requirement
3726 if(!IsSpellFitByClassAndRace(trainer_spell
->learnedSpell
))
3727 return TRAINER_SPELL_RED
;
3729 // check level requirement
3730 if(getLevel() < trainer_spell
->reqLevel
)
3731 return TRAINER_SPELL_RED
;
3733 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->learnedSpell
))
3735 // check prev.rank requirement
3736 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3737 return TRAINER_SPELL_RED
;
3739 // check additional spell requirement
3740 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3741 return TRAINER_SPELL_RED
;
3744 // check skill requirement
3745 if(trainer_spell
->reqSkill
&& GetBaseSkillValue(trainer_spell
->reqSkill
) < trainer_spell
->reqSkillValue
)
3746 return TRAINER_SPELL_RED
;
3748 // exist, already checked at loading
3749 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->learnedSpell
);
3751 // secondary prof. or not prof. spell
3752 uint32 skill
= spell
->EffectMiscValue
[1];
3754 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3755 return TRAINER_SPELL_GREEN
;
3757 // check primary prof. limit
3758 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProfessionPoints() == 0)
3759 return TRAINER_SPELL_GREEN_DISABLED
;
3761 return TRAINER_SPELL_GREEN
;
3764 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3766 uint32 guid
= GUID_LOPART(playerguid
);
3768 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3769 // bones will be deleted by corpse/bones deleting thread shortly
3770 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3772 // remove from guild
3773 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3776 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3778 guild
->DelMember(guid
);
3781 // remove from arena teams
3782 LeaveAllArenaTeams(playerguid
);
3784 // the player was uninvited already on logout so just remove from group
3785 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3788 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3790 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3793 RemoveFromGroup(group
, playerguid
);
3797 // remove signs from petitions (also remove petitions if owner);
3798 RemovePetitionsAndSigns(playerguid
, 10);
3800 // return back all mails with COD and Item 0 1 2 3 4 5 6
3801 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
);
3806 Field
*fields
= resultMail
->Fetch();
3808 uint32 mail_id
= fields
[0].GetUInt32();
3809 uint16 mailTemplateId
= fields
[1].GetUInt16();
3810 uint32 sender
= fields
[2].GetUInt32();
3811 std::string subject
= fields
[3].GetCppString();
3812 uint32 itemTextId
= fields
[4].GetUInt32();
3813 uint32 money
= fields
[5].GetUInt32();
3814 bool has_items
= fields
[6].GetBool();
3816 //we can return mail now
3817 //so firstly delete the old one
3818 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3823 // data needs to be at first place for Item::LoadFromDB
3824 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
);
3829 Field
*fields2
= resultItems
->Fetch();
3831 uint32 item_guidlow
= fields2
[1].GetUInt32();
3832 uint32 item_template
= fields2
[2].GetUInt32();
3834 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3837 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3841 Item
*pItem
= NewItemOrBag(itemProto
);
3842 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
3844 pItem
->FSetState(ITEM_REMOVED
);
3845 pItem
->SaveToDB(); // it also deletes item object !
3849 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3851 while (resultItems
->NextRow());
3857 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3859 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3861 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3863 while (resultMail
->NextRow());
3868 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3869 // Get guids of character's pets, will deleted in transaction
3870 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3872 // NOW we can finally clear other DB data related to character
3873 CharacterDatabase
.BeginTransaction();
3878 Field
*fields3
= resultPets
->Fetch();
3879 uint32 petguidlow
= fields3
[0].GetUInt32();
3880 Pet::DeleteFromDB(petguidlow
);
3881 } while (resultPets
->NextRow());
3885 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3886 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3887 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3888 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3889 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3890 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3891 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3892 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3893 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3894 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3895 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3896 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3897 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3898 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3899 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3900 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3901 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3902 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3903 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3904 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3905 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
3906 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
3907 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid
);
3908 CharacterDatabase
.CommitTransaction();
3910 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3911 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3914 void Player::SetMovement(PlayerMovementType pType
)
3919 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3920 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3921 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3922 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3924 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3927 data
.append(GetPackGUID());
3929 GetSession()->SendPacket( &data
);
3933 - a resurrectable corpse must not be loaded for the player (only bones)
3934 - the player must be in world
3936 void Player::BuildPlayerRepop()
3938 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
3939 data
.append(GetPackGUID());
3940 GetSession()->SendPacket(&data
);
3942 if(getRace() == RACE_NIGHTELF
)
3943 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)
3944 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3946 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3947 // there must be SMSG.STOP_MIRROR_TIMER
3948 // there we must send 888 opcode
3950 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3953 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3957 // create a corpse and place it at the player's location
3959 Corpse
*corpse
= GetCorpse();
3962 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3965 GetMap()->Add(corpse
);
3967 // convert player body to ghost
3970 SetMovement(MOVE_WATER_WALK
);
3971 if(!GetSession()->isLogingOut())
3972 SetMovement(MOVE_UNROOT
);
3974 // BG - remove insignia related
3975 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3977 SendCorpseReclaimDelay();
3979 // to prevent cheating
3980 corpse
->ResetGhostTime();
3982 StopMirrorTimers(); //disable timers(bars)
3984 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3986 // set and clear other
3987 SetByteValue(UNIT_FIELD_BYTES_1
, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND
);
3990 void Player::SendDelayResponse(const uint32 ml_seconds
)
3992 //FIXME: is this delay time arg really need? 50msec by default in code
3993 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3994 data
<< (uint32
)time(NULL
);
3996 GetSession()->SendPacket( &data
);
3999 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
4001 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
4006 GetSession()->SendPacket(&data
);
4008 // speed change, land walk
4010 // remove death flag + set aura
4011 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
4012 if(getRace() == RACE_NIGHTELF
)
4013 RemoveAurasDueToSpell(20584); // speed bonuses
4014 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
4016 setDeathState(ALIVE
);
4018 SetMovement(MOVE_LAND_WALK
);
4019 SetMovement(MOVE_UNROOT
);
4023 // set health/powers (0- will be set in caller)
4024 if(restore_percent
>0.0f
)
4026 SetHealth(uint32(GetMaxHealth()*restore_percent
));
4027 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
4028 SetPower(POWER_RAGE
, 0);
4029 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
4032 // trigger update zone for alive state zone updates
4033 uint32 newzone
, newarea
;
4034 GetZoneAndAreaId(newzone
,newarea
);
4035 UpdateZone(newzone
,newarea
);
4037 // update visibility
4038 ObjectAccessor::UpdateVisibilityForPlayer(this);
4043 //Characters from level 1-10 are not affected by resurrection sickness.
4044 //Characters from level 11-19 will suffer from one minute of sickness
4045 //for each level they are above 10.
4046 //Characters level 20 and up suffer from ten minutes of sickness.
4047 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
4049 if(int32(getLevel()) >= startLevel
)
4051 // set resurrection sickness
4052 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
4054 // not full duration
4055 if(int32(getLevel()) < startLevel
+9)
4057 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
4059 for(int i
=0; i
< 3; ++i
)
4061 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
4063 Aur
->SetAuraDuration(delta
*IN_MILISECONDS
);
4064 Aur
->SendAuraUpdate(false);
4071 void Player::KillPlayer()
4073 SetMovement(MOVE_ROOT
);
4075 StopMirrorTimers(); //disable timers(bars)
4077 setDeathState(CORPSE
);
4078 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4080 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
4081 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
4083 // 6 minutes until repop at graveyard
4084 m_deathTimer
= 6*MINUTE
*IN_MILISECONDS
;
4086 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4088 // don't create corpse at this moment, player might be falling
4090 // update visibility
4091 ObjectAccessor::UpdateObjectVisibility(this);
4094 void Player::CreateCorpse()
4096 // prevent existence 2 corpse for player
4099 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
4101 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
4104 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this))
4110 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
4111 _pb
= GetUInt32Value(PLAYER_BYTES
);
4112 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
4114 uint8 race
= (uint8
)(_uf
);
4115 uint8 skin
= (uint8
)(_pb
);
4116 uint8 face
= (uint8
)(_pb
>> 8);
4117 uint8 hairstyle
= (uint8
)(_pb
>> 16);
4118 uint8 haircolor
= (uint8
)(_pb
>> 24);
4119 uint8 facialhair
= (uint8
)(_pb2
);
4121 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
4122 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
4124 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
4125 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
4127 uint32 flags
= CORPSE_FLAG_UNK2
;
4128 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
4129 flags
|= CORPSE_FLAG_HIDE_HELM
;
4130 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
4131 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
4132 if(InBattleGround() && !InArena())
4133 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
4134 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
4136 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
4138 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
4141 uint16 iIventoryType
;
4143 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
4147 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
4148 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
4150 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
4151 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
4155 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4156 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
4158 if(entry
->map_type
!= MAP_BATTLEGROUND
)
4161 // register for player, but not show
4162 ObjectAccessor::Instance().AddCorpse(corpse
);
4165 void Player::SpawnCorpseBones()
4167 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4168 SaveToDB(); // prevent loading as ghost without corpse
4171 Corpse
* Player::GetCorpse() const
4173 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4176 void Player::DurabilityLossAll(double percent
, bool inventory
)
4178 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4179 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4180 DurabilityLoss(pItem
,percent
);
4184 // bags not have durability
4185 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4187 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4188 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4189 DurabilityLoss(pItem
,percent
);
4191 // keys not have durability
4192 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4194 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4195 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4196 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4197 if(Item
* pItem
= GetItemByPos( i
, j
))
4198 DurabilityLoss(pItem
,percent
);
4202 void Player::DurabilityLoss(Item
* item
, double percent
)
4207 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4212 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
4214 if(pDurabilityLoss
< 1 )
4215 pDurabilityLoss
= 1;
4217 DurabilityPointsLoss(item
,pDurabilityLoss
);
4220 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
4222 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4223 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4224 DurabilityPointsLoss(pItem
,points
);
4228 // bags not have durability
4229 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4231 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4232 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4233 DurabilityPointsLoss(pItem
,points
);
4235 // keys not have durability
4236 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4238 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4239 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4240 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4241 if(Item
* pItem
= GetItemByPos( i
, j
))
4242 DurabilityPointsLoss(pItem
,points
);
4246 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
4248 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4249 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4250 int32 pNewDurability
= pOldDurability
- points
;
4252 if (pNewDurability
< 0)
4254 else if (pNewDurability
> pMaxDurability
)
4255 pNewDurability
= pMaxDurability
;
4257 if (pOldDurability
!= pNewDurability
)
4259 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4260 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4261 _ApplyItemMods(item
,item
->GetSlot(), false);
4263 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4265 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4266 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4267 _ApplyItemMods(item
,item
->GetSlot(), true);
4269 item
->SetState(ITEM_CHANGED
, this);
4273 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4275 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4276 DurabilityPointsLoss(pItem
,1);
4279 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4281 uint32 TotalCost
= 0;
4282 // equipped, backpack, bags itself
4283 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4284 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4286 // bank, buyback and keys not repaired
4288 // items in inventory bags
4289 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; ++j
)
4290 for(int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
4291 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4295 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4297 Item
* item
= GetItemByPos(pos
);
4299 uint32 TotalCost
= 0;
4303 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4307 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4311 uint32 LostDurability
= maxDurability
- curDurability
;
4312 if(LostDurability
>0)
4314 ItemPrototype
const *ditemProto
= item
->GetProto();
4316 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4319 sLog
.outError("RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4323 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4324 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4325 if(!dQualitymodEntry
)
4327 sLog
.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4331 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4332 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4334 costs
= uint32(costs
* discountMod
);
4336 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4341 if (GetGuildId()==0)
4343 DEBUG_LOG("You are not member of a guild");
4347 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4351 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4353 DEBUG_LOG("You do not have rights to withdraw for repairs");
4357 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4359 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4363 if (pGuild
->GetGuildBankMoney() < costs
)
4365 DEBUG_LOG("There is not enough money in bank");
4369 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4372 else if (GetMoney() < costs
)
4374 DEBUG_LOG("You do not have enough money");
4378 ModifyMoney( -int32(costs
) );
4382 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4383 item
->SetState(ITEM_CHANGED
, this);
4385 // reapply mods for total broken and repaired item if equipped
4386 if(IsEquipmentPos(pos
) && !curDurability
)
4387 _ApplyItemMods(item
,pos
& 255, true);
4391 void Player::RepopAtGraveyard()
4393 // note: this can be called also when the player is alive
4394 // for example from WorldSession::HandleMovementOpcodes
4396 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4398 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4399 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4401 ResurrectPlayer(0.5f
);
4405 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4407 // Special handle for battleground maps
4408 if( BattleGround
*bg
= GetBattleGround() )
4409 ClosestGrave
= bg
->GetClosestGraveYard(this);
4411 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4413 // stop countdown until repop
4416 // if no grave found, stay at the current location
4417 // and don't show spirit healer location
4420 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4421 if(isDead()) // not send if alive, because it used in TeleportTo()
4423 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4424 data
<< ClosestGrave
->map_id
;
4425 data
<< ClosestGrave
->x
;
4426 data
<< ClosestGrave
->y
;
4427 data
<< ClosestGrave
->z
;
4428 GetSession()->SendPacket(&data
);
4433 void Player::JoinedChannel(Channel
*c
)
4435 m_channels
.push_back(c
);
4438 void Player::LeftChannel(Channel
*c
)
4440 m_channels
.remove(c
);
4443 void Player::CleanupChannels()
4445 while(!m_channels
.empty())
4447 Channel
* ch
= *m_channels
.begin();
4448 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4449 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4450 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4451 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4454 sLog
.outDebug("Player: channels cleaned up!");
4457 void Player::UpdateLocalChannels(uint32 newZone
)
4459 if(m_channels
.empty())
4462 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4466 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4470 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4472 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4476 // skip non built-in channels
4477 if(!(*i
)->IsConstant())
4480 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4484 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4488 char new_channel_name_buf
[100];
4489 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4490 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4492 if((*i
)!=new_channel
)
4494 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4496 // leave old channel
4497 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4498 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4499 LeftChannel(*i
); // remove from player's channel list
4500 cMgr
->LeftChannel(name
); // delete if empty
4503 sLog
.outDebug("Player: channels cleaned up!");
4506 void Player::LeaveLFGChannel()
4508 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4512 (*i
)->Leave(GetGUID());
4518 void Player::UpdateDefense()
4520 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4522 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4524 // update dependent from defense skill part
4525 UpdateDefenseBonusesMod();
4529 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4531 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4533 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4542 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4545 if(amount
<= -100.0f
)
4548 val
= (100.0f
+ amount
) / 100.0f
;
4549 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4553 if(!CanModifyStats())
4558 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4559 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4560 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4561 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4566 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4568 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4570 sLog
.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4574 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4577 return m_auraBaseMod
[modGroup
][modType
];
4580 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4582 if(modGroup
>= BASEMOD_END
)
4584 sLog
.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4588 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4591 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4594 uint32
Player::GetShieldBlockValue() const
4596 float value
= (m_auraBaseMod
[SHIELD_BLOCK_VALUE
][FLAT_MOD
] + GetStat(STAT_STRENGTH
) * 0.5f
- 10)*m_auraBaseMod
[SHIELD_BLOCK_VALUE
][PCT_MOD
];
4598 value
= (value
< 0) ? 0 : value
;
4600 return uint32(value
);
4603 float Player::GetMeleeCritFromAgility()
4605 uint32 level
= getLevel();
4606 uint32 pclass
= getClass();
4608 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4610 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4611 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4612 if (critBase
==NULL
|| critRatio
==NULL
)
4615 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4619 float Player::GetDodgeFromAgility()
4621 // Table for base dodge values
4622 float dodge_base
[MAX_CLASSES
] = {
4624 0.00652f
, // Paladin
4631 0.02011f
, // Warlock
4635 // Crit/agility to dodge/agility coefficient multipliers
4636 float crit_to_dodge
[MAX_CLASSES
] = {
4650 uint32 level
= getLevel();
4651 uint32 pclass
= getClass();
4653 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4655 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4656 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4657 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4660 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4661 return dodge
*100.0f
;
4664 float Player::GetSpellCritFromIntellect()
4666 uint32 level
= getLevel();
4667 uint32 pclass
= getClass();
4669 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4671 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4672 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4673 if (critBase
==NULL
|| critRatio
==NULL
)
4676 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4680 float Player::GetRatingCoefficient(CombatRating cr
) const
4682 uint32 level
= getLevel();
4684 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4686 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4688 return 1.0f
; // By default use minimum coefficient (not must be called)
4690 return Rating
->ratio
;
4693 float Player::GetRatingBonusValue(CombatRating cr
) const
4695 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4698 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4700 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.2f
;
4701 if (melee
>33.0f
) melee
= 33.0f
;
4702 return uint32 (melee
* damage
/100.0f
);
4705 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4707 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.2f
;
4708 if (ranged
>33.0f
) ranged
=33.0f
;
4709 return uint32 (ranged
* damage
/100.0f
);
4712 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4714 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.2f
;
4715 // In wow script resilience limited to 33%
4718 return uint32 (spell
* damage
/ 100.0f
);
4721 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4723 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4724 // Dot resilience not limited (limit it by 100%)
4725 if (spellDot
> 100.0f
)
4727 return uint32 (spellDot
* damage
/ 100.0f
);
4730 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4735 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4737 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4744 float Player::OCTRegenHPPerSpirit()
4746 uint32 level
= getLevel();
4747 uint32 pclass
= getClass();
4749 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4751 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4752 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4753 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4756 // Formula from PaperDollFrame script
4757 float spirit
= GetStat(STAT_SPIRIT
);
4758 float baseSpirit
= spirit
;
4759 if (baseSpirit
>50) baseSpirit
= 50;
4760 float moreSpirit
= spirit
- baseSpirit
;
4761 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4765 float Player::OCTRegenMPPerSpirit()
4767 uint32 level
= getLevel();
4768 uint32 pclass
= getClass();
4770 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4772 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4773 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4774 if (moreRatio
==NULL
)
4777 // Formula get from PaperDollFrame script
4778 float spirit
= GetStat(STAT_SPIRIT
);
4779 float regen
= spirit
* moreRatio
->ratio
;
4783 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4785 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4787 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4788 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4789 // stat used stored in miscValueB for this aura
4790 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4791 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4792 if ((*i
)->GetMiscValue() & (1<<cr
))
4793 amount
+= int32(GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
);
4796 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4798 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4799 float RatingChange
= 0.0f
;
4801 bool affectStats
= CanModifyStats();
4805 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4806 case CR_DEFENSE_SKILL
:
4807 UpdateDefenseBonusesMod();
4810 UpdateDodgePercentage();
4813 UpdateParryPercentage();
4816 UpdateBlockPercentage();
4819 UpdateMeleeHitChances();
4822 UpdateRangedHitChances();
4825 UpdateSpellHitChances();
4830 UpdateCritPercentage(BASE_ATTACK
);
4831 UpdateCritPercentage(OFF_ATTACK
);
4834 case CR_CRIT_RANGED
:
4836 UpdateCritPercentage(RANGED_ATTACK
);
4840 UpdateAllSpellCritChances();
4842 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4843 case CR_HIT_TAKEN_RANGED
:
4845 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4847 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4848 case CR_CRIT_TAKEN_RANGED
:
4850 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4852 case CR_HASTE_MELEE
:
4853 RatingChange
= value
/ RatingCoeffecient
;
4854 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4855 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4857 case CR_HASTE_RANGED
:
4858 RatingChange
= value
/ RatingCoeffecient
;
4859 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4861 case CR_HASTE_SPELL
:
4862 RatingChange
= value
/ RatingCoeffecient
;
4863 ApplyCastTimePercentMod(RatingChange
,apply
);
4865 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4866 case CR_WEAPON_SKILL_OFFHAND
:
4867 case CR_WEAPON_SKILL_RANGED
:
4872 UpdateExpertise(BASE_ATTACK
);
4873 UpdateExpertise(OFF_ATTACK
);
4876 case CR_ARMOR_PENETRATION
:
4881 void Player::SetRegularAttackTime()
4883 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4885 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4886 if(tmpitem
&& !tmpitem
->IsBroken())
4888 ItemPrototype
const *proto
= tmpitem
->GetProto();
4890 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4892 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4897 //skill+step, checking for max value
4898 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4904 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
4905 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4908 if(i
>=PLAYER_MAX_SKILLS
)
4911 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4912 uint32 value
= SKILL_VALUE(data
);
4913 uint32 max
= SKILL_MAX(data
);
4915 if ((!max
) || (!value
) || (value
>= max
))
4918 if (value
*512 < max
*urand(0,512))
4920 uint32 new_value
= value
+step
;
4924 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4925 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,skill_id
);
4932 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4934 if ( SkillValue
>= GrayLevel
)
4935 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4936 if ( SkillValue
>= GreenLevel
)
4937 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4938 if ( SkillValue
>= YellowLevel
)
4939 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4940 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4943 bool Player::UpdateCraftSkill(uint32 spellid
)
4945 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4947 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4948 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4950 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4952 if(_spell_idx
->second
->skillId
)
4954 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4956 // Alchemy Discoveries here
4957 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4958 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4960 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4961 learnSpell(discoveredSpell
,false);
4964 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4966 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4967 _spell_idx
->second
->max_value
,
4968 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4969 _spell_idx
->second
->min_value
),
4976 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4978 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4980 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4982 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4985 case SKILL_HERBALISM
:
4986 case SKILL_LOCKPICKING
:
4987 case SKILL_JEWELCRAFTING
:
4988 case SKILL_INSCRIPTION
:
4989 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4990 case SKILL_SKINNING
:
4991 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4992 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4994 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4996 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4997 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4999 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
5004 bool Player::UpdateFishingSkill()
5006 sLog
.outDebug("UpdateFishingSkill");
5008 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
5010 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
5012 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
5014 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
5017 // levels sync. with spell requirement for skill levels to learn
5018 // bonus abilities in sSkillLineAbilityStore
5019 // Used only to avoid scan DBC at each skill grow
5020 static uint32 bonusSkillLevels
[] = {75,150,225,300,375,450};
5022 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
5024 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
5028 if(Chance
<= 0) // speedup in 0 chance case
5030 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5035 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5036 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
5037 if ( i
>= PLAYER_MAX_SKILLS
)
5040 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5041 uint16 SkillValue
= SKILL_VALUE(data
);
5042 uint16 MaxValue
= SKILL_MAX(data
);
5044 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
5047 int32 Roll
= irand(1,1000);
5049 if ( Roll
<= Chance
)
5051 uint32 new_value
= SkillValue
+step
;
5052 if(new_value
> MaxValue
)
5053 new_value
= MaxValue
;
5055 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
5056 for(uint32
* bsl
= &bonusSkillLevels
[0]; *bsl
; ++bsl
)
5058 if((SkillValue
< *bsl
&& new_value
>= *bsl
))
5060 learnSkillRewardedSpells( SkillId
, new_value
);
5064 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,SkillId
);
5065 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
5069 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5073 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
5075 // no skill gain in pvp
5076 Unit
*pVictim
= getVictim();
5077 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
5081 return; // always maximized SKILL_FERAL_COMBAT in fact
5083 if(m_form
== FORM_TREE
)
5084 return; // use weapon but not skill up
5086 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
5092 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5095 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
5096 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
5097 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5103 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5105 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5109 UpdateAllCritPercentages();
5112 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, bool defence
)
5114 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
5115 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
5116 uint32 moblevel
= pVictim
->getLevelForTarget(this);
5117 if(moblevel
< greylevel
)
5120 if (moblevel
> plevel
+ 5)
5121 moblevel
= plevel
+ 5;
5123 uint32 lvldif
= moblevel
- greylevel
;
5127 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
5131 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
5134 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
5135 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
5138 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
5140 if(roll_chance_f(chance
))
5145 UpdateWeaponSkill(attType
);
5151 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
5153 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5154 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
5156 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5157 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
5158 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
5160 if(talent
) // permanent bonus stored in high part
5161 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
5162 else // temporary/item bonus stored in low part
5163 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
5168 void Player::UpdateSkillsForLevel()
5170 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
5171 uint32 maxSkill
= GetMaxSkillValueForLevel();
5173 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
5175 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5176 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5178 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5180 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
5184 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
5187 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5188 uint32 max
= SKILL_MAX(data
);
5189 uint32 val
= SKILL_VALUE(data
);
5191 /// update only level dependent max skill values
5194 /// miximize skill always
5196 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
5197 /// update max skill value if current max skill not maximized
5198 else if(max
!= maxconfskill
)
5199 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
5204 void Player::UpdateSkillsToMaxSkillsForLevel()
5206 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5207 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5209 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5210 if( IsProfessionOrRidingSkill(pskill
))
5212 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5214 uint32 max
= SKILL_MAX(data
);
5217 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
5219 if(pskill
== SKILL_DEFENSE
)
5220 UpdateDefenseBonusesMod();
5224 // This functions sets a skill line value (and adds if doesn't exist yet)
5225 // To "remove" a skill line, set it's values to zero
5226 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
5232 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5233 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
5235 if(i
<PLAYER_MAX_SKILLS
) //has skill
5239 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5240 learnSkillRewardedSpells(id
, currVal
);
5241 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5242 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5246 // clear skill fields
5247 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
5248 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
5249 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5251 // remove all spells that related to this skill
5252 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
5253 if(SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
))
5254 if (pAbility
->skillId
==id
)
5255 removeSpell(spellmgr
.GetFirstSpellInChain(pAbility
->spellId
));
5258 else if(currVal
) //add
5260 for (i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5261 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5263 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5266 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5269 // enable unlearn button for primary professions only
5270 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5271 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5273 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5274 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5275 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5276 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5278 // apply skill bonuses
5279 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5281 // temporary bonuses
5282 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5283 for(AuraList::const_iterator j
= mModSkill
.begin(); j
!= mModSkill
.end(); ++j
)
5284 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5285 (*j
)->ApplyModifier(true);
5287 // permanent bonuses
5288 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5289 for(AuraList::const_iterator j
= mModSkillTalent
.begin(); j
!= mModSkillTalent
.end(); ++j
)
5290 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5291 (*j
)->ApplyModifier(true);
5293 // Learn all spells for skill
5294 learnSkillRewardedSpells(id
, currVal
);
5300 bool Player::HasSkill(uint32 skill
) const
5302 if(!skill
)return false;
5303 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5305 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5313 uint16
Player::GetSkillValue(uint32 skill
) const
5318 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5320 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5322 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5324 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5325 result
+= SKILL_TEMP_BONUS(bonus
);
5326 result
+= SKILL_PERM_BONUS(bonus
);
5327 return result
< 0 ? 0 : result
;
5333 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5336 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5338 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5340 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5342 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5343 result
+= SKILL_TEMP_BONUS(bonus
);
5344 result
+= SKILL_PERM_BONUS(bonus
);
5345 return result
< 0 ? 0 : result
;
5351 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5354 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5356 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5358 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5364 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5367 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5369 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5371 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5372 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5373 return result
< 0 ? 0 : result
;
5379 uint16
Player::GetPureSkillValue(uint32 skill
) const
5382 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5384 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5386 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5392 int16
Player::GetSkillPermBonusValue(uint32 skill
) const
5397 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5399 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5401 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5408 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5413 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5415 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5417 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5424 void Player::SendInitialActionButtons() const
5426 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5428 WorldPacket
data(SMSG_ACTION_BUTTONS
, 1+(MAX_ACTION_BUTTONS
*4));
5429 data
<< uint8(0); // can be 0, 1, 2
5430 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5432 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5433 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5435 data
<< uint16(itr
->second
.action
);
5436 data
<< uint8(itr
->second
.misc
);
5437 data
<< uint8(itr
->second
.type
);
5445 GetSession()->SendPacket( &data
);
5446 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5449 bool Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5451 if(button
>= MAX_ACTION_BUTTONS
)
5453 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5457 // check cheating with adding non-known spells to action bar
5458 if(type
==ACTION_BUTTON_SPELL
)
5460 if(!sSpellStore
.LookupEntry(action
))
5462 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5466 if(!HasSpell(action
))
5468 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5473 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5475 if (buttonItr
==m_actionButtons
.end())
5476 { // just add new button
5477 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5480 { // change state of current button
5481 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5482 buttonItr
->second
= ActionButton(action
,type
,misc
);
5483 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5486 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5490 void Player::removeActionButton(uint8 button
)
5492 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5493 if (buttonItr
==m_actionButtons
.end())
5496 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5497 m_actionButtons
.erase(buttonItr
); // new and not saved
5499 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5501 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5504 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5506 // prevent crash when a bad coord is sent by the client
5507 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5509 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5515 const float old_x
= GetPositionX();
5516 const float old_y
= GetPositionY();
5517 const float old_z
= GetPositionZ();
5518 const float old_r
= GetOrientation();
5520 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5522 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5523 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5525 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5527 // move and update visible state if need
5528 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5530 // reread after Map::Relocation
5537 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5538 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5541 // code block for underwater state update
5542 UpdateUnderwaterState(m
, x
, y
, z
);
5544 CheckExploreSystem();
5549 void Player::SaveRecallPosition()
5551 m_recallMap
= GetMapId();
5552 m_recallX
= GetPositionX();
5553 m_recallY
= GetPositionY();
5554 m_recallZ
= GetPositionZ();
5555 m_recallO
= GetOrientation();
5558 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5560 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5563 _map
->MessageBroadcast(this, data
, self
);
5567 //if player is not in world and map in not created/already destroyed
5568 //no need to create one, just send packet for itself!
5570 GetSession()->SendPacket(data
);
5573 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5575 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5578 _map
->MessageDistBroadcast(this, data
, dist
, self
);
5583 GetSession()->SendPacket(data
);
5586 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5588 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5591 _map
->MessageDistBroadcast(this, data
, dist
, self
, own_team_only
);
5596 GetSession()->SendPacket(data
);
5599 void Player::SendDirectMessage(WorldPacket
*data
)
5601 GetSession()->SendPacket(data
);
5604 void Player::SendCinematicStart(uint32 CinematicSequenceId
)
5606 WorldPacket
data(SMSG_TRIGGER_CINEMATIC
, 4);
5607 data
<< uint32(CinematicSequenceId
);
5608 SendDirectMessage(&data
);
5611 void Player::SendMovieStart(uint32 MovieId
)
5613 WorldPacket
data(SMSG_TRIGGER_MOVIE
, 4);
5614 data
<< uint32(MovieId
);
5615 SendDirectMessage(&data
);
5618 void Player::CheckExploreSystem()
5626 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5627 if(areaFlag
==0xffff)
5629 int offset
= areaFlag
/ 32;
5633 sLog
.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5637 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5638 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5640 if( !(currFields
& val
) )
5642 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5644 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5646 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5649 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5651 else if(p
->area_level
> 0)
5653 uint32 area
= p
->ID
;
5654 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5656 SendExplorationExperience(area
,0);
5660 int32 diff
= int32(getLevel()) - p
->area_level
;
5664 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5668 int32 exploration_percent
= (100-((diff
-5)*5));
5669 if (exploration_percent
> 100)
5670 exploration_percent
= 100;
5671 else if (exploration_percent
< 0)
5672 exploration_percent
= 0;
5674 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5678 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5682 SendExplorationExperience(area
,XP
);
5684 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5689 uint32
Player::TeamForRace(uint8 race
)
5691 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5694 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5698 switch(rEntry
->TeamID
)
5700 case 7: return ALLIANCE
;
5701 case 1: return HORDE
;
5704 sLog
.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5708 uint32
Player::getFactionForRace(uint8 race
)
5710 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5713 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5717 return rEntry
->FactionID
;
5720 void Player::setFactionForRace(uint8 race
)
5722 m_team
= TeamForRace(race
);
5723 setFaction( getFactionForRace(race
) );
5726 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5728 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(faction
);
5729 return GetReputationMgr().GetRank(factionEntry
);
5732 //Calculate total reputation percent player gain with quest/creature level
5733 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, int32 faction
, bool for_quest
)
5735 float percent
= 100.0f
;
5737 float rate
= for_quest
? sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_QUEST
) : sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_KILL
);
5739 if (rate
!= 1.0f
&& creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))
5742 float repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5745 repMod
+= GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN
, faction
);
5747 percent
+= rep
> 0 ? repMod
: -repMod
;
5749 if (percent
<= 0.0f
)
5752 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100.0f
);
5755 //Calculates how many reputation points player gains in victim's enemy factions
5756 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5758 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5761 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5766 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5768 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue1
, Rep
->repfaction1
, false);
5769 donerep1
= int32(donerep1
*rate
);
5770 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5771 uint32 current_reputation_rank1
= GetReputationMgr().GetRank(factionEntry1
);
5772 if (factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5773 GetReputationMgr().ModifyReputation(factionEntry1
, donerep1
);
5775 // Wiki: Team factions value divided by 2
5776 if (factionEntry1
&& Rep
->is_teamaward1
)
5778 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5779 if(team1_factionEntry
)
5780 GetReputationMgr().ModifyReputation(team1_factionEntry
, donerep1
/ 2);
5784 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5786 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue2
, Rep
->repfaction2
, false);
5787 donerep2
= int32(donerep2
*rate
);
5788 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5789 uint32 current_reputation_rank2
= GetReputationMgr().GetRank(factionEntry2
);
5790 if (factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5791 GetReputationMgr().ModifyReputation(factionEntry2
, donerep2
);
5793 // Wiki: Team factions value divided by 2
5794 if (factionEntry2
&& Rep
->is_teamaward2
)
5796 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5797 if(team2_factionEntry
)
5798 GetReputationMgr().ModifyReputation(team2_factionEntry
, donerep2
/ 2);
5803 //Calculate how many reputation points player gain with the quest
5804 void Player::RewardReputation(Quest
const *pQuest
)
5806 // quest reputation reward/loss
5807 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5809 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5811 int32 rep
= CalculateReputationGain(GetQuestLevel(pQuest
), pQuest
->RewRepValue
[i
], pQuest
->RewRepFaction
[i
], true);
5812 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5814 GetReputationMgr().ModifyReputation(factionEntry
, rep
);
5818 // TODO: implement reputation spillover
5821 void Player::UpdateArenaFields(void)
5823 /* arena calcs go here */
5826 void Player::UpdateHonorFields()
5828 /// called when rewarding honor and at each save
5829 uint64 now
= time(NULL
);
5830 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5832 if(m_lastHonorUpdateTime
< today
)
5834 uint64 yesterday
= today
- DAY
;
5836 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5838 // update yesterday's contribution
5839 if(m_lastHonorUpdateTime
>= yesterday
)
5841 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5843 // this is the first update today, reset today's contribution
5844 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5845 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5849 // no honor/kills yesterday or today, reset
5850 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5851 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5855 m_lastHonorUpdateTime
= now
;
5858 ///Calculate the amount of honor gained based on the victim
5859 ///and the size of the group for which the honor is divided
5860 ///An exact honor value can also be given (overriding the calcs)
5861 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5863 // do not reward honor in arenas, but enable onkill spellproc
5866 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
5869 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
5875 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5876 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5879 uint64 victim_guid
= 0;
5880 uint32 victim_rank
= 0;
5882 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5883 UpdateHonorFields();
5887 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
5890 victim_guid
= uVictim
->GetGUID();
5892 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
5894 Player
*pVictim
= (Player
*)uVictim
;
5896 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
5899 float f
= 1; //need for total kills (?? need more info)
5901 uint32 k_level
= getLevel();
5902 uint32 v_level
= pVictim
->getLevel();
5905 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5907 // [1..14] Alliance honor titles and player name
5908 // [15..28] Horde honor titles and player name
5909 // [29..38] Other title and player name
5911 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
5912 // Get Killer titles, CharTitlesEntry::bit_index
5914 // title[1..14] -> rank[5..18]
5915 // title[15..28] -> rank[5..18]
5916 // title[other] -> 0
5917 if (victim_title
== 0)
5918 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5919 else if (victim_title
< 15)
5920 victim_rank
= victim_title
+ 4;
5921 else if (victim_title
< 29)
5922 victim_rank
= victim_title
- 14 + 4;
5924 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5927 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
5932 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
5934 int32 v_rank
=1; //need more info
5936 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
5937 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
5939 // count the number of playerkills in one day
5940 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
5941 // and those in a lifetime
5942 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
5943 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL
);
5944 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS
, pVictim
->getClass());
5945 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE
, pVictim
->getRace());
5949 Creature
*cVictim
= (Creature
*)uVictim
;
5951 if (!cVictim
->isRacialLeader())
5954 honor
= 100; // ??? need more info
5955 victim_rank
= 19; // HK: Leader
5959 if (uVictim
!= NULL
)
5961 honor
*= sWorld
.getRate(RATE_HONOR
);
5966 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
5969 // honor - for show honor points in log
5970 // victim_guid - for show victim name in log
5971 // victim_rank [1..4] HK: <dishonored rank>
5972 // victim_rank [5..19] HK: <alliance\horde rank>
5973 // victim_rank [0,20+] HK: <>
5974 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
5975 data
<< (uint32
) honor
;
5976 data
<< (uint64
) victim_guid
;
5977 data
<< (uint32
) victim_rank
;
5979 GetSession()->SendPacket(&data
);
5982 ModifyHonorPoints(int32(honor
));
5984 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
5988 void Player::ModifyHonorPoints( int32 value
)
5992 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
5993 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
5995 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
5998 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
6001 void Player::ModifyArenaPoints( int32 value
)
6005 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6006 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6008 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
6011 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
6014 uint32
Player::GetGuildIdFromDB(uint64 guid
)
6016 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
6020 uint32 id
= result
->Fetch()[0].GetUInt32();
6025 uint32
Player::GetRankFromDB(uint64 guid
)
6027 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
6030 uint32 v
= result
->Fetch()[0].GetUInt32();
6038 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6040 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
);
6044 uint32 id
= (*result
)[0].GetUInt32();
6049 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6051 uint32 guidLow
= GUID_LOPART(guid
);
6052 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
6055 Field
* fields
= result
->Fetch();
6056 uint32 zone
= fields
[0].GetUInt32();
6061 // stored zone is zero, use generic and slow zone detection
6062 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
6065 fields
= result
->Fetch();
6066 uint32 map
= fields
[0].GetUInt32();
6067 float posx
= fields
[1].GetFloat();
6068 float posy
= fields
[2].GetFloat();
6069 float posz
= fields
[3].GetFloat();
6072 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
,posz
);
6074 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
6080 void Player::UpdateArea(uint32 newArea
)
6082 // FFA_PVP flags are area and not zone id dependent
6083 // so apply them accordingly
6084 m_areaUpdateId
= newArea
;
6086 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6088 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6091 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6095 // remove ffa flag only if not ffapvp realm
6096 // removal in sanctuaries and capitals is handled in zone update
6097 if(HasByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6098 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6101 UpdateAreaDependentAuras(newArea
);
6104 void Player::UpdateZone(uint32 newZone
, uint32 newArea
)
6106 if(m_zoneUpdateId
!= newZone
)
6107 SendInitWorldStates(newZone
, newArea
); // only if really enters to new zone, not just area change, works strange...
