[9654] Restore action bar proper content show at spec switch.
[getmangos.git] / src / game / Player.cpp
bloba2727f84db9644b6bde1a3e88c4f23a7dd9b4fe0
1 /*
2 * Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "Common.h"
20 #include "Language.h"
21 #include "Database/DatabaseEnv.h"
22 #include "Log.h"
23 #include "Opcodes.h"
24 #include "SpellMgr.h"
25 #include "World.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
29 #include "Player.h"
30 #include "Vehicle.h"
31 #include "SkillDiscovery.h"
32 #include "QuestDef.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
35 #include "Channel.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
42 #include "CellImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "ObjectGuid.h"
46 #include "CreatureAI.h"
47 #include "Formulas.h"
48 #include "Group.h"
49 #include "Guild.h"
50 #include "Pet.h"
51 #include "Util.h"
52 #include "Transports.h"
53 #include "Weather.h"
54 #include "BattleGround.h"
55 #include "BattleGroundAV.h"
56 #include "BattleGroundMgr.h"
57 #include "ArenaTeam.h"
58 #include "Chat.h"
59 #include "Database/DatabaseImpl.h"
60 #include "Spell.h"
61 #include "SocialMgr.h"
62 #include "AchievementMgr.h"
63 #include "Mail.h"
65 #include <cmath>
67 #define ZONE_UPDATE_INTERVAL (1*IN_MILLISECONDS)
69 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
70 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
71 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
73 #define SKILL_VALUE(x) PAIR32_LOPART(x)
74 #define SKILL_MAX(x) PAIR32_HIPART(x)
75 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
77 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
78 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
79 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
81 enum CharacterFlags
83 CHARACTER_FLAG_NONE = 0x00000000,
84 CHARACTER_FLAG_UNK1 = 0x00000001,
85 CHARACTER_FLAG_UNK2 = 0x00000002,
86 CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
87 CHARACTER_FLAG_UNK4 = 0x00000008,
88 CHARACTER_FLAG_UNK5 = 0x00000010,
89 CHARACTER_FLAG_UNK6 = 0x00000020,
90 CHARACTER_FLAG_UNK7 = 0x00000040,
91 CHARACTER_FLAG_UNK8 = 0x00000080,
92 CHARACTER_FLAG_UNK9 = 0x00000100,
93 CHARACTER_FLAG_UNK10 = 0x00000200,
94 CHARACTER_FLAG_HIDE_HELM = 0x00000400,
95 CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
96 CHARACTER_FLAG_UNK13 = 0x00001000,
97 CHARACTER_FLAG_GHOST = 0x00002000,
98 CHARACTER_FLAG_RENAME = 0x00004000,
99 CHARACTER_FLAG_UNK16 = 0x00008000,
100 CHARACTER_FLAG_UNK17 = 0x00010000,
101 CHARACTER_FLAG_UNK18 = 0x00020000,
102 CHARACTER_FLAG_UNK19 = 0x00040000,
103 CHARACTER_FLAG_UNK20 = 0x00080000,
104 CHARACTER_FLAG_UNK21 = 0x00100000,
105 CHARACTER_FLAG_UNK22 = 0x00200000,
106 CHARACTER_FLAG_UNK23 = 0x00400000,
107 CHARACTER_FLAG_UNK24 = 0x00800000,
108 CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
109 CHARACTER_FLAG_DECLINED = 0x02000000,
110 CHARACTER_FLAG_UNK27 = 0x04000000,
111 CHARACTER_FLAG_UNK28 = 0x08000000,
112 CHARACTER_FLAG_UNK29 = 0x10000000,
113 CHARACTER_FLAG_UNK30 = 0x20000000,
114 CHARACTER_FLAG_UNK31 = 0x40000000,
115 CHARACTER_FLAG_UNK32 = 0x80000000
118 enum CharacterCustomizeFlags
120 CHAR_CUSTOMIZE_FLAG_NONE = 0x00000000,
121 CHAR_CUSTOMIZE_FLAG_CUSTOMIZE = 0x00000001, // name, gender, etc...
122 CHAR_CUSTOMIZE_FLAG_FACTION = 0x00010000, // name, gender, faction, etc...
123 CHAR_CUSTOMIZE_FLAG_RACE = 0x00100000 // name, gender, race, etc...
126 // corpse reclaim times
127 #define DEATH_EXPIRE_STEP (5*MINUTE)
128 #define MAX_DEATH_COUNT 3
130 static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
132 //== PlayerTaxi ================================================
134 PlayerTaxi::PlayerTaxi()
136 // Taxi nodes
137 memset(m_taximask, 0, sizeof(m_taximask));
140 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level)
142 // class specific initial known nodes
143 switch(chrClass)
145 case CLASS_DEATH_KNIGHT:
147 for(int i = 0; i < TaxiMaskSize; ++i)
148 m_taximask[i] |= sOldContinentsNodesMask[i];
149 break;
153 // race specific initial known nodes: capital and taxi hub masks
154 switch(race)
156 case RACE_HUMAN: SetTaximaskNode(2); break; // Human
157 case RACE_ORC: SetTaximaskNode(23); break; // Orc
158 case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
159 case RACE_NIGHTELF: SetTaximaskNode(26);
160 SetTaximaskNode(27); break; // Night Elf
161 case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
162 case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
163 case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
164 case RACE_TROLL: SetTaximaskNode(23); break; // Troll
165 case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
166 case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
169 // new continent starting masks (It will be accessible only at new map)
170 switch(Player::TeamForRace(race))
172 case ALLIANCE: SetTaximaskNode(100); break;
173 case HORDE: SetTaximaskNode(99); break;
175 // level dependent taxi hubs
176 if(level>=68)
177 SetTaximaskNode(213); //Shattered Sun Staging Area
180 void PlayerTaxi::LoadTaxiMask(const char* data)
182 Tokens tokens = StrSplit(data, " ");
184 int index;
185 Tokens::iterator iter;
186 for (iter = tokens.begin(), index = 0;
187 (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
189 // load and set bits only for existed taxi nodes
190 m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
194 void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
196 if(all)
198 for (uint8 i=0; i<TaxiMaskSize; ++i)
199 data << uint32(sTaxiNodesMask[i]); // all existed nodes
201 else
203 for (uint8 i=0; i<TaxiMaskSize; ++i)
204 data << uint32(m_taximask[i]); // known nodes
208 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values, uint32 team )
210 ClearTaxiDestinations();
212 Tokens tokens = StrSplit(values," ");
214 for(Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
216 uint32 node = uint32(atol(iter->c_str()));
217 AddTaxiDestination(node);
220 if(m_TaxiDestinations.empty())
221 return true;
223 // Check integrity
224 if(m_TaxiDestinations.size() < 2)
225 return false;
227 for(size_t i = 1; i < m_TaxiDestinations.size(); ++i)
229 uint32 cost;
230 uint32 path;
231 sObjectMgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
232 if(!path)
233 return false;
236 // can't load taxi path without mount set (quest taxi path?)
237 if(!sObjectMgr.GetTaxiMountDisplayId(GetTaxiSource(),team,true))
238 return false;
240 return true;
243 std::string PlayerTaxi::SaveTaxiDestinationsToString()
245 if(m_TaxiDestinations.empty())
246 return "";
248 std::ostringstream ss;
250 for(size_t i=0; i < m_TaxiDestinations.size(); ++i)
251 ss << m_TaxiDestinations[i] << " ";
253 return ss.str();
256 uint32 PlayerTaxi::GetCurrentTaxiPath() const
258 if(m_TaxiDestinations.size() < 2)
259 return 0;
261 uint32 path;
262 uint32 cost;
264 sObjectMgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
266 return path;
269 std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
271 ss << "'";
272 for(int i = 0; i < TaxiMaskSize; ++i)
273 ss << taxi.m_taximask[i] << " ";
274 ss << "'";
275 return ss;
278 SpellModifier::SpellModifier( SpellModOp _op, SpellModType _type, int32 _value, SpellEntry const* spellEntry, SpellEffectIndex eff, int16 _charges /*= 0*/ ) : op(_op), type(_type), charges(_charges), value(_value), spellId(spellEntry->Id), lastAffected(NULL)
280 uint32 const* ptr = spellEntry->GetEffectSpellClassMask(eff);
281 mask = uint64(ptr[0]) | (uint64(ptr[1]) << 32);
282 mask2= ptr[2];
285 SpellModifier::SpellModifier( SpellModOp _op, SpellModType _type, int32 _value, Aura const* aura, int16 _charges /*= 0*/ ) : op(_op), type(_type), charges(_charges), value(_value), spellId(aura->GetId()), lastAffected(NULL)
287 uint32 const* ptr = aura->getAuraSpellClassMask();
288 mask = uint64(ptr[0]) | (uint64(ptr[1]) << 32);
289 mask2= ptr[2];
292 bool SpellModifier::isAffectedOnSpell( SpellEntry const *spell ) const
294 SpellEntry const *affect_spell = sSpellStore.LookupEntry(spellId);
295 // False if affect_spell == NULL or spellFamily not equal
296 if (!affect_spell || affect_spell->SpellFamilyName != spell->SpellFamilyName)
297 return false;
298 if (mask & spell->SpellFamilyFlags)
299 return true;
300 if (mask2 & spell->SpellFamilyFlags2)
301 return true;
302 return false;
305 //== Player ====================================================
307 UpdateMask Player::updateVisualBits;
309 Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputationMgr(this)
311 m_transport = 0;
313 m_speakTime = 0;
314 m_speakCount = 0;
316 m_objectType |= TYPEMASK_PLAYER;
317 m_objectTypeId = TYPEID_PLAYER;
319 m_valuesCount = PLAYER_END;
321 m_session = session;
323 m_divider = 0;
325 m_ExtraFlags = 0;
326 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER)
327 SetAcceptTicket(true);
329 // players always accept
330 if(GetSession()->GetSecurity() == SEC_PLAYER)
331 SetAcceptWhispers(true);
333 m_curSelection = 0;
334 m_lootGuid = 0;
336 m_comboTarget = 0;
337 m_comboPoints = 0;
339 m_usedTalentCount = 0;
340 m_questRewardTalentCount = 0;
342 m_regenTimer = 0;
343 m_weaponChangeTimer = 0;
345 m_zoneUpdateId = 0;
346 m_zoneUpdateTimer = 0;
348 m_areaUpdateId = 0;
350 m_nextSave = sWorld.getConfig(CONFIG_UINT32_INTERVAL_SAVE);
352 // randomize first save time in range [CONFIG_UINT32_INTERVAL_SAVE] around [CONFIG_UINT32_INTERVAL_SAVE]
353 // this must help in case next save after mass player load after server startup
354 m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
356 clearResurrectRequestData();
358 m_SpellModRemoveCount = 0;
360 memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
362 m_social = NULL;
364 // group is initialized in the reference constructor
365 SetGroupInvite(NULL);
366 m_groupUpdateMask = 0;
367 m_auraUpdateMask = 0;
369 duel = NULL;
371 m_GuildIdInvited = 0;
372 m_ArenaTeamIdInvited = 0;
374 m_atLoginFlags = AT_LOGIN_NONE;
376 mSemaphoreTeleport_Near = false;
377 mSemaphoreTeleport_Far = false;
379 m_DelayedOperations = 0;
380 m_bCanDelayTeleport = false;
381 m_bHasDelayedTeleport = false;
382 m_teleport_options = 0;
384 pTrader = 0;
385 ClearTrade();
387 m_cinematic = 0;
389 PlayerTalkClass = new PlayerMenu( GetSession() );
390 m_currentBuybackSlot = BUYBACK_SLOT_START;
392 m_DailyQuestChanged = false;
393 m_lastDailyQuestTime = 0;
395 for (int i=0; i<MAX_TIMERS; ++i)
396 m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
398 m_MirrorTimerFlags = UNDERWATER_NONE;
399 m_MirrorTimerFlagsLast = UNDERWATER_NONE;
400 m_isInWater = false;
401 m_drunkTimer = 0;
402 m_drunk = 0;
403 m_restTime = 0;
404 m_deathTimer = 0;
405 m_deathExpireTime = 0;
407 m_swingErrorMsg = 0;
409 m_DetectInvTimer = 1*IN_MILLISECONDS;
411 for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; ++j)
413 m_bgBattleGroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
414 m_bgBattleGroundQueueID[j].invitedToInstance = 0;
417 m_logintime = time(NULL);
418 m_Last_tick = m_logintime;
419 m_WeaponProficiency = 0;
420 m_ArmorProficiency = 0;
421 m_canParry = false;
422 m_canBlock = false;
423 m_canDualWield = false;
424 m_canTitanGrip = false;
425 m_ammoDPS = 0.0f;
427 m_temporaryUnsummonedPetNumber = 0;
428 //cache for UNIT_CREATED_BY_SPELL to allow
429 //returning reagents for temporarily removed pets
430 //when dying/logging out
431 m_oldpetspell = 0;
433 ////////////////////Rest System/////////////////////
434 time_inn_enter=0;
435 inn_trigger_id=0;
436 m_rest_bonus=0;
437 rest_type=REST_TYPE_NO;
438 ////////////////////Rest System/////////////////////
440 m_mailsUpdated = false;
441 unReadMails = 0;
442 m_nextMailDelivereTime = 0;
444 m_resetTalentsCost = 0;
445 m_resetTalentsTime = 0;
446 m_itemUpdateQueueBlocked = false;
448 for (int i = 0; i < MAX_MOVE_TYPE; ++i)
449 m_forced_speed_changes[i] = 0;
451 m_stableSlots = 0;
453 /////////////////// Instance System /////////////////////
455 m_HomebindTimer = 0;
456 m_InstanceValid = true;
457 m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL;
458 m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
460 m_lastPotionId = 0;
462 m_activeSpec = 0;
463 m_specsCount = 1;
465 for (int i = 0; i < BASEMOD_END; ++i)
467 m_auraBaseMod[i][FLAT_MOD] = 0.0f;
468 m_auraBaseMod[i][PCT_MOD] = 1.0f;
471 for (int i = 0; i < MAX_COMBAT_RATING; ++i)
472 m_baseRatingValue[i] = 0;
474 m_baseSpellPower = 0;
475 m_baseFeralAP = 0;
476 m_baseManaRegen = 0;
477 m_armorPenetrationPct = 0.0f;
479 // Honor System
480 m_lastHonorUpdateTime = time(NULL);
482 // Player summoning
483 m_summon_expire = 0;
484 m_summon_mapid = 0;
485 m_summon_x = 0.0f;
486 m_summon_y = 0.0f;
487 m_summon_z = 0.0f;
489 m_mover = this;
491 m_miniPet = 0;
492 m_contestedPvPTimer = 0;
494 m_declinedname = NULL;
495 m_runes = NULL;
497 m_lastFallTime = 0;
498 m_lastFallZ = 0;
501 Player::~Player ()
503 CleanupsBeforeDelete();
505 // it must be unloaded already in PlayerLogout and accessed only for loggined player
506 //m_social = NULL;
508 // Note: buy back item already deleted from DB when player was saved
509 for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
511 if(m_items[i])
512 delete m_items[i];
514 CleanupChannels();
516 //all mailed items should be deleted, also all mail should be deallocated
517 for (PlayerMails::const_iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
518 delete *itr;
520 for (ItemMap::const_iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
521 delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
523 delete PlayerTalkClass;
525 if (m_transport)
527 m_transport->RemovePassenger(this);
530 for(size_t x = 0; x < ItemSetEff.size(); x++)
531 if(ItemSetEff[x])
532 delete ItemSetEff[x];
534 // clean up player-instance binds, may unload some instance saves
535 for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
536 for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
537 itr->second.save->RemovePlayer(this);
539 delete m_declinedname;
540 delete m_runes;
543 void Player::CleanupsBeforeDelete()
545 if(m_uint32Values) // only for fully created Object
547 TradeCancel(false);
548 DuelComplete(DUEL_INTERUPTED);
550 Unit::CleanupsBeforeDelete();
553 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 */)
555 //FIXME: outfitId not used in player creating
557 Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
559 m_name = name;
561 PlayerInfo const* info = sObjectMgr.GetPlayerInfo(race, class_);
562 if(!info)
564 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
565 return false;
568 for (int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
569 m_items[i] = NULL;
571 SetLocationMapId(info->mapId);
572 Relocate(info->positionX,info->positionY,info->positionZ);
574 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
575 if(!cEntry)
577 sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
578 return false;
581 SetMap(sMapMgr.CreateMap(info->mapId, this));
583 uint8 powertype = cEntry->powerType;
585 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
586 SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
588 setFactionForRace(race);
590 uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
592 SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
593 InitDisplayIds();
594 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP );
595 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
596 SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
597 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
598 SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
600 // -1 is default value
601 SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, -1);
603 SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
604 SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
605 SetByteValue(PLAYER_BYTES_3, 0, gender);
607 SetUInt32Value( PLAYER_GUILDID, 0 );
608 SetUInt32Value( PLAYER_GUILDRANK, 0 );
609 SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
611 for(int i = 0; i < KNOWN_TITLES_SIZE; ++i)
612 SetUInt64Value(PLAYER__FIELD_KNOWN_TITLES + i, 0); // 0=disabled
613 SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
615 SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
616 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 );
617 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
618 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
620 // set starting level
621 uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
622 ? sWorld.getConfig(CONFIG_UINT32_START_PLAYER_LEVEL)
623 : sWorld.getConfig(CONFIG_UINT32_START_HEROIC_PLAYER_LEVEL);
625 if (GetSession()->GetSecurity() >= SEC_MODERATOR)
627 uint32 gm_level = sWorld.getConfig(CONFIG_UINT32_START_GM_LEVEL);
628 if(gm_level > start_level)
629 start_level = gm_level;
632 SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
634 InitRunes();
636 SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_UINT32_START_PLAYER_MONEY));
637 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_UINT32_START_HONOR_POINTS));
638 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_UINT32_START_ARENA_POINTS));
640 // Played time
641 m_Last_tick = time(NULL);
642 m_Played_time[PLAYED_TIME_TOTAL] = 0;
643 m_Played_time[PLAYED_TIME_LEVEL] = 0;
645 // base stats and related field values
646 InitStatsForLevel();
647 InitTaxiNodesForLevel();
648 InitGlyphsForLevel();
649 InitTalentForLevel();
650 InitPrimaryProfessions(); // to max set before any spell added
652 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
653 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
654 SetHealth(GetMaxHealth());
655 if (getPowerType()==POWER_MANA)
657 UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
658 SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
661 if(getPowerType() == POWER_RUNIC_POWER)
663 SetPower(POWER_RUNE, 8);
664 SetMaxPower(POWER_RUNE, 8);
665 SetPower(POWER_RUNIC_POWER, 0);
666 SetMaxPower(POWER_RUNIC_POWER, 1000);
669 // original spells
670 learnDefaultSpells();
672 // original action bar
673 for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr)
674 addActionButton(0, action_itr->button,action_itr->action,action_itr->type);
676 // original items
677 CharStartOutfitEntry const* oEntry = NULL;
678 for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
680 if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
682 if(entry->RaceClassGender == RaceClassGender)
684 oEntry = entry;
685 break;
690 if(oEntry)
692 for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
694 if(oEntry->ItemId[j] <= 0)
695 continue;
697 uint32 item_id = oEntry->ItemId[j];
699 // just skip, reported in ObjectMgr::LoadItemPrototypes
700 ItemPrototype const* iProto = ObjectMgr::GetItemPrototype(item_id);
701 if(!iProto)
702 continue;
704 // BuyCount by default
705 int32 count = iProto->BuyCount;
707 // special amount for foor/drink
708 if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
710 switch(iProto->Spells[0].SpellCategory)
712 case 11: // food
713 count = getClass()==CLASS_DEATH_KNIGHT ? 10 : 4;
714 break;
715 case 59: // drink
716 count = 2;
717 break;
719 if(iProto->Stackable < count)
720 count = iProto->Stackable;
722 // special amount for daggers
723 else if(iProto->Class==ITEM_CLASS_WEAPON && iProto->SubClass==ITEM_SUBCLASS_WEAPON_DAGGER)
725 count = 2; // will placed to 2 slots
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 ))
742 uint16 eDest;
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)
751 else
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
770 return true;
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)
780 uint16 eDest;
781 uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false );
782 if( msg != EQUIP_ERR_OK )
783 break;
785 EquipNewItem( eDest, titem_id, true);
786 AutoUnequipOffhandIfNeed();
787 --titem_amount;
790 if(titem_amount == 0)
791 return true; // equipped
793 // attempt store
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);
805 return false;
808 // helper function, mainly for script side, but can be used for simple task in mangos also.
809 Item* Player::StoreNewItemInInventorySlot(uint32 itemEntry, uint32 amount)
811 ItemPosCountVec vDest;
813 uint8 msg = CanStoreNewItem(INVENTORY_SLOT_BAG_0, NULL_SLOT, vDest, itemEntry, amount);
815 if (msg == EQUIP_ERR_OK)
817 if (Item* pItem = StoreNewItem(vDest, itemEntry, true, Item::GenerateItemRandomPropertyId(itemEntry)))
818 return pItem;
821 return NULL;
824 void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen)
826 if (int(MaxValue) == DISABLED_MIRROR_TIMER)
828 if (int(CurrentValue) != DISABLED_MIRROR_TIMER)
829 StopMirrorTimer(Type);
830 return;
832 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
833 data << (uint32)Type;
834 data << CurrentValue;
835 data << MaxValue;
836 data << Regen;
837 data << (uint8)0;
838 data << (uint32)0; // spell id
839 GetSession()->SendPacket( &data );
842 void Player::StopMirrorTimer(MirrorTimerType Type)
844 m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
845 WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
846 data << (uint32)Type;
847 GetSession()->SendPacket( &data );
850 uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
852 if(!isAlive() || isGameMaster())
853 return 0;
855 // Absorb, resist some environmental damage type
856 uint32 absorb = 0;
857 uint32 resist = 0;
858 if (type == DAMAGE_LAVA)
859 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist);
860 else if (type == DAMAGE_SLIME)
861 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist);
863 damage-=absorb+resist;
865 DealDamageMods(this,damage,&absorb);
867 WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
868 data << uint64(GetGUID());
869 data << uint8(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
870 data << uint32(damage);
871 data << uint32(absorb);
872 data << uint32(resist);
873 SendMessageToSet(&data, true);
875 uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
877 if(!isAlive())
879 if(type==DAMAGE_FALL) // DealDamage not apply item durability loss at self damage
881 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
882 DurabilityLossAll(0.10f,false);
883 // durability lost message
884 WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0);
885 GetSession()->SendPacket(&data2);
888 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
891 return final_damage;
894 int32 Player::getMaxTimer(MirrorTimerType timer)
896 switch (timer)
898 case FATIGUE_TIMER:
899 if (GetSession()->GetSecurity() >= (AccountTypes)sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FATIGUE_GMLEVEL))
900 return DISABLED_MIRROR_TIMER;
901 return sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FATIGUE_MAX)*IN_MILLISECONDS;
902 case BREATH_TIMER:
904 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) ||
905 GetSession()->GetSecurity() >= (AccountTypes)sWorld.getConfig(CONFIG_UINT32_TIMERBAR_BREATH_GMLEVEL))
906 return DISABLED_MIRROR_TIMER;
907 int32 UnderWaterTime = sWorld.getConfig(CONFIG_UINT32_TIMERBAR_BREATH_MAX)*IN_MILLISECONDS;
908 AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
909 for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
910 UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
911 return UnderWaterTime;
913 case FIRE_TIMER:
915 if (!isAlive() || GetSession()->GetSecurity() >= (AccountTypes)sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FIRE_GMLEVEL))
916 return DISABLED_MIRROR_TIMER;
917 return sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FIRE_MAX)*IN_MILLISECONDS;
919 default:
920 return 0;
922 return 0;
925 void Player::UpdateMirrorTimers()
927 // Desync flags for update on next HandleDrowning
928 if (m_MirrorTimerFlags)
929 m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags;
932 void Player::HandleDrowning(uint32 time_diff)
934 if (!m_MirrorTimerFlags)
935 return;
937 // In water
938 if (m_MirrorTimerFlags & UNDERWATER_INWATER)
940 // Breath timer not activated - activate it
941 if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER)
943 m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER);
944 SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1);
946 else // If activated - do tick
948 m_MirrorTimer[BREATH_TIMER]-=time_diff;
949 // Timer limit - need deal damage
950 if (m_MirrorTimer[BREATH_TIMER] < 0)
952 m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILLISECONDS;
953 // Calculate and deal damage
954 // TODO: Check this formula
955 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
956 EnvironmentalDamage(DAMAGE_DROWNING, damage);
958 else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need
959 SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1);
962 else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
964 int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
965 // Need breath regen
966 m_MirrorTimer[BREATH_TIMER]+=10*time_diff;
967 if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive())
968 StopMirrorTimer(BREATH_TIMER);
969 else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
970 SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
973 // In dark water
974 if (m_MirrorTimerFlags & UNDERWATER_INDARKWATER)
976 // Fatigue timer not activated - activate it
977 if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
979 m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
980 SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
982 else
984 m_MirrorTimer[FATIGUE_TIMER]-=time_diff;
985 // Timer limit - need deal damage or teleport ghost to graveyard
986 if (m_MirrorTimer[FATIGUE_TIMER] < 0)
988 m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILLISECONDS;
989 if (isAlive()) // Calculate and deal damage
991 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
992 EnvironmentalDamage(DAMAGE_EXHAUSTED, damage);
994 else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard
995 RepopAtGraveyard();
997 else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INDARKWATER))
998 SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1);
1001 else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
1003 int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
1004 m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff;
1005 if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive())
1006 StopMirrorTimer(FATIGUE_TIMER);
1007 else if (m_MirrorTimerFlagsLast & UNDERWATER_INDARKWATER)
1008 SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
1011 if (m_MirrorTimerFlags & (UNDERWATER_INLAVA|UNDERWATER_INSLIME))
1013 // Breath timer not activated - activate it
1014 if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER)
1015 m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER);
1016 else
1018 m_MirrorTimer[FIRE_TIMER]-=time_diff;
1019 if (m_MirrorTimer[FIRE_TIMER] < 0)
1021 m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILLISECONDS;
1022 // Calculate and deal damage
1023 // TODO: Check this formula
1024 uint32 damage = urand(600, 700);
1025 if (m_MirrorTimerFlags&UNDERWATER_INLAVA)
1026 EnvironmentalDamage(DAMAGE_LAVA, damage);
1027 else
1028 EnvironmentalDamage(DAMAGE_SLIME, damage);
1032 else
1033 m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;
1035 // Recheck timers flag
1036 m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
1037 for (int i = 0; i< MAX_TIMERS; ++i)
1038 if (m_MirrorTimer[i]!=DISABLED_MIRROR_TIMER)
1040 m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS;
1041 break;
1043 m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
1046 ///The player sobers by 256 every 10 seconds
1047 void Player::HandleSobering()
1049 m_drunkTimer = 0;
1051 uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
1052 SetDrunkValue(drunk);
1055 DrunkenState Player::GetDrunkenstateByValue(uint16 value)
1057 if(value >= 23000)
1058 return DRUNKEN_SMASHED;
1059 if(value >= 12800)
1060 return DRUNKEN_DRUNK;
1061 if(value & 0xFFFE)
1062 return DRUNKEN_TIPSY;
1063 return DRUNKEN_SOBER;
1066 void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
1068 uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
1070 m_drunk = newDrunkenValue;
1071 SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
1073 uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
1075 // special drunk invisibility detection
1076 if(newDrunkenState >= DRUNKEN_DRUNK)
1077 m_detectInvisibilityMask |= (1<<6);
1078 else
1079 m_detectInvisibilityMask &= ~(1<<6);
1081 if(newDrunkenState == oldDrunkenState)
1082 return;
1084 WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
1085 data << uint64(GetGUID());
1086 data << uint32(newDrunkenState);
1087 data << uint32(itemId);
1089 SendMessageToSet(&data, true);
1092 void Player::Update( uint32 p_time )
1094 if(!IsInWorld())
1095 return;
1097 // undelivered mail
1098 if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
1100 SendNewMail();
1101 ++unReadMails;
1103 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1104 m_nextMailDelivereTime = 0;
1107 //used to implement delayed far teleports
1108 SetCanDelayTeleport(true);
1109 Unit::Update( p_time );
1110 SetCanDelayTeleport(false);
1112 // update player only attacks
1113 if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
1115 setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
1118 if(uint32 off_att = getAttackTimer(OFF_ATTACK))
1120 setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
1123 time_t now = time (NULL);
1125 UpdatePvPFlag(now);
1127 UpdateContestedPvP(p_time);
1129 UpdateDuelFlag(now);
1131 CheckDuelDistance(now);
1133 UpdateAfkReport(now);
1135 // Update items that have just a limited lifetime
1136 if (now>m_Last_tick)
1137 UpdateItemDuration(uint32(now- m_Last_tick));
1139 if (!m_timedquests.empty())
1141 std::set<uint32>::iterator iter = m_timedquests.begin();
1142 while (iter != m_timedquests.end())
1144 QuestStatusData& q_status = mQuestStatus[*iter];
1145 if( q_status.m_timer <= p_time )
1147 uint32 quest_id = *iter;
1148 ++iter; // current iter will be removed in FailQuest
1149 FailQuest(quest_id);
1151 else
1153 q_status.m_timer -= p_time;
1154 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
1155 ++iter;
1160 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
1162 Unit *pVictim = getVictim();
1163 if (pVictim && !IsNonMeleeSpellCasted(false))
1165 // default combat reach 10
1166 // TODO add weapon,skill check
1168 float pldistance = ATTACK_DISTANCE;
1170 if (isAttackReady(BASE_ATTACK))
1172 if(!IsWithinDistInMap(pVictim, pldistance))
1174 setAttackTimer(BASE_ATTACK,100);
1175 if(m_swingErrorMsg != 1) // send single time (client auto repeat)
1177 SendAttackSwingNotInRange();
1178 m_swingErrorMsg = 1;
1181 //120 degrees of radiant range
1182 else if( !HasInArc( 2*M_PI_F/3, pVictim ))
1184 setAttackTimer(BASE_ATTACK,100);
1185 if(m_swingErrorMsg != 2) // send single time (client auto repeat)
1187 SendAttackSwingBadFacingAttack();
1188 m_swingErrorMsg = 2;
1191 else
1193 m_swingErrorMsg = 0; // reset swing error state
1195 // prevent base and off attack in same time, delay attack at 0.2 sec
1196 if(haveOffhandWeapon())
1198 uint32 off_att = getAttackTimer(OFF_ATTACK);
1199 if(off_att < ATTACK_DISPLAY_DELAY)
1200 setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
1202 AttackerStateUpdate(pVictim, BASE_ATTACK);
1203 resetAttackTimer(BASE_ATTACK);
1207 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
1209 if(!IsWithinDistInMap(pVictim, pldistance))
1211 setAttackTimer(OFF_ATTACK,100);
1213 else if( !HasInArc( 2*M_PI_F/3, pVictim ))
1215 setAttackTimer(OFF_ATTACK,100);
1217 else
1219 // prevent base and off attack in same time, delay attack at 0.2 sec
1220 uint32 base_att = getAttackTimer(BASE_ATTACK);
1221 if(base_att < ATTACK_DISPLAY_DELAY)
1222 setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
1223 // do attack
1224 AttackerStateUpdate(pVictim, OFF_ATTACK);
1225 resetAttackTimer(OFF_ATTACK);
1229 Unit *owner = pVictim->GetOwner();
1230 Unit *u = owner ? owner : pVictim;
1231 if(u->IsPvP() && (!duel || duel->opponent != u))
1233 UpdatePvP(true);
1234 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
1239 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
1241 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1243 time_t time_inn = time(NULL)-GetTimeInnEnter();
1244 if (time_inn >= 10) //freeze update
1246 float bubble = 0.125f*sWorld.getConfig(CONFIG_FLOAT_RATE_REST_INGAME);
1247 //speed collect rest bonus (section/in hour)
1248 SetRestBonus( float(GetRestBonus()+ time_inn*(GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble ));
1249 UpdateInnerTime(time(NULL));
1254 if (m_regenTimer)
1256 if(p_time >= m_regenTimer)
1257 m_regenTimer = 0;
1258 else
1259 m_regenTimer -= p_time;
1262 if (m_weaponChangeTimer > 0)
1264 if(p_time >= m_weaponChangeTimer)
1265 m_weaponChangeTimer = 0;
1266 else
1267 m_weaponChangeTimer -= p_time;
1270 if (m_zoneUpdateTimer > 0)
1272 if(p_time >= m_zoneUpdateTimer)
1274 uint32 newzone, newarea;
1275 GetZoneAndAreaId(newzone,newarea);
1277 if( m_zoneUpdateId != newzone )
1278 UpdateZone(newzone,newarea); // also update area
1279 else
1281 // use area updates as well
1282 // needed for free far all arenas for example
1283 if( m_areaUpdateId != newarea )
1284 UpdateArea(newarea);
1286 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
1289 else
1290 m_zoneUpdateTimer -= p_time;
1293 if (isAlive())
1295 // if no longer casting, set regen power as soon as it is up.
1296 if (!IsUnderLastManaUseEffect())
1297 SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
1299 if (!m_regenTimer)
1300 RegenerateAll();
1303 if (m_deathState == JUST_DIED)
1305 KillPlayer();
1308 if(m_nextSave > 0)
1310 if(p_time >= m_nextSave)
1312 // m_nextSave reseted in SaveToDB call
1313 SaveToDB();
1314 sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1316 else
1318 m_nextSave -= p_time;
1322 //Handle Water/drowning
1323 HandleDrowning(p_time);
1325 //Handle detect stealth players
1326 if (m_DetectInvTimer > 0)
1328 if (p_time >= m_DetectInvTimer)
1330 HandleStealthedUnitsDetection();
1331 m_DetectInvTimer = 3000;
1333 else
1334 m_DetectInvTimer -= p_time;
1337 // Played time
1338 if (now > m_Last_tick)
1340 uint32 elapsed = uint32(now - m_Last_tick);
1341 m_Played_time[PLAYED_TIME_TOTAL] += elapsed; // Total played time
1342 m_Played_time[PLAYED_TIME_LEVEL] += elapsed; // Level played time
1343 m_Last_tick = now;
1346 if (m_drunk)
1348 m_drunkTimer += p_time;
1350 if (m_drunkTimer > 10*IN_MILLISECONDS)
1351 HandleSobering();
1354 // not auto-free ghost from body in instances
1355 if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
1357 if(p_time >= m_deathTimer)
1359 m_deathTimer = 0;
1360 BuildPlayerRepop();
1361 RepopAtGraveyard();
1363 else
1364 m_deathTimer -= p_time;
1367 UpdateEnchantTime(p_time);
1368 UpdateHomebindTime(p_time);
1370 // group update
1371 SendUpdateToOutOfRangeGroupMembers();
1373 Pet* pet = GetPet();
1374 if(pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
1376 RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
1379 //we should execute delayed teleports only for alive(!) players
1380 //because we don't want player's ghost teleported from graveyard
1381 if(IsHasDelayedTeleport() && isAlive())
1382 TeleportTo(m_teleport_dest, m_teleport_options);
1385 void Player::setDeathState(DeathState s)
1387 uint32 ressSpellId = 0;
1389 bool cur = isAlive();
1391 if(s == JUST_DIED && cur)
1393 // drunken state is cleared on death
1394 SetDrunkValue(0);
1395 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1396 ClearComboPoints();
1398 clearResurrectRequestData();
1400 // remove form before other mods to prevent incorrect stats calculation
1401 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
1403 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1404 RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
1406 // remove uncontrolled pets
1407 RemoveMiniPet();
1409 // save value before aura remove in Unit::setDeathState
1410 ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
1412 // passive spell
1413 if(!ressSpellId)
1414 ressSpellId = GetResurrectionSpellId();
1415 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
1416 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
1417 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
1419 Unit::setDeathState(s);
1421 // restore resurrection spell id for player after aura remove
1422 if(s == JUST_DIED && cur && ressSpellId)
1423 SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
1425 if(isAlive() && !cur)
1427 //clear aura case after resurrection by another way (spells will be applied before next death)
1428 SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
1430 // restore default warrior stance
1431 if(getClass()== CLASS_WARRIOR)
1432 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
1436 bool Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
1438 // 0 1 2 3 4 5 6 7
1439 // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
1440 // 8 9 10 11 12 13 14
1441 // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
1442 // 15 16 17 18 19 20
1443 // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.equipmentCache, character_declinedname.genitive "
1445 Field *fields = result->Fetch();
1447 uint32 guid = fields[0].GetUInt32();
1448 uint8 pRace = fields[2].GetUInt8();
1449 uint8 pClass = fields[3].GetUInt8();
1451 PlayerInfo const *info = sObjectMgr.GetPlayerInfo(pRace, pClass);
1452 if(!info)
1454 sLog.outError("Player %u has incorrect race/class pair. Don't build enum.", guid);
1455 return false;
1458 *p_data << uint64(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
1459 *p_data << fields[1].GetString(); // name
1460 *p_data << uint8(pRace); // race
1461 *p_data << uint8(pClass); // class
1462 *p_data << uint8(fields[4].GetUInt8()); // gender
1464 uint32 playerBytes = fields[5].GetUInt32();
1465 *p_data << uint8(playerBytes); // skin
1466 *p_data << uint8(playerBytes >> 8); // face
1467 *p_data << uint8(playerBytes >> 16); // hair style
1468 *p_data << uint8(playerBytes >> 24); // hair color
1470 uint32 playerBytes2 = fields[6].GetUInt32();
1471 *p_data << uint8(playerBytes2 & 0xFF); // facial hair
1473 *p_data << uint8(fields[7].GetUInt8()); // level
1474 *p_data << uint32(fields[8].GetUInt32()); // zone
1475 *p_data << uint32(fields[9].GetUInt32()); // map
1477 *p_data << fields[10].GetFloat(); // x
1478 *p_data << fields[11].GetFloat(); // y
1479 *p_data << fields[12].GetFloat(); // z
1481 *p_data << uint32(fields[13].GetUInt32()); // guild id
1483 uint32 char_flags = 0;
1484 uint32 playerFlags = fields[14].GetUInt32();
1485 uint32 atLoginFlags = fields[15].GetUInt32();
1486 if(playerFlags & PLAYER_FLAGS_HIDE_HELM)
1487 char_flags |= CHARACTER_FLAG_HIDE_HELM;
1488 if(playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
1489 char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
1490 if(playerFlags & PLAYER_FLAGS_GHOST)
1491 char_flags |= CHARACTER_FLAG_GHOST;
1492 if(atLoginFlags & AT_LOGIN_RENAME)
1493 char_flags |= CHARACTER_FLAG_RENAME;
1494 if(sWorld.getConfig(CONFIG_BOOL_DECLINED_NAMES_USED))
1496 if(!fields[20].GetCppString().empty())
1497 char_flags |= CHARACTER_FLAG_DECLINED;
1499 else
1500 char_flags |= CHARACTER_FLAG_DECLINED;
1502 *p_data << uint32(char_flags); // character flags
1503 // character customize flags
1504 *p_data << uint32(atLoginFlags & AT_LOGIN_CUSTOMIZE ? CHAR_CUSTOMIZE_FLAG_CUSTOMIZE : CHAR_CUSTOMIZE_FLAG_NONE);
1505 // First login
1506 *p_data << uint8(atLoginFlags & AT_LOGIN_FIRST ? 1 : 0);
1508 // Pets info
1510 uint32 petDisplayId = 0;
1511 uint32 petLevel = 0;
1512 uint32 petFamily = 0;
1514 // show pet at selection character in character list only for non-ghost character
1515 if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER || pClass == CLASS_DEATH_KNIGHT))
1517 uint32 entry = fields[16].GetUInt32();
1518 CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
1519 if(cInfo)
1521 petDisplayId = fields[17].GetUInt32();
1522 petLevel = fields[18].GetUInt32();
1523 petFamily = cInfo->family;
1527 *p_data << uint32(petDisplayId);
1528 *p_data << uint32(petLevel);
1529 *p_data << uint32(petFamily);
1533 Tokens data = StrSplit(fields[19].GetCppString(), " ");
1534 for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
1536 uint32 visualbase = slot * 2;
1537 uint32 item_id = GetUInt32ValueFromArray(data, visualbase);
1538 const ItemPrototype * proto = ObjectMgr::GetItemPrototype(item_id);
1539 if(!proto)
1541 *p_data << uint32(0);
1542 *p_data << uint8(0);
1543 *p_data << uint32(0);
1544 continue;
1547 SpellItemEnchantmentEntry const *enchant = NULL;
1549 uint32 enchants = GetUInt32ValueFromArray(data, visualbase + 1);
1550 for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot)
1552 // values stored in 2 uint16
1553 uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16);
1554 if(!enchantId)
1555 continue;
1557 if ((enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId)))
1558 break;
1561 *p_data << uint32(proto->DisplayInfoID);
1562 *p_data << uint8(proto->InventoryType);
1563 *p_data << uint32(enchant ? enchant->aura_id : 0);
1565 *p_data << uint32(0); // first bag display id
1566 *p_data << uint8(0); // first bag inventory type
1567 *p_data << uint32(0); // enchant?
1569 return true;
1572 bool Player::ToggleAFK()
1574 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1576 bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1578 // afk player not allowed in battleground
1579 if(state && InBattleGround())
1580 LeaveBattleground();
1582 return state;
1585 bool Player::ToggleDND()
1587 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1589 return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1592 uint8 Player::chatTag() const
1594 // it's bitmask
1595 // 0x8 - ??
1596 // 0x4 - gm
1597 // 0x2 - dnd
1598 // 0x1 - afk
1599 if(isGMChat())
1600 return 4;
1601 else if(isDND())
1602 return 3;
1603 if(isAFK())
1604 return 1;
1605 else
1606 return 0;
1609 bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
1611 if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
1613 sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
1614 return false;
1617 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1618 Pet* pet = GetPet();
1620 MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
1622 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1623 // don't let gm level > 1 either
1624 if(!InBattleGround() && mEntry->IsBattleGroundOrArena())
1625 return false;
1627 // client without expansion support
1628 if(GetSession()->Expansion() < mEntry->Expansion())
1630 sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
1632 if(GetTransport())
1633 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1635 SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
1637 return false; // normal client can't teleport to this map...
1639 else
1641 sLog.outDebug("Player %s is being teleported to map %u", GetName(), mapid);
1644 // if we were on a transport, leave
1645 if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
1647 m_transport->RemovePassenger(this);
1648 m_transport = NULL;
1649 m_movementInfo.SetTransportData(0, 0.0f, 0.0f, 0.0f, 0.0f, 0, -1);
1652 // The player was ported to another map and looses the duel immediately.
1653 // We have to perform this check before the teleport, otherwise the
1654 // ObjectAccessor won't find the flag.
1655 if (duel && GetMapId() != mapid)
1657 GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
1658 if (obj)
1659 DuelComplete(DUEL_FLED);
1662 // reset movement flags at teleport, because player will continue move with these flags after teleport
1663 m_movementInfo.SetMovementFlags(MOVEFLAG_NONE);
1665 if ((GetMapId() == mapid) && (!m_transport))
1667 //lets reset far teleport flag if it wasn't reset during chained teleports
1668 SetSemaphoreTeleportFar(false);
1669 //setup delayed teleport flag
1670 SetDelayedTeleportFlag(IsCanDelayTeleport());
1671 //if teleport spell is casted in Unit::Update() func
1672 //then we need to delay it until update process will be finished
1673 if(IsHasDelayedTeleport())
1675 SetSemaphoreTeleportNear(true);
1676 //lets save teleport destination for player
1677 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1678 m_teleport_options = options;
1679 return true;
1682 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1684 //same map, only remove pet if out of range for new position
1685 if(pet && !pet->IsWithinDist3d(x, y, z, GetMap()->GetVisibilityDistance()))
1686 UnsummonPetTemporaryIfAny();
1689 if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
1690 CombatStop();
1692 // this will be used instead of the current location in SaveToDB
1693 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1694 SetFallInformation(0, z);
1696 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1697 // at client packet MSG_MOVE_TELEPORT_ACK
1698 SetSemaphoreTeleportNear(true);
1699 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1700 if(!GetSession()->PlayerLogout())
1702 WorldPacket data;
1703 BuildTeleportAckMsg(&data, x, y, z, orientation);
1704 GetSession()->SendPacket(&data);
1707 else
1709 // far teleport to another map
1710 Map* oldmap = IsInWorld() ? GetMap() : NULL;
1711 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1713 // Check enter rights before map getting to avoid creating instance copy for player
1714 // this check not dependent from map instance copy and same for all instance copies of selected map
1715 if (!sMapMgr.CanPlayerEnter(mapid, this))
1716 return false;
1718 // If the map is not created, assume it is possible to enter it.
1719 // It will be created in the WorldPortAck.
1720 Map *map = sMapMgr.FindMap(mapid);
1721 if (!map || map->CanEnter(this))
1723 //lets reset near teleport flag if it wasn't reset during chained teleports
1724 SetSemaphoreTeleportNear(false);
1725 //setup delayed teleport flag
1726 SetDelayedTeleportFlag(IsCanDelayTeleport());
1727 //if teleport spell is casted in Unit::Update() func
1728 //then we need to delay it until update process will be finished
1729 if(IsHasDelayedTeleport())
1731 SetSemaphoreTeleportFar(true);
1732 //lets save teleport destination for player
1733 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1734 m_teleport_options = options;
1735 return true;
1738 SetSelection(0);
1740 CombatStop();
1742 ResetContestedPvP();
1744 // remove player from battleground on far teleport (when changing maps)
1745 if(BattleGround const* bg = GetBattleGround())
1747 // Note: at battleground join battleground id set before teleport
1748 // and we already will found "current" battleground
1749 // just need check that this is targeted map or leave
1750 if(bg->GetMapId() != mapid)
1751 LeaveBattleground(false); // don't teleport to entry point
1754 // remove pet on map change
1755 if (pet)
1756 UnsummonPetTemporaryIfAny();
1758 // remove all dyn objects
1759 RemoveAllDynObjects();
1761 // stop spellcasting
1762 // not attempt interrupt teleportation spell at caster teleport
1763 if(!(options & TELE_TO_SPELL))
1764 if(IsNonMeleeSpellCasted(true))
1765 InterruptNonMeleeSpells(true);
1767 //remove auras before removing from map...
1768 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
1770 if(!GetSession()->PlayerLogout())
1772 // send transfer packets
1773 WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
1774 data << uint32(mapid);
1775 if (m_transport)
1777 data << uint32(m_transport->GetEntry());
1778 data << uint32(GetMapId());
1780 GetSession()->SendPacket(&data);
1782 data.Initialize(SMSG_NEW_WORLD, (20));
1783 if (m_transport)
1785 data << uint32(mapid);
1786 data << float(m_movementInfo.GetTransportPos()->x);
1787 data << float(m_movementInfo.GetTransportPos()->y);
1788 data << float(m_movementInfo.GetTransportPos()->z);
1789 data << float(m_movementInfo.GetTransportPos()->o);
1791 else
1793 data << uint32(mapid);
1794 data << float(x);
1795 data << float(y);
1796 data << float(z);
1797 data << float(orientation);
1799 GetSession()->SendPacket( &data );
1800 SendSavedInstances();
1803 // remove from old map now
1804 if(oldmap)
1805 oldmap->Remove(this, false);
1807 // new final coordinates
1808 float final_x = x;
1809 float final_y = y;
1810 float final_z = z;
1811 float final_o = orientation;
1813 if(m_transport)
1815 final_x += m_movementInfo.GetTransportPos()->x;
1816 final_y += m_movementInfo.GetTransportPos()->y;
1817 final_z += m_movementInfo.GetTransportPos()->z;
1818 final_o += m_movementInfo.GetTransportPos()->o;
1821 m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
1822 SetFallInformation(0, final_z);
1823 // if the player is saved before worldport ack (at logout for example)
1824 // this will be used instead of the current location in SaveToDB
1826 // move packet sent by client always after far teleport
1827 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1828 SetSemaphoreTeleportFar(true);
1830 else
1831 return false;
1833 return true;
1836 bool Player::TeleportToBGEntryPoint()
1838 ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE);
1839 ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE);
1840 return TeleportTo(m_bgData.joinPos);
1843 void Player::ProcessDelayedOperations()
1845 if(m_DelayedOperations == 0)
1846 return;
1848 if(m_DelayedOperations & DELAYED_RESURRECT_PLAYER)
1850 ResurrectPlayer(0.0f, false);
1852 if(GetMaxHealth() > m_resurrectHealth)
1853 SetHealth( m_resurrectHealth );
1854 else
1855 SetHealth( GetMaxHealth() );
1857 if(GetMaxPower(POWER_MANA) > m_resurrectMana)
1858 SetPower(POWER_MANA, m_resurrectMana );
1859 else
1860 SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
1862 SetPower(POWER_RAGE, 0 );
1863 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
1865 SpawnCorpseBones();
1868 if(m_DelayedOperations & DELAYED_SAVE_PLAYER)
1870 SaveToDB();
1873 if(m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER)
1875 CastSpell(this, 26013, true); // Deserter
1878 if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE)
1880 if (m_bgData.mountSpell)
1882 CastSpell(this, m_bgData.mountSpell, true);
1883 m_bgData.mountSpell = 0;
1887 if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE)
1889 if (m_bgData.HasTaxiPath())
1891 m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]);
1892 m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]);
1893 m_bgData.ClearTaxiPath();
1895 ContinueTaxiFlight();
1899 //we have executed ALL delayed ops, so clear the flag
1900 m_DelayedOperations = 0;
1903 void Player::AddToWorld()
1905 ///- Do not add/remove the player from the object storage
1906 ///- It will crash when updating the ObjectAccessor
1907 ///- The player should only be added when logging in
1908 Unit::AddToWorld();
1910 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
1912 if(m_items[i])
1913 m_items[i]->AddToWorld();
1917 void Player::RemoveFromWorld()
1919 // cleanup
1920 if(IsInWorld())
1922 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1923 UnsummonAllTotems();
1924 RemoveMiniPet();
1927 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
1929 if(m_items[i])
1930 m_items[i]->RemoveFromWorld();
1933 ///- Do not add/remove the player from the object storage
1934 ///- It will crash when updating the ObjectAccessor
1935 ///- The player should only be removed when logging out
1936 Unit::RemoveFromWorld();
1939 void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
1941 float addRage;
1943 float rageconversion = float((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911f;
1945 if(attacker)
1947 addRage = ((damage/rageconversion*7.5f + weaponSpeedHitFactor)/2.0f);
1949 // talent who gave more rage on attack
1950 addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
1952 else
1954 addRage = damage/rageconversion*2.5f;
1956 // Berserker Rage effect
1957 if (HasAura(18499, EFFECT_INDEX_0))
1958 addRage *= 1.3f;
1961 addRage *= sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_RAGE_INCOME);
1963 ModifyPower(POWER_RAGE, uint32(addRage*10));
1966 void Player::RegenerateAll(uint32 diff)
1968 // Not in combat or they have regeneration
1969 if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
1970 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
1972 RegenerateHealth(diff);
1973 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
1975 Regenerate(POWER_RAGE, diff);
1976 if(getClass() == CLASS_DEATH_KNIGHT)
1977 Regenerate(POWER_RUNIC_POWER, diff);
1981 Regenerate(POWER_ENERGY, diff);
1983 Regenerate(POWER_MANA, diff);
1985 if (getClass() == CLASS_DEATH_KNIGHT)
1986 Regenerate(POWER_RUNE, diff);
1988 m_regenTimer = REGEN_TIME_FULL;
1991 // diff contains the time in milliseconds since last regen.
1992 void Player::Regenerate(Powers power, uint32 diff)
1994 uint32 curValue = GetPower(power);
1995 uint32 maxValue = GetMaxPower(power);
1997 float addvalue = 0.0f;
1999 switch (power)
2001 case POWER_MANA:
2003 bool recentCast = IsUnderLastManaUseEffect();
2004 float ManaIncreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_MANA);
2005 if (recentCast)
2007 // Mangos Updates Mana in intervals of 2s, which is correct
2008 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
2010 else
2012 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
2014 } break;
2015 case POWER_RAGE: // Regenerate rage
2017 float RageDecreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_RAGE_LOSS);
2018 addvalue = 20 * RageDecreaseRate; // 2 rage by tick (= 2 seconds => 1 rage/sec)
2019 } break;
2020 case POWER_ENERGY: // Regenerate energy (rogue)
2021 addvalue = 20;
2022 break;
2023 case POWER_RUNIC_POWER:
2025 float RunicPowerDecreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_RUNICPOWER_LOSS);
2026 addvalue = 30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
2027 } break;
2028 case POWER_RUNE:
2030 if (getClass() != CLASS_DEATH_KNIGHT)
2031 break;
2033 for(uint32 rune = 0; rune < MAX_RUNES; ++rune)
2035 if(uint16 cd = GetRuneCooldown(rune)) // if we have cooldown, reduce it...
2037 uint32 cd_diff = diff;
2038 AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
2039 for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
2040 if ((*i)->GetModifier()->m_miscvalue == power && (*i)->GetMiscBValue()==GetCurrentRune(rune))
2041 cd_diff = cd_diff * ((*i)->GetModifier()->m_amount + 100) / 100.0f;
2043 SetRuneCooldown(rune, (cd < cd_diff) ? 0 : cd - cd_diff);
2046 } break;
2047 case POWER_FOCUS:
2048 case POWER_HAPPINESS:
2049 case POWER_HEALTH:
2050 break;
2053 // Mana regen calculated in Player::UpdateManaRegen()
2054 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
2055 if(power != POWER_MANA)
2057 AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
2058 for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
2059 if ((*i)->GetModifier()->m_miscvalue == power)
2060 addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
2063 // addvalue computed on a 2sec basis. => update to diff time
2064 addvalue *= float(diff) / REGEN_TIME_FULL;
2066 if (power != POWER_RAGE && power != POWER_RUNIC_POWER)
2068 curValue += uint32(addvalue);
2069 if (curValue > maxValue)
2070 curValue = maxValue;
2072 else
2074 if(curValue <= uint32(addvalue))
2075 curValue = 0;
2076 else
2077 curValue -= uint32(addvalue);
2079 SetPower(power, curValue);
2082 void Player::RegenerateHealth(uint32 diff)
2084 uint32 curValue = GetHealth();
2085 uint32 maxValue = GetMaxHealth();
2087 if (curValue >= maxValue) return;
2089 float HealthIncreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_HEALTH);
2091 float addvalue = 0.0f;
2093 // polymorphed case
2094 if ( IsPolymorphed() )
2095 addvalue = (float)GetMaxHealth()/3;
2096 // normal regen case (maybe partly in combat case)
2097 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) )
2099 addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
2100 if (!isInCombat())
2102 AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
2103 for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
2104 addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
2106 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
2107 addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
2109 if(!IsStandState())
2110 addvalue *= 1.5;
2113 // always regeneration bonus (including combat)
2114 addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
2116 if(addvalue < 0)
2117 addvalue = 0;
2119 addvalue *= (float)diff / REGEN_TIME_FULL;
2121 ModifyHealth(int32(addvalue));
2124 Creature* Player::GetNPCIfCanInteractWith(ObjectGuid guid, uint32 npcflagmask)
2126 // some basic checks
2127 if (guid.IsEmpty() || !IsInWorld() || isInFlight())
2128 return NULL;
2130 // exist (we need look pets also for some interaction (quest/etc)
2131 Creature *unit = GetMap()->GetCreatureOrPetOrVehicle(guid);
2132 if (!unit)
2133 return NULL;
2135 // appropriate npc type
2136 if (npcflagmask && !unit->HasFlag( UNIT_NPC_FLAGS, npcflagmask ))
2137 return NULL;
2139 if (npcflagmask == UNIT_NPC_FLAG_STABLEMASTER)
2141 if (getClass() != CLASS_HUNTER)
2142 return NULL;
2145 // if a dead unit should be able to talk - the creature must be alive and have special flags
2146 if (!unit->isAlive())
2147 return NULL;
2149 if (isAlive() && unit->isInvisibleForAlive())
2150 return NULL;
2152 // not allow interaction under control, but allow with own pets
2153 if (unit->GetCharmerGUID())
2154 return NULL;
2156 // not enemy
2157 if (unit->IsHostileTo(this))
2158 return NULL;
2160 // not unfriendly
2161 if(FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction()))
2162 if(factionTemplate->faction)
2163 if(FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
2164 if(faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY)
2165 return NULL;
2167 // not too far
2168 if(!unit->IsWithinDistInMap(this,INTERACTION_DISTANCE))
2169 return NULL;
2171 return unit;
2174 GameObject* Player::GetGameObjectIfCanInteractWith(ObjectGuid guid, uint32 gameobject_type) const
2176 // some basic checks
2177 if (guid.IsEmpty() || !IsInWorld() || isInFlight())
2178 return NULL;
2180 if (GameObject *go = GetMap()->GetGameObject(guid))
2182 if (uint32(go->GetGoType()) == gameobject_type || gameobject_type == MAX_GAMEOBJECT_TYPE)
2184 float maxdist;
2185 switch(go->GetGoType())
2187 // TODO: find out how the client calculates the maximal usage distance to spellless working
2188 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2189 case GAMEOBJECT_TYPE_GUILD_BANK:
2190 case GAMEOBJECT_TYPE_MAILBOX:
2191 maxdist = 10.0f;
2192 break;
2193 case GAMEOBJECT_TYPE_FISHINGHOLE:
2194 maxdist = 20.0f+CONTACT_DISTANCE; // max spell range
2195 break;
2196 default:
2197 maxdist = INTERACTION_DISTANCE;
2198 break;
2201 if (go->IsWithinDistInMap(this, maxdist) && go->isSpawned())
2202 return go;
2204 sLog.outError("GetGameObjectIfCanInteractWith: 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,
2205 go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this));
2208 return NULL;
2211 bool Player::IsUnderWater() const
2213 return IsInWater() &&
2214 GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2217 void Player::SetInWater(bool apply)
2219 if(m_isInWater==apply)
2220 return;
2222 //define player in water by opcodes
2223 //move player's guid into HateOfflineList of those mobs
2224 //which can't swim and move guid back into ThreatList when
2225 //on surface.