6109 m_zoneUpdateId
= newZone
;
6110 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6112 // zone changed, so area changed as well, update it
6113 UpdateArea(newArea
);
6115 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6119 if (sWorld
.getConfig(CONFIG_WEATHER
))
6121 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6124 wth
->SendWeatherUpdateToPlayer(this);
6128 if(!sWorld
.AddWeather(zone
->ID
))
6130 // send fine weather packet to remove old zone's weather
6131 Weather::SendFineWeatherUpdateToPlayer(this);
6136 // in PvP, any not controlled zone (except zone->team == 6, default case)
6137 // in PvE, only opposition team capital
6141 pvpInfo
.inHostileArea
= GetTeam() != ALLIANCE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6143 case AREATEAM_HORDE
:
6144 pvpInfo
.inHostileArea
= GetTeam() != HORDE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6147 // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6148 pvpInfo
.inHostileArea
= sWorld
.IsPvPRealm() || InBattleGround();
6150 default: // 6 in fact
6151 pvpInfo
.inHostileArea
= false;
6155 if(pvpInfo
.inHostileArea
) // in hostile area
6157 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6158 UpdatePvP(true, true);
6160 else // in friendly area
6162 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6163 pvpInfo
.endTimer
= time(0); // start toggle-off
6166 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6168 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6169 if(sWorld
.IsFFAPvPRealm())
6170 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6174 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6177 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6179 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6180 SetRestType(REST_TYPE_IN_CITY
);
6181 InnEnter(time(0),GetMapId(),0,0,0);
6183 if(sWorld
.IsFFAPvPRealm())
6184 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6186 else // anywhere else
6188 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6190 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6192 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6194 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6195 SetRestType(REST_TYPE_NO
);
6197 if(sWorld
.IsFFAPvPRealm())
6198 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6201 else // not in tavern (leave city then)
6203 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6204 SetRestType(REST_TYPE_NO
);
6206 // Set player to FFA PVP when not in rested environment.
6207 if(sWorld
.IsFFAPvPRealm())
6208 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6213 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6214 // if player resurrected at teleport this will be applied in resurrect code
6216 DestroyZoneLimitedItem( true, newZone
);
6218 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6219 AutoUnequipOffhandIfNeed();
6221 // recent client version not send leave/join channel packets for built-in local channels
6222 UpdateLocalChannels( newZone
);
6226 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6228 UpdateZoneDependentAuras(newZone
);
6231 //If players are too far way of duel flag... then player loose the duel
6232 void Player::CheckDuelDistance(time_t currTime
)
6237 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6238 GameObject
* obj
= GetMap()->GetGameObject(duelFlagGUID
);
6242 if(duel
->outOfBound
== 0)
6244 if(!IsWithinDistInMap(obj
, 50))
6246 duel
->outOfBound
= currTime
;
6248 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6249 GetSession()->SendPacket(&data
);
6254 if(IsWithinDistInMap(obj
, 40))
6256 duel
->outOfBound
= 0;
6258 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6259 GetSession()->SendPacket(&data
);
6261 else if(currTime
>= (duel
->outOfBound
+10))
6263 DuelComplete(DUEL_FLED
);
6268 void Player::DuelComplete(DuelCompleteType type
)
6270 // duel not requested
6274 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6275 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6276 GetSession()->SendPacket(&data
);
6277 duel
->opponent
->GetSession()->SendPacket(&data
);
6279 if(type
!= DUEL_INTERUPTED
)
6281 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6282 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6283 data
<< duel
->opponent
->GetName();
6285 SendMessageToSet(&data
,true);
6288 if (type
== DUEL_WON
)
6290 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL
, 1);
6292 duel
->opponent
->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL
, 1);
6295 // cool-down duel spell
6296 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6303 GetSession()->SendPacket(&data);
6304 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6305 data<<duel->opponent->GetGUID();
6309 duel->opponent->GetSession()->SendPacket(&data);*/
6311 //Remove Duel Flag object
6312 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
6314 duel
->initiator
->RemoveGameObject(obj
,true);
6317 std::vector
<uint32
> auras2remove
;
6318 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6319 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6321 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6322 auras2remove
.push_back(i
->second
->GetId());
6325 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6326 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6328 auras2remove
.clear();
6329 AuraMap
const& auras
= GetAuras();
6330 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6332 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6333 auras2remove
.push_back(i
->second
->GetId());
6335 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6336 RemoveAurasDueToSpell(auras2remove
[i
]);
6338 // cleanup combo points
6339 if(GetComboTarget()==duel
->opponent
->GetGUID())
6341 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6344 if(duel
->opponent
->GetComboTarget()==GetGUID())
6345 duel
->opponent
->ClearComboPoints();
6346 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6347 duel
->opponent
->ClearComboPoints();
6350 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6351 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6352 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6353 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6355 delete duel
->opponent
->duel
;
6356 duel
->opponent
->duel
= NULL
;
6361 //---------------------------------------------------------//
6363 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6365 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6368 // not apply/remove mods for broken item
6369 if(item
->IsBroken())
6372 ItemPrototype
const *proto
= item
->GetProto();
6377 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6379 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6380 if(attacktype
< MAX_ATTACK
)
6381 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6383 _ApplyItemBonuses(proto
,slot
,apply
);
6385 if( slot
==EQUIPMENT_SLOT_RANGED
)
6386 _ApplyAmmoBonuses();
6388 ApplyItemEquipSpell(item
,apply
);
6389 ApplyEnchantment(item
, apply
);
6391 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6392 CorrectMetaGemEnchants(slot
, apply
);
6394 sLog
.outDebug("_ApplyItemMods complete.");
6397 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
)
6399 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6402 ScalingStatDistributionEntry
const *ssd
= proto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
) : 0;
6403 ScalingStatValuesEntry
const *ssv
= proto
->ScalingStatValue
? sScalingStatValuesStore
.LookupEntry(getLevel()) : 0;
6405 for (int i
= 0; i
< MAX_ITEM_PROTO_STATS
; ++i
)
6407 uint32 statType
= 0;
6409 // If set ScalingStatDistribution need get stats and values from it
6412 if (ssd
->StatMod
[i
] < 0)
6414 statType
= ssd
->StatMod
[i
];
6415 val
= (ssv
->getssdMultiplier(proto
->ScalingStatValue
) * ssd
->Modifier
[i
]) / 10000;
6419 if (i
>= proto
->StatsCount
)
6421 statType
= proto
->ItemStat
[i
].ItemStatType
;
6422 val
= proto
->ItemStat
[i
].ItemStatValue
;
6431 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6433 case ITEM_MOD_HEALTH
: // modify HP
6434 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6436 case ITEM_MOD_AGILITY
: // modify agility
6437 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6438 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6440 case ITEM_MOD_STRENGTH
: //modify strength
6441 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6442 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6444 case ITEM_MOD_INTELLECT
: //modify intellect
6445 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6446 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6448 case ITEM_MOD_SPIRIT
: //modify spirit
6449 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6450 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6452 case ITEM_MOD_STAMINA
: //modify stamina
6453 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6454 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6456 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6457 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6459 case ITEM_MOD_DODGE_RATING
:
6460 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6462 case ITEM_MOD_PARRY_RATING
:
6463 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6465 case ITEM_MOD_BLOCK_RATING
:
6466 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6468 case ITEM_MOD_HIT_MELEE_RATING
:
6469 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6471 case ITEM_MOD_HIT_RANGED_RATING
:
6472 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6474 case ITEM_MOD_HIT_SPELL_RATING
:
6475 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6477 case ITEM_MOD_CRIT_MELEE_RATING
:
6478 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6480 case ITEM_MOD_CRIT_RANGED_RATING
:
6481 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6483 case ITEM_MOD_CRIT_SPELL_RATING
:
6484 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6486 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6487 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6489 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6490 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6492 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6493 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6495 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6496 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6498 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6499 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6501 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6502 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6504 case ITEM_MOD_HASTE_MELEE_RATING
:
6505 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6507 case ITEM_MOD_HASTE_RANGED_RATING
:
6508 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6510 case ITEM_MOD_HASTE_SPELL_RATING
:
6511 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6513 case ITEM_MOD_HIT_RATING
:
6514 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6515 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6516 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6518 case ITEM_MOD_CRIT_RATING
:
6519 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6520 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6521 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6523 case ITEM_MOD_HIT_TAKEN_RATING
:
6524 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6525 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6526 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6528 case ITEM_MOD_CRIT_TAKEN_RATING
:
6529 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6530 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6531 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6533 case ITEM_MOD_RESILIENCE_RATING
:
6534 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6535 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6536 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6538 case ITEM_MOD_HASTE_RATING
:
6539 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6540 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6541 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6543 case ITEM_MOD_EXPERTISE_RATING
:
6544 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6546 case ITEM_MOD_ATTACK_POWER
:
6547 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(val
), apply
);
6548 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6550 case ITEM_MOD_RANGED_ATTACK_POWER
:
6551 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6553 case ITEM_MOD_FERAL_ATTACK_POWER
:
6554 ApplyFeralAPBonus(int32(val
), apply
);
6556 case ITEM_MOD_SPELL_HEALING_DONE
:
6557 ApplySpellHealingBonus(int32(val
), apply
);
6559 case ITEM_MOD_SPELL_DAMAGE_DONE
:
6560 ApplySpellDamageBonus(int32(val
), apply
);
6562 case ITEM_MOD_MANA_REGENERATION
:
6563 ApplyManaRegenBonus(int32(val
), apply
);
6565 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6566 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6568 case ITEM_MOD_SPELL_POWER
:
6569 ApplySpellHealingBonus(int32(val
), apply
);
6570 ApplySpellDamageBonus(int32(val
), apply
);
6575 // If set ScalingStatValue armor get it or use item armor
6576 uint32 armor
= proto
->Armor
;
6579 if (uint32 ssvarmor
= ssv
->getArmorMod(proto
->ScalingStatValue
))
6582 // Add armor bonus from ArmorDamageModifier if > 0
6583 if (proto
->ArmorDamageModifier
> 0)
6584 armor
+=proto
->ArmorDamageModifier
;
6586 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(armor
), apply
);
6589 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6592 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6595 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6597 if (proto
->NatureRes
)
6598 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6600 if (proto
->FrostRes
)
6601 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6603 if (proto
->ShadowRes
)
6604 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6606 if (proto
->ArcaneRes
)
6607 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6609 WeaponAttackType attType
= BASE_ATTACK
;
6610 float damage
= 0.0f
;
6612 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6613 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6614 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6616 attType
= RANGED_ATTACK
;
6618 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6620 attType
= OFF_ATTACK
;
6623 float minDamage
= proto
->Damage
[0].DamageMin
;
6624 float maxDamage
= proto
->Damage
[0].DamageMax
;
6626 // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
6629 if (extraDPS
= ssv
->getDPSMod(proto
->ScalingStatValue
))
6631 float average
= extraDPS
* proto
->Delay
/ 1000.0f
;
6632 minDamage
= 0.7f
* average
;
6633 maxDamage
= 1.3f
* average
;
6638 damage
= apply
? minDamage
: BASE_MINDAMAGE
;
6639 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6640 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6645 damage
= apply
? maxDamage
: BASE_MAXDAMAGE
;
6646 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6649 // Apply feral bonus from ScalingStatValue if set
6652 if (int32 feral_bonus
= ssv
->getFeralBonus(proto
->ScalingStatValue
))
6653 ApplyFeralAPBonus(feral_bonus
, apply
);
6655 // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
6656 if(getClass() == CLASS_DRUID
)
6658 int32 feral_bonus
= proto
->getFeralBonus(extraDPS
);
6659 if (feral_bonus
> 0)
6660 ApplyFeralAPBonus(feral_bonus
, apply
);
6663 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6668 if(slot
== EQUIPMENT_SLOT_RANGED
)
6669 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6670 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6671 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6672 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6673 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6676 if(CanModifyStats() && (damage
|| proto
->Delay
))
6677 UpdateDamagePhysical(attType
);
6680 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6682 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6683 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6684 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6686 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6687 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6688 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6690 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6691 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6692 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6695 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6697 // generic not weapon specific case processes in aura code
6698 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6701 BaseModGroup mod
= BASEMOD_END
;
6704 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6705 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6706 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6710 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6712 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6716 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6718 // ignore spell mods for not wands
6719 Modifier
const* modifier
= aura
->GetModifier();
6720 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6723 // generic not weapon specific case processes in aura code
6724 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6727 UnitMods unitMod
= UNIT_MOD_END
;
6730 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6731 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6732 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6736 UnitModifierType unitModType
= TOTAL_VALUE
;
6737 switch(modifier
->m_auraname
)
6739 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6740 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6744 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6746 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6750 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6755 ItemPrototype
const *proto
= item
->GetProto();
6759 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6761 _Spell
const& spellData
= proto
->Spells
[i
];
6764 if(!spellData
.SpellId
)
6767 // wrong triggering type
6768 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6771 // check if it is valid spell
6772 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6776 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6780 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6784 // Cannot be used in this stance/form
6785 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
) != SPELL_CAST_OK
)
6788 if(form_change
) // check aura active state from other form
6791 for (int k
=0; k
< 3; ++k
)
6793 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6794 for (AuraMap::const_iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6796 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6806 if(found
) // and skip re-cast already active aura at form change
6810 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6812 CastSpell(this,spellInfo
,true,item
);
6816 if(form_change
) // check aura compatibility
6818 // Cannot be used in this stance/form
6819 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==SPELL_CAST_OK
)
6820 return; // and remove only not compatible at form change
6824 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6826 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6830 void Player::UpdateEquipSpellsAtFormChange()
6832 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6834 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6836 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6837 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6841 // item set bonuses not dependent from item broken state
6842 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6844 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6848 for(uint32 y
=0;y
<8; ++y
)
6850 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6854 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6855 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6860 void Player::CastItemCombatSpell(Unit
* Target
, WeaponAttackType attType
)
6862 Item
*item
= GetWeaponForAttack(attType
, true);
6863 if(!item
|| item
->IsBroken())
6866 ItemPrototype
const *proto
= item
->GetProto();
6870 if (!Target
|| Target
== this )
6873 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6875 _Spell
const& spellData
= proto
->Spells
[i
];
6878 if(!spellData
.SpellId
)
6881 // wrong triggering type
6882 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6885 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6888 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6892 // not allow proc extra attack spell at extra attack
6893 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6896 float chance
= spellInfo
->procChance
;
6898 if(spellData
.SpellPPMRate
)
6900 uint32 WeaponSpeed
= GetAttackTime(attType
);
6901 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6903 else if(chance
> 100.0f
)
6905 chance
= GetWeaponProcChance();
6908 if (roll_chance_f(chance
))
6909 CastSpell(Target
, spellInfo
->Id
, true, item
);
6912 // item combat enchantments
6913 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6915 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6916 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6917 if(!pEnchant
) continue;
6918 for (int s
=0;s
<3;s
++)
6920 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
6923 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6926 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6930 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
6931 if (roll_chance_f(chance
))
6933 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
6934 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
6936 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
6942 void Player::CastItemUseSpell(Item
*item
,SpellCastTargets
const& targets
,uint8 cast_count
, uint32 glyphIndex
)
6944 ItemPrototype
const* proto
= item
->GetProto();
6945 // special learning case
6946 if(proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN
|| proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN_PET
)
6948 uint32 learn_spell_id
= proto
->Spells
[0].SpellId
;
6949 uint32 learning_spell_id
= proto
->Spells
[1].SpellId
;
6951 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(learn_spell_id
);
6954 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto
->ItemId
, learn_spell_id
);
6955 SendEquipError(EQUIP_ERR_NONE
,item
,NULL
);
6959 Spell
*spell
= new Spell(this, spellInfo
, false);
6960 spell
->m_CastItem
= item
;
6961 spell
->m_cast_count
= cast_count
; //set count of casts
6962 spell
->m_currentBasePoints
[0] = learning_spell_id
;
6963 spell
->prepare(&targets
);
6967 // use triggered flag only for items with many spell casts and for not first cast
6970 // item spells casted at use
6971 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6973 _Spell
const& spellData
= proto
->Spells
[i
];
6976 if(!spellData
.SpellId
)
6979 // wrong triggering type
6980 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_NO_DELAY_USE
)
6983 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6986 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto
->ItemId
, spellData
.SpellId
);
6990 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
6991 spell
->m_CastItem
= item
;
6992 spell
->m_cast_count
= cast_count
; // set count of casts
6993 spell
->m_glyphIndex
= glyphIndex
; // glyph index
6994 spell
->prepare(&targets
);
6999 // Item enchantments spells casted at use
7000 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
7002 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
7003 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
7004 if(!pEnchant
) continue;
7005 for (int s
=0;s
<3;s
++)
7007 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL
)
7010 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
7013 sLog
.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
7017 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
7018 spell
->m_CastItem
= item
;
7019 spell
->m_cast_count
= cast_count
; // set count of casts
7020 spell
->m_glyphIndex
= glyphIndex
; // glyph index
7021 spell
->prepare(&targets
);
7028 void Player::_RemoveAllItemMods()
7030 sLog
.outDebug("_RemoveAllItemMods start.");
7032 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7036 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7040 // item set bonuses not dependent from item broken state
7042 RemoveItemsSetItem(this,proto
);
7044 if(m_items
[i
]->IsBroken())
7047 ApplyItemEquipSpell(m_items
[i
],false);
7048 ApplyEnchantment(m_items
[i
], false);
7052 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7056 if(m_items
[i
]->IsBroken())
7058 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7062 uint32 attacktype
= Player::GetAttackBySlot(i
);
7063 if(attacktype
< MAX_ATTACK
)
7064 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
7066 _ApplyItemBonuses(proto
,i
, false);
7068 if( i
== EQUIPMENT_SLOT_RANGED
)
7069 _ApplyAmmoBonuses();
7073 sLog
.outDebug("_RemoveAllItemMods complete.");
7076 void Player::_ApplyAllItemMods()
7078 sLog
.outDebug("_ApplyAllItemMods start.");
7080 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7084 if(m_items
[i
]->IsBroken())
7087 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7091 uint32 attacktype
= Player::GetAttackBySlot(i
);
7092 if(attacktype
< MAX_ATTACK
)
7093 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
7095 _ApplyItemBonuses(proto
,i
, true);
7097 if( i
== EQUIPMENT_SLOT_RANGED
)
7098 _ApplyAmmoBonuses();
7102 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7106 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7110 // item set bonuses not dependent from item broken state
7112 AddItemsSetItem(this,m_items
[i
]);
7114 if(m_items
[i
]->IsBroken())
7117 ApplyItemEquipSpell(m_items
[i
],true);
7118 ApplyEnchantment(m_items
[i
], true);
7122 sLog
.outDebug("_ApplyAllItemMods complete.");
7125 void Player::_ApplyAmmoBonuses()
7128 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7132 float currentAmmoDPS
;
7134 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
7135 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7136 currentAmmoDPS
= 0.0f
;
7138 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7140 if(currentAmmoDPS
== GetAmmoDPS())
7143 m_ammoDPS
= currentAmmoDPS
;
7145 if(CanModifyStats())
7146 UpdateDamagePhysical(RANGED_ATTACK
);
7149 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7154 // check ranged weapon
7155 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7156 if(!weapon
|| weapon
->IsBroken() )
7159 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7160 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7163 // check ammo ws. weapon compatibility
7164 switch(weapon_proto
->SubClass
)
7166 case ITEM_SUBCLASS_WEAPON_BOW
:
7167 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7168 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7171 case ITEM_SUBCLASS_WEAPON_GUN
:
7172 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7182 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7183 Called by remove insignia spell effect */
7184 void Player::RemovedInsignia(Player
* looterPlr
)
7186 if (!GetBattleGroundId())
7189 // If not released spirit, do it !
7190 if(m_deathTimer
> 0)
7197 Corpse
*corpse
= GetCorpse();
7201 // We have to convert player corpse to bones, not to be able to resurrect there
7202 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7203 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7207 // Now we must make bones lootable, and send player loot
7208 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7210 // We store the level of our player in the gold field
7211 // We retrieve this information at Player::SendLoot()
7212 bones
->loot
.gold
= getLevel();
7213 bones
->lootRecipient
= looterPlr
;
7214 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7217 void Player::SendLootRelease( uint64 guid
)
7219 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7220 data
<< uint64(guid
) << uint8(1);
7221 SendDirectMessage( &data
);
7224 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7226 if (uint64 lguid
= GetLootGUID())
7227 m_session
->DoLootRelease(lguid
);
7230 PermissionTypes permission
= ALL_PERMISSION
;
7232 sLog
.outDebug("Player::SendLoot");
7233 if (IS_GAMEOBJECT_GUID(guid
))
7235 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7236 GameObject
*go
= GetMap()->GetGameObject(guid
);
7238 // not check distance for GO in case owned GO (fishing bobber case, for example)
7239 // And permit out of range GO with no owner in case fishing hole
7240 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7242 SendLootRelease(guid
);
7248 if (go
->getLootState() == GO_READY
)
7250 uint32 lootid
= go
->GetLootId();
7254 sLog
.outDebug(" if(lootid)");
7256 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this, false);
7259 if (loot_type
== LOOT_FISHING
)
7260 go
->getFishLoot(loot
,this);
7262 go
->SetLootState(GO_ACTIVATED
);
7265 else if (IS_ITEM_GUID(guid
))
7267 Item
*item
= GetItemByGuid( guid
);
7271 SendLootRelease(guid
);
7277 if (!item
->m_lootGenerated
)
7279 item
->m_lootGenerated
= true;
7284 case LOOT_DISENCHANTING
:
7285 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this,true);
7287 case LOOT_PROSPECTING
:
7288 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this,true);
7291 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this,true);
7294 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this,true);
7295 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7300 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7302 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7304 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7306 SendLootRelease(guid
);
7310 loot
= &bones
->loot
;
7312 if (!bones
->lootForBody
)
7314 bones
->lootForBody
= true;
7315 uint32 pLevel
= bones
->loot
.gold
;
7316 bones
->loot
.clear();
7317 // It may need a better formula
7318 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7319 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7322 if (bones
->lootRecipient
!= this)
7323 permission
= NONE_PERMISSION
;
7327 Creature
*creature
= GetMap()->GetCreature(guid
);
7329 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7330 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7332 SendLootRelease(guid
);
7336 if (loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7338 SendLootRelease(guid
);
7342 loot
= &creature
->loot
;
7344 if (loot_type
== LOOT_PICKPOCKETING
)
7346 if (!creature
->lootForPickPocketed
)
7348 creature
->lootForPickPocketed
= true;
7351 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7352 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this, false);
7354 // Generate extra money for pick pocket loot
7355 const uint32 a
= urand(0, creature
->getLevel()/2);
7356 const uint32 b
= urand(0, getLevel()/2);
7357 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7362 // the player whose group may loot the corpse
7363 Player
*recipient
= creature
->GetLootRecipient();
7366 creature
->SetLootRecipient(this);
7370 if (creature
->lootForPickPocketed
)
7372 creature
->lootForPickPocketed
= false;
7376 if (!creature
->lootForBody
)
7378 creature
->lootForBody
= true;
7381 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7382 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
, false);
7384 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7386 if (Group
* group
= recipient
->GetGroup())
7388 group
->UpdateLooterGuid(creature
,true);
7390 switch (group
->GetLootMethod())
7393 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7394 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7396 case NEED_BEFORE_GREED
:
7397 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7400 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7408 // possible only if creature->lootForBody && loot->empty() at spell cast check
7409 if (loot_type
== LOOT_SKINNING
)
7412 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this, false);
7414 // set group rights only for loot_type != LOOT_SKINNING
7417 if(Group
* group
= GetGroup())
7419 if (group
== recipient
->GetGroup())
7421 if (group
->GetLootMethod() == FREE_FOR_ALL
)
7422 permission
= ALL_PERMISSION
;
7423 else if (group
->GetLooterGuid() == GetGUID())
7425 if (group
->GetLootMethod() == MASTER_LOOT
)
7426 permission
= MASTER_PERMISSION
;
7428 permission
= ALL_PERMISSION
;
7431 permission
= GROUP_PERMISSION
;
7434 permission
= NONE_PERMISSION
;
7436 else if (recipient
== this)
7437 permission
= ALL_PERMISSION
;
7439 permission
= NONE_PERMISSION
;
7446 // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
7449 case LOOT_INSIGNIA
: loot_type
= LOOT_SKINNING
; break;
7450 case LOOT_FISHINGHOLE
: loot_type
= LOOT_FISHING
; break;
7454 // need know merged fishing/corpse loot type for achievements
7455 loot
->loot_type
= loot_type
;
7457 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7459 data
<< uint64(guid
);
7460 data
<< uint8(loot_type
);
7461 data
<< LootView(*loot
, this, permission
);
7463 SendDirectMessage(&data
);
7465 // add 'this' player as one of the players that are looting 'loot'
7466 if (permission
!= NONE_PERMISSION
)
7467 loot
->AddLooter(GetGUID());
7469 if (loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
))
7470 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7473 void Player::SendNotifyLootMoneyRemoved()
7475 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7476 GetSession()->SendPacket( &data
);
7479 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7481 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7482 data
<< uint8(lootSlot
);
7483 GetSession()->SendPacket( &data
);
7486 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7488 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7491 GetSession()->SendPacket(&data
);
7494 void Player::SendInitWorldStates(uint32 zoneid
, uint32 areaid
)
7496 // data depends on zoneid/mapid...
7497 BattleGround
* bg
= GetBattleGround();
7498 uint16 NumberOfFields
= 0;
7499 uint32 mapid
= GetMapId();
7501 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7503 // may be exist better way to do this...
7526 NumberOfFields
= 41;
7529 NumberOfFields
= 15;
7532 NumberOfFields
= 83;
7535 NumberOfFields
= 16;
7539 NumberOfFields
= 40;
7542 NumberOfFields
= 27;
7545 NumberOfFields
= 39;
7548 NumberOfFields
= 38;
7551 NumberOfFields
= 37;
7556 NumberOfFields
= 11;
7559 NumberOfFields
= 11;
7562 NumberOfFields
= 12;
7566 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7567 data
<< uint32(mapid
); // mapid
7568 data
<< uint32(zoneid
); // zone id
7569 data
<< uint32(areaid
); // area id, new 2.1.0
7570 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7571 data
<< uint32(0x8d8) << uint32(0x0); // 1
7572 data
<< uint32(0x8d7) << uint32(0x0); // 2
7573 data
<< uint32(0x8d6) << uint32(0x0); // 3
7574 data
<< uint32(0x8d5) << uint32(0x0); // 4
7575 data
<< uint32(0x8d4) << uint32(0x0); // 5
7576 data
<< uint32(0x8d3) << uint32(0x0); // 6
7577 // 7 1 - Arena season in progress, 0 - end of season
7578 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7579 // 8 Arena season id
7580 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7581 if(mapid
== 530) // Outland
7583 data
<< uint32(0x9bf) << uint32(0x0); // 7
7584 data
<< uint32(0x9bd) << uint32(0xF); // 8
7585 data
<< uint32(0x9bb) << uint32(0xF); // 9
7600 data
<< uint32(0x7ae) << uint32(0x1); // 7
7601 data
<< uint32(0x532) << uint32(0x1); // 8
7602 data
<< uint32(0x531) << uint32(0x0); // 9
7603 data
<< uint32(0x52e) << uint32(0x0); // 10
7604 data
<< uint32(0x571) << uint32(0x0); // 11
7605 data
<< uint32(0x570) << uint32(0x0); // 12
7606 data
<< uint32(0x567) << uint32(0x1); // 13
7607 data
<< uint32(0x566) << uint32(0x1); // 14
7608 data
<< uint32(0x550) << uint32(0x1); // 15
7609 data
<< uint32(0x544) << uint32(0x0); // 16
7610 data
<< uint32(0x536) << uint32(0x0); // 17
7611 data
<< uint32(0x535) << uint32(0x1); // 18
7612 data
<< uint32(0x518) << uint32(0x0); // 19
7613 data
<< uint32(0x517) << uint32(0x0); // 20
7614 data
<< uint32(0x574) << uint32(0x0); // 21
7615 data
<< uint32(0x573) << uint32(0x0); // 22
7616 data
<< uint32(0x572) << uint32(0x0); // 23
7617 data
<< uint32(0x56f) << uint32(0x0); // 24
7618 data
<< uint32(0x56e) << uint32(0x0); // 25
7619 data
<< uint32(0x56d) << uint32(0x0); // 26
7620 data
<< uint32(0x56c) << uint32(0x0); // 27
7621 data
<< uint32(0x56b) << uint32(0x0); // 28
7622 data
<< uint32(0x56a) << uint32(0x1); // 29
7623 data
<< uint32(0x569) << uint32(0x1); // 30
7624 data
<< uint32(0x568) << uint32(0x1); // 13
7625 data
<< uint32(0x565) << uint32(0x0); // 32
7626 data
<< uint32(0x564) << uint32(0x0); // 33
7627 data
<< uint32(0x563) << uint32(0x0); // 34
7628 data
<< uint32(0x562) << uint32(0x0); // 35
7629 data
<< uint32(0x561) << uint32(0x0); // 36
7630 data
<< uint32(0x560) << uint32(0x0); // 37
7631 data
<< uint32(0x55f) << uint32(0x0); // 38
7632 data
<< uint32(0x55e) << uint32(0x0); // 39
7633 data
<< uint32(0x55d) << uint32(0x0); // 40
7634 data
<< uint32(0x3c6) << uint32(0x4); // 41
7635 data
<< uint32(0x3c4) << uint32(0x6); // 42
7636 data
<< uint32(0x3c2) << uint32(0x4); // 43
7637 data
<< uint32(0x516) << uint32(0x1); // 44
7638 data
<< uint32(0x515) << uint32(0x0); // 45
7639 data
<< uint32(0x3b6) << uint32(0x6); // 46
7640 data
<< uint32(0x55c) << uint32(0x0); // 47
7641 data
<< uint32(0x55b) << uint32(0x0); // 48
7642 data
<< uint32(0x55a) << uint32(0x0); // 49
7643 data
<< uint32(0x559) << uint32(0x0); // 50
7644 data
<< uint32(0x558) << uint32(0x0); // 51
7645 data
<< uint32(0x557) << uint32(0x0); // 52
7646 data
<< uint32(0x556) << uint32(0x0); // 53
7647 data
<< uint32(0x555) << uint32(0x0); // 54
7648 data
<< uint32(0x554) << uint32(0x1); // 55
7649 data
<< uint32(0x553) << uint32(0x1); // 56
7650 data
<< uint32(0x552) << uint32(0x1); // 57
7651 data
<< uint32(0x551) << uint32(0x1); // 58
7652 data
<< uint32(0x54f) << uint32(0x0); // 59
7653 data
<< uint32(0x54e) << uint32(0x0); // 60
7654 data
<< uint32(0x54d) << uint32(0x1); // 61
7655 data
<< uint32(0x54c) << uint32(0x0); // 62
7656 data
<< uint32(0x54b) << uint32(0x0); // 63
7657 data
<< uint32(0x545) << uint32(0x0); // 64
7658 data
<< uint32(0x543) << uint32(0x1); // 65
7659 data
<< uint32(0x542) << uint32(0x0); // 66
7660 data
<< uint32(0x540) << uint32(0x0); // 67
7661 data
<< uint32(0x53f) << uint32(0x0); // 68
7662 data
<< uint32(0x53e) << uint32(0x0); // 69
7663 data
<< uint32(0x53d) << uint32(0x0); // 70
7664 data
<< uint32(0x53c) << uint32(0x0); // 71
7665 data
<< uint32(0x53b) << uint32(0x0); // 72
7666 data
<< uint32(0x53a) << uint32(0x1); // 73
7667 data
<< uint32(0x539) << uint32(0x0); // 74
7668 data
<< uint32(0x538) << uint32(0x0); // 75
7669 data
<< uint32(0x537) << uint32(0x0); // 76
7670 data
<< uint32(0x534) << uint32(0x0); // 77
7671 data
<< uint32(0x533) << uint32(0x0); // 78
7672 data
<< uint32(0x530) << uint32(0x0); // 79
7673 data
<< uint32(0x52f) << uint32(0x0); // 80
7674 data
<< uint32(0x52d) << uint32(0x1); // 81
7677 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7678 bg
->FillInitialWorldStates(data
);
7681 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7682 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7683 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7684 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7685 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7686 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7687 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7688 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7692 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7693 bg
->FillInitialWorldStates(data
);
7696 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7697 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7698 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7699 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7700 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7701 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7702 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7703 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7704 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7705 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7706 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7707 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7708 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7709 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7710 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7711 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7712 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7713 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7714 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7715 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7716 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7717 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7718 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7719 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7720 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7721 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7722 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7723 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7724 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7725 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7726 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7727 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7731 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7732 bg
->FillInitialWorldStates(data
);
7735 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7736 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7737 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7738 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7739 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7740 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7741 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7742 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7743 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7744 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7745 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7746 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7747 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7748 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7749 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7750 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7751 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7752 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7753 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7754 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7755 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7756 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7757 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7758 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7759 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7760 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7761 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7762 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7763 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7764 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7765 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7766 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7767 // and some more ... unknown
7770 case 3483: // Hellfire Peninsula
7771 data
<< uint32(0x9ba) << uint32(0x1); // 10
7772 data
<< uint32(0x9b9) << uint32(0x1); // 11
7773 data
<< uint32(0x9b5) << uint32(0x0); // 12
7774 data
<< uint32(0x9b4) << uint32(0x1); // 13
7775 data
<< uint32(0x9b3) << uint32(0x0); // 14
7776 data
<< uint32(0x9b2) << uint32(0x0); // 15
7777 data
<< uint32(0x9b1) << uint32(0x1); // 16
7778 data
<< uint32(0x9b0) << uint32(0x0); // 17
7779 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7780 data
<< uint32(0x9ac) << uint32(0x0); // 19
7781 data
<< uint32(0x9a8) << uint32(0x0); // 20
7782 data
<< uint32(0x9a7) << uint32(0x0); // 21
7783 data
<< uint32(0x9a6) << uint32(0x1); // 22
7785 case 3519: // Terokkar Forest
7786 data
<< uint32(0xa41) << uint32(0x0); // 10
7787 data
<< uint32(0xa40) << uint32(0x14); // 11
7788 data
<< uint32(0xa3f) << uint32(0x0); // 12
7789 data
<< uint32(0xa3e) << uint32(0x0); // 13
7790 data
<< uint32(0xa3d) << uint32(0x5); // 14
7791 data
<< uint32(0xa3c) << uint32(0x0); // 15
7792 data
<< uint32(0xa87) << uint32(0x0); // 16
7793 data
<< uint32(0xa86) << uint32(0x0); // 17
7794 data
<< uint32(0xa85) << uint32(0x0); // 18
7795 data
<< uint32(0xa84) << uint32(0x0); // 19
7796 data
<< uint32(0xa83) << uint32(0x0); // 20
7797 data
<< uint32(0xa82) << uint32(0x0); // 21
7798 data
<< uint32(0xa81) << uint32(0x0); // 22
7799 data
<< uint32(0xa80) << uint32(0x0); // 23
7800 data
<< uint32(0xa7e) << uint32(0x0); // 24
7801 data
<< uint32(0xa7d) << uint32(0x0); // 25
7802 data
<< uint32(0xa7c) << uint32(0x0); // 26
7803 data
<< uint32(0xa7b) << uint32(0x0); // 27
7804 data
<< uint32(0xa7a) << uint32(0x0); // 28
7805 data
<< uint32(0xa79) << uint32(0x0); // 29
7806 data
<< uint32(0x9d0) << uint32(0x5); // 30
7807 data
<< uint32(0x9ce) << uint32(0x0); // 31
7808 data
<< uint32(0x9cd) << uint32(0x0); // 32
7809 data
<< uint32(0x9cc) << uint32(0x0); // 33
7810 data
<< uint32(0xa88) << uint32(0x0); // 34
7811 data
<< uint32(0xad0) << uint32(0x0); // 35
7812 data
<< uint32(0xacf) << uint32(0x1); // 36
7814 case 3521: // Zangarmarsh
7815 data
<< uint32(0x9e1) << uint32(0x0); // 10
7816 data
<< uint32(0x9e0) << uint32(0x0); // 11
7817 data
<< uint32(0x9df) << uint32(0x0); // 12
7818 data
<< uint32(0xa5d) << uint32(0x1); // 13
7819 data
<< uint32(0xa5c) << uint32(0x0); // 14
7820 data
<< uint32(0xa5b) << uint32(0x1); // 15
7821 data
<< uint32(0xa5a) << uint32(0x0); // 16
7822 data
<< uint32(0xa59) << uint32(0x1); // 17
7823 data
<< uint32(0xa58) << uint32(0x0); // 18
7824 data
<< uint32(0xa57) << uint32(0x0); // 19
7825 data
<< uint32(0xa56) << uint32(0x0); // 20
7826 data
<< uint32(0xa55) << uint32(0x1); // 21
7827 data
<< uint32(0xa54) << uint32(0x0); // 22
7828 data
<< uint32(0x9e7) << uint32(0x0); // 23
7829 data
<< uint32(0x9e6) << uint32(0x0); // 24
7830 data
<< uint32(0x9e5) << uint32(0x0); // 25
7831 data
<< uint32(0xa00) << uint32(0x0); // 26
7832 data
<< uint32(0x9ff) << uint32(0x1); // 27
7833 data
<< uint32(0x9fe) << uint32(0x0); // 28
7834 data
<< uint32(0x9fd) << uint32(0x0); // 29
7835 data
<< uint32(0x9fc) << uint32(0x1); // 30
7836 data
<< uint32(0x9fb) << uint32(0x0); // 31
7837 data
<< uint32(0xa62) << uint32(0x0); // 32
7838 data
<< uint32(0xa61) << uint32(0x1); // 33
7839 data
<< uint32(0xa60) << uint32(0x1); // 34
7840 data
<< uint32(0xa5f) << uint32(0x0); // 35
7842 case 3698: // Nagrand Arena
7843 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
7844 bg
->FillInitialWorldStates(data
);
7847 data
<< uint32(0xa0f) << uint32(0x0); // 7
7848 data
<< uint32(0xa10) << uint32(0x0); // 8
7849 data
<< uint32(0xa11) << uint32(0x0); // 9 show
7852 case 3702: // Blade's Edge Arena
7853 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
7854 bg
->FillInitialWorldStates(data
);
7857 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
7858 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
7859 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
7862 case 3968: // Ruins of Lordaeron
7863 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
7864 bg
->FillInitialWorldStates(data
);
7867 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
7868 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
7869 data
<< uint32(0xbba) << uint32(0x0); // 9 show
7872 case 3703: // Shattrath City
7875 data
<< uint32(0x914) << uint32(0x0); // 7
7876 data
<< uint32(0x913) << uint32(0x0); // 8
7877 data
<< uint32(0x912) << uint32(0x0); // 9
7878 data
<< uint32(0x915) << uint32(0x0); // 10
7881 GetSession()->SendPacket(&data
);
7884 uint32
Player::GetXPRestBonus(uint32 xp
)
7886 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7888 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7891 SetRestBonus( GetRestBonus() - rested_bonus
);
7893 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7894 return rested_bonus
;
7897 void Player::SetBindPoint(uint64 guid
)
7899 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7900 data
<< uint64(guid
);
7901 GetSession()->SendPacket( &data
);
7904 void Player::SendTalentWipeConfirm(uint64 guid
)
7906 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7907 data
<< uint64(guid
);
7908 data
<< uint32(resetTalentsCost());
7909 GetSession()->SendPacket( &data
);
7912 void Player::SendPetSkillWipeConfirm()
7914 Pet
* pet
= GetPet();
7917 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
7918 data
<< pet
->GetGUID();
7919 data
<< uint32(pet
->resetTalentsCost());
7920 GetSession()->SendPacket( &data
);
7923 /*********************************************************/
7924 /*** STORAGE SYSTEM ***/
7925 /*********************************************************/
7927 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
7932 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7934 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
7938 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
7939 else if(charges
<= 1)
7941 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
7942 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
7947 void Player::SetSheath( SheathState sheathed
)
7951 case SHEATH_STATE_UNARMED
: // no prepared weapon
7952 SetVirtualItemSlot(0,NULL
);
7953 SetVirtualItemSlot(1,NULL
);
7954 SetVirtualItemSlot(2,NULL
);
7956 case SHEATH_STATE_MELEE
: // prepared melee weapon
7958 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
7959 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
7960 SetVirtualItemSlot(2,NULL
);
7962 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7963 SetVirtualItemSlot(0,NULL
);
7964 SetVirtualItemSlot(1,NULL
);
7965 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7968 SetVirtualItemSlot(0,NULL
);
7969 SetVirtualItemSlot(1,NULL
);
7970 SetVirtualItemSlot(2,NULL
);
7973 Unit::SetSheath(sheathed
); // this must visualize Sheath changing for other players...