2226 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2227 m_isInWater = apply;
2229 // remove auras that need water/land
2230 RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
2232 getHostileRefManager().updateThreatTables();
2235 struct SetGameMasterOnHelper
2237 explicit SetGameMasterOnHelper() {}
2238 void operator()(Unit* unit) const
2240 unit->setFaction(35);
2241 unit->getHostileRefManager().setOnlineOfflineState(false);
2245 struct SetGameMasterOffHelper
2247 explicit SetGameMasterOffHelper(uint32 _faction) : faction(_faction) {}
2248 void operator()(Unit* unit) const
2250 unit->setFaction(faction);
2251 unit->getHostileRefManager().setOnlineOfflineState(true);
2253 uint32 faction;
2256 void Player::SetGameMaster(bool on)
2258 if(on)
2260 m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
2261 setFaction(35);
2262 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2264 CallForAllControlledUnits(SetGameMasterOnHelper(),true,true,true,false);
2266 SetFFAPvP(false);
2267 ResetContestedPvP();
2269 getHostileRefManager().setOnlineOfflineState(false);
2270 CombatStopWithPets();
2272 SetPhaseMask(PHASEMASK_ANYWHERE,false); // see and visible in all phases
2274 else
2276 // restore phase
2277 AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE);
2278 SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false);
2280 m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
2281 setFactionForRace(getRace());
2282 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2284 CallForAllControlledUnits(SetGameMasterOffHelper(getFaction()),true,true,true,false);
2286 // restore FFA PvP Server state
2287 if(sWorld.IsFFAPvPRealm())
2288 SetFFAPvP(true);
2290 // restore FFA PvP area state, remove not allowed for GM mounts
2291 UpdateArea(m_areaUpdateId);
2293 getHostileRefManager().setOnlineOfflineState(true);
2296 UpdateVisibilityForPlayer();
2299 void Player::SetGMVisible(bool on)
2301 if(on)
2303 m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
2305 // Reapply stealth/invisibility if active or show if not any
2306 if(HasAuraType(SPELL_AURA_MOD_STEALTH))
2307 SetVisibility(VISIBILITY_GROUP_STEALTH);
2308 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
2309 SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
2310 else
2311 SetVisibility(VISIBILITY_ON);
2313 else
2315 m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
2317 SetAcceptWhispers(false);
2318 SetGameMaster(true);
2320 SetVisibility(VISIBILITY_OFF);
2324 bool Player::IsGroupVisibleFor(Player* p) const
2326 switch(sWorld.getConfig(CONFIG_UINT32_GROUP_VISIBILITY))
2328 default: return IsInSameGroupWith(p);
2329 case 1: return IsInSameRaidWith(p);
2330 case 2: return GetTeam()==p->GetTeam();
2334 bool Player::IsInSameGroupWith(Player const* p) const
2336 return (p==this || (GetGroup() != NULL &&
2337 GetGroup()->SameSubGroup((Player*)this, (Player*)p)));
2340 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2341 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2342 void Player::UninviteFromGroup()
2344 Group* group = GetGroupInvite();
2345 if(!group)
2346 return;
2348 group->RemoveInvite(this);
2350 if(group->GetMembersCount() <= 1) // group has just 1 member => disband
2352 if(group->IsCreated())
2354 group->Disband(true);
2355 sObjectMgr.RemoveGroup(group);
2357 else
2358 group->RemoveAllInvites();
2360 delete group;
2364 void Player::RemoveFromGroup(Group* group, uint64 guid)
2366 if(group)
2368 if (group->RemoveMember(guid, 0) <= 1)
2370 // group->Disband(); already disbanded in RemoveMember
2371 sObjectMgr.RemoveGroup(group);
2372 delete group;
2373 // removemember sets the player's group pointer to NULL
2378 void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
2380 WorldPacket data(SMSG_LOG_XPGAIN, 21);
2381 data << uint64(victim ? victim->GetGUID() : 0); // guid
2382 data << uint32(GivenXP+RestXP); // given experience
2383 data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2384 if(victim)
2386 data << uint32(GivenXP); // experience without rested bonus
2387 data << float(1); // 1 - none 0 - 100% group bonus output
2389 data << uint8(0); // new 2.4.0
2390 GetSession()->SendPacket(&data);
2393 void Player::GiveXP(uint32 xp, Unit* victim)
2395 if ( xp < 1 )
2396 return;
2398 if(!isAlive())
2399 return;
2401 uint32 level = getLevel();
2403 // XP to money conversion processed in Player::RewardQuest
2404 if(level >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
2405 return;
2407 if(victim)
2409 // handle SPELL_AURA_MOD_KILL_XP_PCT auras
2410 Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_KILL_XP_PCT);
2411 for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
2412 xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
2414 else
2416 // handle SPELL_AURA_MOD_QUEST_XP_PCT auras
2417 Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_QUEST_XP_PCT);
2418 for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
2419 xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
2422 // XP resting bonus for kill
2423 uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
2425 SendLogXPGain(xp,victim,rested_bonus_xp);
2427 uint32 curXP = GetUInt32Value(PLAYER_XP);
2428 uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2429 uint32 newXP = curXP + xp + rested_bonus_xp;
2431 while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL) )
2433 newXP -= nextLvlXP;
2435 if ( level < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL) )
2436 GiveLevel(level + 1);
2438 level = getLevel();
2439 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2442 SetUInt32Value(PLAYER_XP, newXP);
2445 // Update player to next level
2446 // Current player experience not update (must be update by caller)
2447 void Player::GiveLevel(uint32 level)
2449 if ( level == getLevel() )
2450 return;
2452 PlayerLevelInfo info;
2453 sObjectMgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
2455 PlayerClassLevelInfo classInfo;
2456 sObjectMgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
2458 // send levelup info to client
2459 WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
2460 data << uint32(level);
2461 data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
2462 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2463 data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
2464 data << uint32(0);
2465 data << uint32(0);
2466 data << uint32(0);
2467 data << uint32(0);
2468 data << uint32(0);
2469 data << uint32(0);
2470 // end for
2471 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
2472 data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
2474 GetSession()->SendPacket(&data);
2476 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr.GetXPForLevel(level));
2478 //update level, max level of skills
2479 m_Played_time[PLAYED_TIME_LEVEL] = 0; // Level Played Time reset
2481 _ApplyAllLevelScaleItemMods(false);
2483 SetLevel(level);
2485 UpdateSkillsForLevel ();
2487 // save base values (bonuses already included in stored stats
2488 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2489 SetCreateStat(Stats(i), info.stats[i]);
2491 SetCreateHealth(classInfo.basehealth);
2492 SetCreateMana(classInfo.basemana);
2494 InitTalentForLevel();
2495 InitTaxiNodesForLevel();
2496 InitGlyphsForLevel();
2498 UpdateAllStats();
2500 // set current level health and mana/energy to maximum after applying all mods.
2501 SetHealth(GetMaxHealth());
2502 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2503 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2504 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2505 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2506 SetPower(POWER_FOCUS, 0);
2507 SetPower(POWER_HAPPINESS, 0);
2509 _ApplyAllLevelScaleItemMods(true);
2511 // update level to hunter/summon pet
2512 if (Pet* pet = GetPet())
2513 pet->SynchronizeLevelWithOwner();
2515 if (MailLevelReward const* mailReward = sObjectMgr.GetMailLevelReward(level,getRaceMask()))
2516 MailDraft(mailReward->mailTemplateId).SendMailTo(this,MailSender(MAIL_CREATURE,mailReward->senderEntry));
2518 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
2521 void Player::UpdateFreeTalentPoints(bool resetIfNeed)
2523 uint32 level = getLevel();
2524 // talents base at level diff ( talents = level - 9 but some can be used already)
2525 if (level < 10)
2527 // Remove all talent points
2528 if (m_usedTalentCount > 0) // Free any used talents
2530 if (resetIfNeed)
2531 resetTalents(true);
2532 SetFreeTalentPoints(0);
2535 else
2537 uint32 talentPointsForLevel = CalculateTalentsPoints();
2539 // if used more that have then reset
2540 if (m_usedTalentCount > talentPointsForLevel)
2542 if (resetIfNeed && GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
2543 resetTalents(true);
2544 else
2545 SetFreeTalentPoints(0);
2547 // else update amount of free points
2548 else
2549 SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
2553 void Player::InitTalentForLevel()
2555 UpdateFreeTalentPoints();
2557 if (!GetSession()->PlayerLoading())
2558 SendTalentsInfoData(false); // update at client
2561 void Player::InitStatsForLevel(bool reapplyMods)
2563 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2564 _RemoveAllStatBonuses();
2566 PlayerClassLevelInfo classInfo;
2567 sObjectMgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
2569 PlayerLevelInfo info;
2570 sObjectMgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
2572 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL) );
2573 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr.GetXPForLevel(getLevel()));
2575 // reset before any aura state sources (health set/aura apply)
2576 SetUInt32Value(UNIT_FIELD_AURASTATE, 0);
2578 UpdateSkillsForLevel ();
2580 // set default cast time multiplier
2581 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
2583 // reset size before reapply auras
2584 SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
2586 // save base values (bonuses already included in stored stats
2587 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2588 SetCreateStat(Stats(i), info.stats[i]);
2590 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2591 SetStat(Stats(i), info.stats[i]);
2593 SetCreateHealth(classInfo.basehealth);
2595 //set create powers
2596 SetCreateMana(classInfo.basemana);
2598 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2600 InitStatBuffMods();
2602 //reset rating fields values
2603 for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
2604 SetUInt32Value(index, 0);
2606 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
2607 for (int i = 0; i < 7; ++i)
2609 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
2610 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
2611 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
2614 //reset attack power, damage and attack speed fields
2615 SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f );
2616 SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time
2617 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f );
2619 SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f );
2620 SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f );
2621 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f );
2622 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f );
2623 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f );
2624 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f );
2626 SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
2627 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
2628 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
2629 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
2630 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 );
2631 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
2633 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2634 SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
2635 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
2636 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
2638 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2639 for (uint8 i = 0; i < 7; ++i)
2640 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
2642 SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
2643 SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
2644 SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
2646 // Dodge percentage
2647 SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
2649 // set armor (resistance 0) to original value (create_agility*2)
2650 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2651 SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
2652 SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
2653 // set other resistance to original value (0)
2654 for (int i = 1; i < MAX_SPELL_SCHOOL; ++i)
2656 SetResistance(SpellSchools(i), 0);
2657 SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
2658 SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
2661 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
2662 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
2663 for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
2665 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i,0);
2666 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
2668 // Reset no reagent cost field
2669 for(int i = 0; i < 3; ++i)
2670 SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
2671 // Init data for form but skip reapply item mods for form
2672 InitDataForForm(reapplyMods);
2674 // save new stats
2675 for (int i = POWER_MANA; i < MAX_POWERS; ++i)
2676 SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
2678 SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
2680 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2681 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
2683 // cleanup unit flags (will be re-applied if need at aura load).
2684 RemoveFlag( UNIT_FIELD_FLAGS,
2685 UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
2686 UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE | UNIT_FLAG_LOOTING |
2687 UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
2688 UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
2689 UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
2690 UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
2691 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
2693 SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set
2695 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2696 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST);
2698 RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
2699 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
2701 // restore if need some important flags
2702 SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default
2704 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2705 _ApplyAllStatBonuses();
2707 // set current level health and mana/energy to maximum after applying all mods.
2708 SetHealth(GetMaxHealth());
2709 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2710 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2711 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2712 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2713 SetPower(POWER_FOCUS, 0);
2714 SetPower(POWER_HAPPINESS, 0);
2715 SetPower(POWER_RUNIC_POWER, 0);
2717 // update level to hunter/summon pet
2718 if (Pet* pet = GetPet())
2719 pet->SynchronizeLevelWithOwner();
2722 void Player::SendInitialSpells()
2724 time_t curTime = time(NULL);
2725 time_t infTime = curTime + infinityCooldownDelayCheck;
2727 uint16 spellCount = 0;
2729 WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
2730 data << uint8(0);
2732 size_t countPos = data.wpos();
2733 data << uint16(spellCount); // spell count placeholder
2735 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2737 if(itr->second.state == PLAYERSPELL_REMOVED)
2738 continue;
2740 if(!itr->second.active || itr->second.disabled)
2741 continue;
2743 data << uint32(itr->first);
2744 data << uint16(0); // it's not slot id
2746 spellCount +=1;
2749 data.put<uint16>(countPos,spellCount); // write real count value
2751 uint16 spellCooldowns = m_spellCooldowns.size();
2752 data << uint16(spellCooldowns);
2753 for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr)
2755 SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
2756 if(!sEntry)
2757 continue;
2759 data << uint32(itr->first);
2761 data << uint16(itr->second.itemid); // cast item id
2762 data << uint16(sEntry->Category); // spell category
2764 // send infinity cooldown in special format
2765 if(itr->second.end >= infTime)
2767 data << uint32(1); // cooldown
2768 data << uint32(0x80000000); // category cooldown
2769 continue;
2772 time_t cooldown = itr->second.end > curTime ? (itr->second.end-curTime)*IN_MILLISECONDS : 0;
2774 if(sEntry->Category) // may be wrong, but anyway better than nothing...
2776 data << uint32(0); // cooldown
2777 data << uint32(cooldown); // category cooldown
2779 else
2781 data << uint32(cooldown); // cooldown
2782 data << uint32(0); // category cooldown
2786 GetSession()->SendPacket(&data);
2788 sLog.outDetail( "CHARACTER: Sent Initial Spells" );
2791 void Player::RemoveMail(uint32 id)
2793 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
2795 if ((*itr)->messageID == id)
2797 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2798 m_mail.erase(itr);
2799 return;
2804 void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
2806 WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_EQUIP_ERROR?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
2807 data << (uint32) mailId;
2808 data << (uint32) mailAction;
2809 data << (uint32) mailError;
2810 if ( mailError == MAIL_ERR_EQUIP_ERROR )
2811 data << (uint32) equipError;
2812 else if( mailAction == MAIL_ITEM_TAKEN )
2814 data << (uint32) item_guid; // item guid low?
2815 data << (uint32) item_count; // item count?
2817 GetSession()->SendPacket(&data);
2820 void Player::SendNewMail()
2822 // deliver undelivered mail
2823 WorldPacket data(SMSG_RECEIVED_MAIL, 4);
2824 data << (uint32) 0;
2825 GetSession()->SendPacket(&data);
2828 void Player::UpdateNextMailTimeAndUnreads()
2830 // calculate next delivery time (min. from non-delivered mails
2831 // and recalculate unReadMail
2832 time_t cTime = time(NULL);
2833 m_nextMailDelivereTime = 0;
2834 unReadMails = 0;
2835 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
2837 if((*itr)->deliver_time > cTime)
2839 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
2840 m_nextMailDelivereTime = (*itr)->deliver_time;
2842 else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
2843 ++unReadMails;
2847 void Player::AddNewMailDeliverTime(time_t deliver_time)
2849 if(deliver_time <= time(NULL)) // ready now
2851 ++unReadMails;
2852 SendNewMail();
2854 else // not ready and no have ready mails
2856 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
2857 m_nextMailDelivereTime = deliver_time;
2861 bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled)
2863 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
2864 if (!spellInfo)
2866 // do character spell book cleanup (all characters)
2867 if(!IsInWorld() && !learning) // spell load case
2869 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
2870 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2872 else
2873 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
2875 return false;
2878 if(!SpellMgr::IsSpellValid(spellInfo,this,false))
2880 // do character spell book cleanup (all characters)
2881 if(!IsInWorld() && !learning) // spell load case
2883 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
2884 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2886 else
2887 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
2889 return false;
2892 PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
2894 bool dependent_set = false;
2895 bool disabled_case = false;
2896 bool superceded_old = false;
2898 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2899 if (itr != m_spells.end())
2901 uint32 next_active_spell_id = 0;
2902 // fix activate state for non-stackable low rank (and find next spell for !active case)
2903 if(!SpellMgr::canStackSpellRanks(spellInfo) && sSpellMgr.GetSpellRank(spellInfo->Id) != 0)
2905 SpellChainMapNext const& nextMap = sSpellMgr.GetSpellChainNext();
2906 for(SpellChainMapNext::const_iterator next_itr = nextMap.lower_bound(spell_id); next_itr != nextMap.upper_bound(spell_id); ++next_itr)
2908 if(HasSpell(next_itr->second))
2910 // high rank already known so this must !active
2911 active = false;
2912 next_active_spell_id = next_itr->second;
2913 break;
2918 // not do anything if already known in expected state
2919 if(itr->second.state != PLAYERSPELL_REMOVED && itr->second.active == active &&
2920 itr->second.dependent == dependent && itr->second.disabled == disabled)
2922 if(!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly
2923 itr->second.state = PLAYERSPELL_UNCHANGED;
2925 return false;
2928 // dependent spell known as not dependent, overwrite state
2929 if (itr->second.state != PLAYERSPELL_REMOVED && !itr->second.dependent && dependent)
2931 itr->second.dependent = dependent;
2932 if (itr->second.state != PLAYERSPELL_NEW)
2933 itr->second.state = PLAYERSPELL_CHANGED;
2934 dependent_set = true;
2937 // update active state for known spell
2938 if(itr->second.active != active && itr->second.state != PLAYERSPELL_REMOVED && !itr->second.disabled)
2940 itr->second.active = active;
2942 if(!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
2943 itr->second.state = PLAYERSPELL_UNCHANGED;
2944 else if(itr->second.state != PLAYERSPELL_NEW)
2945 itr->second.state = PLAYERSPELL_CHANGED;
2947 if(active)
2949 if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo))
2950 CastSpell (this,spell_id,true);
2952 else if(IsInWorld())
2954 if(next_active_spell_id)
2956 // update spell ranks in spellbook and action bar
2957 WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
2958 data << uint32(spell_id);
2959 data << uint32(next_active_spell_id);
2960 GetSession()->SendPacket( &data );
2962 else
2964 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2965 data << uint32(spell_id);
2966 GetSession()->SendPacket(&data);
2970 return active; // learn (show in spell book if active now)
2973 if(itr->second.disabled != disabled && itr->second.state != PLAYERSPELL_REMOVED)
2975 if(itr->second.state != PLAYERSPELL_NEW)
2976 itr->second.state = PLAYERSPELL_CHANGED;
2977 itr->second.disabled = disabled;
2979 if(disabled)
2980 return false;
2982 disabled_case = true;
2984 else switch(itr->second.state)
2986 case PLAYERSPELL_UNCHANGED: // known saved spell
2987 return false;
2988 case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
2990 m_spells.erase(itr);
2991 state = PLAYERSPELL_CHANGED;
2992 break; // need re-add
2994 default: // known not saved yet spell (new or modified)
2996 // can be in case spell loading but learned at some previous spell loading
2997 if(!IsInWorld() && !learning && !dependent_set)
2998 itr->second.state = PLAYERSPELL_UNCHANGED;
3000 return false;
3005 TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id);
3007 if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
3009 // talent: unlearn all other talent ranks (high and low)
3010 if (talentPos)
3012 if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
3014 for(int i=0; i < MAX_TALENT_RANK; ++i)
3016 // skip learning spell and no rank spell case
3017 uint32 rankSpellId = talentInfo->RankID[i];
3018 if(!rankSpellId || rankSpellId==spell_id)
3019 continue;
3021 removeSpell(rankSpellId,false,false);
3025 // non talent spell: learn low ranks (recursive call)
3026 else if(uint32 prev_spell = sSpellMgr.GetPrevSpellInChain(spell_id))
3028 if(!IsInWorld() || disabled) // at spells loading, no output, but allow save
3029 addSpell(prev_spell,active,true,true,disabled);
3030 else // at normal learning
3031 learnSpell(prev_spell,true);
3034 PlayerSpell newspell;
3035 newspell.state = state;
3036 newspell.active = active;
3037 newspell.dependent = dependent;
3038 newspell.disabled = disabled;
3040 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
3041 if(newspell.active && !newspell.disabled && !SpellMgr::canStackSpellRanks(spellInfo) && sSpellMgr.GetSpellRank(spellInfo->Id) != 0)
3043 for( PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2 )
3045 if(itr2->second.state == PLAYERSPELL_REMOVED) continue;
3046 SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first);
3047 if(!i_spellInfo) continue;
3049 if( sSpellMgr.IsRankSpellDueToSpell(spellInfo,itr2->first) )
3051 if(itr2->second.active)
3053 if(sSpellMgr.IsHighRankOfSpell(spell_id,itr2->first))
3055 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
3057 WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
3058 data << uint32(itr2->first);
3059 data << uint32(spell_id);
3060 GetSession()->SendPacket( &data );
3063 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
3064 itr2->second.active = false;
3065 if(itr2->second.state != PLAYERSPELL_NEW)
3066 itr2->second.state = PLAYERSPELL_CHANGED;
3067 superceded_old = true; // new spell replace old in action bars and spell book.
3069 else if(sSpellMgr.IsHighRankOfSpell(itr2->first,spell_id))
3071 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
3073 WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
3074 data << uint32(spell_id);
3075 data << uint32(itr2->first);
3076 GetSession()->SendPacket( &data );
3079 // mark new spell as disable (not learned yet for client and will not learned)
3080 newspell.active = false;
3081 if(newspell.state != PLAYERSPELL_NEW)
3082 newspell.state = PLAYERSPELL_CHANGED;
3089 m_spells[spell_id] = newspell;
3091 // return false if spell disabled
3092 if (newspell.disabled)
3093 return false;
3096 if (talentPos)
3098 // update used talent points count
3099 m_usedTalentCount += GetTalentSpellCost(talentPos);
3100 UpdateFreeTalentPoints(false);
3103 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
3104 if (uint32 freeProfs = GetFreePrimaryProfessionPoints())
3106 if(sSpellMgr.IsPrimaryProfessionFirstRankSpell(spell_id))
3107 SetFreePrimaryProfessions(freeProfs-1);
3110 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
3111 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
3112 if (talentPos && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL))
3114 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
3115 CastSpell(this, spell_id, true);
3117 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
3118 else if (IsPassiveSpell(spell_id))
3120 if (IsNeedCastPassiveSpellAtLearn(spellInfo))
3121 CastSpell(this, spell_id, true);
3123 else if (IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP))
3125 CastSpell(this, spell_id, true);
3126 return false;
3129 // add dependent skills
3130 uint16 maxskill = GetMaxSkillValueForLevel();
3132 SpellLearnSkillNode const* spellLearnSkill = sSpellMgr.GetSpellLearnSkill(spell_id);
3134 SkillLineAbilityMapBounds skill_bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spell_id);
3136 if (spellLearnSkill)
3138 uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
3139 uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
3141 if (skill_value < spellLearnSkill->value)
3142 skill_value = spellLearnSkill->value;
3144 uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
3146 if (skill_max_value < new_skill_max_value)
3147 skill_max_value = new_skill_max_value;
3149 SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
3151 else
3153 // not ranked skills
3154 for(SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
3156 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
3157 if (!pSkill)
3158 continue;
3160 if (HasSkill(pSkill->id))
3161 continue;
3163 if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
3164 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3165 ((pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0))
3167 switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
3169 case SKILL_RANGE_LANGUAGE:
3170 SetSkill(pSkill->id, 300, 300 );
3171 break;
3172 case SKILL_RANGE_LEVEL:
3173 SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
3174 break;
3175 case SKILL_RANGE_MONO:
3176 SetSkill(pSkill->id, 1, 1 );
3177 break;
3178 default:
3179 break;
3185 // learn dependent spells
3186 SpellLearnSpellMapBounds spell_bounds = sSpellMgr.GetSpellLearnSpellMapBounds(spell_id);
3188 for(SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
3190 if (!itr2->second.autoLearned)
3192 if (!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save
3193 addSpell(itr2->second.spell,itr2->second.active,true,true,false);
3194 else // at normal learning
3195 learnSpell(itr2->second.spell,true);
3199 if (!GetSession()->PlayerLoading())
3201 // not ranked skills
3202 for(SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
3204 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE,_spell_idx->second->skillId);
3205 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,_spell_idx->second->skillId);
3208 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id);
3211 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
3212 return active && !disabled && !superceded_old;
3215 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const
3217 // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
3218 // talent dependent passives activated at form apply have proper stance data
3219 bool need_cast = (!spellInfo->Stances || (m_form != 0 && (spellInfo->Stances & (1<<(m_form-1)))));
3221 //Check CasterAuraStates
3222 return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)));
3225 void Player::learnSpell(uint32 spell_id, bool dependent)
3227 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3229 bool disabled = (itr != m_spells.end()) ? itr->second.disabled : false;
3230 bool active = disabled ? itr->second.active : true;
3232 bool learning = addSpell(spell_id,active,true,dependent,false);
3234 // learn all disabled higher ranks (recursive)
3235 if(disabled)
3237 SpellChainMapNext const& nextMap = sSpellMgr.GetSpellChainNext();
3238 for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
3240 PlayerSpellMap::iterator iter = m_spells.find(i->second);
3241 if (iter != m_spells.end() && iter->second.disabled)
3242 learnSpell(i->second,false);
3246 // prevent duplicated entires in spell book, also not send if not in world (loading)
3247 if(!learning || !IsInWorld ())
3248 return;
3250 WorldPacket data(SMSG_LEARNED_SPELL, 4);
3251 data << uint32(spell_id);
3252 GetSession()->SendPacket(&data);
3255 void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank, bool sendUpdate)
3257 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3258 if (itr == m_spells.end())
3259 return;
3261 if (itr->second.state == PLAYERSPELL_REMOVED || (disabled && itr->second.disabled))
3262 return;
3264 // unlearn non talent higher ranks (recursive)
3265 SpellChainMapNext const& nextMap = sSpellMgr.GetSpellChainNext();
3266 for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
3267 if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
3268 removeSpell(itr2->second,disabled,false);
3270 // re-search, it can be corrupted in prev loop
3271 itr = m_spells.find(spell_id);
3272 if (itr == m_spells.end())
3273 return; // already unleared
3275 bool cur_active = itr->second.active;
3276 bool cur_dependent = itr->second.dependent;
3278 if (disabled)
3280 itr->second.disabled = disabled;
3281 if(itr->second.state != PLAYERSPELL_NEW)
3282 itr->second.state = PLAYERSPELL_CHANGED;
3284 else
3286 if(itr->second.state == PLAYERSPELL_NEW)
3287 m_spells.erase(itr);
3288 else
3289 itr->second.state = PLAYERSPELL_REMOVED;
3292 RemoveAurasDueToSpell(spell_id);
3294 // remove pet auras
3295 for(int i = 0; i < MAX_EFFECT_INDEX; ++i)
3296 if(PetAura const* petSpell = sSpellMgr.GetPetAura(spell_id, SpellEffectIndex(i)))
3297 RemovePetAura(petSpell);
3299 TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id);
3300 if (talentPos)
3302 // free talent points
3303 uint32 talentCosts = GetTalentSpellCost(talentPos);
3305 if(talentCosts < m_usedTalentCount)
3306 m_usedTalentCount -= talentCosts;
3307 else
3308 m_usedTalentCount = 0;
3310 UpdateFreeTalentPoints(false);
3313 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3314 if(sSpellMgr.IsPrimaryProfessionFirstRankSpell(spell_id))
3316 uint32 freeProfs = GetFreePrimaryProfessionPoints()+1;
3317 if(freeProfs <= sWorld.getConfig(CONFIG_UINT32_MAX_PRIMARY_TRADE_SKILL))
3318 SetFreePrimaryProfessions(freeProfs);
3321 // remove dependent skill
3322 SpellLearnSkillNode const* spellLearnSkill = sSpellMgr.GetSpellLearnSkill(spell_id);
3323 if(spellLearnSkill)
3325 uint32 prev_spell = sSpellMgr.GetPrevSpellInChain(spell_id);
3326 if(!prev_spell) // first rank, remove skill
3327 SetSkill(spellLearnSkill->skill,0,0);
3328 else
3330 // search prev. skill setting by spell ranks chain
3331 SpellLearnSkillNode const* prevSkill = sSpellMgr.GetSpellLearnSkill(prev_spell);
3332 while(!prevSkill && prev_spell)
3334 prev_spell = sSpellMgr.GetPrevSpellInChain(prev_spell);
3335 prevSkill = sSpellMgr.GetSpellLearnSkill(sSpellMgr.GetFirstSpellInChain(prev_spell));
3338 if (!prevSkill) // not found prev skill setting, remove skill
3339 SetSkill(spellLearnSkill->skill,0,0);
3340 else // set to prev. skill setting values
3342 uint32 skill_value = GetPureSkillValue(prevSkill->skill);
3343 uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
3345 if (skill_value > prevSkill->value)
3346 skill_value = prevSkill->value;
3348 uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
3350 if (skill_max_value > new_skill_max_value)
3351 skill_max_value = new_skill_max_value;
3353 SetSkill(prevSkill->skill,skill_value,skill_max_value);
3358 else
3360 // not ranked skills
3361 SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spell_id);
3363 for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
3365 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
3366 if (!pSkill)
3367 continue;
3369 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL &&
3370 pSkill->categoryId != SKILL_CATEGORY_CLASS ||// not unlearn class skills (spellbook/talent pages)
3371 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3372 ((pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0))
3374 // not reset skills for professions and racial abilities
3375 if ((pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
3376 (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0))
3377 continue;
3379 SetSkill(pSkill->id, 0, 0 );
3384 // remove dependent spells
3385 SpellLearnSpellMapBounds spell_bounds = sSpellMgr.GetSpellLearnSpellMapBounds(spell_id);
3387 for(SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
3388 removeSpell(itr2->second.spell, disabled);
3390 // activate lesser rank in spellbook/action bar, and cast it if need
3391 bool prev_activate = false;
3393 if (uint32 prev_id = sSpellMgr.GetPrevSpellInChain (spell_id))
3395 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
3397 // if talent then lesser rank also talent and need learn
3398 if (talentPos)
3400 if(learn_low_rank)
3401 learnSpell (prev_id,false);
3403 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3404 else if (cur_active && !SpellMgr::canStackSpellRanks(spellInfo) && sSpellMgr.GetSpellRank(spellInfo->Id) != 0)
3406 // need manually update dependence state (learn spell ignore like attempts)
3407 PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
3408 if (prev_itr != m_spells.end())
3410 if (prev_itr->second.dependent != cur_dependent)
3412 prev_itr->second.dependent = cur_dependent;
3413 if (prev_itr->second.state != PLAYERSPELL_NEW)
3414 prev_itr->second.state = PLAYERSPELL_CHANGED;
3417 // now re-learn if need re-activate
3418 if (cur_active && !prev_itr->second.active && learn_low_rank)
3420 if (addSpell(prev_id,true,false,prev_itr->second.dependent,prev_itr->second.disabled))
3422 // downgrade spell ranks in spellbook and action bar
3423 WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
3424 data << uint32(spell_id);
3425 data << uint32(prev_id);
3426 GetSession()->SendPacket( &data );
3427 prev_activate = true;
3434 // remove from spell book if not replaced by lesser rank
3435 if (!prev_activate && sendUpdate)
3437 WorldPacket data(SMSG_REMOVED_SPELL, 4);
3438 data << uint32(spell_id);
3439 GetSession()->SendPacket(&data);
3443 void Player::RemoveSpellCooldown( uint32 spell_id, bool update /* = false */ )
3445 m_spellCooldowns.erase(spell_id);
3447 if(update)
3448 SendClearCooldown(spell_id, this);
3451 void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */)
3453 SpellCategoryStore::const_iterator ct = sSpellCategoryStore.find(cat);
3454 if (ct == sSpellCategoryStore.end())
3455 return;
3457 const SpellCategorySet& ct_set = ct->second;
3458 for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();)
3460 if (ct_set.find(i->first) != ct_set.end())
3461 RemoveSpellCooldown((i++)->first, update);
3462 else
3463 ++i;
3467 void Player::RemoveArenaSpellCooldowns()
3469 // remove cooldowns on spells that has < 15 min CD
3470 SpellCooldowns::iterator itr, next;
3471 // iterate spell cooldowns
3472 for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next)
3474 next = itr;
3475 ++next;
3476 SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
3477 // check if spellentry is present and if the cooldown is less than 15 mins
3478 if( entry &&
3479 entry->RecoveryTime <= 15 * MINUTE * IN_MILLISECONDS &&
3480 entry->CategoryRecoveryTime <= 15 * MINUTE * IN_MILLISECONDS )
3482 // remove & notify
3483 RemoveSpellCooldown(itr->first, true);
3488 void Player::RemoveAllSpellCooldown()
3490 if(!m_spellCooldowns.empty())
3492 for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
3493 SendClearCooldown(itr->first, this);
3495 m_spellCooldowns.clear();
3499 void Player::_LoadSpellCooldowns(QueryResult *result)
3501 // some cooldowns can be already set at aura loading...
3503 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3505 if(result)
3507 time_t curTime = time(NULL);
3511 Field *fields = result->Fetch();
3513 uint32 spell_id = fields[0].GetUInt32();
3514 uint32 item_id = fields[1].GetUInt32();
3515 time_t db_time = (time_t)fields[2].GetUInt64();
3517 if(!sSpellStore.LookupEntry(spell_id))
3519 sLog.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
3520 continue;
3523 // skip outdated cooldown
3524 if(db_time <= curTime)
3525 continue;
3527 AddSpellCooldown(spell_id, item_id, db_time);
3529 sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
3531 while( result->NextRow() );
3533 delete result;
3537 void Player::_SaveSpellCooldowns()
3539 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3541 time_t curTime = time(NULL);
3542 time_t infTime = curTime + infinityCooldownDelayCheck;
3544 /* copied following sql-code partly from achievementmgr */
3545 bool first_round = true;
3546 std::ostringstream ss;
3548 // remove outdated and save active
3549 for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
3551 if(itr->second.end <= curTime)
3552 m_spellCooldowns.erase(itr++);
3553 else if(itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload
3555 if (first_round)
3557 ss << "INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ";
3558 first_round = false;
3560 // next new/changed record prefix
3561 else
3562 ss << ", ";
3563 ss << "(" << GetGUIDLow() << "," << itr->first << "," << itr->second.itemid << "," << uint64(itr->second.end) << ")";
3564 ++itr;
3566 else
3567 ++itr;
3570 // if something changed execute
3571 if (!first_round)
3572 CharacterDatabase.Execute( ss.str().c_str() );
3575 uint32 Player::resetTalentsCost() const
3577 // The first time reset costs 1 gold
3578 if(m_resetTalentsCost < 1*GOLD)
3579 return 1*GOLD;
3580 // then 5 gold
3581 else if(m_resetTalentsCost < 5*GOLD)
3582 return 5*GOLD;
3583 // After that it increases in increments of 5 gold
3584 else if(m_resetTalentsCost < 10*GOLD)
3585 return 10*GOLD;
3586 else
3588 time_t months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
3589 if(months > 0)
3591 // This cost will be reduced by a rate of 5 gold per month
3592 int32 new_cost = int32((m_resetTalentsCost) - 5*GOLD*months);
3593 // to a minimum of 10 gold.
3594 return uint32(new_cost < 10*GOLD ? 10*GOLD : new_cost);
3596 else
3598 // After that it increases in increments of 5 gold
3599 int32 new_cost = m_resetTalentsCost + 5*GOLD;
3600 // until it hits a cap of 50 gold.
3601 if(new_cost > 50*GOLD)
3602 new_cost = 50*GOLD;
3603 return new_cost;
3608 bool Player::resetTalents(bool no_cost)
3610 // not need after this call
3611 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
3612 RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS,true);
3614 uint32 talentPointsForLevel = CalculateTalentsPoints();
3616 if (m_usedTalentCount == 0)
3618 SetFreeTalentPoints(talentPointsForLevel);
3619 return false;
3622 uint32 cost = 0;
3624 if(!no_cost)
3626 cost = resetTalentsCost();
3628 if (GetMoney() < cost)
3630 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
3631 return false;
3635 for (unsigned int i = 0; i < sTalentStore.GetNumRows(); ++i)
3637 TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
3639 if (!talentInfo) continue;
3641 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
3643 if (!talentTabInfo)
3644 continue;
3646 // unlearn only talents for character class
3647 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3648 // to prevent unexpected lost normal learned spell skip another class talents
3649 if ((getClassMask() & talentTabInfo->ClassMask) == 0)
3650 continue;
3652 for (int j = 0; j < MAX_TALENT_RANK; ++j)
3654 for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
3656 if (itr->second.state == PLAYERSPELL_REMOVED || itr->second.disabled)
3658 ++itr;
3659 continue;
3662 // remove learned spells (all ranks)
3663 uint32 itrFirstId = sSpellMgr.GetFirstSpellInChain(itr->first);
3665 // unlearn if first rank is talent or learned by talent
3666 if (itrFirstId == talentInfo->RankID[j])
3668 removeSpell(itr->first,!IsPassiveSpell(itr->first),false);
3669 itr = GetSpellMap().begin();
3670 continue;
3672 else if (sSpellMgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId))
3674 removeSpell(itr->first,!IsPassiveSpell(itr->first));
3675 itr = GetSpellMap().begin();
3676 continue;
3678 else
3679 ++itr;
3684 SetFreeTalentPoints(talentPointsForLevel);
3686 if(!no_cost)
3688 ModifyMoney(-(int32)cost);
3689 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
3690 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1);
3692 m_resetTalentsCost = cost;
3693 m_resetTalentsTime = time(NULL);
3696 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3697 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3698 /* when prev line will dropped use next line
3699 if(Pet* pet = GetPet())
3701 if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
3702 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3707 if(m_canTitanGrip)
3709 m_canTitanGrip = false;
3710 if(sWorld.getConfig(CONFIG_BOOL_OFFHAND_CHECK_AT_TALENTS_RESET))
3711 AutoUnequipOffhandIfNeed();
3714 return true;
3717 Mail* Player::GetMail(uint32 id)
3719 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
3721 if ((*itr)->messageID == id)
3723 return (*itr);
3726 return NULL;
3729 void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
3731 if(target == this)
3733 Object::_SetCreateBits(updateMask, target);
3735 else
3737 for(uint16 index = 0; index < m_valuesCount; index++)
3739 if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
3740 updateMask->SetBit(index);
3745 void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
3747 if(target == this)
3749 Object::_SetUpdateBits(updateMask, target);
3751 else
3753 Object::_SetUpdateBits(updateMask, target);
3754 *updateMask &= updateVisualBits;
3758 void Player::InitVisibleBits()
3760 updateVisualBits.SetCount(PLAYER_END);
3762 updateVisualBits.SetBit(OBJECT_FIELD_GUID);
3763 updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
3764 updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
3765 updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
3766 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
3767 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
3768 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
3769 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
3770 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
3771 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
3772 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
3773 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
3774 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
3775 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
3776 updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
3777 updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
3778 updateVisualBits.SetBit(UNIT_FIELD_POWER1);
3779 updateVisualBits.SetBit(UNIT_FIELD_POWER2);
3780 updateVisualBits.SetBit(UNIT_FIELD_POWER3);
3781 updateVisualBits.SetBit(UNIT_FIELD_POWER4);
3782 updateVisualBits.SetBit(UNIT_FIELD_POWER5);
3783 updateVisualBits.SetBit(UNIT_FIELD_POWER6);
3784 updateVisualBits.SetBit(UNIT_FIELD_POWER7);
3785 updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
3786 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
3787 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
3788 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
3789 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
3790 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
3791 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
3792 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
3793 updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
3794 updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
3795 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
3796 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
3797 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
3798 updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
3799 updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
3800 updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
3801 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
3802 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
3803 updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
3804 updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
3805 updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
3806 updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
3807 updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
3808 updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
3809 updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
3810 updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
3811 updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
3812 updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
3813 updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
3814 updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
3815 updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
3816 updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
3818 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
3819 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
3820 updateVisualBits.SetBit(PLAYER_FLAGS);
3821 updateVisualBits.SetBit(PLAYER_GUILDID);
3822 updateVisualBits.SetBit(PLAYER_GUILDRANK);
3823 updateVisualBits.SetBit(PLAYER_BYTES);
3824 updateVisualBits.SetBit(PLAYER_BYTES_2);
3825 updateVisualBits.SetBit(PLAYER_BYTES_3);
3826 updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
3827 updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
3829 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3830 for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += MAX_QUEST_OFFSET)
3831 updateVisualBits.SetBit(i);
3833 // Players visible items are not inventory stuff
3834 for(uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i)
3836 uint32 offset = i * 2;
3838 // item entry
3839 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID + offset);
3840 // enchant
3841 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + offset);
3844 updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
3847 void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
3849 for(int i = 0; i < EQUIPMENT_SLOT_END; ++i)
3851 if(m_items[i] == NULL)
3852 continue;
3854 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3857 if(target == this)
3859 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
3861 if(m_items[i] == NULL)
3862 continue;
3864 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3866 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
3868 if(m_items[i] == NULL)
3869 continue;
3871 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3875 Unit::BuildCreateUpdateBlockForPlayer( data, target );
3878 void Player::DestroyForPlayer( Player *target, bool anim ) const
3880 Unit::DestroyForPlayer( target, anim );
3882 for(int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
3884 if(m_items[i] == NULL)
3885 continue;
3887 m_items[i]->DestroyForPlayer( target );
3890 if(target == this)
3892 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
3894 if(m_items[i] == NULL)
3895 continue;
3897 m_items[i]->DestroyForPlayer( target );
3899 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
3901 if(m_items[i] == NULL)
3902 continue;
3904 m_items[i]->DestroyForPlayer( target );
3909 bool Player::HasSpell(uint32 spell) const
3911 PlayerSpellMap::const_iterator itr = m_spells.find(spell);
3912 return (itr != m_spells.end() && itr->second.state != PLAYERSPELL_REMOVED &&
3913 !itr->second.disabled);
3916 bool Player::HasActiveSpell(uint32 spell) const
3918 PlayerSpellMap::const_iterator itr = m_spells.find(spell);
3919 return (itr != m_spells.end() && itr->second.state != PLAYERSPELL_REMOVED &&
3920 itr->second.active && !itr->second.disabled);
3923 TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
3925 if (!trainer_spell)
3926 return TRAINER_SPELL_RED;
3928 if (!trainer_spell->learnedSpell)
3929 return TRAINER_SPELL_RED;
3931 // known spell
3932 if(HasSpell(trainer_spell->learnedSpell))
3933 return TRAINER_SPELL_GRAY;
3935 // check race/class requirement
3936 if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell))
3937 return TRAINER_SPELL_RED;
3939 // check level requirement
3940 if(getLevel() < trainer_spell->reqLevel)
3941 return TRAINER_SPELL_RED;
3943 if(SpellChainNode const* spell_chain = sSpellMgr.GetSpellChainNode(trainer_spell->learnedSpell))
3945 // check prev.rank requirement
3946 if(spell_chain->prev && !HasSpell(spell_chain->prev))
3947 return TRAINER_SPELL_RED;
3949 // check additional spell requirement
3950 if(spell_chain->req && !HasSpell(spell_chain->req))
3951 return TRAINER_SPELL_RED;
3954 // check skill requirement
3955 if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
3956 return TRAINER_SPELL_RED;
3958 // exist, already checked at loading
3959 SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learnedSpell);
3961 // secondary prof. or not prof. spell
3962 uint32 skill = spell->EffectMiscValue[1];
3964 if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
3965 return TRAINER_SPELL_GREEN;
3967 // check primary prof. limit
3968 if(sSpellMgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProfessionPoints() == 0)
3969 return TRAINER_SPELL_GREEN_DISABLED;
3971 return TRAINER_SPELL_GREEN;
3974 void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
3976 uint32 guid = GUID_LOPART(playerguid);
3978 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3979 // bones will be deleted by corpse/bones deleting thread shortly
3980 sObjectAccessor.ConvertCorpseForPlayer(playerguid);
3982 // remove from guild
3983 uint32 guildId = GetGuildIdFromDB(playerguid);
3984 if(guildId != 0)
3986 Guild* guild = sObjectMgr.GetGuildById(guildId);
3987 if(guild)
3988 guild->DelMember(guid);
3991 // remove from arena teams
3992 LeaveAllArenaTeams(playerguid);
3994 // the player was uninvited already on logout so just remove from group
3995 QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT groupId FROM group_member WHERE memberGuid='%u'", guid);
3996 if(resultGroup)
3998 uint32 groupId = (*resultGroup)[0].GetUInt32();
3999 delete resultGroup;
4000 if (Group* group = sObjectMgr.GetGroupById(groupId))
4001 RemoveFromGroup(group, playerguid);
4004 // remove signs from petitions (also remove petitions if owner);
4005 RemovePetitionsAndSigns(playerguid, 10);
4007 // return back all mails with COD and Item 0 1 2 3 4 5 6 7
4008 QueryResult *resultMail = CharacterDatabase.PQuery("SELECT id,messageType,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid);
4009 if(resultMail)
4013 Field *fields = resultMail->Fetch();
4015 uint32 mail_id = fields[0].GetUInt32();
4016 uint16 mailType = fields[1].GetUInt16();
4017 uint16 mailTemplateId= fields[2].GetUInt16();
4018 uint32 sender = fields[3].GetUInt32();
4019 std::string subject = fields[4].GetCppString();
4020 uint32 itemTextId = fields[5].GetUInt32();
4021 uint32 money = fields[6].GetUInt32();
4022 bool has_items = fields[7].GetBool();
4024 //we can return mail now
4025 //so firstly delete the old one
4026 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
4028 // mail not from player
4029 if (mailType != MAIL_NORMAL)
4031 if(has_items)
4032 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
4033 continue;
4036 MailDraft draft(subject, itemTextId);
4037 if (mailTemplateId)
4038 draft = MailDraft(mailTemplateId,false); // itesm already included
4040 if(has_items)
4042 // data needs to be at first place for Item::LoadFromDB
4043 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);
4044 if(resultItems)
4048 Field *fields2 = resultItems->Fetch();
4050 uint32 item_guidlow = fields2[1].GetUInt32();
4051 uint32 item_template = fields2[2].GetUInt32();
4053 ItemPrototype const* itemProto = ObjectMgr::GetItemPrototype(item_template);
4054 if(!itemProto)
4056 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
4057 continue;
4060 Item *pItem = NewItemOrBag(itemProto);
4061 if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems))
4063 pItem->FSetState(ITEM_REMOVED);
4064 pItem->SaveToDB(); // it also deletes item object !
4065 continue;
4068 draft.AddItem(pItem);
4070 while (resultItems->NextRow());
4072 delete resultItems;
4076 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
4078 uint32 pl_account = sObjectMgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
4080 draft.AddMoney(money).SendReturnToSender(pl_account, guid, sender);
4082 while (resultMail->NextRow());
4084 delete resultMail;
4087 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
4088 // Get guids of character's pets, will deleted in transaction
4089 QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
4091 // NOW we can finally clear other DB data related to character
4092 CharacterDatabase.BeginTransaction();
4093 if (resultPets)
4097 Field *fields3 = resultPets->Fetch();
4098 uint32 petguidlow = fields3[0].GetUInt32();
4099 Pet::DeleteFromDB(petguidlow);
4100 } while (resultPets->NextRow());
4101 delete resultPets;
4104 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
4105 CharacterDatabase.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid);
4106 CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
4107 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
4108 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
4109 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
4110 CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid = '%u'",guid);
4111 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
4112 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
4113 CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
4114 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
4115 CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
4116 CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",guid);
4117 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
4118 CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u'",guid);
4119 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
4120 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
4121 CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid);
4122 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
4123 CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
4124 CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
4125 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
4126 CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
4127 CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
4128 CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid);
4129 CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid);
4130 CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid);
4131 CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u' OR PlayerGuid2 = '%u'",guid, guid);
4132 CharacterDatabase.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid);
4133 CharacterDatabase.CommitTransaction();
4135 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
4136 if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
4139 void Player::SetMovement(PlayerMovementType pType)
4141 WorldPacket data;
4142 switch(pType)
4144 case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
4145 case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
4146 case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
4147 case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
4148 default:
4149 sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
4150 return;
4152 data << GetPackGUID();
4153 data << uint32(0);
4154 GetSession()->SendPacket( &data );
4157 /* Preconditions:
4158 - a resurrectable corpse must not be loaded for the player (only bones)
4159 - the player must be in world
4161 void Player::BuildPlayerRepop()
4163 WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
4164 data << GetPackGUID();
4165 GetSession()->SendPacket(&data);
4167 if(getRace() == RACE_NIGHTELF)
4168 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)
4169 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
4171 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
4172 // there must be SMSG.STOP_MIRROR_TIMER
4173 // there we must send 888 opcode
4175 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
4176 if(GetCorpse())
4178 sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
4179 ASSERT(false);
4182 // create a corpse and place it at the player's location
4183 Corpse *corpse = CreateCorpse();
4184 if(!corpse)
4186 sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
4187 return;
4189 GetMap()->Add(corpse);
4191 // convert player body to ghost
4192 SetHealth( 1 );
4194 SetMovement(MOVE_WATER_WALK);
4195 if(!GetSession()->isLogingOut())
4196 SetMovement(MOVE_UNROOT);
4198 // BG - remove insignia related
4199 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
4201 SendCorpseReclaimDelay();
4203 // to prevent cheating
4204 corpse->ResetGhostTime();
4206 StopMirrorTimers(); //disable timers(bars)
4208 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
4210 // set and clear other
4211 SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
4214 void Player::ResurrectPlayer(float restore_percent, bool applySickness)
4216 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
4217 data << uint32(-1);
4218 data << float(0);
4219 data << float(0);
4220 data << float(0);
4221 GetSession()->SendPacket(&data);
4223 // speed change, land walk
4225 // remove death flag + set aura
4226 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
4227 if(getRace() == RACE_NIGHTELF)
4228 RemoveAurasDueToSpell(20584); // speed bonuses
4229 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
4231 setDeathState(ALIVE);
4233 SetMovement(MOVE_LAND_WALK);
4234 SetMovement(MOVE_UNROOT);
4236 m_deathTimer = 0;
4238 // set health/powers (0- will be set in caller)
4239 if(restore_percent>0.0f)
4241 SetHealth(uint32(GetMaxHealth()*restore_percent));
4242 SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
4243 SetPower(POWER_RAGE, 0);
4244 SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
4247 // trigger update zone for alive state zone updates
4248 uint32 newzone, newarea;
4249 GetZoneAndAreaId(newzone,newarea);
4250 UpdateZone(newzone,newarea);
4252 // update visibility
4253 UpdateVisibilityForPlayer();
4255 if(!applySickness)
4256 return;
4258 //Characters from level 1-10 are not affected by resurrection sickness.
4259 //Characters from level 11-19 will suffer from one minute of sickness
4260 //for each level they are above 10.
4261 //Characters level 20 and up suffer from ten minutes of sickness.
4262 int32 startLevel = sWorld.getConfig(CONFIG_INT32_DEATH_SICKNESS_LEVEL);
4264 if(int32(getLevel()) >= startLevel)
4266 // set resurrection sickness
4267 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
4269 // not full duration
4270 if(int32(getLevel()) < startLevel+9)
4272 int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
4274 for(int i = 0; i < MAX_EFFECT_INDEX; ++i)
4276 if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,SpellEffectIndex(i)))
4278 Aur->SetAuraDuration(delta*IN_MILLISECONDS);
4279 Aur->SendAuraUpdate(false);
4286 void Player::KillPlayer()
4288 SetMovement(MOVE_ROOT);
4290 StopMirrorTimers(); //disable timers(bars)
4292 setDeathState(CORPSE);
4293 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4295 SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
4296 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
4298 // 6 minutes until repop at graveyard
4299 m_deathTimer = 6*MINUTE*IN_MILLISECONDS;
4301 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4303 // don't create corpse at this moment, player might be falling
4305 // update visibility
4306 UpdateObjectVisibility();
4309 Corpse* Player::CreateCorpse()
4311 // prevent existence 2 corpse for player
4312 SpawnCorpseBones();
4314 uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
4316 Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
4317 SetPvPDeath(false);
4319 if (!corpse->Create(sObjectMgr.GenerateLowGuid(HIGHGUID_CORPSE), this))
4321 delete corpse;
4322 return NULL;
4325 _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
4326 _pb = GetUInt32Value(PLAYER_BYTES);
4327 _pb2 = GetUInt32Value(PLAYER_BYTES_2);
4329 uint8 race = (uint8)(_uf);
4330 uint8 skin = (uint8)(_pb);
4331 uint8 face = (uint8)(_pb >> 8);
4332 uint8 hairstyle = (uint8)(_pb >> 16);
4333 uint8 haircolor = (uint8)(_pb >> 24);
4334 uint8 facialhair = (uint8)(_pb2);
4336 _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
4337 _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
4339 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
4340 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
4342 uint32 flags = CORPSE_FLAG_UNK2;
4343 if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
4344 flags |= CORPSE_FLAG_HIDE_HELM;
4345 if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
4346 flags |= CORPSE_FLAG_HIDE_CLOAK;
4347 if (InBattleGround() && !InArena())
4348 flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
4349 corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
4351 corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
4353 corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
4355 uint32 iDisplayID;
4356 uint32 iIventoryType;
4357 uint32 _cfi;
4358 for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
4360 if (m_items[i])
4362 iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
4363 iIventoryType = m_items[i]->GetProto()->InventoryType;
4365 _cfi = iDisplayID | (iIventoryType << 24);
4366 corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi);
4370 // we not need saved corpses for BG/arenas
4371 if (!GetMap()->IsBattleGroundOrArena())
4372 corpse->SaveToDB();
4374 // register for player, but not show
4375 sObjectAccessor.AddCorpse(corpse);
4376 return corpse;
4379 void Player::SpawnCorpseBones()
4381 if(sObjectAccessor.ConvertCorpseForPlayer(GetGUID()))
4382 if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
4383 SaveToDB(); // prevent loading as ghost without corpse
4386 Corpse* Player::GetCorpse() const
4388 return sObjectAccessor.GetCorpseForPlayerGUID(GetGUID());
4391 void Player::DurabilityLossAll(double percent, bool inventory)
4393 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
4394 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4395 DurabilityLoss(pItem,percent);
4397 if(inventory)
4399 // bags not have durability
4400 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4402 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
4403 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4404 DurabilityLoss(pItem,percent);
4406 // keys not have durability
4407 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4409 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4410 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4411 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
4412 if(Item* pItem = GetItemByPos( i, j ))
4413 DurabilityLoss(pItem,percent);
4417 void Player::DurabilityLoss(Item* item, double percent)
4419 if(!item )
4420 return;
4422 uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4424 if(!pMaxDurability)
4425 return;
4427 uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
4429 if(pDurabilityLoss < 1 )
4430 pDurabilityLoss = 1;
4432 DurabilityPointsLoss(item,pDurabilityLoss);
4435 void Player::DurabilityPointsLossAll(int32 points, bool inventory)
4437 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
4438 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4439 DurabilityPointsLoss(pItem,points);
4441 if(inventory)
4443 // bags not have durability
4444 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4446 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
4447 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4448 DurabilityPointsLoss(pItem,points);
4450 // keys not have durability
4451 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4453 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4454 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4455 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
4456 if(Item* pItem = GetItemByPos( i, j ))
4457 DurabilityPointsLoss(pItem,points);
4461 void Player::DurabilityPointsLoss(Item* item, int32 points)
4463 int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4464 int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4465 int32 pNewDurability = pOldDurability - points;
4467 if (pNewDurability < 0)
4468 pNewDurability = 0;
4469 else if (pNewDurability > pMaxDurability)
4470 pNewDurability = pMaxDurability;
4472 if (pOldDurability != pNewDurability)
4474 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4475 if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
4476 _ApplyItemMods(item,item->GetSlot(), false);
4478 item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
4480 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4481 if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
4482 _ApplyItemMods(item,item->GetSlot(), true);
4484 item->SetState(ITEM_CHANGED, this);
4488 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
4490 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
4491 DurabilityPointsLoss(pItem,1);
4494 uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
4496 uint32 TotalCost = 0;
4497 // equipped, backpack, bags itself
4498 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
4499 TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
4501 // bank, buyback and keys not repaired
4503 // items in inventory bags
4504 for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; ++j)
4505 for(int i = 0; i < MAX_BAG_SIZE; ++i)
4506 TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
4507 return TotalCost;
4510 uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
4512 Item* item = GetItemByPos(pos);
4514 uint32 TotalCost = 0;
4515 if(!item)
4516 return TotalCost;
4518 uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4519 if(!maxDurability)
4520 return TotalCost;
4522 uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4524 if(cost)
4526 uint32 LostDurability = maxDurability - curDurability;
4527 if(LostDurability>0)
4529 ItemPrototype const *ditemProto = item->GetProto();
4531 DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
4532 if(!dcost)
4534 sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
4535 return TotalCost;
4538 uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
4539 DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
4540 if(!dQualitymodEntry)
4542 sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
4543 return TotalCost;
4546 uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
4547 uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
4549 costs = uint32(costs * discountMod);
4551 if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
4552 costs = 1;
4554 if (guildBank)
4556 if (GetGuildId()==0)
4558 DEBUG_LOG("You are not member of a guild");
4559 return TotalCost;
4562 Guild *pGuild = sObjectMgr.GetGuildById(GetGuildId());
4563 if (!pGuild)
4564 return TotalCost;
4566 if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
4568 DEBUG_LOG("You do not have rights to withdraw for repairs");
4569 return TotalCost;
4572 if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
4574 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4575 return TotalCost;
4578 if (pGuild->GetGuildBankMoney() < costs)
4580 DEBUG_LOG("There is not enough money in bank");
4581 return TotalCost;
4584 pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
4585 TotalCost = costs;
4587 else if (GetMoney() < costs)
4589 DEBUG_LOG("You do not have enough money");
4590 return TotalCost;
4592 else
4593 ModifyMoney( -int32(costs) );
4597 item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
4598 item->SetState(ITEM_CHANGED, this);
4600 // reapply mods for total broken and repaired item if equipped
4601 if(IsEquipmentPos(pos) && !curDurability)
4602 _ApplyItemMods(item,pos & 255, true);
4603 return TotalCost;
4606 void Player::RepopAtGraveyard()
4608 // note: this can be called also when the player is alive
4609 // for example from WorldSession::HandleMovementOpcodes
4611 AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
4613 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4614 if ((!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport())
4616 ResurrectPlayer(0.5f);
4617 SpawnCorpseBones();
4620 WorldSafeLocsEntry const *ClosestGrave = NULL;
4622 // Special handle for battleground maps
4623 if( BattleGround *bg = GetBattleGround() )
4624 ClosestGrave = bg->GetClosestGraveYard(this);
4625 else
4626 ClosestGrave = sObjectMgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4628 // stop countdown until repop
4629 m_deathTimer = 0;
4631 // if no grave found, stay at the current location
4632 // and don't show spirit healer location
4633 if(ClosestGrave)
4635 TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
4636 if(isDead()) // not send if alive, because it used in TeleportTo()
4638 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
4639 data << ClosestGrave->map_id;
4640 data << ClosestGrave->x;
4641 data << ClosestGrave->y;
4642 data << ClosestGrave->z;
4643 GetSession()->SendPacket(&data);
4648 void Player::JoinedChannel(Channel *c)
4650 m_channels.push_back(c);
4653 void Player::LeftChannel(Channel *c)
4655 m_channels.remove(c);
4658 void Player::CleanupChannels()
4660 while(!m_channels.empty())
4662 Channel* ch = *m_channels.begin();
4663 m_channels.erase(m_channels.begin()); // remove from player's channel list
4664 ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4665 if (ChannelMgr* cMgr = channelMgr(GetTeam()))
4666 cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
4669 sLog.outDebug("Player: channels cleaned up!");
4672 void Player::UpdateLocalChannels(uint32 newZone )
4674 if(m_channels.empty())
4675 return;
4677 AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
4678 if(!current_zone)
4679 return;
4681 ChannelMgr* cMgr = channelMgr(GetTeam());
4682 if(!cMgr)
4683 return;
4685 std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
4687 for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
4689 next = i; ++next;
4691 // skip non built-in channels
4692 if(!(*i)->IsConstant())
4693 continue;
4695 ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
4696 if(!ch)
4697 continue;
4699 if((ch->flags & 4) == 4) // global channel without zone name in pattern
4700 continue;
4702 // new channel
4703 char new_channel_name_buf[100];
4704 snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
4705 Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
4707 if((*i)!=new_channel)
4709 new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
4711 // leave old channel
4712 (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4713 std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
4714 LeftChannel(*i); // remove from player's channel list
4715 cMgr->LeftChannel(name); // delete if empty
4718 sLog.outDebug("Player: channels cleaned up!");
4721 void Player::LeaveLFGChannel()
4723 for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
4725 if((*i)->IsLFG())
4727 (*i)->Leave(GetGUID());
4728 break;
4733 void Player::UpdateDefense()
4735 uint32 defense_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_DEFENSE);
4737 if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
4739 // update dependent from defense skill part
4740 UpdateDefenseBonusesMod();
4744 void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
4746 if(modGroup >= BASEMOD_END || modType >= MOD_END)
4748 sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4749 return;
4752 float val = 1.0f;
4754 switch(modType)
4756 case FLAT_MOD:
4757 m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
4758 break;
4759 case PCT_MOD:
4760 if(amount <= -100.0f)
4761 amount = -200.0f;
4763 val = (100.0f + amount) / 100.0f;
4764 m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
4765 break;
4768 if(!CanModifyStats())
4769 return;
4771 switch(modGroup)
4773 case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
4774 case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
4775 case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
4776 case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
4777 default: break;
4781 float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
4783 if(modGroup >= BASEMOD_END || modType > MOD_END)
4785 sLog.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4786 return 0.0f;
4789 if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4790 return 0.0f;
4792 return m_auraBaseMod[modGroup][modType];
4795 float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
4797 if(modGroup >= BASEMOD_END)
4799 sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4800 return 0.0f;
4803 if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4804 return 0.0f;
4806 return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
4809 uint32 Player::GetShieldBlockValue() const
4811 float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD];
4813 value = (value < 0) ? 0 : value;
4815 return uint32(value);
4818 float Player::GetMeleeCritFromAgility()
4820 uint32 level = getLevel();
4821 uint32 pclass = getClass();
4823 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4825 GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
4826 GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4827 if (critBase==NULL || critRatio==NULL)
4828 return 0.0f;
4830 float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
4831 return crit*100.0f;
4834 float Player::GetDodgeFromAgility()
4836 // Table for base dodge values
4837 float dodge_base[MAX_CLASSES] = {
4838 0.0075f, // Warrior
4839 0.00652f, // Paladin
4840 -0.0545f, // Hunter
4841 -0.0059f, // Rogue
4842 0.03183f, // Priest
4843 0.0114f, // DK
4844 0.0167f, // Shaman
4845 0.034575f, // Mage
4846 0.02011f, // Warlock
4847 0.0f, // ??