7976 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
7978 uint8 pClass
= getClass();
7981 slots
[0] = NULL_SLOT
;
7982 slots
[1] = NULL_SLOT
;
7983 slots
[2] = NULL_SLOT
;
7984 slots
[3] = NULL_SLOT
;
7985 switch( proto
->InventoryType
)
7988 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7991 slots
[0] = EQUIPMENT_SLOT_NECK
;
7993 case INVTYPE_SHOULDERS
:
7994 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7997 slots
[0] = EQUIPMENT_SLOT_BODY
;
8000 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8003 slots
[0] = EQUIPMENT_SLOT_CHEST
;
8006 slots
[0] = EQUIPMENT_SLOT_WAIST
;
8009 slots
[0] = EQUIPMENT_SLOT_LEGS
;
8012 slots
[0] = EQUIPMENT_SLOT_FEET
;
8014 case INVTYPE_WRISTS
:
8015 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
8018 slots
[0] = EQUIPMENT_SLOT_HANDS
;
8020 case INVTYPE_FINGER
:
8021 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
8022 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
8024 case INVTYPE_TRINKET
:
8025 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
8026 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
8029 slots
[0] = EQUIPMENT_SLOT_BACK
;
8031 case INVTYPE_WEAPON
:
8033 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8035 // suggest offhand slot only if know dual wielding
8036 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8038 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8041 case INVTYPE_SHIELD
:
8042 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8044 case INVTYPE_RANGED
:
8045 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8047 case INVTYPE_2HWEAPON
:
8048 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8049 if (CanDualWield() && CanTitanGrip())
8050 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8052 case INVTYPE_TABARD
:
8053 slots
[0] = EQUIPMENT_SLOT_TABARD
;
8055 case INVTYPE_WEAPONMAINHAND
:
8056 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8058 case INVTYPE_WEAPONOFFHAND
:
8059 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8061 case INVTYPE_HOLDABLE
:
8062 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8064 case INVTYPE_THROWN
:
8065 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8067 case INVTYPE_RANGEDRIGHT
:
8068 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8071 slots
[0] = INVENTORY_SLOT_BAG_START
+ 0;
8072 slots
[1] = INVENTORY_SLOT_BAG_START
+ 1;
8073 slots
[2] = INVENTORY_SLOT_BAG_START
+ 2;
8074 slots
[3] = INVENTORY_SLOT_BAG_START
+ 3;
8078 switch(proto
->SubClass
)
8080 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
8081 if (pClass
== CLASS_PALADIN
)
8082 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8084 case ITEM_SUBCLASS_ARMOR_IDOL
:
8085 if (pClass
== CLASS_DRUID
)
8086 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8088 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8089 if (pClass
== CLASS_SHAMAN
)
8090 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8092 case ITEM_SUBCLASS_ARMOR_MISC
:
8093 if (pClass
== CLASS_WARLOCK
)
8094 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8096 case ITEM_SUBCLASS_ARMOR_SIGIL
:
8097 if (pClass
== CLASS_DEATH_KNIGHT
)
8098 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8107 if( slot
!= NULL_SLOT
)
8109 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
8111 for (int i
= 0; i
< 4; ++i
)
8113 if ( slots
[i
] == slot
)
8120 // search free slot at first
8121 for (int i
= 0; i
< 4; ++i
)
8123 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8125 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8126 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8131 // if not found free and can swap return first appropriate from used
8132 for (int i
= 0; i
< 4; ++i
)
8134 if ( slots
[i
] != NULL_SLOT
&& swap
)
8143 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8146 uint32 tempcount
= 0;
8148 uint8 res
= EQUIP_ERR_OK
;
8150 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8152 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8153 if( pItem
&& pItem
->GetEntry() == item
)
8155 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8156 if(ires
==EQUIP_ERR_OK
)
8158 tempcount
+= pItem
->GetCount();
8159 if( tempcount
>= count
)
8160 return EQUIP_ERR_OK
;
8166 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8168 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8169 if( pItem
&& pItem
->GetEntry() == item
)
8171 tempcount
+= pItem
->GetCount();
8172 if( tempcount
>= count
)
8173 return EQUIP_ERR_OK
;
8176 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8178 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8179 if( pItem
&& pItem
->GetEntry() == item
)
8181 tempcount
+= pItem
->GetCount();
8182 if( tempcount
>= count
)
8183 return EQUIP_ERR_OK
;
8187 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8189 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8192 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8194 pItem
= GetItemByPos( i
, j
);
8195 if( pItem
&& pItem
->GetEntry() == item
)
8197 tempcount
+= pItem
->GetCount();
8198 if( tempcount
>= count
)
8199 return EQUIP_ERR_OK
;
8205 // not found req. item count and have unequippable items
8209 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8212 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8214 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8215 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8216 count
+= pItem
->GetCount();
8218 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8220 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8221 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8222 count
+= pItem
->GetCount();
8224 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8226 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8228 count
+= pBag
->GetItemCount(item
,skipItem
);
8231 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8233 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8235 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8236 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8237 count
+= pItem
->GetGemCountWithID(item
);
8243 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8245 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8246 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8247 count
+= pItem
->GetCount();
8249 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8251 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8253 count
+= pBag
->GetItemCount(item
,skipItem
);
8256 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8258 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8260 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8261 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8262 count
+= pItem
->GetGemCountWithID(item
);
8270 Item
* Player::GetItemByGuid( uint64 guid
) const
8272 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8274 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8275 if( pItem
&& pItem
->GetGUID() == guid
)
8278 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8280 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8281 if( pItem
&& pItem
->GetGUID() == guid
)
8285 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8287 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8290 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8292 Item
* pItem
= pBag
->GetItemByPos( j
);
8293 if( pItem
&& pItem
->GetGUID() == guid
)
8298 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8300 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8303 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8305 Item
* pItem
= pBag
->GetItemByPos( j
);
8306 if( pItem
&& pItem
->GetGUID() == guid
)
8315 Item
* Player::GetItemByPos( uint16 pos
) const
8317 uint8 bag
= pos
>> 8;
8318 uint8 slot
= pos
& 255;
8319 return GetItemByPos( bag
, slot
);
8322 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8324 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8325 return m_items
[slot
];
8326 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8327 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8329 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8331 return pBag
->GetItemByPos(slot
);
8336 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8341 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8342 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8343 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8344 default: return NULL
;
8347 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8348 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8354 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8360 Item
* Player::GetShield(bool useable
) const
8362 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8363 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8369 if( item
->IsBroken())
8375 uint32
Player::GetAttackBySlot( uint8 slot
)
8379 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8380 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8381 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8382 default: return MAX_ATTACK
;
8386 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8388 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8390 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8392 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8394 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8399 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8401 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8403 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8408 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8410 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8412 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8414 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8419 bool Player::IsBagPos( uint16 pos
)
8421 uint8 bag
= pos
>> 8;
8422 uint8 slot
= pos
& 255;
8423 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8425 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8430 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8436 if (bag
== INVENTORY_SLOT_BAG_0
)
8438 // any post selected
8439 if (slot
== NULL_SLOT
)
8443 if (slot
< EQUIPMENT_SLOT_END
)
8447 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8451 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8455 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8459 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8463 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8469 // bag content slots
8470 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8472 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8476 // any post selected
8477 if (slot
== NULL_SLOT
)
8480 return slot
< pBag
->GetBagSize();
8483 // bank bag content slots
8484 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8486 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8490 // any post selected
8491 if (slot
== NULL_SLOT
)
8494 return slot
< pBag
->GetBagSize();
8502 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8504 uint32 tempcount
= 0;
8505 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8507 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8508 if( pItem
&& pItem
->GetEntry() == item
)
8510 tempcount
+= pItem
->GetCount();
8511 if( tempcount
>= count
)
8515 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8517 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8518 if( pItem
&& pItem
->GetEntry() == item
)
8520 tempcount
+= pItem
->GetCount();
8521 if( tempcount
>= count
)
8525 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8527 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8529 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8531 Item
* pItem
= GetItemByPos( i
, j
);
8532 if( pItem
&& pItem
->GetEntry() == item
)
8534 tempcount
+= pItem
->GetCount();
8535 if( tempcount
>= count
)
8544 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8546 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8547 if( pItem
&& pItem
->GetEntry() == item
)
8549 tempcount
+= pItem
->GetCount();
8550 if( tempcount
>= count
)
8554 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8556 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8558 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8560 Item
* pItem
= GetItemByPos( i
, j
);
8561 if( pItem
&& pItem
->GetEntry() == item
)
8563 tempcount
+= pItem
->GetCount();
8564 if( tempcount
>= count
)
8575 bool Player::HasItemOrGemWithIdEquipped( uint32 item
, uint32 count
, uint8 except_slot
) const
8577 uint32 tempcount
= 0;
8578 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8580 if(i
==int(except_slot
))
8583 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8584 if( pItem
&& pItem
->GetEntry() == item
)
8586 tempcount
+= pItem
->GetCount();
8587 if( tempcount
>= count
)
8592 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8593 if (pProto
&& pProto
->GemProperties
)
8595 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8597 if(i
==int(except_slot
))
8600 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8601 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8603 tempcount
+= pItem
->GetGemCountWithID(item
);
8604 if( tempcount
>= count
)
8613 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory
, uint32 count
, uint8 except_slot
) const
8615 uint32 tempcount
= 0;
8616 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8618 if(i
==int(except_slot
))
8621 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8625 ItemPrototype
const *pProto
= pItem
->GetProto();
8629 if (pProto
->ItemLimitCategory
== limitCategory
)
8631 tempcount
+= pItem
->GetCount();
8632 if( tempcount
>= count
)
8636 if( pProto
->Socket
[0].Color
)
8638 tempcount
+= pItem
->GetGemCountWithLimitCategory(limitCategory
);
8639 if( tempcount
>= count
)
8647 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8649 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8653 *no_space_count
= count
;
8654 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8658 if(pProto
->MaxCount
<= 0)
8659 return EQUIP_ERR_OK
;
8661 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8663 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8666 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8667 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8670 return EQUIP_ERR_OK
;
8673 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8676 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8678 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8679 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8682 for(uint8 i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8684 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8685 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8688 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8690 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8692 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8694 pItem
= GetItemByPos( i
, j
);
8695 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8703 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8705 Item
* pItem2
= GetItemByPos( bag
, slot
);
8707 // ignore move item (this slot will be empty at move)
8708 if(pItem2
==pSrcItem
)
8713 // empty specific slot - check item fit to slot
8714 if( !pItem2
|| swap
)
8716 if( bag
== INVENTORY_SLOT_BAG_0
)
8719 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8720 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8722 // currencytoken case
8723 if(slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
8724 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8727 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8728 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8732 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8734 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8736 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8738 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8740 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8741 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8744 // non empty stack with space
8745 need_space
= pProto
->GetMaxStackSize();
8747 // non empty slot, check item type
8751 if(pItem2
->GetEntry() != pProto
->ItemId
)
8752 return EQUIP_ERR_ITEM_CANT_STACK
;
8755 if(pItem2
->GetCount() >= pProto
->GetMaxStackSize())
8756 return EQUIP_ERR_ITEM_CANT_STACK
;
8758 // free stack space or infinity
8759 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8762 if(need_space
> count
)
8765 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8766 if(!newPosition
.isContainedIn(dest
))
8768 dest
.push_back(newPosition
);
8769 count
-= need_space
;
8771 return EQUIP_ERR_OK
;
8774 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
8776 // skip specific bag already processed in first called _CanStoreItem_InBag
8778 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8780 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8782 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8784 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8786 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8788 // specialized bag mode or non-specilized
8789 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
8790 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8792 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8793 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8795 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8797 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8801 Item
* pItem2
= GetItemByPos( bag
, j
);
8803 // ignore move item (this slot will be empty at move)
8804 if(pItem2
==pSrcItem
)
8807 // if merge skip empty, if !merge skip non-empty
8808 if((pItem2
!=NULL
)!=merge
)
8813 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8815 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8816 if(need_space
> count
)
8819 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8820 if(!newPosition
.isContainedIn(dest
))
8822 dest
.push_back(newPosition
);
8823 count
-= need_space
;
8826 return EQUIP_ERR_OK
;
8832 uint32 need_space
= pProto
->GetMaxStackSize();
8833 if(need_space
> count
)
8836 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8837 if(!newPosition
.isContainedIn(dest
))
8839 dest
.push_back(newPosition
);
8840 count
-= need_space
;
8843 return EQUIP_ERR_OK
;
8847 return EQUIP_ERR_OK
;
8850 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
8852 for(uint32 j
= slot_begin
; j
< slot_end
; ++j
)
8854 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8855 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8858 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8860 // ignore move item (this slot will be empty at move)
8861 if(pItem2
==pSrcItem
)
8864 // if merge skip empty, if !merge skip non-empty
8865 if((pItem2
!=NULL
)!=merge
)
8870 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8872 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8873 if(need_space
> count
)
8875 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8876 if(!newPosition
.isContainedIn(dest
))
8878 dest
.push_back(newPosition
);
8879 count
-= need_space
;
8882 return EQUIP_ERR_OK
;
8888 uint32 need_space
= pProto
->GetMaxStackSize();
8889 if(need_space
> count
)
8892 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8893 if(!newPosition
.isContainedIn(dest
))
8895 dest
.push_back(newPosition
);
8896 count
-= need_space
;
8899 return EQUIP_ERR_OK
;
8903 return EQUIP_ERR_OK
;
8906 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8908 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8910 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8914 *no_space_count
= count
;
8915 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
8918 if(pItem
&& pItem
->IsBindedNotWith(this))
8921 *no_space_count
= count
;
8922 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
8925 // check count of items (skip for auto move for same player from bank)
8926 uint32 no_similar_count
= 0; // can't store this amount similar items
8927 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
8928 if(res
!=EQUIP_ERR_OK
)
8930 if(count
==no_similar_count
)
8933 *no_space_count
= no_similar_count
;
8936 count
-= no_similar_count
;
8940 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
8942 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
8943 if(res
!=EQUIP_ERR_OK
)
8946 *no_space_count
= count
+ no_similar_count
;
8952 if(no_similar_count
==0)
8953 return EQUIP_ERR_OK
;
8956 *no_space_count
= count
+ no_similar_count
;
8957 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8961 // not specific slot or have space for partly store only in specific slot
8964 if( bag
!= NULL_BAG
)
8966 // search stack in bag for merge to
8967 if( pProto
->Stackable
!= 1 )
8969 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8971 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8972 if(res
!=EQUIP_ERR_OK
)
8975 *no_space_count
= count
+ no_similar_count
;
8981 if(no_similar_count
==0)
8982 return EQUIP_ERR_OK
;
8985 *no_space_count
= count
+ no_similar_count
;
8986 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8989 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8990 if(res
!=EQUIP_ERR_OK
)
8993 *no_space_count
= count
+ no_similar_count
;
8999 if(no_similar_count
==0)
9000 return EQUIP_ERR_OK
;
9003 *no_space_count
= count
+ no_similar_count
;
9004 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9007 else // equipped bag
9009 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
9010 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9011 if(res
!=EQUIP_ERR_OK
)
9012 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9014 if(res
!=EQUIP_ERR_OK
)
9017 *no_space_count
= count
+ no_similar_count
;
9023 if(no_similar_count
==0)
9024 return EQUIP_ERR_OK
;
9027 *no_space_count
= count
+ no_similar_count
;
9028 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9033 // search free slot in bag for place to
9034 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
9036 // search free slot - keyring case
9037 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9039 uint32 keyringSize
= GetMaxKeyringSize();
9040 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9041 if(res
!=EQUIP_ERR_OK
)
9044 *no_space_count
= count
+ no_similar_count
;
9050 if(no_similar_count
==0)
9051 return EQUIP_ERR_OK
;
9054 *no_space_count
= count
+ no_similar_count
;
9055 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9058 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9059 if(res
!=EQUIP_ERR_OK
)
9062 *no_space_count
= count
+ no_similar_count
;
9068 if(no_similar_count
==0)
9069 return EQUIP_ERR_OK
;
9072 *no_space_count
= count
+ no_similar_count
;
9073 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9076 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9078 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9079 if(res
!=EQUIP_ERR_OK
)
9082 *no_space_count
= count
+ no_similar_count
;
9088 if(no_similar_count
==0)
9089 return EQUIP_ERR_OK
;
9092 *no_space_count
= count
+ no_similar_count
;
9093 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9097 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9098 if(res
!=EQUIP_ERR_OK
)
9101 *no_space_count
= count
+ no_similar_count
;
9107 if(no_similar_count
==0)
9108 return EQUIP_ERR_OK
;
9111 *no_space_count
= count
+ no_similar_count
;
9112 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9115 else // equipped bag
9117 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9118 if(res
!=EQUIP_ERR_OK
)
9119 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9121 if(res
!=EQUIP_ERR_OK
)
9124 *no_space_count
= count
+ no_similar_count
;
9130 if(no_similar_count
==0)
9131 return EQUIP_ERR_OK
;
9134 *no_space_count
= count
+ no_similar_count
;
9135 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9140 // not specific bag or have space for partly store only in specific bag
9142 // search stack for merge to
9143 if( pProto
->Stackable
!= 1 )
9145 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9146 if(res
!=EQUIP_ERR_OK
)
9149 *no_space_count
= count
+ no_similar_count
;
9155 if(no_similar_count
==0)
9156 return EQUIP_ERR_OK
;
9159 *no_space_count
= count
+ no_similar_count
;
9160 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9163 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9164 if(res
!=EQUIP_ERR_OK
)
9167 *no_space_count
= count
+ no_similar_count
;
9173 if(no_similar_count
==0)
9174 return EQUIP_ERR_OK
;
9177 *no_space_count
= count
+ no_similar_count
;
9178 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9181 if( pProto
->BagFamily
)
9183 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9185 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9186 if(res
!=EQUIP_ERR_OK
)
9191 if(no_similar_count
==0)
9192 return EQUIP_ERR_OK
;
9195 *no_space_count
= count
+ no_similar_count
;
9196 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9201 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9203 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9204 if(res
!=EQUIP_ERR_OK
)
9209 if(no_similar_count
==0)
9210 return EQUIP_ERR_OK
;
9213 *no_space_count
= count
+ no_similar_count
;
9214 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9219 // search free slot - special bag case
9220 if( pProto
->BagFamily
)
9222 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9224 uint32 keyringSize
= GetMaxKeyringSize();
9225 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9226 if(res
!=EQUIP_ERR_OK
)
9229 *no_space_count
= count
+ no_similar_count
;
9235 if(no_similar_count
==0)
9236 return EQUIP_ERR_OK
;
9239 *no_space_count
= count
+ no_similar_count
;
9240 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9243 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9245 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9246 if(res
!=EQUIP_ERR_OK
)
9249 *no_space_count
= count
+ no_similar_count
;
9255 if(no_similar_count
==0)
9256 return EQUIP_ERR_OK
;
9259 *no_space_count
= count
+ no_similar_count
;
9260 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9264 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9266 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9267 if(res
!=EQUIP_ERR_OK
)
9272 if(no_similar_count
==0)
9273 return EQUIP_ERR_OK
;
9276 *no_space_count
= count
+ no_similar_count
;
9277 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9283 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9284 if(res
!=EQUIP_ERR_OK
)
9287 *no_space_count
= count
+ no_similar_count
;
9293 if(no_similar_count
==0)
9294 return EQUIP_ERR_OK
;
9297 *no_space_count
= count
+ no_similar_count
;
9298 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9301 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9303 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9304 if(res
!=EQUIP_ERR_OK
)
9309 if(no_similar_count
==0)
9310 return EQUIP_ERR_OK
;
9313 *no_space_count
= count
+ no_similar_count
;
9314 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9319 *no_space_count
= count
+ no_similar_count
;
9321 return EQUIP_ERR_INVENTORY_FULL
;
9324 //////////////////////////////////////////////////////////////////////////
9325 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9330 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9331 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9332 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9333 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9335 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9336 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9337 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9338 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9340 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
9342 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9344 if (pItem2
&& !pItem2
->IsInTrade())
9346 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9350 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
9352 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9354 if (pItem2
&& !pItem2
->IsInTrade())
9356 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9360 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
9362 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9364 if (pItem2
&& !pItem2
->IsInTrade())
9366 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9370 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9372 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9374 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9376 pItem2
= GetItemByPos( i
, j
);
9377 if (pItem2
&& !pItem2
->IsInTrade())
9379 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9385 // check free space for all items
9386 for (int k
= 0; k
< count
; ++k
)
9388 Item
*pItem
= pItems
[k
];
9391 if (!pItem
) continue;
9393 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9394 ItemPrototype
const *pProto
= pItem
->GetProto();
9398 return EQUIP_ERR_ITEM_NOT_FOUND
;
9401 if(pItem
->IsBindedNotWith(this))
9402 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9405 ItemPrototype
const *pBagProto
;
9407 // item is 'one item only'
9408 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9409 if(res
!= EQUIP_ERR_OK
)
9412 // search stack for merge to
9413 if( pProto
->Stackable
!= 1 )
9415 bool b_found
= false;
9417 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; ++t
)
9419 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9420 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9422 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9427 if (b_found
) continue;
9429 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9431 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9432 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9434 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9439 if (b_found
) continue;
9441 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9443 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9444 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9446 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9451 if (b_found
) continue;
9453 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9455 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9458 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9460 pItem2
= GetItemByPos( t
, j
);
9461 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9463 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9470 if (b_found
) continue;
9474 if( pProto
->BagFamily
)
9476 bool b_found
= false;
9477 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9479 uint32 keyringSize
= GetMaxKeyringSize();
9480 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9482 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9484 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9491 if (b_found
) continue;
9493 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9495 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9497 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9499 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9506 if (b_found
) continue;
9508 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9510 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9513 pBagProto
= pBag
->GetProto();
9515 // not plain container check
9516 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9517 ItemCanGoIntoBag(pProto
,pBagProto
) )
9519 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9521 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9523 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9531 if (b_found
) continue;
9535 bool b_found
= false;
9536 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9538 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9540 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9545 if (b_found
) continue;
9547 // search free slot in bags
9548 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9550 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9553 pBagProto
= pBag
->GetProto();
9555 // special bag already checked
9556 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
))
9559 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9561 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9563 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9571 // no free slot found?
9573 return EQUIP_ERR_INVENTORY_FULL
;
9576 return EQUIP_ERR_OK
;
9579 //////////////////////////////////////////////////////////////////////////
9580 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9583 Item
*pItem
= Item::CreateItem( item
, 1, this );
9586 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9591 return EQUIP_ERR_ITEM_NOT_FOUND
;
9594 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9599 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9600 ItemPrototype
const *pProto
= pItem
->GetProto();
9603 if(pItem
->IsBindedNotWith(this))
9604 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9606 // check count of items (skip for auto move for same player from bank)
9607 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9608 if(res
!= EQUIP_ERR_OK
)
9611 // check this only in game
9614 // May be here should be more stronger checks; STUNNED checked
9615 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9616 if (hasUnitState(UNIT_STAT_STUNNED
))
9617 return EQUIP_ERR_YOU_ARE_STUNNED
;
9619 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9621 // - in-progress arenas
9622 if( !pProto
->CanChangeEquipStateInCombat() )
9625 return EQUIP_ERR_NOT_IN_COMBAT
;
9627 if(BattleGround
* bg
= GetBattleGround())
9628 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9629 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9632 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9633 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9635 if(IsNonMeleeSpellCasted(false))
9636 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9639 ScalingStatDistributionEntry
const *ssd
= pProto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(pProto
->ScalingStatDistribution
) : 0;
9640 if (ssd
&& ssd
->MaxLevel
< getLevel())
9641 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9643 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9644 if (eslot
== NULL_SLOT
)
9645 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9647 uint8 msg
= CanUseItem(pItem
, not_loading
);
9648 if (msg
!= EQUIP_ERR_OK
)
9650 if (!swap
&& GetItemByPos(INVENTORY_SLOT_BAG_0
, eslot
))
9651 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9653 // if swap ignore item (equipped also)
9654 if (uint8 res2
= CanEquipUniqueItem(pItem
, swap
? eslot
: NULL_SLOT
))
9657 // check unique-equipped special item classes
9658 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9660 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9662 if (Item
* pBag
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
))
9666 if (ItemPrototype
const* pBagProto
= pBag
->GetProto())
9668 if (pBagProto
->Class
==pProto
->Class
&& (!swap
|| pBag
->GetSlot() != eslot
))
9669 return (pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9670 ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
9671 : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9678 uint32 type
= pProto
->InventoryType
;
9680 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9682 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9684 if (!CanDualWield())
9685 return EQUIP_ERR_CANT_DUAL_WIELD
;
9687 else if (type
== INVTYPE_2HWEAPON
)
9689 if (!CanDualWield() || !CanTitanGrip())
9690 return EQUIP_ERR_CANT_DUAL_WIELD
;
9693 if (IsTwoHandUsed())
9694 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9697 // equip two-hand weapon case (with possible unequip 2 items)
9698 if (type
== INVTYPE_2HWEAPON
)
9700 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9702 if (!CanTitanGrip())
9703 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9705 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9706 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9708 if (!CanTitanGrip())
9710 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9711 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9712 ItemPosCountVec off_dest
;
9713 if (offItem
&& (!not_loading
||
9714 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9715 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
))
9716 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9719 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9720 return EQUIP_ERR_OK
;
9724 return !swap
? EQUIP_ERR_ITEM_NOT_FOUND
: EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9727 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9729 // Applied only to equipped items and bank bags
9730 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9731 return EQUIP_ERR_OK
;
9733 Item
* pItem
= GetItemByPos(pos
);
9735 // Applied only to existed equipped item
9737 return EQUIP_ERR_OK
;
9739 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9741 ItemPrototype
const *pProto
= pItem
->GetProto();
9743 return EQUIP_ERR_ITEM_NOT_FOUND
;
9745 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9747 // - in-progress arenas
9748 if( !pProto
->CanChangeEquipStateInCombat() )
9751 return EQUIP_ERR_NOT_IN_COMBAT
;
9753 if(BattleGround
* bg
= GetBattleGround())
9754 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9755 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9758 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9759 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9761 return EQUIP_ERR_OK
;
9764 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9767 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9769 uint32 count
= pItem
->GetCount();
9771 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9772 ItemPrototype
const *pProto
= pItem
->GetProto();
9774 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9776 if (pItem
->IsBindedNotWith(this))
9777 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9779 // check count of items (skip for auto move for same player from bank)
9780 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9781 if (res
!= EQUIP_ERR_OK
)
9785 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9787 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9789 if (!pItem
->IsBag())
9790 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9792 if (slot
- BANK_SLOT_BAG_START
>= GetBankBagSlotCount())
9793 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9795 if (uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9799 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9800 if (res
!=EQUIP_ERR_OK
)
9804 return EQUIP_ERR_OK
;
9807 // not specific slot or have space for partly store only in specific slot
9810 if( bag
!= NULL_BAG
)
9812 if( pProto
->InventoryType
== INVTYPE_BAG
)
9814 Bag
*pBag
= (Bag
*)pItem
;
9815 if( pBag
&& !pBag
->IsEmpty() )
9816 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9819 // search stack in bag for merge to
9820 if( pProto
->Stackable
!= 1 )
9822 if( bag
== INVENTORY_SLOT_BAG_0
)
9824 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9825 if(res
!=EQUIP_ERR_OK
)
9829 return EQUIP_ERR_OK
;
9833 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9834 if(res
!=EQUIP_ERR_OK
)
9835 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9837 if(res
!=EQUIP_ERR_OK
)
9841 return EQUIP_ERR_OK
;
9845 // search free slot in bag
9846 if( bag
== INVENTORY_SLOT_BAG_0
)
9848 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9849 if(res
!=EQUIP_ERR_OK
)
9853 return EQUIP_ERR_OK
;
9857 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, false, pItem
, NULL_BAG
, slot
);
9858 if(res
!= EQUIP_ERR_OK
)
9859 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, true, pItem
, NULL_BAG
, slot
);
9861 if(res
!= EQUIP_ERR_OK
)
9865 return EQUIP_ERR_OK
;
9869 // not specific bag or have space for partly store only in specific bag
9871 // search stack for merge to
9872 if( pProto
->Stackable
!= 1 )
9875 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9876 if(res
!= EQUIP_ERR_OK
)
9880 return EQUIP_ERR_OK
;
9883 if( pProto
->BagFamily
)
9885 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9887 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9888 if(res
!=EQUIP_ERR_OK
)
9892 return EQUIP_ERR_OK
;
9896 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9898 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9899 if(res
!=EQUIP_ERR_OK
)
9903 return EQUIP_ERR_OK
;
9907 // search free place in special bag
9908 if( pProto
->BagFamily
)
9910 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9912 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9913 if(res
!=EQUIP_ERR_OK
)
9917 return EQUIP_ERR_OK
;
9921 // search free space
9922 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9923 if(res
!=EQUIP_ERR_OK
)
9927 return EQUIP_ERR_OK
;
9929 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9931 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9932 if(res
!=EQUIP_ERR_OK
)
9936 return EQUIP_ERR_OK
;
9938 return EQUIP_ERR_BANK_FULL
;
9941 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
9945 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
9947 if (!isAlive() && not_loading
)
9948 return EQUIP_ERR_YOU_ARE_DEAD
;
9951 // return EQUIP_ERR_YOU_ARE_STUNNED;
9953 ItemPrototype
const *pProto
= pItem
->GetProto();
9956 if (pItem
->IsBindedNotWith(this))
9957 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9959 if ((pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0)
9960 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9962 if (pItem
->GetSkill() != 0)
9964 if (GetSkillValue( pItem
->GetSkill() ) == 0)
9965 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9968 if (pProto
->RequiredSkill
!= 0)
9970 if (GetSkillValue( pProto
->RequiredSkill
) == 0)
9971 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9973 if (GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9974 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9977 if (pProto
->RequiredSpell
!= 0 && !HasSpell(pProto
->RequiredSpell
))
9978 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9980 if (pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
9981 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
9983 if (getLevel() < pProto
->RequiredLevel
)
9984 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9986 return EQUIP_ERR_OK
;
9989 return EQUIP_ERR_ITEM_NOT_FOUND
;
9992 bool Player::CanUseItem( ItemPrototype
const *pProto
)
9994 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9998 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10000 if( pProto
->RequiredSkill
!= 0 )
10002 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10004 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10007 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10009 if( getLevel() < pProto
->RequiredLevel
)
10016 uint8
Player::CanUseAmmo( uint32 item
) const
10018 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
10020 return EQUIP_ERR_YOU_ARE_DEAD
;
10021 //if( isStunned() )
10022 // return EQUIP_ERR_YOU_ARE_STUNNED;
10023 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
10026 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
10027 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
10028 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10029 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10030 if( pProto
->RequiredSkill
!= 0 )
10032 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10033 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10034 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10035 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10037 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10038 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10039 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
10040 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10042 if( getLevel() < pProto
->RequiredLevel
)
10043 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10045 // Requires No Ammo
10046 if(GetDummyAura(46699))
10047 return EQUIP_ERR_BAG_FULL6
;
10049 return EQUIP_ERR_OK
;
10051 return EQUIP_ERR_ITEM_NOT_FOUND
;
10054 void Player::SetAmmo( uint32 item
)
10060 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10066 uint8 msg
= CanUseAmmo( item
);
10067 if( msg
!= EQUIP_ERR_OK
)
10069 SendEquipError( msg
, NULL
, NULL
);
10074 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10076 _ApplyAmmoBonuses();
10079 void Player::RemoveAmmo()
10081 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10085 if(CanModifyStats())
10086 UpdateDamagePhysical(RANGED_ATTACK
);
10089 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10090 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10093 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10094 count
+= itr
->count
;
10096 Item
*pItem
= Item::CreateItem( item
, count
, this );
10099 ItemAddedQuestCheck( item
, count
);
10100 if(randomPropertyId
)
10101 pItem
->SetItemRandomProperties(randomPropertyId
);
10102 pItem
= StoreItem( dest
, pItem
, update
);
10107 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10112 Item
* lastItem
= pItem
;
10113 uint32 entry
= pItem
->GetEntry();
10114 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10116 uint16 pos
= itr
->pos
;
10117 uint32 count
= itr
->count
;
10121 if(itr
== dest
.end())
10123 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10127 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10129 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
10133 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10134 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10139 uint8 bag
= pos
>> 8;
10140 uint8 slot
= pos
& 255;
10142 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10144 Item
*pItem2
= GetItemByPos( bag
, slot
);
10149 pItem
= pItem
->CloneItem(count
, this);
10151 pItem
->SetCount(count
);
10156 if (pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10157 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10158 (pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10159 pItem
->SetBinding( true );
10161 if (bag
== INVENTORY_SLOT_BAG_0
)
10163 m_items
[slot
] = pItem
;
10164 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10165 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10166 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10168 pItem
->SetSlot( slot
);
10169 pItem
->SetContainer( NULL
);
10171 // need update known currency
10172 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10173 UpdateKnownCurrencies(pItem
->GetEntry(), true);
10175 if (IsInWorld() && update
)
10177 pItem
->AddToWorld();
10178 pItem
->SendUpdateToPlayer( this );
10181 pItem
->SetState(ITEM_CHANGED
, this);
10183 else if (Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10185 pBag
->StoreItem( slot
, pItem
, update
);
10186 if( IsInWorld() && update
)
10188 pItem
->AddToWorld();
10189 pItem
->SendUpdateToPlayer( this );
10191 pItem
->SetState(ITEM_CHANGED
, this);
10192 pBag
->SetState(ITEM_CHANGED
, this);
10195 AddEnchantmentDurations(pItem
);
10196 AddItemDurations(pItem
);
10202 if (pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10203 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10204 (pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10205 pItem2
->SetBinding( true );
10207 pItem2
->SetCount( pItem2
->GetCount() + count
);
10208 if (IsInWorld() && update
)
10209 pItem2
->SendUpdateToPlayer( this );
10213 // delete item (it not in any slot currently)
10214 if (IsInWorld() && update
)
10216 pItem
->RemoveFromWorld();
10217 pItem
->DestroyForPlayer( this );
10220 RemoveEnchantmentDurations(pItem
);
10221 RemoveItemDurations(pItem
);
10223 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10224 pItem
->SetState(ITEM_REMOVED
, this);
10227 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10228 AddEnchantmentDurations(pItem2
);
10230 pItem2
->SetState(ITEM_CHANGED
, this);
10236 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10238 if (Item
*pItem
= Item::CreateItem( item
, 1, this ))
10240 ItemAddedQuestCheck( item
, 1 );
10241 return EquipItem( pos
, pItem
, update
);
10247 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10250 AddEnchantmentDurations(pItem
);
10251 AddItemDurations(pItem
);
10253 uint8 bag
= pos
>> 8;
10254 uint8 slot
= pos
& 255;
10256 Item
*pItem2
= GetItemByPos( bag
, slot
);
10260 VisualizeItem( slot
, pItem
);
10264 ItemPrototype
const *pProto
= pItem
->GetProto();
10266 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10267 if(pProto
&& pProto
->ItemSet
)
10268 AddItemsSetItem(this, pItem
);
10270 _ApplyItemMods(pItem
, slot
, true);
10272 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10274 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10276 if (getClass() == CLASS_ROGUE
)
10277 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10279 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10282 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10285 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10287 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10288 data
<< uint64(GetGUID());
10290 data
<< uint32(cooldownSpell
);
10292 GetSession()->SendPacket(&data
);
10297 if( IsInWorld() && update
)
10299 pItem
->AddToWorld();
10300 pItem
->SendUpdateToPlayer( this );
10303 ApplyEquipCooldown(pItem
);
10305 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10306 UpdateExpertise(BASE_ATTACK
);
10307 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10308 UpdateExpertise(OFF_ATTACK
);
10312 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10313 if( IsInWorld() && update
)
10314 pItem2
->SendUpdateToPlayer( this );
10316 // delete item (it not in any slot currently)
10317 //pItem->DeleteFromDB();
10318 if( IsInWorld() && update
)
10320 pItem
->RemoveFromWorld();
10321 pItem
->DestroyForPlayer( this );
10324 RemoveEnchantmentDurations(pItem
);
10325 RemoveItemDurations(pItem
);
10327 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10328 pItem
->SetState(ITEM_REMOVED
, this);
10329 pItem2
->SetState(ITEM_CHANGED
, this);
10331 ApplyEquipCooldown(pItem2
);
10336 // only for full equip instead adding to stack
10337 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10342 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10346 AddEnchantmentDurations(pItem
);
10347 AddItemDurations(pItem
);
10349 uint8 slot
= pos
& 255;
10350 VisualizeItem( slot
, pItem
);
10354 pItem
->AddToWorld();
10355 pItem
->SendUpdateToPlayer( this );
10358 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10362 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10366 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), pItem
->GetEntry());
10367 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0, pItem
->GetEnchantmentId(PERM_ENCHANTMENT_SLOT
));
10368 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 1, pItem
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
));
10372 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), 0);
10373 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0);
10377 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10382 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10383 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10384 pItem
->SetBinding( true );
10386 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10388 m_items
[slot
] = pItem
;
10389 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10390 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10391 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10392 pItem
->SetSlot( slot
);
10393 pItem
->SetContainer( NULL
);
10395 if( slot
< EQUIPMENT_SLOT_END
)
10396 SetVisibleItemSlot(slot
, pItem
);
10398 pItem
->SetState(ITEM_CHANGED
, this);
10401 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10403 // note: removeitem does not actually change the item
10404 // it only takes the item out of storage temporarily
10405 // note2: if removeitem is to be used for delinking
10406 // the item must be removed from the player's updatequeue
10408 Item
*pItem
= GetItemByPos( bag
, slot
);
10411 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10413 RemoveEnchantmentDurations(pItem
);
10414 RemoveItemDurations(pItem
);
10416 if( bag
== INVENTORY_SLOT_BAG_0
)
10418 if ( slot
< INVENTORY_SLOT_BAG_END
)
10420 ItemPrototype
const *pProto
= pItem
->GetProto();
10421 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10423 if(pProto
&& pProto
->ItemSet
)
10424 RemoveItemsSetItem(this, pProto
);
10426 _ApplyItemMods(pItem
, slot
, false);
10428 // remove item dependent auras and casts (only weapon and armor slots)
10429 if(slot
< EQUIPMENT_SLOT_END
)
10431 RemoveItemDependentAurasAndCasts(pItem
);
10433 // remove held enchantments, update expertise
10434 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10436 if (pItem
->GetItemSuffixFactor())
10438 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10439 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10443 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10444 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10447 UpdateExpertise(BASE_ATTACK
);
10449 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10450 UpdateExpertise(OFF_ATTACK
);
10453 // need update known currency
10454 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10455 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10457 m_items
[slot
] = NULL
;
10458 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10460 if ( slot
< EQUIPMENT_SLOT_END
)
10461 SetVisibleItemSlot(slot
, NULL
);
10465 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10467 pBag
->RemoveItem(slot
, update
);
10469 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10470 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10471 pItem
->SetSlot( NULL_SLOT
);
10472 if( IsInWorld() && update
)
10473 pItem
->SendUpdateToPlayer( this );
10477 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10478 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10480 if(Item
* it
= GetItemByPos(bag
,slot
))
10482 ItemRemovedQuestCheck(it
->GetEntry(), it
->GetCount());
10483 RemoveItem(bag
, slot
, update
);
10484 it
->RemoveFromUpdateQueueOf(this);
10485 if(it
->IsInWorld())
10487 it
->RemoveFromWorld();
10488 it
->DestroyForPlayer( this );
10493 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10494 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10496 // update quest counters
10497 ItemAddedQuestCheck(pItem
->GetEntry(), pItem
->GetCount());
10500 Item
* pLastItem
= StoreItem(dest
, pItem
, update
);
10502 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10503 if(pLastItem
== pItem
)
10505 // update owner for last item (this can be original item with wrong owner
10506 if(pLastItem
->GetOwnerGUID() != GetGUID())
10507 pLastItem
->SetOwnerGUID(GetGUID());
10509 // if this original item then it need create record in inventory
10510 // in case trade we already have item in other player inventory
10511 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10515 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10517 Item
*pItem
= GetItemByPos( bag
, slot
);
10520 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10522 // start from destroy contained items (only equipped bag can have its)
10523 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10525 for (int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
10526 DestroyItem(slot
, i
, update
);
10529 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10530 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10532 RemoveEnchantmentDurations(pItem
);
10533 RemoveItemDurations(pItem
);
10535 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10537 if( bag
== INVENTORY_SLOT_BAG_0
)
10539 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10541 // equipment and equipped bags can have applied bonuses
10542 if ( slot
< INVENTORY_SLOT_BAG_END
)
10544 ItemPrototype
const *pProto
= pItem
->GetProto();
10546 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10547 if(pProto
&& pProto
->ItemSet
)
10548 RemoveItemsSetItem(this, pProto
);
10550 _ApplyItemMods(pItem
, slot
, false);
10553 if ( slot
< EQUIPMENT_SLOT_END
)
10555 // remove item dependent auras and casts (only weapon and armor slots)
10556 RemoveItemDependentAurasAndCasts(pItem
);
10558 // update expertise
10559 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10560 UpdateExpertise(BASE_ATTACK
);
10561 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10562 UpdateExpertise(OFF_ATTACK
);
10564 // equipment visual show
10565 SetVisibleItemSlot(slot
, NULL
);
10567 // need update known currency
10568 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10569 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10571 m_items
[slot
] = NULL
;
10573 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10574 pBag
->RemoveItem(slot
, update
);
10576 if( IsInWorld() && update
)
10578 pItem
->RemoveFromWorld();
10579 pItem
->DestroyForPlayer(this);
10582 //pItem->SetOwnerGUID(0);
10583 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10584 pItem
->SetSlot( NULL_SLOT
);
10585 pItem
->SetState(ITEM_REMOVED
, this);
10589 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10591 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10592 uint32 remcount
= 0;
10595 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10597 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10599 if (pItem
->GetEntry() == item
)
10601 if (pItem
->GetCount() + remcount
<= count
)
10603 // all items in inventory can unequipped
10604 remcount
+= pItem
->GetCount();
10605 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10607 if (remcount
>= count
)
10612 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10613 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10614 if (IsInWorld() & update
)
10615 pItem
->SendUpdateToPlayer( this );
10616 pItem
->SetState(ITEM_CHANGED
, this);
10623 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10625 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10627 if (pItem
->GetEntry() == item
)
10629 if (pItem
->GetCount() + remcount
<= count
)
10631 // all keys can be unequipped
10632 remcount
+= pItem
->GetCount();
10633 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10635 if (remcount
>= count
)
10640 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10641 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10642 if (IsInWorld() & update
)
10643 pItem
->SendUpdateToPlayer( this );
10644 pItem
->SetState(ITEM_CHANGED
, this);
10651 // in inventory bags
10652 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10654 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10656 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10658 if(Item
* pItem
= pBag
->GetItemByPos(j
))
10660 if (pItem
->GetEntry() == item
)
10662 // all items in bags can be unequipped
10663 if (pItem
->GetCount() + remcount
<= count
)
10665 remcount
+= pItem
->GetCount();
10666 DestroyItem( i
, j
, update
);
10668 if (remcount
>= count
)
10673 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10674 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10675 if (IsInWorld() && update
)
10676 pItem
->SendUpdateToPlayer( this );
10677 pItem
->SetState(ITEM_CHANGED
, this);
10686 // in equipment and bag list
10687 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10689 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10691 if (pItem
&& pItem
->GetEntry() == item
)
10693 if (pItem
->GetCount() + remcount
<= count
)
10695 if (!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false) == EQUIP_ERR_OK
)
10697 remcount
+= pItem
->GetCount();
10698 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10700 if (remcount
>= count
)
10706 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10707 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10708 if (IsInWorld() & update
)
10709 pItem
->SendUpdateToPlayer( this );
10710 pItem
->SetState(ITEM_CHANGED
, this);
10718 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10720 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10723 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10724 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10725 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10726 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10728 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10729 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10730 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10731 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10733 // in inventory bags
10734 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10735 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10736 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10737 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10738 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10739 DestroyItem(i
, j
, update
);
10741 // in equipment and bag list
10742 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10743 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10744 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10745 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10748 void Player::DestroyConjuredItems( bool update
)
10750 // used when entering arena
10751 // destroys all conjured items
10752 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10755 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10756 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10757 if (pItem
->IsConjuredConsumable())
10758 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10760 // in inventory bags
10761 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10762 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10763 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10764 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10765 if (pItem
->IsConjuredConsumable())
10766 DestroyItem( i
, j
, update
);
10768 // in equipment and bag list
10769 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10770 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10771 if (pItem
->IsConjuredConsumable())
10772 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10775 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10780 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10782 if( pItem
->GetCount() <= count
)
10784 count
-= pItem
->GetCount();
10786 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10790 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10791 pItem
->SetCount( pItem
->GetCount() - count
);
10793 if( IsInWorld() & update
)
10794 pItem
->SendUpdateToPlayer( this );
10795 pItem
->SetState(ITEM_CHANGED
, this);
10799 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10801 uint8 srcbag
= src
>> 8;
10802 uint8 srcslot
= src
& 255;
10804 uint8 dstbag
= dst
>> 8;
10805 uint8 dstslot
= dst
& 255;
10807 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10810 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10814 // not let split all items (can be only at cheating)
10815 if(pSrcItem
->GetCount() == count
)
10817 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10821 // not let split more existed items (can be only at cheating)
10822 if(pSrcItem
->GetCount() < count
)
10824 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10828 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10830 //best error message found for attempting to split while looting
10831 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10835 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
10836 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
10839 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10843 if( IsInventoryPos( dst
) )
10845 // change item amount before check (for unique max count check)
10846 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10848 ItemPosCountVec dest
;
10849 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10850 if( msg
!= EQUIP_ERR_OK
)
10853 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10854 SendEquipError( msg
, pSrcItem
, NULL
);
10859 pSrcItem
->SendUpdateToPlayer( this );
10860 pSrcItem
->SetState(ITEM_CHANGED
, this);
10861 StoreItem( dest
, pNewItem
, true);
10863 else if( IsBankPos ( dst
) )
10865 // change item amount before check (for unique max count check)
10866 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10868 ItemPosCountVec dest
;
10869 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10870 if( msg
!= EQUIP_ERR_OK
)
10873 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10874 SendEquipError( msg
, pSrcItem
, NULL
);
10879 pSrcItem
->SendUpdateToPlayer( this );
10880 pSrcItem
->SetState(ITEM_CHANGED
, this);
10881 BankItem( dest
, pNewItem
, true);
10883 else if( IsEquipmentPos ( dst
) )
10885 // change item amount before check (for unique max count check), provide space for splitted items
10886 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10889 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
10890 if( msg
!= EQUIP_ERR_OK
)
10893 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10894 SendEquipError( msg
, pSrcItem
, NULL
);
10899 pSrcItem
->SendUpdateToPlayer( this );
10900 pSrcItem
->SetState(ITEM_CHANGED
, this);
10901 EquipItem( dest
, pNewItem
, true);
10902 AutoUnequipOffhandIfNeed();
10906 void Player::SwapItem( uint16 src
, uint16 dst
)
10908 uint8 srcbag
= src
>> 8;
10909 uint8 srcslot
= src
& 255;
10911 uint8 dstbag
= dst
>> 8;
10912 uint8 dstslot
= dst
& 255;
10914 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10915 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
10920 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
10924 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
10930 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
10932 //best error message found for attempting to swap while looting
10933 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
10937 // check unequip potability for equipped items and bank bags
10938 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
10940 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10941 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
) || pDstItem
&& pDstItem
->IsBag() && ((Bag
*)pDstItem
)->IsEmpty());
10942 if(msg
!= EQUIP_ERR_OK
)
10944 SendEquipError( msg
, pSrcItem
, pDstItem
);
10949 // prevent put equipped/bank bag in self
10950 if( IsBagPos ( src
) && srcslot
== dstbag
)
10952 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
10960 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
10962 //best error message found for attempting to swap while looting
10963 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
10967 // check unequip potability for equipped items and bank bags
10968 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
10970 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10971 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) || pSrcItem
->IsBag() && ((Bag
*)pSrcItem
)->IsEmpty());
10972 if(msg
!= EQUIP_ERR_OK
)
10974 SendEquipError( msg
, pSrcItem
, pDstItem
);
10980 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
10981 // or swap empty bag with another empty or not empty bag (with items exchange)
10986 if( IsInventoryPos( dst
) )
10988 ItemPosCountVec dest
;
10989 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
10990 if( msg
!= EQUIP_ERR_OK
)
10992 SendEquipError( msg
, pSrcItem
, NULL
);
10996 RemoveItem(srcbag
, srcslot
, true);
10997 StoreItem( dest
, pSrcItem
, true);
10999 else if( IsBankPos ( dst
) )
11001 ItemPosCountVec dest
;
11002 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
11003 if( msg
!= EQUIP_ERR_OK
)
11005 SendEquipError( msg
, pSrcItem
, NULL
);
11009 RemoveItem(srcbag
, srcslot
, true);
11010 BankItem( dest
, pSrcItem
, true);
11012 else if( IsEquipmentPos ( dst
) )
11015 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
11016 if( msg
!= EQUIP_ERR_OK
)
11018 SendEquipError( msg
, pSrcItem
, NULL
);
11022 RemoveItem(srcbag
, srcslot
, true);
11023 EquipItem(dest
, pSrcItem
, true);
11024 AutoUnequipOffhandIfNeed();
11030 // attempt merge to / fill target item
11031 if(!pSrcItem
->IsBag() && !pDstItem
->IsBag())
11034 ItemPosCountVec sDest
;
11036 if( IsInventoryPos( dst
) )
11037 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11038 else if( IsBankPos ( dst
) )
11039 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11040 else if( IsEquipmentPos ( dst
) )
11041 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11045 // can be merge/fill
11046 if(msg
== EQUIP_ERR_OK
)
11048 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
11050 RemoveItem(srcbag
, srcslot
, true);
11052 if( IsInventoryPos( dst
) )
11053 StoreItem( sDest
, pSrcItem
, true);
11054 else if( IsBankPos ( dst
) )
11055 BankItem( sDest
, pSrcItem
, true);
11056 else if( IsEquipmentPos ( dst
) )
11058 EquipItem( eDest
, pSrcItem
, true);
11059 AutoUnequipOffhandIfNeed();
11064 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
11065 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
11066 pSrcItem
->SetState(ITEM_CHANGED
, this);
11067 pDstItem
->SetState(ITEM_CHANGED
, this);
11070 pSrcItem
->SendUpdateToPlayer( this );
11071 pDstItem
->SendUpdateToPlayer( this );
11078 // impossible merge/fill, do real swap
11081 // check src->dest move possibility
11082 ItemPosCountVec sDest
;
11084 if( IsInventoryPos( dst
) )
11085 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11086 else if( IsBankPos( dst
) )
11087 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11088 else if( IsEquipmentPos( dst
) )
11090 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11091 if( msg
== EQUIP_ERR_OK
)
11092 msg
= CanUnequipItem( eDest
, true );
11095 if( msg
!= EQUIP_ERR_OK
)
11097 SendEquipError( msg
, pSrcItem
, pDstItem
);
11101 // check dest->src move possibility
11102 ItemPosCountVec sDest2
;
11104 if( IsInventoryPos( src
) )
11105 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11106 else if( IsBankPos( src
) )
11107 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11108 else if( IsEquipmentPos( src
) )
11110 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11111 if( msg
== EQUIP_ERR_OK
)
11112 msg
= CanUnequipItem( eDest2
, true);
11115 if( msg
!= EQUIP_ERR_OK
)
11117 SendEquipError( msg
, pDstItem
, pSrcItem
);
11121 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11122 if(pSrcItem
->IsBag() && pDstItem
->IsBag())
11124 Bag
* emptyBag
= NULL
;
11125 Bag
* fullBag
= NULL
;
11126 if(((Bag
*)pSrcItem
)->IsEmpty() && !IsBagPos(src
))
11128 emptyBag
= (Bag
*)pSrcItem
;
11129 fullBag
= (Bag
*)pDstItem
;
11131 else if(((Bag
*)pDstItem
)->IsEmpty() && !IsBagPos(dst
))
11133 emptyBag
= (Bag
*)pDstItem
;
11134 fullBag
= (Bag
*)pSrcItem
;
11137 // bag swap (with items exchange) case
11138 if(emptyBag
&& fullBag
)
11140 ItemPrototype
const* emotyProto
= emptyBag
->GetProto();
11144 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11146 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11150 ItemPrototype
const* bagItemProto
= bagItem
->GetProto();
11151 if (!bagItemProto
|| !ItemCanGoIntoBag(bagItemProto
, emotyProto
))
11153 // one from items not go to empty target bag
11154 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11162 if (count
> emptyBag
->GetBagSize())
11164 // too small targeted bag
11165 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
, pSrcItem
, pDstItem
);
11170 count
= 0; // will pos in new bag
11171 for(int i
= 0; i
< fullBag
->GetBagSize(); ++i
)
11173 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11177 fullBag
->RemoveItem(i
, true);
11178 emptyBag
->StoreItem(count
, bagItem
, true);
11179 bagItem
->SetState(ITEM_CHANGED
, this);
11186 // now do moves, remove...
11187 RemoveItem(dstbag
, dstslot
, false);
11188 RemoveItem(srcbag
, srcslot
, false);
11191 if( IsInventoryPos( dst
) )
11192 StoreItem(sDest
, pSrcItem
, true);
11193 else if( IsBankPos( dst
) )
11194 BankItem(sDest
, pSrcItem
, true);
11195 else if( IsEquipmentPos( dst
) )
11196 EquipItem(eDest
, pSrcItem
, true);
11199 if( IsInventoryPos( src
) )
11200 StoreItem(sDest2
, pDstItem
, true);
11201 else if( IsBankPos( src
) )
11202 BankItem(sDest2
, pDstItem
, true);
11203 else if( IsEquipmentPos( src
) )
11204 EquipItem(eDest2
, pDstItem
, true);
11206 AutoUnequipOffhandIfNeed();
11209 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11213 uint32 slot
= m_currentBuybackSlot
;
11214 // if current back slot non-empty search oldest or free
11217 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11218 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11220 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11229 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11231 if(oldest_time
> i_time
)
11233 oldest_time
= i_time
;
11239 slot
= oldest_slot
;
11242 RemoveItemFromBuyBackSlot( slot
, true );
11243 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11245 m_items
[slot
] = pItem
;
11246 time_t base
= time(NULL
);
11247 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11248 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11250 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), pItem
->GetGUID() );
11251 ItemPrototype
const *pProto
= pItem
->GetProto();
11253 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11255 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11256 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11258 // move to next (for non filled list is move most optimized choice)
11259 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
- 1)
11260 ++m_currentBuybackSlot
;
11264 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11266 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11267 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11268 return m_items
[slot
];
11272 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11274 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11275 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11277 Item
*pItem
= m_items
[slot
];
11280 pItem
->RemoveFromWorld();
11281 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11284 m_items
[slot
] = NULL
;
11286 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11287 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), 0 );
11288 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11289 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11291 // if current backslot is filled set to now free slot
11292 if(m_items
[m_currentBuybackSlot
])
11293 m_currentBuybackSlot
= slot
;
11297 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11299 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg
);
11300 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11301 data
<< uint8(msg
);
11305 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11306 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11307 data
<< uint8(0); // not 0 there...
11309 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11314 if(ItemPrototype
const* proto
= pItem
->GetProto())
11315 level
= proto
->RequiredLevel
;
11317 data
<< uint32(level
); // new 2.4.0
11320 GetSession()->SendPacket(&data
);
11323 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11325 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11326 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11327 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11328 data
<< uint32(item
);
11330 data
<< uint32(param
);
11331 data
<< uint8(msg
);
11332 GetSession()->SendPacket(&data
);
11335 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11337 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11338 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11339 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11340 data
<< uint64(guid
);
11342 data
<< uint32(param
);
11343 data
<< uint8(msg
);
11344 GetSession()->SendPacket(&data
);
11347 void Player::ClearTrade()
11350 acceptTrade
= false;
11351 for(int i
= 0; i
< TRADE_SLOT_COUNT
; ++i
)
11352 tradeItems
[i
] = NULL_SLOT
;
11355 void Player::TradeCancel(bool sendback
)
11359 // send yellow "Trade canceled" message to both traders
11363 ws
->SendCancelTrade();
11364 ws
= pTrader
->GetSession();
11365 if(!ws
->PlayerLogout())
11366 ws
->SendCancelTrade();
11370 pTrader
->ClearTrade();
11371 // prevent loss of reference
11372 pTrader
->pTrader
= NULL
;
11377 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11379 if(m_itemDuration
.empty())
11382 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
, realtimeonly
);
11384 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); )
11387 ++itr
; // current element can be erased in UpdateDuration
11389 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11390 item
->UpdateDuration(this,time
);
11394 void Player::UpdateEnchantTime(uint32 time
)
11396 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11400 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11402 next
= m_enchantDuration
.erase(itr
);
11404 else if(itr
->leftduration
<= time
)
11406 ApplyEnchantment(itr
->item
, itr
->slot
, false, false);
11407 itr
->item
->ClearEnchantment(itr
->slot
);
11408 next
= m_enchantDuration
.erase(itr
);
11410 else if(itr
->leftduration
> time
)
11412 itr
->leftduration
-= time
;
11418 void Player::AddEnchantmentDurations(Item
*item
)
11420 for(int x
= 0; x
< MAX_ENCHANTMENT_SLOT
; ++x
)
11422 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11425 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11427 AddEnchantmentDuration(item
, EnchantmentSlot(x
), duration
);
11431 void Player::RemoveEnchantmentDurations(Item
*item
)
11433 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end();)
11435 if(itr
->item
== item
)
11437 // save duration in item
11438 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
), itr
->leftduration
);
11439 itr
= m_enchantDuration
.erase(itr
);
11446 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11448 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11449 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(), next
; itr
!= m_enchantDuration
.end(); itr
= next
)
11452 if(itr
->slot
== slot
)
11454 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11456 // remove from stats
11457 ApplyEnchantment(itr
->item
, slot
, false, false);
11459 itr
->item
->ClearEnchantment(slot
);
11461 // remove from update list
11462 next
= m_enchantDuration
.erase(itr
);
11468 // remove enchants from inventory items
11469 // NOTE: no need to remove these from stats, since these aren't equipped
11471 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11473 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11474 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11475 pItem
->ClearEnchantment(slot
);
11478 // in inventory bags
11479 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11481 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11484 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11486 Item
* pItem
= pBag
->GetItemByPos(j
);
11487 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11488 pItem
->ClearEnchantment(slot
);
11494 // duration == 0 will remove item enchant
11495 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11500 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11503 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11505 if(itr
->item
== item
&& itr
->slot
== slot
)
11507 itr
->item
->SetEnchantmentDuration(itr
->slot
, itr
->leftduration
);
11508 m_enchantDuration
.erase(itr
);
11512 if(item
&& duration
> 0 )
11514 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(), slot
, uint32(duration
/1000));
11515 m_enchantDuration
.push_back(EnchantDuration(item
, slot
, duration
));
11519 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11521 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11522 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11525 void Player::ApplyEnchantment(Item
*item
, EnchantmentSlot slot
, bool apply
, bool apply_dur
, bool ignore_condition
)
11530 if(!item
->IsEquipped())
11533 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11536 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11540 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11544 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11547 if (!item
->IsBroken())
11549 for (int s
= 0; s
< 3; ++s
)
11551 uint32 enchant_display_type
= pEnchant
->type
[s
];
11552 uint32 enchant_amount
= pEnchant
->amount
[s
];
11553 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11555 switch(enchant_display_type
)
11557 case ITEM_ENCHANTMENT_TYPE_NONE
:
11559 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11560 // processed in Player::CastItemCombatSpell
11562 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11563 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11564 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11565 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11566 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11567 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11568 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11570 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11571 if(enchant_spell_id
)
11575 int32 basepoints
= 0;
11576 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11577 if (item
->GetItemRandomPropertyId())
11579 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11582 // Search enchant_amount
11583 for (int k
= 0; k
< 3; ++k
)
11585 if(item_rand
->enchant_id
[k
] == enchant_id
)
11587 basepoints
= int32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11593 // Cast custom spell vs all equal basepoints getted from enchant_amount
11595 CastCustomSpell(this, enchant_spell_id
, &basepoints
, &basepoints
, &basepoints
, true, item
);
11597 CastSpell(this, enchant_spell_id
, true, item
);
11600 RemoveAurasDueToItemSpell(item
, enchant_spell_id
);
11603 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11604 if (!enchant_amount
)
11606 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11609 for (int k
= 0; k
< 3; ++k
)
11611 if(item_rand
->enchant_id
[k
] == enchant_id
)
11613 enchant_amount
= uint32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11620 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11622 case ITEM_ENCHANTMENT_TYPE_STAT
:
11624 if (!enchant_amount
)
11626 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11627 if(item_rand_suffix
)
11629 for (int k
= 0; k
< 3; ++k
)
11631 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11633 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11640 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11641 switch (enchant_spell_id
)
11643 case ITEM_MOD_MANA
:
11644 sLog
.outDebug("+ %u MANA",enchant_amount
);
11645 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(enchant_amount
), apply
);
11647 case ITEM_MOD_HEALTH
:
11648 sLog
.outDebug("+ %u HEALTH",enchant_amount
);
11649 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(enchant_amount
), apply
);
11651 case ITEM_MOD_AGILITY
:
11652 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11653 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11654 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11656 case ITEM_MOD_STRENGTH
:
11657 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11658 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11659 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11661 case ITEM_MOD_INTELLECT
:
11662 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11663 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11664 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11666 case ITEM_MOD_SPIRIT
:
11667 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11668 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11669 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11671 case ITEM_MOD_STAMINA
:
11672 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11673 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11674 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11676 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11677 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11678 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11680 case ITEM_MOD_DODGE_RATING
:
11681 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11682 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11684 case ITEM_MOD_PARRY_RATING
:
11685 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11686 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11688 case ITEM_MOD_BLOCK_RATING
:
11689 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11690 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11692 case ITEM_MOD_HIT_MELEE_RATING
:
11693 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11694 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11696 case ITEM_MOD_HIT_RANGED_RATING
:
11697 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11698 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11700 case ITEM_MOD_HIT_SPELL_RATING
:
11701 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11702 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11704 case ITEM_MOD_CRIT_MELEE_RATING
:
11705 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11706 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11708 case ITEM_MOD_CRIT_RANGED_RATING
:
11709 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11710 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11712 case ITEM_MOD_CRIT_SPELL_RATING
:
11713 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11714 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11716 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11718 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11719 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11721 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11722 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11724 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11725 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11727 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11728 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11730 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11731 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11733 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11734 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11736 // case ITEM_MOD_HASTE_MELEE_RATING:
11737 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11739 // case ITEM_MOD_HASTE_RANGED_RATING:
11740 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11742 case ITEM_MOD_HASTE_SPELL_RATING
:
11743 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11745 case ITEM_MOD_HIT_RATING
:
11746 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11747 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11748 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11749 sLog
.outDebug("+ %u HIT", enchant_amount
);
11751 case ITEM_MOD_CRIT_RATING
:
11752 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11753 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11754 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11755 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11757 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11758 // case ITEM_MOD_HIT_TAKEN_RATING:
11759 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11760 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11761 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11763 // case ITEM_MOD_CRIT_TAKEN_RATING:
11764 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11765 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11766 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11768 case ITEM_MOD_RESILIENCE_RATING
:
11769 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11770 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11771 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11772 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11774 case ITEM_MOD_HASTE_RATING
:
11775 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11776 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11777 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11778 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11780 case ITEM_MOD_EXPERTISE_RATING
:
11781 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11782 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11784 case ITEM_MOD_ATTACK_POWER
:
11785 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11786 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11787 sLog
.outDebug("+ %u ATTACK_POWER", enchant_amount
);
11789 case ITEM_MOD_RANGED_ATTACK_POWER
:
11790 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11791 sLog
.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount
);
11793 case ITEM_MOD_FERAL_ATTACK_POWER
:
11794 ((Player
*)this)->ApplyFeralAPBonus(enchant_amount
, apply
);
11795 sLog
.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount
);
11797 case ITEM_MOD_SPELL_HEALING_DONE
:
11798 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
11799 sLog
.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount
);
11801 case ITEM_MOD_SPELL_DAMAGE_DONE
:
11802 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
11803 sLog
.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount
);
11805 case ITEM_MOD_MANA_REGENERATION
:
11806 ((Player
*)this)->ApplyManaRegenBonus(enchant_amount
, apply
);
11807 sLog
.outDebug("+ %u MANA_REGENERATION", enchant_amount
);
11809 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
11810 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
11811 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
11813 case ITEM_MOD_SPELL_POWER
:
11814 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
11815 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
11816 sLog
.outDebug("+ %u SPELL_POWER", enchant_amount
);
11823 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11825 if(getClass() == CLASS_SHAMAN
)
11827 float addValue
= 0.0f
;
11828 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11830 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
11831 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11833 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11835 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
11836 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11841 case ITEM_ENCHANTMENT_TYPE_USE_SPELL
:
11842 // processed in Player::CastItemUseSpell
11844 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET
:
11848 sLog
.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id
, enchant_display_type
);
11850 } /*switch(enchant_display_type)*/
11854 // visualize enchantment at player and equipped items
11855 if(slot
== PERM_ENCHANTMENT_SLOT
)
11856 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 0, apply
? item
->GetEnchantmentId(slot
) : 0);
11858 if(slot
== TEMP_ENCHANTMENT_SLOT
)
11859 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 1, apply
? item
->GetEnchantmentId(slot
) : 0);
11867 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11869 AddEnchantmentDuration(item
, slot
, duration
);
11873 // duration == 0 will remove EnchantDuration
11874 AddEnchantmentDuration(item
, slot
, 0);
11879 void Player::SendEnchantmentDurations()
11881 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11883 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(), itr
->slot
, uint32(itr
->leftduration
) / 1000);
11887 void Player::SendItemDurations()
11889 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); ++itr
)
11891 (*itr
)->SendTimeUpdate(this);
11895 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11897 if(!item
) // prevent crash
11900 // last check 2.0.10
11901 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11902 data
<< uint64(GetGUID()); // player GUID
11903 data
<< uint32(received
); // 0=looted, 1=from npc
11904 data
<< uint32(created
); // 0=received, 1=created
11905 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11906 data
<< uint8(item
->GetBagSlot()); // bagslot
11907 // item slot, but when added to stack: 0xFFFFFFFF
11908 data
<< uint32((item
->GetCount() == count
) ? item
->GetSlot() : -1);
11909 data
<< uint32(item
->GetEntry()); // item id
11910 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11911 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11912 data
<< uint32(count
); // count of items
11913 data
<< uint32(GetItemCount(item
->GetEntry())); // count of items in inventory
11915 if (broadcast
&& GetGroup())
11916 GetGroup()->BroadcastPacket(&data
, true);
11918 GetSession()->SendPacket(&data
);
11921 /*********************************************************/
11922 /*** QUEST SYSTEM ***/
11923 /*********************************************************/
11925 void Player::PrepareQuestMenu( uint64 guid
)
11928 QuestRelations
* pObjectQR
;
11929 QuestRelations
* pObjectQIR
;
11931 // pets also can have quests
11932 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid
);
11935 pObject
= (Object
*)pCreature
;
11936 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11937 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11941 GameObject
*pGameObject
= GetMap()->GetGameObject(guid
);
11944 pObject
= (Object
*)pGameObject
;
11945 pObjectQR
= &objmgr
.mGOQuestRelations
;
11946 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11952 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
11955 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
11957 uint32 quest_id
= i
->second
;
11958 QuestStatus status
= GetQuestStatus( quest_id
);
11959 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
11960 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
11961 else if ( status
== QUEST_STATUS_INCOMPLETE
)
11962 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
11963 else if (status
== QUEST_STATUS_AVAILABLE
)
11964 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11967 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
11969 uint32 quest_id
= i
->second
;
11970 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11971 if(!pQuest
) continue;
11973 QuestStatus status
= GetQuestStatus( quest_id
);
11975 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
11976 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
11977 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
11978 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11982 void Player::SendPreparedQuest( uint64 guid
)
11984 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
11985 if( questMenu
.Empty() )
11988 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
11990 uint32 status
= qmi0
.m_qIcon
;
11992 // single element case
11993 if ( questMenu
.MenuItemCount() == 1 )
11995 // Auto open -- maybe also should verify there is no greeting
11996 uint32 quest_id
= qmi0
.m_qId
;
11997 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12001 if( status
== DIALOG_STATUS_UNK2
&& !GetQuestRewardStatus( quest_id
) )
12002 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
, false), true );
12003 else if( status
== DIALOG_STATUS_UNK2
)
12004 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
, false), true );
12005 // Send completable on repeatable quest if player don't have quest
12006 else if( pQuest
->IsRepeatable() && !pQuest
->IsDaily() )
12007 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
12009 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
12012 // multiply entries
12018 std::string title
= "";
12020 // need pet case for some quests
12021 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
12024 uint32 textid
= pCreature
->GetNpcTextId();
12025 GossipText
const* gossiptext
= objmgr
.GetGossipText(textid
);
12028 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12029 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12034 qe
= gossiptext
->Options
[0].Emotes
[0];
12036 if(!gossiptext
->Options
[0].Text_0
.empty())
12038 title
= gossiptext
->Options
[0].Text_0
;
12040 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12043 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12046 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
12047 title
= nl
->Text_0
[0][loc_idx
];
12053 title
= gossiptext
->Options
[0].Text_1
;
12055 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12058 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12061 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
12062 title
= nl
->Text_1
[0][loc_idx
];
12068 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
12072 bool Player::IsActiveQuest( uint32 quest_id
) const
12074 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
12076 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
12079 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
12082 QuestRelations
* pObjectQR
;
12083 QuestRelations
* pObjectQIR
;
12085 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
12088 pObject
= (Object
*)pCreature
;
12089 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12090 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12094 GameObject
*pGameObject
= GetMap()->GetGameObject(guid
);
12097 pObject
= (Object
*)pGameObject
;
12098 pObjectQR
= &objmgr
.mGOQuestRelations
;
12099 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12105 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
12106 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
12108 if (itr
->second
== nextQuestID
)
12109 return objmgr
.GetQuestTemplate(nextQuestID
);
12115 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
12117 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
12118 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
12119 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
12120 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
12122 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12128 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12130 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12131 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12132 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12133 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12134 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12135 && SatisfyQuestDay( pQuest
, msg
);
12138 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12140 if( !SatisfyQuestLog( msg
) )
12143 uint32 srcitem
= pQuest
->GetSrcItemId();
12146 uint32 count
= pQuest
->GetSrcItemCount();
12147 ItemPosCountVec dest
;
12148 uint8 msg2
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12150 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12151 if( msg2
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12153 else if( msg2
!= EQUIP_ERR_OK
)
12155 SendEquipError( msg2
, NULL
, NULL
);
12162 bool Player::CanCompleteQuest( uint32 quest_id
)
12166 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12167 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12168 return false; // not allow re-complete quest
12170 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12175 // auto complete quest
12176 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12179 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12182 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12184 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12186 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12191 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12193 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12195 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12198 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12203 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12206 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12209 if ( qInfo
->GetRewOrReqMoney() < 0 )
12211 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12215 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12216 if ( repFacId
&& GetReputationMgr().GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12225 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12227 // Solve problem that player don't have the quest and try complete it.
12228 // if repeatable she must be able to complete event if player don't have it.