4848 -0.0187f // Druid
4850 // Crit/agility to dodge/agility coefficient multipliers
4851 float crit_to_dodge[MAX_CLASSES] = {
4852 1.1f, // Warrior
4853 1.0f, // Paladin
4854 1.6f, // Hunter
4855 2.0f, // Rogue
4856 1.0f, // Priest
4857 1.0f, // DK?
4858 1.0f, // Shaman
4859 1.0f, // Mage
4860 1.0f, // Warlock
4861 0.0f, // ??
4862 1.7f // Druid
4865 uint32 level = getLevel();
4866 uint32 pclass = getClass();
4868 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4870 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4871 GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4872 if (dodgeRatio==NULL || pclass > MAX_CLASSES)
4873 return 0.0f;
4875 float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
4876 return dodge*100.0f;
4879 float Player::GetSpellCritFromIntellect()
4881 uint32 level = getLevel();
4882 uint32 pclass = getClass();
4884 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4886 GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
4887 GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4888 if (critBase==NULL || critRatio==NULL)
4889 return 0.0f;
4891 float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
4892 return crit*100.0f;
4895 float Player::GetRatingCoefficient(CombatRating cr) const
4897 uint32 level = getLevel();
4899 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4901 GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
4902 if (Rating == NULL)
4903 return 1.0f; // By default use minimum coefficient (not must be called)
4905 return Rating->ratio;
4908 float Player::GetRatingBonusValue(CombatRating cr) const
4910 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
4913 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
4915 switch (attType)
4917 case BASE_ATTACK:
4918 return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
4919 case OFF_ATTACK:
4920 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
4921 default:
4922 break;
4924 return 0.0f;
4927 float Player::OCTRegenHPPerSpirit()
4929 uint32 level = getLevel();
4930 uint32 pclass = getClass();
4932 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4934 GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4935 GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4936 if (baseRatio==NULL || moreRatio==NULL)
4937 return 0.0f;
4939 // Formula from PaperDollFrame script
4940 float spirit = GetStat(STAT_SPIRIT);
4941 float baseSpirit = spirit;
4942 if (baseSpirit>50) baseSpirit = 50;
4943 float moreSpirit = spirit - baseSpirit;
4944 float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
4945 return regen;
4948 float Player::OCTRegenMPPerSpirit()
4950 uint32 level = getLevel();
4951 uint32 pclass = getClass();
4953 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4955 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4956 GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4957 if (moreRatio==NULL)
4958 return 0.0f;
4960 // Formula get from PaperDollFrame script
4961 float spirit = GetStat(STAT_SPIRIT);
4962 float regen = spirit * moreRatio->ratio;
4963 return regen;
4966 void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
4968 m_baseRatingValue[cr]+=(apply ? value : -value);
4970 // explicit affected values
4971 switch (cr)
4973 case CR_HASTE_MELEE:
4975 float RatingChange = value / GetRatingCoefficient(cr);
4976 ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
4977 ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
4978 break;
4980 case CR_HASTE_RANGED:
4982 float RatingChange = value / GetRatingCoefficient(cr);
4983 ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
4984 break;
4986 case CR_HASTE_SPELL:
4988 float RatingChange = value / GetRatingCoefficient(cr);
4989 ApplyCastTimePercentMod(RatingChange,apply);
4990 break;
4994 UpdateRating(cr);
4997 void Player::UpdateRating(CombatRating cr)
4999 int32 amount = m_baseRatingValue[cr];
5000 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
5001 // stat used stored in miscValueB for this aura
5002 AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
5003 for(AuraList::const_iterator i = modRatingFromStat.begin();i != modRatingFromStat.end(); ++i)
5004 if ((*i)->GetMiscValue() & (1<<cr))
5005 amount += int32(GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetModifier()->m_amount / 100.0f);
5006 if (amount < 0)
5007 amount = 0;
5008 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
5010 bool affectStats = CanModifyStats();
5012 switch (cr)
5014 case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
5015 case CR_DEFENSE_SKILL:
5016 UpdateDefenseBonusesMod();
5017 break;
5018 case CR_DODGE:
5019 UpdateDodgePercentage();
5020 break;
5021 case CR_PARRY:
5022 UpdateParryPercentage();
5023 break;
5024 case CR_BLOCK:
5025 UpdateBlockPercentage();
5026 break;
5027 case CR_HIT_MELEE:
5028 UpdateMeleeHitChances();
5029 break;
5030 case CR_HIT_RANGED:
5031 UpdateRangedHitChances();
5032 break;
5033 case CR_HIT_SPELL:
5034 UpdateSpellHitChances();
5035 break;
5036 case CR_CRIT_MELEE:
5037 if(affectStats)
5039 UpdateCritPercentage(BASE_ATTACK);
5040 UpdateCritPercentage(OFF_ATTACK);
5042 break;
5043 case CR_CRIT_RANGED:
5044 if(affectStats)
5045 UpdateCritPercentage(RANGED_ATTACK);
5046 break;
5047 case CR_CRIT_SPELL:
5048 if(affectStats)
5049 UpdateAllSpellCritChances();
5050 break;
5051 case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
5052 case CR_HIT_TAKEN_RANGED:
5053 break;
5054 case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
5055 break;
5056 case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
5057 case CR_CRIT_TAKEN_RANGED:
5058 break;
5059 case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
5060 break;
5061 case CR_HASTE_MELEE: // Implemented in Player::ApplyRatingMod
5062 case CR_HASTE_RANGED:
5063 case CR_HASTE_SPELL:
5064 break;
5065 case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
5066 case CR_WEAPON_SKILL_OFFHAND:
5067 case CR_WEAPON_SKILL_RANGED:
5068 break;
5069 case CR_EXPERTISE:
5070 if(affectStats)
5072 UpdateExpertise(BASE_ATTACK);
5073 UpdateExpertise(OFF_ATTACK);
5075 break;
5076 case CR_ARMOR_PENETRATION:
5077 if(affectStats)
5078 UpdateArmorPenetration();
5079 break;
5083 void Player::UpdateAllRatings()
5085 for(int cr = 0; cr < MAX_COMBAT_RATING; ++cr)
5086 UpdateRating(CombatRating(cr));
5089 void Player::SetRegularAttackTime()
5091 for(int i = 0; i < MAX_ATTACK; ++i)
5093 Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i),true,false);
5094 if (tmpitem)
5096 ItemPrototype const *proto = tmpitem->GetProto();
5097 if(proto->Delay)
5098 SetAttackTime(WeaponAttackType(i), proto->Delay);
5099 else
5100 SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
5105 //skill+step, checking for max value
5106 bool Player::UpdateSkill(uint32 skill_id, uint32 step)
5108 if(!skill_id)
5109 return false;
5111 SkillStatusMap::iterator itr = mSkillStatus.find(skill_id);
5112 if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
5113 return false;
5115 uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
5116 uint32 data = GetUInt32Value(valueIndex);
5117 uint32 value = SKILL_VALUE(data);
5118 uint32 max = SKILL_MAX(data);
5120 if ((!max) || (!value) || (value >= max))
5121 return false;
5123 if (value*512 < max*urand(0,512))
5125 uint32 new_value = value+step;
5126 if(new_value > max)
5127 new_value = max;
5129 SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,max));
5130 if(itr->second.uState != SKILL_NEW)
5131 itr->second.uState = SKILL_CHANGED;
5132 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,skill_id);
5133 return true;
5136 return false;
5139 inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
5141 if ( SkillValue >= GrayLevel )
5142 return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_GREY)*10;
5143 if ( SkillValue >= GreenLevel )
5144 return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_GREEN)*10;
5145 if ( SkillValue >= YellowLevel )
5146 return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_YELLOW)*10;
5147 return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_ORANGE)*10;
5150 bool Player::UpdateCraftSkill(uint32 spellid)
5152 sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
5154 SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spellid);
5156 for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
5158 if (_spell_idx->second->skillId)
5160 uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
5162 // Alchemy Discoveries here
5163 SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
5164 if (spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
5166 if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
5167 learnSpell(discoveredSpell,false);
5170 uint32 craft_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_CRAFTING);
5172 return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
5173 _spell_idx->second->max_value,
5174 (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
5175 _spell_idx->second->min_value),
5176 craft_skill_gain);
5179 return false;
5182 bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
5184 sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
5186 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_GATHERING);
5188 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
5189 switch (SkillId)
5191 case SKILL_HERBALISM:
5192 case SKILL_LOCKPICKING:
5193 case SKILL_JEWELCRAFTING:
5194 case SKILL_INSCRIPTION:
5195 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
5196 case SKILL_SKINNING:
5197 if( sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_SKINNING_STEPS)==0)
5198 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
5199 else
5200 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
5201 case SKILL_MINING:
5202 if (sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_MINING_STEPS)==0)
5203 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
5204 else
5205 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
5207 return false;
5210 bool Player::UpdateFishingSkill()
5212 sLog.outDebug("UpdateFishingSkill");
5214 uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
5216 int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
5218 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_GATHERING);
5220 return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
5223 // levels sync. with spell requirement for skill levels to learn
5224 // bonus abilities in sSkillLineAbilityStore
5225 // Used only to avoid scan DBC at each skill grow
5226 static uint32 bonusSkillLevels[] = {75,150,225,300,375,450};
5228 bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
5230 sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
5231 if ( !SkillId )
5232 return false;
5234 if(Chance <= 0) // speedup in 0 chance case
5236 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
5237 return false;
5240 SkillStatusMap::iterator itr = mSkillStatus.find(SkillId);
5241 if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
5242 return false;
5244 uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
5246 uint32 data = GetUInt32Value(valueIndex);
5247 uint16 SkillValue = SKILL_VALUE(data);
5248 uint16 MaxValue = SKILL_MAX(data);
5250 if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
5251 return false;
5253 int32 Roll = irand(1,1000);
5255 if ( Roll <= Chance )
5257 uint32 new_value = SkillValue+step;
5258 if(new_value > MaxValue)
5259 new_value = MaxValue;
5261 SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,MaxValue));
5262 if(itr->second.uState != SKILL_NEW)
5263 itr->second.uState = SKILL_CHANGED;
5264 for(uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl)
5266 if((SkillValue < *bsl && new_value >= *bsl))
5268 learnSkillRewardedSpells( SkillId, new_value);
5269 break;
5272 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,SkillId);
5273 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
5274 return true;
5277 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
5278 return false;
5281 void Player::UpdateWeaponSkill (WeaponAttackType attType)
5283 // no skill gain in pvp
5284 Unit *pVictim = getVictim();
5285 if(pVictim && pVictim->IsCharmerOrOwnerPlayerOrPlayerItself())
5286 return;
5288 if(IsInFeralForm())
5289 return; // always maximized SKILL_FERAL_COMBAT in fact
5291 if(m_form == FORM_TREE)
5292 return; // use weapon but not skill up
5294 uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_WEAPON);
5296 switch(attType)
5298 case BASE_ATTACK:
5300 Item *tmpitem = GetWeaponForAttack(attType,true,true);
5302 if (!tmpitem)
5303 UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
5304 else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
5305 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
5306 break;
5308 case OFF_ATTACK:
5309 case RANGED_ATTACK:
5311 Item *tmpitem = GetWeaponForAttack(attType,true,true);
5312 if (tmpitem)
5313 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
5314 break;
5317 UpdateAllCritPercentages();
5320 void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence)
5322 uint32 plevel = getLevel(); // if defense than pVictim == attacker
5323 uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel);
5324 uint32 moblevel = pVictim->getLevelForTarget(this);
5325 if(moblevel < greylevel)
5326 return;
5328 if (moblevel > plevel + 5)
5329 moblevel = plevel + 5;
5331 uint32 lvldif = moblevel - greylevel;
5332 if(lvldif < 3)
5333 lvldif = 3;
5335 uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
5336 if(skilldif <= 0)
5337 return;
5339 float chance = float(3 * lvldif * skilldif) / plevel;
5340 if(!defence)
5342 if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
5343 chance *= 0.1f * GetStat(STAT_INTELLECT);
5346 chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
5348 if(roll_chance_f(chance))
5350 if(defence)
5351 UpdateDefense();
5352 else
5353 UpdateWeaponSkill(attType);
5355 else
5356 return;
5359 void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
5361 SkillStatusMap::const_iterator itr = mSkillStatus.find(skillid);
5362 if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
5363 return;
5365 uint32 bonusIndex = PLAYER_SKILL_BONUS_INDEX(itr->second.pos);
5367 uint32 bonus_val = GetUInt32Value(bonusIndex);
5368 int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
5369 int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
5371 if(talent) // permanent bonus stored in high part
5372 SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
5373 else // temporary/item bonus stored in low part
5374 SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
5377 void Player::UpdateSkillsForLevel()
5379 uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
5380 uint32 maxSkill = GetMaxSkillValueForLevel();
5382 bool alwaysMaxSkill = sWorld.getConfig(CONFIG_BOOL_ALWAYS_MAX_SKILL_FOR_LEVEL);
5384 for(SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
5386 if(itr->second.uState == SKILL_DELETED)
5387 continue;
5389 uint32 pskill = itr->first;
5391 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
5392 if(!pSkill)
5393 continue;
5395 if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
5396 continue;
5398 uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
5399 uint32 data = GetUInt32Value(valueIndex);
5400 uint32 max = SKILL_MAX(data);
5401 uint32 val = SKILL_VALUE(data);
5403 /// update only level dependent max skill values
5404 if(max!=1)
5406 /// maximize skill always
5407 if(alwaysMaxSkill)
5409 SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(maxSkill,maxSkill));
5410 if(itr->second.uState != SKILL_NEW)
5411 itr->second.uState = SKILL_CHANGED;
5413 else if(max != maxconfskill) /// update max skill value if current max skill not maximized
5415 SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(val,maxSkill));
5416 if(itr->second.uState != SKILL_NEW)
5417 itr->second.uState = SKILL_CHANGED;
5423 void Player::UpdateSkillsToMaxSkillsForLevel()
5425 for(SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
5427 if(itr->second.uState == SKILL_DELETED)
5428 continue;
5430 uint32 pskill = itr->first;
5431 if( IsProfessionOrRidingSkill(pskill))
5432 continue;
5433 uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
5434 uint32 data = GetUInt32Value(valueIndex);
5436 uint32 max = SKILL_MAX(data);
5438 if(max > 1)
5440 SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(max,max));
5441 if(itr->second.uState != SKILL_NEW)
5442 itr->second.uState = SKILL_CHANGED;
5445 if(pskill == SKILL_DEFENSE)
5446 UpdateDefenseBonusesMod();
5450 // This functions sets a skill line value (and adds if doesn't exist yet)
5451 // To "remove" a skill line, set it's values to zero
5452 void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
5454 if(!id)
5455 return;
5457 SkillStatusMap::iterator itr = mSkillStatus.find(id);
5459 //has skill
5460 if(itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED)
5462 if(currVal)
5464 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos),MAKE_SKILL_VALUE(currVal,maxVal));
5465 if(itr->second.uState != SKILL_NEW)
5466 itr->second.uState = SKILL_CHANGED;
5467 learnSkillRewardedSpells(id, currVal);
5468 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
5469 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
5471 else //remove
5473 // clear skill fields
5474 SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos),0);
5475 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos),0);
5476 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos),0);
5478 // mark as deleted or simply remove from map if not saved yet
5479 if(itr->second.uState != SKILL_NEW)
5480 itr->second.uState = SKILL_DELETED;
5481 else
5482 mSkillStatus.erase(itr);
5484 // remove all spells that related to this skill
5485 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
5486 if(SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j))
5487 if (pAbility->skillId==id)
5488 removeSpell(sSpellMgr.GetFirstSpellInChain(pAbility->spellId));
5491 else if(currVal) //add
5493 for (int i=0; i < PLAYER_MAX_SKILLS; ++i)
5494 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5496 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
5497 if(!pSkill)
5499 sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
5500 return;
5502 // enable unlearn button for primary professions only
5503 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
5504 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
5505 else
5506 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
5507 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5508 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
5509 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
5511 // insert new entry or update if not deleted old entry yet
5512 if(itr != mSkillStatus.end())
5514 itr->second.pos = i;
5515 itr->second.uState = SKILL_CHANGED;
5517 else
5518 mSkillStatus.insert(SkillStatusMap::value_type(id, SkillStatusData(i, SKILL_NEW)));
5520 // apply skill bonuses
5521 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5523 // temporary bonuses
5524 AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
5525 for(AuraList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
5526 if ((*j)->GetModifier()->m_miscvalue == int32(id))
5527 (*j)->ApplyModifier(true);
5529 // permanent bonuses
5530 AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
5531 for(AuraList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
5532 if ((*j)->GetModifier()->m_miscvalue == int32(id))
5533 (*j)->ApplyModifier(true);
5535 // Learn all spells for skill
5536 learnSkillRewardedSpells(id, currVal);
5537 return;
5542 bool Player::HasSkill(uint32 skill) const
5544 if(!skill)
5545 return false;
5547 SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
5548 return (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED);
5551 uint16 Player::GetSkillValue(uint32 skill) const
5553 if(!skill)
5554 return 0;
5556 SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
5557 if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
5558 return 0;
5560 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
5562 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
5563 result += SKILL_TEMP_BONUS(bonus);
5564 result += SKILL_PERM_BONUS(bonus);
5565 return result < 0 ? 0 : result;
5568 uint16 Player::GetMaxSkillValue(uint32 skill) const
5570 if(!skill)
5571 return 0;
5573 SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
5574 if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
5575 return 0;
5577 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
5579 int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
5580 result += SKILL_TEMP_BONUS(bonus);
5581 result += SKILL_PERM_BONUS(bonus);
5582 return result < 0 ? 0 : result;
5585 uint16 Player::GetPureMaxSkillValue(uint32 skill) const
5587 if(!skill)
5588 return 0;
5590 SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
5591 if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
5592 return 0;
5594 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
5597 uint16 Player::GetBaseSkillValue(uint32 skill) const
5599 if(!skill)
5600 return 0;
5602 SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
5603 if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
5604 return 0;
5606 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
5607 result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
5608 return result < 0 ? 0 : result;
5611 uint16 Player::GetPureSkillValue(uint32 skill) const
5613 if(!skill)
5614 return 0;
5616 SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
5617 if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
5618 return 0;
5620 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
5623 int16 Player::GetSkillPermBonusValue(uint32 skill) const
5625 if(!skill)
5626 return 0;
5628 SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
5629 if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
5630 return 0;
5632 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
5635 int16 Player::GetSkillTempBonusValue(uint32 skill) const
5637 if(!skill)
5638 return 0;
5640 SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
5641 if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
5642 return 0;
5644 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
5647 void Player::SendInitialActionButtons() const
5649 sLog.outDetail( "Initializing Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec);
5651 WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4));
5652 data << uint8(1); // talent spec amount
5653 ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec];
5654 for(uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button)
5656 ActionButtonList::const_iterator itr = currentActionButtonList.find(button);
5657 if(itr != currentActionButtonList.end() && itr->second.uState != ACTIONBUTTON_DELETED)
5658 data << uint32(itr->second.packedData);
5659 else
5660 data << uint32(0);
5663 GetSession()->SendPacket( &data );
5664 sLog.outDetail( "Action Buttons for '%u' spec '%u' Initialized", GetGUIDLow(), m_activeSpec );
5667 bool Player::IsActionButtonDataValid(uint8 button, uint32 action, uint8 type, Player* player, bool msg)
5669 if(button >= MAX_ACTION_BUTTONS)
5671 if (msg)
5673 if (player)
5674 sLog.outError( "Action %u not added into button %u for player %s: button must be < %u", action, button, player->GetName(), MAX_ACTION_BUTTONS );
5675 else
5676 sLog.outError( "Table `playercreateinfo_action` have action %u into button %u : button must be < %u", action, button, MAX_ACTION_BUTTONS );
5679 return false;
5682 if(action >= MAX_ACTION_BUTTON_ACTION_VALUE)
5684 if (msg)
5686 if (player)
5687 sLog.outError( "Action %u not added into button %u for player %s: action must be < %u", action, button, player->GetName(), MAX_ACTION_BUTTON_ACTION_VALUE );
5688 else
5689 sLog.outError( "Table `playercreateinfo_action` have action %u into button %u : action must be < %u", action, button, MAX_ACTION_BUTTON_ACTION_VALUE );
5691 return false;
5694 switch(type)
5696 case ACTION_BUTTON_SPELL:
5697 if(!sSpellStore.LookupEntry(action))
5699 if (msg)
5701 if (player)
5702 sLog.outError( "Spell action %u not added into button %u for player %s: spell not exist", action, button, player->GetName() );
5703 else
5704 sLog.outError( "Table `playercreateinfo_action` have spell action %u into button %u: spell not exist", action, button );
5706 return false;
5709 if(player && !player->HasSpell(action))
5711 if (msg)
5712 sLog.outError( "Spell action %u not added into button %u for player %s: player don't known this spell", action, button, player->GetName() );
5713 return false;
5715 break;
5716 case ACTION_BUTTON_ITEM:
5717 if(!ObjectMgr::GetItemPrototype(action))
5719 if (msg)
5721 if (player)
5722 sLog.outError( "Item action %u not added into button %u for player %s: item not exist", action, button, player->GetName() );
5723 else
5724 sLog.outError( "Table `playercreateinfo_action` have item action %u into button %u: item not exist", action, button );
5726 return false;
5728 break;
5729 default:
5730 break; // other cases not checked at this moment
5733 return true;
5736 ActionButton* Player::addActionButton(uint8 spec, uint8 button, uint32 action, uint8 type)
5738 // check action only for active spec (so not check at copy/load passive spec)
5739 if (spec == GetActiveSpec() && !IsActionButtonDataValid(button,action,type,this))
5740 return NULL;
5742 // it create new button (NEW state) if need or return existed
5743 ActionButton& ab = m_actionButtons[spec][button];
5745 // set data and update to CHANGED if not NEW
5746 ab.SetActionAndType(action,ActionButtonType(type));
5748 sLog.outDetail("Player '%u' Added Action '%u' (type %u) to Button '%u' for spec %u", GetGUIDLow(), action, uint32(type), button, spec);
5749 return &ab;
5752 void Player::removeActionButton(uint8 spec, uint8 button)
5754 ActionButtonList& currentActionButtonList = m_actionButtons[spec];
5755 ActionButtonList::iterator buttonItr = currentActionButtonList.find(button);
5756 if (buttonItr == currentActionButtonList.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
5757 return;
5759 if (buttonItr->second.uState == ACTIONBUTTON_NEW)
5760 currentActionButtonList.erase(buttonItr); // new and not saved
5761 else
5762 buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
5764 sLog.outDetail("Action Button '%u' Removed from Player '%u' for spec %u", button, GetGUIDLow(), spec);
5767 ActionButton const* Player::GetActionButton(uint8 button)
5769 ActionButtonList& currentActionButtonList = m_actionButtons[m_activeSpec];
5770 ActionButtonList::iterator buttonItr = currentActionButtonList.find(button);
5771 if (buttonItr==currentActionButtonList.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
5772 return NULL;
5774 return &buttonItr->second;
5777 bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
5779 // prevent crash when a bad coord is sent by the client
5780 if(!MaNGOS::IsValidMapCoord(x,y,z,orientation))
5782 sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
5783 return false;
5786 Map *m = GetMap();
5788 const float old_x = GetPositionX();
5789 const float old_y = GetPositionY();
5790 const float old_z = GetPositionZ();
5791 const float old_r = GetOrientation();
5793 if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation )
5795 if (teleport || old_x != x || old_y != y || old_z != z)
5796 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
5797 else
5798 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
5800 // move and update visible state if need
5801 m->PlayerRelocation(this, x, y, z, orientation);
5803 // reread after Map::Relocation
5804 m = GetMap();
5805 x = GetPositionX();
5806 y = GetPositionY();
5807 z = GetPositionZ();
5809 // group update
5810 if(GetGroup() && (old_x != x || old_y != y))
5811 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
5814 // code block for underwater state update
5815 UpdateUnderwaterState(m, x, y, z);
5817 CheckExploreSystem();
5819 return true;
5822 void Player::SaveRecallPosition()
5824 m_recallMap = GetMapId();
5825 m_recallX = GetPositionX();
5826 m_recallY = GetPositionY();
5827 m_recallZ = GetPositionZ();
5828 m_recallO = GetOrientation();
5831 void Player::SendMessageToSet(WorldPacket *data, bool self)
5833 Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId());
5834 if(_map)
5836 _map->MessageBroadcast(this, data, self);
5837 return;
5840 //if player is not in world and map in not created/already destroyed
5841 //no need to create one, just send packet for itself!
5842 if(self)
5843 GetSession()->SendPacket(data);
5846 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
5848 Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId());
5849 if(_map)
5851 _map->MessageDistBroadcast(this, data, dist, self);
5852 return;
5855 if(self)
5856 GetSession()->SendPacket(data);
5859 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
5861 Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId());
5862 if(_map)
5864 _map->MessageDistBroadcast(this, data, dist, self, own_team_only);
5865 return;
5868 if(self)
5869 GetSession()->SendPacket(data);
5872 void Player::SendDirectMessage(WorldPacket *data)
5874 GetSession()->SendPacket(data);
5877 void Player::SendCinematicStart(uint32 CinematicSequenceId)
5879 WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
5880 data << uint32(CinematicSequenceId);
5881 SendDirectMessage(&data);
5884 void Player::SendMovieStart(uint32 MovieId)
5886 WorldPacket data(SMSG_TRIGGER_MOVIE, 4);
5887 data << uint32(MovieId);
5888 SendDirectMessage(&data);
5891 void Player::CheckExploreSystem()
5893 if (!isAlive())
5894 return;
5896 if (isInFlight())
5897 return;
5899 uint16 areaFlag = GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5900 if(areaFlag==0xffff)
5901 return;
5902 int offset = areaFlag / 32;
5904 if(offset >= PLAYER_EXPLORED_ZONES_SIZE)
5906 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 < %u ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset, PLAYER_EXPLORED_ZONES_SIZE);
5907 return;
5910 uint32 val = (uint32)(1 << (areaFlag % 32));
5911 uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
5913 if( !(currFields & val) )
5915 SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
5917 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
5919 AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
5920 if(!p)
5922 sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5924 else if(p->area_level > 0)
5926 uint32 area = p->ID;
5927 if (getLevel() >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
5929 SendExplorationExperience(area,0);
5931 else
5933 int32 diff = int32(getLevel()) - p->area_level;
5934 uint32 XP = 0;
5935 if (diff < -5)
5937 XP = uint32(sObjectMgr.GetBaseXP(getLevel()+5)*sWorld.getConfig(CONFIG_FLOAT_RATE_XP_EXPLORE));
5939 else if (diff > 5)
5941 int32 exploration_percent = (100-((diff-5)*5));
5942 if (exploration_percent > 100)
5943 exploration_percent = 100;
5944 else if (exploration_percent < 0)
5945 exploration_percent = 0;
5947 XP = uint32(sObjectMgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getConfig(CONFIG_FLOAT_RATE_XP_EXPLORE));
5949 else
5951 XP = uint32(sObjectMgr.GetBaseXP(p->area_level)*sWorld.getConfig(CONFIG_FLOAT_RATE_XP_EXPLORE));
5954 GiveXP( XP, NULL );
5955 SendExplorationExperience(area,XP);
5957 sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
5962 uint32 Player::TeamForRace(uint8 race)
5964 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5965 if(!rEntry)
5967 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5968 return ALLIANCE;
5971 switch(rEntry->TeamID)
5973 case 7: return ALLIANCE;
5974 case 1: return HORDE;
5977 sLog.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
5978 return ALLIANCE;
5981 uint32 Player::getFactionForRace(uint8 race)
5983 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5984 if(!rEntry)
5986 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5987 return 0;
5990 return rEntry->FactionID;
5993 void Player::setFactionForRace(uint8 race)
5995 m_team = TeamForRace(race);
5996 setFaction( getFactionForRace(race) );
5999 ReputationRank Player::GetReputationRank(uint32 faction) const
6001 FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
6002 return GetReputationMgr().GetRank(factionEntry);
6005 //Calculate total reputation percent player gain with quest/creature level
6006 int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest)
6008 float percent = 100.0f;
6010 float rate = for_quest ? sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_LOWLEVEL_KILL);
6012 if (rate != 1.0f && creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))
6013 percent *= rate;
6015 float repMod = (float)GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
6017 if (!for_quest)
6018 repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction);
6020 percent += rep > 0 ? repMod : -repMod;
6022 if (percent <= 0.0f)
6023 return 0;
6025 return int32(sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_GAIN)*rep*percent/100.0f);
6028 //Calculates how many reputation points player gains in victim's enemy factions
6029 void Player::RewardReputation(Unit *pVictim, float rate)
6031 if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
6032 return;
6034 ReputationOnKillEntry const* Rep = sObjectMgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
6036 if(!Rep)
6037 return;
6039 if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
6041 int32 donerep1 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue1, Rep->repfaction1, false);
6042 donerep1 = int32(donerep1*rate);
6043 FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
6044 uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
6045 if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
6046 GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
6048 // Wiki: Team factions value divided by 2
6049 if (factionEntry1 && Rep->is_teamaward1)
6051 FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
6052 if(team1_factionEntry)
6053 GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2);
6057 if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
6059 int32 donerep2 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue2, Rep->repfaction2, false);
6060 donerep2 = int32(donerep2*rate);
6061 FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
6062 uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
6063 if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
6064 GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
6066 // Wiki: Team factions value divided by 2
6067 if (factionEntry2 && Rep->is_teamaward2)
6069 FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
6070 if(team2_factionEntry)
6071 GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2);
6076 //Calculate how many reputation points player gain with the quest
6077 void Player::RewardReputation(Quest const *pQuest)
6079 // quest reputation reward/loss
6080 for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
6082 if (!pQuest->RewRepFaction[i])
6083 continue;
6085 // For future, this row should be used as "override". Example quests are 10298 and 10870.
6086 // Typically, no diplomacy mod must apply to the final value (flat). Note the formula must be (finalValue = DBvalue/100)
6087 if (pQuest->RewRepValue[i])
6089 int32 rep = CalculateReputationGain(GetQuestLevelForPlayer(pQuest), pQuest->RewRepValue[i], pQuest->RewRepFaction[i], true);
6091 if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]))
6092 GetReputationMgr().ModifyReputation(factionEntry, rep);
6094 else
6096 uint32 row = ((pQuest->RewRepValueId[i] < 0) ? 1 : 0) + 1;
6097 uint32 field = abs(pQuest->RewRepValueId[i]);
6099 if (const QuestFactionRewardEntry *pRow = sQuestFactionRewardStore.LookupEntry(row))
6101 int32 repPoints = pRow->rewardValue[field];
6103 if (!repPoints)
6104 continue;
6106 repPoints = CalculateReputationGain(GetQuestLevelForPlayer(pQuest), repPoints, pQuest->RewRepFaction[i], true);
6108 if (const FactionEntry* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]))
6109 GetReputationMgr().ModifyReputation(factionEntry, repPoints);
6114 // TODO: implement reputation spillover
6117 void Player::UpdateArenaFields(void)
6119 /* arena calcs go here */
6122 void Player::UpdateHonorFields()
6124 /// called when rewarding honor and at each save
6125 time_t now = time(NULL);
6126 time_t today = (time(NULL) / DAY) * DAY;
6128 if(m_lastHonorUpdateTime < today)
6130 time_t yesterday = today - DAY;
6132 uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
6134 // update yesterday's contribution
6135 if(m_lastHonorUpdateTime >= yesterday )
6137 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
6139 // this is the first update today, reset today's contribution
6140 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
6141 SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
6143 else
6145 // no honor/kills yesterday or today, reset
6146 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
6147 SetUInt32Value(PLAYER_FIELD_KILLS, 0);
6151 m_lastHonorUpdateTime = now;
6154 ///Calculate the amount of honor gained based on the victim
6155 ///and the size of the group for which the honor is divided
6156 ///An exact honor value can also be given (overriding the calcs)
6157 bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor)
6159 // do not reward honor in arenas, but enable onkill spellproc
6160 if(InArena())
6162 if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
6163 return false;
6165 if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
6166 return false;
6168 return true;
6171 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
6172 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
6173 return false;
6175 uint64 victim_guid = 0;
6176 uint32 victim_rank = 0;
6178 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
6179 UpdateHonorFields();
6181 if(honor <= 0)
6183 if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
6184 return false;
6186 victim_guid = uVictim->GetGUID();
6188 if( uVictim->GetTypeId() == TYPEID_PLAYER )
6190 Player *pVictim = (Player *)uVictim;
6192 if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
6193 return false;
6195 float f = 1; //need for total kills (?? need more info)
6196 uint32 k_grey = 0;
6197 uint32 k_level = getLevel();
6198 uint32 v_level = pVictim->getLevel();
6201 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6202 // [0] Just name
6203 // [1..14] Alliance honor titles and player name
6204 // [15..28] Horde honor titles and player name
6205 // [29..38] Other title and player name
6206 // [39+] Nothing
6207 uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
6208 // Get Killer titles, CharTitlesEntry::bit_index
6209 // Ranks:
6210 // title[1..14] -> rank[5..18]
6211 // title[15..28] -> rank[5..18]
6212 // title[other] -> 0
6213 if (victim_title == 0)
6214 victim_guid = 0; // Don't show HK: <rank> message, only log.
6215 else if (victim_title < 15)
6216 victim_rank = victim_title + 4;
6217 else if (victim_title < 29)
6218 victim_rank = victim_title - 14 + 4;
6219 else
6220 victim_guid = 0; // Don't show HK: <rank> message, only log.
6223 k_grey = MaNGOS::XP::GetGrayLevel(k_level);
6225 if(v_level<=k_grey)
6226 return false;
6228 float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
6230 int32 v_rank =1; //need more info
6232 honor = ((f * diff_level * (190 + v_rank*10))/6);
6233 honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
6235 // count the number of playerkills in one day
6236 ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
6237 // and those in a lifetime
6238 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true);
6239 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL);
6240 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, pVictim->getClass());
6241 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, pVictim->getRace());
6243 else
6245 Creature *cVictim = (Creature *)uVictim;
6247 if (!cVictim->isRacialLeader())
6248 return false;
6250 honor = 100; // ??? need more info
6251 victim_rank = 19; // HK: Leader
6255 if (uVictim != NULL)
6257 honor *= sWorld.getConfig(CONFIG_FLOAT_RATE_HONOR);
6258 honor *= (GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN) + 100.0f)/100.0f;
6260 if(groupsize > 1)
6261 honor /= groupsize;
6263 honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6266 // honor - for show honor points in log
6267 // victim_guid - for show victim name in log
6268 // victim_rank [1..4] HK: <dishonored rank>
6269 // victim_rank [5..19] HK: <alliance\horde rank>
6270 // victim_rank [0,20+] HK: <>
6271 WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
6272 data << (uint32) honor;
6273 data << (uint64) victim_guid;
6274 data << (uint32) victim_rank;
6276 GetSession()->SendPacket(&data);
6278 // add honor points
6279 ModifyHonorPoints(int32(honor));
6281 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
6282 return true;
6285 void Player::ModifyHonorPoints( int32 value )
6287 if(value < 0)
6289 if (GetHonorPoints() > sWorld.getConfig(CONFIG_UINT32_MAX_HONOR_POINTS))
6290 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_UINT32_MAX_HONOR_POINTS) + value);
6291 else
6292 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
6294 else
6295 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_UINT32_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_UINT32_MAX_HONOR_POINTS));
6298 void Player::ModifyArenaPoints( int32 value )
6300 if(value < 0)
6302 if (GetArenaPoints() > sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS))
6303 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS) + value);
6304 else
6305 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
6307 else
6308 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS));
6311 uint32 Player::GetGuildIdFromDB(uint64 guid)
6313 QueryResult* result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
6314 if(!result)
6315 return 0;
6317 uint32 id = result->Fetch()[0].GetUInt32();
6318 delete result;
6319 return id;
6322 uint32 Player::GetRankFromDB(uint64 guid)
6324 QueryResult *result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) );
6325 if( result )
6327 uint32 v = result->Fetch()[0].GetUInt32();
6328 delete result;
6329 return v;
6331 else
6332 return 0;
6335 uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
6337 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);
6338 if(!result)
6339 return 0;
6341 uint32 id = (*result)[0].GetUInt32();
6342 delete result;
6343 return id;
6346 uint32 Player::GetZoneIdFromDB(uint64 guid)
6348 uint32 guidLow = GUID_LOPART(guid);
6349 QueryResult *result = CharacterDatabase.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow );
6350 if (!result)
6351 return 0;
6352 Field* fields = result->Fetch();
6353 uint32 zone = fields[0].GetUInt32();
6354 delete result;
6356 if (!zone)
6358 // stored zone is zero, use generic and slow zone detection
6359 result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow);
6360 if( !result )
6361 return 0;
6362 fields = result->Fetch();
6363 uint32 map = fields[0].GetUInt32();
6364 float posx = fields[1].GetFloat();
6365 float posy = fields[2].GetFloat();
6366 float posz = fields[3].GetFloat();
6367 delete result;
6369 zone = sMapMgr.GetZoneId(map,posx,posy,posz);
6371 if (zone > 0)
6372 CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
6375 return zone;
6378 uint32 Player::GetLevelFromDB(uint64 guid)
6380 QueryResult *result = CharacterDatabase.PQuery( "SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid) );
6381 if (!result)
6382 return 0;
6384 Field* fields = result->Fetch();
6385 uint32 level = fields[0].GetUInt32();
6386 delete result;
6388 return level;
6391 void Player::UpdateArea(uint32 newArea)
6393 // FFA_PVP flags are area and not zone id dependent
6394 // so apply them accordingly
6395 m_areaUpdateId = newArea;
6397 AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
6399 if(area && (area->flags & AREA_FLAG_ARENA))
6401 if(!isGameMaster())
6402 SetFFAPvP(true);
6404 else
6406 // remove ffa flag only if not ffapvp realm
6407 // removal in sanctuaries and capitals is handled in zone update
6408 if(IsFFAPvP() && !sWorld.IsFFAPvPRealm())
6409 SetFFAPvP(false);
6412 UpdateAreaDependentAuras(newArea);
6415 void Player::UpdateZone(uint32 newZone, uint32 newArea)
6417 AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
6418 if(!zone)
6419 return;
6421 if(m_zoneUpdateId != newZone)
6423 SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange...
6425 if (sWorld.getConfig(CONFIG_BOOL_WEATHER))
6427 if(Weather *wth = sWorld.FindWeather(zone->ID))
6428 wth->SendWeatherUpdateToPlayer(this);
6429 else if(!sWorld.AddWeather(zone->ID))
6431 // send fine weather packet to remove old zone's weather
6432 Weather::SendFineWeatherUpdateToPlayer(this);
6437 m_zoneUpdateId = newZone;
6438 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
6440 // zone changed, so area changed as well, update it
6441 UpdateArea(newArea);
6443 // in PvP, any not controlled zone (except zone->team == 6, default case)
6444 // in PvE, only opposition team capital
6445 switch(zone->team)
6447 case AREATEAM_ALLY:
6448 pvpInfo.inHostileArea = GetTeam() != ALLIANCE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
6449 break;
6450 case AREATEAM_HORDE:
6451 pvpInfo.inHostileArea = GetTeam() != HORDE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
6452 break;
6453 case AREATEAM_NONE:
6454 // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6455 pvpInfo.inHostileArea = sWorld.IsPvPRealm() || InBattleGround();
6456 break;
6457 default: // 6 in fact
6458 pvpInfo.inHostileArea = false;
6459 break;
6462 if(pvpInfo.inHostileArea) // in hostile area
6464 if(!IsPvP() || pvpInfo.endTimer != 0)
6465 UpdatePvP(true, true);
6467 else // in friendly area
6469 if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
6470 pvpInfo.endTimer = time(0); // start toggle-off
6473 if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary
6475 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6476 if(sWorld.IsFFAPvPRealm())
6477 SetFFAPvP(false);
6479 else
6481 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6484 if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
6485 SetRestType(REST_TYPE_IN_CITY);
6486 else // anywhere else
6488 if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6490 if (GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
6492 AreaTriggerEntry const* at = sAreaTriggerStore.LookupEntry(inn_trigger_id);
6493 if (!at || !IsPointInAreaTriggerZone(at, GetMapId(), GetPositionX(), GetPositionY(), GetPositionY()))
6494 SetRestType(REST_TYPE_NO);
6496 else // not in tavern (leave city then)
6497 SetRestType(REST_TYPE_NO);
6501 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6502 // if player resurrected at teleport this will be applied in resurrect code
6503 if(isAlive())
6504 DestroyZoneLimitedItem( true, newZone );
6506 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6507 AutoUnequipOffhandIfNeed();
6509 // recent client version not send leave/join channel packets for built-in local channels
6510 UpdateLocalChannels( newZone );
6512 // group update
6513 if(GetGroup())
6514 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
6516 UpdateZoneDependentAuras(newZone);
6519 //If players are too far way of duel flag... then player loose the duel
6520 void Player::CheckDuelDistance(time_t currTime)
6522 if(!duel)
6523 return;
6525 uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
6526 GameObject* obj = GetMap()->GetGameObject(duelFlagGUID);
6527 if(!obj)
6528 return;
6530 if(duel->outOfBound == 0)
6532 if(!IsWithinDistInMap(obj, 50))
6534 duel->outOfBound = currTime;
6536 WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
6537 GetSession()->SendPacket(&data);
6540 else
6542 if(IsWithinDistInMap(obj, 40))
6544 duel->outOfBound = 0;
6546 WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
6547 GetSession()->SendPacket(&data);
6549 else if(currTime >= (duel->outOfBound+10))
6551 DuelComplete(DUEL_FLED);
6556 void Player::DuelComplete(DuelCompleteType type)
6558 // duel not requested
6559 if(!duel)
6560 return;
6562 WorldPacket data(SMSG_DUEL_COMPLETE, (1));
6563 data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
6564 GetSession()->SendPacket(&data);
6565 duel->opponent->GetSession()->SendPacket(&data);
6567 if(type != DUEL_INTERUPTED)
6569 data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
6570 data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled
6571 data << duel->opponent->GetName();
6572 data << GetName();
6573 SendMessageToSet(&data,true);
6576 if (type == DUEL_WON)
6578 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1);
6579 if (duel->opponent)
6580 duel->opponent->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1);
6583 //Remove Duel Flag object
6584 GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
6585 if(obj)
6586 duel->initiator->RemoveGameObject(obj,true);
6588 /* remove auras */
6589 std::vector<uint32> auras2remove;
6590 AuraMap const& vAuras = duel->opponent->GetAuras();
6591 for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); ++i)
6593 if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6594 auras2remove.push_back(i->second->GetId());
6597 for(size_t i=0; i<auras2remove.size(); ++i)
6598 duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
6600 auras2remove.clear();
6601 AuraMap const& auras = GetAuras();
6602 for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); ++i)
6604 if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6605 auras2remove.push_back(i->second->GetId());
6607 for(size_t i=0; i<auras2remove.size(); ++i)
6608 RemoveAurasDueToSpell(auras2remove[i]);
6610 // cleanup combo points
6611 if(GetComboTarget()==duel->opponent->GetGUID())
6612 ClearComboPoints();
6613 else if(GetComboTarget()==duel->opponent->GetPetGUID())
6614 ClearComboPoints();
6616 if(duel->opponent->GetComboTarget()==GetGUID())
6617 duel->opponent->ClearComboPoints();
6618 else if(duel->opponent->GetComboTarget()==GetPetGUID())
6619 duel->opponent->ClearComboPoints();
6621 //cleanups
6622 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6623 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6624 duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6625 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6627 delete duel->opponent->duel;
6628 duel->opponent->duel = NULL;
6629 delete duel;
6630 duel = NULL;
6633 //---------------------------------------------------------//
6635 void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
6637 if(slot >= INVENTORY_SLOT_BAG_END || !item)
6638 return;
6640 // not apply/remove mods for broken item
6641 if(item->IsBroken())
6642 return;
6644 ItemPrototype const *proto = item->GetProto();
6646 if(!proto)
6647 return;
6649 sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
6651 uint32 attacktype = Player::GetAttackBySlot(slot);
6652 if(attacktype < MAX_ATTACK)
6653 _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
6655 _ApplyItemBonuses(proto,slot,apply);
6657 if( slot==EQUIPMENT_SLOT_RANGED )
6658 _ApplyAmmoBonuses();
6660 ApplyItemEquipSpell(item,apply);
6661 ApplyEnchantment(item, apply);
6663 if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6664 CorrectMetaGemEnchants(slot, apply);
6666 sLog.outDebug("_ApplyItemMods complete.");
6669 void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply, bool only_level_scale /*= false*/)
6671 if (slot >= INVENTORY_SLOT_BAG_END || !proto)
6672 return;
6674 ScalingStatDistributionEntry const *ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL;
6675 if (only_level_scale && !ssd)
6676 return;
6678 // req. check at equip, but allow use for extended range if range limit max level, set proper level
6679 uint32 ssd_level = getLevel();
6680 if (ssd && ssd_level > ssd->MaxLevel)
6681 ssd_level = ssd->MaxLevel;
6683 ScalingStatValuesEntry const *ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL;
6684 if (only_level_scale && !ssv)
6685 return;
6687 for (uint32 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
6689 uint32 statType = 0;
6690 int32 val = 0;
6691 // If set ScalingStatDistribution need get stats and values from it
6692 if (ssd && ssv)
6694 if (ssd->StatMod[i] < 0)
6695 continue;
6696 statType = ssd->StatMod[i];
6697 val = (ssv->getssdMultiplier(proto->ScalingStatValue) * ssd->Modifier[i]) / 10000;
6699 else
6701 if (i >= proto->StatsCount)
6702 continue;
6703 statType = proto->ItemStat[i].ItemStatType;
6704 val = proto->ItemStat[i].ItemStatValue;
6707 if(val == 0)
6708 continue;
6710 switch (statType)
6712 case ITEM_MOD_MANA:
6713 HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
6714 break;
6715 case ITEM_MOD_HEALTH: // modify HP
6716 HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
6717 break;
6718 case ITEM_MOD_AGILITY: // modify agility
6719 HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
6720 ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
6721 break;
6722 case ITEM_MOD_STRENGTH: //modify strength
6723 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
6724 ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
6725 break;
6726 case ITEM_MOD_INTELLECT: //modify intellect
6727 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
6728 ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
6729 break;
6730 case ITEM_MOD_SPIRIT: //modify spirit
6731 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
6732 ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
6733 break;
6734 case ITEM_MOD_STAMINA: //modify stamina
6735 HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
6736 ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
6737 break;
6738 case ITEM_MOD_DEFENSE_SKILL_RATING:
6739 ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
6740 break;
6741 case ITEM_MOD_DODGE_RATING:
6742 ApplyRatingMod(CR_DODGE, int32(val), apply);
6743 break;
6744 case ITEM_MOD_PARRY_RATING:
6745 ApplyRatingMod(CR_PARRY, int32(val), apply);
6746 break;
6747 case ITEM_MOD_BLOCK_RATING:
6748 ApplyRatingMod(CR_BLOCK, int32(val), apply);
6749 break;
6750 case ITEM_MOD_HIT_MELEE_RATING:
6751 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6752 break;
6753 case ITEM_MOD_HIT_RANGED_RATING:
6754 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6755 break;
6756 case ITEM_MOD_HIT_SPELL_RATING:
6757 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6758 break;
6759 case ITEM_MOD_CRIT_MELEE_RATING:
6760 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6761 break;
6762 case ITEM_MOD_CRIT_RANGED_RATING:
6763 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6764 break;
6765 case ITEM_MOD_CRIT_SPELL_RATING:
6766 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6767 break;
6768 case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
6769 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6770 break;
6771 case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
6772 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6773 break;
6774 case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
6775 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6776 break;
6777 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
6778 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6779 break;
6780 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
6781 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6782 break;
6783 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
6784 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6785 break;
6786 case ITEM_MOD_HASTE_MELEE_RATING:
6787 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6788 break;
6789 case ITEM_MOD_HASTE_RANGED_RATING:
6790 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6791 break;
6792 case ITEM_MOD_HASTE_SPELL_RATING:
6793 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6794 break;
6795 case ITEM_MOD_HIT_RATING:
6796 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6797 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6798 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6799 break;
6800 case ITEM_MOD_CRIT_RATING:
6801 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6802 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6803 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6804 break;
6805 case ITEM_MOD_HIT_TAKEN_RATING:
6806 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6807 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6808 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6809 break;
6810 case ITEM_MOD_CRIT_TAKEN_RATING:
6811 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6812 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6813 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6814 break;
6815 case ITEM_MOD_RESILIENCE_RATING:
6816 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6817 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6818 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6819 break;
6820 case ITEM_MOD_HASTE_RATING:
6821 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6822 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6823 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6824 break;
6825 case ITEM_MOD_EXPERTISE_RATING:
6826 ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
6827 break;
6828 case ITEM_MOD_ATTACK_POWER:
6829 HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
6830 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
6831 break;
6832 case ITEM_MOD_RANGED_ATTACK_POWER:
6833 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
6834 break;
6835 case ITEM_MOD_MANA_REGENERATION:
6836 ApplyManaRegenBonus(int32(val), apply);
6837 break;
6838 case ITEM_MOD_ARMOR_PENETRATION_RATING:
6839 ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
6840 break;
6841 case ITEM_MOD_SPELL_POWER:
6842 ApplySpellPowerBonus(int32(val), apply);
6843 break;
6844 // depricated item mods
6845 case ITEM_MOD_FERAL_ATTACK_POWER:
6846 case ITEM_MOD_SPELL_HEALING_DONE:
6847 case ITEM_MOD_SPELL_DAMAGE_DONE:
6848 break;
6852 // Apply Spell Power from ScalingStatValue if set
6853 if(ssv)
6855 if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue))
6856 ApplySpellPowerBonus(spellbonus, apply);
6859 // If set ScalingStatValue armor get it or use item armor
6860 uint32 armor = proto->Armor;
6861 if (ssv)
6863 if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue))
6864 armor = ssvarmor;
6866 // Add armor bonus from ArmorDamageModifier if > 0
6867 if (proto->ArmorDamageModifier > 0)
6868 armor += uint32(proto->ArmorDamageModifier);
6870 if (armor)
6871 HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(armor), apply);
6873 if (proto->Block)
6874 HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
6876 if (proto->HolyRes)
6877 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
6879 if (proto->FireRes)
6880 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
6882 if (proto->NatureRes)
6883 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
6885 if (proto->FrostRes)
6886 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
6888 if (proto->ShadowRes)
6889 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
6891 if (proto->ArcaneRes)
6892 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
6894 WeaponAttackType attType = BASE_ATTACK;
6895 float damage = 0.0f;
6897 if( slot == EQUIPMENT_SLOT_RANGED && (
6898 proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
6899 proto->InventoryType == INVTYPE_RANGEDRIGHT ))
6901 attType = RANGED_ATTACK;
6903 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6905 attType = OFF_ATTACK;
6908 float minDamage = proto->Damage[0].DamageMin;
6909 float maxDamage = proto->Damage[0].DamageMax;
6910 int32 extraDPS = 0;
6911 // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
6912 if (ssv)
6914 if ((extraDPS = ssv->getDPSMod(proto->ScalingStatValue)))
6916 float average = extraDPS * proto->Delay / 1000.0f;
6917 minDamage = 0.7f * average;
6918 maxDamage = 1.3f * average;
6921 if (minDamage > 0 )
6923 damage = apply ? minDamage : BASE_MINDAMAGE;
6924 SetBaseWeaponDamage(attType, MINDAMAGE, damage);
6925 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6928 if (maxDamage > 0 )
6930 damage = apply ? maxDamage : BASE_MAXDAMAGE;
6931 SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
6934 // Apply feral bonus from ScalingStatValue if set
6935 if (ssv)
6937 if (int32 feral_bonus = ssv->getFeralBonus(proto->ScalingStatValue))
6938 ApplyFeralAPBonus(feral_bonus, apply);
6940 // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
6941 if(getClass() == CLASS_DRUID)
6943 int32 feral_bonus = proto->getFeralBonus(extraDPS);
6944 if (feral_bonus > 0)
6945 ApplyFeralAPBonus(feral_bonus, apply);
6948 if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
6949 return;
6951 if (proto->Delay)
6953 if(slot == EQUIPMENT_SLOT_RANGED)
6954 SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6955 else if(slot==EQUIPMENT_SLOT_MAINHAND)
6956 SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6957 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6958 SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6961 if(CanModifyStats() && (damage || proto->Delay))
6962 UpdateDamagePhysical(attType);
6965 void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
6967 AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
6968 for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
6969 _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
6971 AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
6972 for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
6973 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6975 AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
6976 for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
6977 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6980 void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6982 // generic not weapon specific case processes in aura code
6983 if(aura->GetSpellProto()->EquippedItemClass == -1)
6984 return;
6986 BaseModGroup mod = BASEMOD_END;
6987 switch(attackType)
6989 case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
6990 case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
6991 case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
6992 default: return;
6995 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6997 HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
7001 void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
7003 // ignore spell mods for not wands
7004 Modifier const* modifier = aura->GetModifier();
7005 if((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
7006 return;
7008 // generic not weapon specific case processes in aura code
7009 if(aura->GetSpellProto()->EquippedItemClass == -1)
7010 return;
7012 UnitMods unitMod = UNIT_MOD_END;
7013 switch(attackType)
7015 case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
7016 case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
7017 case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
7018 default: return;
7021 UnitModifierType unitModType = TOTAL_VALUE;
7022 switch(modifier->m_auraname)
7024 case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
7025 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
7026 default: return;
7029 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
7031 HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
7035 void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
7037 if(!item)
7038 return;
7040 ItemPrototype const *proto = item->GetProto();
7041 if(!proto)
7042 return;
7044 for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
7046 _Spell const& spellData = proto->Spells[i];
7048 // no spell
7049 if(!spellData.SpellId )
7050 continue;
7052 // wrong triggering type
7053 if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
7054 continue;
7056 // check if it is valid spell
7057 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
7058 if(!spellproto)
7059 continue;
7061 ApplyEquipSpell(spellproto,item,apply,form_change);
7065 void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
7067 if(apply)
7069 // Cannot be used in this stance/form
7070 if(GetErrorAtShapeshiftedCast(spellInfo, m_form) != SPELL_CAST_OK)
7071 return;
7073 if(form_change) // check aura active state from other form
7075 bool found = false;
7076 for (int k=0; k < MAX_EFFECT_INDEX; ++k)
7078 spellEffectPair spair = spellEffectPair(spellInfo->Id, SpellEffectIndex(k));
7079 for (AuraMap::const_iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
7081 if(!item || iter->second->GetCastItemGUID() == item->GetGUID())
7083 found = true;
7084 break;
7087 if(found)
7088 break;
7091 if(found) // and skip re-cast already active aura at form change
7092 return;
7095 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
7097 CastSpell(this,spellInfo,true,item);
7099 else
7101 if(form_change) // check aura compatibility
7103 // Cannot be used in this stance/form
7104 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==SPELL_CAST_OK)
7105 return; // and remove only not compatible at form change
7108 if(item)
7109 RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped
7110 else
7111 RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
7115 void Player::UpdateEquipSpellsAtFormChange()
7117 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
7119 if(m_items[i] && !m_items[i]->IsBroken())
7121 ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
7122 ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
7126 // item set bonuses not dependent from item broken state
7127 for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
7129 ItemSetEffect* eff = ItemSetEff[setindex];
7130 if(!eff)
7131 continue;
7133 for(uint32 y=0;y<8; ++y)
7135 SpellEntry const* spellInfo = eff->spells[y];
7136 if(!spellInfo)
7137 continue;
7139 ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
7140 ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
7145 void Player::CastItemCombatSpell(Unit* Target, WeaponAttackType attType)
7147 Item *item = GetWeaponForAttack(attType, true, false);
7148 if(!item)
7149 return;
7151 ItemPrototype const *proto = item->GetProto();
7152 if(!proto)
7153 return;
7155 if (!Target || Target == this )
7156 return;
7158 for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
7160 _Spell const& spellData = proto->Spells[i];
7162 // no spell
7163 if(!spellData.SpellId )
7164 continue;
7166 // wrong triggering type
7167 if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
7168 continue;
7170 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
7171 if(!spellInfo)
7173 sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
7174 continue;
7177 // not allow proc extra attack spell at extra attack
7178 if( m_extraAttacks && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
7179 return;
7181 float chance = (float)spellInfo->procChance;
7183 if(spellData.SpellPPMRate)
7185 uint32 WeaponSpeed = proto->Delay;
7186 chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
7188 else if(chance > 100.0f)
7190 chance = GetWeaponProcChance();
7193 if (roll_chance_f(chance))
7194 CastSpell(Target, spellInfo->Id, true, item);
7197 // item combat enchantments
7198 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
7200 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
7201 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
7202 if(!pEnchant) continue;
7203 for (int s = 0; s < 3; ++s)
7205 if (pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
7206 continue;
7208 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
7209 if (!spellInfo)
7211 sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
7212 continue;
7215 // Use first rank to access spell item enchant procs
7216 float ppmRate = sSpellMgr.GetItemEnchantProcChance(spellInfo->Id);
7218 float chance = ppmRate
7219 ? GetPPMProcChance(proto->Delay, ppmRate)
7220 : pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
7223 ApplySpellMod(spellInfo->Id,SPELLMOD_CHANCE_OF_SUCCESS,chance);
7224 ApplySpellMod(spellInfo->Id,SPELLMOD_FREQUENCY_OF_SUCCESS,chance);
7226 if (roll_chance_f(chance))
7228 if(IsPositiveSpell(pEnchant->spellid[s]))
7229 CastSpell(this, pEnchant->spellid[s], true, item);
7230 else
7231 CastSpell(Target, pEnchant->spellid[s], true, item);
7237 void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
7239 ItemPrototype const* proto = item->GetProto();
7240 // special learning case
7241 if(proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN || proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN_PET)
7243 uint32 learn_spell_id = proto->Spells[0].SpellId;
7244 uint32 learning_spell_id = proto->Spells[1].SpellId;
7246 SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
7247 if (!spellInfo)
7249 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id);
7250 SendEquipError(EQUIP_ERR_NONE, item);
7251 return;
7254 Spell *spell = new Spell(this, spellInfo, false);
7255 spell->m_CastItem = item;
7256 spell->m_cast_count = cast_count; //set count of casts
7257 spell->m_currentBasePoints[0] = learning_spell_id;
7258 spell->prepare(&targets);
7259 return;
7262 // use triggered flag only for items with many spell casts and for not first cast
7263 int count = 0;
7265 // item spells casted at use
7266 for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
7268 _Spell const& spellData = proto->Spells[i];
7270 // no spell
7271 if(!spellData.SpellId)
7272 continue;
7274 // wrong triggering type
7275 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
7276 continue;
7278 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
7279 if(!spellInfo)
7281 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
7282 continue;
7285 Spell *spell = new Spell(this, spellInfo, (count > 0));
7286 spell->m_CastItem = item;
7287 spell->m_cast_count = cast_count; // set count of casts
7288 spell->m_glyphIndex = glyphIndex; // glyph index
7289 spell->prepare(&targets);
7291 ++count;
7294 // Item enchantments spells casted at use
7295 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
7297 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
7298 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
7299 if(!pEnchant) continue;
7300 for (int s = 0; s < 3; ++s)
7302 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL)
7303 continue;
7305 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
7306 if (!spellInfo)
7308 sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
7309 continue;
7312 Spell *spell = new Spell(this, spellInfo, (count > 0));
7313 spell->m_CastItem = item;
7314 spell->m_cast_count = cast_count; // set count of casts
7315 spell->m_glyphIndex = glyphIndex; // glyph index
7316 spell->prepare(&targets);
7318 ++count;
7323 void Player::_RemoveAllItemMods()
7325 sLog.outDebug("_RemoveAllItemMods start.");
7327 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
7329 if(m_items[i])
7331 ItemPrototype const *proto = m_items[i]->GetProto();
7332 if(!proto)
7333 continue;
7335 // item set bonuses not dependent from item broken state
7336 if(proto->ItemSet)
7337 RemoveItemsSetItem(this,proto);
7339 if(m_items[i]->IsBroken())
7340 continue;
7342 ApplyItemEquipSpell(m_items[i],false);
7343 ApplyEnchantment(m_items[i], false);
7347 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
7349 if(m_items[i])
7351 if(m_items[i]->IsBroken())
7352 continue;
7353 ItemPrototype const *proto = m_items[i]->GetProto();
7354 if(!proto)
7355 continue;
7357 uint32 attacktype = Player::GetAttackBySlot(i);
7358 if(attacktype < MAX_ATTACK)
7359 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
7361 _ApplyItemBonuses(proto,i, false);
7363 if( i == EQUIPMENT_SLOT_RANGED )
7364 _ApplyAmmoBonuses();
7368 sLog.outDebug("_RemoveAllItemMods complete.");
7371 void Player::_ApplyAllItemMods()
7373 sLog.outDebug("_ApplyAllItemMods start.");
7375 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
7377 if(m_items[i])
7379 if(m_items[i]->IsBroken())
7380 continue;
7382 ItemPrototype const *proto = m_items[i]->GetProto();
7383 if(!proto)
7384 continue;
7386 uint32 attacktype = Player::GetAttackBySlot(i);
7387 if(attacktype < MAX_ATTACK)
7388 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
7390 _ApplyItemBonuses(proto,i, true);
7392 if( i == EQUIPMENT_SLOT_RANGED )
7393 _ApplyAmmoBonuses();
7397 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
7399 if(m_items[i])
7401 ItemPrototype const *proto = m_items[i]->GetProto();
7402 if(!proto)
7403 continue;
7405 // item set bonuses not dependent from item broken state
7406 if(proto->ItemSet)
7407 AddItemsSetItem(this,m_items[i]);
7409 if(m_items[i]->IsBroken())
7410 continue;
7412 ApplyItemEquipSpell(m_items[i],true);
7413 ApplyEnchantment(m_items[i], true);
7417 sLog.outDebug("_ApplyAllItemMods complete.");
7420 void Player::_ApplyAllLevelScaleItemMods(bool apply)
7422 for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
7424 if(m_items[i])
7426 if(m_items[i]->IsBroken())
7427 continue;
7429 ItemPrototype const *proto = m_items[i]->GetProto();
7430 if(!proto)
7431 continue;
7433 _ApplyItemBonuses(proto,i, apply, true);
7438 void Player::_ApplyAmmoBonuses()
7440 // check ammo
7441 uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
7442 if(!ammo_id)
7443 return;
7445 float currentAmmoDPS;
7447 ItemPrototype const *ammo_proto = ObjectMgr::GetItemPrototype( ammo_id );
7448 if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
7449 currentAmmoDPS = 0.0f;
7450 else
7451 currentAmmoDPS = ammo_proto->Damage[0].DamageMin;
7453 if(currentAmmoDPS == GetAmmoDPS())
7454 return;
7456 m_ammoDPS = currentAmmoDPS;
7458 if(CanModifyStats())
7459 UpdateDamagePhysical(RANGED_ATTACK);
7462 bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
7464 if(!ammo_proto)
7465 return false;
7467 // check ranged weapon
7468 Item *weapon = GetWeaponForAttack( RANGED_ATTACK, true, false );
7469 if (!weapon)
7470 return false;
7472 ItemPrototype const* weapon_proto = weapon->GetProto();
7473 if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
7474 return false;
7476 // check ammo ws. weapon compatibility
7477 switch(weapon_proto->SubClass)
7479 case ITEM_SUBCLASS_WEAPON_BOW:
7480 case ITEM_SUBCLASS_WEAPON_CROSSBOW:
7481 if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
7482 return false;
7483 break;
7484 case ITEM_SUBCLASS_WEAPON_GUN:
7485 if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
7486 return false;
7487 break;
7488 default:
7489 return false;
7492 return true;
7495 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7496 Called by remove insignia spell effect */
7497 void Player::RemovedInsignia(Player* looterPlr)
7499 if (!GetBattleGroundId())
7500 return;
7502 // If not released spirit, do it !
7503 if(m_deathTimer > 0)
7505 m_deathTimer = 0;
7506 BuildPlayerRepop();
7507 RepopAtGraveyard();
7510 Corpse *corpse = GetCorpse();
7511 if (!corpse)
7512 return;
7514 // We have to convert player corpse to bones, not to be able to resurrect there
7515 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7516 Corpse *bones = sObjectAccessor.ConvertCorpseForPlayer(GetGUID(),true);
7517 if (!bones)
7518 return;
7520 // Now we must make bones lootable, and send player loot
7521 bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
7523 // We store the level of our player in the gold field
7524 // We retrieve this information at Player::SendLoot()
7525 bones->loot.gold = getLevel();
7526 bones->lootRecipient = looterPlr;
7527 looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
7530 void Player::SendLootRelease(ObjectGuid guid)
7532 WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
7533 data << guid;
7534 data << uint8(1);
7535 SendDirectMessage( &data );
7538 void Player::SendLoot(ObjectGuid guid, LootType loot_type)
7540 if (uint64 lguid = GetLootGUID())
7541 m_session->DoLootRelease(lguid);
7543 Loot *loot = 0;
7544 PermissionTypes permission = ALL_PERMISSION;
7546 sLog.outDebug("Player::SendLoot");
7547 switch(guid.GetHigh())
7549 case HIGHGUID_GAMEOBJECT:
7551 sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7552 GameObject *go = GetMap()->GetGameObject(guid);
7554 // not check distance for GO in case owned GO (fishing bobber case, for example)
7555 // And permit out of range GO with no owner in case fishing hole
7556 if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
7558 SendLootRelease(guid);
7559 return;
7562 loot = &go->loot;
7564 if (go->getLootState() == GO_READY)
7566 uint32 lootid = go->GetGOInfo()->GetLootId();
7567 if ((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S))
7568 if (BattleGround *bg = GetBattleGround())
7569 if (bg->GetTypeID() == BATTLEGROUND_AV)
7570 if (!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(), GetTeam())))
7572 SendLootRelease(guid);
7573 return;
7576 if (lootid)
7578 sLog.outDebug(" if(lootid)");
7579 loot->clear();
7580 loot->FillLoot(lootid, LootTemplates_Gameobject, this, false);
7583 if (loot_type == LOOT_FISHING)
7584 go->getFishLoot(loot,this);
7586 go->SetLootState(GO_ACTIVATED);
7588 break;
7590 case HIGHGUID_ITEM:
7592 Item *item = GetItemByGuid( guid );
7594 if (!item)
7596 SendLootRelease(guid);
7597 return;
7600 loot = &item->loot;
7602 if (!item->m_lootGenerated)
7604 item->m_lootGenerated = true;
7605 loot->clear();
7607 switch(loot_type)
7609 case LOOT_DISENCHANTING:
7610 loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this,true);
7611 break;
7612 case LOOT_PROSPECTING:
7613 loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this,true);
7614 break;
7615 case LOOT_MILLING:
7616 loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this,true);
7617 break;
7618 default:
7619 loot->FillLoot(item->GetEntry(), LootTemplates_Item, this,true);
7620 loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
7621 break;
7624 break;
7626 case HIGHGUID_CORPSE: // remove insignia
7628 Corpse *bones = GetMap()->GetCorpse(guid);
7630 if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
7632 SendLootRelease(guid);
7633 return;
7636 loot = &bones->loot;
7638 if (!bones->lootForBody)
7640 bones->lootForBody = true;
7641 uint32 pLevel = bones->loot.gold;
7642 bones->loot.clear();
7643 if (GetBattleGround()->GetTypeID() == BATTLEGROUND_AV)
7644 loot->FillLoot(0, LootTemplates_Creature, this, false);
7645 // It may need a better formula
7646 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7647 bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY) );
7650 if (bones->lootRecipient != this)
7651 permission = NONE_PERMISSION;
7652 break;
7654 case HIGHGUID_UNIT:
7656 Creature *creature = GetMap()->GetCreature(guid);
7658 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7659 if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
7661 SendLootRelease(guid);
7662 return;
7665 if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
7667 SendLootRelease(guid);
7668 return;
7671 loot = &creature->loot;
7673 if (loot_type == LOOT_PICKPOCKETING)
7675 if (!creature->lootForPickPocketed)
7677 creature->lootForPickPocketed = true;
7678 loot->clear();
7680 if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
7681 loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false);
7683 // Generate extra money for pick pocket loot
7684 const uint32 a = urand(0, creature->getLevel()/2);
7685 const uint32 b = urand(0, getLevel()/2);
7686 loot->gold = uint32(10 * (a + b) * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY));
7689 else
7691 // the player whose group may loot the corpse
7692 Player *recipient = creature->GetLootRecipient();
7693 if (!recipient)
7695 creature->SetLootRecipient(this);
7696 recipient = this;
7699 if (creature->lootForPickPocketed)
7701 creature->lootForPickPocketed = false;
7702 loot->clear();
7705 if (!creature->lootForBody)
7707 creature->lootForBody = true;
7708 loot->clear();
7710 if (uint32 lootid = creature->GetCreatureInfo()->lootid)
7711 loot->FillLoot(lootid, LootTemplates_Creature, recipient, false);
7713 loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
7715 if (Group* group = recipient->GetGroup())
7717 group->UpdateLooterGuid(creature,true);
7719 switch (group->GetLootMethod())
7721 case GROUP_LOOT:
7722 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7723 group->GroupLoot(recipient->GetObjectGuid(), loot, creature);
7724 break;
7725 case NEED_BEFORE_GREED:
7726 group->NeedBeforeGreed(recipient->GetObjectGuid(), loot, creature);
7727 break;
7728 case MASTER_LOOT:
7729 group->MasterLoot(recipient->GetObjectGuid(), loot, creature);
7730 break;
7731 default:
7732 break;
7737 // possible only if creature->lootForBody && loot->empty() at spell cast check
7738 if (loot_type == LOOT_SKINNING)
7740 loot->clear();
7741 loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false);
7743 // set group rights only for loot_type != LOOT_SKINNING
7744 else
7746 if(Group* group = GetGroup())
7748 if (group == recipient->GetGroup())
7750 if (group->GetLootMethod() == FREE_FOR_ALL)
7751 permission = ALL_PERMISSION;
7752 else if (group->GetLooterGuid() == GetGUID())
7754 if (group->GetLootMethod() == MASTER_LOOT)
7755 permission = MASTER_PERMISSION;
7756 else
7757 permission = ALL_PERMISSION;
7759 else
7760 permission = GROUP_PERMISSION;
7762 else
7763 permission = NONE_PERMISSION;
7765 else if (recipient == this)
7766 permission = ALL_PERMISSION;
7767 else
7768 permission = NONE_PERMISSION;
7771 break;
7773 default:
7775 sLog.outError("%s is unsupported for looting.", guid.GetString().c_str());
7776 return;
7780 SetLootGUID(guid);
7782 // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
7783 switch(loot_type)
7785 case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break;
7786 case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break;
7787 default: break;
7790 // need know merged fishing/corpse loot type for achievements
7791 loot->loot_type = loot_type;
7793 WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
7795 data << guid;
7796 data << uint8(loot_type);
7797 data << LootView(*loot, this, permission);
7799 SendDirectMessage(&data);
7801 // add 'this' player as one of the players that are looting 'loot'
7802 if (permission != NONE_PERMISSION)
7803 loot->AddLooter(GetGUID());
7805 if (loot_type == LOOT_CORPSE && !guid.IsItem())
7806 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
7809 void Player::SendNotifyLootMoneyRemoved()
7811 WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
7812 GetSession()->SendPacket( &data );
7815 void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
7817 WorldPacket data(SMSG_LOOT_REMOVED, 1);
7818 data << uint8(lootSlot);
7819 GetSession()->SendPacket( &data );
7822 void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
7824 WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
7825 data << Field;
7826 data << Value;
7827 GetSession()->SendPacket(&data);
7830 void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
7832 // data depends on zoneid/mapid...
7833 BattleGround* bg = GetBattleGround();
7834 uint16 NumberOfFields = 0;
7835 uint32 mapid = GetMapId();
7837 sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
7839 // may be exist better way to do this...
7840 switch(zoneid)
7842 case 0:
7843 case 1:
7844 case 4:
7845 case 8:
7846 case 10:
7847 case 11:
7848 case 12:
7849 case 36:
7850 case 38:
7851 case 40:
7852 case 41:
7853 case 51:
7854 case 267:
7855 case 1519:
7856 case 1537:
7857 case 2257:
7858 case 2918:
7859 NumberOfFields = 8;
7860 break;
7861 case 139:
7862 NumberOfFields = 41;
7863 break;
7864 case 1377:
7865 NumberOfFields = 15;
7866 break;
7867 case 2597:
7868 NumberOfFields = 83;
7869 break;
7870 case 3277:
7871 NumberOfFields = 16;
7872 break;
7873 case 3358:
7874 case 3820:
7875 NumberOfFields = 40;
7876 break;
7877 case 3483:
7878 NumberOfFields = 27;
7879 break;
7880 case 3518:
7881 NumberOfFields = 39;
7882 break;
7883 case 3519:
7884 NumberOfFields = 38;
7885 break;
7886 case 3521:
7887 NumberOfFields = 37;
7888 break;
7889 case 3698:
7890 case 3702:
7891 case 3968:
7892 NumberOfFields = 11;
7893 break;
7894 case 3703:
7895 NumberOfFields = 11;
7896 break;
7897 default:
7898 NumberOfFields = 12;
7899 break;
7902 WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
7903 data << uint32(mapid); // mapid
7904 data << uint32(zoneid); // zone id
7905 data << uint32(areaid); // area id, new 2.1.0
7906 data << uint16(NumberOfFields); // count of uint64 blocks
7907 data << uint32(0x8d8) << uint32(0x0); // 1
7908 data << uint32(0x8d7) << uint32(0x0); // 2
7909 data << uint32(0x8d6) << uint32(0x0); // 3
7910 data << uint32(0x8d5) << uint32(0x0); // 4
7911 data << uint32(0x8d4) << uint32(0x0); // 5
7912 data << uint32(0x8d3) << uint32(0x0); // 6
7913 // 7 1 - Arena season in progress, 0 - end of season
7914 data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_BOOL_ARENA_SEASON_IN_PROGRESS));
7915 // 8 Arena season id
7916 data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_UINT32_ARENA_SEASON_ID));
7917 if(mapid == 530) // Outland
7919 data << uint32(0x9bf) << uint32(0x0); // 7
7920 data << uint32(0x9bd) << uint32(0xF); // 8
7921 data << uint32(0x9bb) << uint32(0xF); // 9
7923 switch(zoneid)
7925 case 1:
7926 case 11:
7927 case 12:
7928 case 38:
7929 case 40:
7930 case 51:
7931 case 1519:
7932 case 1537:
7933 case 2257:
7934 break;
7935 case 2597: // AV
7936 if (bg && bg->GetTypeID() == BATTLEGROUND_AV)
7937 bg->FillInitialWorldStates(data);
7938 else
7940 data << uint32(0x7ae) << uint32(0x1); // 7 snowfall n
7941 data << uint32(0x532) << uint32(0x1); // 8 frostwolfhut hc
7942 data << uint32(0x531) << uint32(0x0); // 9 frostwolfhut ac
7943 data << uint32(0x52e) << uint32(0x0); // 10 stormpike firstaid a_a
7944 data << uint32(0x571) << uint32(0x0); // 11 east frostwolf tower horde assaulted -unused
7945 data << uint32(0x570) << uint32(0x0); // 12 west frostwolf tower horde assaulted - unused
7946 data << uint32(0x567) << uint32(0x1); // 13 frostwolfe c
7947 data << uint32(0x566) << uint32(0x1); // 14 frostwolfw c
7948 data << uint32(0x550) << uint32(0x1); // 15 irondeep (N) ally
7949 data << uint32(0x544) << uint32(0x0); // 16 ice grave a_a
7950 data << uint32(0x536) << uint32(0x0); // 17 stormpike grave h_c
7951 data << uint32(0x535) << uint32(0x1); // 18 stormpike grave a_c
7952 data << uint32(0x518) << uint32(0x0); // 19 stoneheart grave a_a
7953 data << uint32(0x517) << uint32(0x0); // 20 stoneheart grave h_a
7954 data << uint32(0x574) << uint32(0x0); // 21 1396 unk
7955 data << uint32(0x573) << uint32(0x0); // 22 iceblood tower horde assaulted -unused
7956 data << uint32(0x572) << uint32(0x0); // 23 towerpoint horde assaulted - unused
7957 data << uint32(0x56f) << uint32(0x0); // 24 1391 unk
7958 data << uint32(0x56e) << uint32(0x0); // 25 iceblood a
7959 data << uint32(0x56d) << uint32(0x0); // 26 towerp a
7960 data << uint32(0x56c) << uint32(0x0); // 27 frostwolfe a
7961 data << uint32(0x56b) << uint32(0x0); // 28 froswolfw a
7962 data << uint32(0x56a) << uint32(0x1); // 29 1386 unk
7963 data << uint32(0x569) << uint32(0x1); // 30 iceblood c
7964 data << uint32(0x568) << uint32(0x1); // 31 towerp c
7965 data << uint32(0x565) << uint32(0x0); // 32 stoneh tower a
7966 data << uint32(0x564) << uint32(0x0); // 33 icewing tower a
7967 data << uint32(0x563) << uint32(0x0); // 34 dunn a
7968 data << uint32(0x562) << uint32(0x0); // 35 duns a
7969 data << uint32(0x561) << uint32(0x0); // 36 stoneheart bunker alliance assaulted - unused
7970 data << uint32(0x560) << uint32(0x0); // 37 icewing bunker alliance assaulted - unused
7971 data << uint32(0x55f) << uint32(0x0); // 38 dunbaldar south alliance assaulted - unused
7972 data << uint32(0x55e) << uint32(0x0); // 39 dunbaldar north alliance assaulted - unused
7973 data << uint32(0x55d) << uint32(0x0); // 40 stone tower d
7974 data << uint32(0x3c6) << uint32(0x0); // 41 966 unk
7975 data << uint32(0x3c4) << uint32(0x0); // 42 964 unk
7976 data << uint32(0x3c2) << uint32(0x0); // 43 962 unk
7977 data << uint32(0x516) << uint32(0x1); // 44 stoneheart grave a_c
7978 data << uint32(0x515) << uint32(0x0); // 45 stonheart grave h_c
7979 data << uint32(0x3b6) << uint32(0x0); // 46 950 unk
7980 data << uint32(0x55c) << uint32(0x0); // 47 icewing tower d
7981 data << uint32(0x55b) << uint32(0x0); // 48 dunn d
7982 data << uint32(0x55a) << uint32(0x0); // 49 duns d
7983 data << uint32(0x559) << uint32(0x0); // 50 1369 unk
7984 data << uint32(0x558) << uint32(0x0); // 51 iceblood d
7985 data << uint32(0x557) << uint32(0x0); // 52 towerp d
7986 data << uint32(0x556) << uint32(0x0); // 53 frostwolfe d
7987 data << uint32(0x555) << uint32(0x0); // 54 frostwolfw d
7988 data << uint32(0x554) << uint32(0x1); // 55 stoneh tower c
7989 data << uint32(0x553) << uint32(0x1); // 56 icewing tower c
7990 data << uint32(0x552) << uint32(0x1); // 57 dunn c
7991 data << uint32(0x551) << uint32(0x1); // 58 duns c
7992 data << uint32(0x54f) << uint32(0x0); // 59 irondeep (N) horde
7993 data << uint32(0x54e) << uint32(0x0); // 60 irondeep (N) ally
7994 data << uint32(0x54d) << uint32(0x1); // 61 mine (S) neutral
7995 data << uint32(0x54c) << uint32(0x0); // 62 mine (S) horde
7996 data << uint32(0x54b) << uint32(0x0); // 63 mine (S) ally
7997 data << uint32(0x545) << uint32(0x0); // 64 iceblood h_a
7998 data << uint32(0x543) << uint32(0x1); // 65 iceblod h_c
7999 data << uint32(0x542) << uint32(0x0); // 66 iceblood a_c
8000 data << uint32(0x540) << uint32(0x0); // 67 snowfall h_a
8001 data << uint32(0x53f) << uint32(0x0); // 68 snowfall a_a
8002 data << uint32(0x53e) << uint32(0x0); // 69 snowfall h_c
8003 data << uint32(0x53d) << uint32(0x0); // 70 snowfall a_c
8004 data << uint32(0x53c) << uint32(0x0); // 71 frostwolf g h_a
8005 data << uint32(0x53b) << uint32(0x0); // 72 frostwolf g a_a
8006 data << uint32(0x53a) << uint32(0x1); // 73 frostwolf g h_c
8007 data << uint32(0x539) << uint32(0x0); // 74 frostwolf g a_c
8008 data << uint32(0x538) << uint32(0x0); // 75 stormpike grave h_a
8009 data << uint32(0x537) << uint32(0x0); // 76 stormpike grave a_a
8010 data << uint32(0x534) << uint32(0x0); // 77 frostwolf hut h_a
8011 data << uint32(0x533) << uint32(0x0); // 78 frostwolf hut a_a
8012 data << uint32(0x530) << uint32(0x0); // 79 stormpike first aid h_a
8013 data << uint32(0x52f) << uint32(0x0); // 80 stormpike first aid h_c
8014 data << uint32(0x52d) << uint32(0x1); // 81 stormpike first aid a_c
8016 break;
8017 case 3277: // WS
8018 if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
8019 bg->FillInitialWorldStates(data);
8020 else
8022 data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
8023 data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
8024 data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
8025 data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
8026 data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
8027 data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
8028 data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
8029 data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
8031 break;
8032 case 3358: // AB
8033 if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
8034 bg->FillInitialWorldStates(data);
8035 else
8037 data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
8038 data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
8039 data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
8040 data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
8041 data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
8042 data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
8043 data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
8044 data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
8045 data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
8046 data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
8047 data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
8048 data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
8049 data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
8050 data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
8051 data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
8052 data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
8053 data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
8054 data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
8055 data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
8056 data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
8057 data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
8058 data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
8059 data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
8060 data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
8061 data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
8062 data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
8063 data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
8064 data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
8065 data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
8066 data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
8067 data << uint32(0x745) << uint32(0x2); // 37 1861 unk
8068 data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
8070 break;
8071 case 3820: // EY
8072 if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
8073 bg->FillInitialWorldStates(data);
8074 else
8076 data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
8077 data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
8078 data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
8079 data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
8080 data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
8081 data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
8082 data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
8083 data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
8084 data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
8085 data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
8086 data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
8087 data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
8088 data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
8089 data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
8090 data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
8091 data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
8092 data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
8093 data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
8094 data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
8095 data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
8096 data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
8097 data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
8098 data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
8099 data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
8100 data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
8101 data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
8102 data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
8103 data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
8104 data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
8105 data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
8106 data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
8107 data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
8108 // and some more ... unknown
8110 break;
8111 case 3483: // Hellfire Peninsula
8112 data << uint32(0x9ba) << uint32(0x1); // 10
8113 data << uint32(0x9b9) << uint32(0x1); // 11
8114 data << uint32(0x9b5) << uint32(0x0); // 12
8115 data << uint32(0x9b4) << uint32(0x1); // 13
8116 data << uint32(0x9b3) << uint32(0x0); // 14
8117 data << uint32(0x9b2) << uint32(0x0); // 15
8118 data << uint32(0x9b1) << uint32(0x1); // 16
8119 data << uint32(0x9b0) << uint32(0x0); // 17
8120 data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
8121 data << uint32(0x9ac) << uint32(0x0); // 19
8122 data << uint32(0x9a8) << uint32(0x0); // 20
8123 data << uint32(0x9a7) << uint32(0x0); // 21
8124 data << uint32(0x9a6) << uint32(0x1); // 22
8125 break;
8126 case 3519: // Terokkar Forest
8127 data << uint32(0xa41) << uint32(0x0); // 10
8128 data << uint32(0xa40) << uint32(0x14); // 11
8129 data << uint32(0xa3f) << uint32(0x0); // 12
8130 data << uint32(0xa3e) << uint32(0x0); // 13
8131 data << uint32(0xa3d) << uint32(0x5); // 14
8132 data << uint32(0xa3c) << uint32(0x0); // 15
8133 data << uint32(0xa87) << uint32(0x0); // 16
8134 data << uint32(0xa86) << uint32(0x0); // 17
8135 data << uint32(0xa85) << uint32(0x0); // 18
8136 data << uint32(0xa84) << uint32(0x0); // 19
8137 data << uint32(0xa83) << uint32(0x0); // 20
8138 data << uint32(0xa82) << uint32(0x0); // 21
8139 data << uint32(0xa81) << uint32(0x0); // 22
8140 data << uint32(0xa80) << uint32(0x0); // 23
8141 data << uint32(0xa7e) << uint32(0x0); // 24
8142 data << uint32(0xa7d) << uint32(0x0); // 25
8143 data << uint32(0xa7c) << uint32(0x0); // 26
8144 data << uint32(0xa7b) << uint32(0x0); // 27
8145 data << uint32(0xa7a) << uint32(0x0); // 28
8146 data << uint32(0xa79) << uint32(0x0); // 29
8147 data << uint32(0x9d0) << uint32(0x5); // 30
8148 data << uint32(0x9ce) << uint32(0x0); // 31
8149 data << uint32(0x9cd) << uint32(0x0); // 32
8150 data << uint32(0x9cc) << uint32(0x0); // 33
8151 data << uint32(0xa88) << uint32(0x0); // 34
8152 data << uint32(0xad0) << uint32(0x0); // 35
8153 data << uint32(0xacf) << uint32(0x1); // 36
8154 break;
8155 case 3521: // Zangarmarsh
8156 data << uint32(0x9e1) << uint32(0x0); // 10
8157 data << uint32(0x9e0) << uint32(0x0); // 11
8158 data << uint32(0x9df) << uint32(0x0); // 12
8159 data << uint32(0xa5d) << uint32(0x1); // 13
8160 data << uint32(0xa5c) << uint32(0x0); // 14
8161 data << uint32(0xa5b) << uint32(0x1); // 15
8162 data << uint32(0xa5a) << uint32(0x0); // 16
8163 data << uint32(0xa59) << uint32(0x1); // 17
8164 data << uint32(0xa58) << uint32(0x0); // 18
8165 data << uint32(0xa57) << uint32(0x0); // 19
8166 data << uint32(0xa56) << uint32(0x0); // 20
8167 data << uint32(0xa55) << uint32(0x1); // 21
8168 data << uint32(0xa54) << uint32(0x0); // 22
8169 data << uint32(0x9e7) << uint32(0x0); // 23
8170 data << uint32(0x9e6) << uint32(0x0); // 24
8171 data << uint32(0x9e5) << uint32(0x0); // 25
8172 data << uint32(0xa00) << uint32(0x0); // 26
8173 data << uint32(0x9ff) << uint32(0x1); // 27
8174 data << uint32(0x9fe) << uint32(0x0); // 28
8175 data << uint32(0x9fd) << uint32(0x0); // 29
8176 data << uint32(0x9fc) << uint32(0x1); // 30
8177 data << uint32(0x9fb) << uint32(0x0); // 31
8178 data << uint32(0xa62) << uint32(0x0); // 32
8179 data << uint32(0xa61) << uint32(0x1); // 33
8180 data << uint32(0xa60) << uint32(0x1); // 34
8181 data << uint32(0xa5f) << uint32(0x0); // 35
8182 break;
8183 case 3698: // Nagrand Arena
8184 if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
8185 bg->FillInitialWorldStates(data);
8186 else
8188 data << uint32(0xa0f) << uint32(0x0); // 7
8189 data << uint32(0xa10) << uint32(0x0); // 8
8190 data << uint32(0xa11) << uint32(0x0); // 9 show
8192 break;
8193 case 3702: // Blade's Edge Arena
8194 if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
8195 bg->FillInitialWorldStates(data);
8196 else
8198 data << uint32(0x9f0) << uint32(0x0); // 7 gold
8199 data << uint32(0x9f1) << uint32(0x0); // 8 green
8200 data << uint32(0x9f3) << uint32(0x0); // 9 show
8202 break;
8203 case 3968: // Ruins of Lordaeron
8204 if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
8205 bg->FillInitialWorldStates(data);
8206 else
8208 data << uint32(0xbb8) << uint32(0x0); // 7 gold
8209 data << uint32(0xbb9) << uint32(0x0); // 8 green
8210 data << uint32(0xbba) << uint32(0x0); // 9 show
8212 break;
8213 case 3703: // Shattrath City
8214 break;
8215 default:
8216 data << uint32(0x914) << uint32(0x0); // 7
8217 data << uint32(0x913) << uint32(0x0); // 8
8218 data << uint32(0x912) << uint32(0x0); // 9
8219 data << uint32(0x915) << uint32(0x0); // 10
8220 break;
8222 GetSession()->SendPacket(&data);
8225 uint32 Player::GetXPRestBonus(uint32 xp)
8227 uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
8229 if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
8230 rested_bonus = xp;
8232 SetRestBonus( GetRestBonus() - rested_bonus);
8234 sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
8235 return rested_bonus;
8238 void Player::SetBindPoint(uint64 guid)
8240 WorldPacket data(SMSG_BINDER_CONFIRM, 8);
8241 data << uint64(guid);
8242 GetSession()->SendPacket( &data );
8245 void Player::SendTalentWipeConfirm(uint64 guid)
8247 WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
8248 data << uint64(guid);
8249 data << uint32(resetTalentsCost());
8250 GetSession()->SendPacket( &data );
8253 void Player::SendPetSkillWipeConfirm()
8255 Pet* pet = GetPet();
8256 if(!pet)
8257 return;
8258 WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
8259 data << pet->GetGUID();
8260 data << uint32(pet->resetTalentsCost());
8261 GetSession()->SendPacket( &data );
8264 /*********************************************************/
8265 /*** STORAGE SYSTEM ***/
8266 /*********************************************************/
8268 void Player::SetVirtualItemSlot( uint8 i, Item* item)
8270 ASSERT(i < 3);
8271 if(i < 2 && item)
8273 if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
8274 return;
8275 uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
8276 if(charges == 0)
8277 return;
8278 if(charges > 1)
8279 item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
8280 else if(charges <= 1)
8282 ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
8283 item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
8288 void Player::SetSheath( SheathState sheathed )
8290 switch (sheathed)
8292 case SHEATH_STATE_UNARMED: // no prepared weapon
8293 SetVirtualItemSlot(0,NULL);
8294 SetVirtualItemSlot(1,NULL);
8295 SetVirtualItemSlot(2,NULL);
8296 break;
8297 case SHEATH_STATE_MELEE: // prepared melee weapon
8299 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true,true));
8300 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true,true));
8301 SetVirtualItemSlot(2,NULL);
8302 }; break;
8303 case SHEATH_STATE_RANGED: // prepared ranged weapon
8304 SetVirtualItemSlot(0,NULL);
8305 SetVirtualItemSlot(1,NULL);
8306 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true,true));
8307 break;
8308 default:
8309 SetVirtualItemSlot(0,NULL);
8310 SetVirtualItemSlot(1,NULL);
8311 SetVirtualItemSlot(2,NULL);
8312 break;
8314 Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players...
8317 uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
8319 uint8 pClass = getClass();
8321 uint8 slots[4];
8322 slots[0] = NULL_SLOT;
8323 slots[1] = NULL_SLOT;
8324 slots[2] = NULL_SLOT;
8325 slots[3] = NULL_SLOT;
8326 switch( proto->InventoryType )
8328 case INVTYPE_HEAD:
8329 slots[0] = EQUIPMENT_SLOT_HEAD;
8330 break;
8331 case INVTYPE_NECK:
8332 slots[0] = EQUIPMENT_SLOT_NECK;
8333 break;
8334 case INVTYPE_SHOULDERS:
8335 slots[0] = EQUIPMENT_SLOT_SHOULDERS;
8336 break;
8337 case INVTYPE_BODY:
8338 slots[0] = EQUIPMENT_SLOT_BODY;
8339 break;
8340 case INVTYPE_CHEST:
8341 slots[0] = EQUIPMENT_SLOT_CHEST;
8342 break;
8343 case INVTYPE_ROBE:
8344 slots[0] = EQUIPMENT_SLOT_CHEST;
8345 break;
8346 case INVTYPE_WAIST:
8347 slots[0] = EQUIPMENT_SLOT_WAIST;
8348 break;
8349 case INVTYPE_LEGS:
8350 slots[0] = EQUIPMENT_SLOT_LEGS;
8351 break;
8352 case INVTYPE_FEET:
8353 slots[0] = EQUIPMENT_SLOT_FEET;
8354 break;
8355 case INVTYPE_WRISTS:
8356 slots[0] = EQUIPMENT_SLOT_WRISTS;
8357 break;
8358 case INVTYPE_HANDS:
8359 slots[0] = EQUIPMENT_SLOT_HANDS;
8360 break;
8361 case INVTYPE_FINGER:
8362 slots[0] = EQUIPMENT_SLOT_FINGER1;
8363 slots[1] = EQUIPMENT_SLOT_FINGER2;
8364 break;
8365 case INVTYPE_TRINKET:
8366 slots[0] = EQUIPMENT_SLOT_TRINKET1;
8367 slots[1] = EQUIPMENT_SLOT_TRINKET2;
8368 break;
8369 case INVTYPE_CLOAK:
8370 slots[0] = EQUIPMENT_SLOT_BACK;
8371 break;
8372 case INVTYPE_WEAPON:
8374 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8376 // suggest offhand slot only if know dual wielding
8377 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8378 if(CanDualWield())
8379 slots[1] = EQUIPMENT_SLOT_OFFHAND;
8380 break;
8382 case INVTYPE_SHIELD:
8383 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8384 break;
8385 case INVTYPE_RANGED:
8386 slots[0] = EQUIPMENT_SLOT_RANGED;
8387 break;
8388 case INVTYPE_2HWEAPON:
8389 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8390 if (CanDualWield() && CanTitanGrip())
8391 slots[1] = EQUIPMENT_SLOT_OFFHAND;
8392 break;
8393 case INVTYPE_TABARD:
8394 slots[0] = EQUIPMENT_SLOT_TABARD;
8395 break;
8396 case INVTYPE_WEAPONMAINHAND:
8397 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8398 break;
8399 case INVTYPE_WEAPONOFFHAND:
8400 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8401 break;
8402 case INVTYPE_HOLDABLE:
8403 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8404 break;
8405 case INVTYPE_THROWN:
8406 slots[0] = EQUIPMENT_SLOT_RANGED;
8407 break;
8408 case INVTYPE_RANGEDRIGHT:
8409 slots[0] = EQUIPMENT_SLOT_RANGED;
8410 break;
8411 case INVTYPE_BAG:
8412 slots[0] = INVENTORY_SLOT_BAG_START + 0;
8413 slots[1] = INVENTORY_SLOT_BAG_START + 1;
8414 slots[2] = INVENTORY_SLOT_BAG_START + 2;
8415 slots[3] = INVENTORY_SLOT_BAG_START + 3;
8416 break;
8417 case INVTYPE_RELIC:
8419 switch(proto->SubClass)
8421 case ITEM_SUBCLASS_ARMOR_LIBRAM:
8422 if (pClass == CLASS_PALADIN)
8423 slots[0] = EQUIPMENT_SLOT_RANGED;
8424 break;
8425 case ITEM_SUBCLASS_ARMOR_IDOL:
8426 if (pClass == CLASS_DRUID)
8427 slots[0] = EQUIPMENT_SLOT_RANGED;
8428 break;
8429 case ITEM_SUBCLASS_ARMOR_TOTEM:
8430 if (pClass == CLASS_SHAMAN)
8431 slots[0] = EQUIPMENT_SLOT_RANGED;
8432 break;
8433 case ITEM_SUBCLASS_ARMOR_MISC:
8434 if (pClass == CLASS_WARLOCK)
8435 slots[0] = EQUIPMENT_SLOT_RANGED;
8436 break;
8437 case ITEM_SUBCLASS_ARMOR_SIGIL:
8438 if (pClass == CLASS_DEATH_KNIGHT)
8439 slots[0] = EQUIPMENT_SLOT_RANGED;
8440 break;
8442 break;
8444 default :
8445 return NULL_SLOT;
8448 if( slot != NULL_SLOT )
8450 if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
8452 for (int i = 0; i < 4; ++i)
8454 if ( slots[i] == slot )
8455 return slot;
8459 else
8461 // search free slot at first
8462 for (int i = 0; i < 4; ++i)
8464 if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
8466 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8467 if(slots[i]!=EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
8468 return slots[i];
8472 // if not found free and can swap return first appropriate from used
8473 for (int i = 0; i < 4; ++i)
8475 if ( slots[i] != NULL_SLOT && swap )
8476 return slots[i];
8480 // no free position
8481 return NULL_SLOT;
8484 uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
8486 Item *pItem;
8487 uint32 tempcount = 0;
8489 uint8 res = EQUIP_ERR_OK;
8491 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
8493 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8494 if( pItem && pItem->GetEntry() == item )
8496 uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
8497 if(ires==EQUIP_ERR_OK)
8499 tempcount += pItem->GetCount();
8500 if( tempcount >= count )
8501 return EQUIP_ERR_OK;
8503 else
8504 res = ires;
8507 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8509 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8510 if( pItem && pItem->GetEntry() == item )
8512 tempcount += pItem->GetCount();
8513 if( tempcount >= count )
8514 return EQUIP_ERR_OK;
8517 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
8519 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8520 if( pItem && pItem->GetEntry() == item )
8522 tempcount += pItem->GetCount();
8523 if( tempcount >= count )
8524 return EQUIP_ERR_OK;
8527 Bag *pBag;
8528 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8530 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8531 if( pBag )
8533 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8535 pItem = GetItemByPos( i, j );
8536 if( pItem && pItem->GetEntry() == item )
8538 tempcount += pItem->GetCount();
8539 if( tempcount >= count )
8540 return EQUIP_ERR_OK;
8546 // not found req. item count and have unequippable items
8547 return res;
8550 uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const
8552 uint32 count = 0;
8553 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8555 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8556 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8557 count += pItem->GetCount();
8559 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
8561 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8562 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8563 count += pItem->GetCount();
8565 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8567 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8568 if( pBag )
8569 count += pBag->GetItemCount(item,skipItem);
8572 if(skipItem && skipItem->GetProto()->GemProperties)
8574 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8576 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8577 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8578 count += pItem->GetGemCountWithID(item);
8582 if(inBankAlso)
8584 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
8586 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8587 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8588 count += pItem->GetCount();
8590 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
8592 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8593 if( pBag )
8594 count += pBag->GetItemCount(item,skipItem);
8597 if(skipItem && skipItem->GetProto()->GemProperties)
8599 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
8601 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8602 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8603 count += pItem->GetGemCountWithID(item);
8608 return count;
8611 uint32 Player::GetItemCountWithLimitCategory( uint32 limitCategory ) const
8613 uint32 count = 0;
8614 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8615 if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
8616 if (pItem->GetProto()->ItemLimitCategory == limitCategory)
8617 count += pItem->GetCount();
8619 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
8620 if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
8621 if (pItem->GetProto()->ItemLimitCategory == limitCategory)
8622 count += pItem->GetCount();
8624 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8625 if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
8626 count += pBag->GetItemCountWithLimitCategory(limitCategory);
8628 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
8629 if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
8630 if (pItem->GetProto()->ItemLimitCategory == limitCategory)
8631 count += pItem->GetCount();
8633 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
8634 if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
8635 count += pBag->GetItemCountWithLimitCategory(limitCategory);
8637 return count;
8640 Item* Player::GetItemByEntry( uint32 item ) const
8642 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8643 if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
8644 if (pItem->GetEntry() == item)
8645 return pItem;
8647 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
8648 if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
8649 if (pItem->GetEntry() == item)
8650 return pItem;
8652 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8653 if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i))
8654 if (Item* itemPtr = pBag->GetItemByEntry(item))
8655 return itemPtr;
8657 return NULL;
8660 Item* Player::GetItemByLimitedCategory(uint32 limitedCategory) const
8662 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8663 if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
8664 if (pItem->GetProto()->ItemLimitCategory == limitedCategory)
8665 return pItem;
8667 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
8668 if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
8669 if (pItem->GetProto()->ItemLimitCategory == limitedCategory)
8670 return pItem;
8672 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8673 if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i))
8674 if (Item* itemPtr = pBag->GetItemByLimitedCategory(limitedCategory))
8675 return itemPtr;
8677 return NULL;
8680 Item* Player::GetItemByGuid(ObjectGuid guid) const
8682 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8683 if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
8684 if (pItem->GetObjectGuid() == guid)
8685 return pItem;
8687 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
8688 if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
8689 if (pItem->GetObjectGuid() == guid)
8690 return pItem;
8692 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8693 if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
8694 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8695 if (Item* pItem = pBag->GetItemByPos(j))
8696 if (pItem->GetObjectGuid() == guid)
8697 return pItem;
8699 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
8700 if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
8701 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8702 if (Item* pItem = pBag->GetItemByPos(j))
8703 if (pItem->GetObjectGuid() == guid)
8704 return pItem;
8706 return NULL;
8709 Item* Player::GetItemByPos( uint16 pos ) const
8711 uint8 bag = pos >> 8;
8712 uint8 slot = pos & 255;
8713 return GetItemByPos( bag, slot );
8716 Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
8718 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END )) )
8719 return m_items[slot];
8720 else if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
8721 || (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END) )
8723 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8724 if ( pBag )
8725 return pBag->GetItemByPos(slot);
8727 return NULL;
8730 Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool nonbroken, bool useable) const
8732 uint8 slot;
8733 switch (attackType)
8735 case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
8736 case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
8737 case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
8738 default: return NULL;
8741 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
8742 if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
8743 return NULL;
8745 if (useable && !IsUseEquipedWeapon(attackType==BASE_ATTACK))
8746 return NULL;
8748 if (nonbroken && item->IsBroken())
8749 return NULL;
8751 return item;
8754 Item* Player::GetShield(bool useable) const
8756 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
8757 if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
8758 return NULL;
8760 if(!useable)
8761 return item;
8763 if( item->IsBroken())
8764 return NULL;
8766 return item;
8769 uint32 Player::GetAttackBySlot( uint8 slot )
8771 switch(slot)
8773 case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
8774 case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
8775 case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
8776 default: return MAX_ATTACK;
8780 bool Player::IsInventoryPos( uint8 bag, uint8 slot )
8782 if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
8783 return true;
8784 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
8785 return true;
8786 if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
8787 return true;
8788 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END ) )
8789 return true;
8790 return false;
8793 bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
8795 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
8796 return true;
8797 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8798 return true;
8799 return false;
8802 bool Player::IsBankPos( uint8 bag, uint8 slot )
8804 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
8805 return true;
8806 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8807 return true;
8808 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8809 return true;
8810 return false;
8813 bool Player::IsBagPos( uint16 pos )
8815 uint8 bag = pos >> 8;
8816 uint8 slot = pos & 255;
8817 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8818 return true;
8819 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8820 return true;
8821 return false;
8824 bool Player::IsValidPos( uint8 bag, uint8 slot, bool explicit_pos ) const
8826 // post selected
8827 if(bag == NULL_BAG && !explicit_pos)
8828 return true;
8830 if (bag == INVENTORY_SLOT_BAG_0)
8832 // any post selected
8833 if (slot == NULL_SLOT && !explicit_pos)
8834 return true;
8836 // equipment
8837 if (slot < EQUIPMENT_SLOT_END)
8838 return true;
8840 // bag equip slots
8841 if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
8842 return true;
8844 // backpack slots
8845 if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
8846 return true;
8848 // keyring slots
8849 if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
8850 return true;
8852 // bank main slots
8853 if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
8854 return true;
8856 // bank bag slots
8857 if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
8858 return true;
8860 return false;
8863 // bag content slots
8864 if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
8866 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8867 if(!pBag)
8868 return false;
8870 // any post selected
8871 if (slot == NULL_SLOT && !explicit_pos)
8872 return true;
8874 return slot < pBag->GetBagSize();
8877 // bank bag content slots
8878 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8880 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8881 if(!pBag)
8882 return false;
8884 // any post selected
8885 if (slot == NULL_SLOT && !explicit_pos)
8886 return true;
8888 return slot < pBag->GetBagSize();
8891 // where this?