12229 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12230 if( !CanTakeQuest(pQuest
, false) )
12233 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12234 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12235 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12238 if( !CanRewardQuest(pQuest
, false) )
12244 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12246 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12247 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12250 // daily quest can't be rewarded (25 daily quest already completed)
12251 if(!SatisfyQuestDay(pQuest
,true))
12254 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12255 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12258 // prevent receive reward with quest items in bank
12259 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12261 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12263 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12264 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12267 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12273 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12274 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12280 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12282 // prevent receive reward with quest items in bank or for not completed quest
12283 if(!CanRewardQuest(pQuest
,msg
))
12286 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12288 if( pQuest
->RewChoiceItemId
[reward
] )
12290 ItemPosCountVec dest
;
12291 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12292 if( res
!= EQUIP_ERR_OK
)
12294 SendEquipError( res
, NULL
, NULL
);
12300 if ( pQuest
->GetRewItemsCount() > 0 )
12302 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12304 if( pQuest
->RewItemId
[i
] )
12306 ItemPosCountVec dest
;
12307 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12308 if( res
!= EQUIP_ERR_OK
)
12310 SendEquipError( res
, NULL
, NULL
);
12320 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12322 uint16 log_slot
= FindQuestSlot( 0 );
12323 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12325 uint32 quest_id
= pQuest
->GetQuestId();
12327 // if not exist then created with set uState==NEW and rewarded=false
12328 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12330 // check for repeatable quests status reset
12331 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12332 questStatusData
.m_explored
= false;
12334 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12336 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12337 questStatusData
.m_itemcount
[i
] = 0;
12340 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12342 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12343 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12346 GiveQuestSourceItem( pQuest
);
12347 AdjustQuestReqItemCount( pQuest
, questStatusData
);
12349 if( pQuest
->GetRepObjectiveFaction() )
12350 if(FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->GetRepObjectiveFaction()))
12351 GetReputationMgr().SetVisible(factionEntry
);
12354 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12356 uint32 limittime
= pQuest
->GetLimitTime();
12358 // shared timed quest
12359 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12360 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ IN_MILISECONDS
;
12362 AddTimedQuest( quest_id
);
12363 questStatusData
.m_timer
= limittime
* IN_MILISECONDS
;
12364 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12367 questStatusData
.m_timer
= 0;
12369 SetQuestSlot(log_slot
, quest_id
, qtime
);
12371 if (questStatusData
.uState
!= QUEST_NEW
)
12372 questStatusData
.uState
= QUEST_CHANGED
;
12374 //starting initial quest script
12375 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12376 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12378 // Some spells applied at quest activation
12379 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,true);
12380 if(saBounds
.first
!= saBounds
.second
)
12383 GetZoneAndAreaId(zone
,area
);
12385 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12386 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12387 if( !HasAura(itr
->second
->spellId
,0) )
12388 CastSpell(this,itr
->second
->spellId
,true);
12391 UpdateForQuestWorldObjects();
12394 void Player::CompleteQuest( uint32 quest_id
)
12398 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12400 uint16 log_slot
= FindQuestSlot( quest_id
);
12401 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12402 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12404 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12406 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12407 RewardQuest(qInfo
,0,this,false);
12409 SendQuestComplete( quest_id
);
12414 void Player::IncompleteQuest( uint32 quest_id
)
12418 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12420 uint16 log_slot
= FindQuestSlot( quest_id
);
12421 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12422 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12426 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12428 uint32 quest_id
= pQuest
->GetQuestId();
12430 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12432 if ( pQuest
->ReqItemId
[i
] )
12433 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12436 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12437 // SetTimedQuest( 0 );
12438 m_timedquests
.erase(pQuest
->GetQuestId());
12440 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12442 if( pQuest
->RewChoiceItemId
[reward
] )
12444 ItemPosCountVec dest
;
12445 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12447 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12448 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12453 if ( pQuest
->GetRewItemsCount() > 0 )
12455 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12457 if( pQuest
->RewItemId
[i
] )
12459 ItemPosCountVec dest
;
12460 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12462 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12463 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12469 RewardReputation( pQuest
);
12471 if( pQuest
->GetRewSpellCast() > 0 )
12472 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12473 else if( pQuest
->GetRewSpell() > 0)
12474 CastSpell( this, pQuest
->GetRewSpell(), true);
12476 uint16 log_slot
= FindQuestSlot( quest_id
);
12477 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12478 SetQuestSlot(log_slot
,0);
12480 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12482 // Not give XP in case already completed once repeatable quest
12483 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12485 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12486 GiveXP( XP
, NULL
);
12489 uint32 money
= uint32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
));
12490 ModifyMoney( money
);
12491 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, money
);
12494 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12495 if(pQuest
->GetRewOrReqMoney())
12497 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12499 if(pQuest
->GetRewOrReqMoney() > 0)
12500 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, pQuest
->GetRewOrReqMoney());
12504 if(pQuest
->GetRewHonorableKills())
12505 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12508 if(pQuest
->GetCharTitleId())
12510 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12511 SetTitle(titleEntry
);
12514 if(pQuest
->GetBonusTalents())
12516 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
12517 InitTalentForLevel();
12520 // Send reward mail
12521 if(pQuest
->GetRewMailTemplateId())
12523 MailMessageType mailType
;
12524 uint32 senderGuidOrEntry
;
12525 switch(questGiver
->GetTypeId())
12528 mailType
= MAIL_CREATURE
;
12529 senderGuidOrEntry
= questGiver
->GetEntry();
12531 case TYPEID_GAMEOBJECT
:
12532 mailType
= MAIL_GAMEOBJECT
;
12533 senderGuidOrEntry
= questGiver
->GetEntry();
12536 mailType
= MAIL_ITEM
;
12537 senderGuidOrEntry
= questGiver
->GetEntry();
12539 case TYPEID_PLAYER
:
12540 mailType
= MAIL_NORMAL
;
12541 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12544 mailType
= MAIL_NORMAL
;
12545 senderGuidOrEntry
= GetGUIDLow();
12549 Loot questMailLoot
;
12551 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this,true);
12554 MailItemsInfo mi
; // item list preparing
12556 uint32 max_slot
= questMailLoot
.GetMaxSlotInLootFor(this);
12557 for(uint32 i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< max_slot
; ++i
)
12559 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12561 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12563 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12564 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12569 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12572 if(pQuest
->IsDaily())
12574 SetDailyQuestStatus(quest_id
);
12575 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12578 if ( !pQuest
->IsRepeatable() )
12579 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12581 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12583 q_status
.m_rewarded
= true;
12586 SendQuestReward( pQuest
, XP
, questGiver
);
12588 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12589 if (pQuest
->GetZoneOrSort() > 0)
12590 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE
, pQuest
->GetZoneOrSort());
12591 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12592 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
, pQuest
->GetQuestId());
12597 // remove auras from spells with quest reward state limitations
12598 SpellAreaForQuestMapBounds saEndBounds
= spellmgr
.GetSpellAreaForQuestEndMapBounds(quest_id
);
12599 if(saEndBounds
.first
!= saEndBounds
.second
)
12601 GetZoneAndAreaId(zone
,area
);
12603 for(SpellAreaForAreaMap::const_iterator itr
= saEndBounds
.first
; itr
!= saEndBounds
.second
; ++itr
)
12604 if(!itr
->second
->IsFitToRequirements(this,zone
,area
))
12605 RemoveAurasDueToSpell(itr
->second
->spellId
);
12608 // Some spells applied at quest reward
12609 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,false);
12610 if(saBounds
.first
!= saBounds
.second
)
12613 GetZoneAndAreaId(zone
,area
);
12615 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12616 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12617 if( !HasAura(itr
->second
->spellId
,0) )
12618 CastSpell(this,itr
->second
->spellId
,true);
12622 void Player::FailQuest( uint32 quest_id
)
12626 IncompleteQuest( quest_id
);
12628 uint16 log_slot
= FindQuestSlot( quest_id
);
12629 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12631 SetQuestSlotTimer(log_slot
, 1 );
12632 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12634 SendQuestFailed( quest_id
);
12638 void Player::FailTimedQuest( uint32 quest_id
)
12642 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12644 q_status
.m_timer
= 0;
12645 if (q_status
.uState
!= QUEST_NEW
)
12646 q_status
.uState
= QUEST_CHANGED
;
12648 IncompleteQuest( quest_id
);
12650 uint16 log_slot
= FindQuestSlot( quest_id
);
12651 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12653 SetQuestSlotTimer(log_slot
, 1 );
12654 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12656 SendQuestTimerFailed( quest_id
);
12660 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12662 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12663 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12665 // skip zone zoneOrSort and 0 case skillOrClass
12666 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12669 int32 questSort
= -zoneOrSort
;
12670 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12672 // check class sort cases in zoneOrSort
12673 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12676 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12681 if( skillOrClass
< 0 )
12683 uint8 reqClass
= -int32(skillOrClass
);
12684 if(getClass() != reqClass
)
12687 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12692 else if( skillOrClass
> 0 )
12694 uint32 reqSkill
= skillOrClass
;
12695 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12698 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12706 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12708 if( getLevel() < qInfo
->GetMinLevel() )
12711 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12717 bool Player::SatisfyQuestLog( bool msg
)
12720 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12725 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12726 GetSession()->SendPacket( &data
);
12727 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12732 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12734 // No previous quest (might be first quest in a series)
12735 if( qInfo
->prevQuests
.empty())
12738 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12740 uint32 prevId
= abs(*iter
);
12742 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12743 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12745 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12747 // If any of the positive previous quests completed, return true
12748 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12750 // skip one-from-all exclusive group
12751 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12754 // each-from-all exclusive group ( < 0)
12755 // can be start if only all quests in prev quest exclusive group completed and rewarded
12756 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12757 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12759 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12761 for(; iter2
!= end
; ++iter2
)
12763 uint32 exclude_Id
= iter2
->second
;
12765 // skip checked quest id, only state of other quests in group is interesting
12766 if(exclude_Id
== prevId
)
12769 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12771 // alternative quest from group also must be completed and rewarded(reported)
12772 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12775 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12781 // If any of the negative previous quests active, return true
12782 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12783 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12785 // skip one-from-all exclusive group
12786 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12789 // each-from-all exclusive group ( < 0)
12790 // can be start if only all quests in prev quest exclusive group active
12791 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12792 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12794 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12796 for(; iter2
!= end
; ++iter2
)
12798 uint32 exclude_Id
= iter2
->second
;
12800 // skip checked quest id, only state of other quests in group is interesting
12801 if(exclude_Id
== prevId
)
12804 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12806 // alternative quest from group also must be active
12807 if( i_exstatus
== mQuestStatus
.end() ||
12808 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12809 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12812 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12821 // Has only positive prev. quests in non-rewarded state
12822 // and negative prev. quests in non-active state
12824 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12829 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12831 uint32 reqraces
= qInfo
->GetRequiredRaces();
12832 if ( reqraces
== 0 )
12834 if( (reqraces
& getRaceMask()) == 0 )
12837 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12843 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12845 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12846 if(fIdMin
&& GetReputationMgr().GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12849 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12853 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12854 if(fIdMax
&& GetReputationMgr().GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12857 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12864 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12866 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12867 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12870 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12876 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12878 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12881 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12887 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12889 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12890 if(qInfo
->GetExclusiveGroup() <= 0)
12893 ObjectMgr::ExclusiveQuestGroups::const_iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12894 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12896 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12898 for(; iter
!= end
; ++iter
)
12900 uint32 exclude_Id
= iter
->second
;
12902 // skip checked quest id, only state of other quests in group is interesting
12903 if(exclude_Id
== qInfo
->GetQuestId())
12906 // not allow have daily quest if daily quest from exclusive group already recently completed
12907 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
12908 if( !SatisfyQuestDay(Nquest
, false) )
12911 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12915 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12917 // alternative quest already started or completed
12918 if( i_exstatus
!= mQuestStatus
.end()
12919 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12922 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12929 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12931 if(!qInfo
->GetNextQuestInChain())
12934 // next quest in chain already started or completed
12935 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
12936 if( itr
!= mQuestStatus
.end()
12937 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12940 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12944 // check for all quests further up the chain
12945 // only necessary if there are quest chains with more than one quest that can be skipped
12946 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12950 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12952 // No previous quest in chain
12953 if( qInfo
->prevChainQuests
.empty())
12956 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
12958 uint32 prevId
= *iter
;
12960 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12962 if( i_prevstatus
!= mQuestStatus
.end() )
12964 // If any of the previous quests in chain active, return false
12965 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12966 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
12969 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12974 // check for all quests further down the chain
12975 // only necessary if there are quest chains with more than one quest that can be skipped
12976 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12980 // No previous quest in chain active
12984 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12986 if(!qInfo
->IsDaily())
12989 bool have_slot
= false;
12990 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
12992 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
12993 if(qInfo
->GetQuestId()==id
)
13003 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
13010 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
13012 uint32 srcitem
= pQuest
->GetSrcItemId();
13015 uint32 count
= pQuest
->GetSrcItemCount();
13019 ItemPosCountVec dest
;
13020 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
13021 if( msg
== EQUIP_ERR_OK
)
13023 Item
* item
= StoreNewItem(dest
, srcitem
, true);
13024 SendNewItem(item
, count
, true, false);
13027 // player already have max amount required item, just report success
13028 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
13031 SendEquipError( msg
, NULL
, NULL
);
13038 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
13040 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13043 uint32 srcitem
= qInfo
->GetSrcItemId();
13046 uint32 count
= qInfo
->GetSrcItemCount();
13050 // exist one case when destroy source quest item not possible:
13051 // non un-equippable item (equipped non-empty bag, for example)
13052 uint8 res
= CanUnequipItems(srcitem
,count
);
13053 if(res
!= EQUIP_ERR_OK
)
13056 SendEquipError( res
, NULL
, NULL
);
13060 DestroyItemCount(srcitem
, count
, true, true);
13066 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
13068 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13071 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13072 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13073 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
13074 && !qInfo
->IsRepeatable() )
13075 return itr
->second
.m_rewarded
;
13082 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
13086 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13087 if( itr
!= mQuestStatus
.end() )
13088 return itr
->second
.m_status
;
13090 return QUEST_STATUS_NONE
;
13093 bool Player::CanShareQuest(uint32 quest_id
) const
13095 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13096 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
13098 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13099 if( itr
!= mQuestStatus
.end() )
13100 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
13105 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
13107 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13110 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
13112 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
13113 m_timedquests
.erase(qInfo
->GetQuestId());
13116 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13118 q_status
.m_status
= status
;
13119 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13122 UpdateForQuestWorldObjects();
13125 // not used in MaNGOS, but used in scripting code
13126 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13128 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13132 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13133 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13134 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13139 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
, QuestStatusData
& questStatusData
)
13141 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13143 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
13145 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13146 if( reqitemcount
!= 0 )
13148 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
13150 questStatusData
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13151 if (questStatusData
.uState
!= QUEST_NEW
) questStatusData
.uState
= QUEST_CHANGED
;
13157 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13159 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13160 if ( GetQuestSlotQuestId(i
) == quest_id
)
13163 return MAX_QUEST_LOG_SIZE
;
13166 void Player::AreaExploredOrEventHappens( uint32 questId
)
13170 uint16 log_slot
= FindQuestSlot( questId
);
13171 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13173 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13175 if(!q_status
.m_explored
)
13177 q_status
.m_explored
= true;
13178 if (q_status
.uState
!= QUEST_NEW
)
13179 q_status
.uState
= QUEST_CHANGED
;
13182 if( CanCompleteQuest( questId
) )
13183 CompleteQuest( questId
);
13187 //not used in mangosd, function for external script library
13188 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13190 if( Group
*pGroup
= GetGroup() )
13192 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13194 Player
*pGroupGuy
= itr
->getSource();
13196 // for any leave or dead (with not released body) group member at appropriate distance
13197 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13198 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13202 AreaExploredOrEventHappens(questId
);
13205 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13207 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13209 uint32 questid
= GetQuestSlotQuestId(i
);
13210 if ( questid
== 0 )
13213 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13215 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13218 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13219 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13222 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13224 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13225 if ( reqitem
== entry
)
13227 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13228 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13229 if ( curitemcount
< reqitemcount
)
13231 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13232 q_status
.m_itemcount
[j
] += additemcount
;
13233 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13235 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13237 if ( CanCompleteQuest( questid
) )
13238 CompleteQuest( questid
);
13243 UpdateForQuestWorldObjects();
13246 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13248 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13250 uint32 questid
= GetQuestSlotQuestId(i
);
13253 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13256 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13259 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13261 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13262 if ( reqitem
== entry
)
13264 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13266 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13267 uint32 curitemcount
;
13268 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13269 curitemcount
= q_status
.m_itemcount
[j
];
13271 curitemcount
= GetItemCount(entry
,true);
13272 if ( curitemcount
< reqitemcount
+ count
)
13274 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13275 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13276 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13278 IncompleteQuest( questid
);
13284 UpdateForQuestWorldObjects();
13287 void Player::KilledMonster( uint32 entry
, uint64 guid
)
13289 uint32 addkillcount
= 1;
13290 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13291 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13293 uint32 questid
= GetQuestSlotQuestId(i
);
13297 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13300 // just if !ingroup || !noraidgroup || raidgroup
13301 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13302 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13304 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13306 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13308 // skip GO activate objective or none
13309 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13312 // skip Cast at creature objective
13313 if(qInfo
->ReqSpell
[j
] !=0 )
13316 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13318 if ( reqkill
== entry
)
13320 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13321 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13322 if ( curkillcount
< reqkillcount
)
13324 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13325 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13327 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13329 if ( CanCompleteQuest( questid
) )
13330 CompleteQuest( questid
);
13332 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13341 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13343 bool isCreature
= IS_CREATURE_GUID(guid
);
13345 uint32 addCastCount
= 1;
13346 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13348 uint32 questid
= GetQuestSlotQuestId(i
);
13352 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13356 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13358 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13360 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13362 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13364 // skip kill creature objective (0) or wrong spell casts
13365 if(qInfo
->ReqSpell
[j
] != spell_id
)
13368 uint32 reqTarget
= 0;
13372 // creature activate objectives
13373 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13374 // checked at quest_template loading
13375 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13379 // GO activate objective
13380 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13381 // checked at quest_template loading
13382 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13385 // other not this creature/GO related objectives
13386 if( reqTarget
!= entry
)
13389 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13390 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13391 if ( curCastCount
< reqCastCount
)
13393 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13394 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13396 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13399 if ( CanCompleteQuest( questid
) )
13400 CompleteQuest( questid
);
13402 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13410 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13412 uint32 addTalkCount
= 1;
13413 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13415 uint32 questid
= GetQuestSlotQuestId(i
);
13419 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13423 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13425 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13427 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13429 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13431 // skip spell casts and Gameobject objectives
13432 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13435 uint32 reqTarget
= 0;
13437 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13438 // checked at quest_template loading
13439 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13443 if ( reqTarget
== entry
)
13445 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13446 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13447 if ( curTalkCount
< reqTalkCount
)
13449 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13450 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13452 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13454 if ( CanCompleteQuest( questid
) )
13455 CompleteQuest( questid
);
13457 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13466 void Player::MoneyChanged( uint32 count
)
13468 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13470 uint32 questid
= GetQuestSlotQuestId(i
);
13474 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13475 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13477 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13479 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13481 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13483 if ( CanCompleteQuest( questid
) )
13484 CompleteQuest( questid
);
13487 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13489 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13490 IncompleteQuest( questid
);
13496 void Player::ReputationChanged(FactionEntry
const* factionEntry
)
13498 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13500 if(uint32 questid
= GetQuestSlotQuestId(i
))
13502 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
))
13504 if(qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
13506 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13507 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13509 if(GetReputationMgr().GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
13510 if ( CanCompleteQuest( questid
) )
13511 CompleteQuest( questid
);
13513 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13515 if(GetReputationMgr().GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
13516 IncompleteQuest( questid
);
13524 bool Player::HasQuestForItem( uint32 itemid
) const
13526 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13528 uint32 questid
= GetQuestSlotQuestId(i
);
13529 if ( questid
== 0 )
13532 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
13533 if(qs_itr
== mQuestStatus
.end())
13536 QuestStatusData
const& q_status
= qs_itr
->second
;
13538 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13540 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
13544 // hide quest if player is in raid-group and quest is no raid quest
13545 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13548 // There should be no mixed ReqItem/ReqSource drop
13549 // This part for ReqItem drop
13550 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13552 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13555 // This part - for ReqSource
13556 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; ++j
)
13558 // examined item is a source item
13559 if (qinfo
->ReqSourceId
[j
] == itemid
)
13561 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(itemid
);
13564 if (pProto
->MaxCount
&& GetItemCount(itemid
,true) < pProto
->MaxCount
)
13567 // allows custom amount drop when not 0
13568 if (qinfo
->ReqSourceCount
[j
])
13570 if (GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13572 } else if (GetItemCount(itemid
,true) < pProto
->Stackable
)
13581 void Player::SendQuestComplete( uint32 quest_id
)
13585 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13586 data
<< uint32(quest_id
);
13587 GetSession()->SendPacket( &data
);
13588 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13592 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13594 uint32 questid
= pQuest
->GetQuestId();
13595 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13596 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13597 data
<< uint32(questid
);
13599 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13601 data
<< uint32(XP
);
13602 data
<< uint32(pQuest
->GetRewOrReqMoney());
13607 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13610 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13611 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13612 GetSession()->SendPacket( &data
);
13614 if (pQuest
->GetQuestCompleteScript() != 0)
13615 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13618 void Player::SendQuestFailed( uint32 quest_id
)
13622 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13624 data
<< uint32(0); // failed reason (4 for inventory is full)
13625 GetSession()->SendPacket( &data
);
13626 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13630 void Player::SendQuestTimerFailed( uint32 quest_id
)
13634 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13636 GetSession()->SendPacket( &data
);
13637 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13641 void Player::SendCanTakeQuestResponse( uint32 msg
)
13643 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13644 data
<< uint32(msg
);
13645 GetSession()->SendPacket( &data
);
13646 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13649 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13653 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13654 data
<< uint64(pPlayer
->GetGUID());
13655 data
<< uint8(msg
); // valid values: 0-8
13656 GetSession()->SendPacket( &data
);
13657 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13661 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13663 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13664 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13665 //data << pQuest->ReqItemId[item_idx];
13667 GetSession()->SendPacket( &data
);
13670 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13672 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13674 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13676 // client expected gameobject template id in form (id|0x80000000)
13677 entry
= (-entry
) | 0x80000000;
13679 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13680 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13681 data
<< uint32(pQuest
->GetQuestId());
13682 data
<< uint32(entry
);
13683 data
<< uint32(old_count
+ add_count
);
13684 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13685 data
<< uint64(guid
);
13686 GetSession()->SendPacket(&data
);
13688 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13689 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13690 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13693 /*********************************************************/
13694 /*** LOAD SYSTEM ***/
13695 /*********************************************************/
13697 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13699 bool delete_result
= true;
13702 // 0 1 2 3 4 5 6 7 8 9 10
13703 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login, zone FROM characters WHERE guid = '%u'",guid
);
13708 delete_result
= false;
13710 Field
*fields
= result
->Fetch();
13712 if (!LoadValues( fields
[1].GetString()))
13714 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid
));
13720 // overwrite possible wrong/corrupted guid
13721 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13723 m_name
= fields
[2].GetCppString();
13725 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13726 SetMapId(fields
[6].GetUInt32());
13727 // the instance id is not needed at character enum
13729 m_Played_time
[0] = fields
[7].GetUInt32();
13730 m_Played_time
[1] = fields
[8].GetUInt32();
13732 m_atLoginFlags
= fields
[9].GetUInt32();
13734 // I don't see these used anywhere ..
13737 _LoadBoundInstances();*/
13742 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
13745 if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
13746 m_deathState
= DEAD
;
13751 void Player::_LoadDeclinedNames(QueryResult
* result
)
13757 delete m_declinedname
;
13759 m_declinedname
= new DeclinedName
;
13760 Field
*fields
= result
->Fetch();
13761 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13762 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13767 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
13769 // arenateamid, played_week, played_season, personal_rating
13770 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
)*18);
13776 Field
*fields
= result
->Fetch();
13778 uint32 arenateamid
= fields
[0].GetUInt32();
13779 uint32 played_week
= fields
[1].GetUInt32();
13780 uint32 played_season
= fields
[2].GetUInt32();
13781 uint32 personal_rating
= fields
[3].GetUInt32();
13783 ArenaTeam
* aTeam
= objmgr
.GetArenaTeamById(arenateamid
);
13786 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid
, played_week
, played_season
, personal_rating
);
13789 uint8 arenaSlot
= aTeam
->GetSlot();
13791 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6] = arenateamid
; // TeamID
13792 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 1] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
13793 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 2] = played_week
; // Played Week
13794 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 3] = played_season
; // Played Season
13795 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 4] = 0; // Unk
13796 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 5] = personal_rating
; // Personal Rating
13798 }while (result
->NextRow());
13802 void Player::_LoadEquipmentSets(QueryResult
*result
)
13804 // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
13811 Field
*fields
= result
->Fetch();
13813 EquipmentSet eqSet
;
13815 eqSet
.Guid
= fields
[0].GetUInt64();
13816 uint32 index
= fields
[1].GetUInt32();
13817 eqSet
.Name
= fields
[2].GetCppString();
13818 eqSet
.IconName
= fields
[3].GetCppString();
13819 eqSet
.state
= EQUIPMENT_SET_UNCHANGED
;
13821 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
13822 eqSet
.Items
[i
] = fields
[4+i
].GetUInt32();
13824 m_EquipmentSets
[index
] = eqSet
;
13828 if(count
>= MAX_EQUIPMENT_SET_INDEX
) // client limit
13830 } while (result
->NextRow());
13834 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13836 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13840 Field
*fields
= result
->Fetch();
13842 x
= fields
[0].GetFloat();
13843 y
= fields
[1].GetFloat();
13844 z
= fields
[2].GetFloat();
13845 o
= fields
[3].GetFloat();
13846 mapid
= fields
[4].GetUInt32();
13847 in_flight
= !fields
[5].GetCppString().empty();
13853 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13855 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13859 Field
*fields
= result
->Fetch();
13861 data
= StrSplit(fields
[0].GetCppString(), " ");
13868 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13870 if(index
>= data
.size())
13873 return (uint32
)atoi(data
[index
].c_str());
13876 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13879 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13880 memcpy(&result
, &temp
, sizeof(result
));
13885 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13888 if(!LoadValuesArrayFromDB(data
,guid
))
13891 return GetUInt32ValueFromArray(data
,index
);
13894 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13897 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13898 memcpy(&result
, &temp
, sizeof(result
));
13903 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
13905 //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 [28] [29] 30 31 32 33 34 35 36 37 38 39 40
13906 //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,bgid,bgteam,bgmap,bgx,bgy,bgz,bgo FROM characters WHERE guid = '%u'", guid);
13907 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
13911 sLog
.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
13915 Field
*fields
= result
->Fetch();
13917 uint32 dbAccountId
= fields
[1].GetUInt32();
13919 // check if the character's account in the db and the logged in account match.
13920 // player should be able to load/delete character only with correct account!
13921 if( dbAccountId
!= GetSession()->GetAccountId() )
13923 sLog
.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
13928 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
13930 m_name
= fields
[3].GetCppString();
13932 // check name limitations
13933 if(!ObjectMgr::IsValidName(m_name
) || (GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
)))
13936 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
13940 if(!LoadValues( fields
[2].GetString()))
13942 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid
));
13947 // overwrite possible wrong/corrupted guid
13948 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13950 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13951 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
13953 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0 );
13954 SetVisibleItemSlot(slot
, NULL
);
13958 delete m_items
[slot
];
13959 m_items
[slot
] = NULL
;
13963 // update money limits
13964 if(GetMoney() > MAX_MONEY_AMOUNT
)
13965 SetMoney(MAX_MONEY_AMOUNT
);
13967 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
13970 m_race
= fields
[4].GetUInt8();
13971 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13972 //Other way is to saves m_team into characters table.
13973 setFactionForRace(m_race
);
13976 m_class
= fields
[5].GetUInt8();
13978 // load home bind and check in same time class/race pair, it used later for restore broken positions
13979 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
13985 InitPrimaryProfessions(); // to max set before any spell loaded
13987 // init saved position, and fix it later if problematic
13988 uint32 transGUID
= fields
[24].GetUInt32();
13989 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
13990 SetMapId(fields
[9].GetUInt32());
13991 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
13993 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
13995 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
13997 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[33].GetUInt32();
13998 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
13999 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
14001 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
14003 // check arena teams integrity
14004 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
14006 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
14010 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
14011 if(at
->HaveMember(GetGUID()))
14014 // arena team not exist or not member, cleanup fields
14015 for(int j
=0; j
< 6; ++j
)
14016 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
14019 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
14021 if(!IsPositionValid())
14023 sLog
.outError("Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
14024 RelocateToHomebind();
14028 m_movementInfo
.t_x
= 0.0f
;
14029 m_movementInfo
.t_y
= 0.0f
;
14030 m_movementInfo
.t_z
= 0.0f
;
14031 m_movementInfo
.t_o
= 0.0f
;
14034 uint32 bgid
= fields
[34].GetUInt32();
14035 uint32 bgteam
= fields
[35].GetUInt32();
14037 if(bgid
) //saved in BattleGround
14039 SetBattleGroundEntryPoint(fields
[36].GetUInt32(),fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
14041 // check entry point and fix to homebind if need
14042 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(m_bgEntryPoint
.mapid
);
14043 if(!mapEntry
|| mapEntry
->Instanceable() || !MapManager::IsValidMapCoord(m_bgEntryPoint
))
14044 SetBattleGroundEntryPoint(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
,0.0f
);
14046 BattleGround
*currentBg
= sBattleGroundMgr
.GetBattleGround(bgid
, BATTLEGROUND_TYPE_NONE
);
14048 if(currentBg
&& currentBg
->IsPlayerInBattleGround(GetGUID()))
14050 BattleGroundQueueTypeId bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(currentBg
->GetTypeID(), currentBg
->GetArenaType());
14051 AddBattleGroundQueueId(bgQueueTypeId
);
14053 SetBattleGroundId(currentBg
->GetInstanceID(), currentBg
->GetTypeID());
14056 //join player to battleground group
14057 currentBg
->EventPlayerLoggedIn(this, GetGUID());
14058 currentBg
->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), bgteam
);
14060 SetInviteForBattleGroundQueueType(bgQueueTypeId
,currentBg
->GetInstanceID());
14064 Relocate(GetBattleGroundEntryPoint());
14065 //RemoveArenaAuras(true);
14070 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14071 // if server restart after player save in BG or area
14072 // player can have current coordinates in to BG/Arean map, fix this
14073 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena())
14075 // return to BG master
14076 SetMapId(fields
[36].GetUInt32());
14077 Relocate(fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
14079 // check entry point and fix to homebind if need
14080 mapEntry
= sMapStore
.LookupEntry(GetMapId());
14081 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena() || !IsPositionValid())
14082 RelocateToHomebind();
14086 if (transGUID
!= 0)
14088 m_movementInfo
.t_x
= fields
[20].GetFloat();
14089 m_movementInfo
.t_y
= fields
[21].GetFloat();
14090 m_movementInfo
.t_z
= fields
[22].GetFloat();
14091 m_movementInfo
.t_o
= fields
[23].GetFloat();
14093 if( !MaNGOS::IsValidMapCoord(
14094 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14095 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
14096 // transport size limited
14097 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
14099 sLog
.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14100 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14101 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
14103 RelocateToHomebind();
14105 m_movementInfo
.t_x
= 0.0f
;
14106 m_movementInfo
.t_y
= 0.0f
;
14107 m_movementInfo
.t_z
= 0.0f
;
14108 m_movementInfo
.t_o
= 0.0f
;
14114 if (transGUID
!= 0)
14116 for (MapManager::TransportSet::const_iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
14118 if( (*iter
)->GetGUIDLow() == transGUID
)
14120 MapEntry
const* transMapEntry
= sMapStore
.LookupEntry((*iter
)->GetMapId());
14121 // client without expansion support
14122 if(GetSession()->Expansion() < transMapEntry
->Expansion())
14124 sLog
.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter
)->GetMapId());
14128 m_transport
= *iter
;
14129 m_transport
->AddPassenger(this);
14130 SetMapId(m_transport
->GetMapId());
14137 sLog
.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14140 RelocateToHomebind();
14142 m_movementInfo
.t_x
= 0.0f
;
14143 m_movementInfo
.t_y
= 0.0f
;
14144 m_movementInfo
.t_z
= 0.0f
;
14145 m_movementInfo
.t_o
= 0.0f
;
14150 else // not transport case
14152 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14153 // client without expansion support
14154 if(GetSession()->Expansion() < mapEntry
->Expansion())
14156 sLog
.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14157 RelocateToHomebind();
14161 // NOW player must have valid map
14162 // load the player's map here if it's not already loaded
14163 Map
*map
= GetMap();
14165 // since the player may not be bound to the map yet, make sure subsequent
14166 // getmap calls won't create new maps
14167 SetInstanceId(map
->GetInstanceId());
14169 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14170 if(GetInstanceId() && !sInstanceSaveManager
.GetInstanceSave(GetInstanceId()))
14172 AreaTrigger
const* at
= objmgr
.GetMapEntranceTrigger(GetMapId());
14174 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
14176 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());
14179 SaveRecallPosition();
14181 time_t now
= time(NULL
);
14182 time_t logoutTime
= time_t(fields
[16].GetUInt64());
14184 // since last logout (in seconds)
14185 uint64 time_diff
= uint64(now
- logoutTime
);
14187 // set value, including drunk invisibility detection
14188 // calculate sobering. after 15 minutes logged out, the player will be sober again
14190 if(time_diff
> 15*MINUTE
)
14193 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14194 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14195 SetDrunkValue(newDrunkenValue
);
14197 m_rest_bonus
= fields
[15].GetFloat();
14198 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14199 float bubble0
= 0.031;
14200 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14201 float bubble1
= 0.125;
14203 if((int32
)fields
[16].GetUInt32() > 0)
14205 float bubble
= fields
[17].GetUInt32() > 0
14206 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14207 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14209 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14212 m_cinematic
= fields
[12].GetUInt32();
14213 m_Played_time
[0]= fields
[13].GetUInt32();
14214 m_Played_time
[1]= fields
[14].GetUInt32();
14216 m_resetTalentsCost
= fields
[18].GetUInt32();
14217 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
14219 // reserve some flags
14220 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14222 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14223 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14225 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
14227 uint32 extraflags
= fields
[25].GetUInt32();
14229 m_stableSlots
= fields
[26].GetUInt32();
14230 if(m_stableSlots
> MAX_PET_STABLES
)
14232 sLog
.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES
,uint32(m_stableSlots
));
14233 m_stableSlots
= MAX_PET_STABLES
;
14236 m_atLoginFlags
= fields
[27].GetUInt32();
14239 // Update Honor kills data
14240 m_lastHonorUpdateTime
= logoutTime
;
14241 UpdateHonorFields();
14243 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
14244 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14245 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14247 std::string taxi_nodes
= fields
[31].GetCppString();
14251 // clear channel spell data (if saved at channel spell casting)
14252 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
14253 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14255 // clear charm/summon related fields
14262 // reset some aura modifiers before aura apply
14263 SetFarSightGUID(0);
14264 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14265 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14269 // make sure the unit is considered out of combat for proper loading
14272 // make sure the unit is considered not in duel for proper loading
14273 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14274 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14276 // remember loaded power/health values to restore after stats initialization and modifier applying
14277 uint32 savedHealth
= GetHealth();
14278 uint32 savedPower
[MAX_POWERS
];
14279 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14280 savedPower
[i
] = GetPower(Powers(i
));
14282 // reset stats before loading any modifiers
14283 InitStatsForLevel();
14284 InitTaxiNodesForLevel();
14285 InitGlyphsForLevel();
14288 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14290 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14293 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14296 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14297 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14298 m_deathState
= DEAD
;
14300 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14302 // after spell load, learn rewarded spell if need also
14303 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14304 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14306 // after spell and quest load
14307 InitTalentForLevel();
14308 learnDefaultSpells();
14310 // must be before inventory (some items required reputation check)
14311 m_reputationMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14313 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14315 // update items with duration and realtime
14316 UpdateItemDuration(time_diff
, true);
14318 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14320 // unread mails and next delivery time, actual mails not loaded
14321 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14323 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14325 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14326 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14327 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14329 if(!HasTitle(curTitle
))
14330 SetUInt32Value(PLAYER_CHOSEN_TITLE
, 0);
14333 // Not finish taxi flight path
14334 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
,GetTeam()))
14336 // problems with taxi path loading
14337 TaxiNodesEntry
const* nodeEntry
= NULL
;
14338 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14339 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14341 if(!nodeEntry
) // don't know taxi start node, to homebind
14343 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14344 RelocateToHomebind();
14345 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14347 else // have start node, to it
14349 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14350 SetMapId(nodeEntry
->map_id
);
14351 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14352 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14354 m_taxi
.ClearTaxiDestinations();
14356 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
14358 // save source node as recall coord to prevent recall and fall from sky
14359 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14360 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14361 m_recallMap
= nodeEntry
->map_id
;
14362 m_recallX
= nodeEntry
->x
;
14363 m_recallY
= nodeEntry
->y
;
14364 m_recallZ
= nodeEntry
->z
;
14366 // flight will started later
14369 // has to be called after last Relocate() in Player::LoadFromDB
14370 SetFallInformation(0, GetPositionZ());
14372 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14374 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14375 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14377 RemoveAllAurasOnDeath();
14379 //apply all stat bonuses from items and auras
14380 SetCanModifyStats(true);
14383 // restore remembered power/health values (but not more max values)
14384 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14385 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14386 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14388 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14392 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14394 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14397 case 0: break; // disable
14398 case 1: SetGameMaster(true); break; // enable
14399 case 2: // save state
14400 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14401 SetGameMaster(true);
14405 switch(sWorld
.getConfig(CONFIG_GM_VISIBLE_STATE
))
14408 case 0: SetGMVisible(false); break; // invisible
14409 case 1: break; // visible
14410 case 2: // save state
14411 if(extraflags
& PLAYER_EXTRA_GM_INVISIBLE
)
14412 SetGMVisible(false);
14416 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14419 case 0: break; // disable
14420 case 1: SetAcceptTicket(true); break; // enable
14421 case 2: // save state
14422 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14423 SetAcceptTicket(true);
14427 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14430 case 0: break; // disable
14431 case 1: SetGMChat(true); break; // enable
14432 case 2: // save state
14433 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14438 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14441 case 0: break; // disable
14442 case 1: SetAcceptWhispers(true); break; // enable
14443 case 2: // save state
14444 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14445 SetAcceptWhispers(true);
14450 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14452 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14453 m_achievementMgr
.CheckAllAchievementCriteria();
14455 _LoadEquipmentSets(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS
));
14460 bool Player::isAllowedToLoot(Creature
* creature
)
14462 if(Player
* recipient
= creature
->GetLootRecipient())
14464 if (recipient
== this)
14466 if( Group
* otherGroup
= recipient
->GetGroup())
14468 Group
* thisGroup
= GetGroup();
14471 return thisGroup
== otherGroup
;
14476 // prevent other players from looting if the recipient got disconnected
14477 return !creature
->hasLootRecipient();
14480 void Player::_LoadActions(QueryResult
*result
)
14482 m_actionButtons
.clear();
14484 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14490 Field
*fields
= result
->Fetch();
14492 uint8 button
= fields
[0].GetUInt8();
14494 if(addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8()))
14495 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
14498 sLog
.outError( " ...at loading, and will deleted in DB also");
14500 // Will deleted in DB at next save (it can create data until save but marked as deleted)
14501 m_actionButtons
[button
].uState
= ACTIONBUTTON_DELETED
;
14504 while( result
->NextRow() );
14510 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14513 for (int i
= 0; i
< TOTAL_AURAS
; ++i
)
14514 m_modAuras
[i
].clear();
14516 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14522 Field
*fields
= result
->Fetch();
14523 uint64 caster_guid
= fields
[0].GetUInt64();
14524 uint32 spellid
= fields
[1].GetUInt32();
14525 uint32 effindex
= fields
[2].GetUInt32();
14526 uint32 stackcount
= fields
[3].GetUInt32();
14527 int32 damage
= (int32
)fields
[4].GetUInt32();
14528 int32 maxduration
= (int32
)fields
[5].GetUInt32();
14529 int32 remaintime
= (int32
)fields
[6].GetUInt32();
14530 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
14532 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14535 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14541 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14545 // negative effects should continue counting down after logout
14546 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14548 if(remaintime
<= int32(timediff
))
14551 remaintime
-= timediff
;
14554 // prevent wrong values of remaincharges
14555 if(spellproto
->procCharges
)
14557 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14558 remaincharges
= spellproto
->procCharges
;
14564 for(uint32 i
=0; i
<stackcount
; ++i
)
14566 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14568 damage
= aura
->GetModifier()->m_amount
;
14570 // reset stolen single target auras
14571 if (caster_guid
!= GetGUID() && aura
->IsSingleTarget())
14572 aura
->SetIsSingleTarget(false);
14574 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14576 sLog
.outDetail("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14579 while( result
->NextRow() );
14584 if(m_class
== CLASS_WARRIOR
)
14585 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14588 void Player::_LoadGlyphAuras()
14590 for (uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
14592 if (uint32 glyph
= GetGlyph(i
))
14594 if (GlyphPropertiesEntry
const *gp
= sGlyphPropertiesStore
.LookupEntry(glyph
))
14596 if (GlyphSlotEntry
const *gs
= sGlyphSlotStore
.LookupEntry(GetGlyphSlot(i
)))
14598 if(gp
->TypeFlags
== gs
->TypeFlags
)
14600 CastSpell(this, gp
->SpellId
, true);
14604 sLog
.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name
.c_str(), gp
->TypeFlags
, gs
->TypeFlags
);
14607 sLog
.outError("Player %s has not existing glyph slot entry %u on index %u", m_name
.c_str(), GetGlyphSlot(i
), i
);
14610 sLog
.outError("Player %s has not existing glyph entry %u on index %u", m_name
.c_str(), glyph
, i
);
14612 // On any error remove glyph
14618 void Player::LoadCorpse()
14622 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14626 if(Corpse
*corpse
= GetCorpse())
14628 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14632 //Prevent Dead Player login without corpse
14633 ResurrectPlayer(0.5f
);
14638 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14640 //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());
14641 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14642 //NOTE: the "order by `bag`" is important because it makes sure
14643 //the bagMap is filled before items in the bags are loaded
14644 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14645 //expected to be equipped before offhand items (TODO: fixme)
14647 uint32 zone
= GetZoneId();
14651 std::list
<Item
*> problematicItems
;
14653 // prevent items from being added to the queue when stored
14654 m_itemUpdateQueueBlocked
= true;
14657 Field
*fields
= result
->Fetch();
14658 uint32 bag_guid
= fields
[1].GetUInt32();
14659 uint8 slot
= fields
[2].GetUInt8();
14660 uint32 item_guid
= fields
[3].GetUInt32();
14661 uint32 item_id
= fields
[4].GetUInt32();
14663 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14667 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14668 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14669 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14673 Item
*item
= NewItemOrBag(proto
);
14675 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14677 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14678 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14679 item
->FSetState(ITEM_REMOVED
);
14680 item
->SaveToDB(); // it also deletes item object !