8892 return false;
8896 bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
8898 uint32 tempcount = 0;
8899 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8901 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8902 if( pItem && pItem->GetEntry() == item )
8904 tempcount += pItem->GetCount();
8905 if( tempcount >= count )
8906 return true;
8909 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
8911 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8912 if( pItem && pItem->GetEntry() == item )
8914 tempcount += pItem->GetCount();
8915 if( tempcount >= count )
8916 return true;
8919 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8921 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8923 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8925 Item* pItem = GetItemByPos( i, j );
8926 if( pItem && pItem->GetEntry() == item )
8928 tempcount += pItem->GetCount();
8929 if( tempcount >= count )
8930 return true;
8936 if(inBankAlso)
8938 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
8940 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8941 if( pItem && pItem->GetEntry() == item )
8943 tempcount += pItem->GetCount();
8944 if( tempcount >= count )
8945 return true;
8948 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
8950 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8952 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8954 Item* pItem = GetItemByPos( i, j );
8955 if( pItem && pItem->GetEntry() == item )
8957 tempcount += pItem->GetCount();
8958 if( tempcount >= count )
8959 return true;
8966 return false;
8969 bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot ) const
8971 uint32 tempcount = 0;
8972 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8974 if(i==int(except_slot))
8975 continue;
8977 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8978 if( pItem && pItem->GetEntry() == item)
8980 tempcount += pItem->GetCount();
8981 if( tempcount >= count )
8982 return true;
8986 ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(item);
8987 if (pProto && pProto->GemProperties)
8989 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8991 if(i==int(except_slot))
8992 continue;
8994 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8995 if( pItem && pItem->GetProto()->Socket[0].Color)
8997 tempcount += pItem->GetGemCountWithID(item);
8998 if( tempcount >= count )
8999 return true;
9004 return false;
9007 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot ) const
9009 uint32 tempcount = 0;
9010 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
9012 if(i==int(except_slot))
9013 continue;
9015 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9016 if (!pItem)
9017 continue;
9019 ItemPrototype const *pProto = pItem->GetProto();
9020 if (!pProto)
9021 continue;
9023 if (pProto->ItemLimitCategory == limitCategory)
9025 tempcount += pItem->GetCount();
9026 if( tempcount >= count )
9027 return true;
9030 if( pProto->Socket[0].Color)
9032 tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
9033 if( tempcount >= count )
9034 return true;
9038 return false;
9041 uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
9043 ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(entry);
9044 if( !pProto )
9046 if(no_space_count)
9047 *no_space_count = count;
9048 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9051 // no maximum
9052 if(pProto->MaxCount > 0)
9054 uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
9056 if (curcount + count > uint32(pProto->MaxCount))
9058 if(no_space_count)
9059 *no_space_count = count +curcount - pProto->MaxCount;
9060 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9064 // check unique-equipped limit
9065 if (pProto->ItemLimitCategory)
9067 ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(pProto->ItemLimitCategory);
9068 if (!limitEntry)
9070 if(no_space_count)
9071 *no_space_count = count;
9072 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9075 if (limitEntry->mode == ITEM_LIMIT_CATEGORY_MODE_HAVE)
9077 uint32 curcount = GetItemCountWithLimitCategory(pProto->ItemLimitCategory);
9079 if (curcount + count > uint32(limitEntry->maxCount))
9081 if(no_space_count)
9082 *no_space_count = count + curcount - limitEntry->maxCount;
9083 return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED_IS;
9088 return EQUIP_ERR_OK;
9091 bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
9093 Item *pItem;
9094 for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
9096 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9097 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
9098 return true;
9100 for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
9102 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9103 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
9104 return true;
9106 for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9108 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
9110 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
9112 pItem = GetItemByPos( i, j );
9113 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
9114 return true;
9118 return false;
9121 uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
9123 Item* pItem2 = GetItemByPos( bag, slot );
9125 // ignore move item (this slot will be empty at move)
9126 if (pItem2==pSrcItem)
9127 pItem2 = NULL;
9129 uint32 need_space;
9131 // empty specific slot - check item fit to slot
9132 if (!pItem2 || swap)
9134 if (bag == INVENTORY_SLOT_BAG_0)
9136 // keyring case
9137 if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
9138 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9140 // currencytoken case
9141 if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS))
9142 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9144 // prevent cheating
9145 if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
9146 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9148 else
9150 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
9151 if (!pBag)
9152 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9154 ItemPrototype const* pBagProto = pBag->GetProto();
9155 if (!pBagProto)
9156 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9158 if (slot >= pBagProto->ContainerSlots)
9159 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9161 if (!ItemCanGoIntoBag(pProto,pBagProto))
9162 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9165 // non empty stack with space
9166 need_space = pProto->GetMaxStackSize();
9168 // non empty slot, check item type
9169 else
9171 // can be merged at least partly
9172 uint8 res = pItem2->CanBeMergedPartlyWith(pProto);
9173 if (res != EQUIP_ERR_OK)
9174 return res;
9176 // free stack space or infinity
9177 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
9180 if (need_space > count)
9181 need_space = count;
9183 ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
9184 if (!newPosition.isContainedIn(dest))
9186 dest.push_back(newPosition);
9187 count -= need_space;
9189 return EQUIP_ERR_OK;
9192 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
9194 // skip specific bag already processed in first called _CanStoreItem_InBag
9195 if (bag==skip_bag)
9196 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9198 // skip not existed bag or self targeted bag
9199 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
9200 if (!pBag || pBag==pSrcItem)
9201 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9203 ItemPrototype const* pBagProto = pBag->GetProto();
9204 if (!pBagProto)
9205 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9207 // specialized bag mode or non-specilized
9208 if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER))
9209 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9211 if (!ItemCanGoIntoBag(pProto,pBagProto))
9212 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9214 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
9216 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9217 if (j==skip_slot)
9218 continue;
9220 Item* pItem2 = GetItemByPos( bag, j );
9222 // ignore move item (this slot will be empty at move)
9223 if (pItem2 == pSrcItem)
9224 pItem2 = NULL;
9226 // if merge skip empty, if !merge skip non-empty
9227 if ((pItem2 != NULL) != merge)
9228 continue;
9230 uint32 need_space = pProto->GetMaxStackSize();
9232 if (pItem2)
9234 // can be merged at least partly
9235 uint8 res = pItem2->CanBeMergedPartlyWith(pProto);
9236 if (res != EQUIP_ERR_OK)
9237 continue;
9239 // descrease at current stacksize
9240 need_space -= pItem2->GetCount();
9243 if (need_space > count)
9244 need_space = count;
9246 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
9247 if (!newPosition.isContainedIn(dest))
9249 dest.push_back(newPosition);
9250 count -= need_space;
9252 if (count==0)
9253 return EQUIP_ERR_OK;
9256 return EQUIP_ERR_OK;
9259 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
9261 for(uint32 j = slot_begin; j < slot_end; ++j)
9263 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9264 if (INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
9265 continue;
9267 Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
9269 // ignore move item (this slot will be empty at move)
9270 if (pItem2==pSrcItem)
9271 pItem2 = NULL;
9273 // if merge skip empty, if !merge skip non-empty
9274 if ((pItem2 != NULL) != merge)
9275 continue;
9277 uint32 need_space = pProto->GetMaxStackSize();
9279 if (pItem2)
9281 // can be merged at least partly
9282 uint8 res = pItem2->CanBeMergedPartlyWith(pProto);
9283 if (res != EQUIP_ERR_OK)
9284 continue;
9286 // descrease at current stacksize
9287 need_space -= pItem2->GetCount();
9290 if (need_space > count)
9291 need_space = count;
9293 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
9294 if (!newPosition.isContainedIn(dest))
9296 dest.push_back(newPosition);
9297 count -= need_space;
9299 if (count==0)
9300 return EQUIP_ERR_OK;
9303 return EQUIP_ERR_OK;
9306 uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
9308 sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
9310 ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(entry);
9311 if (!pProto)
9313 if (no_space_count)
9314 *no_space_count = count;
9315 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
9318 if (pItem)
9320 // item used
9321 if(pItem->m_lootGenerated)
9323 if (no_space_count)
9324 *no_space_count = count;
9325 return EQUIP_ERR_ALREADY_LOOTED;
9328 if (pItem->IsBindedNotWith(this))
9330 if (no_space_count)
9331 *no_space_count = count;
9332 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9336 // check count of items (skip for auto move for same player from bank)
9337 uint32 no_similar_count = 0; // can't store this amount similar items
9338 uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
9339 if (res!=EQUIP_ERR_OK)
9341 if (count==no_similar_count)
9343 if (no_space_count)
9344 *no_space_count = no_similar_count;
9345 return res;
9347 count -= no_similar_count;
9350 // in specific slot
9351 if (bag != NULL_BAG && slot != NULL_SLOT)
9353 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
9354 if (res!=EQUIP_ERR_OK)
9356 if (no_space_count)
9357 *no_space_count = count + no_similar_count;
9358 return res;
9361 if (count==0)
9363 if (no_similar_count==0)
9364 return EQUIP_ERR_OK;
9366 if (no_space_count)
9367 *no_space_count = count + no_similar_count;
9368 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9372 // not specific slot or have space for partly store only in specific slot
9374 // in specific bag
9375 if (bag != NULL_BAG)
9377 // search stack in bag for merge to
9378 if (pProto->Stackable != 1)
9380 if (bag == INVENTORY_SLOT_BAG_0) // inventory
9382 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9383 if (res!=EQUIP_ERR_OK)
9385 if (no_space_count)
9386 *no_space_count = count + no_similar_count;
9387 return res;
9390 if (count==0)
9392 if (no_similar_count==0)
9393 return EQUIP_ERR_OK;
9395 if (no_space_count)
9396 *no_space_count = count + no_similar_count;
9397 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9400 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9401 if (res!=EQUIP_ERR_OK)
9403 if (no_space_count)
9404 *no_space_count = count + no_similar_count;
9405 return res;
9408 if (count==0)
9410 if (no_similar_count==0)
9411 return EQUIP_ERR_OK;
9413 if (no_space_count)
9414 *no_space_count = count + no_similar_count;
9415 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9418 else // equipped bag
9420 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
9421 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
9422 if (res!=EQUIP_ERR_OK)
9423 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
9425 if (res!=EQUIP_ERR_OK)
9427 if (no_space_count)
9428 *no_space_count = count + no_similar_count;
9429 return res;
9432 if (count==0)
9434 if (no_similar_count==0)
9435 return EQUIP_ERR_OK;
9437 if (no_space_count)
9438 *no_space_count = count + no_similar_count;
9439 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9444 // search free slot in bag for place to
9445 if(bag == INVENTORY_SLOT_BAG_0) // inventory
9447 // search free slot - keyring case
9448 if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9450 uint32 keyringSize = GetMaxKeyringSize();
9451 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9452 if (res!=EQUIP_ERR_OK)
9454 if (no_space_count)
9455 *no_space_count = count + no_similar_count;
9456 return res;
9459 if (count==0)
9461 if (no_similar_count==0)
9462 return EQUIP_ERR_OK;
9464 if (no_space_count)
9465 *no_space_count = count + no_similar_count;
9466 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9469 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9470 if (res!=EQUIP_ERR_OK)
9472 if (no_space_count)
9473 *no_space_count = count + no_similar_count;
9474 return res;
9477 if (count==0)
9479 if (no_similar_count==0)
9480 return EQUIP_ERR_OK;
9482 if (no_space_count)
9483 *no_space_count = count + no_similar_count;
9484 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9487 else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9489 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9490 if (res!=EQUIP_ERR_OK)
9492 if (no_space_count)
9493 *no_space_count = count + no_similar_count;
9494 return res;
9497 if (count==0)
9499 if (no_similar_count==0)
9500 return EQUIP_ERR_OK;
9502 if (no_space_count)
9503 *no_space_count = count + no_similar_count;
9504 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9508 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9509 if (res!=EQUIP_ERR_OK)
9511 if (no_space_count)
9512 *no_space_count = count + no_similar_count;
9513 return res;
9516 if (count==0)
9518 if (no_similar_count==0)
9519 return EQUIP_ERR_OK;
9521 if (no_space_count)
9522 *no_space_count = count + no_similar_count;
9523 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9526 else // equipped bag
9528 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9529 if (res!=EQUIP_ERR_OK)
9530 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9532 if (res!=EQUIP_ERR_OK)
9534 if (no_space_count)
9535 *no_space_count = count + no_similar_count;
9536 return res;
9539 if (count==0)
9541 if (no_similar_count==0)
9542 return EQUIP_ERR_OK;
9544 if (no_space_count)
9545 *no_space_count = count + no_similar_count;
9546 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9551 // not specific bag or have space for partly store only in specific bag
9553 // search stack for merge to
9554 if (pProto->Stackable != 1)
9556 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9557 if (res!=EQUIP_ERR_OK)
9559 if (no_space_count)
9560 *no_space_count = count + no_similar_count;
9561 return res;
9564 if (count==0)
9566 if (no_similar_count==0)
9567 return EQUIP_ERR_OK;
9569 if (no_space_count)
9570 *no_space_count = count + no_similar_count;
9571 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9574 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9575 if (res!=EQUIP_ERR_OK)
9577 if (no_space_count)
9578 *no_space_count = count + no_similar_count;
9579 return res;
9582 if (count==0)
9584 if (no_similar_count==0)
9585 return EQUIP_ERR_OK;
9587 if (no_space_count)
9588 *no_space_count = count + no_similar_count;
9589 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9592 if (pProto->BagFamily)
9594 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9596 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9597 if (res!=EQUIP_ERR_OK)
9598 continue;
9600 if (count==0)
9602 if (no_similar_count==0)
9603 return EQUIP_ERR_OK;
9605 if (no_space_count)
9606 *no_space_count = count + no_similar_count;
9607 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9612 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9614 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9615 if (res!=EQUIP_ERR_OK)
9616 continue;
9618 if (count==0)
9620 if (no_similar_count==0)
9621 return EQUIP_ERR_OK;
9623 if (no_space_count)
9624 *no_space_count = count + no_similar_count;
9625 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9630 // search free slot - special bag case
9631 if (pProto->BagFamily)
9633 if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9635 uint32 keyringSize = GetMaxKeyringSize();
9636 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9637 if (res!=EQUIP_ERR_OK)
9639 if (no_space_count)
9640 *no_space_count = count + no_similar_count;
9641 return res;
9644 if (count==0)
9646 if (no_similar_count==0)
9647 return EQUIP_ERR_OK;
9649 if (no_space_count)
9650 *no_space_count = count + no_similar_count;
9651 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9654 else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9656 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9657 if (res!=EQUIP_ERR_OK)
9659 if (no_space_count)
9660 *no_space_count = count + no_similar_count;
9661 return res;
9664 if (count==0)
9666 if (no_similar_count==0)
9667 return EQUIP_ERR_OK;
9669 if (no_space_count)
9670 *no_space_count = count + no_similar_count;
9671 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9675 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9677 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9678 if (res!=EQUIP_ERR_OK)
9679 continue;
9681 if (count==0)
9683 if (no_similar_count==0)
9684 return EQUIP_ERR_OK;
9686 if (no_space_count)
9687 *no_space_count = count + no_similar_count;
9688 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9693 // search free slot
9694 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9695 if (res!=EQUIP_ERR_OK)
9697 if (no_space_count)
9698 *no_space_count = count + no_similar_count;
9699 return res;
9702 if (count==0)
9704 if (no_similar_count==0)
9705 return EQUIP_ERR_OK;
9707 if (no_space_count)
9708 *no_space_count = count + no_similar_count;
9709 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9712 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9714 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9715 if (res!=EQUIP_ERR_OK)
9716 continue;
9718 if (count==0)
9720 if (no_similar_count==0)
9721 return EQUIP_ERR_OK;
9723 if (no_space_count)
9724 *no_space_count = count + no_similar_count;
9725 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9729 if (no_space_count)
9730 *no_space_count = count + no_similar_count;
9732 return EQUIP_ERR_INVENTORY_FULL;
9735 //////////////////////////////////////////////////////////////////////////
9736 uint8 Player::CanStoreItems( Item **pItems,int count) const
9738 Item *pItem2;
9740 // fill space table
9741 int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
9742 int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
9743 int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
9744 int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
9746 memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
9747 memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
9748 memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
9749 memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
9751 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
9753 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9755 if (pItem2 && !pItem2->IsInTrade())
9757 inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
9761 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
9763 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9765 if (pItem2 && !pItem2->IsInTrade())
9767 inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
9771 for(int i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
9773 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9775 if (pItem2 && !pItem2->IsInTrade())
9777 inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
9781 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9783 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
9785 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
9787 pItem2 = GetItemByPos( i, j );
9788 if (pItem2 && !pItem2->IsInTrade())
9790 inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
9796 // check free space for all items
9797 for (int k = 0; k < count; ++k)
9799 Item *pItem = pItems[k];
9801 // no item
9802 if (!pItem) continue;
9804 sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
9805 ItemPrototype const *pProto = pItem->GetProto();
9807 // strange item
9808 if( !pProto )
9809 return EQUIP_ERR_ITEM_NOT_FOUND;
9811 // item used
9812 if(pItem->m_lootGenerated)
9813 return EQUIP_ERR_ALREADY_LOOTED;
9815 // item it 'bind'
9816 if(pItem->IsBindedNotWith(this))
9817 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9819 Bag *pBag;
9820 ItemPrototype const *pBagProto;
9822 // item is 'one item only'
9823 uint8 res = CanTakeMoreSimilarItems(pItem);
9824 if(res != EQUIP_ERR_OK)
9825 return res;
9827 // search stack for merge to
9828 if( pProto->Stackable != 1 )
9830 bool b_found = false;
9832 for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t)
9834 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9835 if( pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9837 inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
9838 b_found = true;
9839 break;
9842 if (b_found) continue;
9844 for(int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9846 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9847 if( pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9849 inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
9850 b_found = true;
9851 break;
9854 if (b_found) continue;
9856 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
9858 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9859 if( pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9861 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
9862 b_found = true;
9863 break;
9866 if (b_found) continue;
9868 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
9870 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9871 if( pBag )
9873 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
9875 pItem2 = GetItemByPos( t, j );
9876 if( pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
9878 inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
9879 b_found = true;
9880 break;
9885 if (b_found) continue;
9888 // special bag case
9889 if( pProto->BagFamily )
9891 bool b_found = false;
9892 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9894 uint32 keyringSize = GetMaxKeyringSize();
9895 for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
9897 if( inv_keys[t-KEYRING_SLOT_START] == 0 )
9899 inv_keys[t-KEYRING_SLOT_START] = 1;
9900 b_found = true;
9901 break;
9906 if (b_found) continue;
9908 if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9910 for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9912 if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
9914 inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
9915 b_found = true;
9916 break;
9921 if (b_found) continue;
9923 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
9925 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9926 if( pBag )
9928 pBagProto = pBag->GetProto();
9930 // not plain container check
9931 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
9932 ItemCanGoIntoBag(pProto,pBagProto) )
9934 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
9936 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9938 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9939 b_found = true;
9940 break;
9946 if (b_found) continue;
9949 // search free slot
9950 bool b_found = false;
9951 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
9953 if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
9955 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
9956 b_found = true;
9957 break;
9960 if (b_found) continue;
9962 // search free slot in bags
9963 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
9965 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9966 if( pBag )
9968 pBagProto = pBag->GetProto();
9970 // special bag already checked
9971 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
9972 continue;
9974 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
9976 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9978 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9979 b_found = true;
9980 break;
9986 // no free slot found?
9987 if (!b_found)
9988 return EQUIP_ERR_INVENTORY_FULL;
9991 return EQUIP_ERR_OK;
9994 //////////////////////////////////////////////////////////////////////////
9995 uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const
9997 dest = 0;
9998 Item *pItem = Item::CreateItem( item, 1, this );
9999 if( pItem )
10001 uint8 result = CanEquipItem(slot, dest, pItem, swap );
10002 delete pItem;
10003 return result;
10006 return EQUIP_ERR_ITEM_NOT_FOUND;
10009 uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
10011 dest = 0;
10012 if( pItem )
10014 sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
10015 ItemPrototype const *pProto = pItem->GetProto();
10016 if( pProto )
10018 // item used
10019 if(pItem->m_lootGenerated)
10020 return EQUIP_ERR_ALREADY_LOOTED;
10022 if(pItem->IsBindedNotWith(this))
10023 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
10025 // check count of items (skip for auto move for same player from bank)
10026 uint8 res = CanTakeMoreSimilarItems(pItem);
10027 if(res != EQUIP_ERR_OK)
10028 return res;
10030 // check this only in game
10031 if(not_loading)
10033 // May be here should be more stronger checks; STUNNED checked
10034 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
10035 if (hasUnitState(UNIT_STAT_STUNNED))
10036 return EQUIP_ERR_YOU_ARE_STUNNED;
10038 // do not allow equipping gear except weapons, offhands, projectiles, relics in
10039 // - combat
10040 // - in-progress arenas
10041 if( !pProto->CanChangeEquipStateInCombat() )
10043 if( isInCombat() )
10044 return EQUIP_ERR_NOT_IN_COMBAT;
10046 if(BattleGround* bg = GetBattleGround())
10047 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
10048 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
10051 if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
10052 return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
10054 if(IsNonMeleeSpellCasted(false))
10055 return EQUIP_ERR_CANT_DO_RIGHT_NOW;
10058 ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0;
10059 // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
10060 if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel())
10061 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
10063 uint8 eslot = FindEquipSlot( pProto, slot, swap );
10064 if (eslot == NULL_SLOT)
10065 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
10067 uint8 msg = CanUseItem(pItem , not_loading);
10068 if (msg != EQUIP_ERR_OK)
10069 return msg;
10070 if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot))
10071 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
10073 // if swap ignore item (equipped also)
10074 if (uint8 res2 = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT))
10075 return res2;
10077 // check unique-equipped special item classes
10078 if (pProto->Class == ITEM_CLASS_QUIVER)
10080 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
10082 if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
10084 if (pBag != pItem)
10086 if (ItemPrototype const* pBagProto = pBag->GetProto())
10088 if (pBagProto->Class==pProto->Class && (!swap || pBag->GetSlot() != eslot))
10089 return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
10090 ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
10091 : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
10098 uint32 type = pProto->InventoryType;
10100 if (eslot == EQUIPMENT_SLOT_OFFHAND)
10102 if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
10104 if (!CanDualWield())
10105 return EQUIP_ERR_CANT_DUAL_WIELD;
10107 else if (type == INVTYPE_2HWEAPON)
10109 if (!CanDualWield() || !CanTitanGrip())
10110 return EQUIP_ERR_CANT_DUAL_WIELD;
10113 if (IsTwoHandUsed())
10114 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
10117 // equip two-hand weapon case (with possible unequip 2 items)
10118 if (type == INVTYPE_2HWEAPON)
10120 if (eslot == EQUIPMENT_SLOT_OFFHAND)
10122 if (!CanTitanGrip())
10123 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
10125 else if (eslot != EQUIPMENT_SLOT_MAINHAND)
10126 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
10128 if (!CanTitanGrip())
10130 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
10131 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
10132 ItemPosCountVec off_dest;
10133 if (offItem && (!not_loading ||
10134 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
10135 CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ))
10136 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
10139 dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
10140 return EQUIP_ERR_OK;
10144 return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
10147 uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
10149 // Applied only to equipped items and bank bags
10150 if(!IsEquipmentPos(pos) && !IsBagPos(pos))
10151 return EQUIP_ERR_OK;
10153 Item* pItem = GetItemByPos(pos);
10155 // Applied only to existed equipped item
10156 if( !pItem )
10157 return EQUIP_ERR_OK;
10159 sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
10161 ItemPrototype const *pProto = pItem->GetProto();
10162 if( !pProto )
10163 return EQUIP_ERR_ITEM_NOT_FOUND;
10165 // item used
10166 if(pItem->m_lootGenerated)
10167 return EQUIP_ERR_ALREADY_LOOTED;
10169 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
10170 // - combat
10171 // - in-progress arenas
10172 if( !pProto->CanChangeEquipStateInCombat() )
10174 if( isInCombat() )
10175 return EQUIP_ERR_NOT_IN_COMBAT;
10177 if(BattleGround* bg = GetBattleGround())
10178 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
10179 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
10182 if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
10183 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
10185 return EQUIP_ERR_OK;
10188 uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
10190 if (!pItem)
10191 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
10193 uint32 count = pItem->GetCount();
10195 sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
10196 ItemPrototype const *pProto = pItem->GetProto();
10197 if (!pProto)
10198 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
10200 // item used
10201 if(pItem->m_lootGenerated)
10202 return EQUIP_ERR_ALREADY_LOOTED;
10204 if (pItem->IsBindedNotWith(this))
10205 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
10207 // check count of items (skip for auto move for same player from bank)
10208 uint8 res = CanTakeMoreSimilarItems(pItem);
10209 if (res != EQUIP_ERR_OK)
10210 return res;
10212 // in specific slot
10213 if (bag != NULL_BAG && slot != NULL_SLOT)
10215 if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
10217 if (!pItem->IsBag())
10218 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
10220 if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount())
10221 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
10223 if (uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK)
10224 return cantuse;
10227 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
10228 if (res!=EQUIP_ERR_OK)
10229 return res;
10231 if (count==0)
10232 return EQUIP_ERR_OK;
10235 // not specific slot or have space for partly store only in specific slot
10237 // in specific bag
10238 if( bag != NULL_BAG )
10240 if( pProto->InventoryType == INVTYPE_BAG )
10242 Bag *pBag = (Bag*)pItem;
10243 if( pBag && !pBag->IsEmpty() )
10244 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
10247 // search stack in bag for merge to
10248 if( pProto->Stackable != 1 )
10250 if( bag == INVENTORY_SLOT_BAG_0 )
10252 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
10253 if(res!=EQUIP_ERR_OK)
10254 return res;
10256 if(count==0)
10257 return EQUIP_ERR_OK;
10259 else
10261 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
10262 if(res!=EQUIP_ERR_OK)
10263 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
10265 if(res!=EQUIP_ERR_OK)
10266 return res;
10268 if(count==0)
10269 return EQUIP_ERR_OK;
10273 // search free slot in bag
10274 if( bag == INVENTORY_SLOT_BAG_0 )
10276 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
10277 if(res!=EQUIP_ERR_OK)
10278 return res;
10280 if(count==0)
10281 return EQUIP_ERR_OK;
10283 else
10285 res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
10286 if(res != EQUIP_ERR_OK)
10287 res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);
10289 if(res != EQUIP_ERR_OK)
10290 return res;
10292 if(count == 0)
10293 return EQUIP_ERR_OK;
10297 // not specific bag or have space for partly store only in specific bag
10299 // search stack for merge to
10300 if( pProto->Stackable != 1 )
10302 // in slots
10303 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
10304 if(res != EQUIP_ERR_OK)
10305 return res;
10307 if(count == 0)
10308 return EQUIP_ERR_OK;
10310 // in special bags
10311 if( pProto->BagFamily )
10313 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
10315 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
10316 if(res!=EQUIP_ERR_OK)
10317 continue;
10319 if(count==0)
10320 return EQUIP_ERR_OK;
10324 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
10326 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
10327 if(res!=EQUIP_ERR_OK)
10328 continue;
10330 if(count==0)
10331 return EQUIP_ERR_OK;
10335 // search free place in special bag
10336 if( pProto->BagFamily )
10338 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
10340 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
10341 if(res!=EQUIP_ERR_OK)
10342 continue;
10344 if(count==0)
10345 return EQUIP_ERR_OK;
10349 // search free space
10350 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
10351 if(res!=EQUIP_ERR_OK)
10352 return res;
10354 if(count==0)
10355 return EQUIP_ERR_OK;
10357 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
10359 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
10360 if(res!=EQUIP_ERR_OK)
10361 continue;
10363 if(count==0)
10364 return EQUIP_ERR_OK;
10366 return EQUIP_ERR_BANK_FULL;
10369 uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
10371 if (pItem)
10373 sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
10375 if (!isAlive() && not_loading)
10376 return EQUIP_ERR_YOU_ARE_DEAD;
10378 //if (isStunned())
10379 // return EQUIP_ERR_YOU_ARE_STUNNED;
10381 ItemPrototype const *pProto = pItem->GetProto();
10382 if (pProto)
10384 if (pItem->IsBindedNotWith(this))
10385 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
10387 if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0)
10388 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
10390 if (uint32 item_use_skill = pItem->GetSkill())
10392 if (GetSkillValue(item_use_skill) == 0)
10394 // armor items with scaling stats can downgrade armor skill reqs if related class can learn armor use at some level
10395 if (pProto->Class != ITEM_CLASS_ARMOR)
10396 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10398 ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : NULL;
10399 if (!ssd)
10400 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10402 bool allowScaleSkill = false;
10403 for (uint32 i = 0; i < sSkillLineAbilityStore.GetNumRows(); ++i)
10405 SkillLineAbilityEntry const *skillInfo = sSkillLineAbilityStore.LookupEntry(i);
10406 if (!skillInfo)
10407 continue;
10409 if (skillInfo->skillId != item_use_skill)
10410 continue;
10412 // can't learn
10413 if (skillInfo->classmask && (skillInfo->classmask & getClassMask()) == 0)
10414 continue;
10416 if (skillInfo->racemask && (skillInfo->racemask & getRaceMask()) == 0)
10417 continue;
10419 allowScaleSkill = true;
10420 break;
10423 if (!allowScaleSkill)
10424 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10428 if (pProto->RequiredSkill != 0)
10430 if (GetSkillValue( pProto->RequiredSkill ) == 0)
10431 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10433 if (GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank)
10434 return EQUIP_ERR_CANT_EQUIP_SKILL;
10437 if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell))
10438 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10440 if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
10441 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10443 if (getLevel() < pProto->RequiredLevel)
10444 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10446 return EQUIP_ERR_OK;
10449 return EQUIP_ERR_ITEM_NOT_FOUND;
10452 bool Player::CanUseItem( ItemPrototype const *pProto )
10454 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10456 if( pProto )
10458 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10459 return false;
10460 if( pProto->RequiredSkill != 0 )
10462 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10463 return false;
10464 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10465 return false;
10467 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10468 return false;
10469 if( getLevel() < pProto->RequiredLevel )
10470 return false;
10471 return true;
10473 return false;
10476 uint8 Player::CanUseAmmo( uint32 item ) const
10478 sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
10479 if( !isAlive() )
10480 return EQUIP_ERR_YOU_ARE_DEAD;
10481 //if( isStunned() )
10482 // return EQUIP_ERR_YOU_ARE_STUNNED;
10483 ItemPrototype const *pProto = ObjectMgr::GetItemPrototype( item );
10484 if( pProto )
10486 if( pProto->InventoryType!= INVTYPE_AMMO )
10487 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
10488 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10489 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
10490 if( pProto->RequiredSkill != 0 )
10492 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10493 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10494 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10495 return EQUIP_ERR_CANT_EQUIP_SKILL;
10497 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10498 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10499 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
10500 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10502 if( getLevel() < pProto->RequiredLevel )
10503 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10505 // Requires No Ammo
10506 if(GetDummyAura(46699))
10507 return EQUIP_ERR_BAG_FULL6;
10509 return EQUIP_ERR_OK;
10511 return EQUIP_ERR_ITEM_NOT_FOUND;
10514 void Player::SetAmmo( uint32 item )
10516 if(!item)
10517 return;
10519 // already set
10520 if( GetUInt32Value(PLAYER_AMMO_ID) == item )
10521 return;
10523 // check ammo
10524 if (item)
10526 uint8 msg = CanUseAmmo( item );
10527 if (msg != EQUIP_ERR_OK)
10529 SendEquipError(msg, NULL, NULL, item);
10530 return;
10534 SetUInt32Value(PLAYER_AMMO_ID, item);
10536 _ApplyAmmoBonuses();
10539 void Player::RemoveAmmo()
10541 SetUInt32Value(PLAYER_AMMO_ID, 0);
10543 m_ammoDPS = 0.0f;
10545 if (CanModifyStats())
10546 UpdateDamagePhysical(RANGED_ATTACK);
10549 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10550 Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
10552 uint32 count = 0;
10553 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
10554 count += itr->count;
10556 Item *pItem = Item::CreateItem( item, count, this );
10557 if( pItem )
10559 ItemAddedQuestCheck( item, count );
10560 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, count);
10561 if(randomPropertyId)
10562 pItem->SetItemRandomProperties(randomPropertyId);
10563 pItem = StoreItem( dest, pItem, update );
10565 return pItem;
10568 Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
10570 if( !pItem )
10571 return NULL;
10573 Item* lastItem = pItem;
10574 uint32 entry = pItem->GetEntry();
10575 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); )
10577 uint16 pos = itr->pos;
10578 uint32 count = itr->count;
10580 ++itr;
10582 if(itr == dest.end())
10584 lastItem = _StoreItem(pos,pItem,count,false,update);
10585 break;
10588 lastItem = _StoreItem(pos,pItem,count,true,update);
10590 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
10591 return lastItem;
10594 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10595 Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
10597 if( !pItem )
10598 return NULL;
10600 uint8 bag = pos >> 8;
10601 uint8 slot = pos & 255;
10603 sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count);
10605 Item *pItem2 = GetItemByPos( bag, slot );
10607 if (!pItem2)
10609 if (clone)
10610 pItem = pItem->CloneItem(count, this);
10611 else
10612 pItem->SetCount(count);
10614 if (!pItem)
10615 return NULL;
10617 if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10618 pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
10619 (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
10620 pItem->SetBinding( true );
10622 if (bag == INVENTORY_SLOT_BAG_0)
10624 m_items[slot] = pItem;
10625 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() );
10626 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10627 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10629 pItem->SetSlot( slot );
10630 pItem->SetContainer( NULL );
10632 // need update known currency
10633 if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
10634 UpdateKnownCurrencies(pItem->GetEntry(), true);
10636 if (IsInWorld() && update)
10638 pItem->AddToWorld();
10639 pItem->SendCreateUpdateToPlayer( this );
10642 pItem->SetState(ITEM_CHANGED, this);
10644 else if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
10646 pBag->StoreItem( slot, pItem, update );
10647 if( IsInWorld() && update )
10649 pItem->AddToWorld();
10650 pItem->SendCreateUpdateToPlayer( this );
10652 pItem->SetState(ITEM_CHANGED, this);
10653 pBag->SetState(ITEM_CHANGED, this);
10656 AddEnchantmentDurations(pItem);
10657 AddItemDurations(pItem);
10659 return pItem;
10661 else
10663 if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10664 pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
10665 (pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
10666 pItem2->SetBinding( true );
10668 pItem2->SetCount( pItem2->GetCount() + count );
10669 if (IsInWorld() && update)
10670 pItem2->SendCreateUpdateToPlayer( this );
10672 if (!clone)
10674 // delete item (it not in any slot currently)
10675 if (IsInWorld() && update)
10677 pItem->RemoveFromWorld();
10678 pItem->DestroyForPlayer( this );
10681 RemoveEnchantmentDurations(pItem);
10682 RemoveItemDurations(pItem);
10684 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10685 pItem->SetState(ITEM_REMOVED, this);
10688 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10689 AddEnchantmentDurations(pItem2);
10691 pItem2->SetState(ITEM_CHANGED, this);
10693 return pItem2;
10697 Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
10699 if (Item *pItem = Item::CreateItem( item, 1, this ))
10701 ItemAddedQuestCheck( item, 1 );
10702 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, 1);
10703 return EquipItem( pos, pItem, update );
10706 return NULL;
10709 Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
10711 AddEnchantmentDurations(pItem);
10712 AddItemDurations(pItem);
10714 uint8 bag = pos >> 8;
10715 uint8 slot = pos & 255;
10717 Item *pItem2 = GetItemByPos( bag, slot );
10719 if( !pItem2 )
10721 VisualizeItem( slot, pItem);
10723 if(isAlive())
10725 ItemPrototype const *pProto = pItem->GetProto();
10727 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10728 if(pProto && pProto->ItemSet)
10729 AddItemsSetItem(this, pItem);
10731 _ApplyItemMods(pItem, slot, true);
10733 if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
10735 uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
10737 if (getClass() == CLASS_ROGUE)
10738 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
10740 SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
10742 if (!spellProto)
10743 sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
10744 else
10746 m_weaponChangeTimer = spellProto->StartRecoveryTime;
10748 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
10749 data << uint64(GetGUID());
10750 data << uint8(1);
10751 data << uint32(cooldownSpell);
10752 data << uint32(0);
10753 GetSession()->SendPacket(&data);
10758 if( IsInWorld() && update )
10760 pItem->AddToWorld();
10761 pItem->SendCreateUpdateToPlayer( this );
10764 ApplyEquipCooldown(pItem);
10766 if( slot == EQUIPMENT_SLOT_MAINHAND )
10768 UpdateExpertise(BASE_ATTACK);
10769 UpdateArmorPenetration();
10771 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10773 UpdateExpertise(OFF_ATTACK);
10774 UpdateArmorPenetration();
10777 else
10779 pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
10780 if( IsInWorld() && update )
10781 pItem2->SendCreateUpdateToPlayer( this );
10783 // delete item (it not in any slot currently)
10784 //pItem->DeleteFromDB();
10785 if( IsInWorld() && update )
10787 pItem->RemoveFromWorld();
10788 pItem->DestroyForPlayer( this );
10791 RemoveEnchantmentDurations(pItem);
10792 RemoveItemDurations(pItem);
10794 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10795 pItem->SetState(ITEM_REMOVED, this);
10796 pItem2->SetState(ITEM_CHANGED, this);
10798 ApplyEquipCooldown(pItem2);
10800 return pItem2;
10803 // only for full equip instead adding to stack
10804 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
10805 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, slot+1);
10807 return pItem;
10810 void Player::QuickEquipItem( uint16 pos, Item *pItem)
10812 if( pItem )
10814 AddEnchantmentDurations(pItem);
10815 AddItemDurations(pItem);
10817 uint8 slot = pos & 255;
10818 VisualizeItem( slot, pItem);
10820 if( IsInWorld() )
10822 pItem->AddToWorld();
10823 pItem->SendCreateUpdateToPlayer( this );
10826 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
10827 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, slot+1);
10831 void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
10833 if(pItem)
10835 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry());
10836 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT));
10837 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT));
10839 else
10841 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0);
10842 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0);
10846 void Player::VisualizeItem( uint8 slot, Item *pItem)
10848 if(!pItem)
10849 return;
10851 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10852 if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
10853 pItem->SetBinding( true );
10855 sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
10857 m_items[slot] = pItem;
10858 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() );
10859 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10860 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10861 pItem->SetSlot( slot );
10862 pItem->SetContainer( NULL );
10864 if( slot < EQUIPMENT_SLOT_END )
10865 SetVisibleItemSlot(slot, pItem);
10867 pItem->SetState(ITEM_CHANGED, this);
10870 void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
10872 // note: removeitem does not actually change the item
10873 // it only takes the item out of storage temporarily
10874 // note2: if removeitem is to be used for delinking
10875 // the item must be removed from the player's updatequeue
10877 Item *pItem = GetItemByPos( bag, slot );
10878 if( pItem )
10880 sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10882 RemoveEnchantmentDurations(pItem);
10883 RemoveItemDurations(pItem);
10885 if( bag == INVENTORY_SLOT_BAG_0 )
10887 if ( slot < INVENTORY_SLOT_BAG_END )
10889 ItemPrototype const *pProto = pItem->GetProto();
10890 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10892 if(pProto && pProto->ItemSet)
10893 RemoveItemsSetItem(this, pProto);
10895 _ApplyItemMods(pItem, slot, false);
10897 // remove item dependent auras and casts (only weapon and armor slots)
10898 if(slot < EQUIPMENT_SLOT_END)
10900 RemoveItemDependentAurasAndCasts(pItem);
10902 // remove held enchantments, update expertise
10903 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10905 if (pItem->GetItemSuffixFactor())
10907 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
10908 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
10910 else
10912 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
10913 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
10916 UpdateExpertise(BASE_ATTACK);
10917 UpdateArmorPenetration();
10919 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10921 UpdateExpertise(OFF_ATTACK);
10922 UpdateArmorPenetration();
10926 // need update known currency
10927 else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
10928 UpdateKnownCurrencies(pItem->GetEntry(), false);
10930 m_items[slot] = NULL;
10931 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
10933 if ( slot < EQUIPMENT_SLOT_END )
10934 SetVisibleItemSlot(slot, NULL);
10936 else
10938 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10939 if( pBag )
10940 pBag->RemoveItem(slot, update);
10942 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10943 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10944 pItem->SetSlot( NULL_SLOT );
10945 if( IsInWorld() && update )
10946 pItem->SendCreateUpdateToPlayer( this );
10950 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10951 void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
10953 if(Item* it = GetItemByPos(bag,slot))
10955 ItemRemovedQuestCheck(it->GetEntry(), it->GetCount());
10956 RemoveItem(bag, slot, update);
10957 it->RemoveFromUpdateQueueOf(this);
10958 if(it->IsInWorld())
10960 it->RemoveFromWorld();
10961 it->DestroyForPlayer( this );
10966 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10967 void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
10969 // update quest counters
10970 ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
10971 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());
10973 // store item
10974 Item* pLastItem = StoreItem(dest, pItem, update);
10976 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10977 if(pLastItem == pItem)
10979 // update owner for last item (this can be original item with wrong owner
10980 if(pLastItem->GetOwnerGUID() != GetGUID())
10981 pLastItem->SetOwnerGUID(GetGUID());
10983 // if this original item then it need create record in inventory
10984 // in case trade we already have item in other player inventory
10985 pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
10989 void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
10991 Item *pItem = GetItemByPos( bag, slot );
10992 if( pItem )
10994 sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10996 // start from destroy contained items (only equipped bag can have its)
10997 if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10999 for (int i = 0; i < MAX_BAG_SIZE; ++i)
11000 DestroyItem(slot, i, update);
11003 if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
11004 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
11006 RemoveEnchantmentDurations(pItem);
11007 RemoveItemDurations(pItem);
11009 ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
11011 if( bag == INVENTORY_SLOT_BAG_0 )
11013 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
11015 // equipment and equipped bags can have applied bonuses
11016 if ( slot < INVENTORY_SLOT_BAG_END )
11018 ItemPrototype const *pProto = pItem->GetProto();
11020 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
11021 if(pProto && pProto->ItemSet)
11022 RemoveItemsSetItem(this, pProto);
11024 _ApplyItemMods(pItem, slot, false);
11027 if ( slot < EQUIPMENT_SLOT_END )
11029 // remove item dependent auras and casts (only weapon and armor slots)
11030 RemoveItemDependentAurasAndCasts(pItem);
11032 // update expertise
11033 if( slot == EQUIPMENT_SLOT_MAINHAND )
11035 UpdateExpertise(BASE_ATTACK);
11036 UpdateArmorPenetration();
11038 else if( slot == EQUIPMENT_SLOT_OFFHAND )
11040 UpdateExpertise(OFF_ATTACK);
11041 UpdateArmorPenetration();
11044 // equipment visual show
11045 SetVisibleItemSlot(slot, NULL);
11047 // need update known currency
11048 else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
11049 UpdateKnownCurrencies(pItem->GetEntry(), false);
11051 m_items[slot] = NULL;
11053 else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
11054 pBag->RemoveItem(slot, update);
11056 if( IsInWorld() && update )
11058 pItem->RemoveFromWorld();
11059 pItem->DestroyForPlayer(this);
11062 //pItem->SetOwnerGUID(0);
11063 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
11064 pItem->SetSlot( NULL_SLOT );
11065 pItem->SetState(ITEM_REMOVED, this);
11069 void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
11071 sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
11072 uint32 remcount = 0;
11074 // in inventory
11075 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
11077 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11079 if (pItem->GetEntry() == item)
11081 if (pItem->GetCount() + remcount <= count)
11083 // all items in inventory can unequipped
11084 remcount += pItem->GetCount();
11085 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11087 if (remcount >= count)
11088 return;
11090 else
11092 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
11093 pItem->SetCount( pItem->GetCount() - count + remcount );
11094 if (IsInWorld() & update)
11095 pItem->SendCreateUpdateToPlayer( this );
11096 pItem->SetState(ITEM_CHANGED, this);
11097 return;
11103 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
11105 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11107 if (pItem->GetEntry() == item)
11109 if (pItem->GetCount() + remcount <= count)
11111 // all keys can be unequipped
11112 remcount += pItem->GetCount();
11113 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11115 if (remcount >= count)
11116 return;
11118 else
11120 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
11121 pItem->SetCount( pItem->GetCount() - count + remcount );
11122 if (IsInWorld() & update)
11123 pItem->SendCreateUpdateToPlayer( this );
11124 pItem->SetState(ITEM_CHANGED, this);
11125 return;
11131 // in inventory bags
11132 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
11134 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11136 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
11138 if(Item* pItem = pBag->GetItemByPos(j))
11140 if (pItem->GetEntry() == item)
11142 // all items in bags can be unequipped
11143 if (pItem->GetCount() + remcount <= count)
11145 remcount += pItem->GetCount();
11146 DestroyItem( i, j, update );
11148 if (remcount >= count)
11149 return;
11151 else
11153 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
11154 pItem->SetCount( pItem->GetCount() - count + remcount );
11155 if (IsInWorld() && update)
11156 pItem->SendCreateUpdateToPlayer( this );
11157 pItem->SetState(ITEM_CHANGED, this);
11158 return;
11166 // in equipment and bag list
11167 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
11169 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11171 if (pItem && pItem->GetEntry() == item)
11173 if (pItem->GetCount() + remcount <= count)
11175 if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false) == EQUIP_ERR_OK )
11177 remcount += pItem->GetCount();
11178 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11180 if (remcount >= count)
11181 return;
11184 else
11186 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
11187 pItem->SetCount( pItem->GetCount() - count + remcount );
11188 if (IsInWorld() & update)
11189 pItem->SendCreateUpdateToPlayer( this );
11190 pItem->SetState(ITEM_CHANGED, this);
11191 return;
11198 void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
11200 sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
11202 // in inventory
11203 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
11204 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11205 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
11206 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11208 for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
11209 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11210 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
11211 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11213 // in inventory bags
11214 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
11215 if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11216 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
11217 if (Item* pItem = pBag->GetItemByPos(j))
11218 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
11219 DestroyItem(i, j, update);
11221 // in equipment and bag list
11222 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
11223 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11224 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
11225 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11228 void Player::DestroyConjuredItems( bool update )
11230 // used when entering arena
11231 // destroys all conjured items
11232 sLog.outDebug( "STORAGE: DestroyConjuredItems" );
11234 // in inventory
11235 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
11236 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11237 if (pItem->IsConjuredConsumable())
11238 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11240 // in inventory bags
11241 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
11242 if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11243 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
11244 if (Item* pItem = pBag->GetItemByPos(j))
11245 if (pItem->IsConjuredConsumable())
11246 DestroyItem( i, j, update);
11248 // in equipment and bag list
11249 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
11250 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11251 if (pItem->IsConjuredConsumable())
11252 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11255 void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
11257 if(!pItem)
11258 return;
11260 sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
11262 if( pItem->GetCount() <= count )
11264 count -= pItem->GetCount();
11266 DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
11268 else
11270 ItemRemovedQuestCheck( pItem->GetEntry(), count);
11271 pItem->SetCount( pItem->GetCount() - count );
11272 count = 0;
11273 if( IsInWorld() & update )
11274 pItem->SendCreateUpdateToPlayer( this );
11275 pItem->SetState(ITEM_CHANGED, this);
11279 void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
11281 uint8 srcbag = src >> 8;
11282 uint8 srcslot = src & 255;
11284 uint8 dstbag = dst >> 8;
11285 uint8 dstslot = dst & 255;
11287 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
11288 if( !pSrcItem )
11290 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
11291 return;
11294 if(pSrcItem->m_lootGenerated) // prevent split looting item (item
11296 //best error message found for attempting to split while looting
11297 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
11298 return;
11301 // not let split all items (can be only at cheating)
11302 if(pSrcItem->GetCount() == count)
11304 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
11305 return;
11308 // not let split more existed items (can be only at cheating)
11309 if(pSrcItem->GetCount() < count)
11311 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
11312 return;
11315 sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
11316 Item *pNewItem = pSrcItem->CloneItem( count, this );
11317 if( !pNewItem )
11319 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
11320 return;
11323 if( IsInventoryPos( dst ) )
11325 // change item amount before check (for unique max count check)
11326 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11328 ItemPosCountVec dest;
11329 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
11330 if( msg != EQUIP_ERR_OK )
11332 delete pNewItem;
11333 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11334 SendEquipError( msg, pSrcItem, NULL );
11335 return;
11338 if( IsInWorld() )
11339 pSrcItem->SendCreateUpdateToPlayer( this );
11340 pSrcItem->SetState(ITEM_CHANGED, this);
11341 StoreItem( dest, pNewItem, true);
11343 else if( IsBankPos ( dst ) )
11345 // change item amount before check (for unique max count check)
11346 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11348 ItemPosCountVec dest;
11349 uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
11350 if( msg != EQUIP_ERR_OK )
11352 delete pNewItem;
11353 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11354 SendEquipError( msg, pSrcItem, NULL );
11355 return;
11358 if( IsInWorld() )
11359 pSrcItem->SendCreateUpdateToPlayer( this );
11360 pSrcItem->SetState(ITEM_CHANGED, this);
11361 BankItem( dest, pNewItem, true);
11363 else if( IsEquipmentPos ( dst ) )
11365 // change item amount before check (for unique max count check), provide space for splitted items
11366 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11368 uint16 dest;
11369 uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
11370 if( msg != EQUIP_ERR_OK )
11372 delete pNewItem;
11373 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11374 SendEquipError( msg, pSrcItem, NULL );
11375 return;
11378 if( IsInWorld() )
11379 pSrcItem->SendCreateUpdateToPlayer( this );
11380 pSrcItem->SetState(ITEM_CHANGED, this);
11381 EquipItem( dest, pNewItem, true);
11382 AutoUnequipOffhandIfNeed();
11386 void Player::SwapItem( uint16 src, uint16 dst )
11388 uint8 srcbag = src >> 8;
11389 uint8 srcslot = src & 255;
11391 uint8 dstbag = dst >> 8;
11392 uint8 dstslot = dst & 255;
11394 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
11395 Item *pDstItem = GetItemByPos( dstbag, dstslot );
11397 if (!pSrcItem)
11398 return;
11400 sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
11402 if (!isAlive())
11404 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
11405 return;
11408 // SRC checks
11410 // check unequip potability for equipped items and bank bags
11411 if (IsEquipmentPos(src) || IsBagPos(src))
11413 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11414 uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ) || (pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty()));
11415 if (msg != EQUIP_ERR_OK)
11417 SendEquipError( msg, pSrcItem, pDstItem );
11418 return;
11422 // prevent put equipped/bank bag in self
11423 if (IsBagPos(src) && srcslot == dstbag)
11425 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
11426 return;
11429 // prevent put equipped/bank bag in self
11430 if (IsBagPos(dst) && dstslot == srcbag)
11432 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pDstItem, pSrcItem );
11433 return;
11436 // DST checks
11438 if (pDstItem)
11440 // check unequip potability for equipped items and bank bags
11441 if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
11443 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11444 uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) || (pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty()));
11445 if(msg != EQUIP_ERR_OK)
11447 SendEquipError( msg, pSrcItem, pDstItem );
11448 return;
11453 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
11454 // or swap empty bag with another empty or not empty bag (with items exchange)
11456 // Move case
11457 if( !pDstItem )
11459 if( IsInventoryPos( dst ) )
11461 ItemPosCountVec dest;
11462 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
11463 if( msg != EQUIP_ERR_OK )
11465 SendEquipError( msg, pSrcItem, NULL );
11466 return;
11469 RemoveItem(srcbag, srcslot, true);
11470 StoreItem( dest, pSrcItem, true);
11472 else if( IsBankPos ( dst ) )
11474 ItemPosCountVec dest;
11475 uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
11476 if( msg != EQUIP_ERR_OK )
11478 SendEquipError( msg, pSrcItem, NULL );
11479 return;
11482 RemoveItem(srcbag, srcslot, true);
11483 BankItem( dest, pSrcItem, true);
11485 else if( IsEquipmentPos ( dst ) )
11487 uint16 dest;
11488 uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
11489 if( msg != EQUIP_ERR_OK )
11491 SendEquipError( msg, pSrcItem, NULL );
11492 return;
11495 RemoveItem(srcbag, srcslot, true);
11496 EquipItem(dest, pSrcItem, true);
11497 AutoUnequipOffhandIfNeed();
11500 return;
11503 // attempt merge to / fill target item
11504 if(!pSrcItem->IsBag() && !pDstItem->IsBag())
11506 uint8 msg;
11507 ItemPosCountVec sDest;
11508 uint16 eDest;
11509 if( IsInventoryPos( dst ) )
11510 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
11511 else if( IsBankPos ( dst ) )
11512 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
11513 else if( IsEquipmentPos ( dst ) )
11514 msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
11515 else
11516 return;
11518 // can be merge/fill
11519 if(msg == EQUIP_ERR_OK)
11521 if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
11523 RemoveItem(srcbag, srcslot, true);
11525 if( IsInventoryPos( dst ) )
11526 StoreItem( sDest, pSrcItem, true);
11527 else if( IsBankPos ( dst ) )
11528 BankItem( sDest, pSrcItem, true);
11529 else if( IsEquipmentPos ( dst ) )
11531 EquipItem( eDest, pSrcItem, true);
11532 AutoUnequipOffhandIfNeed();
11535 else
11537 pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize());
11538 pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize());
11539 pSrcItem->SetState(ITEM_CHANGED, this);
11540 pDstItem->SetState(ITEM_CHANGED, this);
11541 if( IsInWorld() )
11543 pSrcItem->SendCreateUpdateToPlayer( this );
11544 pDstItem->SendCreateUpdateToPlayer( this );
11547 return;
11551 // impossible merge/fill, do real swap
11552 uint8 msg;
11554 // check src->dest move possibility
11555 ItemPosCountVec sDest;
11556 uint16 eDest = 0;
11557 if( IsInventoryPos( dst ) )
11558 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
11559 else if( IsBankPos( dst ) )
11560 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
11561 else if( IsEquipmentPos( dst ) )
11563 msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
11564 if( msg == EQUIP_ERR_OK )
11565 msg = CanUnequipItem( eDest, true );
11568 if( msg != EQUIP_ERR_OK )
11570 SendEquipError( msg, pSrcItem, pDstItem );
11571 return;
11574 // check dest->src move possibility
11575 ItemPosCountVec sDest2;
11576 uint16 eDest2 = 0;
11577 if( IsInventoryPos( src ) )
11578 msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
11579 else if( IsBankPos( src ) )
11580 msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
11581 else if( IsEquipmentPos( src ) )
11583 msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
11584 if( msg == EQUIP_ERR_OK )
11585 msg = CanUnequipItem( eDest2, true);
11588 if( msg != EQUIP_ERR_OK )
11590 SendEquipError( msg, pDstItem, pSrcItem );
11591 return;
11594 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11595 if(pSrcItem->IsBag() && pDstItem->IsBag())
11597 Bag* emptyBag = NULL;
11598 Bag* fullBag = NULL;
11599 if(((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src))
11601 emptyBag = (Bag*)pSrcItem;
11602 fullBag = (Bag*)pDstItem;
11604 else if(((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst))
11606 emptyBag = (Bag*)pDstItem;
11607 fullBag = (Bag*)pSrcItem;
11610 // bag swap (with items exchange) case
11611 if(emptyBag && fullBag)
11613 ItemPrototype const* emotyProto = emptyBag->GetProto();
11615 uint32 count = 0;
11617 for(uint32 i=0; i < fullBag->GetBagSize(); ++i)
11619 Item *bagItem = fullBag->GetItemByPos(i);
11620 if (!bagItem)
11621 continue;
11623 ItemPrototype const* bagItemProto = bagItem->GetProto();
11624 if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emotyProto))
11626 // one from items not go to empty target bag
11627 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
11628 return;
11631 ++count;
11635 if (count > emptyBag->GetBagSize())
11637 // too small targeted bag
11638 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem );
11639 return;
11642 // Items swap
11643 count = 0; // will pos in new bag
11644 for(uint32 i = 0; i< fullBag->GetBagSize(); ++i)
11646 Item *bagItem = fullBag->GetItemByPos(i);
11647 if (!bagItem)
11648 continue;
11650 fullBag->RemoveItem(i, true);
11651 emptyBag->StoreItem(count, bagItem, true);
11652 bagItem->SetState(ITEM_CHANGED, this);
11654 ++count;
11659 // now do moves, remove...
11660 RemoveItem(dstbag, dstslot, false);
11661 RemoveItem(srcbag, srcslot, false);
11663 // add to dest
11664 if (IsInventoryPos(dst))
11665 StoreItem(sDest, pSrcItem, true);
11666 else if (IsBankPos(dst))
11667 BankItem(sDest, pSrcItem, true);
11668 else if (IsEquipmentPos(dst))
11669 EquipItem(eDest, pSrcItem, true);
11671 // add to src
11672 if (IsInventoryPos(src))
11673 StoreItem(sDest2, pDstItem, true);
11674 else if (IsBankPos(src))
11675 BankItem(sDest2, pDstItem, true);
11676 else if (IsEquipmentPos(src))
11677 EquipItem(eDest2, pDstItem, true);
11679 AutoUnequipOffhandIfNeed();
11682 void Player::AddItemToBuyBackSlot( Item *pItem )
11684 if (pItem)
11686 uint32 slot = m_currentBuybackSlot;
11687 // if current back slot non-empty search oldest or free
11688 if (m_items[slot])
11690 uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
11691 uint32 oldest_slot = BUYBACK_SLOT_START;
11693 for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
11695 // found empty
11696 if (!m_items[i])
11698 slot = i;
11699 break;
11702 uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
11704 if (oldest_time > i_time)
11706 oldest_time = i_time;
11707 oldest_slot = i;
11711 // find oldest
11712 slot = oldest_slot;
11715 RemoveItemFromBuyBackSlot( slot, true );
11716 sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
11718 m_items[slot] = pItem;
11719 time_t base = time(NULL);
11720 uint32 etime = uint32(base - m_logintime + (30 * 3600));
11721 uint32 eslot = slot - BUYBACK_SLOT_START;
11723 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID() );
11724 if (ItemPrototype const *pProto = pItem->GetProto())
11725 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
11726 else
11727 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11728 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
11730 // move to next (for non filled list is move most optimized choice)
11731 if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1)
11732 ++m_currentBuybackSlot;
11736 Item* Player::GetItemFromBuyBackSlot( uint32 slot )
11738 sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
11739 if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
11740 return m_items[slot];
11741 return NULL;
11744 void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
11746 sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
11747 if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
11749 Item *pItem = m_items[slot];
11750 if (pItem)
11752 pItem->RemoveFromWorld();
11753 if(del) pItem->SetState(ITEM_REMOVED, this);
11756 m_items[slot] = NULL;
11758 uint32 eslot = slot - BUYBACK_SLOT_START;
11759 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0 );
11760 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11761 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
11763 // if current backslot is filled set to now free slot
11764 if (m_items[m_currentBuybackSlot])
11765 m_currentBuybackSlot = slot;
11769 void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2, uint32 itemid /*= 0*/ )
11771 sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg);
11772 WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, 1+8+8+1);
11773 data << uint8(msg);
11775 if (msg != EQUIP_ERR_OK)
11777 data << uint64(pItem ? pItem->GetGUID() : 0);
11778 data << uint64(pItem2 ? pItem2->GetGUID() : 0);
11779 data << uint8(0); // bag type subclass, used with EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM and EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG2
11781 switch(msg)
11783 case EQUIP_ERR_CANT_EQUIP_LEVEL_I:
11784 case EQUIP_ERR_PURCHASE_LEVEL_TOO_LOW:
11786 ItemPrototype const* proto = pItem ? pItem->GetProto() : sObjectMgr.GetItemPrototype(itemid);
11787 data << uint32(proto ? proto->RequiredLevel : 0);
11788 break;
11790 case EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM: // no idea about this one...
11792 data << uint64(0);
11793 data << uint32(0);
11794 data << uint64(0);
11795 break;
11797 case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED_IS:
11798 case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_SOCKETED_EXCEEDED_IS:
11799 case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS:
11801 ItemPrototype const* proto = pItem ? pItem->GetProto() : sObjectMgr.GetItemPrototype(itemid);
11802 data << uint32(proto ? proto->ItemLimitCategory : 0);
11803 break;
11805 default:
11806 break;
11809 GetSession()->SendPacket(&data);
11812 void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
11814 sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11815 WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
11816 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11817 data << uint32(item);
11818 if (param > 0)
11819 data << uint32(param);
11820 data << uint8(msg);
11821 GetSession()->SendPacket(&data);
11824 void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
11826 sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11827 WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
11828 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11829 data << uint64(guid);
11830 if (param > 0)
11831 data << uint32(param);
11832 data << uint8(msg);
11833 GetSession()->SendPacket(&data);
11836 void Player::ClearTrade()
11838 tradeGold = 0;
11839 acceptTrade = false;
11840 for(int i = 0; i < TRADE_SLOT_COUNT; ++i)
11841 tradeItems[i] = NULL_SLOT;
11844 void Player::TradeCancel(bool sendback)
11846 if (pTrader)
11848 // send yellow "Trade canceled" message to both traders
11849 WorldSession* ws;
11850 ws = GetSession();
11851 if (sendback)
11852 ws->SendCancelTrade();
11853 ws = pTrader->GetSession();
11854 if (!ws->PlayerLogout())
11855 ws->SendCancelTrade();
11857 // cleanup
11858 ClearTrade();
11859 pTrader->ClearTrade();
11860 // prevent loss of reference
11861 pTrader->pTrader = NULL;
11862 pTrader = NULL;
11866 void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
11868 if (m_itemDuration.empty())
11869 return;
11871 sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time, realtimeonly);
11873 for(ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); )
11875 Item* item = *itr;
11876 ++itr; // current element can be erased in UpdateDuration
11878 if ((realtimeonly && (item->GetProto()->ExtraFlags & ITEM_EXTRA_REAL_TIME_DURATION)) || !realtimeonly)
11879 item->UpdateDuration(this,time);
11883 void Player::UpdateEnchantTime(uint32 time)
11885 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11887 ASSERT(itr->item);
11888 next = itr;
11889 if (!itr->item->GetEnchantmentId(itr->slot))
11891 next = m_enchantDuration.erase(itr);
11893 else if (itr->leftduration <= time)
11895 ApplyEnchantment(itr->item, itr->slot, false, false);
11896 itr->item->ClearEnchantment(itr->slot);
11897 next = m_enchantDuration.erase(itr);
11899 else if (itr->leftduration > time)
11901 itr->leftduration -= time;
11902 ++next;
11907 void Player::AddEnchantmentDurations(Item *item)
11909 for(int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x)
11911 if (!item->GetEnchantmentId(EnchantmentSlot(x)))
11912 continue;
11914 uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
11915 if (duration > 0)
11916 AddEnchantmentDuration(item, EnchantmentSlot(x), duration);
11920 void Player::RemoveEnchantmentDurations(Item *item)
11922 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();)
11924 if (itr->item == item)
11926 // save duration in item
11927 item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration);
11928 itr = m_enchantDuration.erase(itr);
11930 else
11931 ++itr;
11935 void Player::RemoveAllEnchantments(EnchantmentSlot slot)
11937 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11938 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next)
11940 next = itr;
11941 if (itr->slot == slot)
11943 if (itr->item && itr->item->GetEnchantmentId(slot))
11945 // remove from stats
11946 ApplyEnchantment(itr->item, slot, false, false);
11947 // remove visual
11948 itr->item->ClearEnchantment(slot);
11950 // remove from update list
11951 next = m_enchantDuration.erase(itr);
11953 else
11954 ++next;
11957 // remove enchants from inventory items
11958 // NOTE: no need to remove these from stats, since these aren't equipped
11959 // in inventory
11960 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
11961 if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
11962 if (pItem->GetEnchantmentId(slot))
11963 pItem->ClearEnchantment(slot);
11965 // in inventory bags
11966 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
11967 if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11968 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
11969 if (Item* pItem = pBag->GetItemByPos(j))
11970 if (pItem->GetEnchantmentId(slot))
11971 pItem->ClearEnchantment(slot);
11974 // duration == 0 will remove item enchant
11975 void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
11977 if (!item)
11978 return;
11980 if (slot >= MAX_ENCHANTMENT_SLOT)
11981 return;
11983 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
11985 if (itr->item == item && itr->slot == slot)
11987 itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration);
11988 m_enchantDuration.erase(itr);
11989 break;
11992 if (item && duration > 0 )
11994 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(), slot, uint32(duration/1000));
11995 m_enchantDuration.push_back(EnchantDuration(item, slot, duration));
11999 void Player::ApplyEnchantment(Item *item,bool apply)
12001 for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
12002 ApplyEnchantment(item, EnchantmentSlot(slot), apply);
12005 void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition)
12007 if (!item)
12008 return;
12010 if (!item->IsEquipped())
12011 return;
12013 if (slot >= MAX_ENCHANTMENT_SLOT)
12014 return;
12016 uint32 enchant_id = item->GetEnchantmentId(slot);
12017 if (!enchant_id)
12018 return;
12020 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
12021 if (!pEnchant)
12022 return;
12024 if (!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
12025 return;
12027 if (!item->IsBroken())
12029 for (int s = 0; s < 3; ++s)
12031 uint32 enchant_display_type = pEnchant->type[s];
12032 uint32 enchant_amount = pEnchant->amount[s];
12033 uint32 enchant_spell_id = pEnchant->spellid[s];
12035 switch(enchant_display_type)
12037 case ITEM_ENCHANTMENT_TYPE_NONE:
12038 break;
12039 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
12040 // processed in Player::CastItemCombatSpell
12041 break;
12042 case ITEM_ENCHANTMENT_TYPE_DAMAGE:
12043 if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
12044 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
12045 else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
12046 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
12047 else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
12048 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
12049 break;
12050 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
12051 if (enchant_spell_id)
12053 if (apply)
12055 int32 basepoints = 0;
12056 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
12057 if (item->GetItemRandomPropertyId())
12059 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
12060 if (item_rand)
12062 // Search enchant_amount
12063 for (int k = 0; k < 3; ++k)
12065 if(item_rand->enchant_id[k] == enchant_id)
12067 basepoints = int32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
12068 break;
12073 // Cast custom spell vs all equal basepoints getted from enchant_amount
12074 if (basepoints)
12075 CastCustomSpell(this, enchant_spell_id, &basepoints, &basepoints, &basepoints, true, item);
12076 else
12077 CastSpell(this, enchant_spell_id, true, item);
12079 else
12080 RemoveAurasDueToItemSpell(item, enchant_spell_id);
12082 break;
12083 case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
12084 if (!enchant_amount)
12086 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
12087 if(item_rand)
12089 for (int k = 0; k < 3; ++k)
12091 if(item_rand->enchant_id[k] == enchant_id)
12093 enchant_amount = uint32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
12094 break;
12100 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
12101 break;
12102 case ITEM_ENCHANTMENT_TYPE_STAT:
12104 if (!enchant_amount)
12106 ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
12107 if(item_rand_suffix)
12109 for (int k = 0; k < 3; ++k)
12111 if(item_rand_suffix->enchant_id[k] == enchant_id)
12113 enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
12114 break;
12120 sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
12121 switch (enchant_spell_id)
12123 case ITEM_MOD_MANA:
12124 sLog.outDebug("+ %u MANA",enchant_amount);
12125 HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply);
12126 break;
12127 case ITEM_MOD_HEALTH:
12128 sLog.outDebug("+ %u HEALTH",enchant_amount);
12129 HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply);
12130 break;
12131 case ITEM_MOD_AGILITY:
12132 sLog.outDebug("+ %u AGILITY",enchant_amount);
12133 HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
12134 ApplyStatBuffMod(STAT_AGILITY, float(enchant_amount), apply);
12135 break;
12136 case ITEM_MOD_STRENGTH:
12137 sLog.outDebug("+ %u STRENGTH",enchant_amount);
12138 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
12139 ApplyStatBuffMod(STAT_STRENGTH, float(enchant_amount), apply);
12140 break;
12141 case ITEM_MOD_INTELLECT:
12142 sLog.outDebug("+ %u INTELLECT",enchant_amount);
12143 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
12144 ApplyStatBuffMod(STAT_INTELLECT, float(enchant_amount), apply);
12145 break;
12146 case ITEM_MOD_SPIRIT:
12147 sLog.outDebug("+ %u SPIRIT",enchant_amount);
12148 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
12149 ApplyStatBuffMod(STAT_SPIRIT, float(enchant_amount), apply);
12150 break;
12151 case ITEM_MOD_STAMINA:
12152 sLog.outDebug("+ %u STAMINA",enchant_amount);
12153 HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
12154 ApplyStatBuffMod(STAT_STAMINA, float(enchant_amount), apply);
12155 break;
12156 case ITEM_MOD_DEFENSE_SKILL_RATING:
12157 ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
12158 sLog.outDebug("+ %u DEFENCE", enchant_amount);
12159 break;
12160 case ITEM_MOD_DODGE_RATING:
12161 ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
12162 sLog.outDebug("+ %u DODGE", enchant_amount);
12163 break;
12164 case ITEM_MOD_PARRY_RATING:
12165 ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
12166 sLog.outDebug("+ %u PARRY", enchant_amount);
12167 break;
12168 case ITEM_MOD_BLOCK_RATING:
12169 ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
12170 sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
12171 break;
12172 case ITEM_MOD_HIT_MELEE_RATING:
12173 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
12174 sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
12175 break;
12176 case ITEM_MOD_HIT_RANGED_RATING:
12177 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
12178 sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
12179 break;
12180 case ITEM_MOD_HIT_SPELL_RATING:
12181 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
12182 sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
12183 break;
12184 case ITEM_MOD_CRIT_MELEE_RATING:
12185 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
12186 sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
12187 break;
12188 case ITEM_MOD_CRIT_RANGED_RATING:
12189 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
12190 sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
12191 break;
12192 case ITEM_MOD_CRIT_SPELL_RATING:
12193 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
12194 sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
12195 break;
12196 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
12197 // in Enchantments
12198 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
12199 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
12200 // break;
12201 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
12202 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
12203 // break;
12204 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
12205 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
12206 // break;
12207 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
12208 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12209 // break;
12210 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
12211 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12212 // break;
12213 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
12214 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12215 // break;
12216 // case ITEM_MOD_HASTE_MELEE_RATING:
12217 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
12218 // break;
12219 // case ITEM_MOD_HASTE_RANGED_RATING:
12220 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
12221 // break;
12222 case ITEM_MOD_HASTE_SPELL_RATING:
12223 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
12224 break;
12225 case ITEM_MOD_HIT_RATING:
12226 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
12227 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
12228 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
12229 sLog.outDebug("+ %u HIT", enchant_amount);
12230 break;
12231 case ITEM_MOD_CRIT_RATING:
12232 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
12233 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
12234 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
12235 sLog.outDebug("+ %u CRITICAL", enchant_amount);
12236 break;
12237 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
12238 // case ITEM_MOD_HIT_TAKEN_RATING:
12239 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
12240 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
12241 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
12242 // break;
12243 // case ITEM_MOD_CRIT_TAKEN_RATING:
12244 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12245 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12246 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12247 // break;
12248 case ITEM_MOD_RESILIENCE_RATING:
12249 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12250 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12251 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12252 sLog.outDebug("+ %u RESILIENCE", enchant_amount);
12253 break;
12254 case ITEM_MOD_HASTE_RATING:
12255 ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
12256 ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
12257 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
12258 sLog.outDebug("+ %u HASTE", enchant_amount);
12259 break;
12260 case ITEM_MOD_EXPERTISE_RATING:
12261 ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
12262 sLog.outDebug("+ %u EXPERTISE", enchant_amount);
12263 break;
12264 case ITEM_MOD_ATTACK_POWER:
12265 HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
12266 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
12267 sLog.outDebug("+ %u ATTACK_POWER", enchant_amount);
12268 break;
12269 case ITEM_MOD_RANGED_ATTACK_POWER:
12270 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
12271 sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount);
12272 break;
12273 case ITEM_MOD_MANA_REGENERATION:
12274 ((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply);
12275 sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount);
12276 break;
12277 case ITEM_MOD_ARMOR_PENETRATION_RATING:
12278 ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
12279 sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
12280 break;
12281 case ITEM_MOD_SPELL_POWER:
12282 ((Player*)this)->ApplySpellPowerBonus(enchant_amount, apply);
12283 sLog.outDebug("+ %u SPELL_POWER", enchant_amount);
12284 break;
12285 case ITEM_MOD_FERAL_ATTACK_POWER:
12286 case ITEM_MOD_SPELL_HEALING_DONE: // deprecated
12287 case ITEM_MOD_SPELL_DAMAGE_DONE: // deprecated
12288 default:
12289 break;
12291 break;
12293 case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
12295 if(getClass() == CLASS_SHAMAN)
12297 float addValue = 0.0f;
12298 if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
12300 addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
12301 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
12303 else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
12305 addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
12306 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
12309 break;
12311 case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
12312 // processed in Player::CastItemUseSpell
12313 break;
12314 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
12315 // nothing do..
12316 break;
12317 default:
12318 sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
12319 break;
12320 } /*switch(enchant_display_type)*/
12321 } /*for*/
12324 // visualize enchantment at player and equipped items
12325 if(slot == PERM_ENCHANTMENT_SLOT)
12326 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0);
12328 if(slot == TEMP_ENCHANTMENT_SLOT)
12329 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0);
12332 if(apply_dur)
12334 if(apply)
12336 // set duration
12337 uint32 duration = item->GetEnchantmentDuration(slot);
12338 if(duration > 0)
12339 AddEnchantmentDuration(item, slot, duration);
12341 else
12343 // duration == 0 will remove EnchantDuration
12344 AddEnchantmentDuration(item, slot, 0);
12349 void Player::SendEnchantmentDurations()
12351 for(EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
12353 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(), itr->slot, uint32(itr->leftduration) / 1000);
12357 void Player::SendItemDurations()
12359 for(ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
12361 (*itr)->SendTimeUpdate(this);
12365 void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
12367 if(!item) // prevent crash
12368 return;
12370 // last check 2.0.10
12371 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
12372 data << uint64(GetGUID()); // player GUID
12373 data << uint32(received); // 0=looted, 1=from npc
12374 data << uint32(created); // 0=received, 1=created
12375 data << uint32(1); // always 0x01 (probably meant to be count of listed items)
12376 data << uint8(item->GetBagSlot()); // bagslot
12377 // item slot, but when added to stack: 0xFFFFFFFF
12378 data << uint32((item->GetCount() == count) ? item->GetSlot() : -1);
12379 data << uint32(item->GetEntry()); // item id
12380 data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
12381 data << uint32(item->GetItemRandomPropertyId()); // random item property id
12382 data << uint32(count); // count of items
12383 data << uint32(GetItemCount(item->GetEntry())); // count of items in inventory
12385 if (broadcast && GetGroup())
12386 GetGroup()->BroadcastPacket(&data, true);
12387 else
12388 GetSession()->SendPacket(&data);
12391 /*********************************************************/
12392 /*** GOSSIP SYSTEM ***/
12393 /*********************************************************/
12395 void Player::PrepareGossipMenu(WorldObject *pSource, uint32 menuId)
12397 PlayerMenu* pMenu = PlayerTalkClass;
12398 pMenu->ClearMenus();
12400 pMenu->GetGossipMenu().SetMenuId(menuId);
12402 GossipMenuItemsMapBounds pMenuItemBounds = sObjectMgr.GetGossipMenuItemsMapBounds(menuId);
12404 // if default menuId and no menu options exist for this, use options from default options
12405 if (pMenuItemBounds.first == pMenuItemBounds.second && menuId == GetDefaultGossipMenuForSource(pSource))
12406 pMenuItemBounds = sObjectMgr.GetGossipMenuItemsMapBounds(0);
12408 for(GossipMenuItemsMap::const_iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr)
12410 bool bCanTalk = true;
12412 if (itr->second.cond_1 && !sObjectMgr.IsPlayerMeetToCondition(this, itr->second.cond_1))
12413 continue;
12415 if (itr->second.cond_2 && !sObjectMgr.IsPlayerMeetToCondition(this, itr->second.cond_2))
12416 continue;
12418 if (itr->second.cond_3 && !sObjectMgr.IsPlayerMeetToCondition(this, itr->second.cond_3))
12419 continue;
12421 if (pSource->GetTypeId() == TYPEID_UNIT)
12423 Creature *pCreature = (Creature*)pSource;
12425 uint32 npcflags = pCreature->GetUInt32Value(UNIT_NPC_FLAGS);
12427 if (!(itr->second.npc_option_npcflag & npcflags))
12428 continue;
12430 switch(itr->second.option_id)
12432 case GOSSIP_OPTION_QUESTGIVER:
12433 PrepareQuestMenu(pSource->GetGUID());
12434 bCanTalk = false;
12435 break;
12436 case GOSSIP_OPTION_ARMORER:
12437 bCanTalk = false; // added in special mode
12438 break;
12439 case GOSSIP_OPTION_SPIRITHEALER:
12440 if (!isDead())
12441 bCanTalk = false;
12442 break;
12443 case GOSSIP_OPTION_VENDOR:
12445 VendorItemData const* vItems = pCreature->GetVendorItems();
12446 if (!vItems || vItems->Empty())
12448 sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", pCreature->GetGUIDLow(), pCreature->GetEntry());
12449 bCanTalk = false;
12451 break;
12453 case GOSSIP_OPTION_TRAINER:
12454 if (!pCreature->isCanTrainingOf(this, false))
12455 bCanTalk = false;
12456 break;
12457 case GOSSIP_OPTION_UNLEARNTALENTS:
12458 if (!pCreature->isCanTrainingAndResetTalentsOf(this))
12459 bCanTalk = false;
12460 break;
12461 case GOSSIP_OPTION_UNLEARNPETSKILLS:
12462 if (!GetPet() || GetPet()->getPetType() != HUNTER_PET || GetPet()->m_spells.size() <= 1 || pCreature->GetCreatureInfo()->trainer_type != TRAINER_TYPE_PETS || pCreature->GetCreatureInfo()->trainer_class != CLASS_HUNTER)
12463 bCanTalk = false;
12464 break;
12465 case GOSSIP_OPTION_TAXIVENDOR:
12466 if (GetSession()->SendLearnNewTaxiNode(pCreature))
12467 return;
12468 break;
12469 case GOSSIP_OPTION_BATTLEFIELD:
12470 if (!pCreature->isCanInteractWithBattleMaster(this, false))
12471 bCanTalk = false;
12472 break;
12473 case GOSSIP_OPTION_STABLEPET:
12474 if (getClass() != CLASS_HUNTER)
12475 bCanTalk = false;
12476 break;
12477 case GOSSIP_OPTION_GOSSIP:
12478 case GOSSIP_OPTION_SPIRITGUIDE:
12479 case GOSSIP_OPTION_INNKEEPER:
12480 case GOSSIP_OPTION_BANKER:
12481 case GOSSIP_OPTION_PETITIONER:
12482 case GOSSIP_OPTION_TABARDDESIGNER:
12483 case GOSSIP_OPTION_AUCTIONEER:
12484 break; // no checks
12485 default:
12486 sLog.outErrorDb("Creature entry %u have unknown gossip option %u for menu %u", pCreature->GetEntry(), itr->second.option_id, itr->second.menu_id);
12487 bCanTalk = false;
12488 break;
12491 else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
12493 GameObject *pGo = (GameObject*)pSource;
12495 switch(itr->second.option_id)
12497 case GOSSIP_OPTION_QUESTGIVER:
12498 if (pGo->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
12499 PrepareQuestMenu(pSource->GetGUID());
12500 bCanTalk = false;
12501 break;
12502 case GOSSIP_OPTION_GOSSIP:
12503 if (pGo->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER && pGo->GetGoType() != GAMEOBJECT_TYPE_GOOBER)
12504 bCanTalk = false;
12505 break;
12506 default:
12507 bCanTalk = false;
12508 break;
12512 if (bCanTalk)
12514 std::string strOptionText = itr->second.option_text;
12515 std::string strBoxText = itr->second.box_text;
12517 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12519 if (loc_idx >= 0)
12521 uint32 idxEntry = MAKE_PAIR32(menuId, itr->second.id);
12523 if (GossipMenuItemsLocale const *no = sObjectMgr.GetGossipMenuItemsLocale(idxEntry))
12525 if (no->OptionText.size() > (size_t)loc_idx && !no->OptionText[loc_idx].empty())
12526 strOptionText = no->OptionText[loc_idx];
12528 if (no->BoxText.size() > (size_t)loc_idx && !no->BoxText[loc_idx].empty())
12529 strBoxText = no->BoxText[loc_idx];
12533 pMenu->GetGossipMenu().AddMenuItem(itr->second.option_icon, strOptionText, 0, itr->second.option_id, strBoxText, itr->second.box_money, itr->second.box_coded);
12534 pMenu->GetGossipMenu().AddGossipMenuItemData(itr->second.action_menu_id, itr->second.action_poi_id, itr->second.action_script_id);
12538 // some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-)
12539 /*if (pMenu->Empty())
12541 if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER))
12543 // output error message if need
12544 pCreature->isCanTrainingOf(this, true);
12547 if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER))
12549 // output error message if need
12550 pCreature->isCanInteractWithBattleMaster(this, true);
12555 void Player::SendPreparedGossip(WorldObject *pSource)
12557 if (!pSource)
12558 return;
12560 if (pSource->GetTypeId() == TYPEID_UNIT)
12562 // in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag)
12563 if (!((Creature*)pSource)->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_GOSSIP) && !PlayerTalkClass->GetQuestMenu().Empty())
12565 SendPreparedQuest(pSource->GetGUID());
12566 return;
12569 else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
12571 // probably need to find a better way here
12572 if (!PlayerTalkClass->GetGossipMenu().GetMenuId() && !PlayerTalkClass->GetQuestMenu().Empty())
12574 SendPreparedQuest(pSource->GetGUID());
12575 return;
12579 // in case non empty gossip menu (that not included quests list size) show it
12580 // (quest entries from quest menu will be included in list)
12582 uint32 textId = GetGossipTextId(pSource);
12584 if (uint32 menuId = PlayerTalkClass->GetGossipMenu().GetMenuId())
12585 textId = GetGossipTextId(menuId);
12587 PlayerTalkClass->SendGossipMenu(textId, pSource->GetGUID());
12590 void Player::OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 menuId)
12592 GossipMenu& gossipmenu = PlayerTalkClass->GetGossipMenu();
12594 if (gossipListId >= gossipmenu.MenuItemCount())
12595 return;
12597 // if not same, then something funky is going on
12598 if (menuId != gossipmenu.GetMenuId())
12599 return;
12601 uint32 gossipOptionId = gossipmenu.GetItem(gossipListId).m_gOptionId;
12602 uint64 guid = pSource->GetGUID();
12604 if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
12606 if (gossipOptionId > GOSSIP_OPTION_QUESTGIVER)
12608 sLog.outError("Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), pSource->GetEntry());
12609 return;
12613 GossipMenuItemData pMenuData = gossipmenu.GetItemData(gossipListId);
12615 switch(gossipOptionId)
12617 case GOSSIP_OPTION_GOSSIP:
12619 if (pMenuData.m_gAction_poi)
12620 PlayerTalkClass->SendPointOfInterest(pMenuData.m_gAction_poi);
12622 if (pMenuData.m_gAction_menu)
12624 PrepareGossipMenu(pSource, pMenuData.m_gAction_menu);
12625 SendPreparedGossip(pSource);
12628 if (pMenuData.m_gAction_script)
12630 if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
12631 GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, this, pSource);
12632 else if (pSource->GetTypeId() == TYPEID_UNIT)
12633 GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, pSource, this);
12636 break;
12638 case GOSSIP_OPTION_SPIRITHEALER:
12639 if (isDead())
12640 ((Creature*)pSource)->CastSpell(((Creature*)pSource),17251,true,NULL,NULL,GetGUID());
12641 break;
12642 case GOSSIP_OPTION_QUESTGIVER:
12643 PrepareQuestMenu(guid);
12644 SendPreparedQuest(guid);
12645 break;
12646 case GOSSIP_OPTION_VENDOR:
12647 case GOSSIP_OPTION_ARMORER:
12648 GetSession()->SendListInventory(guid);
12649 break;
12650 case GOSSIP_OPTION_STABLEPET:
12651 GetSession()->SendStablePet(guid);
12652 break;
12653 case GOSSIP_OPTION_TRAINER:
12654 GetSession()->SendTrainerList(guid);
12655 break;
12656 case GOSSIP_OPTION_UNLEARNTALENTS:
12657 PlayerTalkClass->CloseGossip();
12658 SendTalentWipeConfirm(guid);
12659 break;
12660 case GOSSIP_OPTION_UNLEARNPETSKILLS:
12661 PlayerTalkClass->CloseGossip();
12662 SendPetSkillWipeConfirm();
12663 break;
12664 case GOSSIP_OPTION_TAXIVENDOR:
12665 GetSession()->SendTaxiMenu(((Creature*)pSource));
12666 break;
12667 case GOSSIP_OPTION_INNKEEPER:
12668 PlayerTalkClass->CloseGossip();
12669 SetBindPoint(guid);
12670 break;
12671 case GOSSIP_OPTION_BANKER:
12672 GetSession()->SendShowBank(guid);
12673 break;
12674 case GOSSIP_OPTION_PETITIONER:
12675 PlayerTalkClass->CloseGossip();
12676 GetSession()->SendPetitionShowList(guid);
12677 break;
12678 case GOSSIP_OPTION_TABARDDESIGNER:
12679 PlayerTalkClass->CloseGossip();
12680 GetSession()->SendTabardVendorActivate(guid);
12681 break;
12682 case GOSSIP_OPTION_AUCTIONEER:
12683 GetSession()->SendAuctionHello(guid, ((Creature*)pSource));
12684 break;
12685 case GOSSIP_OPTION_SPIRITGUIDE:
12686 PrepareGossipMenu(pSource);
12687 SendPreparedGossip(pSource);
12688 break;
12689 case GOSSIP_OPTION_BATTLEFIELD:
12691 BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(pSource->GetEntry());
12693 if (bgTypeId == BATTLEGROUND_TYPE_NONE)
12695 sLog.outError("a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow());
12696 return;
12699 GetSession()->SendBattlegGroundList(guid, bgTypeId);
12700 break;
12705 uint32 Player::GetGossipTextId(WorldObject *pSource)
12707 if (!pSource || pSource->GetTypeId() != TYPEID_UNIT || !((Creature*)pSource)->GetDBTableGUIDLow())
12708 return DEFAULT_GOSSIP_MESSAGE;
12710 if (uint32 pos = sObjectMgr.GetNpcGossip(((Creature*)pSource)->GetDBTableGUIDLow()))
12711 return pos;
12713 return DEFAULT_GOSSIP_MESSAGE;
12716 uint32 Player::GetGossipTextId(uint32 menuId)
12718 uint32 textId = DEFAULT_GOSSIP_MESSAGE;
12720 if (!menuId)
12721 return textId;
12723 GossipMenusMapBounds pMenuBounds = sObjectMgr.GetGossipMenusMapBounds(menuId);
12725 for(GossipMenusMap::const_iterator itr = pMenuBounds.first; itr != pMenuBounds.second; ++itr)
12727 if (sObjectMgr.IsPlayerMeetToCondition(this, itr->second.cond_1) && sObjectMgr.IsPlayerMeetToCondition(this, itr->second.cond_2))
12728 textId = itr->second.text_id;
12731 return textId;
12734 uint32 Player::GetDefaultGossipMenuForSource(WorldObject *pSource)
12736 if (pSource->GetTypeId() == TYPEID_UNIT)
12737 return ((Creature*)pSource)->GetCreatureInfo()->GossipMenuId;
12738 else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
12739 return((GameObject*)pSource)->GetGOInfo()->GetGossipMenuId();
12741 return 0;
12744 /*********************************************************/
12745 /*** QUEST SYSTEM ***/
12746 /*********************************************************/
12748 void Player::PrepareQuestMenu( uint64 guid )
12750 Object *pObject;
12751 QuestRelations* pObjectQR;
12752 QuestRelations* pObjectQIR;
12754 // pets also can have quests
12755 if (Creature *pCreature = GetMap()->GetCreatureOrPetOrVehicle(guid))
12757 pObject = (Object*)pCreature;
12758 pObjectQR = &sObjectMgr.mCreatureQuestRelations;
12759 pObjectQIR = &sObjectMgr.mCreatureQuestInvolvedRelations;
12761 else
12763 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12764 //only for quests which cast teleport spells on player
12765 Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId());
12766 ASSERT(_map);
12767 GameObject *pGameObject = _map->GetGameObject(guid);
12768 if( pGameObject )
12770 pObject = (Object*)pGameObject;
12771 pObjectQR = &sObjectMgr.mGOQuestRelations;
12772 pObjectQIR = &sObjectMgr.mGOQuestInvolvedRelations;
12774 else
12775 return;
12778 QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
12779 qm.ClearMenu();
12781 for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
12783 uint32 quest_id = i->second;
12784 QuestStatus status = GetQuestStatus( quest_id );
12785 if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
12786 qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2);
12787 else if ( status == QUEST_STATUS_INCOMPLETE )
12788 qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2);
12789 else if (status == QUEST_STATUS_AVAILABLE )
12790 qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
12793 for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
12795 uint32 quest_id = i->second;
12796 Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
12797 if(!pQuest) continue;
12799 QuestStatus status = GetQuestStatus( quest_id );
12801 if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
12802 qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2);
12803 else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
12804 qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
12808 void Player::SendPreparedQuest(uint64 guid)
12810 QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
12812 if (questMenu.Empty())
12813 return;
12815 QuestMenuItem const& qmi0 = questMenu.GetItem(0);
12817 uint32 status = qmi0.m_qIcon;
12819 // single element case
12820 if (questMenu.MenuItemCount() == 1)
12822 // Auto open -- maybe also should verify there is no greeting
12823 uint32 quest_id = qmi0.m_qId;
12824 Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
12826 if (pQuest)
12828 if (status == DIALOG_STATUS_UNK2 && !GetQuestRewardStatus(quest_id))
12829 PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
12830 else if (status == DIALOG_STATUS_UNK2)
12831 PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
12832 // Send completable on repeatable and autoCompletable quest if player don't have quest
12833 // TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not)
12834 else if (pQuest->IsAutoComplete() && pQuest->IsRepeatable() && !pQuest->IsDaily())
12835 PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanCompleteRepeatableQuest(pQuest), true);
12836 else
12837 PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, guid, true);
12840 // multiply entries
12841 else
12843 QEmote qe;
12844 qe._Delay = 0;
12845 qe._Emote = 0;
12846 std::string title = "";
12848 // need pet case for some quests
12849 if (Creature *pCreature = GetMap()->GetCreatureOrPetOrVehicle(guid))
12851 uint32 textid = GetGossipTextId(pCreature);
12853 GossipText const* gossiptext = sObjectMgr.GetGossipText(textid);
12854 if (!gossiptext)
12856 qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12857 qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12858 title = "";
12860 else
12862 qe = gossiptext->Options[0].Emotes[0];
12864 if(!gossiptext->Options[0].Text_0.empty())
12866 title = gossiptext->Options[0].Text_0;
12868 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12869 if (loc_idx >= 0)
12871 NpcTextLocale const *nl = sObjectMgr.GetNpcTextLocale(textid);
12872 if (nl)
12874 if ((int32)nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
12875 title = nl->Text_0[0][loc_idx];
12879 else
12881 title = gossiptext->Options[0].Text_1;
12883 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12884 if (loc_idx >= 0)
12886 NpcTextLocale const *nl = sObjectMgr.GetNpcTextLocale(textid);
12887 if (nl)
12889 if ((int32)nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
12890 title = nl->Text_1[0][loc_idx];
12896 PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid);
12900 bool Player::IsActiveQuest( uint32 quest_id ) const
12902 QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
12904 return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
12907 Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
12909 Object *pObject;
12910 QuestRelations* pObjectQR;
12911 QuestRelations* pObjectQIR;
12913 if (Creature *pCreature = GetMap()->GetCreatureOrPetOrVehicle(guid))
12915 pObject = (Object*)pCreature;
12916 pObjectQR = &sObjectMgr.mCreatureQuestRelations;
12917 pObjectQIR = &sObjectMgr.mCreatureQuestInvolvedRelations;
12919 else
12921 //we should obtain map pointer from GetMap() in 99% of cases. Special case
12922 //only for quests which cast teleport spells on player
12923 Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId());
12924 ASSERT(_map);
12925 GameObject *pGameObject = _map->GetGameObject(guid);
12926 if( pGameObject )
12928 pObject = (Object*)pGameObject;
12929 pObjectQR = &sObjectMgr.mGOQuestRelations;
12930 pObjectQIR = &sObjectMgr.mGOQuestInvolvedRelations;
12932 else
12933 return NULL;
12936 uint32 nextQuestID = pQuest->GetNextQuestInChain();
12937 for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
12939 if (itr->second == nextQuestID)
12940 return sObjectMgr.GetQuestTemplate(nextQuestID);
12943 return NULL;
12946 bool Player::CanSeeStartQuest( Quest const *pQuest )
12948 if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
12949 SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
12950 SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
12951 SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
12953 return getLevel() + sWorld.getConfig(CONFIG_UINT32_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
12956 return false;
12959 bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
12961 return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
12962 && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
12963 && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
12964 && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
12965 && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
12966 && SatisfyQuestDay( pQuest, msg );
12969 bool Player::CanAddQuest( Quest const *pQuest, bool msg )
12971 if( !SatisfyQuestLog( msg ) )
12972 return false;
12974 uint32 srcitem = pQuest->GetSrcItemId();
12975 if( srcitem > 0 )
12977 uint32 count = pQuest->GetSrcItemCount();
12978 ItemPosCountVec dest;
12979 uint8 msg2 = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12981 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12982 if( msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12983 return true;
12984 else if( msg2 != EQUIP_ERR_OK )
12986 SendEquipError(msg2, NULL, NULL, srcitem);
12987 return false;
12990 return true;
12993 bool Player::CanCompleteQuest( uint32 quest_id )
12995 if( quest_id )
12997 QuestStatusData& q_status = mQuestStatus[quest_id];
12998 if( q_status.m_status == QUEST_STATUS_COMPLETE )
12999 return false; // not allow re-complete quest
13001 Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id);
13003 if(!qInfo)
13004 return false;
13006 // auto complete quest
13007 if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
13008 return true;
13010 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13013 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13015 for(int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
13017 if( qInfo->ReqItemCount[i] != 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
13018 return false;
13022 if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
13024 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
13026 if( qInfo->ReqCreatureOrGOId[i] == 0 )
13027 continue;
13029 if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
13030 return false;
13034 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
13035 return false;
13037 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && q_status.m_timer == 0 )
13038 return false;
13040 if ( qInfo->GetRewOrReqMoney() < 0 )
13042 if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
13043 return false;
13046 uint32 repFacId = qInfo->GetRepObjectiveFaction();
13047 if ( repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
13048 return false;
13050 return true;
13053 return false;
13056 bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
13058 // Solve problem that player don't have the quest and try complete it.
13059 // if repeatable she must be able to complete event if player don't have it.
13060 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
13061 if( !CanTakeQuest(pQuest, false) )
13062 return false;
13064 if (pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER) )
13065 for(int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
13066 if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i]) )
13067 return false;
13069 if( !CanRewardQuest(pQuest, false) )
13070 return false;
13072 return true;
13075 bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
13077 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
13078 if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
13079 return false;
13081 // daily quest can't be rewarded (25 daily quest already completed)
13082 if(!SatisfyQuestDay(pQuest,true))
13083 return false;
13085 // rewarded and not repeatable quest (only cheating case, then ignore without message)
13086 if(GetQuestRewardStatus(pQuest->GetQuestId()))
13087 return false;
13089 // prevent receive reward with quest items in bank
13090 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13092 for(int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
13094 if( pQuest->ReqItemCount[i] != 0 &&
13095 GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
13097 if(msg)
13098 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL, pQuest->ReqItemId[i]);
13099 return false;
13104 // prevent receive reward with low money and GetRewOrReqMoney() < 0
13105 if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
13106 return false;
13108 return true;
13111 bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
13113 // prevent receive reward with quest items in bank or for not completed quest
13114 if(!CanRewardQuest(pQuest,msg))
13115 return false;
13117 if ( pQuest->GetRewChoiceItemsCount() > 0 )
13119 if( pQuest->RewChoiceItemId[reward] )
13121 ItemPosCountVec dest;
13122 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
13123 if( res != EQUIP_ERR_OK )
13125 SendEquipError( res, NULL, NULL, pQuest->RewChoiceItemId[reward] );
13126 return false;
13131 if ( pQuest->GetRewItemsCount() > 0 )
13133 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
13135 if( pQuest->RewItemId[i] )
13137 ItemPosCountVec dest;
13138 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
13139 if( res != EQUIP_ERR_OK )
13141 SendEquipError( res, NULL, NULL );
13142 return false;
13148 return true;
13151 void Player::SendPetTameFailure(PetTameFailureReason reason)
13153 WorldPacket data(SMSG_PET_TAME_FAILURE, 1);
13154 data << uint8(reason);
13155 GetSession()->SendPacket(&data);
13158 void Player::AddQuest( Quest const *pQuest, Object *questGiver )
13160 uint16 log_slot = FindQuestSlot( 0 );
13161 ASSERT(log_slot < MAX_QUEST_LOG_SIZE);
13163 uint32 quest_id = pQuest->GetQuestId();
13165 // if not exist then created with set uState==NEW and rewarded=false
13166 QuestStatusData& questStatusData = mQuestStatus[quest_id];
13168 // check for repeatable quests status reset
13169 questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
13170 questStatusData.m_explored = false;
13172 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13174 for(int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
13175 questStatusData.m_itemcount[i] = 0;
13178 if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
13180 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
13181 questStatusData.m_creatureOrGOcount[i] = 0;
13184 GiveQuestSourceItem( pQuest );
13185 AdjustQuestReqItemCount( pQuest, questStatusData );
13187 if( pQuest->GetRepObjectiveFaction() )
13188 if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction()))
13189 GetReputationMgr().SetVisible(factionEntry);
13191 uint32 qtime = 0;
13192 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
13194 uint32 limittime = pQuest->GetLimitTime();
13196 // shared timed quest
13197 if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
13198 limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILLISECONDS;
13200 AddTimedQuest( quest_id );
13201 questStatusData.m_timer = limittime * IN_MILLISECONDS;
13202 qtime = static_cast<uint32>(time(NULL)) + limittime;
13204 else
13205 questStatusData.m_timer = 0;
13207 SetQuestSlot(log_slot, quest_id, qtime);
13209 if (questStatusData.uState != QUEST_NEW)
13210 questStatusData.uState = QUEST_CHANGED;
13212 //starting initial quest script
13213 if(questGiver && pQuest->GetQuestStartScript()!=0)
13214 GetMap()->ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
13216 // Some spells applied at quest activation
13217 SpellAreaForQuestMapBounds saBounds = sSpellMgr.GetSpellAreaForQuestMapBounds(quest_id,true);
13218 if(saBounds.first != saBounds.second)
13220 uint32 zone, area;
13221 GetZoneAndAreaId(zone,area);
13223 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
13224 if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
13225 if (!HasAura(itr->second->spellId, EFFECT_INDEX_0) )
13226 CastSpell(this,itr->second->spellId,true);
13229 UpdateForQuestWorldObjects();
13232 void Player::CompleteQuest( uint32 quest_id )
13234 if( quest_id )
13236 SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
13238 uint16 log_slot = FindQuestSlot( quest_id );
13239 if( log_slot < MAX_QUEST_LOG_SIZE)
13240 SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
13242 if(Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id))
13244 if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
13245 RewardQuest(qInfo,0,this,false);
13246 else
13247 SendQuestComplete( quest_id );
13252 void Player::IncompleteQuest( uint32 quest_id )
13254 if( quest_id )
13256 SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
13258 uint16 log_slot = FindQuestSlot( quest_id );
13259 if( log_slot < MAX_QUEST_LOG_SIZE)
13260 RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
13264 void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
13266 //this THING should be here to protect code from quest, which cast on player far teleport as a reward
13267 //should work fine, cause far teleport will be executed in Player::Update()
13268 SetCanDelayTeleport(true);
13270 uint32 quest_id = pQuest->GetQuestId();
13272 for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i )
13274 if (pQuest->ReqItemId[i])
13275 DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
13278 RemoveTimedQuest(quest_id);
13280 if (BattleGround* bg = GetBattleGround())
13281 if (bg->GetTypeID() == BATTLEGROUND_AV)
13282 ((BattleGroundAV*)bg)->HandleQuestComplete(pQuest->GetQuestId(), this);
13284 if (pQuest->GetRewChoiceItemsCount() > 0)
13286 if (uint32 itemId = pQuest->RewChoiceItemId[reward])
13288 ItemPosCountVec dest;
13289 if (CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK)
13291 Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
13292 SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
13297 if (pQuest->GetRewItemsCount() > 0)
13299 for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
13301 if (uint32 itemId = pQuest->RewItemId[i])
13303 ItemPosCountVec dest;
13304 if (CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewItemCount[i] ) == EQUIP_ERR_OK)
13306 Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
13307 SendNewItem(item, pQuest->RewItemCount[i], true, false);
13313 RewardReputation( pQuest );
13315 uint16 log_slot = FindQuestSlot( quest_id );
13316 if (log_slot < MAX_QUEST_LOG_SIZE)
13317 SetQuestSlot(log_slot,0);
13319 QuestStatusData& q_status = mQuestStatus[quest_id];
13321 // Not give XP in case already completed once repeatable quest
13322 uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getConfig(CONFIG_FLOAT_RATE_XP_QUEST));
13324 if (getLevel() < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
13325 GiveXP( XP , NULL );
13326 else
13328 uint32 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY));
13329 ModifyMoney( money );
13330 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money);
13333 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
13334 if (pQuest->GetRewOrReqMoney())
13336 ModifyMoney( pQuest->GetRewOrReqMoney() );
13338 if (pQuest->GetRewOrReqMoney() > 0)
13339 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney());
13342 // honor reward
13343 if (pQuest->GetRewHonorAddition())
13344 RewardHonor(NULL, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorAddition()));
13346 // title reward
13347 if (pQuest->GetCharTitleId())
13349 if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
13350 SetTitle(titleEntry);
13353 if (pQuest->GetBonusTalents())
13355 m_questRewardTalentCount+=pQuest->GetBonusTalents();
13356 InitTalentForLevel();
13359 // Send reward mail
13360 if (uint32 mail_template_id = pQuest->GetRewMailTemplateId())
13361 MailDraft(mail_template_id).SendMailTo(this, questGiver, MAIL_CHECK_MASK_NONE, pQuest->GetRewMailDelaySecs());
13363 if (pQuest->IsDaily())
13365 SetDailyQuestStatus(quest_id);
13366 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
13369 if (!pQuest->IsRepeatable())
13370 SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
13371 else
13372 SetQuestStatus(quest_id, QUEST_STATUS_NONE);
13374 q_status.m_rewarded = true;
13375 if (q_status.uState != QUEST_NEW)
13376 q_status.uState = QUEST_CHANGED;
13378 if (announce)
13379 SendQuestReward( pQuest, XP, questGiver );
13381 // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
13382 if (pQuest->GetRewSpellCast() > 0)
13383 CastSpell( this, pQuest->GetRewSpellCast(), true);
13384 else if ( pQuest->GetRewSpell() > 0)
13385 CastSpell( this, pQuest->GetRewSpell(), true);
13387 if (pQuest->GetZoneOrSort() > 0)
13388 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort());
13389 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
13390 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId());
13392 uint32 zone = 0;
13393 uint32 area = 0;
13395 // remove auras from spells with quest reward state limitations
13396 SpellAreaForQuestMapBounds saEndBounds = sSpellMgr.GetSpellAreaForQuestEndMapBounds(quest_id);
13397 if(saEndBounds.first != saEndBounds.second)
13399 GetZoneAndAreaId(zone,area);
13401 for(SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr)
13402 if(!itr->second->IsFitToRequirements(this,zone,area))
13403 RemoveAurasDueToSpell(itr->second->spellId);
13406 // Some spells applied at quest reward
13407 SpellAreaForQuestMapBounds saBounds = sSpellMgr.GetSpellAreaForQuestMapBounds(quest_id,false);
13408 if(saBounds.first != saBounds.second)
13410 if(!zone || !area)
13411 GetZoneAndAreaId(zone,area);
13413 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
13414 if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
13415 if (!HasAura(itr->second->spellId, EFFECT_INDEX_0))
13416 CastSpell(this,itr->second->spellId,true);
13419 //lets remove flag for delayed teleports
13420 SetCanDelayTeleport(false);
13423 void Player::FailQuest(uint32 questId)
13425 if (Quest const* pQuest = sObjectMgr.GetQuestTemplate(questId))
13427 SetQuestStatus(questId, QUEST_STATUS_FAILED);
13429 uint16 log_slot = FindQuestSlot(questId);
13431 if (log_slot < MAX_QUEST_LOG_SIZE)
13433 SetQuestSlotTimer(log_slot, 1);
13434 SetQuestSlotState(log_slot, QUEST_STATE_FAIL);
13437 if (pQuest->HasFlag(QUEST_MANGOS_FLAGS_TIMED))
13439 QuestStatusData& q_status = mQuestStatus[questId];
13441 RemoveTimedQuest(questId);
13442 q_status.m_timer = 0;
13444 SendQuestTimerFailed(questId);
13446 else
13447 SendQuestFailed(questId);
13451 bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
13453 int32 zoneOrSort = qInfo->GetZoneOrSort();
13454 int32 skillOrClass = qInfo->GetSkillOrClass();
13456 // skip zone zoneOrSort and 0 case skillOrClass
13457 if( zoneOrSort >= 0 && skillOrClass == 0 )
13458 return true;
13460 int32 questSort = -zoneOrSort;
13461 uint8 reqSortClass = ClassByQuestSort(questSort);
13463 // check class sort cases in zoneOrSort
13464 if( reqSortClass != 0 && getClass() != reqSortClass)
13466 if( msg )
13467 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13468 return false;
13471 // check class
13472 if( skillOrClass < 0 )
13474 uint8 reqClass = -int32(skillOrClass);
13475 if(getClass() != reqClass)
13477 if( msg )
13478 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13479 return false;
13482 // check skill
13483 else if( skillOrClass > 0 )
13485 uint32 reqSkill = skillOrClass;
13486 if( GetSkillValue( reqSkill ) < qInfo->GetRequiredSkillValue() )
13488 if( msg )
13489 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13490 return false;
13494 return true;
13497 bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
13499 if( getLevel() < qInfo->GetMinLevel() )
13501 if( msg )
13502 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13503 return false;
13505 return true;
13508 bool Player::SatisfyQuestLog( bool msg )
13510 // exist free slot
13511 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE )
13512 return true;
13514 if( msg )
13516 WorldPacket data( SMSG_QUESTLOG_FULL, 0 );
13517 GetSession()->SendPacket( &data );
13518 sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
13520 return false;
13523 bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
13525 // No previous quest (might be first quest in a series)
13526 if( qInfo->prevQuests.empty())
13527 return true;
13529 for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter )
13531 uint32 prevId = abs(*iter);
13533 QuestStatusMap::const_iterator i_prevstatus = mQuestStatus.find( prevId );
13534 Quest const* qPrevInfo = sObjectMgr.GetQuestTemplate(prevId);
13536 if( qPrevInfo && i_prevstatus != mQuestStatus.end() )
13538 // If any of the positive previous quests completed, return true
13539 if( *iter > 0 && i_prevstatus->second.m_rewarded )
13541 // skip one-from-all exclusive group
13542 if(qPrevInfo->GetExclusiveGroup() >= 0)
13543 return true;
13545 // each-from-all exclusive group ( < 0)
13546 // can be start if only all quests in prev quest exclusive group completed and rewarded
13547 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2 = sObjectMgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
13548 ObjectMgr::ExclusiveQuestGroups::const_iterator end = sObjectMgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
13550 ASSERT(iter2!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
13552 for(; iter2 != end; ++iter2)
13554 uint32 exclude_Id = iter2->second;
13556 // skip checked quest id, only state of other quests in group is interesting
13557 if(exclude_Id == prevId)
13558 continue;
13560 QuestStatusMap::const_iterator i_exstatus = mQuestStatus.find( exclude_Id );
13562 // alternative quest from group also must be completed and rewarded(reported)
13563 if( i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded )
13565 if( msg )
13566 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13567 return false;
13570 return true;
13572 // If any of the negative previous quests active, return true
13573 if( *iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
13574 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
13576 // skip one-from-all exclusive group
13577 if(qPrevInfo->GetExclusiveGroup() >= 0)
13578 return true;
13580 // each-from-all exclusive group ( < 0)
13581 // can be start if only all quests in prev quest exclusive group active
13582 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2 = sObjectMgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
13583 ObjectMgr::ExclusiveQuestGroups::const_iterator end = sObjectMgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
13585 ASSERT(iter2!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
13587 for(; iter2 != end; ++iter2)
13589 uint32 exclude_Id = iter2->second;
13591 // skip checked quest id, only state of other quests in group is interesting
13592 if(exclude_Id == prevId)
13593 continue;
13595 QuestStatusMap::const_iterator i_exstatus = mQuestStatus.find( exclude_Id );
13597 // alternative quest from group also must be active
13598 if( i_exstatus == mQuestStatus.end() ||
13599 i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
13600 (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)) )
13602 if( msg )
13603 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13604 return false;
13607 return true;
13612 // Has only positive prev. quests in non-rewarded state
13613 // and negative prev. quests in non-active state
13614 if( msg )
13615 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13617 return false;
13620 bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
13622 uint32 reqraces = qInfo->GetRequiredRaces();
13623 if ( reqraces == 0 )
13624 return true;
13625 if( (reqraces & getRaceMask()) == 0 )
13627 if( msg )
13628 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
13629 return false;
13631 return true;
13634 bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
13636 uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
13637 if(fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
13639 if( msg )
13640 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13641 return false;
13644 uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
13645 if(fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
13647 if( msg )
13648 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13649 return false;
13652 return true;
13655 bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
13657 QuestStatusMap::const_iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
13658 if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
13660 if( msg )
13661 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
13662 return false;
13664 return true;
13667 bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg)
13669 if (!m_timedquests.empty() && qInfo->HasFlag(QUEST_MANGOS_FLAGS_TIMED))
13671 if (msg)
13672 SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED);
13674 return false;
13676 return true;
13679 bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
13681 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
13682 if(qInfo->GetExclusiveGroup() <= 0)
13683 return true;
13685 ObjectMgr::ExclusiveQuestGroups::const_iterator iter = sObjectMgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
13686 ObjectMgr::ExclusiveQuestGroups::const_iterator end = sObjectMgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
13688 ASSERT(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
13690 for(; iter != end; ++iter)
13692 uint32 exclude_Id = iter->second;
13694 // skip checked quest id, only state of other quests in group is interesting
13695 if(exclude_Id == qInfo->GetQuestId())
13696 continue;
13698 // not allow have daily quest if daily quest from exclusive group already recently completed
13699 Quest const* Nquest = sObjectMgr.GetQuestTemplate(exclude_Id);
13700 if( !SatisfyQuestDay(Nquest, false) )
13702 if( msg )
13703 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13704 return false;
13707 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
13709 // alternative quest already started or completed
13710 if( i_exstatus != mQuestStatus.end()
13711 && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
13713 if( msg )
13714 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13715 return false;
13718 return true;
13721 bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
13723 if(!qInfo->GetNextQuestInChain())
13724 return true;
13726 // next quest in chain already started or completed
13727 QuestStatusMap::const_iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
13728 if( itr != mQuestStatus.end()
13729 && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) )
13731 if( msg )
13732 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13733 return false;
13736 // check for all quests further up the chain
13737 // only necessary if there are quest chains with more than one quest that can be skipped
13738 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
13739 return true;
13742 bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
13744 // No previous quest in chain
13745 if( qInfo->prevChainQuests.empty())
13746 return true;
13748 for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
13750 uint32 prevId = *iter;
13752 QuestStatusMap::const_iterator i_prevstatus = mQuestStatus.find( prevId );
13754 if( i_prevstatus != mQuestStatus.end() )
13756 // If any of the previous quests in chain active, return false
13757 if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
13758 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
13760 if( msg )
13761 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13762 return false;
13766 // check for all quests further down the chain
13767 // only necessary if there are quest chains with more than one quest that can be skipped
13768 //if( !SatisfyQuestPrevChain( prevId, msg ) )
13769 // return false;
13772 // No previous quest in chain active
13773 return true;
13776 bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
13778 if(!qInfo->IsDaily())
13779 return true;
13781 bool have_slot = false;
13782 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
13784 uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
13785 if(qInfo->GetQuestId()==id)
13786 return false;
13788 if(!id)
13789 have_slot = true;
13792 if(!have_slot)
13794 if( msg )
13795 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
13796 return false;
13799 return true;
13802 bool Player::GiveQuestSourceItem( Quest const *pQuest )
13804 uint32 srcitem = pQuest->GetSrcItemId();
13805 if( srcitem > 0 )
13807 uint32 count = pQuest->GetSrcItemCount();
13808 if( count <= 0 )
13809 count = 1;
13811 ItemPosCountVec dest;
13812 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
13813 if( msg == EQUIP_ERR_OK )
13815 Item * item = StoreNewItem(dest, srcitem, true);
13816 SendNewItem(item, count, true, false);
13817 return true;
13819 // player already have max amount required item, just report success
13820 else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
13821 return true;
13822 else
13823 SendEquipError( msg, NULL, NULL, srcitem );
13824 return false;
13827 return true;
13830 bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
13832 Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id);
13833 if( qInfo )
13835 uint32 srcitem = qInfo->GetSrcItemId();
13836 if( srcitem > 0 )
13838 uint32 count = qInfo->GetSrcItemCount();
13839 if( count <= 0 )
13840 count = 1;
13842 // exist one case when destroy source quest item not possible:
13843 // non un-equippable item (equipped non-empty bag, for example)
13844 uint8 res = CanUnequipItems(srcitem,count);
13845 if(res != EQUIP_ERR_OK)
13847 if(msg)
13848 SendEquipError( res, NULL, NULL, srcitem );
13849 return false;
13852 DestroyItemCount(srcitem, count, true, true);
13855 return true;
13858 bool Player::GetQuestRewardStatus( uint32 quest_id ) const
13860 Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id);
13861 if( qInfo )
13863 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13864 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13865 if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
13866 && !qInfo->IsRepeatable() )
13867 return itr->second.m_rewarded;
13869 return false;
13871 return false;
13874 QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
13876 if( quest_id )
13878 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13879 if( itr != mQuestStatus.end() )
13880 return itr->second.m_status;
13882 return QUEST_STATUS_NONE;
13885 bool Player::CanShareQuest(uint32 quest_id) const
13887 Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id);
13888 if( qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) )
13890 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13891 if( itr != mQuestStatus.end() )
13892 return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
13894 return false;
13897 void Player::SetQuestStatus(uint32 quest_id, QuestStatus status)
13899 if (sObjectMgr.GetQuestTemplate(quest_id))
13901 QuestStatusData& q_status = mQuestStatus[quest_id];
13903 q_status.m_status = status;
13905 if (q_status.uState != QUEST_NEW)
13906 q_status.uState = QUEST_CHANGED;
13909 UpdateForQuestWorldObjects();
13912 // not used in MaNGOS, but used in scripting code
13913 uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
13915 Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id);
13916 if( !qInfo )
13917 return 0;
13919 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13920 if ( qInfo->ReqCreatureOrGOId[j] == entry )
13921 return mQuestStatus[quest_id].m_creatureOrGOcount[j];
13923 return 0;
13926 void Player::AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData )
13928 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13930 for(int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
13932 uint32 reqitemcount = pQuest->ReqItemCount[i];
13933 if( reqitemcount != 0 )
13935 uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i], true);
13937 questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount);
13938 if (questStatusData.uState != QUEST_NEW) questStatusData.uState = QUEST_CHANGED;
13944 uint16 Player::FindQuestSlot( uint32 quest_id ) const
13946 for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13947 if ( GetQuestSlotQuestId(i) == quest_id )
13948 return i;
13950 return MAX_QUEST_LOG_SIZE;
13953 void Player::AreaExploredOrEventHappens( uint32 questId )
13955 if( questId )
13957 uint16 log_slot = FindQuestSlot( questId );
13958 if( log_slot < MAX_QUEST_LOG_SIZE)
13960 QuestStatusData& q_status = mQuestStatus[questId];
13962 if(!q_status.m_explored)
13964 q_status.m_explored = true;
13965 if (q_status.uState != QUEST_NEW)
13966 q_status.uState = QUEST_CHANGED;
13969 if( CanCompleteQuest( questId ) )
13970 CompleteQuest( questId );
13974 //not used in mangosd, function for external script library
13975 void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
13977 if( Group *pGroup = GetGroup() )
13979 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
13981 Player *pGroupGuy = itr->getSource();
13983 // for any leave or dead (with not released body) group member at appropriate distance
13984 if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
13985 pGroupGuy->AreaExploredOrEventHappens(questId);
13988 else
13989 AreaExploredOrEventHappens(questId);
13992 void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
13994 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13996 uint32 questid = GetQuestSlotQuestId(i);
13997 if ( questid == 0 )
13998 continue;
14000 QuestStatusData& q_status = mQuestStatus[questid];
14002 if ( q_status.m_status != QUEST_STATUS_INCOMPLETE )
14003 continue;
14005 Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
14006 if( !qInfo || !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
14007 continue;
14009 for (int j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
14011 uint32 reqitem = qInfo->ReqItemId[j];
14012 if ( reqitem == entry )
14014 uint32 reqitemcount = qInfo->ReqItemCount[j];
14015 uint32 curitemcount = q_status.m_itemcount[j];
14016 if ( curitemcount < reqitemcount )
14018 uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
14019 q_status.m_itemcount[j] += additemcount;
14020 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
14022 SendQuestUpdateAddItem( qInfo, j, additemcount );
14024 if ( CanCompleteQuest( questid ) )
14025 CompleteQuest( questid );
14026 return;
14030 UpdateForQuestWorldObjects();
14033 void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
14035 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
14037 uint32 questid = GetQuestSlotQuestId(i);
14038 if(!questid)
14039 continue;
14040 Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
14041 if ( !qInfo )
14042 continue;
14043 if( !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
14044 continue;
14046 for (int j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
14048 uint32 reqitem = qInfo->ReqItemId[j];
14049 if ( reqitem == entry )
14051 QuestStatusData& q_status = mQuestStatus[questid];
14053 uint32 reqitemcount = qInfo->ReqItemCount[j];
14054 uint32 curitemcount;
14055 if( q_status.m_status != QUEST_STATUS_COMPLETE )
14056 curitemcount = q_status.m_itemcount[j];
14057 else
14058 curitemcount = GetItemCount(entry, true);
14059 if ( curitemcount < reqitemcount + count )
14061 uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
14062 q_status.m_itemcount[j] = curitemcount - remitemcount;
14063 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
14065 IncompleteQuest( questid );
14067 return;
14071 UpdateForQuestWorldObjects();
14074 void Player::KilledMonster( CreatureInfo const* cInfo, ObjectGuid guid )
14076 if(cInfo->Entry)
14077 KilledMonsterCredit(cInfo->Entry, guid);
14079 for(int i = 0; i < MAX_KILL_CREDIT; ++i)
14080 if(cInfo->KillCredit[i])
14081 KilledMonsterCredit(cInfo->KillCredit[i], guid);
14084 void Player::KilledMonsterCredit( uint32 entry, ObjectGuid guid )
14086 uint32 addkillcount = 1;
14087 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, entry, addkillcount);
14088 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
14090 uint32 questid = GetQuestSlotQuestId(i);
14091 if(!questid)
14092 continue;
14094 Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
14095 if( !qInfo )
14096 continue;
14097 // just if !ingroup || !noraidgroup || raidgroup
14098 QuestStatusData& q_status = mQuestStatus[questid];
14099 if( q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
14101 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST) )
14103 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
14105 // skip GO activate objective or none
14106 if(qInfo->ReqCreatureOrGOId[j] <=0)
14107 continue;
14109 // skip Cast at creature objective
14110 if(qInfo->ReqSpell[j] !=0 )
14111 continue;
14113 uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
14115 if ( reqkill == entry )
14117 uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
14118 uint32 curkillcount = q_status.m_creatureOrGOcount[j];
14119 if ( curkillcount < reqkillcount )
14121 q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
14122 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
14124 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
14126 if ( CanCompleteQuest( questid ) )
14127 CompleteQuest( questid );
14129 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
14130 continue;
14138 void Player::CastedCreatureOrGO( uint32 entry, ObjectGuid guid, uint32 spell_id )
14140 bool isCreature = guid.IsCreature();
14142 uint32 addCastCount = 1;
14143 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
14145 uint32 questid = GetQuestSlotQuestId(i);
14146 if(!questid)
14147 continue;
14149 Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
14150 if ( !qInfo )
14151 continue;
14153 QuestStatusData& q_status = mQuestStatus[questid];
14155 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
14157 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST ) )
14159 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
14161 // skip kill creature objective (0) or wrong spell casts
14162 if(qInfo->ReqSpell[j] != spell_id )
14163 continue;
14165 uint32 reqTarget = 0;
14167 if(isCreature)
14169 // creature activate objectives
14170 if(qInfo->ReqCreatureOrGOId[j] > 0)
14171 // checked at quest_template loading
14172 reqTarget = qInfo->ReqCreatureOrGOId[j];
14174 else
14176 // GO activate objective
14177 if(qInfo->ReqCreatureOrGOId[j] < 0)
14178 // checked at quest_template loading
14179 reqTarget = - qInfo->ReqCreatureOrGOId[j];
14182 // other not this creature/GO related objectives
14183 if( reqTarget != entry )
14184 continue;
14186 uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
14187 uint32 curCastCount = q_status.m_creatureOrGOcount[j];
14188 if ( curCastCount < reqCastCount )
14190 q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
14191 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
14193 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount);
14196 if ( CanCompleteQuest( questid ) )
14197 CompleteQuest( questid );
14199 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
14200 break;
14207 void Player::TalkedToCreature( uint32 entry, ObjectGuid guid )
14209 uint32 addTalkCount = 1;
14210 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
14212 uint32 questid = GetQuestSlotQuestId(i);
14213 if(!questid)
14214 continue;
14216 Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
14217 if ( !qInfo )
14218 continue;
14220 QuestStatusData& q_status = mQuestStatus[questid];
14222 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
14224 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) )
14226 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
14228 // skip spell casts and Gameobject objectives
14229 if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
14230 continue;
14232 uint32 reqTarget = 0;
14234 if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
14235 // checked at quest_template loading
14236 reqTarget = qInfo->ReqCreatureOrGOId[j];
14237 else
14238 continue;
14240 if ( reqTarget == entry )
14242 uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
14243 uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
14244 if ( curTalkCount < reqTalkCount )
14246 q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
14247 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
14249 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount);
14251 if ( CanCompleteQuest( questid ) )
14252 CompleteQuest( questid );
14254 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
14255 continue;
14263 void Player::MoneyChanged( uint32 count )
14265 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
14267 uint32 questid = GetQuestSlotQuestId(i);
14268 if (!questid)
14269 continue;
14271 Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
14272 if( qInfo && qInfo->GetRewOrReqMoney() < 0 )
14274 QuestStatusData& q_status = mQuestStatus[questid];
14276 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
14278 if(int32(count) >= -qInfo->GetRewOrReqMoney())
14280 if ( CanCompleteQuest( questid ) )
14281 CompleteQuest( questid );
14284 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
14286 if(int32(count) < -qInfo->GetRewOrReqMoney())
14287 IncompleteQuest( questid );
14293 void Player::ReputationChanged(FactionEntry const* factionEntry )
14295 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
14297 if(uint32 questid = GetQuestSlotQuestId(i))
14299 if(Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid))
14301 if(qInfo->GetRepObjectiveFaction() == factionEntry->ID )
14303 QuestStatusData& q_status = mQuestStatus[questid];
14304 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
14306 if(GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
14307 if ( CanCompleteQuest( questid ) )
14308 CompleteQuest( questid );
14310 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
14312 if(GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
14313 IncompleteQuest( questid );
14321 bool Player::HasQuestForItem( uint32 itemid ) const
14323 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
14325 uint32 questid = GetQuestSlotQuestId(i);
14326 if ( questid == 0 )
14327 continue;
14329 QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
14330 if(qs_itr == mQuestStatus.end())
14331 continue;
14333 QuestStatusData const& q_status = qs_itr->second;
14335 if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
14337 Quest const* qinfo = sObjectMgr.GetQuestTemplate(questid);
14338 if(!qinfo)
14339 continue;
14341 // hide quest if player is in raid-group and quest is no raid quest
14342 if (GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID
14343 && !InBattleGround())
14344 continue;
14346 // There should be no mixed ReqItem/ReqSource drop
14347 // This part for ReqItem drop
14348 for (int j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
14350 if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] )
14351 return true;
14353 // This part - for ReqSource
14354 for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j)
14356 // examined item is a source item
14357 if (qinfo->ReqSourceId[j] == itemid)
14359 ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(itemid);
14361 // 'unique' item
14362 if (pProto->MaxCount && (int32)GetItemCount(itemid,true) < pProto->MaxCount)
14363 return true;
14365 // allows custom amount drop when not 0
14366 if (qinfo->ReqSourceCount[j])
14368 if (GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
14369 return true;
14370 } else if ((int32)GetItemCount(itemid,true) < pProto->Stackable)
14371 return true;
14376 return false;
14379 void Player::SendQuestComplete( uint32 quest_id )
14381 if( quest_id )
14383 WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 );
14384 data << uint32(quest_id);
14385 GetSession()->SendPacket( &data );
14386 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id );
14390 void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
14392 uint32 questid = pQuest->GetQuestId();
14393 sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
14394 WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) );
14395 data << uint32(questid);
14397 if ( getLevel() < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL) )
14399 data << uint32(XP);
14400 data << uint32(pQuest->GetRewOrReqMoney());
14402 else
14404 data << uint32(0);
14405 data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY)));
14408 data << uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorAddition()));
14409 data << uint32(pQuest->GetBonusTalents()); // bonus talents
14410 data << uint32(0);
14411 GetSession()->SendPacket( &data );
14413 if (pQuest->GetQuestCompleteScript() != 0)
14414 GetMap()->ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
14417 void Player::SendQuestFailed( uint32 quest_id )
14419 if( quest_id )
14421 WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 );
14422 data << uint32(quest_id);
14423 data << uint32(0); // failed reason (4 for inventory is full)
14424 GetSession()->SendPacket( &data );
14425 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
14429 void Player::SendQuestTimerFailed( uint32 quest_id )
14431 if( quest_id )
14433 WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
14434 data << uint32(quest_id);
14435 GetSession()->SendPacket( &data );
14436 sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
14440 void Player::SendCanTakeQuestResponse( uint32 msg )
14442 WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
14443 data << uint32(msg);
14444 GetSession()->SendPacket( &data );
14445 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
14448 void Player::SendQuestConfirmAccept(const Quest* pQuest, Player* pReceiver)
14450 if (pReceiver)
14452 std::string strTitle = pQuest->GetTitle();
14454 int loc_idx = pReceiver->GetSession()->GetSessionDbLocaleIndex();
14456 if (loc_idx >= 0)
14458 if (const QuestLocale* pLocale = sObjectMgr.GetQuestLocale(pQuest->GetQuestId()))
14460 if ((int32)pLocale->Title.size() > loc_idx && !pLocale->Title[loc_idx].empty())
14461 strTitle = pLocale->Title[loc_idx];
14465 WorldPacket data(SMSG_QUEST_CONFIRM_ACCEPT, (4 + strTitle.size() + 8));
14466 data << uint32(pQuest->GetQuestId());
14467 data << strTitle;
14468 data << uint64(GetGUID());
14469 pReceiver->GetSession()->SendPacket(&data);
14471 sLog.outDebug("WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT");
14475 void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
14477 if( pPlayer )
14479 WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
14480 data << uint64(pPlayer->GetGUID());
14481 data << uint8(msg); // valid values: 0-8
14482 GetSession()->SendPacket( &data );
14483 sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
14487 void Player::SendQuestUpdateAddItem( Quest const* /*pQuest*/, uint32 /*item_idx*/, uint32 /*count*/ )
14489 WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 );
14490 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
14491 //data << pQuest->ReqItemId[item_idx];
14492 //data << count;
14493 GetSession()->SendPacket( &data );
14496 void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, ObjectGuid guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
14498 ASSERT(old_count + add_count < 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)");
14500 int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
14501 if (entry < 0)
14502 // client expected gameobject template id in form (id|0x80000000)
14503 entry = (-entry) | 0x80000000;
14505 WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
14506 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
14507 data << uint32(pQuest->GetQuestId());
14508 data << uint32(entry);
14509 data << uint32(old_count + add_count);
14510 data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
14511 data << guid;
14512 GetSession()->SendPacket(&data);
14514 uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
14515 if( log_slot < MAX_QUEST_LOG_SIZE)
14516 SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
14519 /*********************************************************/
14520 /*** LOAD SYSTEM ***/
14521 /*********************************************************/
14523 void Player::_LoadDeclinedNames(QueryResult* result)
14525 if(!result)
14526 return;
14528 if(m_declinedname)
14529 delete m_declinedname;
14531 m_declinedname = new DeclinedName;
14532 Field *fields = result->Fetch();
14533 for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
14534 m_declinedname->name[i] = fields[i].GetCppString();
14536 delete result;
14539 void Player::_LoadArenaTeamInfo(QueryResult *result)
14541 // arenateamid, played_week, played_season, personal_rating
14542 memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32) * MAX_ARENA_SLOT * ARENA_TEAM_END);
14543 if (!result)
14544 return;
14548 Field *fields = result->Fetch();
14550 uint32 arenateamid = fields[0].GetUInt32();
14551 uint32 played_week = fields[1].GetUInt32();
14552 uint32 played_season = fields[2].GetUInt32();
14553 uint32 wons_season = fields[3].GetUInt32();
14554 uint32 personal_rating = fields[4].GetUInt32();
14556 ArenaTeam* aTeam = sObjectMgr.GetArenaTeamById(arenateamid);
14557 if(!aTeam)
14559 sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid);
14560 continue;
14562 uint8 arenaSlot = aTeam->GetSlot();
14564 SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_ID, arenateamid);
14565 SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_TYPE, aTeam->GetType());
14566 SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_MEMBER, (aTeam->GetCaptain() == GetGUID()) ? 0 : 1);
14567 SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_WEEK, played_week);
14568 SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_SEASON, played_season);
14569 SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_WINS_SEASON, wons_season);
14570 SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_PERSONAL_RATING, personal_rating);
14572 } while (result->NextRow());
14573 delete result;
14576 void Player::_LoadEquipmentSets(QueryResult *result)
14578 // 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));
14579 if (!result)
14580 return;
14582 uint32 count = 0;
14585 Field *fields = result->Fetch();
14587 EquipmentSet eqSet;
14589 eqSet.Guid = fields[0].GetUInt64();
14590 uint32 index = fields[1].GetUInt32();
14591 eqSet.Name = fields[2].GetCppString();
14592 eqSet.IconName = fields[3].GetCppString();
14593 eqSet.state = EQUIPMENT_SET_UNCHANGED;
14595 for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
14596 eqSet.Items[i] = fields[4+i].GetUInt32();
14598 m_EquipmentSets[index] = eqSet;
14600 ++count;
14602 if(count >= MAX_EQUIPMENT_SET_INDEX) // client limit
14603 break;
14604 } while (result->NextRow());
14605 delete result;
14608 void Player::_LoadBGData(QueryResult* result)
14610 if (!result)
14611 return;
14613 // Expecting only one row
14614 Field *fields = result->Fetch();
14615 /* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
14616 m_bgData.bgInstanceID = fields[0].GetUInt32();
14617 m_bgData.bgTeam = fields[1].GetUInt32();
14618 m_bgData.joinPos = WorldLocation(fields[6].GetUInt32(), // Map
14619 fields[2].GetFloat(), // X
14620 fields[3].GetFloat(), // Y
14621 fields[4].GetFloat(), // Z
14622 fields[5].GetFloat()); // Orientation
14623 m_bgData.taxiPath[0] = fields[7].GetUInt32();
14624 m_bgData.taxiPath[1] = fields[8].GetUInt32();
14625 m_bgData.mountSpell = fields[9].GetUInt32();
14627 delete result;
14630 bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
14632 QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
14633 if(!result)
14634 return false;
14636 Field *fields = result->Fetch();
14638 x = fields[0].GetFloat();
14639 y = fields[1].GetFloat();
14640 z = fields[2].GetFloat();
14641 o = fields[3].GetFloat();
14642 mapid = fields[4].GetUInt32();
14643 in_flight = !fields[5].GetCppString().empty();
14645 delete result;
14646 return true;
14649 void Player::_LoadIntoDataField(const char* data, uint32 startOffset, uint32 count)
14651 if(!data)
14652 return;
14654 Tokens tokens = StrSplit(data, " ");
14656 if(tokens.size() != count)
14657 return;
14659 Tokens::iterator iter;
14660 uint32 index;
14661 for (iter = tokens.begin(), index = 0; index < count; ++iter, ++index)
14663 m_uint32Values[startOffset + index] = atol((*iter).c_str());
14667 bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
14669 // 0 1 2 3 4 5 6 7 8 9 10 11
14670 //SELECT guid, account, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags,"
14671 // 12 13 14 15 16 17 18 19 20 21 22 23 24
14672 //"position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost,"
14673 // 25 26 27 28 29 30 31 32 33 34 35 36 37 38
14674 //"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,"
14675 // 39 40 41 42 43 44 45 46 47 48 49
14676 //"arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk,"
14677 // 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64
14678 //"health, power1, power2, power3, power4, power5, power6, power7, specCount, activeSpec, exploredZones, equipmentCache, ammoId, knownTitles, actionBars FROM characters WHERE guid = '%u'", GUID_LOPART(m_guid));
14679 QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
14681 if(!result)
14683 sLog.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid);
14684 return false;
14687 Field *fields = result->Fetch();
14689 uint32 dbAccountId = fields[1].GetUInt32();
14691 // check if the character's account in the db and the logged in account match.