14684 // not allow have in alive state item limited to another map/zone
14685 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14687 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14688 item
->FSetState(ITEM_REMOVED
);
14689 item
->SaveToDB(); // it also deletes item object !
14693 // "Conjured items disappear if you are logged out for more than 15 minutes"
14694 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14696 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14697 item
->FSetState(ITEM_REMOVED
);
14698 item
->SaveToDB(); // it also deletes item object !
14702 bool success
= true;
14706 // the item is not in a bag
14707 item
->SetContainer( NULL
);
14708 item
->SetSlot(slot
);
14710 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14712 ItemPosCountVec dest
;
14713 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14714 item
= StoreItem(dest
, item
, true);
14718 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14721 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14722 QuickEquipItem(dest
, item
);
14726 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14728 ItemPosCountVec dest
;
14729 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14730 item
= BankItem(dest
, item
, true);
14737 // store bags that may contain items in them
14738 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14739 bagMap
[item_guid
] = (Bag
*)item
;
14744 item
->SetSlot(NULL_SLOT
);
14745 // the item is in a bag, find the bag
14746 std::map
<uint64
, Bag
*>::const_iterator itr
= bagMap
.find(bag_guid
);
14747 if(itr
!= bagMap
.end())
14748 itr
->second
->StoreItem(slot
, item
, true );
14753 // item's state may have changed after stored
14755 item
->SetState(ITEM_UNCHANGED
, this);
14758 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
);
14759 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14760 problematicItems
.push_back(item
);
14762 } while (result
->NextRow());
14765 m_itemUpdateQueueBlocked
= false;
14767 // send by mail problematic items
14768 while(!problematicItems
.empty())
14771 MailItemsInfo mi
; // item list preparing
14773 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14775 Item
* item
= problematicItems
.front();
14776 problematicItems
.pop_front();
14778 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14781 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14783 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14787 _ApplyAllItemMods();
14790 // load mailed item which should receive current player
14791 void Player::_LoadMailedItems(Mail
*mail
)
14793 // data needs to be at first place for Item::LoadFromDB
14794 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
);
14800 Field
*fields
= result
->Fetch();
14801 uint32 item_guid_low
= fields
[1].GetUInt32();
14802 uint32 item_template
= fields
[2].GetUInt32();
14804 mail
->AddItem(item_guid_low
, item_template
);
14806 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14810 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
);
14811 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14812 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14816 Item
*item
= NewItemOrBag(proto
);
14818 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
14820 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14821 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14822 item
->FSetState(ITEM_REMOVED
);
14823 item
->SaveToDB(); // it also deletes item object !
14828 } while (result
->NextRow());
14833 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14835 //set a count of unread mails
14836 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
14839 Field
*fieldMail
= resultUnread
->Fetch();
14840 unReadMails
= fieldMail
[0].GetUInt8();
14841 delete resultUnread
;
14844 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14845 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14846 if (resultDelivery
)
14848 Field
*fieldMail
= resultDelivery
->Fetch();
14849 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14850 delete resultDelivery
;
14854 void Player::_LoadMail()
14857 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14858 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());
14863 Field
*fields
= result
->Fetch();
14864 Mail
*m
= new Mail
;
14865 m
->messageID
= fields
[0].GetUInt32();
14866 m
->messageType
= fields
[1].GetUInt8();
14867 m
->sender
= fields
[2].GetUInt32();
14868 m
->receiver
= fields
[3].GetUInt32();
14869 m
->subject
= fields
[4].GetCppString();
14870 m
->itemTextId
= fields
[5].GetUInt32();
14871 bool has_items
= fields
[6].GetBool();
14872 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14873 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14874 m
->money
= fields
[9].GetUInt32();
14875 m
->COD
= fields
[10].GetUInt32();
14876 m
->checked
= fields
[11].GetUInt32();
14877 m
->stationery
= fields
[12].GetUInt8();
14878 m
->mailTemplateId
= fields
[13].GetInt16();
14880 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
14882 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
14883 m
->mailTemplateId
= 0;
14886 m
->state
= MAIL_STATE_UNCHANGED
;
14889 _LoadMailedItems(m
);
14891 m_mail
.push_back(m
);
14892 } while( result
->NextRow() );
14895 m_mailsLoaded
= true;
14898 void Player::LoadPet()
14900 //fixme: the pet should still be loaded if the player is not in world
14901 // just not added to the map
14904 Pet
*pet
= new Pet
;
14905 if(!pet
->LoadPetFromDB(this,0,0,true))
14910 void Player::_LoadQuestStatus(QueryResult
*result
)
14912 mQuestStatus
.clear();
14916 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14917 //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());
14923 Field
*fields
= result
->Fetch();
14925 uint32 quest_id
= fields
[0].GetUInt32();
14926 // used to be new, no delete?
14927 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14931 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14933 uint32 qstatus
= fields
[1].GetUInt32();
14934 if(qstatus
< MAX_QUEST_STATUS
)
14935 questStatusData
.m_status
= QuestStatus(qstatus
);
14938 questStatusData
.m_status
= QUEST_STATUS_NONE
;
14939 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
14942 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
14943 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
14945 time_t quest_time
= time_t(fields
[4].GetUInt64());
14947 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
14949 AddTimedQuest( quest_id
);
14951 if (quest_time
<= sWorld
.GetGameTime())
14952 questStatusData
.m_timer
= 1;
14954 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * IN_MILISECONDS
;
14959 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
14960 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
14961 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
14962 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
14963 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
14964 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
14965 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
14966 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
14968 questStatusData
.uState
= QUEST_UNCHANGED
;
14970 // add to quest log
14971 if( slot
< MAX_QUEST_LOG_SIZE
&&
14972 ( questStatusData
.m_status
== QUEST_STATUS_INCOMPLETE
||
14973 questStatusData
.m_status
== QUEST_STATUS_COMPLETE
&&
14974 (!questStatusData
.m_rewarded
|| pQuest
->IsDaily()) ) )
14976 SetQuestSlot(slot
, quest_id
, quest_time
);
14978 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
14979 SetQuestSlotState(slot
, QUEST_STATE_COMPLETE
);
14981 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
14982 if(questStatusData
.m_creatureOrGOcount
[idx
])
14983 SetQuestSlotCounter(slot
, idx
, questStatusData
.m_creatureOrGOcount
[idx
]);
14988 if(questStatusData
.m_rewarded
)
14990 // learn rewarded spell if unknown
14991 learnQuestRewardedSpells(pQuest
);
14993 // set rewarded title if any
14994 if(pQuest
->GetCharTitleId())
14996 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
14997 SetTitle(titleEntry
);
15000 if(pQuest
->GetBonusTalents())
15001 m_questRewardTalentCount
+= pQuest
->GetBonusTalents();
15004 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
15007 while( result
->NextRow() );
15012 // clear quest log tail
15013 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
15014 SetQuestSlot(i
, 0);
15017 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
15019 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15020 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
15022 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
15026 uint32 quest_daily_idx
= 0;
15030 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
15032 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15036 Field
*fields
= result
->Fetch();
15038 uint32 quest_id
= fields
[0].GetUInt32();
15040 // save _any_ from daily quest times (it must be after last reset anyway)
15041 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
15043 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
15047 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
15050 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
15052 while( result
->NextRow() );
15057 m_DailyQuestChanged
= false;
15060 void Player::_LoadSpells(QueryResult
*result
)
15062 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15068 Field
*fields
= result
->Fetch();
15070 addSpell(fields
[0].GetUInt16(), fields
[1].GetBool(), false, false, fields
[2].GetBool());
15072 while( result
->NextRow() );
15078 void Player::_LoadGroup(QueryResult
*result
)
15080 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15083 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
15085 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
15088 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
15089 SetGroup(group
, subgroup
);
15090 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
15092 // the group leader may change the instance difficulty while the player is offline
15093 SetDifficulty(group
->GetDifficulty());
15099 void Player::_LoadBoundInstances(QueryResult
*result
)
15101 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15102 m_boundInstances
[i
].clear();
15104 Group
*group
= GetGroup();
15106 //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));
15111 Field
*fields
= result
->Fetch();
15112 bool perm
= fields
[1].GetBool();
15113 uint32 mapId
= fields
[2].GetUInt32();
15114 uint32 instanceId
= fields
[0].GetUInt32();
15115 uint8 difficulty
= fields
[3].GetUInt8();
15116 time_t resetTime
= (time_t)fields
[4].GetUInt64();
15117 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15118 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15119 // and in that case it is not used
15121 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(mapId
);
15122 if(!mapEntry
|| !mapEntry
->IsDungeon())
15124 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId
);
15125 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15131 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
);
15132 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15136 // since non permanent binds are always solo bind, they can always be reset
15137 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
15138 if(save
) BindToInstance(save
, perm
, true);
15139 } while(result
->NextRow());
15144 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
15146 // some instances only have one difficulty
15147 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
15148 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
15150 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15151 if(itr
!= m_boundInstances
[difficulty
].end())
15152 return &itr
->second
;
15157 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
15159 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15160 UnbindInstance(itr
, difficulty
, unload
);
15163 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
15165 if(itr
!= m_boundInstances
[difficulty
].end())
15167 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15168 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15169 m_boundInstances
[difficulty
].erase(itr
++);
15173 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15177 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15180 // update the save when the group kills a boss
15181 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15182 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());
15185 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15187 if(bind
.save
!= save
)
15189 if(bind
.save
) bind
.save
->RemovePlayer(this);
15190 save
->AddPlayer(this);
15193 if(permanent
) save
->SetCanReset(false);
15196 bind
.perm
= permanent
;
15197 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());
15204 void Player::SendRaidInfo()
15206 uint32 counter
= 0;
15208 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15210 size_t p_counter
= data
.wpos();
15211 data
<< uint32(counter
); // placeholder
15213 time_t now
= time(NULL
);
15215 for(int i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15217 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15219 if(itr
->second
.perm
)
15221 InstanceSave
*save
= itr
->second
.save
;
15222 data
<< uint32(save
->GetMapId()); // map id
15223 data
<< uint32(save
->GetDifficulty()); // difficulty
15224 data
<< uint64(save
->GetInstanceId()); // instance id
15225 data
<< uint32(save
->GetResetTime() - now
); // reset time
15226 data
<< uint32(0); // is extended
15231 data
.put
<uint32
>(p_counter
, counter
);
15232 GetSession()->SendPacket(&data
);
15236 - called on every successful teleportation to a map
15238 void Player::SendSavedInstances()
15240 bool hasBeenSaved
= false;
15243 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15245 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15247 if(itr
->second
.perm
) // only permanent binds are sent
15249 hasBeenSaved
= true;
15255 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15256 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15257 data
<< uint32(hasBeenSaved
);
15258 GetSession()->SendPacket(&data
);
15263 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15265 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15267 if(itr
->second
.perm
)
15269 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15270 data
<< uint32(itr
->second
.save
->GetMapId());
15271 GetSession()->SendPacket(&data
);
15277 /// convert the player's binds to the group
15278 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15280 bool has_binds
= false;
15281 bool has_solo
= false;
15283 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15284 assert(player_guid
);
15286 // copy all binds to the group, when changing leader it's assumed the character
15287 // will not have any solo binds
15291 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15293 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15296 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15297 // permanent binds are not removed
15298 if(!itr
->second
.perm
)
15300 player
->UnbindInstance(itr
, i
, true); // increments itr
15309 // if the player's not online we don't know what binds it has
15310 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
));
15311 // the following should not get executed when changing leaders
15312 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15315 bool Player::_LoadHomeBind(QueryResult
*result
)
15317 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
15320 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
15325 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15328 Field
*fields
= result
->Fetch();
15329 m_homebindMapId
= fields
[0].GetUInt32();
15330 m_homebindZoneId
= fields
[1].GetUInt16();
15331 m_homebindX
= fields
[2].GetFloat();
15332 m_homebindY
= fields
[3].GetFloat();
15333 m_homebindZ
= fields
[4].GetFloat();
15336 MapEntry
const* bindMapEntry
= sMapStore
.LookupEntry(m_homebindMapId
);
15338 // accept saved data only for valid position (and non instanceable), and accessable
15339 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15340 !bindMapEntry
->Instanceable() && GetSession()->Expansion() >= bindMapEntry
->Expansion())
15345 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15350 m_homebindMapId
= info
->mapId
;
15351 m_homebindZoneId
= info
->zoneId
;
15352 m_homebindX
= info
->positionX
;
15353 m_homebindY
= info
->positionY
;
15354 m_homebindZ
= info
->positionZ
;
15356 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
);
15359 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
15360 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15365 /*********************************************************/
15366 /*** SAVE SYSTEM ***/
15367 /*********************************************************/
15369 void Player::SaveToDB()
15371 // delay auto save at any saves (manual, in code, or autosave)
15372 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15374 // first save/honor gain after midnight will also update the player's honor fields
15375 UpdateHonorFields();
15377 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
15378 //save, far from tavern/city
15379 //save, but in tavern/city
15380 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15383 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15384 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
15385 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
15386 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
15387 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
15388 uint32 tmp_displayid
= GetDisplayId();
15390 // Set player sit state to standing on save, also stealth and shifted form
15391 SetByteValue(UNIT_FIELD_BYTES_1
, 0, UNIT_STAND_STATE_STAND
);
15392 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
15393 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_STUNNED
);
15394 SetDisplayId(GetNativeDisplayId());
15396 bool inworld
= IsInWorld();
15398 CharacterDatabase
.BeginTransaction();
15400 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15402 std::string sql_name
= m_name
;
15403 CharacterDatabase
.escape_string(sql_name
);
15405 std::ostringstream ss
;
15406 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
15407 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15408 "taximask, online, cinematic, "
15409 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15410 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15411 "death_expire_time, taxi_path, arena_pending_points, bgid, bgteam, bgmap, bgx, bgy, bgz, bgo) VALUES ("
15412 << GetGUIDLow() << ", "
15413 << GetSession()->GetAccountId() << ", '"
15414 << sql_name
<< "', "
15416 << m_class
<< ", ";
15418 if(!IsBeingTeleported())
15420 ss
<< GetMapId() << ", "
15421 << (uint32
)GetDifficulty() << ", "
15422 << finiteAlways(GetPositionX()) << ", "
15423 << finiteAlways(GetPositionY()) << ", "
15424 << finiteAlways(GetPositionZ()) << ", "
15425 << finiteAlways(GetOrientation()) << ", '";
15429 ss
<< GetTeleportDest().mapid
<< ", "
15430 << (uint32
)GetDifficulty() << ", "
15431 << finiteAlways(GetTeleportDest().x
) << ", "
15432 << finiteAlways(GetTeleportDest().y
) << ", "
15433 << finiteAlways(GetTeleportDest().z
) << ", "
15434 << finiteAlways(GetTeleportDest().o
) << ", '";
15438 for( i
= 0; i
< m_valuesCount
; ++i
)
15440 ss
<< GetUInt32Value(i
) << " ";
15445 ss
<< m_taxi
; // string with TaxiMaskSize numbers
15448 ss
<< (inworld
? 1 : 0);
15454 ss
<< m_Played_time
[0];
15456 ss
<< m_Played_time
[1];
15459 ss
<< finiteAlways(m_rest_bonus
);
15461 ss
<< (uint64
)time(NULL
);
15463 ss
<< is_save_resting
;
15465 ss
<< m_resetTalentsCost
;
15467 ss
<< (uint64
)m_resetTalentsTime
;
15470 ss
<< finiteAlways(m_movementInfo
.t_x
);
15472 ss
<< finiteAlways(m_movementInfo
.t_y
);
15474 ss
<< finiteAlways(m_movementInfo
.t_z
);
15476 ss
<< finiteAlways(m_movementInfo
.t_o
);
15479 ss
<< m_transport
->GetGUIDLow();
15484 ss
<< m_ExtraFlags
;
15487 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
15490 ss
<< uint32(m_atLoginFlags
);
15496 ss
<< (uint64
)m_deathExpireTime
;
15499 ss
<< m_taxi
.SaveTaxiDestinationsToString();
15501 ss
<< GetBattleGroundId();
15505 ss
<< m_bgEntryPoint
.mapid
<< ", "
15506 << finiteAlways(m_bgEntryPoint
.x
) << ", "
15507 << finiteAlways(m_bgEntryPoint
.y
) << ", "
15508 << finiteAlways(m_bgEntryPoint
.z
) << ", "
15509 << finiteAlways(m_bgEntryPoint
.o
);
15512 CharacterDatabase
.Execute( ss
.str().c_str() );
15514 if(m_mailsUpdated
) //save mails only when needed
15518 _SaveQuestStatus();
15519 _SaveDailyQuestStatus();
15521 _SaveSpellCooldowns();
15524 m_achievementMgr
.SaveToDB();
15525 m_reputationMgr
.SaveToDB();
15526 _SaveEquipmentSets();
15527 GetSession()->SaveTutorialsData(); // changed only while character in game
15529 CharacterDatabase
.CommitTransaction();
15531 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15532 SetDisplayId(tmp_displayid
);
15533 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
15534 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
15535 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
15536 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
15538 // save pet (hunter pet level and experience and all type pets health/mana).
15539 if(Pet
* pet
= GetPet())
15540 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15543 // fast save function for item/money cheating preventing - save only inventory and money state
15544 void Player::SaveInventoryAndGoldToDB()
15547 //money is in data field
15548 SaveDataFieldToDB();
15551 void Player::_SaveActions()
15553 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15555 switch (itr
->second
.uState
)
15557 case ACTIONBUTTON_NEW
:
15558 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15559 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
15560 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15563 case ACTIONBUTTON_CHANGED
:
15564 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15565 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
15566 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15569 case ACTIONBUTTON_DELETED
:
15570 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15571 m_actionButtons
.erase(itr
++);
15580 void Player::_SaveAuras()
15582 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15584 AuraMap
const& auras
= GetAuras();
15589 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15590 uint32 stackCounter
= 1;
15592 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15594 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15596 AuraMap::const_iterator itr2
= itr
;
15597 // save previous spellEffectPair to db
15600 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
15602 //skip all auras from spells that are passive or need a shapeshift
15603 if (!(itr2
->second
->IsPassive() || itr2
->second
->IsRemovedOnShapeLost()))
15605 //do not save single target auras (unless they were cast by the player)
15606 if (!(itr2
->second
->GetCasterGUID() != GetGUID() && itr2
->second
->IsSingleTarget()))
15609 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15610 for (i
= 0; i
< 3; ++i
)
15611 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
15612 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
15617 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15618 "VALUES ('%u', '" UI64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15619 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()));
15624 if(itr
== auras
.end())
15628 if (lastEffectPair
== itr
->first
)
15632 lastEffectPair
= itr
->first
;
15638 void Player::_SaveInventory()
15640 // force items in buyback slots to new state
15641 // and remove those that aren't already
15642 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; ++i
)
15644 Item
*item
= m_items
[i
];
15645 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15646 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15647 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15648 m_items
[i
]->FSetState(ITEM_NEW
);
15651 // update enchantment durations
15652 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15654 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15658 if (m_itemUpdateQueue
.empty()) return;
15660 // do not save if the update queue is corrupt
15661 bool error
= false;
15662 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15664 Item
*item
= m_itemUpdateQueue
[i
];
15665 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15666 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15670 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());
15673 else if (test
!= item
)
15675 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());
15682 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15683 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15687 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15689 Item
*item
= m_itemUpdateQueue
[i
];
15690 if(!item
) continue;
15692 Bag
*container
= item
->GetContainer();
15693 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15695 switch(item
->GetState())
15698 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());
15701 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());
15704 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15706 case ITEM_UNCHANGED
:
15710 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15712 m_itemUpdateQueue
.clear();
15715 void Player::_SaveMail()
15717 if (!m_mailsLoaded
)
15720 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
15723 if (m
->state
== MAIL_STATE_CHANGED
)
15725 CharacterDatabase
.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" UI64FMTD
"', deliver_time = '" UI64FMTD
"',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15726 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15727 if(m
->removedItems
.size())
15729 for(std::vector
<uint32
>::const_iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15730 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15731 m
->removedItems
.clear();
15733 m
->state
= MAIL_STATE_UNCHANGED
;
15735 else if (m
->state
== MAIL_STATE_DELETED
)
15738 for(std::vector
<MailItemInfo
>::const_iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15739 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15741 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15742 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15743 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15747 //deallocate deleted mails...
15748 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15750 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15755 itr
= m_mail
.begin();
15761 m_mailsUpdated
= false;
15764 void Player::_SaveQuestStatus()
15766 // we don't need transactions here.
15767 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15769 switch (i
->second
.uState
)
15772 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15773 "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15774 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3]);
15776 case QUEST_CHANGED
:
15777 CharacterDatabase
.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD
"',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15778 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3], GetGUIDLow(), i
->first
);
15780 case QUEST_UNCHANGED
:
15783 i
->second
.uState
= QUEST_UNCHANGED
;
15787 void Player::_SaveDailyQuestStatus()
15789 if(!m_DailyQuestChanged
)
15792 m_DailyQuestChanged
= false;
15794 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15796 // we don't need transactions here.
15797 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15798 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15799 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15800 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD
"')",
15801 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15804 void Player::_SaveSpells()
15806 for (PlayerSpellMap::iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end();)
15808 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15809 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15811 // add only changed/new not dependent spells
15812 if (!itr
->second
->dependent
&& (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
))
15813 CharacterDatabase
.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr
->first
, itr
->second
->active
? 1 : 0,itr
->second
->disabled
? 1 : 0);
15815 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15817 delete itr
->second
;
15818 m_spells
.erase(itr
++);
15822 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15829 void Player::outDebugValues() const
15831 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15834 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15835 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15836 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15837 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15838 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15839 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15840 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15841 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15842 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15843 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15844 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15845 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15848 /*********************************************************/
15849 /*** FLOOD FILTER SYSTEM ***/
15850 /*********************************************************/
15852 void Player::UpdateSpeakTime()
15854 // ignore chat spam protection for GMs in any mode
15855 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15858 time_t current
= time (NULL
);
15859 if(m_speakTime
> current
)
15861 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15866 if(m_speakCount
>= max_count
)
15868 // prevent overwrite mute time, if message send just before mutes set, for example.
15869 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15870 if(GetSession()->m_muteTime
< new_mute
)
15871 GetSession()->m_muteTime
= new_mute
;
15879 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15882 bool Player::CanSpeak() const
15884 return GetSession()->m_muteTime
<= time (NULL
);
15887 /*********************************************************/
15888 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15889 /*********************************************************/
15891 void Player::SendAttackSwingNotInRange()
15893 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15894 GetSession()->SendPacket( &data
);
15897 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15899 std::ostringstream ss
;
15900 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15901 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15902 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15903 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15904 sLog
.outDebug(ss
.str().c_str());
15905 CharacterDatabase
.Execute(ss
.str().c_str());
15908 void Player::SaveDataFieldToDB()
15910 std::ostringstream ss
;
15911 ss
<<"UPDATE characters SET data='";
15913 for(uint16 i
= 0; i
< m_valuesCount
; ++i
)
15915 ss
<< GetUInt32Value(i
) << " ";
15917 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15919 CharacterDatabase
.Execute(ss
.str().c_str());
15922 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
15924 std::ostringstream ss2
;
15925 ss2
<<"UPDATE characters SET data='";
15927 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
15929 ss2
<<tokens
[i
]<<" ";
15931 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15933 return CharacterDatabase
.Execute(ss2
.str().c_str());
15936 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
15939 snprintf(buf
,11,"%u",value
);
15941 if(index
>= tokens
.size())
15944 tokens
[index
] = buf
;
15947 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15950 if(!LoadValuesArrayFromDB(tokens
,guid
))
15953 if(index
>= tokens
.size())
15957 snprintf(buf
,11,"%u",value
);
15958 tokens
[index
] = buf
;
15960 SaveValuesArrayInDB(tokens
,guid
);
15963 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
15966 memcpy(&temp
, &value
, sizeof(value
));
15967 Player::SetUInt32ValueInDB(index
, temp
, guid
);
15970 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
15973 if(!LoadValuesArrayFromDB(tokens
, guid
))
15976 uint32 unit_bytes0
= GetUInt32ValueFromArray(tokens
, UNIT_FIELD_BYTES_0
);
15977 uint8 race
= unit_bytes0
& 0xFF;
15978 uint8 class_
= (unit_bytes0
>> 8) & 0xFF;
15980 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
15984 unit_bytes0
&= ~(0xFF << 16);
15985 unit_bytes0
|= (gender
<< 16);
15986 SetUInt32ValueInArray(tokens
, UNIT_FIELD_BYTES_0
, unit_bytes0
);
15988 SetUInt32ValueInArray(tokens
, UNIT_FIELD_DISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15989 SetUInt32ValueInArray(tokens
, UNIT_FIELD_NATIVEDISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15991 SetUInt32ValueInArray(tokens
, PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
15993 uint32 player_bytes2
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_2
);
15994 player_bytes2
&= ~0xFF;
15995 player_bytes2
|= facialHair
;
15996 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_2
, player_bytes2
);
15998 uint32 player_bytes3
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_3
);
15999 player_bytes3
&= ~0xFF;
16000 player_bytes3
|= gender
;
16001 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_3
, player_bytes3
);
16003 SaveValuesArrayInDB(tokens
, guid
);
16006 void Player::SendAttackSwingDeadTarget()
16008 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
16009 GetSession()->SendPacket( &data
);
16012 void Player::SendAttackSwingCantAttack()
16014 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
16015 GetSession()->SendPacket( &data
);
16018 void Player::SendAttackSwingCancelAttack()
16020 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
16021 GetSession()->SendPacket( &data
);
16024 void Player::SendAttackSwingBadFacingAttack()
16026 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
16027 GetSession()->SendPacket( &data
);
16030 void Player::SendAutoRepeatCancel()
16032 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, GetPackGUID().size());
16033 data
.append(GetPackGUID()); // may be it's target guid
16034 GetSession()->SendPacket( &data
);
16037 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
16039 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
16041 data
<< Experience
;
16042 GetSession()->SendPacket(&data
);
16045 void Player::SendDungeonDifficulty(bool IsInGroup
)
16047 uint8 val
= 0x00000001;
16048 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
16049 data
<< (uint32
)GetDifficulty();
16050 data
<< uint32(val
);
16051 data
<< uint32(IsInGroup
);
16052 GetSession()->SendPacket(&data
);
16055 void Player::SendResetFailedNotify(uint32 mapid
)
16057 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
16058 data
<< uint32(mapid
);
16059 GetSession()->SendPacket(&data
);
16062 /// Reset all solo instances and optionally send a message on success for each
16063 void Player::ResetInstances(uint8 method
)
16065 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16067 // we assume that when the difficulty changes, all instances that can be reset will be
16068 uint8 dif
= GetDifficulty();
16070 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
16072 InstanceSave
*p
= itr
->second
.save
;
16073 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
16074 if(!entry
|| !p
->CanReset())
16080 if(method
== INSTANCE_RESET_ALL
)
16082 // the "reset all instances" method can only reset normal maps
16083 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
16090 // if the map is loaded, reset it
16091 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
16092 if(map
&& map
->IsDungeon())
16093 ((InstanceMap
*)map
)->Reset(method
);
16095 // since this is a solo instance there should not be any players inside
16096 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
16097 SendResetInstanceSuccess(p
->GetMapId());
16100 m_boundInstances
[dif
].erase(itr
++);
16102 // the following should remove the instance save from the manager and delete it as well
16103 p
->RemovePlayer(this);
16107 void Player::SendResetInstanceSuccess(uint32 MapId
)
16109 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
16111 GetSession()->SendPacket(&data
);
16114 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16116 // TODO: find what other fail reasons there are besides players in the instance
16117 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16120 GetSession()->SendPacket(&data
);
16123 /*********************************************************/
16124 /*** Update timers ***/
16125 /*********************************************************/
16127 ///checks the 15 afk reports per 5 minutes limit
16128 void Player::UpdateAfkReport(time_t currTime
)
16130 if(m_bgAfkReportedTimer
<= currTime
)
16132 m_bgAfkReportedCount
= 0;
16133 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
16137 void Player::UpdateContestedPvP(uint32 diff
)
16139 if(!m_contestedPvPTimer
||isInCombat())
16141 if(m_contestedPvPTimer
<= diff
)
16143 ResetContestedPvP();
16146 m_contestedPvPTimer
-= diff
;
16149 void Player::UpdatePvPFlag(time_t currTime
)
16153 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16159 void Player::UpdateDuelFlag(time_t currTime
)
16161 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16164 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16165 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16167 duel
->startTimer
= 0;
16168 duel
->startTime
= currTime
;
16169 duel
->opponent
->duel
->startTimer
= 0;
16170 duel
->opponent
->duel
->startTime
= currTime
;
16173 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16178 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16180 //returning of reagents only for players, so best done here
16181 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16182 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16186 for(uint32 i
= 0; i
< 7; ++i
)
16188 if(spellInfo
->Reagent
[i
] > 0)
16190 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16191 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16192 if( msg
== EQUIP_ERR_OK
)
16194 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16196 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16201 m_temporaryUnsummonedPetNumber
= 0;
16204 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16207 // only if current pet in slot
16208 switch(pet
->getPetType())
16214 RemoveGuardian(pet
);
16217 if(GetPetGUID() == pet
->GetGUID())
16226 switch(pet
->GetEntry())
16228 //warlock pets except imp are removed(?) when logging out
16233 mode
= PET_SAVE_NOT_IN_SLOT
;
16238 pet
->SavePetToDB(mode
);
16240 pet
->CleanupsBeforeDelete();
16241 pet
->AddObjectToRemoveList();
16242 pet
->m_removed
= true;
16244 if(pet
->isControlled())
16246 WorldPacket
data(SMSG_PET_SPELLS
, 8);
16248 GetSession()->SendPacket(&data
);
16251 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16255 void Player::RemoveMiniPet()
16257 if(Pet
* pet
= GetMiniPet())
16259 pet
->Remove(PET_SAVE_AS_DELETED
);
16264 Pet
* Player::GetMiniPet()
16268 return ObjectAccessor::GetPet(m_miniPet
);
16271 void Player::Uncharm()
16273 Unit
* charm
= GetCharm();
16277 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
16278 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
16281 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16283 *data
<< (uint8
)msgtype
;
16284 *data
<< (uint32
)language
;
16285 *data
<< (uint64
)GetGUID();
16286 *data
<< (uint32
)language
; //language 2.1.0 ?
16287 *data
<< (uint64
)GetGUID();
16288 *data
<< (uint32
)(text
.length()+1);
16290 *data
<< (uint8
)chatTag();
16293 void Player::Say(const std::string
& text
, const uint32 language
)
16295 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16296 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16297 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16300 void Player::Yell(const std::string
& text
, const uint32 language
)
16302 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16303 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16304 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16307 void Player::TextEmote(const std::string
& text
)
16309 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16310 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16311 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16314 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16316 if (language
!= LANG_ADDON
) // if not addon data
16317 language
= LANG_UNIVERSAL
; // whispers should always be readable
16319 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
16321 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16322 if(!rPlayer
->isDND() || isGameMaster())
16324 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16325 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16326 rPlayer
->GetSession()->SendPacket(&data
);
16328 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16329 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16330 GetSession()->SendPacket(&data
);
16334 // announce to player that player he is whispering to is dnd and cannot receive his message
16335 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16338 if(!isAcceptWhispers())
16340 SetAcceptWhispers(true);
16341 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16344 // announce to player that player he is whispering to is afk
16345 if(rPlayer
->isAFK())
16346 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16348 // if player whisper someone, auto turn of dnd to be able to receive an answer
16349 if(isDND() && !rPlayer
->isGameMaster())
16353 void Player::PetSpellInitialize()
16355 Pet
* pet
= GetPet();
16360 sLog
.outDebug("Pet Spells Groups");
16362 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16364 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
16365 data
<< uint64(pet
->GetGUID());
16366 data
<< uint16(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16368 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16371 charmInfo
->BuildActionBar(&data
);
16373 size_t spellsCountPos
= data
.wpos();
16377 data
<< uint8(addlist
); // placeholder
16379 if (pet
->IsPermanentPetFor(this))
16382 for (PetSpellMap::const_iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16384 if(itr
->second
.state
== PETSPELL_REMOVED
)
16387 data
<< uint16(itr
->first
);
16388 data
<< uint16(itr
->second
.active
); // pet spell active state isn't boolean
16393 data
.put
<uint8
>(spellsCountPos
, addlist
);
16395 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16396 data
<< uint8(cooldownsCount
);
16398 time_t curTime
= time(NULL
);
16400 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16402 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16404 data
<< uint32(itr
->first
); // spellid
16405 data
<< uint16(0); // spell category?
16406 data
<< uint32(cooldown
); // cooldown
16407 data
<< uint32(0); // category cooldown
16410 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16412 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16414 data
<< uint32(itr
->first
); // spellid
16415 data
<< uint16(0); // spell category?
16416 data
<< uint32(0); // cooldown
16417 data
<< uint32(cooldown
); // category cooldown
16420 GetSession()->SendPacket(&data
);
16423 void Player::PossessSpellInitialize()
16425 Unit
* charm
= GetCharm();
16430 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16434 sLog
.outError("Player::PossessSpellInitialize(): charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
16438 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
16439 data
<< uint64(charm
->GetGUID());
16444 charmInfo
->BuildActionBar(&data
);
16446 data
<< uint8(0); // spells count
16447 data
<< uint8(0); // cooldowns count
16449 GetSession()->SendPacket(&data
);
16452 void Player::CharmSpellInitialize()
16454 Unit
* charm
= GetCharm();
16459 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16462 sLog
.outError("Player::CharmSpellInitialize(): the player's charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
16468 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16470 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16472 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16474 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16476 if(charmInfo
->GetCharmSpell(i
)->spellId
)
16482 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+4*addlist
+1);
16483 data
<< uint64(charm
->GetGUID());
16487 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16488 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16490 data
<< uint8(0) << uint8(0) << uint16(0);
16492 charmInfo
->BuildActionBar(&data
);
16494 data
<< uint8(addlist
);
16498 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16500 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16501 if(cspell
->spellId
)
16503 data
<< uint16(cspell
->spellId
);
16504 data
<< uint16(cspell
->active
);
16509 data
<< uint8(0); // cooldowns count
16511 GetSession()->SendPacket(&data
);
16514 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16516 if (!mod
|| !spellInfo
)
16519 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16521 // prevent apply to any spell except spell that trigger expire
16524 if(mod
->lastAffected
!= spell
)
16527 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16531 return spellmgr
.IsAffectedByMod(spellInfo
, mod
);
16534 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16536 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16538 for(int eff
=0;eff
<96;++eff
)
16542 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
16543 else _mask2
= uint64(1) << (eff
-64);
16544 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
16547 for (SpellModList::const_iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16549 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
16550 val
+= (*itr
)->value
;
16552 val
+= apply
? mod
->value
: -(mod
->value
);
16553 WorldPacket
data(Opcode
, (1+1+4));
16554 data
<< uint8(eff
);
16555 data
<< uint8(mod
->op
);
16556 data
<< int32(val
);
16557 SendDirectMessage(&data
);
16562 m_spellMods
[mod
->op
].push_back(mod
);
16565 if (mod
->charges
== -1)
16566 --m_SpellModRemoveCount
;
16567 m_spellMods
[mod
->op
].remove(mod
);
16572 void Player::RemoveSpellMods(Spell
const* spell
)
16574 if(!spell
|| (m_SpellModRemoveCount
== 0))
16577 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16579 for (SpellModList::const_iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16581 SpellModifier
*mod
= *itr
;
16584 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16586 RemoveAurasDueToSpell(mod
->spellId
);
16587 if (m_spellMods
[i
].empty())
16590 itr
= m_spellMods
[i
].begin();
16596 // send Proficiency
16597 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16599 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16600 data
<< pr1
<< pr2
;
16601 GetSession()->SendPacket (&data
);
16604 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16606 QueryResult
*result
= NULL
;
16608 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16610 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16613 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.
16614 { // and SendPetitionQueryOpcode reads data from the DB
16615 Field
*fields
= result
->Fetch();
16616 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16617 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16619 // send update if charter owner in game
16620 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16622 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16624 } while ( result
->NextRow() );
16629 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16631 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16634 CharacterDatabase
.BeginTransaction();
16637 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16638 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16642 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16643 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16645 CharacterDatabase
.CommitTransaction();
16648 void Player::LeaveAllArenaTeams(uint64 guid
)
16650 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
));
16656 Field
*fields
= result
->Fetch();
16657 uint32 at_id
= fields
[0].GetUInt32();
16660 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
16662 at
->DelMember(guid
);
16664 } while (result
->NextRow());
16669 void Player::SetRestBonus (float rest_bonus_new
)
16671 // Prevent resting on max level
16672 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16673 rest_bonus_new
= 0;
16675 if(rest_bonus_new
< 0)
16676 rest_bonus_new
= 0;
16678 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16680 if(rest_bonus_new
> rest_bonus_max
)
16681 m_rest_bonus
= rest_bonus_max
;
16683 m_rest_bonus
= rest_bonus_new
;
16685 // update data for client
16686 if(m_rest_bonus
>10)
16687 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16688 else if(m_rest_bonus
<=1)
16689 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16692 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16695 void Player::HandleStealthedUnitsDetection()
16697 std::list
<Unit
*> stealthedUnits
;
16699 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16701 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16702 cell
.SetNoCreate();
16704 MaNGOS::AnyStealthedCheck u_check
;
16705 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(this,stealthedUnits
, u_check
);
16707 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16708 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16710 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16711 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap());
16712 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap());
16714 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16718 i
= stealthedUnits
.erase(i
);
16722 if ((*i
)->isVisibleForOrDetect(this,true))
16725 (*i
)->SendUpdateToPlayer(this);
16726 m_clientGUIDs
.insert((*i
)->GetGUID());
16728 #ifdef MANGOS_DEBUG
16729 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16730 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16733 // target aura duration for caster show only if target exist at caster client
16734 // send data at target visibility change (adding to client)
16735 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16736 SendAurasForTarget(*i
);
16738 i
= stealthedUnits
.erase(i
);
16746 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, Creature
* npc
/*= NULL*/, uint32 spellid
/*= 0*/)
16748 if(nodes
.size() < 2)
16751 // 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
16752 if(GetSession()->isLogingOut() || isInCombat())
16754 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16755 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16756 GetSession()->SendPacket(&data
);
16760 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16766 // not let cheating with start flight mounted
16769 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16770 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16771 GetSession()->SendPacket(&data
);
16775 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16777 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16778 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16779 GetSession()->SendPacket(&data
);
16783 // 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
16784 if(IsNonMeleeSpellCasted(false))
16786 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16787 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16788 GetSession()->SendPacket(&data
);
16792 // cast case or scripted call case
16795 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
16797 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16798 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
16800 if(m_currentSpells
[CURRENT_GENERIC_SPELL
] && m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Id
!= spellid
)
16801 InterruptSpell(CURRENT_GENERIC_SPELL
,false);
16803 InterruptSpell(CURRENT_AUTOREPEAT_SPELL
,false);
16805 if(m_currentSpells
[CURRENT_CHANNELED_SPELL
] && m_currentSpells
[CURRENT_CHANNELED_SPELL
]->m_spellInfo
->Id
!= spellid
)
16806 InterruptSpell(CURRENT_CHANNELED_SPELL
,true);
16809 uint32 sourcenode
= nodes
[0];
16811 // starting node too far away (cheat?)