14692 // player should be able to load/delete character only with correct account!
14693 if( dbAccountId != GetSession()->GetAccountId() )
14695 sLog.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
14696 delete result;
14697 return false;
14700 Object::_Create( guid, 0, HIGHGUID_PLAYER );
14702 m_name = fields[2].GetCppString();
14704 // check name limitations
14705 if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS ||
14706 (GetSession()->GetSecurity() == SEC_PLAYER && sObjectMgr.IsReservedName(m_name)))
14708 delete result;
14709 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
14710 return false;
14713 // overwrite possible wrong/corrupted guid
14714 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
14716 // overwrite some data fields
14717 uint32 bytes0 = 0;
14718 bytes0 |= fields[3].GetUInt8(); // race
14719 bytes0 |= fields[4].GetUInt8() << 8; // class
14720 bytes0 |= fields[5].GetUInt8() << 16; // gender
14721 SetUInt32Value(UNIT_FIELD_BYTES_0, bytes0);
14723 SetUInt32Value(UNIT_FIELD_LEVEL, fields[6].GetUInt8());
14724 SetUInt32Value(PLAYER_XP, fields[7].GetUInt32());
14726 _LoadIntoDataField(fields[60].GetString(), PLAYER_EXPLORED_ZONES_1, PLAYER_EXPLORED_ZONES_SIZE);
14727 _LoadIntoDataField(fields[63].GetString(), PLAYER__FIELD_KNOWN_TITLES, KNOWN_TITLES_SIZE*2);
14729 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
14730 SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
14731 SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f);
14733 uint32 money = fields[8].GetUInt32();
14734 if(money > MAX_MONEY_AMOUNT)
14735 money = MAX_MONEY_AMOUNT;
14736 SetMoney(money);
14738 SetUInt32Value(PLAYER_BYTES, fields[9].GetUInt32());
14739 SetUInt32Value(PLAYER_BYTES_2, fields[10].GetUInt32());
14740 SetUInt32Value(PLAYER_BYTES_3, (fields[49].GetUInt16() & 0xFFFE) | fields[5].GetUInt8());
14741 SetUInt32Value(PLAYER_FLAGS, fields[11].GetUInt32());
14742 SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, fields[48].GetInt32());
14744 SetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES, fields[47].GetUInt64());
14746 SetUInt32Value(PLAYER_AMMO_ID, fields[62].GetUInt32());
14747 SetByteValue(PLAYER_FIELD_BYTES, 2, fields[64].GetUInt8());
14750 InitDisplayIds();
14752 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
14753 for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
14755 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0 );
14756 SetVisibleItemSlot(slot, NULL);
14758 if (m_items[slot])
14760 delete m_items[slot];
14761 m_items[slot] = NULL;
14765 sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
14766 outDebugValues();
14768 //Need to call it to initialize m_team (m_team can be calculated from race)
14769 //Other way is to saves m_team into characters table.
14770 setFactionForRace(getRace());
14771 SetCharm(NULL);
14773 // load home bind and check in same time class/race pair, it used later for restore broken positions
14774 if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
14776 delete result;
14777 return false;
14780 InitPrimaryProfessions(); // to max set before any spell loaded
14782 // init saved position, and fix it later if problematic
14783 uint32 transGUID = fields[30].GetUInt32();
14784 Relocate(fields[12].GetFloat(),fields[13].GetFloat(),fields[14].GetFloat(),fields[16].GetFloat());
14785 SetLocationMapId(fields[15].GetUInt32());
14787 uint32 difficulty = fields[38].GetUInt32();
14788 if(difficulty >= MAX_DUNGEON_DIFFICULTY)
14789 difficulty = DUNGEON_DIFFICULTY_NORMAL;
14790 SetDungeonDifficulty(Difficulty(difficulty)); // may be changed in _LoadGroup
14792 _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
14794 _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
14796 uint32 arena_currency = fields[39].GetUInt32();
14797 if (arena_currency > sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS))
14798 arena_currency = sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS);
14800 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
14802 // check arena teams integrity
14803 for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
14805 uint32 arena_team_id = GetArenaTeamId(arena_slot);
14806 if(!arena_team_id)
14807 continue;
14809 if(ArenaTeam * at = sObjectMgr.GetArenaTeamById(arena_team_id))
14810 if(at->HaveMember(GetGUID()))
14811 continue;
14813 // arena team not exist or not member, cleanup fields
14814 for(int j = 0; j < ARENA_TEAM_END; ++j)
14815 SetArenaTeamInfoField(arena_slot, ArenaTeamInfoType(j), 0);
14818 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, fields[40].GetUInt32());
14819 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, fields[41].GetUInt32());
14820 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, fields[42].GetUInt32());
14821 SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, fields[43].GetUInt32());
14822 SetUInt16Value(PLAYER_FIELD_KILLS, 0, fields[44].GetUInt16());
14823 SetUInt16Value(PLAYER_FIELD_KILLS, 1, fields[45].GetUInt16());
14825 _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
14827 if(!IsPositionValid())
14829 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());
14830 RelocateToHomebind();
14832 transGUID = 0;
14834 m_movementInfo.SetTransportData(0, 0.0f, 0.0f, 0.0f, 0.0f, 0, -1);
14837 _LoadBGData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA));
14839 if(m_bgData.bgInstanceID) //saved in BattleGround
14841 BattleGround *currentBg = sBattleGroundMgr.GetBattleGround(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE);
14843 bool player_at_bg = currentBg && currentBg->IsPlayerInBattleGround(GetGUID());
14845 if(player_at_bg && currentBg->GetStatus() != STATUS_WAIT_LEAVE)
14847 BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType());
14848 AddBattleGroundQueueId(bgQueueTypeId);
14850 m_bgData.bgTypeID = currentBg->GetTypeID();
14852 //join player to battleground group
14853 currentBg->EventPlayerLoggedIn(this, GetGUID());
14854 currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData.bgTeam);
14856 SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID());
14858 else
14860 // leave bg
14861 if (player_at_bg)
14862 currentBg->RemovePlayerAtLeave(GetGUID(), false, true);
14864 // move to bg enter point
14865 const WorldLocation& _loc = GetBattleGroundEntryPoint();
14866 SetLocationMapId(_loc.mapid);
14867 Relocate(_loc.coord_x, _loc.coord_y, _loc.coord_z, _loc.orientation);
14869 // We are not in BG anymore
14870 m_bgData.bgInstanceID = 0;
14873 else
14875 MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId());
14876 // if server restart after player save in BG or area
14877 // player can have current coordinates in to BG/Arena map, fix this
14878 if(!mapEntry || mapEntry->IsBattleGroundOrArena())
14880 const WorldLocation& _loc = GetBattleGroundEntryPoint();
14881 SetLocationMapId(_loc.mapid);
14882 Relocate(_loc.coord_x, _loc.coord_y, _loc.coord_z, _loc.orientation);
14886 if (transGUID != 0)
14888 m_movementInfo.SetTransportData(transGUID, fields[26].GetFloat(), fields[27].GetFloat(), fields[28].GetFloat(), fields[29].GetFloat(), 0, -1);
14890 if( !MaNGOS::IsValidMapCoord(
14891 GetPositionX() + m_movementInfo.GetTransportPos()->x, GetPositionY() + m_movementInfo.GetTransportPos()->y,
14892 GetPositionZ() + m_movementInfo.GetTransportPos()->z, GetOrientation() + m_movementInfo.GetTransportPos()->o) ||
14893 // transport size limited
14894 m_movementInfo.GetTransportPos()->x > 50 || m_movementInfo.GetTransportPos()->y > 50 || m_movementInfo.GetTransportPos()->z > 50 )
14896 sLog.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14897 guid, GetPositionX() + m_movementInfo.GetTransportPos()->x, GetPositionY() + m_movementInfo.GetTransportPos()->y,
14898 GetPositionZ() + m_movementInfo.GetTransportPos()->z, GetOrientation() + m_movementInfo.GetTransportPos()->o);
14900 RelocateToHomebind();
14902 m_movementInfo.SetTransportData(0, 0.0f, 0.0f, 0.0f, 0.0f, 0, -1);
14904 transGUID = 0;
14908 if (transGUID != 0)
14910 for (MapManager::TransportSet::const_iterator iter = sMapMgr.m_Transports.begin(); iter != sMapMgr.m_Transports.end(); ++iter)
14912 if( (*iter)->GetGUIDLow() == transGUID)
14914 MapEntry const* transMapEntry = sMapStore.LookupEntry((*iter)->GetMapId());
14915 // client without expansion support
14916 if(GetSession()->Expansion() < transMapEntry->Expansion())
14918 sLog.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter)->GetMapId());
14919 break;
14922 m_transport = *iter;
14923 m_transport->AddPassenger(this);
14924 SetLocationMapId(m_transport->GetMapId());
14925 break;
14929 if(!m_transport)
14931 sLog.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14932 guid,transGUID);
14934 RelocateToHomebind();
14936 m_movementInfo.SetTransportData(0, 0.0f, 0.0f, 0.0f, 0.0f, 0, -1);
14938 transGUID = 0;
14941 else // not transport case
14943 MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId());
14944 // client without expansion support
14945 if(GetSession()->Expansion() < mapEntry->Expansion())
14947 sLog.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14948 RelocateToHomebind();
14952 // NOW player must have valid map
14953 // load the player's map here if it's not already loaded
14954 SetMap(sMapMgr.CreateMap(GetMapId(), this));
14956 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14957 if(GetInstanceId() && !sInstanceSaveMgr.GetInstanceSave(GetInstanceId()))
14959 AreaTrigger const* at = sObjectMgr.GetMapEntranceTrigger(GetMapId());
14960 if(at)
14961 Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
14962 else
14963 sLog.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
14966 SaveRecallPosition();
14968 time_t now = time(NULL);
14969 time_t logoutTime = time_t(fields[22].GetUInt64());
14971 // since last logout (in seconds)
14972 uint32 time_diff = uint32(now - logoutTime);
14974 // set value, including drunk invisibility detection
14975 // calculate sobering. after 15 minutes logged out, the player will be sober again
14976 float soberFactor;
14977 if(time_diff > 15*MINUTE)
14978 soberFactor = 0;
14979 else
14980 soberFactor = 1-time_diff/(15.0f*MINUTE);
14981 uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
14982 SetDrunkValue(newDrunkenValue);
14984 m_cinematic = fields[18].GetUInt32();
14985 m_Played_time[PLAYED_TIME_TOTAL]= fields[19].GetUInt32();
14986 m_Played_time[PLAYED_TIME_LEVEL]= fields[20].GetUInt32();
14988 m_resetTalentsCost = fields[24].GetUInt32();
14989 m_resetTalentsTime = time_t(fields[25].GetUInt64());
14991 // reserve some flags
14992 uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
14994 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) )
14995 SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
14997 m_taxi.LoadTaxiMask( fields[17].GetString() ); // must be before InitTaxiNodesForLevel
14999 uint32 extraflags = fields[31].GetUInt32();
15001 m_stableSlots = fields[32].GetUInt32();
15002 if(m_stableSlots > MAX_PET_STABLES)
15004 sLog.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES,uint32(m_stableSlots));
15005 m_stableSlots = MAX_PET_STABLES;
15008 m_atLoginFlags = fields[33].GetUInt32();
15010 // Honor system
15011 // Update Honor kills data
15012 m_lastHonorUpdateTime = logoutTime;
15013 UpdateHonorFields();
15015 m_deathExpireTime = (time_t)fields[36].GetUInt64();
15016 if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
15017 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
15019 std::string taxi_nodes = fields[37].GetCppString();
15021 // clear channel spell data (if saved at channel spell casting)
15022 SetChannelObjectGUID(0);
15023 SetUInt32Value(UNIT_CHANNEL_SPELL,0);
15025 // clear charm/summon related fields
15026 SetCharm(NULL);
15027 SetPet(NULL);
15028 SetTargetGUID(0);
15029 SetChannelObjectGUID(0);
15030 SetCharmerGUID(0);
15031 SetOwnerGUID(0);
15032 SetCreatorGUID(0);
15034 // reset some aura modifiers before aura apply
15035 SetFarSightGUID(0);
15036 SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
15037 SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
15039 // cleanup aura list explicitly before skill load wher some spells can be applied
15040 RemoveAllAuras();
15042 // make sure the unit is considered out of combat for proper loading
15043 ClearInCombat();
15045 // make sure the unit is considered not in duel for proper loading
15046 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
15047 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
15049 // reset stats before loading any modifiers
15050 InitStatsForLevel();
15051 InitGlyphsForLevel();
15052 InitTaxiNodesForLevel();
15053 InitRunes();
15055 // rest bonus can only be calculated after InitStatsForLevel()
15056 m_rest_bonus = fields[21].GetFloat();
15058 if(time_diff > 0)
15060 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
15061 float bubble0 = 0.031f;
15062 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
15063 float bubble1 = 0.125f;
15064 float bubble = fields[23].GetUInt32() > 0
15065 ? bubble1*sWorld.getConfig(CONFIG_FLOAT_RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
15066 : bubble0*sWorld.getConfig(CONFIG_FLOAT_RATE_REST_OFFLINE_IN_WILDERNESS);
15068 SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
15071 // load skills after InitStatsForLevel because it triggering aura apply also
15072 _LoadSkills(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSKILLS));
15074 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
15076 // Mail
15077 _LoadMails(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILS));
15078 _LoadMailedItems(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILEDITEMS));
15079 UpdateNextMailTimeAndUnreads();
15081 m_specsCount = fields[58].GetUInt8();
15082 m_activeSpec = fields[59].GetUInt8();
15084 _LoadGlyphs(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGLYPHS));
15086 _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
15087 ApplyGlyphs(true);
15089 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
15090 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
15091 m_deathState = DEAD;
15093 _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
15095 // after spell load, learn rewarded spell if need also
15096 _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
15097 _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
15099 // after spell and quest load
15100 InitTalentForLevel();
15101 learnDefaultSpells();
15103 // must be before inventory (some items required reputation check)
15104 m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
15106 _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
15108 // update items with duration and realtime
15109 UpdateItemDuration(time_diff, true);
15111 _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
15113 m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
15115 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
15116 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
15117 uint32 curTitle = fields[46].GetUInt32();
15118 if (curTitle && !HasTitle(curTitle))
15119 curTitle = 0;
15121 SetUInt32Value(PLAYER_CHOSEN_TITLE, curTitle);
15123 // Not finish taxi flight path
15124 if(m_bgData.HasTaxiPath())
15126 m_taxi.ClearTaxiDestinations();
15127 for (int i = 0; i < 2; ++i)
15128 m_taxi.AddTaxiDestination(m_bgData.taxiPath[i]);
15130 else if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam()))
15132 // problems with taxi path loading
15133 TaxiNodesEntry const* nodeEntry = NULL;
15134 if(uint32 node_id = m_taxi.GetTaxiSource())
15135 nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
15137 if(!nodeEntry) // don't know taxi start node, to homebind
15139 sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
15140 RelocateToHomebind();
15142 else // have start node, to it
15144 sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
15145 SetLocationMapId(nodeEntry->map_id);
15146 Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
15149 //we can be relocated from taxi and still have an outdated Map pointer!
15150 //so we need to get a new Map pointer!
15151 SetMap(sMapMgr.CreateMap(GetMapId(), this));
15152 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
15154 m_taxi.ClearTaxiDestinations();
15157 if(uint32 node_id = m_taxi.GetTaxiSource())
15159 // save source node as recall coord to prevent recall and fall from sky
15160 TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
15161 ASSERT(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
15162 m_recallMap = nodeEntry->map_id;
15163 m_recallX = nodeEntry->x;
15164 m_recallY = nodeEntry->y;
15165 m_recallZ = nodeEntry->z;
15167 // flight will started later
15170 // has to be called after last Relocate() in Player::LoadFromDB
15171 SetFallInformation(0, GetPositionZ());
15173 _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
15175 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
15176 // Do now before stats re-calculation cleanup for ghost state unexpected auras
15177 if(!isAlive())
15178 RemoveAllAurasOnDeath();
15180 //apply all stat bonuses from items and auras
15181 SetCanModifyStats(true);
15182 UpdateAllStats();
15184 // restore remembered power/health values (but not more max values)
15185 uint32 savedhealth = fields[50].GetUInt32();
15186 SetHealth(savedhealth > GetMaxHealth() ? GetMaxHealth() : savedhealth);
15187 for(uint32 i = 0; i < MAX_POWERS; ++i)
15189 uint32 savedpower = fields[51+i].GetUInt32();
15190 SetPower(Powers(i),savedpower > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedpower);
15193 sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
15194 outDebugValues();
15196 // all fields read
15197 delete result;
15199 // GM state
15200 if(GetSession()->GetSecurity() > SEC_PLAYER)
15202 switch(sWorld.getConfig(CONFIG_UINT32_GM_LOGIN_STATE))
15204 default:
15205 case 0: break; // disable
15206 case 1: SetGameMaster(true); break; // enable
15207 case 2: // save state
15208 if(extraflags & PLAYER_EXTRA_GM_ON)
15209 SetGameMaster(true);
15210 break;
15213 switch(sWorld.getConfig(CONFIG_UINT32_GM_VISIBLE_STATE))
15215 default:
15216 case 0: SetGMVisible(false); break; // invisible
15217 case 1: break; // visible
15218 case 2: // save state
15219 if(extraflags & PLAYER_EXTRA_GM_INVISIBLE)
15220 SetGMVisible(false);
15221 break;
15224 switch(sWorld.getConfig(CONFIG_UINT32_GM_ACCEPT_TICKETS))
15226 default:
15227 case 0: break; // disable
15228 case 1: SetAcceptTicket(true); break; // enable
15229 case 2: // save state
15230 if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
15231 SetAcceptTicket(true);
15232 break;
15235 switch(sWorld.getConfig(CONFIG_UINT32_GM_CHAT))
15237 default:
15238 case 0: break; // disable
15239 case 1: SetGMChat(true); break; // enable
15240 case 2: // save state
15241 if(extraflags & PLAYER_EXTRA_GM_CHAT)
15242 SetGMChat(true);
15243 break;
15246 switch(sWorld.getConfig(CONFIG_UINT32_GM_WISPERING_TO))
15248 default:
15249 case 0: break; // disable
15250 case 1: SetAcceptWhispers(true); break; // enable
15251 case 2: // save state
15252 if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
15253 SetAcceptWhispers(true);
15254 break;
15258 _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
15260 m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
15261 m_achievementMgr.CheckAllAchievementCriteria();
15263 _LoadEquipmentSets(holder->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS));
15265 return true;
15268 bool Player::isAllowedToLoot(Creature* creature)
15270 if(Player* recipient = creature->GetLootRecipient())
15272 if (recipient == this)
15273 return true;
15274 if( Group* otherGroup = recipient->GetGroup())
15276 Group* thisGroup = GetGroup();
15277 if(!thisGroup)
15278 return false;
15279 return thisGroup == otherGroup;
15281 return false;
15283 else
15284 // prevent other players from looting if the recipient got disconnected
15285 return !creature->hasLootRecipient();
15288 void Player::_LoadActions(QueryResult *result)
15290 for(int i = 0; i < MAX_TALENT_SPEC_COUNT; ++i)
15291 m_actionButtons[i].clear();
15293 //QueryResult *result = CharacterDatabase.PQuery("SELECT spec, button,action,type FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
15295 if(result)
15299 Field *fields = result->Fetch();
15301 uint8 spec = fields[0].GetUInt8();
15302 uint8 button = fields[1].GetUInt8();
15303 uint32 action = fields[2].GetUInt32();
15304 uint8 type = fields[3].GetUInt8();
15306 if(ActionButton* ab = addActionButton(spec, button, action, type))
15307 ab->uState = ACTIONBUTTON_UNCHANGED;
15308 else
15310 sLog.outError( " ...at loading, and will deleted in DB also");
15312 // Will deleted in DB at next save (it can create data until save but marked as deleted)
15313 m_actionButtons[spec][button].uState = ACTIONBUTTON_DELETED;
15316 while( result->NextRow() );
15318 delete result;
15322 void Player::_LoadAuras(QueryResult *result, uint32 timediff)
15324 //RemoveAllAuras(); -- some spells casted before aura load, for example in LoadSkills, aura list explcitly cleaned early
15326 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15328 if(result)
15332 Field *fields = result->Fetch();
15333 uint64 caster_guid = fields[0].GetUInt64();
15334 uint32 spellid = fields[1].GetUInt32();
15335 SpellEffectIndex effindex = SpellEffectIndex(fields[2].GetUInt32());
15336 uint32 stackcount = fields[3].GetUInt32();
15337 int32 damage = fields[4].GetInt32();
15338 int32 maxduration = fields[5].GetInt32();
15339 int32 remaintime = fields[6].GetInt32();
15340 int32 remaincharges = fields[7].GetInt32();
15342 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
15343 if (!spellproto)
15345 sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex);
15346 continue;
15349 if (effindex >= MAX_EFFECT_INDEX)
15351 sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex);
15352 continue;
15355 // negative effects should continue counting down after logout
15356 if (remaintime != -1 && !IsPositiveEffect(spellid, effindex))
15358 if (remaintime/IN_MILLISECONDS <= int32(timediff))
15359 continue;
15361 remaintime -= timediff*IN_MILLISECONDS;
15364 // prevent wrong values of remaincharges
15365 if (spellproto->procCharges)
15367 if (remaincharges <= 0 || remaincharges > (int32)spellproto->procCharges)
15368 remaincharges = spellproto->procCharges;
15370 else
15371 remaincharges = 0;
15374 for(uint32 i = 0; i < stackcount; ++i)
15376 Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
15377 if (!damage)
15378 damage = aura->GetModifier()->m_amount;
15380 // reset stolen single target auras
15381 if (caster_guid != GetGUID() && aura->IsSingleTarget())
15382 aura->SetIsSingleTarget(false);
15384 aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
15385 AddAura(aura);
15386 sLog.outDetail("Added aura spellid %u, effect %u", spellproto->Id, effindex);
15389 while( result->NextRow() );
15391 delete result;
15394 if(getClass() == CLASS_WARRIOR && !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT))
15395 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
15398 void Player::_LoadGlyphs(QueryResult *result)
15400 if(!result)
15401 return;
15403 // 0 1 2
15404 // "SELECT spec, slot, glyph FROM character_glyphs WHERE guid='%u'"
15408 Field *fields = result->Fetch();
15409 uint8 spec = fields[0].GetUInt8();
15410 uint8 slot = fields[1].GetUInt8();
15411 uint32 glyph = fields[2].GetUInt32();
15413 GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph);
15414 if(!gp)
15416 sLog.outError("Player %s has not existing glyph entry %u on index %u, spec %u", m_name.c_str(), glyph, slot, spec);
15417 continue;
15420 GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(slot));
15421 if (!gs)
15423 sLog.outError("Player %s has not existing glyph slot entry %u on index %u, spec %u", m_name.c_str(), GetGlyphSlot(slot), slot, spec);
15424 continue;
15427 if(gp->TypeFlags != gs->TypeFlags)
15429 sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags);
15430 continue;
15433 m_glyphs[spec][slot].id = glyph;
15435 } while( result->NextRow() );
15437 delete result;
15442 void Player::LoadCorpse()
15444 if( isAlive() )
15446 sObjectAccessor.ConvertCorpseForPlayer(GetGUID());
15448 else
15450 if(Corpse *corpse = GetCorpse())
15452 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
15454 else
15456 //Prevent Dead Player login without corpse
15457 ResurrectPlayer(0.5f);
15462 void Player::_LoadInventory(QueryResult *result, uint32 timediff)
15464 //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());
15465 std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
15466 //NOTE: the "order by `bag`" is important because it makes sure
15467 //the bagMap is filled before items in the bags are loaded
15468 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
15469 //expected to be equipped before offhand items (TODO: fixme)
15471 uint32 zone = GetZoneId();
15473 if (result)
15475 std::list<Item*> problematicItems;
15477 // prevent items from being added to the queue when stored
15478 m_itemUpdateQueueBlocked = true;
15481 Field *fields = result->Fetch();
15482 uint32 bag_guid = fields[1].GetUInt32();
15483 uint8 slot = fields[2].GetUInt8();
15484 uint32 item_guid = fields[3].GetUInt32();
15485 uint32 item_id = fields[4].GetUInt32();
15487 ItemPrototype const * proto = ObjectMgr::GetItemPrototype(item_id);
15489 if(!proto)
15491 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
15492 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
15493 sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
15494 continue;
15497 Item *item = NewItemOrBag(proto);
15499 if(!item->LoadFromDB(item_guid, GetGUID(), result))
15501 sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
15502 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
15503 item->FSetState(ITEM_REMOVED);
15504 item->SaveToDB(); // it also deletes item object !
15505 continue;
15508 // not allow have in alive state item limited to another map/zone
15509 if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
15511 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
15512 item->FSetState(ITEM_REMOVED);
15513 item->SaveToDB(); // it also deletes item object !
15514 continue;
15517 // "Conjured items disappear if you are logged out for more than 15 minutes"
15518 if (timediff > 15*MINUTE && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED))
15520 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
15521 item->FSetState(ITEM_REMOVED);
15522 item->SaveToDB(); // it also deletes item object !
15523 continue;
15526 bool success = true;
15528 // the item/bag is not in a bag
15529 if (!bag_guid)
15531 item->SetContainer( NULL );
15532 item->SetSlot(slot);
15534 if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
15536 ItemPosCountVec dest;
15537 if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK )
15538 item = StoreItem(dest, item, true);
15539 else
15540 success = false;
15542 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) )
15544 uint16 dest;
15545 if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK )
15546 QuickEquipItem(dest, item);
15547 else
15548 success = false;
15550 else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) )
15552 ItemPosCountVec dest;
15553 if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK )
15554 item = BankItem(dest, item, true);
15555 else
15556 success = false;
15559 if(success)
15561 // store bags that may contain items in them
15562 if(item->IsBag() && IsBagPos(item->GetPos()))
15563 bagMap[item_guid] = (Bag*)item;
15566 // the item/bag in a bag
15567 else
15569 item->SetSlot(NULL_SLOT);
15570 // the item is in a bag, find the bag
15571 std::map<uint64, Bag*>::const_iterator itr = bagMap.find(bag_guid);
15572 if(itr != bagMap.end() && slot < itr->second->GetBagSize())
15574 ItemPosCountVec dest;
15575 if( CanStoreItem( itr->second->GetSlot(), slot, dest, item, false ) == EQUIP_ERR_OK )
15576 item = StoreItem(dest, item, true);
15577 else
15578 success = false;
15580 else
15581 success = false;
15584 // item's state may have changed after stored
15585 if (success)
15587 item->SetState(ITEM_UNCHANGED, this);
15589 // recharged mana gem
15590 if (timediff > 15*MINUTE && proto->ItemLimitCategory ==ITEM_LIMIT_CATEGORY_MANA_GEM)
15591 item->RestoreCharges();
15593 else
15595 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);
15596 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
15597 problematicItems.push_back(item);
15599 } while (result->NextRow());
15601 delete result;
15602 m_itemUpdateQueueBlocked = false;
15604 // send by mail problematic items
15605 while(!problematicItems.empty())
15607 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
15609 // fill mail
15610 MailDraft draft(subject);
15612 for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
15614 Item* item = problematicItems.front();
15615 problematicItems.pop_front();
15617 draft.AddItem(item);
15620 draft.SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM));
15623 //if(isAlive())
15624 _ApplyAllItemMods();
15627 // load mailed item which should receive current player
15628 void Player::_LoadMailedItems(QueryResult *result)
15630 // data needs to be at first place for Item::LoadFromDB
15631 // 0 1 2 3
15632 // "SELECT data, mail_id, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE receiver = '%u'", GUID_LOPART(m_guid)
15633 if(!result)
15634 return;
15638 Field *fields = result->Fetch();
15639 uint32 mail_id = fields[1].GetUInt32();
15640 uint32 item_guid_low = fields[2].GetUInt32();
15641 uint32 item_template = fields[3].GetUInt32();
15643 Mail* mail = GetMail(mail_id);
15644 if(!mail)
15645 continue;
15646 mail->AddItem(item_guid_low, item_template);
15648 ItemPrototype const *proto = ObjectMgr::GetItemPrototype(item_template);
15650 if(!proto)
15652 sLog.outError( "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID);
15653 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
15654 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
15655 continue;
15658 Item *item = NewItemOrBag(proto);
15660 if(!item->LoadFromDB(item_guid_low, 0, result))
15662 sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
15663 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
15664 item->FSetState(ITEM_REMOVED);
15665 item->SaveToDB(); // it also deletes item object !
15666 continue;
15669 AddMItem(item);
15670 } while (result->NextRow());
15672 delete result;
15675 void Player::_LoadMails(QueryResult *result)
15677 m_mail.clear();
15678 // 0 1 2 3 4 5 6 7 8 9 10 11 12 13
15679 //"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()
15680 if(!result)
15681 return;
15685 Field *fields = result->Fetch();
15686 Mail *m = new Mail;
15687 m->messageID = fields[0].GetUInt32();
15688 m->messageType = fields[1].GetUInt8();
15689 m->sender = fields[2].GetUInt32();
15690 m->receiver = fields[3].GetUInt32();
15691 m->subject = fields[4].GetCppString();
15692 m->itemTextId = fields[5].GetUInt32();
15693 bool has_items = fields[6].GetBool();
15694 m->expire_time = (time_t)fields[7].GetUInt64();
15695 m->deliver_time = (time_t)fields[8].GetUInt64();
15696 m->money = fields[9].GetUInt32();
15697 m->COD = fields[10].GetUInt32();
15698 m->checked = fields[11].GetUInt32();
15699 m->stationery = fields[12].GetUInt8();
15700 m->mailTemplateId = fields[13].GetInt16();
15702 if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
15704 sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
15705 m->mailTemplateId = 0;
15708 m->state = MAIL_STATE_UNCHANGED;
15710 m_mail.push_back(m);
15711 } while( result->NextRow() );
15712 delete result;
15715 void Player::LoadPet()
15717 //fixme: the pet should still be loaded if the player is not in world
15718 // just not added to the map
15719 if(IsInWorld())
15721 Pet *pet = new Pet;
15722 if(!pet->LoadPetFromDB(this,0,0,true))
15723 delete pet;
15727 void Player::_LoadQuestStatus(QueryResult *result)
15729 mQuestStatus.clear();
15731 uint32 slot = 0;
15733 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
15734 //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());
15736 if(result)
15740 Field *fields = result->Fetch();
15742 uint32 quest_id = fields[0].GetUInt32();
15743 // used to be new, no delete?
15744 Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
15745 if( pQuest )
15747 // find or create
15748 QuestStatusData& questStatusData = mQuestStatus[quest_id];
15750 uint32 qstatus = fields[1].GetUInt32();
15751 if(qstatus < MAX_QUEST_STATUS)
15752 questStatusData.m_status = QuestStatus(qstatus);
15753 else
15755 questStatusData.m_status = QUEST_STATUS_NONE;
15756 sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
15759 questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
15760 questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
15762 time_t quest_time = time_t(fields[4].GetUInt64());
15764 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE )
15766 AddTimedQuest( quest_id );
15768 if (quest_time <= sWorld.GetGameTime())
15769 questStatusData.m_timer = 1;
15770 else
15771 questStatusData.m_timer = uint32(quest_time - sWorld.GetGameTime()) * IN_MILLISECONDS;
15773 else
15774 quest_time = 0;
15776 questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
15777 questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
15778 questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
15779 questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
15780 questStatusData.m_itemcount[0] = fields[9].GetUInt32();
15781 questStatusData.m_itemcount[1] = fields[10].GetUInt32();
15782 questStatusData.m_itemcount[2] = fields[11].GetUInt32();
15783 questStatusData.m_itemcount[3] = fields[12].GetUInt32();
15785 questStatusData.uState = QUEST_UNCHANGED;
15787 // add to quest log
15788 if (slot < MAX_QUEST_LOG_SIZE &&
15789 ((questStatusData.m_status == QUEST_STATUS_INCOMPLETE ||
15790 questStatusData.m_status == QUEST_STATUS_COMPLETE ||
15791 questStatusData.m_status == QUEST_STATUS_FAILED) &&
15792 (!questStatusData.m_rewarded || pQuest->IsRepeatable())))
15794 SetQuestSlot(slot, quest_id, uint32(quest_time));
15796 if (questStatusData.m_status == QUEST_STATUS_COMPLETE)
15797 SetQuestSlotState(slot, QUEST_STATE_COMPLETE);
15799 if (questStatusData.m_status == QUEST_STATUS_FAILED)
15800 SetQuestSlotState(slot, QUEST_STATE_FAIL);
15802 for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
15803 if(questStatusData.m_creatureOrGOcount[idx])
15804 SetQuestSlotCounter(slot, idx, questStatusData.m_creatureOrGOcount[idx]);
15806 ++slot;
15809 if(questStatusData.m_rewarded)
15811 // learn rewarded spell if unknown
15812 learnQuestRewardedSpells(pQuest);
15814 // set rewarded title if any
15815 if(pQuest->GetCharTitleId())
15817 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
15818 SetTitle(titleEntry);
15821 if(pQuest->GetBonusTalents())
15822 m_questRewardTalentCount += pQuest->GetBonusTalents();
15825 sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
15828 while( result->NextRow() );
15830 delete result;
15833 // clear quest log tail
15834 for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
15835 SetQuestSlot(i, 0);
15838 void Player::_LoadDailyQuestStatus(QueryResult *result)
15840 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15841 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
15843 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
15845 if(result)
15847 uint32 quest_daily_idx = 0;
15851 if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
15853 sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15854 break;
15857 Field *fields = result->Fetch();
15859 uint32 quest_id = fields[0].GetUInt32();
15861 // save _any_ from daily quest times (it must be after last reset anyway)
15862 m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
15864 Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
15865 if( !pQuest )
15866 continue;
15868 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
15869 ++quest_daily_idx;
15871 sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
15873 while( result->NextRow() );
15875 delete result;
15878 m_DailyQuestChanged = false;
15881 void Player::_LoadSpells(QueryResult *result)
15883 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15885 if(result)
15889 Field *fields = result->Fetch();
15891 uint32 spell_id = fields[0].GetUInt32();
15893 addSpell(spell_id, fields[1].GetBool(), false, false, fields[2].GetBool());
15895 while( result->NextRow() );
15897 delete result;
15901 void Player::_LoadGroup(QueryResult *result)
15903 //QueryResult *result = CharacterDatabase.PQuery("SELECT groupId FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15904 if (result)
15906 uint32 groupId = (*result)[0].GetUInt32();
15907 delete result;
15909 if (Group* group = sObjectMgr.GetGroupById(groupId))
15911 uint8 subgroup = group->GetMemberGroup(GetGUID());
15912 SetGroup(group, subgroup);
15913 if (getLevel() >= LEVELREQUIREMENT_HEROIC)
15915 // the group leader may change the instance difficulty while the player is offline
15916 SetDungeonDifficulty(group->GetDungeonDifficulty());
15917 SetRaidDifficulty(group->GetRaidDifficulty());
15923 void Player::_LoadBoundInstances(QueryResult *result)
15925 for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
15926 m_boundInstances[i].clear();
15928 Group *group = GetGroup();
15930 //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));
15931 if(result)
15935 Field *fields = result->Fetch();
15936 bool perm = fields[1].GetBool();
15937 uint32 mapId = fields[2].GetUInt32();
15938 uint32 instanceId = fields[0].GetUInt32();
15939 uint8 difficulty = fields[3].GetUInt8();
15941 time_t resetTime = (time_t)fields[4].GetUInt64();
15942 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15943 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15944 // and in that case it is not used
15946 MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
15947 if(!mapEntry || !mapEntry->IsDungeon())
15949 sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId);
15950 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
15951 continue;
15954 if(difficulty >= MAX_DIFFICULTY)
15956 sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId);
15957 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
15958 continue;
15961 MapDifficulty const* mapDiff = GetMapDifficultyData(mapId,Difficulty(difficulty));
15962 if(!mapDiff)
15964 sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId);
15965 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
15966 continue;
15969 if(!perm && group)
15971 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);
15972 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
15973 continue;
15976 // since non permanent binds are always solo bind, they can always be reset
15977 InstanceSave *save = sInstanceSaveMgr.AddInstanceSave(mapId, instanceId, Difficulty(difficulty), resetTime, !perm, true);
15978 if(save) BindToInstance(save, perm, true);
15979 } while(result->NextRow());
15980 delete result;
15984 InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, Difficulty difficulty)
15986 // some instances only have one difficulty
15987 MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
15988 if(!mapDiff)
15989 return NULL;
15991 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15992 if(itr != m_boundInstances[difficulty].end())
15993 return &itr->second;
15994 else
15995 return NULL;
15998 void Player::UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload)
16000 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
16001 UnbindInstance(itr, difficulty, unload);
16004 void Player::UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload)
16006 if(itr != m_boundInstances[difficulty].end())
16008 if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
16009 itr->second.save->RemovePlayer(this); // save can become invalid
16010 m_boundInstances[difficulty].erase(itr++);
16014 InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
16016 if(save)
16018 InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
16019 if(bind.save)
16021 // update the save when the group kills a boss
16022 if(permanent != bind.perm || save != bind.save)
16023 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());
16025 else
16026 if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
16028 if(bind.save != save)
16030 if(bind.save) bind.save->RemovePlayer(this);
16031 save->AddPlayer(this);
16034 if(permanent) save->SetCanReset(false);
16036 bind.save = save;
16037 bind.perm = permanent;
16038 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());
16039 return &bind;
16041 else
16042 return NULL;
16045 void Player::SendRaidInfo()
16047 uint32 counter = 0;
16049 WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
16051 size_t p_counter = data.wpos();
16052 data << uint32(counter); // placeholder
16054 time_t now = time(NULL);
16056 for(int i = 0; i < MAX_DIFFICULTY; ++i)
16058 for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
16060 if(itr->second.perm)
16062 InstanceSave *save = itr->second.save;
16063 data << uint32(save->GetMapId()); // map id
16064 data << uint32(save->GetDifficulty()); // difficulty
16065 data << uint64(save->GetInstanceId()); // instance id
16066 data << uint8(1); // expired = 0
16067 data << uint8(0); // extended = 1
16068 data << uint32(save->GetResetTime() - now); // reset time
16069 ++counter;
16073 data.put<uint32>(p_counter, counter);
16074 GetSession()->SendPacket(&data);
16078 - called on every successful teleportation to a map
16080 void Player::SendSavedInstances()
16082 bool hasBeenSaved = false;
16083 WorldPacket data;
16085 for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
16087 for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
16089 if(itr->second.perm) // only permanent binds are sent
16091 hasBeenSaved = true;
16092 break;
16097 //Send opcode 811. true or false means, whether you have current raid/heroic instances
16098 data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
16099 data << uint32(hasBeenSaved);
16100 GetSession()->SendPacket(&data);
16102 if(!hasBeenSaved)
16103 return;
16105 for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
16107 for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
16109 if(itr->second.perm)
16111 data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
16112 data << uint32(itr->second.save->GetMapId());
16113 GetSession()->SendPacket(&data);
16119 /// convert the player's binds to the group
16120 void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
16122 bool has_binds = false;
16123 bool has_solo = false;
16125 if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); }
16126 ASSERT(player_guid);
16128 // copy all binds to the group, when changing leader it's assumed the character
16129 // will not have any solo binds
16131 if(player)
16133 for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
16135 for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
16137 has_binds = true;
16138 if(group) group->BindToInstance(itr->second.save, itr->second.perm, true);
16139 // permanent binds are not removed
16140 if(!itr->second.perm)
16142 // increments itr in call
16143 player->UnbindInstance(itr, Difficulty(i), true);
16144 has_solo = true;
16146 else
16147 ++itr;
16152 // if the player's not online we don't know what binds it has
16153 if(!player || !group || has_binds)
16154 CharacterDatabase.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", GUID_LOPART(player_guid));
16156 // the following should not get executed when changing leaders
16157 if(!player || has_solo)
16158 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
16161 bool Player::_LoadHomeBind(QueryResult *result)
16163 PlayerInfo const *info = sObjectMgr.GetPlayerInfo(getRace(), getClass());
16164 if(!info)
16166 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
16167 return false;
16170 bool ok = false;
16171 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
16172 if (result)
16174 Field *fields = result->Fetch();
16175 m_homebindMapId = fields[0].GetUInt32();
16176 m_homebindAreaId = fields[1].GetUInt16();
16177 m_homebindX = fields[2].GetFloat();
16178 m_homebindY = fields[3].GetFloat();
16179 m_homebindZ = fields[4].GetFloat();
16180 delete result;
16182 MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);
16184 // accept saved data only for valid position (and non instanceable), and accessable
16185 if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
16186 !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
16188 ok = true;
16190 else
16191 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
16194 if(!ok)
16196 m_homebindMapId = info->mapId;
16197 m_homebindAreaId = info->areaId;
16198 m_homebindX = info->positionX;
16199 m_homebindY = info->positionY;
16200 m_homebindZ = info->positionZ;
16202 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_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ);
16205 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
16206 m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ);
16208 return true;
16211 /*********************************************************/
16212 /*** SAVE SYSTEM ***/
16213 /*********************************************************/
16215 void Player::SaveToDB()
16217 // we should assure this: ASSERT((m_nextSave != sWorld.getConfig(CONFIG_UINT32_INTERVAL_SAVE)));
16218 // delay auto save at any saves (manual, in code, or autosave)
16219 m_nextSave = sWorld.getConfig(CONFIG_UINT32_INTERVAL_SAVE);
16221 //lets allow only players in world to be saved
16222 if(IsBeingTeleportedFar())
16224 ScheduleDelayedOperation(DELAYED_SAVE_PLAYER);
16225 return;
16228 // first save/honor gain after midnight will also update the player's honor fields
16229 UpdateHonorFields();
16231 sLog.outDebug("The value of player %s at save: ", m_name.c_str());
16232 outDebugValues();
16234 CharacterDatabase.BeginTransaction();
16236 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
16238 std::string sql_name = m_name;
16239 CharacterDatabase.escape_string(sql_name);
16241 std::ostringstream ss;
16242 ss << "INSERT INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
16243 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, "
16244 "taximask, online, cinematic, "
16245 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
16246 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
16247 "death_expire_time, taxi_path, arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, "
16248 "todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk, health, power1, power2, power3, "
16249 "power4, power5, power6, power7, specCount, activeSpec, exploredZones, equipmentCache, ammoId, knownTitles, actionBars) VALUES ("
16250 << GetGUIDLow() << ", "
16251 << GetSession()->GetAccountId() << ", '"
16252 << sql_name << "', "
16253 << (uint32)getRace() << ", "
16254 << (uint32)getClass() << ", "
16255 << (uint32)getGender() << ", "
16256 << getLevel() << ", "
16257 << GetUInt32Value(PLAYER_XP) << ", "
16258 << GetMoney() << ", "
16259 << GetUInt32Value(PLAYER_BYTES) << ", "
16260 << GetUInt32Value(PLAYER_BYTES_2) << ", "
16261 << GetUInt32Value(PLAYER_FLAGS) << ", ";
16263 if(!IsBeingTeleported())
16265 ss << GetMapId() << ", "
16266 << (uint32)GetDungeonDifficulty() << ", "
16267 << finiteAlways(GetPositionX()) << ", "
16268 << finiteAlways(GetPositionY()) << ", "
16269 << finiteAlways(GetPositionZ()) << ", "
16270 << finiteAlways(GetOrientation()) << ", ";
16272 else
16274 ss << GetTeleportDest().mapid << ", "
16275 << (uint32)GetDungeonDifficulty() << ", "
16276 << finiteAlways(GetTeleportDest().coord_x) << ", "
16277 << finiteAlways(GetTeleportDest().coord_y) << ", "
16278 << finiteAlways(GetTeleportDest().coord_z) << ", "
16279 << finiteAlways(GetTeleportDest().orientation) << ", ";
16282 ss << m_taxi << ", "; // string with TaxiMaskSize numbers
16284 ss << (IsInWorld() ? 1 : 0) << ", ";
16286 ss << m_cinematic << ", ";
16288 ss << m_Played_time[PLAYED_TIME_TOTAL] << ", ";
16289 ss << m_Played_time[PLAYED_TIME_LEVEL] << ", ";
16291 ss << finiteAlways(m_rest_bonus) << ", ";
16292 ss << (uint64)time(NULL) << ", ";
16293 ss << (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0) << ", ";
16294 //save, far from tavern/city
16295 //save, but in tavern/city
16296 ss << m_resetTalentsCost << ", ";
16297 ss << (uint64)m_resetTalentsTime << ", ";
16299 ss << finiteAlways(m_movementInfo.GetTransportPos()->x) << ", ";
16300 ss << finiteAlways(m_movementInfo.GetTransportPos()->y) << ", ";
16301 ss << finiteAlways(m_movementInfo.GetTransportPos()->z) << ", ";
16302 ss << finiteAlways(m_movementInfo.GetTransportPos()->o) << ", ";
16303 if (m_transport)
16304 ss << m_transport->GetGUIDLow();
16305 else
16306 ss << "0";
16307 ss << ", ";
16309 ss << m_ExtraFlags << ", ";
16311 ss << uint32(m_stableSlots) << ", "; // to prevent save uint8 as char
16313 ss << uint32(m_atLoginFlags) << ", ";
16315 ss << GetZoneId() << ", ";
16317 ss << (uint64)m_deathExpireTime << ", '";
16319 ss << m_taxi.SaveTaxiDestinationsToString() << "', ";
16321 ss << GetArenaPoints() << ", ";
16323 ss << GetHonorPoints() << ", ";
16325 ss << GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION) << ", ";
16327 ss << GetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION) << ", ";
16329 ss << GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS) << ", ";
16331 ss << GetUInt16Value(PLAYER_FIELD_KILLS, 0) << ", ";
16333 ss << GetUInt16Value(PLAYER_FIELD_KILLS, 1) << ", ";
16335 ss << GetUInt32Value(PLAYER_CHOSEN_TITLE) << ", ";
16337 ss << GetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES) << ", ";
16339 // FIXME: at this moment send to DB as unsigned, including unit32(-1)
16340 ss << GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX) << ", ";
16342 ss << (uint16)(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE) << ", ";
16344 ss << GetHealth();
16346 for(uint32 i = 0; i < MAX_POWERS; ++i)
16347 ss << "," << GetPower(Powers(i));
16349 ss << ", ";
16350 ss << uint32(m_specsCount) << ", ";
16351 ss << uint32(m_activeSpec) << ", '";
16352 for(uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i )
16354 ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << " ";
16357 ss << "', '";
16358 for(uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i )
16360 ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << " ";
16363 ss << "',";
16364 ss << GetUInt32Value(PLAYER_AMMO_ID) << ", '";
16365 for(uint32 i = 0; i < KNOWN_TITLES_SIZE*2; ++i )
16367 ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i) << " ";
16369 ss << "',";
16370 ss << uint32(GetByteValue(PLAYER_FIELD_BYTES, 2));
16371 ss << ")";
16373 CharacterDatabase.Execute( ss.str().c_str() );
16375 if(m_mailsUpdated) //save mails only when needed
16376 _SaveMail();
16378 _SaveBGData();
16379 _SaveInventory();
16380 _SaveQuestStatus();
16381 _SaveDailyQuestStatus();
16382 _SaveSpells();
16383 _SaveSpellCooldowns();
16384 _SaveActions();
16385 _SaveAuras();
16386 _SaveSkills();
16387 m_achievementMgr.SaveToDB();
16388 m_reputationMgr.SaveToDB();
16389 _SaveEquipmentSets();
16390 GetSession()->SaveTutorialsData(); // changed only while character in game
16391 _SaveGlyphs();
16393 CharacterDatabase.CommitTransaction();
16395 // save pet (hunter pet level and experience and all type pets health/mana).