16812 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16815 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16816 data
<< uint32(ERR_TAXINOSUCHPATH
);
16817 GetSession()->SendPacket(&data
);
16821 // check node starting pos data set case if provided
16822 if (node
->x
!= 0.0f
|| node
->y
!= 0.0f
|| node
->z
!= 0.0f
)
16824 if (node
->map_id
!= GetMapId() ||
16825 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16826 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16827 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16828 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
))
16830 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16831 data
<< uint32(ERR_TAXITOOFARAWAY
);
16832 GetSession()->SendPacket(&data
);
16836 // node must have pos if taxi master case (npc != NULL)
16839 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16840 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16841 GetSession()->SendPacket(&data
);
16845 // Prepare to flight start now
16847 // stop combat at start taxi flight if any
16850 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16853 // clean not finished taxi path if any
16854 m_taxi
.ClearTaxiDestinations();
16856 // 0 element current node
16857 m_taxi
.AddTaxiDestination(sourcenode
);
16859 // fill destinations path tail
16860 uint32 sourcepath
= 0;
16861 uint32 totalcost
= 0;
16863 uint32 prevnode
= sourcenode
;
16864 uint32 lastnode
= 0;
16866 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16870 lastnode
= nodes
[i
];
16871 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16875 m_taxi
.ClearTaxiDestinations();
16881 if(prevnode
== sourcenode
)
16884 m_taxi
.AddTaxiDestination(lastnode
);
16886 prevnode
= lastnode
;
16889 // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
16890 uint32 mount_display_id
= objmgr
.GetTaxiMountDisplayId(sourcenode
, GetTeam(), npc
== NULL
);
16892 // in spell case allow 0 model
16893 if (mount_display_id
== 0 && spellid
== 0 || sourcepath
== 0)
16895 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16896 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16897 GetSession()->SendPacket(&data
);
16898 m_taxi
.ClearTaxiDestinations();
16902 uint32 money
= GetMoney();
16905 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16907 if(money
< totalcost
)
16909 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16910 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16911 GetSession()->SendPacket(&data
);
16912 m_taxi
.ClearTaxiDestinations();
16916 //Checks and preparations done, DO FLIGHT
16917 ModifyMoney(-(int32
)totalcost
);
16918 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING
, totalcost
);
16919 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN
, 1);
16921 // prevent stealth flight
16922 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
16924 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16925 data
<< uint32(ERR_TAXIOK
);
16926 GetSession()->SendPacket(&data
);
16928 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16930 GetSession()->SendDoFlight(mount_display_id
, sourcepath
);
16935 bool Player::ActivateTaxiPathTo( uint32 taxi_path_id
, uint32 spellid
/*= 0*/ )
16937 TaxiPathEntry
const* entry
= sTaxiPathStore
.LookupEntry(taxi_path_id
);
16941 std::vector
<uint32
> nodes
;
16944 nodes
[0] = entry
->from
;
16945 nodes
[1] = entry
->to
;
16947 return ActivateTaxiPathTo(nodes
,NULL
,spellid
);
16950 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
16952 // last check 2.0.10
16953 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
16955 data
<< uint8(0x0); // flags (0x1, 0x2)
16956 time_t curTime
= time(NULL
);
16957 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
16959 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16961 uint32 unSpellId
= itr
->first
;
16962 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
16969 // Not send cooldown for this spells
16970 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
16973 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
16975 data
<< uint32(unSpellId
);
16976 data
<< uint32(unTimeMs
); // in m.secs
16977 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/IN_MILISECONDS
);
16980 GetSession()->SendPacket(&data
);
16983 void Player::InitDataForForm(bool reapplyMods
)
16985 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
16986 if(ssEntry
&& ssEntry
->attackSpeed
)
16988 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
16989 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
16990 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
16993 SetRegularAttackTime();
16999 if(getPowerType()!=POWER_ENERGY
)
17000 setPowerType(POWER_ENERGY
);
17004 case FORM_DIREBEAR
:
17006 if(getPowerType()!=POWER_RAGE
)
17007 setPowerType(POWER_RAGE
);
17010 default: // 0, for example
17012 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
17013 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
17014 setPowerType(Powers(cEntry
->powerType
));
17019 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17021 UpdateEquipSpellsAtFormChange();
17023 UpdateAttackPowerAndDamage();
17024 UpdateAttackPowerAndDamage(true);
17027 // Return true is the bought item has a max count to force refresh of window by caller
17028 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
17030 // cheating attempt
17031 if(count
< 1) count
= 1;
17036 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
17039 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
17043 Creature
*pCreature
= GetNPCIfCanInteractWith(vendorguid
,UNIT_NPC_FLAG_VENDOR
);
17046 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
17047 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
17051 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
17052 if(!vItems
|| vItems
->Empty())
17054 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17058 size_t vendor_slot
= vItems
->FindItemSlot(item
);
17059 if(vendor_slot
>= vItems
->GetItemCount())
17061 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17065 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
17067 // check current item amount if it limited
17068 if( crItem
->maxcount
!= 0 )
17070 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
17072 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
17077 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
17079 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
17083 if(crItem
->ExtendedCost
)
17085 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17088 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
17092 // honor points price
17093 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
17095 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
17099 // arena points price
17100 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
17102 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
17107 for (uint8 i
= 0; i
< 5; ++i
)
17109 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
17111 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
17116 // check for personal arena rating requirement
17117 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
17119 // probably not the proper equip err
17120 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
17125 uint32 price
= pProto
->BuyPrice
* count
;
17127 // reputation discount
17128 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
17130 if( GetMoney() < price
)
17132 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17136 uint8 bag
= 0; // init for case invalid bagGUID
17138 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
17141 if( bagguid
== GetGUID() )
17143 bag
= INVENTORY_SLOT_BAG_0
;
17147 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;++i
)
17149 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
17152 if( bagguid
== pBag
->GetGUID() )
17162 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
17164 ItemPosCountVec dest
;
17165 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17166 if( msg
!= EQUIP_ERR_OK
)
17168 SendEquipError( msg
, NULL
, NULL
);
17172 ModifyMoney( -(int32
)price
);
17173 if(crItem
->ExtendedCost
) // case for new honor system
17175 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17176 if(iece
->reqhonorpoints
)
17177 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17178 if(iece
->reqarenapoints
)
17179 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17180 for (uint8 i
= 0; i
< 5; ++i
)
17182 if(iece
->reqitem
[i
])
17183 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17187 if(Item
*it
= StoreNewItem( dest
, item
, true ))
17189 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17191 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17192 data
<< pCreature
->GetGUID();
17193 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17194 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17195 data
<< (uint32
)count
;
17196 GetSession()->SendPacket(&data
);
17198 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17201 else if( IsEquipmentPos( bag
, slot
) )
17203 if(pProto
->BuyCount
* count
!= 1)
17205 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17210 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17211 if( msg
!= EQUIP_ERR_OK
)
17213 SendEquipError( msg
, NULL
, NULL
);
17217 ModifyMoney( -(int32
)price
);
17218 if(crItem
->ExtendedCost
) // case for new honor system
17220 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17221 if(iece
->reqhonorpoints
)
17222 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17223 if(iece
->reqarenapoints
)
17224 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17225 for (uint8 i
= 0; i
< 5; ++i
)
17227 if(iece
->reqitem
[i
])
17228 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17232 if(Item
*it
= EquipNewItem( dest
, item
, true ))
17234 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17236 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17237 data
<< pCreature
->GetGUID();
17238 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17239 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17240 data
<< (uint32
)count
;
17241 GetSession()->SendPacket(&data
);
17243 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17245 AutoUnequipOffhandIfNeed();
17250 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17254 return crItem
->maxcount
!=0;
17257 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17259 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17260 // the personal rating of the arena team must match the required limit as well
17261 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17262 uint32 max_personal_rating
= 0;
17263 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17265 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17267 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
17268 uint32 t_rating
= at
->GetRating();
17269 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
17270 if(max_personal_rating
< p_rating
)
17271 max_personal_rating
= p_rating
;
17274 return max_personal_rating
;
17277 void Player::UpdateHomebindTime(uint32 time
)
17279 // GMs never get homebind timer online
17280 if (m_InstanceValid
|| isGameMaster())
17282 if(m_HomebindTimer
) // instance valid, but timer not reset
17285 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17288 GetSession()->SendPacket(&data
);
17290 // instance is valid, reset homebind timer
17291 m_HomebindTimer
= 0;
17293 else if (m_HomebindTimer
> 0)
17295 if (time
>= m_HomebindTimer
)
17297 // teleport to nearest graveyard
17298 RepopAtGraveyard();
17301 m_HomebindTimer
-= time
;
17305 // instance is invalid, start homebind timer
17306 m_HomebindTimer
= 60000;
17307 // send message to player
17308 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17309 data
<< m_HomebindTimer
;
17311 GetSession()->SendPacket(&data
);
17312 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17316 void Player::UpdatePvP(bool state
, bool ovrride
)
17318 if(!state
|| ovrride
)
17321 pvpInfo
.endTimer
= 0;
17325 if(pvpInfo
.endTimer
!= 0)
17326 pvpInfo
.endTimer
= time(NULL
);
17332 void Player::AddSpellAndCategoryCooldowns(SpellEntry
const* spellInfo
, uint32 itemId
, Spell
* spell
, bool infinityCooldown
)
17334 // init cooldown values
17339 // some special item spells without correct cooldown in SpellInfo
17340 // cooldown information stored in item prototype
17341 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17345 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(itemId
))
17347 for(int idx
= 0; idx
< 5; ++idx
)
17349 if(proto
->Spells
[idx
].SpellId
== spellInfo
->Id
)
17351 cat
= proto
->Spells
[idx
].SpellCategory
;
17352 rec
= proto
->Spells
[idx
].SpellCooldown
;
17353 catrec
= proto
->Spells
[idx
].SpellCategoryCooldown
;
17360 // if no cooldown found above then base at DBC data
17361 if(rec
< 0 && catrec
< 0)
17363 cat
= spellInfo
->Category
;
17364 rec
= spellInfo
->RecoveryTime
;
17365 catrec
= spellInfo
->CategoryRecoveryTime
;
17368 time_t curTime
= time(NULL
);
17373 // overwrite time for selected category
17374 if(infinityCooldown
)
17376 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17377 // but not allow ignore until reset or re-login
17378 catrecTime
= catrec
> 0 ? curTime
+MONTH
: 0;
17379 recTime
= rec
> 0 ? curTime
+MONTH
: catrecTime
;
17383 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17384 // prevent 0 cooldowns set by another way
17385 if (rec
<= 0 && catrec
<= 0 && (cat
== 76 || IsAutoRepeatRangedSpell(spellInfo
) && spellInfo
->Id
!= SPELL_ID_AUTOSHOT
))
17386 rec
= GetAttackTime(RANGED_ATTACK
);
17388 // Now we have cooldown data (if found any), time to apply mods
17390 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, rec
, spell
);
17393 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, catrec
, spell
);
17395 // replace negative cooldowns by 0
17396 if (rec
< 0) rec
= 0;
17397 if (catrec
< 0) catrec
= 0;
17399 // no cooldown after applying spell mods
17400 if( rec
== 0 && catrec
== 0)
17403 catrecTime
= catrec
? curTime
+catrec
/IN_MILISECONDS
: 0;
17404 recTime
= rec
? curTime
+rec
/IN_MILISECONDS
: catrecTime
;
17407 // self spell cooldown
17409 AddSpellCooldown(spellInfo
->Id
, itemId
, recTime
);
17412 if (cat
&& catrec
> 0)
17414 SpellCategoryStore::const_iterator i_scstore
= sSpellCategoryStore
.find(cat
);
17415 if(i_scstore
!= sSpellCategoryStore
.end())
17417 for(SpellCategorySet::const_iterator i_scset
= i_scstore
->second
.begin(); i_scset
!= i_scstore
->second
.end(); ++i_scset
)
17419 if(*i_scset
== spellInfo
->Id
) // skip main spell, already handled above
17422 AddSpellCooldown(*i_scset
, itemId
, catrecTime
);
17428 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
17432 sc
.itemid
= itemid
;
17433 m_spellCooldowns
[spellid
] = sc
;
17436 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
, uint32 itemId
, Spell
* spell
)
17438 // start cooldowns at server side, if any
17439 AddSpellAndCategoryCooldowns(spellInfo
,itemId
,spell
);
17441 // Send activate cooldown timer (possible 0) at client side
17442 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
17443 data
<< spellInfo
->Id
;
17445 SendDirectMessage(&data
);
17448 void Player::UpdatePotionCooldown(Spell
* spell
)
17450 // no potion used i combat or still in combat
17451 if(!m_lastPotionId
|| isInCombat())
17454 // Call not from spell cast, send cooldown event for item spells if no in combat
17457 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17458 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(m_lastPotionId
))
17459 for(int idx
= 0; idx
< 5; ++idx
)
17460 if(proto
->Spells
[idx
].SpellId
&& proto
->Spells
[idx
].SpellTrigger
== ITEM_SPELLTRIGGER_ON_USE
)
17461 if(SpellEntry
const* spellInfo
= sSpellStore
.LookupEntry(proto
->Spells
[idx
].SpellId
))
17462 SendCooldownEvent(spellInfo
,m_lastPotionId
);
17464 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17466 SendCooldownEvent(spell
->m_spellInfo
,m_lastPotionId
,spell
);
17468 m_lastPotionId
= 0;
17471 //slot to be excluded while counting
17472 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
17474 if(!enchantmentcondition
)
17477 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
17482 uint8 curcount
[4] = {0, 0, 0, 0};
17484 //counting current equipped gem colors
17485 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17489 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17490 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17492 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17494 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17498 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17502 uint32 gemid
= enchantEntry
->GemID
;
17506 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17510 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17514 uint8 GemColor
= gemProperty
->color
;
17516 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17518 if(tmpcolormask
& GemColor
)
17525 bool activate
= true;
17527 for(int i
= 0; i
< 5; ++i
)
17529 if(!Condition
->Color
[i
])
17532 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17534 // if have <CompareColor> use them as count, else use <value> from Condition
17535 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17537 switch(Condition
->Comparator
[i
])
17539 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17540 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17542 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17543 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17545 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17546 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17551 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");
17556 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17558 //cycle all equipped items
17559 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17561 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17562 if(slot
== exceptslot
)
17565 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17567 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17570 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17572 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17576 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17580 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17583 //was enchant active with/without item?
17584 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17585 //should it now be?
17586 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17588 // ignore item gem conditions
17589 //if state changed, (dis)apply enchant
17590 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17597 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17598 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17600 //cycle all equipped items
17601 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17603 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17604 if(slot
== exceptslot
)
17607 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17609 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17612 //cycle all (gem)enchants
17613 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17615 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17616 if(!enchant_id
) //if no enchant go to next enchant(slot)
17619 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17623 //only metagems to be (de)activated, so only enchants with condition
17624 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17626 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17631 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17633 if(BattleGround
*bg
= GetBattleGround())
17635 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17637 // call after remove to be sure that player resurrected for correct cast
17638 if( bg
->isBattleGround() && !isGameMaster() && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
) )
17640 if( bg
->GetStatus() == STATUS_IN_PROGRESS
|| bg
->GetStatus() == STATUS_WAIT_JOIN
)
17641 CastSpell(this, 26013, true); // Deserter
17646 bool Player::CanJoinToBattleground() const
17648 // check Deserter debuff
17649 if(GetDummyAura(26013))
17655 bool Player::CanReportAfkDueToLimit()
17657 // a player can complain about 15 people per 5 minutes
17658 if(m_bgAfkReportedCount
>= 15)
17660 ++m_bgAfkReportedCount
;
17664 ///This player has been blamed to be inactive in a battleground
17665 void Player::ReportedAfkBy(Player
* reporter
)
17667 BattleGround
*bg
= GetBattleGround();
17668 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
17671 // check if player has 'Idle' or 'Inactive' debuff
17672 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
17674 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
17675 // 3 players have to complain to apply debuff
17676 if(m_bgAfkReporter
.size() >= 3)
17678 // cast 'Idle' spell
17679 CastSpell(this, 43680, true);
17680 m_bgAfkReporter
.clear();
17685 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17687 // gamemaster in GM mode see all, including ghosts
17688 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
17691 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17692 if (InBattleGround())
17694 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
17699 // Live player see live player or dead player with not realized corpse
17700 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
17702 return isAlive() || m_deathTimer
> 0;
17705 // Ghost see other friendly ghosts, that's for sure
17706 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
17709 // Dead player see live players near own corpse
17712 Corpse
*corpse
= pl
->GetCorpse();
17715 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17716 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
17721 // and not see any other
17725 bool Player::IsVisibleGloballyFor( Player
* u
) const
17730 // Always can see self
17734 // Visible units, always are visible for all players
17735 if (GetVisibility() == VISIBILITY_ON
)
17738 // GMs are visible for higher gms (or players are visible for gms)
17739 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
17740 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
17742 // non faction visibility non-breakable for non-GMs
17743 if (GetVisibility() == VISIBILITY_OFF
)
17746 // non-gm stealth/invisibility not hide from global player lists
17750 void Player::UpdateVisibilityOf(WorldObject
* target
)
17752 if(HaveAtClient(target
))
17754 if(!target
->isVisibleForInState(this,true))
17756 target
->DestroyForPlayer(this);
17757 m_clientGUIDs
.erase(target
->GetGUID());
17759 #ifdef MANGOS_DEBUG
17760 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17761 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17767 if(target
->isVisibleForInState(this,false))
17769 target
->SendUpdateToPlayer(this);
17770 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17771 m_clientGUIDs
.insert(target
->GetGUID());
17773 #ifdef MANGOS_DEBUG
17774 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17775 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17778 // target aura duration for caster show only if target exist at caster client
17779 // send data at target visibility change (adding to client)
17780 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
17781 SendAurasForTarget((Unit
*)target
);
17783 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
17784 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17790 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17792 s64
.insert(target
->GetGUID());
17796 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17798 if(!target
->IsTransport())
17799 s64
.insert(target
->GetGUID());
17803 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17805 if(HaveAtClient(target
))
17807 if(!target
->isVisibleForInState(this,true))
17809 target
->BuildOutOfRangeUpdateBlock(&data
);
17810 m_clientGUIDs
.erase(target
->GetGUID());
17812 #ifdef MANGOS_DEBUG
17813 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17814 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
));
17820 if(target
->isVisibleForInState(this,false))
17822 visibleNow
.insert(target
);
17823 target
->BuildUpdate(data_updates
);
17824 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17825 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17827 #ifdef MANGOS_DEBUG
17828 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17829 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
));
17835 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17836 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17837 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17838 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17839 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17841 void Player::InitPrimaryProfessions()
17843 SetFreePrimaryProfessions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17846 void Player::SendComboPoints()
17848 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17851 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17852 data
.append(combotarget
->GetPackGUID());
17853 data
<< uint8(m_comboPoints
);
17854 GetSession()->SendPacket(&data
);
17858 void Player::AddComboPoints(Unit
* target
, int8 count
)
17863 // without combo points lost (duration checked in aura)
17864 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17866 if(target
->GetGUID() == m_comboTarget
)
17868 m_comboPoints
+= count
;
17873 if(Unit
* target2
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17874 target2
->RemoveComboPointHolder(GetGUIDLow());
17876 m_comboTarget
= target
->GetGUID();
17877 m_comboPoints
= count
;
17879 target
->AddComboPointHolder(GetGUIDLow());
17882 if (m_comboPoints
> 5) m_comboPoints
= 5;
17883 if (m_comboPoints
< 0) m_comboPoints
= 0;
17888 void Player::ClearComboPoints()
17893 // without combopoints lost (duration checked in aura)
17894 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17900 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17901 target
->RemoveComboPointHolder(GetGUIDLow());
17906 void Player::SetGroup(Group
*group
, int8 subgroup
)
17912 // never use SetGroup without a subgroup unless you specify NULL for group
17913 assert(subgroup
>= 0);
17914 m_group
.link(group
, this);
17915 m_group
.setSubGroup((uint8
)subgroup
);
17919 void Player::SendInitialPacketsBeforeAddToMap()
17921 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
17922 data
<< uint32(0); // unknown, may be rest state time or experience
17923 GetSession()->SendPacket(&data
);
17925 GetSocial()->SendSocialList();
17928 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
17929 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
17930 data
<< (uint32
) m_homebindMapId
;
17931 data
<< (uint32
) m_homebindZoneId
;
17932 GetSession()->SendPacket(&data
);
17934 // SMSG_SET_PROFICIENCY
17935 // SMSG_UPDATE_AURA_DURATION
17937 SendTalentsInfoData(false);
17938 SendInitialSpells();
17940 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
17941 data
<< uint32(0); // count, for(count) uint32;
17942 GetSession()->SendPacket(&data
);
17944 SendInitialActionButtons();
17945 m_reputationMgr
.SendInitialReputations();
17946 m_achievementMgr
.SendAllAchievementData();
17949 uint32 newzone
, newarea
;
17950 GetZoneAndAreaId(newzone
,newarea
);
17951 UpdateZone(newzone
,newarea
); // also call SendInitWorldStates();
17953 SendEquipmentSetList();
17955 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 4 + 4 + 4);
17956 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
17957 data
<< (float)0.01666667f
; // game speed
17958 data
<< uint32(0); // added in 3.1.2
17959 GetSession()->SendPacket( &data
);
17961 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17962 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
17963 m_movementInfo
.flags
|= MOVEMENTFLAG_FLYING2
;
17968 void Player::SendInitialPacketsAfterAddToMap()
17970 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
17971 data
<< uint32(0x00000000); // on blizz it increments periodically
17972 GetSession()->SendPacket(&data
);
17974 CastSpell(this, 836, true); // LOGINEFFECT
17976 // set some aura effects that send packet to player client after add player to map
17977 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17978 // same auras state lost at far teleport, send it one more time in this case also
17979 static const AuraType auratypes
[] =
17981 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
17982 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
17983 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
17985 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
17987 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
17988 if(!auraList
.empty())
17989 auraList
.front()->ApplyModifier(true,true);
17992 if(HasAuraType(SPELL_AURA_MOD_STUN
))
17993 SetMovement(MOVE_ROOT
);
17995 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17996 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
17998 WorldPacket
data2(SMSG_FORCE_MOVE_ROOT
, 10);
17999 data2
.append(GetPackGUID());
18000 data2
<< (uint32
)2;
18001 SendMessageToSet(&data2
,true);
18004 SendAurasForTarget(this);
18005 SendEnchantmentDurations(); // must be after add to map
18006 SendItemDurations(); // must be after add to map
18009 void Player::SendUpdateToOutOfRangeGroupMembers()
18011 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
18013 if(Group
* group
= GetGroup())
18014 group
->UpdatePlayerOutOfRange(this);
18016 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
18017 m_auraUpdateMask
= 0;
18018 if(Pet
*pet
= GetPet())
18019 pet
->ResetAuraUpdateMask();
18022 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
18024 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
18025 data
<< uint32(mapid
);
18026 data
<< uint8(reason
); // transfer abort reason
18029 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
18030 case TRANSFER_ABORT_DIFFICULTY
:
18031 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
18032 data
<< uint8(arg
);
18035 GetSession()->SendPacket(&data
);
18038 void Player::SendInstanceResetWarning( uint32 mapid
, uint32 difficulty
, uint32 time
)
18040 // type of warning, based on the time remaining until reset
18043 type
= RAID_INSTANCE_WELCOME
;
18044 else if(time
> 900 && time
<= 3600)
18045 type
= RAID_INSTANCE_WARNING_HOURS
;
18046 else if(time
> 300 && time
<= 900)
18047 type
= RAID_INSTANCE_WARNING_MIN
;
18049 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
18051 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4+4);
18052 data
<< uint32(type
);
18053 data
<< uint32(mapid
);
18054 data
<< uint32(difficulty
); // difficulty
18055 data
<< uint32(time
);
18056 if(type
== RAID_INSTANCE_WELCOME
)
18058 data
<< uint8(0); // is your (1)
18059 data
<< uint8(0); // is extended (1), ignored if prev field is 0
18061 GetSession()->SendPacket(&data
);
18064 void Player::ApplyEquipCooldown( Item
* pItem
)
18066 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
18068 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
18071 if( !spellData
.SpellId
)
18074 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
18075 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
18078 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
18080 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
18081 data
<< pItem
->GetGUID();
18082 data
<< uint32(spellData
.SpellId
);
18083 GetSession()->SendPacket(&data
);
18087 void Player::resetSpells()
18089 // not need after this call
18090 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
18092 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
18093 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
18096 // make full copy of map (spells removed and marked as deleted at another spell remove
18097 // and we can't use original map for safe iterative with visit each spell at loop end
18098 PlayerSpellMap smap
= GetSpellMap();
18100 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
18101 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
18103 learnDefaultSpells();
18104 learnQuestRewardedSpells();
18107 void Player::learnDefaultSpells()
18109 // learn default race/class spells
18110 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
18111 for (PlayerCreateInfoSpells::const_iterator itr
= info
->spell
.begin(); itr
!=info
->spell
.end(); ++itr
)
18113 uint32 tspell
= *itr
;
18114 sLog
.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell
);
18115 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18116 addSpell(tspell
,true,true,true,false);
18117 else // but send in normal spell in game learn case
18118 learnSpell(tspell
,true);
18122 void Player::learnQuestRewardedSpells(Quest
const* quest
)
18124 uint32 spell_id
= quest
->GetRewSpellCast();
18126 // skip quests without rewarded spell
18130 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
18134 // check learned spells state
18135 bool found
= false;
18136 for(int i
=0; i
< 3; ++i
)
18138 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
18145 // skip quests with not teaching spell or already known spell
18149 // prevent learn non first rank unknown profession and second specialization for same profession)
18150 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
18151 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
18153 // not have first rank learned (unlearned prof?)
18154 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
18155 if( !HasSpell(first_spell
) )
18158 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
18163 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
18165 // search other specialization for same prof
18166 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
18168 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
18171 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
18175 // compare only specializations
18176 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
18179 // compare same chain spells
18180 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
18183 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18184 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
18190 CastSpell( this, spell_id
, true);
18193 void Player::learnQuestRewardedSpells()
18195 // learn spells received from quest completing
18196 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
18198 // skip no rewarded quests
18199 if(!itr
->second
.m_rewarded
)
18202 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
18206 learnQuestRewardedSpells(quest
);
18210 void Player::learnSkillRewardedSpells(uint32 skill_id
, uint32 skill_value
)
18212 uint32 raceMask
= getRaceMask();
18213 uint32 classMask
= getClassMask();
18214 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
18216 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
18217 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
18219 // Check race if set
18220 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
18222 // Check class if set
18223 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
18226 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
18228 // need unlearn spell
18229 if (skill_value
< pAbility
->req_skill_value
)
18230 removeSpell(pAbility
->spellId
);
18232 else if (!IsInWorld())
18233 addSpell(pAbility
->spellId
,true,true,true,false);
18235 learnSpell(pAbility
->spellId
,true);
18240 void Player::SendAurasForTarget(Unit
*target
)
18242 if(target
->GetVisibleAuras()->empty()) // speedup things
18245 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
18246 data
.append(target
->GetPackGUID());
18248 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
18249 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
18251 for(uint32 j
= 0; j
< 3; ++j
)
18253 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
18255 data
<< uint8(aura
->GetAuraSlot());
18256 data
<< uint32(aura
->GetId());
18260 uint8 auraFlags
= aura
->GetAuraFlags();
18262 data
<< uint8(auraFlags
);
18264 data
<< uint8(aura
->GetAuraLevel());
18266 data
<< uint8(aura
->GetAuraCharges());
18268 if(!(auraFlags
& AFLAG_NOT_CASTER
))
18270 data
<< uint8(0); // packed GUID of someone (caster?)
18273 if(auraFlags
& AFLAG_DURATION
) // include aura duration
18275 data
<< uint32(aura
->GetAuraMaxDuration());
18276 data
<< uint32(aura
->GetAuraDuration());
18284 GetSession()->SendPacket(&data
);
18287 void Player::SetDailyQuestStatus( uint32 quest_id
)
18289 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18291 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
18293 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
18294 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
18295 m_DailyQuestChanged
= true;
18301 void Player::ResetDailyQuestStatus()
18303 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18304 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
18306 // DB data deleted in caller
18307 m_DailyQuestChanged
= false;
18308 m_lastDailyQuestTime
= 0;
18311 BattleGround
* Player::GetBattleGround() const
18313 if(GetBattleGroundId()==0)
18316 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgTypeID
);
18319 bool Player::InArena() const
18321 BattleGround
*bg
= GetBattleGround();
18322 if(!bg
|| !bg
->isArena())
18328 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId
) const
18330 // get a template bg instead of running one
18331 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
18335 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
18341 BGQueueIdBasedOnLevel
Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId
) const
18343 //returned to hardcoded version of this function, because there is no way to code it dynamic
18344 uint32 level
= getLevel();
18345 if( bgTypeId
== BATTLEGROUND_AV
)
18348 uint32 queue_id
= (level
/ 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
18349 if( queue_id
>= MAX_BATTLEGROUND_QUEUES
)
18351 sLog
.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id
);
18352 return QUEUE_ID_MAX_LEVEL_80
;
18354 return BGQueueIdBasedOnLevel(queue_id
);
18357 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
18359 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
18360 if(!vendor_faction
|| !vendor_faction
->faction
)
18363 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
18364 if(rank
<= REP_NEUTRAL
)
18367 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
18370 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
18372 uint32 racemask
= getRaceMask();
18373 uint32 classmask
= getClassMask();
18375 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
18376 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
18380 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
18382 // skip wrong race skills
18383 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
18386 // skip wrong class skills
18387 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
18396 bool Player::HasQuestForGO(int32 GOId
) const
18398 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
18400 uint32 questid
= GetQuestSlotQuestId(i
);
18401 if ( questid
== 0 )
18404 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
18405 if(qs_itr
== mQuestStatus
.end())
18408 QuestStatusData
const& qs
= qs_itr
->second
;
18410 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
18412 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
18416 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
18419 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
18421 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
18424 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
18432 void Player::UpdateForQuestWorldObjects()
18434 if(m_clientGUIDs
.empty())
18438 WorldPacket packet
;
18439 for(ClientGUIDs::const_iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
18441 if(IS_GAMEOBJECT_GUID(*itr
))
18443 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
18445 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
18447 else if(IS_CREATURE_GUID(*itr
) || IS_VEHICLE_GUID(*itr
))
18449 Creature
*obj
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr
);
18453 // check if this unit requires quest specific flags
18454 if(!obj
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
18457 SpellClickInfoMapBounds clickPair
= objmgr
.GetSpellClickInfoMapBounds(obj
->GetEntry());
18458 for(SpellClickInfoMap::const_iterator itr
= clickPair
.first
; itr
!= clickPair
.second
; ++itr
)
18460 if(itr
->second
.questStart
|| itr
->second
.questEnd
)
18462 obj
->BuildCreateUpdateBlockForPlayer(&udata
,this);
18468 udata
.BuildPacket(&packet
);
18469 GetSession()->SendPacket(&packet
);
18472 void Player::SummonIfPossible(bool agree
)
18476 m_summon_expire
= 0;
18480 // expire and auto declined
18481 if(m_summon_expire
< time(NULL
))
18484 // stop taxi flight at summon
18487 GetMotionMaster()->MovementExpired();
18488 m_taxi
.ClearTaxiDestinations();
18491 // drop flag at summon
18492 // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
18493 if(BattleGround
*bg
= GetBattleGround())
18494 bg
->EventPlayerDroppedFlag(this);
18496 m_summon_expire
= 0;
18498 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS
, 1);
18500 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
18503 void Player::RemoveItemDurations( Item
*item
)
18505 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
18509 m_itemDuration
.erase(itr
);
18515 void Player::AddItemDurations( Item
*item
)
18517 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
18519 m_itemDuration
.push_back(item
);
18520 item
->SendTimeUpdate(this);
18524 void Player::AutoUnequipOffhandIfNeed()
18526 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18530 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18531 if (CanTitanGrip() || (offItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
&& !IsTwoHandUsed()))
18534 ItemPosCountVec off_dest
;
18535 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18536 if( off_msg
== EQUIP_ERR_OK
)
18538 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18539 StoreItem( off_dest
, offItem
, true );
18544 mi
.AddItem(offItem
->GetGUIDLow(), offItem
->GetEntry(), offItem
);
18545 MoveItemFromInventory(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18546 CharacterDatabase
.BeginTransaction();
18547 offItem
->DeleteFromInventoryDB(); // deletes item from character's inventory
18548 offItem
->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18549 CharacterDatabase
.CommitTransaction();
18551 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
18552 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
18556 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18558 if(spellInfo
->EquippedItemClass
< 0)
18561 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18562 // for optimize check 2 used cases only
18563 switch(spellInfo
->EquippedItemClass
)
18565 case ITEM_CLASS_WEAPON
:
18567 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18568 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18569 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18573 case ITEM_CLASS_ARMOR
:
18575 // tabard not have dependent spells
18576 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18577 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18578 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18581 // shields can be equipped to offhand slot
18582 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18583 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18586 // ranged slot can have some armor subclasses
18587 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18588 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18594 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18601 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
18603 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18604 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
18605 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
18608 // Check no reagent use mask
18609 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
18610 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
18611 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
18612 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
18618 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18620 AuraMap
& auras
= GetAuras();
18621 for(AuraMap::const_iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18623 Aura
* aura
= itr
->second
;
18625 // skip passive (passive item dependent spells work in another way) and not self applied auras
18626 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18627 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18633 // skip if not item dependent or have alternative item
18634 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18640 // no alt item, remove aura, restart check
18641 RemoveAurasDueToSpell(aura
->GetId());
18642 itr
= auras
.begin();
18645 // currently casted spells can be dependent from item
18646 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; ++i
)
18648 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
18649 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
18654 uint32
Player::GetResurrectionSpellId()
18656 // search priceless resurrection possibilities
18658 uint32 spell_id
= 0;
18659 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18660 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18662 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18663 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18665 switch((*itr
)->GetId())
18667 case 20707: spell_id
= 3026; break; // rank 1
18668 case 20762: spell_id
= 20758; break; // rank 2
18669 case 20763: spell_id
= 20759; break; // rank 3
18670 case 20764: spell_id
= 20760; break; // rank 4
18671 case 20765: spell_id
= 20761; break; // rank 5
18672 case 27239: spell_id
= 27240; break; // rank 6
18673 case 47883: spell_id
= 47882; break; // rank 7
18675 sLog
.outError("Unhandled spell %u: S.Resurrection",(*itr
)->GetId());
18681 // Twisting Nether // prio: 2 (max)
18682 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18689 // Reincarnation (passive spell) // prio: 1
18690 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18696 // Used in triggers for check "Only to targets that grant experience or honor" req
18697 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
18699 uint32 v_level
= pVictim
->getLevel();
18700 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
18702 // Victim level less gray level
18703 if(v_level
<=k_grey
)
18706 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
18708 if (((Creature
*)pVictim
)->isTotem() ||
18709 ((Creature
*)pVictim
)->isPet() ||
18710 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
18716 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
18718 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
18720 // prepare data for near group iteration (PvP and !PvP cases)
18722 bool honored_kill
= false;
18724 if(Group
*pGroup
= GetGroup())
18727 uint32 sum_level
= 0;
18728 Player
* member_with_max_level
= NULL
;
18729 Player
* not_gray_member_with_max_level
= NULL
;
18731 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
18733 if(member_with_max_level
)
18735 /// not get Xp in PvP or no not gray players in group
18736 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
18738 /// skip in check PvP case (for speed, not used)
18739 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
18740 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
18741 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
18743 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18745 Player
* pGroupGuy
= itr
->getSource();
18749 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
18750 continue; // member (alive or dead) or his corpse at req. distance
18752 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18753 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
18754 honored_kill
= true;
18756 // xp and reputation only in !PvP case
18759 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
18761 // if is in dungeon then all receive full reputation at kill
18762 // rewarded any alive/dead/near_corpse group member
18763 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
18765 // XP updated only for alive group member
18766 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
18767 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
18769 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
18771 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
18772 if(Pet
* pet
= pGroupGuy
->GetPet())
18773 pet
->GivePetXP(itr_xp
/2);
18776 // quest objectives updated only for alive group member or dead but with not released body
18777 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18779 // normal creature (not pet/etc) can be only in !PvP case
18780 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18781 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
18787 else // if (!pGroup)
18789 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
18791 // honor can be in PvP and !PvP (racial leader) cases
18792 if(RewardHonor(pVictim
,1))
18793 honored_kill
= true;
18795 // xp and reputation only in !PvP case
18798 RewardReputation(pVictim
,1);
18799 GiveXP(xp
, pVictim
);
18801 if(Pet
* pet
= GetPet())
18802 pet
->GivePetXP(xp
);
18804 // normal creature (not pet/etc) can be only in !PvP case
18805 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18806 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
18809 return xp
|| honored_kill
;
18812 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id
, WorldObject
* pRewardSource
)
18814 uint64 creature_guid
= pRewardSource
->GetTypeId()==TYPEID_UNIT
? pRewardSource
->GetGUID() : uint64(0);
18816 // prepare data for near group iteration
18817 if(Group
*pGroup
= GetGroup())
18819 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18821 Player
* pGroupGuy
= itr
->getSource();
18825 if(!pGroupGuy
->IsAtGroupRewardDistance(pRewardSource
))
18826 continue; // member (alive or dead) or his corpse at req. distance
18828 // quest objectives updated only for alive group member or dead but with not released body
18829 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18830 pGroupGuy
->KilledMonster(creature_id
, creature_guid
);
18833 else // if (!pGroup)
18834 KilledMonster(creature_id
, creature_guid
);
18837 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
18839 if (pRewardSource
->IsWithinDistInMap(this,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
)))
18845 Corpse
* corpse
= GetCorpse();
18849 return pRewardSource
->IsWithinDistInMap(corpse
,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
));
18852 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
18854 Item
* item
= GetWeaponForAttack(attType
,true);
18856 // unarmed only with base attack
18857 if(attType
!= BASE_ATTACK
&& !item
)
18860 // weapon skill or (unarmed for base attack)
18861 uint32 skill
= item
? item
->GetSkill() : uint32(SKILL_UNARMED
);
18862 return GetBaseSkillValue(skill
);
18865 void Player::ResurectUsingRequestData()
18867 /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
18868 if(IS_PLAYER_GUID(m_resurrectGUID
))
18869 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
18871 ResurrectPlayer(0.0f
,false);
18873 if(GetMaxHealth() > m_resurrectHealth
)
18874 SetHealth( m_resurrectHealth
);
18876 SetHealth( GetMaxHealth() );
18878 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
18879 SetPower(POWER_MANA
, m_resurrectMana
);
18881 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
18883 SetPower(POWER_RAGE
, 0 );
18885 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
18887 SpawnCorpseBones();
18890 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
18892 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
18893 data
.append(target
->GetPackGUID());
18894 data
<< uint8(allowMove
);
18895 GetSession()->SendPacket(&data
);
18898 void Player::UpdateZoneDependentAuras( uint32 newZone
)
18900 // remove new continent flight forms
18901 if( !IsAllowUseFlyMountsHere() )
18903 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
18904 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
18907 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
18908 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newZone
);
18909 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
18910 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,newZone
,0))
18911 if( !HasAura(itr
->second
->spellId
,0) )
18912 CastSpell(this,itr
->second
->spellId
,true);
18915 void Player::UpdateAreaDependentAuras( uint32 newArea
)
18917 // remove auras from spells with area limitations
18918 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
18920 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18921 if(spellmgr
.GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
,this) != SPELL_CAST_OK
)
18927 // some auras applied at subzone enter
18928 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newArea
);
18929 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
18930 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,m_zoneUpdateId
,newArea
))
18931 if( !HasAura(itr
->second
->spellId
,0) )
18932 CastSpell(this,itr
->second
->spellId
,true);
18935 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
18937 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18938 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18940 return copseReclaimDelay
[0];
18943 time_t now
= time(NULL
);
18944 // 0..2 full period
18945 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
18946 return copseReclaimDelay
[count
];
18949 void Player::UpdateCorpseReclaimDelay()
18951 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
18953 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18954 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18957 time_t now
= time(NULL
);
18958 if(now
< m_deathExpireTime
)
18960 // full and partly periods 1..3
18961 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
18962 if(count
< MAX_DEATH_COUNT
)
18963 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
18965 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
18968 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
18971 void Player::SendCorpseReclaimDelay(bool load
)
18973 Corpse
* corpse
= GetCorpse();
18980 if(corpse
->GetGhostTime() > m_deathExpireTime
)
18983 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
18986 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18987 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18989 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
18990 if(count
>=MAX_DEATH_COUNT
)
18991 count
= MAX_DEATH_COUNT
-1;
18996 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
18998 time_t now
= time(NULL
);
18999 if(now
>= expected_time
)
19002 delay
= expected_time
-now
;
19005 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
19007 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
19008 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
19009 data
<< uint32(delay
*IN_MILISECONDS
);
19010 GetSession()->SendPacket( &data
);
19013 Player
* Player::GetNextRandomRaidMember(float radius
)
19015 Group
*pGroup
= GetGroup();
19019 std::vector
<Player
*> nearMembers
;
19020 nearMembers
.reserve(pGroup
->GetMembersCount());
19022 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19024 Player
* Target
= itr
->getSource();
19026 // IsHostileTo check duel and controlled by enemy
19027 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
19028 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
19029 nearMembers
.push_back(Target
);
19032 if (nearMembers
.empty())
19035 uint32 randTarget
= urand(0,nearMembers
.size()-1);
19036 return nearMembers
[randTarget
];
19039 PartyResult
Player::CanUninviteFromGroup() const
19041 const Group
* grp
= GetGroup();
19043 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
19045 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
19046 return PARTY_RESULT_YOU_NOT_LEADER
;
19048 if(InBattleGround())
19049 return PARTY_RESULT_INVITE_RESTRICTED
;
19051 return PARTY_RESULT_OK
;
19054 void Player::SetBattleGroundRaid(Group
* group
, int8 subgroup
)
19056 //we must move references from m_group to m_originalGroup
19057 SetOriginalGroup(GetGroup(), GetSubGroup());
19060 m_group
.link(group
, this);
19061 m_group
.setSubGroup((uint8
)subgroup
);
19064 void Player::RemoveFromBattleGroundRaid()
19066 //remove existing reference
19068 if( Group
* group
= GetOriginalGroup() )
19070 m_group
.link(group
, this);
19071 m_group
.setSubGroup(GetOriginalSubGroup());
19073 SetOriginalGroup(NULL
);
19076 void Player::SetOriginalGroup(Group
*group
, int8 subgroup
)
19078 if( group
== NULL
)
19079 m_originalGroup
.unlink();
19082 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
19083 assert(subgroup
>= 0);
19084 m_originalGroup
.link(group
, this);
19085 m_originalGroup
.setSubGroup((uint8
)subgroup
);
19089 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
19091 LiquidData liquid_status
;
19092 ZLiquidStatus res
= m
->getLiquidStatus(x
, y
, z
, MAP_ALL_LIQUIDS
, &liquid_status
);
19095 m_MirrorTimerFlags
&= ~(UNDERWATER_INWATER
|UNDERWATER_INLAVA
|UNDERWATER_INSLIME
|UNDERWARER_INDARKWATER
);
19096 // Small hack for enable breath in WMO
19098 m_MirrorTimerFlags
|=UNDERWATER_INWATER
;
19102 // All liquids type - check under water position
19103 if (liquid_status
.type
&(MAP_LIQUID_TYPE_WATER
|MAP_LIQUID_TYPE_OCEAN
|MAP_LIQUID_TYPE_MAGMA
|MAP_LIQUID_TYPE_SLIME
))
19105 if ( res
& LIQUID_MAP_UNDER_WATER
)
19106 m_MirrorTimerFlags
|= UNDERWATER_INWATER
;
19108 m_MirrorTimerFlags
&= ~UNDERWATER_INWATER
;
19111 // Allow travel in dark water on taxi or transport
19112 if ((liquid_status
.type
& MAP_LIQUID_TYPE_DARK_WATER
) && !isInFlight() && !GetTransport())
19113 m_MirrorTimerFlags
|= UNDERWARER_INDARKWATER
;
19115 m_MirrorTimerFlags
&= ~UNDERWARER_INDARKWATER
;
19117 // in lava check, anywhere in lava level
19118 if (liquid_status
.type
&MAP_LIQUID_TYPE_MAGMA
)
19120 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19121 m_MirrorTimerFlags
|= UNDERWATER_INLAVA
;
19123 m_MirrorTimerFlags
&= ~UNDERWATER_INLAVA
;
19125 // in slime check, anywhere in slime level
19126 if (liquid_status
.type
&MAP_LIQUID_TYPE_SLIME
)
19128 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19129 m_MirrorTimerFlags
|= UNDERWATER_INSLIME
;
19131 m_MirrorTimerFlags
&= ~UNDERWATER_INSLIME
;
19135 void Player::SetCanParry( bool value
)
19137 if(m_canParry
==value
)
19140 m_canParry
= value
;
19141 UpdateParryPercentage();
19144 void Player::SetCanBlock( bool value
)
19146 if(m_canBlock
==value
)
19149 m_canBlock
= value
;
19150 UpdateBlockPercentage();
19153 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
19155 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
19156 if(itr
->pos
== pos
)
19162 bool Player::CanUseBattleGroundObject()
19164 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
19165 // maybe gameobject code should handle that ForceReaction usage
19166 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
19167 return ( //InBattleGround() && // in battleground - not need, check in other cases
19168 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
19169 //player cannot use object when he is invulnerable (immune)
19170 !isTotalImmune() && // not totally immune
19171 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
19172 !HasStealthAura() && // not stealthed
19173 !HasInvisibilityAura() && // not invisible
19174 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
19175 isAlive() // live player
19179 bool Player::CanCaptureTowerPoint()
19181 return ( !HasStealthAura() && // not stealthed
19182 !HasInvisibilityAura() && // not invisible
19183 isAlive() // live player
19187 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
19189 uint32 level
= getLevel();
19191 if(level
> GT_MAX_LEVEL
)
19192 level
= GT_MAX_LEVEL
; // max level in this dbc
19194 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
19195 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
19196 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
19198 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
19201 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
19203 if(!bsc
) // shouldn't happen
19208 if(hairstyle
!= newhairstyle
)
19209 cost
+= bsc
->cost
; // full price
19211 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
19212 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
19214 if(facialhair
!= newfacialhair
)
19215 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
19217 return uint32(cost
);
19220 void Player::InitGlyphsForLevel()
19222 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
19223 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
19225 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
19227 uint32 level
= getLevel();
19230 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19232 value
|= (0x01 | 0x02);
19242 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
19245 void Player::EnterVehicle(Vehicle
*vehicle
)
19247 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
19251 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
19255 vehicle
->SetCharmerGUID(GetGUID());
19256 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19257 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19258 vehicle
->setFaction(getFaction());
19260 SetCharm(vehicle
); // charm
19261 SetFarSightGUID(vehicle
->GetGUID()); // set view
19263 SetClientControl(vehicle
, 1); // redirect controls to vehicle
19265 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
19266 GetSession()->SendPacket(&data
);
19268 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
19269 data
.append(GetPackGUID());
19270 data
<< uint32(0); // counter?
19271 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
19272 data
<< uint16(0); // special flags
19273 data
<< uint32(getMSTime()); // time
19274 data
<< vehicle
->GetPositionX(); // x
19275 data
<< vehicle
->GetPositionY(); // y
19276 data
<< vehicle
->GetPositionZ(); // z
19277 data
<< vehicle
->GetOrientation(); // o
19278 // transport part, TODO: load/calculate seat offsets
19279 data
<< uint64(vehicle
->GetGUID()); // transport guid
19280 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
19281 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
19282 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
19283 data
<< float(0); // transport orientation
19284 data
<< uint32(getMSTime()); // transport time
19285 data
<< uint8(0); // seat
19286 // end of transport part
19287 data
<< uint32(0); // fall time
19288 GetSession()->SendPacket(&data
);
19290 data
.Initialize(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
19291 data
<< uint64(vehicle
->GetGUID());
19294 data
<< uint32(0x00000101);
19296 for(uint32 i
= 0; i
< 10; ++i
)
19297 data
<< uint16(0) << uint8(0) << uint8(i
+8);
19301 GetSession()->SendPacket(&data
);
19304 void Player::ExitVehicle(Vehicle
*vehicle
)
19306 vehicle
->SetCharmerGUID(0);
19307 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19308 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19309 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
19312 SetFarSightGUID(0);
19314 SetClientControl(vehicle
, 0);
19316 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
19317 data
.append(GetPackGUID());
19318 data
<< uint32(0); // counter?
19319 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
19320 data
<< uint16(0x40); // special flags
19321 data
<< uint32(getMSTime()); // time
19322 data
<< vehicle
->GetPositionX(); // x
19323 data
<< vehicle
->GetPositionY(); // y
19324 data
<< vehicle
->GetPositionZ(); // z
19325 data
<< vehicle
->GetOrientation(); // o
19326 data
<< uint32(0); // fall time
19327 GetSession()->SendPacket(&data
);
19329 data
.Initialize(SMSG_PET_SPELLS
, 8);
19331 GetSession()->SendPacket(&data
);
19333 // maybe called at dummy aura remove?
19334 // CastSpell(this, 45472, true); // Parachute
19337 bool Player::isTotalImmune()
19339 AuraList
const& immune
= GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY
);
19341 uint32 immuneMask
= 0;
19342 for(AuraList::const_iterator itr
= immune
.begin(); itr
!= immune
.end(); ++itr
)
19344 immuneMask
|= (*itr
)->GetModifier()->m_miscvalue
;
19345 if( immuneMask
& SPELL_SCHOOL_MASK_ALL
) // total immunity
19351 bool Player::HasTitle(uint32 bitIndex
)
19353 if (bitIndex
> 192)
19356 uint32 fieldIndexOffset
= bitIndex
/ 32;
19357 uint32 flag
= 1 << (bitIndex
% 32);
19358 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
19361 void Player::SetTitle(CharTitlesEntry
const* title
)
19363 uint32 fieldIndexOffset
= title
->bit_index
/ 32;
19364 uint32 flag
= 1 << (title
->bit_index
% 32);
19365 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
19368 void Player::ConvertRune(uint8 index
, uint8 newType
)
19370 SetCurrentRune(index
, newType
);
19372 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
19373 data
<< uint8(index
);
19374 data
<< uint8(newType
);
19375 GetSession()->SendPacket(&data
);
19378 void Player::ResyncRunes(uint8 count
)
19380 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
19381 for(uint32 i
= 0; i
< count
; ++i
)
19383 data
<< uint8(GetCurrentRune(i
)); // rune type
19384 data
<< uint8(255 - (GetRuneCooldown(i
) * 51)); // passed cooldown time (0-255)
19386 GetSession()->SendPacket(&data
);
19389 void Player::AddRunePower(uint8 index
)
19391 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
19392 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
19393 GetSession()->SendPacket(&data
);
19396 void Player::InitRunes()
19398 if(getClass() != CLASS_DEATH_KNIGHT
)
19401 m_runes
= new Runes
;
19403 m_runes
->runeState
= 0;
19405 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19407 SetBaseRune(i
, i
/ 2); // init base types
19408 SetCurrentRune(i
, i
/ 2); // init current types
19409 SetRuneCooldown(i
, 0); // reset cooldowns
19410 m_runes
->SetRuneState(i
);
19413 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
19414 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);
19417 void Player::AutoStoreLoot(uint8 bag
, uint8 slot
, uint32 loot_id
, LootStore
const& store
, bool broadcast
)
19420 loot
.FillLoot (loot_id
,store
,this,true);
19422 uint32 max_slot
= loot
.GetMaxSlotInLootFor(this);
19423 for(uint32 i
= 0; i
< max_slot
; ++i
)
19425 LootItem
* lootItem
= loot
.LootItemInSlot(i
,this);
19427 ItemPosCountVec dest
;
19428 uint8 msg
= CanStoreNewItem (bag
,slot
,dest
,lootItem
->itemid
,lootItem
->count
);
19429 if(msg
!= EQUIP_ERR_OK
&& slot
!= NULL_SLOT
)
19430 msg
= CanStoreNewItem( bag
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19431 if( msg
!= EQUIP_ERR_OK
&& bag
!= NULL_BAG
)
19432 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19433 if(msg
!= EQUIP_ERR_OK
)
19435 SendEquipError( msg
, NULL
, NULL
);
19439 Item
* pItem
= StoreNewItem (dest
,lootItem
->itemid
,true,lootItem
->randomPropertyId
);
19440 SendNewItem(pItem
, lootItem
->count
, false, false, broadcast
);
19444 uint32
Player::CalculateTalentsPoints() const
19446 uint32 base_talent
= getLevel() < 10 ? 0 : uint32((getLevel()-9)*sWorld
.getRate(RATE_TALENT
));
19448 if(getClass() != CLASS_DEATH_KNIGHT
)
19449 return base_talent
;
19451 uint32 talentPointsForLevel
=
19452 (getLevel() < 56 ? 0 : uint32((getLevel()-55)*sWorld
.getRate(RATE_TALENT
)))
19453 + m_questRewardTalentCount
;
19455 if(talentPointsForLevel
> base_talent
)
19456 talentPointsForLevel
= base_talent
;
19458 return talentPointsForLevel
;
19461 bool Player::IsAllowUseFlyMountsHere() const
19463 if (isGameMaster())
19466 uint32 v_map
= GetVirtualMapForMapAndZone(GetMapId(), GetZoneId());
19467 return v_map
== 530 || v_map
== 571 && HasSpell(54197);
19470 void Player::learnSpellHighRank(uint32 spellid
)
19472 learnSpell(spellid
,false);
19474 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
19475 for(SpellChainMapNext::const_iterator itr
= nextMap
.lower_bound(spellid
); itr
!= nextMap
.upper_bound(spellid
); ++itr
)
19476 learnSpellHighRank(itr
->second
);
19479 void Player::_LoadSkills()
19481 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19483 // reset skill modifiers and set correct unlearn flags
19484 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
19486 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
19488 // set correct unlearn bit
19489 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
19492 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
19493 if(!pSkill
) continue;
19495 // enable unlearn button for primary professions only
19496 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
19497 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
19499 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
19501 // set fixed skill ranges
19502 switch(GetSkillRangeType(pSkill
,false))
19504 case SKILL_RANGE_LANGUAGE
: // 300..300
19505 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(300,300));
19507 case SKILL_RANGE_MONO
: // 1..1, grey monolite bar
19508 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(1,1));
19514 uint32 vskill
= SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
19515 learnSkillRewardedSpells(id
, vskill
);
19518 // special settings
19519 if(getClass()==CLASS_DEATH_KNIGHT
)
19521 uint32 base_level
= std::min(getLevel(),sWorld
.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL
));
19524 uint32 base_skill
= (base_level
-1)*5; // 270 at starting level 55
19526 base_skill
= 1; // skill mast be known and then > 0 in any case
19528 if(GetPureSkillValue (SKILL_FIRST_AID
) < base_skill
)
19529 SetSkill(SKILL_FIRST_AID
,base_skill
, base_skill
);
19530 if(GetPureSkillValue (SKILL_AXES
) < base_skill
)
19531 SetSkill(SKILL_AXES
, base_skill
,base_skill
);
19532 if(GetPureSkillValue (SKILL_DEFENSE
) < base_skill
)
19533 SetSkill(SKILL_DEFENSE
, base_skill
,base_skill
);
19534 if(GetPureSkillValue (SKILL_POLEARMS
) < base_skill
)
19535 SetSkill(SKILL_POLEARMS
, base_skill
,base_skill
);
19536 if(GetPureSkillValue (SKILL_SWORDS
) < base_skill
)
19537 SetSkill(SKILL_SWORDS
, base_skill
,base_skill
);
19538 if(GetPureSkillValue (SKILL_2H_AXES
) < base_skill
)
19539 SetSkill(SKILL_2H_AXES
, base_skill
,base_skill
);
19540 if(GetPureSkillValue (SKILL_2H_SWORDS
) < base_skill
)
19541 SetSkill(SKILL_2H_SWORDS
, base_skill
,base_skill
);
19542 if(GetPureSkillValue (SKILL_UNARMED
) < base_skill
)
19543 SetSkill(SKILL_UNARMED
, base_skill
,base_skill
);
19547 uint32
Player::GetPhaseMaskForSpawn() const
19549 uint32 phase
= PHASEMASK_NORMAL
;
19550 if(!isGameMaster())
19551 phase
= GetPhaseMask();
19554 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
19555 if(!phases
.empty())
19556 phase
= phases
.front()->GetMiscValue();
19559 // some aura phases include 1 normal map in addition to phase itself
19560 if(uint32 n_phase
= phase
& ~PHASEMASK_NORMAL
)
19563 return PHASEMASK_NORMAL
;
19566 uint8
Player::CanEquipUniqueItem(Item
* pItem
, uint8 eslot
, uint32 limit_count
) const
19568 ItemPrototype
const* pProto
= pItem
->GetProto();
19570 // proto based limitations
19571 if(uint8 res
= CanEquipUniqueItem(pProto
,eslot
,limit_count
))
19574 // check unique-equipped on gems
19575 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
19577 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
19580 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
19584 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
19588 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19589 uint32 gem_limit_count
= !pItem
->IsEquipped() && pGem
->ItemLimitCategory
19590 ? pItem
->GetGemCountWithLimitCategory(pGem
->ItemLimitCategory
) : 1;
19592 if(uint8 res
= CanEquipUniqueItem(pGem
, eslot
,gem_limit_count
))
19596 return EQUIP_ERR_OK
;
19599 uint8
Player::CanEquipUniqueItem( ItemPrototype
const* itemProto
, uint8 except_slot
, uint32 limit_count
) const
19601 // check unique-equipped on item
19602 if (itemProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
19604 // there is an equip limit on this item
19605 if(HasItemOrGemWithIdEquipped(itemProto
->ItemId
,1,except_slot
))
19606 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19609 // check unique-equipped limit
19610 if (itemProto
->ItemLimitCategory
)
19612 ItemLimitCategoryEntry
const* limitEntry
= sItemLimitCategoryStore
.LookupEntry(itemProto
->ItemLimitCategory
);
19614 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19616 if(limit_count
> limitEntry
->maxCount
)
19617 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
; // attempt add too many limit category items (gems)
19619 // there is an equip limit on this item
19620 if(HasItemOrGemWithLimitCategoryEquipped(itemProto
->ItemLimitCategory
,limitEntry
->maxCount
-limit_count
+1,except_slot
))
19621 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19624 return EQUIP_ERR_OK
;
19627 void Player::HandleFall(MovementInfo
const& movementInfo
)
19629 // calculate total z distance of the fall
19630 float z_diff
= m_lastFallZ
- movementInfo
.z
;
19631 sLog
.outDebug("zDiff = %f", z_diff
);
19633 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
19634 // 14.57 can be calculated by resolving damageperc formula below to 0
19635 if (z_diff
>= 14.57f
&& !isDead() && !isGameMaster() &&
19636 !HasAuraType(SPELL_AURA_HOVER
) && !HasAuraType(SPELL_AURA_FEATHER_FALL
) &&
19637 !HasAuraType(SPELL_AURA_FLY
) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL
) )
19639 //Safe fall, fall height reduction
19640 int32 safe_fall
= GetTotalAuraModifier(SPELL_AURA_SAFE_FALL
);
19642 float damageperc
= 0.018f
*(z_diff
-safe_fall
)-0.2426f
;
19646 uint32 damage
= (uint32
)(damageperc
* GetMaxHealth()*sWorld
.getRate(RATE_DAMAGE_FALL
));
19648 float height
= movementInfo
.z
;
19649 UpdateGroundPositionZ(movementInfo
.x
,movementInfo
.y
,height
);
19653 //Prevent fall damage from being more than the player maximum health
19654 if (damage
> GetMaxHealth())
19655 damage
= GetMaxHealth();
19658 if (GetDummyAura(43621))
19659 damage
= GetMaxHealth()/2;
19661 EnvironmentalDamage(DAMAGE_FALL
, damage
);
19663 // recheck alive, might have died of EnvironmentalDamage
19665 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING
, uint32(z_diff
*100));
19668 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
19669 DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo
.z
, height
, GetPositionZ(), movementInfo
.fallTime
, height
, damage
, safe_fall
);
19674 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type
, uint32 miscvalue1
/*=0*/, uint32 miscvalue2
/*=0*/, Unit
*unit
/*=NULL*/, uint32 time
/*=0*/ )
19676 GetAchievementMgr().UpdateAchievementCriteria(type
, miscvalue1
,miscvalue2
,unit
,time
);
19679 void Player::LearnTalent(uint32 talentId
, uint32 talentRank
)
19681 uint32 CurTalentPoints
= GetFreeTalentPoints();
19683 if(CurTalentPoints
== 0)
19686 if (talentRank
>= MAX_TALENT_RANK
)
19689 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentId
);
19694 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
19699 // prevent learn talent for different class (cheating)
19700 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
19703 // find current max talent rank
19704 int32 curtalent_maxrank
= 0;
19705 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19707 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
19709 curtalent_maxrank
= k
+ 1;
19714 // we already have same or higher talent rank learned
19715 if(curtalent_maxrank
>= (talentRank
+ 1))
19718 // check if we have enough talent points
19719 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19722 // Check if it requires another talent
19723 if (talentInfo
->DependsOn
> 0)
19725 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19727 bool hasEnoughRank
= false;
19728 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
19730 if (depTalentInfo
->RankID
[i
] != 0)
19731 if (HasSpell(depTalentInfo
->RankID
[i
]))
19732 hasEnoughRank
= true;
19734 if (!hasEnoughRank
)
19739 // Find out how many points we have in this field
19740 uint32 spentPoints
= 0;
19742 uint32 tTab
= talentInfo
->TalentTab
;
19743 if (talentInfo
->Row
> 0)
19745 unsigned int numRows
= sTalentStore
.GetNumRows();
19746 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
19748 // Someday, someone needs to revamp
19749 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
19750 if (tmpTalent
) // the way talents are tracked
19752 if (tmpTalent
->TalentTab
== tTab
)
19754 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
19756 if (tmpTalent
->RankID
[j
] != 0)
19758 if (HasSpell(tmpTalent
->RankID
[j
]))
19760 spentPoints
+= j
+ 1;
19769 // not have required min points spent in talent tree
19770 if(spentPoints
< (talentInfo
->Row
* MAX_TALENT_RANK
))
19773 // spell not set in talent.dbc
19774 uint32 spellid
= talentInfo
->RankID
[talentRank
];
19777 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
19782 if(HasSpell(spellid
))
19785 // learn! (other talent ranks will unlearned at learning)
19786 learnSpell(spellid
, false);
19787 sLog
.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
19789 // update free talent points
19790 SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
19793 void Player::LearnPetTalent(uint64 petGuid
, uint32 talentId
, uint32 talentRank
)
19795 Pet
*pet
= GetPet();
19800 if(petGuid
!= pet
->GetGUID())
19803 uint32 CurTalentPoints
= pet
->GetFreeTalentPoints();
19805 if(CurTalentPoints
== 0)
19808 if (talentRank
>= MAX_PET_TALENT_RANK
)
19811 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(talentId
);
19816 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry(talentInfo
->TalentTab
);
19821 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
19826 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
19831 if(pet_family
->petTalentType
< 0) // not hunter pet
19834 // prevent learn talent for different family (cheating)
19835 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
19838 // find current max talent rank
19839 int32 curtalent_maxrank
= 0;
19840 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19842 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
19844 curtalent_maxrank
= k
+ 1;
19849 // we already have same or higher talent rank learned
19850 if(curtalent_maxrank
>= (talentRank
+ 1))
19853 // check if we have enough talent points
19854 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19857 // Check if it requires another talent
19858 if (talentInfo
->DependsOn
> 0)
19860 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19862 bool hasEnoughRank
= false;
19863 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
19865 if (depTalentInfo
->RankID
[i
] != 0)
19866 if (pet
->HasSpell(depTalentInfo
->RankID
[i
]))
19867 hasEnoughRank
= true;
19869 if (!hasEnoughRank
)
19874 // Find out how many points we have in this field
19875 uint32 spentPoints
= 0;
19877 uint32 tTab
= talentInfo
->TalentTab
;
19878 if (talentInfo
->Row
> 0)
19880 unsigned int numRows
= sTalentStore
.GetNumRows();
19881 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
19883 // Someday, someone needs to revamp
19884 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
19885 if (tmpTalent
) // the way talents are tracked
19887 if (tmpTalent
->TalentTab
== tTab
)
19889 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
19891 if (tmpTalent
->RankID
[j
] != 0)
19893 if (pet
->HasSpell(tmpTalent
->RankID
[j
]))
19895 spentPoints
+= j
+ 1;
19904 // not have required min points spent in talent tree
19905 if(spentPoints
< (talentInfo
->Row
* MAX_PET_TALENT_RANK
))
19908 // spell not set in talent.dbc
19909 uint32 spellid
= talentInfo
->RankID
[talentRank
];
19912 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
19917 if(pet
->HasSpell(spellid
))
19920 // learn! (other talent ranks will unlearned at learning)
19921 pet
->learnSpell(spellid
);
19922 sLog
.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
19924 // update free talent points
19925 pet
->SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
19928 void Player::UpdateKnownCurrencies(uint32 itemId
, bool apply
)
19930 if(CurrencyTypesEntry
const* ctEntry
= sCurrencyTypesStore
.LookupEntry(itemId
))
19933 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(UI64LIT(1) << (ctEntry
->BitIndex
-1)));
19935 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(UI64LIT(1) << (ctEntry
->BitIndex
-1)));
19939 void Player::UpdateFallInformationIfNeed( MovementInfo
const& minfo
,uint16 opcode
)
19941 if (m_lastFallTime
>= minfo
.fallTime
|| m_lastFallZ
<=minfo
.z
|| opcode
== MSG_MOVE_FALL_LAND
)
19942 SetFallInformation(minfo
.fallTime
, minfo
.z
);
19945 void Player::UnsummonPetTemporaryIfAny()
19947 Pet
* pet
= GetPet();
19951 if(!m_temporaryUnsummonedPetNumber
&& pet
->isControlled() && !pet
->isTemporarySummoned() )
19953 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
19954 m_oldpetspell
= pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
);
19957 RemovePet(pet
, PET_SAVE_AS_CURRENT
);
19960 void Player::ResummonPetTemporaryUnSummonedIfAny()
19962 if(!m_temporaryUnsummonedPetNumber
)
19965 // not resummon in not appropriate state
19966 if(IsPetNeedBeTemporaryUnsummoned())
19972 Pet
* NewPet
= new Pet
;
19973 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
19976 m_temporaryUnsummonedPetNumber
= 0;
19979 bool Player::canSeeSpellClickOn(Creature
const *c
) const
19981 if(!c
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
19984 SpellClickInfoMapBounds clickPair
= objmgr
.GetSpellClickInfoMapBounds(c
->GetEntry());
19985 for(SpellClickInfoMap::const_iterator itr
= clickPair
.first
; itr
!= clickPair
.second
; ++itr
)
19986 if(itr
->second
.IsFitToRequirements(this))
19992 void Player::BuildPlayerTalentsInfoData(WorldPacket
*data
)
19994 *data
<< uint32(GetFreeTalentPoints()); // unspentTalentPoints
19995 uint8 talentGroupCount
= 1;
19996 *data
<< uint8(talentGroupCount
); // talent group count (0, 1 or 2)
19997 *data
<< uint8(0); // talent group index (0 or 1)
19999 if(talentGroupCount
)
20001 // loop through all specs (only 1 for now)
20002 for(uint32 groups
= 0; groups
< talentGroupCount
; ++groups
)
20004 uint8 talentIdCount
= 0;
20005 size_t pos
= data
->wpos();
20006 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
20008 // find class talent tabs (all players have 3 talent tabs)
20009 uint32
const* talentTabIds
= GetTalentTabPages(getClass());
20011 for(uint32 i
= 0; i
< 3; ++i
)
20013 uint32 talentTabId
= talentTabIds
[i
];
20015 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
20017 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
20021 // skip another tab talents
20022 if(talentInfo
->TalentTab
!= talentTabId
)
20025 // find max talent rank
20026 int32 curtalent_maxrank
= -1;
20027 for(int32 k
= 4; k
> -1; --k
)
20029 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
20031 curtalent_maxrank
= k
;
20036 // not learned talent
20037 if(curtalent_maxrank
< 0)
20040 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
20041 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
20047 data
->put
<uint8
>(pos
, talentIdCount
); // put real count
20049 *data
<< uint8(MAX_GLYPH_SLOT_INDEX
); // glyphs count
20051 for(uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
20052 *data
<< uint16(GetGlyph(i
)); // GlyphProperties.dbc
20057 void Player::BuildPetTalentsInfoData(WorldPacket
*data
)
20059 uint32 unspentTalentPoints
= 0;
20060 size_t pointsPos
= data
->wpos();
20061 *data
<< uint32(unspentTalentPoints
); // [PH], unspentTalentPoints
20063 uint8 talentIdCount
= 0;
20064 size_t countPos
= data
->wpos();
20065 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
20067 Pet
*pet
= GetPet();
20071 unspentTalentPoints
= pet
->GetFreeTalentPoints();
20073 data
->put
<uint32
>(pointsPos
, unspentTalentPoints
); // put real points
20075 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
20079 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
20080 if(!pet_family
|| pet_family
->petTalentType
< 0)
20083 for(uint32 talentTabId
= 1; talentTabId
< sTalentTabStore
.GetNumRows(); ++talentTabId
)
20085 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentTabId
);
20089 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
20092 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
20094 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
20098 // skip another tab talents
20099 if(talentInfo
->TalentTab
!= talentTabId
)
20102 // find max talent rank
20103 int32 curtalent_maxrank
= -1;
20104 for(int32 k
= 4; k
> -1; --k
)
20106 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
20108 curtalent_maxrank
= k
;
20113 // not learned talent
20114 if(curtalent_maxrank
< 0)
20117 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
20118 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
20123 data
->put
<uint8
>(countPos
, talentIdCount
); // put real count
20129 void Player::SendTalentsInfoData(bool pet
)
20131 WorldPacket
data(SMSG_TALENTS_INFO
, 50);
20132 data
<< uint8(pet
? 1 : 0);
20134 BuildPetTalentsInfoData(&data
);
20136 BuildPlayerTalentsInfoData(&data
);
20137 GetSession()->SendPacket(&data
);
20140 void Player::BuildEnchantmentsInfoData(WorldPacket
*data
)
20142 uint32 slotUsedMask
= 0;
20143 size_t slotUsedMaskPos
= data
->wpos();
20144 *data
<< uint32(slotUsedMask
); // slotUsedMask < 0x80000
20146 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
20148 Item
*item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
);
20153 slotUsedMask
|= (1 << i
);
20155 *data
<< uint32(item
->GetEntry()); // item entry
20157 uint16 enchantmentMask
= 0;
20158 size_t enchantmentMaskPos
= data
->wpos();
20159 *data
<< uint16(enchantmentMask
); // enchantmentMask < 0x1000
20161 for(uint32 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
20163 uint32 enchId
= item
->GetEnchantmentId(EnchantmentSlot(j
));
20168 enchantmentMask
|= (1 << j
);
20170 *data
<< uint16(enchId
); // enchantmentId?
20173 data
->put
<uint16
>(enchantmentMaskPos
, enchantmentMask
);
20175 *data
<< uint16(0); // ?
20176 *data
<< uint8(0); // PGUID!
20177 *data
<< uint32(0); // seed?
20180 data
->put
<uint32
>(slotUsedMaskPos
, slotUsedMask
);
20183 void Player::SendEquipmentSetList()
20186 WorldPacket
data(SMSG_EQUIPMENT_SET_LIST
, 4);
20187 size_t count_pos
= data
.wpos();
20188 data
<< uint32(count
); // count placeholder
20189 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20191 if(itr
->second
.state
==EQUIPMENT_SET_DELETED
)
20193 data
.appendPackGUID(itr
->second
.Guid
);
20194 data
<< uint32(itr
->first
);
20195 data
<< itr
->second
.Name
;
20196 data
<< itr
->second
.IconName
;
20197 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
20198 data
.appendPackGUID(MAKE_NEW_GUID(itr
->second
.Items
[i
], 0, HIGHGUID_ITEM
));
20200 ++count
; // client have limit but it checked at loading and set
20202 data
.put
<uint32
>(count_pos
, count
);
20203 GetSession()->SendPacket(&data
);
20206 void Player::SetEquipmentSet(uint32 index
, EquipmentSet eqset
)
20208 if(eqset
.Guid
!= 0)
20210 bool found
= false;
20212 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20214 if((itr
->second
.Guid
== eqset
.Guid
) && (itr
->first
== index
))
20221 if(!found
) // something wrong...
20223 sLog
.outError("Player %s tried to save equipment set "UI64FMTD
" (index %u), but that equipment set not found!", GetName(), eqset
.Guid
, index
);
20228 EquipmentSet
& eqslot
= m_EquipmentSets
[index
];
20230 EquipmentSetUpdateState old_state
= eqslot
.state
;
20234 if(eqset
.Guid
== 0)
20236 eqslot
.Guid
= objmgr
.GenerateEquipmentSetGuid();
20238 WorldPacket
data(SMSG_EQUIPMENT_SET_SAVED
, 4 + 1);
20239 data
<< uint32(index
);
20240 data
.appendPackGUID(eqslot
.Guid
);
20241 GetSession()->SendPacket(&data
);
20244 eqslot
.state
= old_state
== EQUIPMENT_SET_NEW
? EQUIPMENT_SET_NEW
: EQUIPMENT_SET_CHANGED
;
20247 void Player::_SaveEquipmentSets()
20249 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end();)
20251 uint32 index
= itr
->first
;
20252 EquipmentSet
& eqset
= itr
->second
;
20253 switch(eqset
.state
)
20255 case EQUIPMENT_SET_UNCHANGED
:
20257 break; // nothing do
20258 case EQUIPMENT_SET_CHANGED
:
20259 CharacterDatabase
.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD
"' AND setindex='%u'",
20260 eqset
.Name
.c_str(), eqset
.IconName
.c_str(), eqset
.Items
[0], eqset
.Items
[1], eqset
.Items
[2], eqset
.Items
[3], eqset
.Items
[4], eqset
.Items
[5], eqset
.Items
[6], eqset
.Items
[7],
20261 eqset
.Items
[8], eqset
.Items
[9], eqset
.Items
[10], eqset
.Items
[11], eqset
.Items
[12], eqset
.Items
[13], eqset
.Items
[14], eqset
.Items
[15], eqset
.Items
[16], eqset
.Items
[17], eqset
.Items
[18], GetGUIDLow(), eqset
.Guid
, index
);
20262 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
20265 case EQUIPMENT_SET_NEW
:
20266 CharacterDatabase
.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD
"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
20267 GetGUIDLow(), eqset
.Guid
, index
, eqset
.Name
.c_str(), eqset
.IconName
.c_str(), eqset
.Items
[0], eqset
.Items
[1], eqset
.Items
[2], eqset
.Items
[3], eqset
.Items
[4], eqset
.Items
[5], eqset
.Items
[6], eqset
.Items
[7],
20268 eqset
.Items
[8], eqset
.Items
[9], eqset
.Items
[10], eqset
.Items
[11], eqset
.Items
[12], eqset
.Items
[13], eqset
.Items
[14], eqset
.Items
[15], eqset
.Items
[16], eqset
.Items
[17], eqset
.Items
[18]);
20269 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
20272 case EQUIPMENT_SET_DELETED
:
20273 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD
, eqset
.Guid
);
20274 m_EquipmentSets
.erase(itr
++);
20280 void Player::DeleteEquipmentSet(uint64 setGuid
)
20282 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20284 if(itr
->second
.Guid
== setGuid
)
20286 if(itr
->second
.state
== EQUIPMENT_SET_NEW
)
20287 m_EquipmentSets
.erase(itr
);
20289 itr
->second
.state
= EQUIPMENT_SET_DELETED
;
20295 void Player::ActivateSpec(uint32 specNum
)
20297 if(GetActiveSpec() == specNum
)
20300 resetTalents(true);