16396 if(Pet* pet = GetPet())
16397 pet->SavePetToDB(PET_SAVE_AS_CURRENT);
16400 // fast save function for item/money cheating preventing - save only inventory and money state
16401 void Player::SaveInventoryAndGoldToDB()
16403 _SaveInventory();
16404 SaveGoldToDB();
16407 void Player::SaveGoldToDB()
16409 CharacterDatabase.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow());
16412 void Player::_SaveActions()
16414 for(int i = 0; i < MAX_TALENT_SPEC_COUNT; ++i)
16416 for(ActionButtonList::iterator itr = m_actionButtons[i].begin(); itr != m_actionButtons[i].end(); )
16418 switch (itr->second.uState)
16420 case ACTIONBUTTON_NEW:
16421 CharacterDatabase.PExecute("INSERT INTO character_action (guid,spec, button,action,type) VALUES ('%u', '%u', '%u', '%u', '%u')",
16422 GetGUIDLow(), i, (uint32)itr->first, (uint32)itr->second.GetAction(), (uint32)itr->second.GetType() );
16423 itr->second.uState = ACTIONBUTTON_UNCHANGED;
16424 ++itr;
16425 break;
16426 case ACTIONBUTTON_CHANGED:
16427 CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid= '%u' AND button= '%u' AND spec = '%u'",
16428 (uint32)itr->second.GetAction(), (uint32)itr->second.GetType(), GetGUIDLow(), (uint32)itr->first, i );
16429 itr->second.uState = ACTIONBUTTON_UNCHANGED;
16430 ++itr;
16431 break;
16432 case ACTIONBUTTON_DELETED:
16433 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' AND button = '%u' AND spec = '%u'", GetGUIDLow(), (uint32)itr->first, i);
16434 m_actionButtons[i].erase(itr++);
16435 break;
16436 default:
16437 ++itr;
16438 break;
16444 void Player::_SaveAuras()
16446 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
16448 AuraMap const& auras = GetAuras();
16450 if (auras.empty())
16451 return;
16453 spellEffectPair lastEffectPair = auras.begin()->first;
16454 uint32 stackCounter = 1;
16456 /* copied following sql-code partly from achievementmgr */
16457 bool first_round = true;
16458 std::ostringstream ss;
16459 for(AuraMap::const_iterator itr = auras.begin(); ; ++itr)
16461 if(itr == auras.end() || lastEffectPair != itr->first)
16463 AuraMap::const_iterator itr2 = itr;
16464 // save previous spellEffectPair to db
16465 itr2--;
16467 //skip all auras from spells that are passive
16468 //do not save single target auras (unless they were cast by the player)
16469 if (!itr2->second->IsPassive() && (itr2->second->GetCasterGUID() == GetGUID() || !itr2->second->IsSingleTarget()))
16471 if (first_round)
16473 ss << "INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges)VALUES ";
16474 first_round = false;
16476 // next new/changed record prefix
16477 else
16478 ss << ", ";
16480 ss << "("<< GetGUIDLow() << "," << itr2->second->GetCasterGUID() << ","
16481 << (uint32)itr2->second->GetId() << "," << (uint32)itr2->second->GetEffIndex() << ","
16482 << stackCounter << "," << itr2->second->GetModifier()->m_amount << ","
16483 <<int(itr2->second->GetAuraMaxDuration()) << "," << int(itr2->second->GetAuraDuration()) << ","
16484 << int(itr2->second->GetAuraCharges()) << ")";
16487 if(itr == auras.end())
16488 break;
16491 if (lastEffectPair == itr->first)
16492 stackCounter++;
16493 else
16495 lastEffectPair = itr->first;
16496 stackCounter = 1;
16500 // if something changed execute
16501 if (!first_round)
16502 CharacterDatabase.Execute( ss.str().c_str() );
16505 void Player::_SaveGlyphs()
16508 for (uint8 spec = 0; spec < m_specsCount; ++spec)
16510 for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
16512 switch(m_glyphs[spec][slot].uState)
16514 case GLYPH_NEW:
16515 CharacterDatabase.PExecute("INSERT INTO character_glyphs (guid, spec, slot, glyph) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), spec, slot, m_glyphs[spec][slot].GetId());
16516 break;
16517 case GLYPH_CHANGED:
16518 CharacterDatabase.PExecute("UPDATE character_glyphs SET glyph = '%u' WHERE guid='%u' AND spec = '%u' AND slot = '%u'", m_glyphs[spec][slot].GetId(), GetGUIDLow(), spec, slot);
16519 break;
16520 case GLYPH_DELETED:
16521 CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid='%u' AND spec = '%u' AND slot = '%u'",GetGUIDLow(), spec, slot);
16522 break;
16523 case GLYPH_UNCHANGED:
16524 break;
16526 m_glyphs[spec][slot].uState = GLYPH_UNCHANGED;
16531 void Player::_SaveInventory()
16533 // force items in buyback slots to new state
16534 // and remove those that aren't already
16535 for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; ++i)
16537 Item *item = m_items[i];
16538 if (!item || item->GetState() == ITEM_NEW) continue;
16539 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
16540 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
16541 m_items[i]->FSetState(ITEM_NEW);
16544 // update enchantment durations
16545 for(EnchantDurationList::const_iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
16547 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
16550 // if no changes
16551 if (m_itemUpdateQueue.empty()) return;
16553 // do not save if the update queue is corrupt
16554 bool error = false;
16555 for(size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
16557 Item *item = m_itemUpdateQueue[i];
16558 if(!item || item->GetState() == ITEM_REMOVED) continue;
16559 Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
16561 if (test == NULL)
16563 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());
16564 error = true;
16566 else if (test != item)
16568 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());
16569 error = true;
16573 if (error)
16575 sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
16576 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
16577 return;
16580 for(size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
16582 Item *item = m_itemUpdateQueue[i];
16583 if(!item) continue;
16585 Bag *container = item->GetContainer();
16586 uint32 bag_guid = container ? container->GetGUIDLow() : 0;
16588 switch(item->GetState())
16590 case ITEM_NEW:
16591 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());
16592 break;
16593 case ITEM_CHANGED:
16594 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());
16595 break;
16596 case ITEM_REMOVED:
16597 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
16598 break;
16599 case ITEM_UNCHANGED:
16600 break;
16603 item->SaveToDB(); // item have unchanged inventory record and can be save standalone
16605 m_itemUpdateQueue.clear();
16608 void Player::_SaveMail()
16610 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
16612 Mail *m = (*itr);
16613 if (m->state == MAIL_STATE_CHANGED)
16615 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'",
16616 m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
16617 if(m->removedItems.size())
16619 for(std::vector<uint32>::const_iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
16620 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
16621 m->removedItems.clear();
16623 m->state = MAIL_STATE_UNCHANGED;
16625 else if (m->state == MAIL_STATE_DELETED)
16627 if (m->HasItems())
16628 for(std::vector<MailItemInfo>::const_iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
16629 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
16630 if (m->itemTextId)
16631 CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
16632 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
16633 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
16637 //deallocate deleted mails...
16638 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); )
16640 if ((*itr)->state == MAIL_STATE_DELETED)
16642 Mail* m = *itr;
16643 m_mail.erase(itr);
16644 delete m;
16645 itr = m_mail.begin();
16647 else
16648 ++itr;
16651 m_mailsUpdated = false;
16654 void Player::_SaveQuestStatus()
16656 // we don't need transactions here.
16657 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
16659 switch (i->second.uState)
16661 case QUEST_NEW :
16662 CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
16663 "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
16664 GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILLISECONDS+ 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]);
16665 break;
16666 case QUEST_CHANGED :
16667 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' ",
16668 i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILLISECONDS + 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 );
16669 break;
16670 case QUEST_UNCHANGED:
16671 break;
16673 i->second.uState = QUEST_UNCHANGED;
16677 void Player::_SaveDailyQuestStatus()
16679 if(!m_DailyQuestChanged)
16680 return;
16682 m_DailyQuestChanged = false;
16684 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
16686 // we don't need transactions here.
16687 CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
16688 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
16689 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
16690 CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD "')",
16691 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
16695 void Player::_SaveSkills()
16697 // we don't need transactions here.
16698 for( SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); )
16700 if(itr->second.uState == SKILL_UNCHANGED)
16702 ++itr;
16703 continue;
16706 if(itr->second.uState == SKILL_DELETED)
16708 CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), itr->first );
16709 mSkillStatus.erase(itr++);
16710 continue;
16713 uint32 valueData = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos));
16714 uint16 value = SKILL_VALUE(valueData);
16715 uint16 max = SKILL_MAX(valueData);
16717 switch (itr->second.uState)
16719 case SKILL_NEW:
16720 CharacterDatabase.PExecute("INSERT INTO character_skills (guid, skill, value, max) VALUES ('%u', '%u', '%u', '%u')",
16721 GetGUIDLow(), itr->first, value, max);
16722 break;
16723 case SKILL_CHANGED:
16724 CharacterDatabase.PExecute("UPDATE character_skills SET value = '%u',max = '%u'WHERE guid = '%u' AND skill = '%u' ",
16725 value, max, GetGUIDLow(), itr->first );
16726 break;
16728 itr->second.uState = SKILL_UNCHANGED;
16730 ++itr;
16734 void Player::_SaveSpells()
16736 for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();)
16738 if (itr->second.state == PLAYERSPELL_REMOVED || itr->second.state == PLAYERSPELL_CHANGED)
16739 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
16741 // add only changed/new not dependent spells
16742 if (!itr->second.dependent && (itr->second.state == PLAYERSPELL_NEW || itr->second.state == PLAYERSPELL_CHANGED))
16743 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);
16745 if (itr->second.state == PLAYERSPELL_REMOVED)
16746 m_spells.erase(itr++);
16747 else
16749 itr->second.state = PLAYERSPELL_UNCHANGED;
16750 ++itr;
16756 void Player::outDebugValues() const
16758 if(!sLog.IsOutDebug()) // optimize disabled debug output
16759 return;
16761 sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
16762 sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
16763 sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
16764 sLog.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA));
16765 sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
16766 sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
16767 sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
16768 sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
16769 sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
16770 sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
16771 sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
16772 sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
16775 /*********************************************************/
16776 /*** FLOOD FILTER SYSTEM ***/
16777 /*********************************************************/
16779 void Player::UpdateSpeakTime()
16781 // ignore chat spam protection for GMs in any mode
16782 if(GetSession()->GetSecurity() > SEC_PLAYER)
16783 return;
16785 time_t current = time (NULL);
16786 if(m_speakTime > current)
16788 uint32 max_count = sWorld.getConfig(CONFIG_UINT32_CHATFLOOD_MESSAGE_COUNT);
16789 if(!max_count)
16790 return;
16792 ++m_speakCount;
16793 if(m_speakCount >= max_count)
16795 // prevent overwrite mute time, if message send just before mutes set, for example.
16796 time_t new_mute = current + sWorld.getConfig(CONFIG_UINT32_CHATFLOOD_MUTE_TIME);
16797 if(GetSession()->m_muteTime < new_mute)
16798 GetSession()->m_muteTime = new_mute;
16800 m_speakCount = 0;
16803 else
16804 m_speakCount = 0;
16806 m_speakTime = current + sWorld.getConfig(CONFIG_UINT32_CHATFLOOD_MESSAGE_DELAY);
16809 bool Player::CanSpeak() const
16811 return GetSession()->m_muteTime <= time (NULL);
16814 /*********************************************************/
16815 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
16816 /*********************************************************/
16818 void Player::SendAttackSwingNotInRange()
16820 WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
16821 GetSession()->SendPacket( &data );
16824 void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
16826 std::ostringstream ss;
16827 ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
16828 << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
16829 << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
16830 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
16831 sLog.outDebug("%s", ss.str().c_str());
16832 CharacterDatabase.Execute(ss.str().c_str());
16835 void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
16837 char buf[11];
16838 snprintf(buf,11,"%u",value);
16840 if(index >= tokens.size())
16841 return;
16843 tokens[index] = buf;
16846 void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
16848 // 0
16849 QueryResult* result = CharacterDatabase.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid));
16850 if(!result)
16851 return;
16853 Field* fields = result->Fetch();
16855 uint32 player_bytes2 = fields[0].GetUInt32();
16856 player_bytes2 &= ~0xFF;
16857 player_bytes2 |= facialHair;
16859 CharacterDatabase.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24), player_bytes2, GUID_LOPART(guid));
16861 delete result;
16864 void Player::SendAttackSwingDeadTarget()
16866 WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
16867 GetSession()->SendPacket( &data );
16870 void Player::SendAttackSwingCantAttack()
16872 WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
16873 GetSession()->SendPacket( &data );
16876 void Player::SendAttackSwingCancelAttack()
16878 WorldPacket data(SMSG_CANCEL_COMBAT, 0);
16879 GetSession()->SendPacket( &data );
16882 void Player::SendAttackSwingBadFacingAttack()
16884 WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
16885 GetSession()->SendPacket( &data );
16888 void Player::SendAutoRepeatCancel(Unit *target)
16890 WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size());
16891 data << target->GetPackGUID(); // may be it's target guid
16892 GetSession()->SendPacket( &data );
16895 void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
16897 WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
16898 data << uint32(Area);
16899 data << uint32(Experience);
16900 GetSession()->SendPacket(&data);
16903 void Player::SendDungeonDifficulty(bool IsInGroup)
16905 uint8 val = 0x00000001;
16906 WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
16907 data << uint32(GetDungeonDifficulty());
16908 data << uint32(val);
16909 data << uint32(IsInGroup);
16910 GetSession()->SendPacket(&data);
16913 void Player::SendRaidDifficulty(bool IsInGroup)
16915 uint8 val = 0x00000001;
16916 WorldPacket data(MSG_SET_RAID_DIFFICULTY, 12);
16917 data << uint32(GetRaidDifficulty());
16918 data << uint32(val);
16919 data << uint32(IsInGroup);
16920 GetSession()->SendPacket(&data);
16923 void Player::SendResetFailedNotify(uint32 mapid)
16925 WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
16926 data << uint32(mapid);
16927 GetSession()->SendPacket(&data);
16930 /// Reset all solo instances and optionally send a message on success for each
16931 void Player::ResetInstances(uint8 method, bool isRaid)
16933 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16935 // we assume that when the difficulty changes, all instances that can be reset will be
16936 Difficulty diff = GetDifficulty(isRaid);
16938 for (BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end();)
16940 InstanceSave *p = itr->second.save;
16941 const MapEntry *entry = sMapStore.LookupEntry(itr->first);
16942 if(!entry || entry->IsRaid() != isRaid || !p->CanReset())
16944 ++itr;
16945 continue;
16948 if(method == INSTANCE_RESET_ALL)
16950 // the "reset all instances" method can only reset normal maps
16951 if(entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC)
16953 ++itr;
16954 continue;
16958 // if the map is loaded, reset it
16959 Map *map = sMapMgr.FindMap(p->GetMapId(), p->GetInstanceId());
16960 if(map && map->IsDungeon())
16961 ((InstanceMap*)map)->Reset(method);
16963 // since this is a solo instance there should not be any players inside
16964 if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
16965 SendResetInstanceSuccess(p->GetMapId());
16967 p->DeleteFromDB();
16968 m_boundInstances[diff].erase(itr++);
16970 // the following should remove the instance save from the manager and delete it as well
16971 p->RemovePlayer(this);
16975 void Player::SendResetInstanceSuccess(uint32 MapId)
16977 WorldPacket data(SMSG_INSTANCE_RESET, 4);
16978 data << uint32(MapId);
16979 GetSession()->SendPacket(&data);
16982 void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
16984 // TODO: find what other fail reasons there are besides players in the instance
16985 WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
16986 data << uint32(reason);
16987 data << uint32(MapId);
16988 GetSession()->SendPacket(&data);
16991 /*********************************************************/
16992 /*** Update timers ***/
16993 /*********************************************************/
16995 ///checks the 15 afk reports per 5 minutes limit
16996 void Player::UpdateAfkReport(time_t currTime)
16998 if(m_bgData.bgAfkReportedTimer <= currTime)
17000 m_bgData.bgAfkReportedCount = 0;
17001 m_bgData.bgAfkReportedTimer = currTime+5*MINUTE;
17005 void Player::UpdateContestedPvP(uint32 diff)
17007 if(!m_contestedPvPTimer||isInCombat())
17008 return;
17009 if(m_contestedPvPTimer <= diff)
17011 ResetContestedPvP();
17013 else
17014 m_contestedPvPTimer -= diff;
17017 void Player::UpdatePvPFlag(time_t currTime)
17019 if(!IsPvP())
17020 return;
17021 if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
17022 return;
17024 UpdatePvP(false);
17027 void Player::UpdateDuelFlag(time_t currTime)
17029 if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
17030 return;
17032 SetUInt32Value(PLAYER_DUEL_TEAM, 1);
17033 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
17035 duel->startTimer = 0;
17036 duel->startTime = currTime;
17037 duel->opponent->duel->startTimer = 0;
17038 duel->opponent->duel->startTime = currTime;
17041 void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
17043 if (!pet)
17044 pet = GetPet();
17046 if (!pet || pet->GetOwnerGUID() != GetGUID())
17047 return;
17049 // not save secondary permanent pet as current
17050 if (pet && m_temporaryUnsummonedPetNumber && m_temporaryUnsummonedPetNumber != pet->GetCharmInfo()->GetPetNumber() && mode == PET_SAVE_AS_CURRENT)
17051 mode = PET_SAVE_NOT_IN_SLOT;
17053 if (returnreagent && pet && mode != PET_SAVE_AS_CURRENT)
17055 //returning of reagents only for players, so best done here
17056 uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
17057 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
17059 if(spellInfo)
17061 for(uint32 i = 0; i < 7; ++i)
17063 if(spellInfo->Reagent[i] > 0)
17065 ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
17066 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
17067 if( msg == EQUIP_ERR_OK )
17069 Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
17070 if(IsInWorld())
17071 SendNewItem(item,spellInfo->ReagentCount[i],true,false);
17078 // only if current pet in slot
17079 switch(pet->getPetType())
17081 case MINI_PET:
17082 m_miniPet = 0;
17083 break;
17084 case GUARDIAN_PET:
17085 RemoveGuardian(pet);
17086 break;
17087 default:
17088 if (GetPetGUID() == pet->GetGUID())
17089 SetPet(NULL);
17090 break;
17093 pet->CombatStop();
17095 pet->SavePetToDB(mode);
17097 pet->AddObjectToRemoveList();
17098 pet->m_removed = true;
17100 if (pet->isControlled())
17102 RemovePetActionBar();
17104 if(GetGroup())
17105 SetGroupUpdateFlag(GROUP_UPDATE_PET);
17109 void Player::RemoveMiniPet()
17111 if (Pet* pet = GetMiniPet())
17113 pet->Remove(PET_SAVE_AS_DELETED);
17114 m_miniPet = 0;
17118 Pet* Player::GetMiniPet()
17120 if (!m_miniPet)
17121 return NULL;
17123 return GetMap()->GetPet(m_miniPet);
17126 void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
17128 *data << (uint8)msgtype;
17129 *data << (uint32)language;
17130 *data << (uint64)GetGUID();
17131 *data << (uint32)language; //language 2.1.0 ?
17132 *data << (uint64)GetGUID();
17133 *data << (uint32)(text.length()+1);
17134 *data << text;
17135 *data << (uint8)chatTag();
17138 void Player::Say(const std::string& text, const uint32 language)
17140 WorldPacket data(SMSG_MESSAGECHAT, 200);
17141 BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
17142 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY),true);
17145 void Player::Yell(const std::string& text, const uint32 language)
17147 WorldPacket data(SMSG_MESSAGECHAT, 200);
17148 BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
17149 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_YELL),true);
17152 void Player::TextEmote(const std::string& text)
17154 WorldPacket data(SMSG_MESSAGECHAT, 200);
17155 BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
17156 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_CHAT) );
17159 void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
17161 if (language != LANG_ADDON) // if not addon data
17162 language = LANG_UNIVERSAL; // whispers should always be readable
17164 Player *rPlayer = sObjectMgr.GetPlayer(receiver);
17166 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
17167 if(!rPlayer->isDND() || isGameMaster())
17169 WorldPacket data(SMSG_MESSAGECHAT, 200);
17170 BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
17171 rPlayer->GetSession()->SendPacket(&data);
17173 // not send confirmation for addon messages
17174 if (language != LANG_ADDON)
17176 data.Initialize(SMSG_MESSAGECHAT, 200);
17177 rPlayer->BuildPlayerChat(&data, CHAT_MSG_WHISPER_INFORM, text, language);
17178 GetSession()->SendPacket(&data);
17181 else
17183 // announce to player that player he is whispering to is dnd and cannot receive his message
17184 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
17187 if(!isAcceptWhispers())
17189 SetAcceptWhispers(true);
17190 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
17193 // announce to player that player he is whispering to is afk
17194 if(rPlayer->isAFK())
17195 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
17197 // if player whisper someone, auto turn of dnd to be able to receive an answer
17198 if(isDND() && !rPlayer->isGameMaster())
17199 ToggleDND();
17202 void Player::PetSpellInitialize()
17204 Pet* pet = GetPet();
17206 if(!pet)
17207 return;
17209 sLog.outDebug("Pet Spells Groups");
17211 CharmInfo *charmInfo = pet->GetCharmInfo();
17213 WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
17214 data << uint64(pet->GetGUID());
17215 data << uint16(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
17216 data << uint32(0);
17217 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
17219 // action bar loop
17220 charmInfo->BuildActionBar(&data);
17222 size_t spellsCountPos = data.wpos();
17224 // spells count
17225 uint8 addlist = 0;
17226 data << uint8(addlist); // placeholder
17228 if (pet->IsPermanentPetFor(this))
17230 // spells loop
17231 for (PetSpellMap::const_iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
17233 if(itr->second.state == PETSPELL_REMOVED)
17234 continue;
17236 data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first,itr->second.active));
17237 ++addlist;
17241 data.put<uint8>(spellsCountPos, addlist);
17243 uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
17244 data << uint8(cooldownsCount);
17246 time_t curTime = time(NULL);
17248 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
17250 time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILLISECONDS : 0;
17252 data << uint32(itr->first); // spellid
17253 data << uint16(0); // spell category?
17254 data << uint32(cooldown); // cooldown
17255 data << uint32(0); // category cooldown
17258 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
17260 time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILLISECONDS : 0;
17262 data << uint32(itr->first); // spellid
17263 data << uint16(0); // spell category?
17264 data << uint32(0); // cooldown
17265 data << uint32(cooldown); // category cooldown
17268 GetSession()->SendPacket(&data);
17271 void Player::SendPetGUIDs()
17273 if(!GetPetGUID())
17274 return;
17276 // Later this function might get modified for multiple guids
17277 WorldPacket data(SMSG_PET_GUIDS, 12);
17278 data << uint32(1); // count
17279 data << uint64(GetPetGUID());
17280 GetSession()->SendPacket(&data);
17283 void Player::PossessSpellInitialize()
17285 Unit* charm = GetCharm();
17287 if(!charm)
17288 return;
17290 CharmInfo *charmInfo = charm->GetCharmInfo();
17292 if(!charmInfo)
17294 sLog.outError("Player::PossessSpellInitialize(): charm (GUID: %u TypeId: %u) has no charminfo!", charm->GetGUIDLow(),charm->GetTypeId());
17295 return;
17298 WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
17299 data << uint64(charm->GetGUID());
17300 data << uint16(0);
17301 data << uint32(0);
17302 data << uint32(0);
17304 charmInfo->BuildActionBar(&data);
17306 data << uint8(0); // spells count
17307 data << uint8(0); // cooldowns count
17309 GetSession()->SendPacket(&data);
17312 void Player::CharmSpellInitialize()
17314 Unit* charm = GetCharm();
17316 if(!charm)
17317 return;
17319 CharmInfo *charmInfo = charm->GetCharmInfo();
17320 if(!charmInfo)
17322 sLog.outError("Player::CharmSpellInitialize(): the player's charm (GUID: %u TypeId: %u) has no charminfo!", charm->GetGUIDLow(),charm->GetTypeId());
17323 return;
17326 uint8 addlist = 0;
17328 if(charm->GetTypeId() != TYPEID_PLAYER)
17330 CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
17332 if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
17334 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
17336 if(charmInfo->GetCharmSpell(i)->GetAction())
17337 ++addlist;
17342 WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+4*addlist+1);
17343 data << uint64(charm->GetGUID());
17344 data << uint16(0);
17345 data << uint32(0);
17347 if(charm->GetTypeId() != TYPEID_PLAYER)
17348 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
17349 else
17350 data << uint8(0) << uint8(0) << uint16(0);
17352 charmInfo->BuildActionBar(&data);
17354 data << uint8(addlist);
17356 if(addlist)
17358 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
17360 CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
17361 if(cspell->GetAction())
17362 data << uint32(cspell->packedData);
17366 data << uint8(0); // cooldowns count
17368 GetSession()->SendPacket(&data);
17371 void Player::RemovePetActionBar()
17373 WorldPacket data(SMSG_PET_SPELLS, 8);
17374 data << uint64(0);
17375 SendDirectMessage(&data);
17378 bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell)
17380 if (!mod || !spellInfo)
17381 return false;
17383 if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish
17385 // prevent apply to any spell except spell that trigger expire
17386 if(spell)
17388 if(mod->lastAffected != spell)
17389 return false;
17391 else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id))
17392 return false;
17395 return mod->isAffectedOnSpell(spellInfo);
17398 void Player::AddSpellMod(SpellModifier* mod, bool apply)
17400 uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
17402 for(int eff = 0; eff < 96; ++eff)
17404 uint64 _mask = 0;
17405 uint32 _mask2= 0;
17407 if (eff < 64)
17408 _mask = uint64(1) << (eff - 0);
17409 else
17410 _mask2= uint32(1) << (eff - 64);
17412 if ( mod->mask & _mask || mod->mask2 & _mask2)
17414 int32 val = 0;
17415 for (SpellModList::const_iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
17417 if ((*itr)->type == mod->type && ((*itr)->mask & _mask || (*itr)->mask2 & _mask2))
17418 val += (*itr)->value;
17420 val += apply ? mod->value : -(mod->value);
17421 WorldPacket data(Opcode, (1+1+4));
17422 data << uint8(eff);
17423 data << uint8(mod->op);
17424 data << int32(val);
17425 SendDirectMessage(&data);
17429 if (apply)
17430 m_spellMods[mod->op].push_back(mod);
17431 else
17433 if (mod->charges == -1)
17434 --m_SpellModRemoveCount;
17435 m_spellMods[mod->op].remove(mod);
17436 delete mod;
17440 void Player::RemoveSpellMods(Spell const* spell)
17442 if(!spell || (m_SpellModRemoveCount == 0))
17443 return;
17445 for(int i=0;i<MAX_SPELLMOD;++i)
17447 for (SpellModList::const_iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
17449 SpellModifier *mod = *itr;
17450 ++itr;
17452 if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
17454 RemoveAurasDueToSpell(mod->spellId);
17455 if (m_spellMods[i].empty())
17456 break;
17457 else
17458 itr = m_spellMods[i].begin();
17464 // send Proficiency
17465 void Player::SendProficiency(uint8 pr1, uint32 pr2)
17467 WorldPacket data(SMSG_SET_PROFICIENCY, 8);
17468 data << uint8(pr1) << uint32(pr2);
17469 GetSession()->SendPacket (&data);
17472 void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
17474 QueryResult *result = NULL;
17475 if(type == 10)
17476 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
17477 else
17478 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
17479 if(result)
17481 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.
17482 { // and SendPetitionQueryOpcode reads data from the DB
17483 Field *fields = result->Fetch();
17484 uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
17485 uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
17487 // send update if charter owner in game
17488 Player* owner = sObjectMgr.GetPlayer(ownerguid);
17489 if(owner)
17490 owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
17492 } while ( result->NextRow() );
17494 delete result;
17496 if(type==10)
17497 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
17498 else
17499 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
17502 CharacterDatabase.BeginTransaction();
17503 if(type == 10)
17505 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
17506 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
17508 else
17510 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
17511 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
17513 CharacterDatabase.CommitTransaction();
17516 void Player::LeaveAllArenaTeams(uint64 guid)
17518 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));
17519 if(!result)
17520 return;
17524 Field *fields = result->Fetch();
17525 uint32 at_id = fields[0].GetUInt32();
17526 if(at_id != 0)
17528 ArenaTeam * at = sObjectMgr.GetArenaTeamById(at_id);
17529 if(at)
17530 at->DelMember(guid);
17532 } while (result->NextRow());
17534 delete result;
17537 void Player::SetRestBonus (float rest_bonus_new)
17539 // Prevent resting on max level
17540 if(getLevel() >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
17541 rest_bonus_new = 0;
17543 if(rest_bonus_new < 0)
17544 rest_bonus_new = 0;
17546 float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5f/2.0f;
17548 if(rest_bonus_new > rest_bonus_max)
17549 m_rest_bonus = rest_bonus_max;
17550 else
17551 m_rest_bonus = rest_bonus_new;
17553 // update data for client
17554 if(m_rest_bonus>10)
17555 SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
17556 else if(m_rest_bonus<=1)
17557 SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
17559 //RestTickUpdate
17560 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
17563 void Player::HandleStealthedUnitsDetection()
17565 std::list<Unit*> stealthedUnits;
17567 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
17568 Cell cell(p);
17569 cell.data.Part.reserved = ALL_DISTRICT;
17570 cell.SetNoCreate();
17572 MaNGOS::AnyStealthedCheck u_check;
17573 MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(this,stealthedUnits, u_check);
17575 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher);
17576 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher);
17578 cell.Visit(p, world_unit_searcher, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE);
17579 cell.Visit(p, grid_unit_searcher, *GetMap(), *this, MAX_PLAYER_STEALTH_DETECT_RANGE);
17581 WorldObject const* viewPoint = GetViewPoint();
17583 for (std::list<Unit*>::const_iterator i = stealthedUnits.begin(); i != stealthedUnits.end(); ++i)
17585 if((*i)==this)
17586 continue;
17588 bool hasAtClient = HaveAtClient((*i));
17589 bool hasDetected = (*i)->isVisibleForOrDetect(this, viewPoint, true);
17591 if (hasDetected)
17593 if(!hasAtClient)
17595 ObjectGuid i_guid = (*i)->GetGUID();
17596 (*i)->SendCreateUpdateToPlayer(this);
17597 m_clientGUIDs.insert(i_guid);
17599 #ifdef MANGOS_DEBUG
17600 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17601 sLog.outDebug("%s is detected in stealth by player %u. Distance = %f",i_guid.GetString().c_str(),GetGUIDLow(),GetDistance(*i));
17602 #endif
17604 // target aura duration for caster show only if target exist at caster client
17605 // send data at target visibility change (adding to client)
17606 if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
17607 SendAurasForTarget(*i);
17610 else
17612 if(hasAtClient)
17614 (*i)->DestroyForPlayer(this);
17615 m_clientGUIDs.erase((*i)->GetGUID());
17621 bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 0*/)
17623 if(nodes.size() < 2)
17624 return false;
17626 // 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
17627 if(GetSession()->isLogingOut() || isInCombat())
17629 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17630 data << uint32(ERR_TAXIPLAYERBUSY);
17631 GetSession()->SendPacket(&data);
17632 return false;
17635 if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
17636 return false;
17638 // taximaster case
17639 if(npc)
17641 // not let cheating with start flight mounted
17642 if(IsMounted())
17644 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17645 data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
17646 GetSession()->SendPacket(&data);
17647 return false;
17650 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
17652 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17653 data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
17654 GetSession()->SendPacket(&data);
17655 return false;
17658 // 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
17659 if(IsNonMeleeSpellCasted(false))
17661 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17662 data << uint32(ERR_TAXIPLAYERBUSY);
17663 GetSession()->SendPacket(&data);
17664 return false;
17667 // cast case or scripted call case
17668 else
17670 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
17672 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
17673 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
17675 if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL))
17676 if (spell->m_spellInfo->Id != spellid)
17677 InterruptSpell(CURRENT_GENERIC_SPELL,false);
17679 InterruptSpell(CURRENT_AUTOREPEAT_SPELL,false);
17681 if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL))
17682 if (spell->m_spellInfo->Id != spellid)
17683 InterruptSpell(CURRENT_CHANNELED_SPELL,true);
17686 uint32 sourcenode = nodes[0];
17688 // starting node too far away (cheat?)
17689 TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
17690 if (!node)
17692 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17693 data << uint32(ERR_TAXINOSUCHPATH);
17694 GetSession()->SendPacket(&data);
17695 return false;
17698 // check node starting pos data set case if provided
17699 if (node->x != 0.0f || node->y != 0.0f || node->z != 0.0f)
17701 if (node->map_id != GetMapId() ||
17702 (node->x - GetPositionX())*(node->x - GetPositionX())+
17703 (node->y - GetPositionY())*(node->y - GetPositionY())+
17704 (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
17705 (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE))
17707 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17708 data << uint32(ERR_TAXITOOFARAWAY);
17709 GetSession()->SendPacket(&data);
17710 return false;
17713 // node must have pos if taxi master case (npc != NULL)
17714 else if (npc)
17716 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17717 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
17718 GetSession()->SendPacket(&data);
17719 return false;
17722 // Prepare to flight start now
17724 // stop combat at start taxi flight if any
17725 CombatStop();
17727 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
17728 TradeCancel(true);
17730 // clean not finished taxi path if any
17731 m_taxi.ClearTaxiDestinations();
17733 // 0 element current node
17734 m_taxi.AddTaxiDestination(sourcenode);
17736 // fill destinations path tail
17737 uint32 sourcepath = 0;
17738 uint32 totalcost = 0;
17740 uint32 prevnode = sourcenode;
17741 uint32 lastnode = 0;
17743 for(uint32 i = 1; i < nodes.size(); ++i)
17745 uint32 path, cost;
17747 lastnode = nodes[i];
17748 sObjectMgr.GetTaxiPath(prevnode, lastnode, path, cost);
17750 if(!path)
17752 m_taxi.ClearTaxiDestinations();
17753 return false;
17756 totalcost += cost;
17758 if(prevnode == sourcenode)
17759 sourcepath = path;
17761 m_taxi.AddTaxiDestination(lastnode);
17763 prevnode = lastnode;
17766 // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
17767 uint32 mount_display_id = sObjectMgr.GetTaxiMountDisplayId(sourcenode, GetTeam(), npc == NULL);
17769 // in spell case allow 0 model
17770 if ((mount_display_id == 0 && spellid == 0) || sourcepath == 0)
17772 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17773 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
17774 GetSession()->SendPacket(&data);
17775 m_taxi.ClearTaxiDestinations();
17776 return false;
17779 uint32 money = GetMoney();
17781 if (npc)
17782 totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
17784 if(money < totalcost)
17786 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17787 data << uint32(ERR_TAXINOTENOUGHMONEY);
17788 GetSession()->SendPacket(&data);
17789 m_taxi.ClearTaxiDestinations();
17790 return false;
17793 //Checks and preparations done, DO FLIGHT
17794 ModifyMoney(-(int32)totalcost);
17795 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
17796 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1);
17798 // prevent stealth flight
17799 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
17801 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17802 data << uint32(ERR_TAXIOK);
17803 GetSession()->SendPacket(&data);
17805 sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
17807 GetSession()->SendDoFlight(mount_display_id, sourcepath);
17809 return true;
17812 bool Player::ActivateTaxiPathTo( uint32 taxi_path_id, uint32 spellid /*= 0*/ )
17814 TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id);
17815 if(!entry)
17816 return false;
17818 std::vector<uint32> nodes;
17820 nodes.resize(2);
17821 nodes[0] = entry->from;
17822 nodes[1] = entry->to;
17824 return ActivateTaxiPathTo(nodes,NULL,spellid);
17827 void Player::ContinueTaxiFlight()
17829 uint32 sourceNode = m_taxi.GetTaxiSource();
17830 if (!sourceNode)
17831 return;
17833 sLog.outDebug( "WORLD: Restart character %u taxi flight", GetGUIDLow() );
17835 uint32 mountDisplayId = sObjectMgr.GetTaxiMountDisplayId(sourceNode, GetTeam(),true);
17836 uint32 path = m_taxi.GetCurrentTaxiPath();
17838 // search appropriate start path node
17839 uint32 startNode = 0;
17841 TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path];
17843 float distPrev = MAP_SIZE*MAP_SIZE;
17844 float distNext =
17845 (nodeList[0].x-GetPositionX())*(nodeList[0].x-GetPositionX())+
17846 (nodeList[0].y-GetPositionY())*(nodeList[0].y-GetPositionY())+
17847 (nodeList[0].z-GetPositionZ())*(nodeList[0].z-GetPositionZ());
17849 for(uint32 i = 1; i < nodeList.size(); ++i)
17851 TaxiPathNode const& node = nodeList[i];
17852 TaxiPathNode const& prevNode = nodeList[i-1];
17854 // skip nodes at another map
17855 if(node.mapid != GetMapId())
17856 continue;
17858 distPrev = distNext;
17860 distNext =
17861 (node.x-GetPositionX())*(node.x-GetPositionX())+
17862 (node.y-GetPositionY())*(node.y-GetPositionY())+
17863 (node.z-GetPositionZ())*(node.z-GetPositionZ());
17865 float distNodes =
17866 (node.x-prevNode.x)*(node.x-prevNode.x)+
17867 (node.y-prevNode.y)*(node.y-prevNode.y)+
17868 (node.z-prevNode.z)*(node.z-prevNode.z);
17870 if(distNext + distPrev < distNodes)
17872 startNode = i;
17873 break;
17877 GetSession()->SendDoFlight(mountDisplayId, path, startNode);
17880 void Player::ProhibitSpellSchool(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
17882 // last check 2.0.10
17883 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
17884 data << uint64(GetGUID());
17885 data << uint8(0x0); // flags (0x1, 0x2)
17886 time_t curTime = time(NULL);
17887 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
17889 if (itr->second.state == PLAYERSPELL_REMOVED)
17890 continue;
17891 uint32 unSpellId = itr->first;
17892 SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
17893 if (!spellInfo)
17895 ASSERT(spellInfo);
17896 continue;
17899 // Not send cooldown for this spells
17900 if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
17901 continue;
17903 if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
17905 data << uint32(unSpellId);
17906 data << uint32(unTimeMs); // in m.secs
17907 AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILLISECONDS);
17910 GetSession()->SendPacket(&data);
17913 void Player::InitDataForForm(bool reapplyMods)
17915 SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
17916 if(ssEntry && ssEntry->attackSpeed)
17918 SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
17919 SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
17920 SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
17922 else
17923 SetRegularAttackTime();
17925 switch(m_form)
17927 case FORM_CAT:
17929 if(getPowerType()!=POWER_ENERGY)
17930 setPowerType(POWER_ENERGY);
17931 break;
17933 case FORM_BEAR:
17934 case FORM_DIREBEAR:
17936 if(getPowerType()!=POWER_RAGE)
17937 setPowerType(POWER_RAGE);
17938 break;
17940 default: // 0, for example
17942 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
17943 if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
17944 setPowerType(Powers(cEntry->powerType));
17945 break;
17949 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17950 if (!reapplyMods)
17951 UpdateEquipSpellsAtFormChange();
17953 UpdateAttackPowerAndDamage();
17954 UpdateAttackPowerAndDamage(true);
17957 void Player::InitDisplayIds()
17959 PlayerInfo const *info = sObjectMgr.GetPlayerInfo(getRace(), getClass());
17960 if(!info)
17962 sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
17963 return;
17966 uint8 gender = getGender();
17967 switch(gender)
17969 case GENDER_FEMALE:
17970 SetDisplayId(info->displayId_f );
17971 SetNativeDisplayId(info->displayId_f );
17972 break;
17973 case GENDER_MALE:
17974 SetDisplayId(info->displayId_m );
17975 SetNativeDisplayId(info->displayId_m );
17976 break;
17977 default:
17978 sLog.outError("Invalid gender %u for player",gender);
17979 return;
17983 // Return true is the bought item has a max count to force refresh of window by caller
17984 bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint8 bag, uint8 slot)
17986 // cheating attempt
17987 if (count < 1) count = 1;
17989 if (!isAlive())
17990 return false;
17992 ItemPrototype const *pProto = ObjectMgr::GetItemPrototype( item );
17993 if (!pProto)
17995 SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
17996 return false;
17999 Creature *pCreature = GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR);
18000 if (!pCreature)
18002 sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
18003 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
18004 return false;
18007 VendorItemData const* vItems = pCreature->GetVendorItems();
18008 if(!vItems || vItems->Empty())
18010 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
18011 return false;
18014 size_t vendor_slot = vItems->FindItemSlot(item);
18015 if (vendor_slot >= vItems->GetItemCount())
18017 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
18018 return false;
18021 VendorItem const* crItem = vItems->m_items[vendor_slot];
18023 // check current item amount if it limited
18024 if (crItem->maxcount != 0)
18026 if (pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
18028 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
18029 return false;
18033 if (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
18035 SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
18036 return false;
18039 if (crItem->ExtendedCost)
18041 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
18042 if (!iece)
18044 sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
18045 return false;
18048 // honor points price
18049 if (GetHonorPoints() < (iece->reqhonorpoints * count))
18051 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
18052 return false;
18055 // arena points price
18056 if (GetArenaPoints() < (iece->reqarenapoints * count))
18058 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
18059 return false;
18062 // item base price
18063 for (uint8 i = 0; i < 5; ++i)
18065 if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
18067 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
18068 return false;
18072 // check for personal arena rating requirement
18073 if( GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating )
18075 // probably not the proper equip err
18076 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
18077 return false;
18081 uint32 price = pProto->BuyPrice * count;
18083 // reputation discount
18084 price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
18086 if (GetMoney() < price)
18088 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
18089 return false;
18092 if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot))
18094 ItemPosCountVec dest;
18095 uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
18096 if (msg != EQUIP_ERR_OK)
18098 SendEquipError( msg, NULL, NULL, item );
18099 return false;
18102 ModifyMoney( -(int32)price );
18103 if (crItem->ExtendedCost) // case for new honor system
18105 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
18106 if (iece->reqhonorpoints)
18107 ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
18108 if (iece->reqarenapoints)
18109 ModifyArenaPoints( - int32(iece->reqarenapoints * count));
18110 for (uint8 i = 0; i < 5; ++i)
18112 if (iece->reqitem[i])
18113 DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
18117 if (Item *it = StoreNewItem( dest, item, true ))
18119 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
18121 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
18122 data << uint64(pCreature->GetGUID());
18123 data << uint32(vendor_slot+1); // numbered from 1 at client
18124 data << uint32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
18125 data << uint32(count);
18126 GetSession()->SendPacket(&data);
18128 SendNewItem(it, pProto->BuyCount*count, true, false, false);
18131 else if (IsEquipmentPos(bag, slot))
18133 if (pProto->BuyCount * count != 1)
18135 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL );
18136 return false;
18139 uint16 dest;
18140 uint8 msg = CanEquipNewItem( slot, dest, item, false );
18141 if (msg != EQUIP_ERR_OK)
18143 SendEquipError( msg, NULL, NULL, item );
18144 return false;
18147 ModifyMoney( -(int32)price );
18148 if (crItem->ExtendedCost) // case for new honor system
18150 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
18151 if (iece->reqhonorpoints)
18152 ModifyHonorPoints( - int32(iece->reqhonorpoints));
18153 if (iece->reqarenapoints)
18154 ModifyArenaPoints( - int32(iece->reqarenapoints));
18155 for (uint8 i = 0; i < 5; ++i)
18157 if(iece->reqitem[i])
18158 DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
18162 if (Item *it = EquipNewItem( dest, item, true ))
18164 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
18166 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
18167 data << uint64(pCreature->GetGUID());
18168 data << uint32(vendor_slot + 1); // numbered from 1 at client
18169 data << uint32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
18170 data << uint32(count);
18171 GetSession()->SendPacket(&data);
18173 SendNewItem(it, pProto->BuyCount*count, true, false, false);
18175 AutoUnequipOffhandIfNeed();
18178 else
18180 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
18181 return false;
18184 return crItem->maxcount != 0;
18187 uint32 Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot)
18189 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
18190 // the personal rating of the arena team must match the required limit as well
18191 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
18192 uint32 max_personal_rating = 0;
18193 for(int i = minarenaslot; i < MAX_ARENA_SLOT; ++i)
18195 if(ArenaTeam * at = sObjectMgr.GetArenaTeamById(GetArenaTeamId(i)))
18197 uint32 p_rating = GetArenaPersonalRating(i);
18198 uint32 t_rating = at->GetRating();
18199 p_rating = p_rating < t_rating ? p_rating : t_rating;
18200 if(max_personal_rating < p_rating)
18201 max_personal_rating = p_rating;
18204 return max_personal_rating;
18207 void Player::UpdateHomebindTime(uint32 time)
18209 // GMs never get homebind timer online
18210 if (m_InstanceValid || isGameMaster())
18212 if(m_HomebindTimer) // instance valid, but timer not reset
18214 // hide reminder
18215 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
18216 data << uint32(0);
18217 data << uint32(ERR_RAID_GROUP_NONE); // error used only when timer = 0
18218 GetSession()->SendPacket(&data);
18220 // instance is valid, reset homebind timer
18221 m_HomebindTimer = 0;
18223 else if (m_HomebindTimer > 0)
18225 if (time >= m_HomebindTimer)
18227 // teleport to nearest graveyard
18228 RepopAtGraveyard();
18230 else
18231 m_HomebindTimer -= time;
18233 else
18235 // instance is invalid, start homebind timer
18236 m_HomebindTimer = 60000;
18237 // send message to player
18238 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
18239 data << uint32(m_HomebindTimer);
18240 data << uint32(ERR_RAID_GROUP_NONE); // error used only when timer = 0
18241 GetSession()->SendPacket(&data);
18242 sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
18246 void Player::UpdatePvP(bool state, bool ovrride)
18248 if(!state || ovrride)
18250 SetPvP(state);
18251 pvpInfo.endTimer = 0;
18253 else
18255 if(pvpInfo.endTimer != 0)
18256 pvpInfo.endTimer = time(NULL);
18257 else
18258 SetPvP(state);
18262 void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
18264 // init cooldown values
18265 uint32 cat = 0;
18266 int32 rec = -1;
18267 int32 catrec = -1;
18269 // some special item spells without correct cooldown in SpellInfo
18270 // cooldown information stored in item prototype
18271 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
18273 if(itemId)
18275 if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId))
18277 for(int idx = 0; idx < 5; ++idx)
18279 if(proto->Spells[idx].SpellId == spellInfo->Id)
18281 cat = proto->Spells[idx].SpellCategory;
18282 rec = proto->Spells[idx].SpellCooldown;
18283 catrec = proto->Spells[idx].SpellCategoryCooldown;
18284 break;
18290 // if no cooldown found above then base at DBC data
18291 if(rec < 0 && catrec < 0)
18293 cat = spellInfo->Category;
18294 rec = spellInfo->RecoveryTime;
18295 catrec = spellInfo->CategoryRecoveryTime;
18298 time_t curTime = time(NULL);
18300 time_t catrecTime;
18301 time_t recTime;
18303 // overwrite time for selected category
18304 if(infinityCooldown)
18306 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
18307 // but not allow ignore until reset or re-login
18308 catrecTime = catrec > 0 ? curTime+infinityCooldownDelay : 0;
18309 recTime = rec > 0 ? curTime+infinityCooldownDelay : catrecTime;
18311 else
18313 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
18314 // prevent 0 cooldowns set by another way
18315 if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != SPELL_ID_AUTOSHOT))
18316 rec = GetAttackTime(RANGED_ATTACK);
18318 // Now we have cooldown data (if found any), time to apply mods
18319 if(rec > 0)
18320 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
18322 if(catrec > 0)
18323 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
18325 // replace negative cooldowns by 0
18326 if (rec < 0) rec = 0;
18327 if (catrec < 0) catrec = 0;
18329 // no cooldown after applying spell mods
18330 if( rec == 0 && catrec == 0)
18331 return;
18333 catrecTime = catrec ? curTime+catrec/IN_MILLISECONDS : 0;
18334 recTime = rec ? curTime+rec/IN_MILLISECONDS : catrecTime;
18337 // self spell cooldown
18338 if(recTime > 0)
18339 AddSpellCooldown(spellInfo->Id, itemId, recTime);
18341 // category spells
18342 if (cat && catrec > 0)
18344 SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
18345 if(i_scstore != sSpellCategoryStore.end())
18347 for(SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
18349 if(*i_scset == spellInfo->Id) // skip main spell, already handled above
18350 continue;
18352 AddSpellCooldown(*i_scset, itemId, catrecTime);
18358 void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
18360 SpellCooldown sc;
18361 sc.end = end_time;
18362 sc.itemid = itemid;
18363 m_spellCooldowns[spellid] = sc;
18366 void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell)
18368 // start cooldowns at server side, if any
18369 AddSpellAndCategoryCooldowns(spellInfo, itemId, spell);
18371 // Send activate cooldown timer (possible 0) at client side
18372 WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
18373 data << uint32(spellInfo->Id);
18374 data << uint64(GetGUID());
18375 SendDirectMessage(&data);
18378 void Player::UpdatePotionCooldown(Spell* spell)
18380 // no potion used i combat or still in combat
18381 if(!m_lastPotionId || isInCombat())
18382 return;
18384 // Call not from spell cast, send cooldown event for item spells if no in combat
18385 if(!spell)
18387 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
18388 if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId))
18389 for(int idx = 0; idx < 5; ++idx)
18390 if(proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
18391 if(SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId))
18392 SendCooldownEvent(spellInfo,m_lastPotionId);
18394 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
18395 else
18396 SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell);
18398 m_lastPotionId = 0;
18401 //slot to be excluded while counting
18402 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
18404 if(!enchantmentcondition)
18405 return true;
18407 SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
18409 if(!Condition)
18410 return true;
18412 uint8 curcount[4] = {0, 0, 0, 0};
18414 //counting current equipped gem colors
18415 for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
18417 if(i == slot)
18418 continue;
18419 Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
18420 if(pItem2 && pItem2->GetProto()->Socket[0].Color)
18422 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
18424 uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
18425 if(!enchant_id)
18426 continue;
18428 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
18429 if(!enchantEntry)
18430 continue;
18432 uint32 gemid = enchantEntry->GemID;
18433 if(!gemid)
18434 continue;
18436 ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
18437 if(!gemProto)
18438 continue;
18440 GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
18441 if(!gemProperty)
18442 continue;
18444 uint8 GemColor = gemProperty->color;
18446 for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
18448 if(tmpcolormask & GemColor)
18449 ++curcount[b];
18455 bool activate = true;
18457 for(int i = 0; i < 5; ++i)
18459 if(!Condition->Color[i])
18460 continue;
18462 uint32 _cur_gem = curcount[Condition->Color[i] - 1];
18464 // if have <CompareColor> use them as count, else use <value> from Condition
18465 uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
18467 switch(Condition->Comparator[i])
18469 case 2: // requires less <color> than (<value> || <comparecolor>) gems
18470 activate &= (_cur_gem < _cmp_gem) ? true : false;
18471 break;
18472 case 3: // requires more <color> than (<value> || <comparecolor>) gems
18473 activate &= (_cur_gem > _cmp_gem) ? true : false;
18474 break;
18475 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
18476 activate &= (_cur_gem >= _cmp_gem) ? true : false;
18477 break;
18481 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");
18483 return activate;
18486 void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
18488 //cycle all equipped items
18489 for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
18491 //enchants for the slot being socketed are handled by Player::ApplyItemMods
18492 if(slot == exceptslot)
18493 continue;
18495 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
18497 if(!pItem || !pItem->GetProto()->Socket[0].Color)
18498 continue;
18500 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
18502 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
18503 if(!enchant_id)
18504 continue;
18506 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
18507 if(!enchantEntry)
18508 continue;
18510 uint32 condition = enchantEntry->EnchantmentCondition;
18511 if(condition)
18513 //was enchant active with/without item?
18514 bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
18515 //should it now be?
18516 if(wasactive != EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
18518 // ignore item gem conditions
18519 //if state changed, (dis)apply enchant
18520 ApplyEnchantment(pItem, EnchantmentSlot(enchant_slot), !wasactive, true, true);
18527 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
18528 void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
18530 //cycle all equipped items
18531 for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
18533 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
18534 if(slot == exceptslot)
18535 continue;
18537 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
18539 if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
18540 continue;
18542 //cycle all (gem)enchants
18543 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
18545 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
18546 if(!enchant_id) //if no enchant go to next enchant(slot)
18547 continue;
18549 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
18550 if(!enchantEntry)
18551 continue;
18553 //only metagems to be (de)activated, so only enchants with condition
18554 uint32 condition = enchantEntry->EnchantmentCondition;
18555 if(condition)
18556 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
18561 void Player::SetBattleGroundEntryPoint()
18563 // Taxi path store
18564 if (!m_taxi.empty())
18566 m_bgData.mountSpell = 0;
18567 m_bgData.taxiPath[0] = m_taxi.GetTaxiSource();
18568 m_bgData.taxiPath[1] = m_taxi.GetTaxiDestination();
18570 // On taxi we don't need check for dungeon
18571 m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
18572 return;
18574 else
18576 m_bgData.ClearTaxiPath();
18578 // Mount spell id storing
18579 if (IsMounted())
18581 AuraList const& auras = GetAurasByType(SPELL_AURA_MOUNTED);
18582 if (!auras.empty())
18583 m_bgData.mountSpell = (*auras.begin())->GetId();
18585 else
18586 m_bgData.mountSpell = 0;
18588 // If map is dungeon find linked graveyard
18589 if(GetMap()->IsDungeon())
18591 if (const WorldSafeLocsEntry* entry = sObjectMgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
18593 m_bgData.joinPos = WorldLocation(entry->map_id, entry->x, entry->y, entry->z, 0.0f);
18594 return;
18596 else
18597 sLog.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId());
18599 // If new entry point is not BG or arena set it
18600 else if (!GetMap()->IsBattleGroundOrArena())
18602 m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
18603 return;
18607 // In error cases use homebind position
18608 m_bgData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f);
18611 void Player::LeaveBattleground(bool teleportToEntryPoint)
18613 if(BattleGround *bg = GetBattleGround())
18615 bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
18617 // call after remove to be sure that player resurrected for correct cast
18618 if( bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BOOL_BATTLEGROUND_CAST_DESERTER) )
18620 if( bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN )
18622 //lets check if player was teleported from BG and schedule delayed Deserter spell cast
18623 if(IsBeingTeleportedFar())
18625 ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER);
18626 return;
18629 CastSpell(this, 26013, true); // Deserter
18635 bool Player::CanJoinToBattleground() const
18637 // check Deserter debuff
18638 if(GetDummyAura(26013))
18639 return false;
18641 return true;
18644 bool Player::CanReportAfkDueToLimit()
18646 // a player can complain about 15 people per 5 minutes
18647 if(m_bgData.bgAfkReportedCount++ >= 15)
18648 return false;
18650 return true;
18653 ///This player has been blamed to be inactive in a battleground
18654 void Player::ReportedAfkBy(Player* reporter)
18656 BattleGround *bg = GetBattleGround();
18657 if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
18658 return;
18660 // check if player has 'Idle' or 'Inactive' debuff
18661 if(m_bgData.bgAfkReporter.find(reporter->GetGUIDLow()) == m_bgData.bgAfkReporter.end() && !HasAura(43680, EFFECT_INDEX_0) && !HasAura(43681, EFFECT_INDEX_0) && reporter->CanReportAfkDueToLimit())
18663 m_bgData.bgAfkReporter.insert(reporter->GetGUIDLow());
18664 // 3 players have to complain to apply debuff
18665 if(m_bgData.bgAfkReporter.size() >= 3)
18667 // cast 'Idle' spell
18668 CastSpell(this, 43680, true);
18669 m_bgData.bgAfkReporter.clear();
18674 WorldObject const* Player::GetViewPoint() const
18676 if(uint64 far_sight = GetFarSight())
18678 WorldObject const* viewPoint = GetMap()->GetWorldObject(far_sight);
18679 return viewPoint ? viewPoint : this; // always expected not NULL
18681 else
18682 return this;
18685 bool Player::IsVisibleInGridForPlayer( Player* pl ) const
18687 // gamemaster in GM mode see all, including ghosts
18688 if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
18689 return true;
18691 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
18692 if (InBattleGround())
18694 if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
18695 return false;
18696 return true;
18699 // Live player see live player or dead player with not realized corpse
18700 if(pl->isAlive() || pl->m_deathTimer > 0)
18702 return isAlive() || m_deathTimer > 0;
18705 // Ghost see other friendly ghosts, that's for sure
18706 if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
18707 return true;
18709 // Dead player see live players near own corpse
18710 if(isAlive())
18712 Corpse *corpse = pl->GetCorpse();
18713 if(corpse)
18715 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
18716 if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_AGGRO)))
18717 return true;
18721 // and not see any other
18722 return false;
18725 bool Player::IsVisibleGloballyFor( Player* u ) const
18727 if(!u)
18728 return false;
18730 // Always can see self
18731 if (u==this)
18732 return true;
18734 // Visible units, always are visible for all players
18735 if (GetVisibility() == VISIBILITY_ON)
18736 return true;
18738 // GMs are visible for higher gms (or players are visible for gms)
18739 if (u->GetSession()->GetSecurity() > SEC_PLAYER)
18740 return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
18742 // non faction visibility non-breakable for non-GMs
18743 if (GetVisibility() == VISIBILITY_OFF)
18744 return false;
18746 // non-gm stealth/invisibility not hide from global player lists
18747 return true;
18750 template<class T>
18751 inline void BeforeVisibilityDestroy(T* /*t*/, Player* /*p*/)
18755 template<>
18756 inline void BeforeVisibilityDestroy<Creature>(Creature* t, Player* p)
18758 if (p->GetPetGUID()==t->GetGUID() && ((Creature*)t)->isPet())
18759 ((Pet*)t)->Remove(PET_SAVE_NOT_IN_SLOT, true);
18762 void Player::UpdateVisibilityOf(WorldObject const* viewPoint, WorldObject* target)
18764 if(HaveAtClient(target))
18766 if(!target->isVisibleForInState(this, viewPoint, true))
18768 if (target->GetTypeId()==TYPEID_UNIT)
18769 BeforeVisibilityDestroy<Creature>((Creature*)target,this);
18771 ObjectGuid t_guid = target->GetGUID();
18773 target->DestroyForPlayer(this);
18774 m_clientGUIDs.erase(t_guid);
18776 #ifdef MANGOS_DEBUG
18777 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
18778 sLog.outDebug("%s out of range for player %u. Distance = %f",t_guid.GetString().c_str(),GetGUIDLow(),GetDistance(target));
18779 #endif
18782 else
18784 if(target->isVisibleForInState(this, viewPoint, false))
18786 target->SendCreateUpdateToPlayer(this);
18787 if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
18788 m_clientGUIDs.insert(target->GetGUID());
18790 #ifdef MANGOS_DEBUG
18791 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
18792 sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
18793 #endif
18795 // target aura duration for caster show only if target exist at caster client
18796 // send data at target visibility change (adding to client)
18797 if(target!=this && target->isType(TYPEMASK_UNIT))
18798 SendAurasForTarget((Unit*)target);
18800 if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
18801 ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
18806 template<class T>
18807 inline void UpdateVisibilityOf_helper(ObjectGuidSet& s64, T* target)
18809 s64.insert(target->GetGUID());
18812 template<>
18813 inline void UpdateVisibilityOf_helper(ObjectGuidSet& s64, GameObject* target)
18815 if(!target->IsTransport())
18816 s64.insert(target->GetGUID());
18819 template<class T>
18820 void Player::UpdateVisibilityOf(WorldObject const* viewPoint, T* target, UpdateData& data, UpdateDataMapType& /*data_updates*/, std::set<WorldObject*>& visibleNow)
18822 if(HaveAtClient(target))
18824 if(!target->isVisibleForInState(this,viewPoint,true))
18826 BeforeVisibilityDestroy<T>(target,this);
18828 ObjectGuid t_guid = target->GetGUID();
18830 target->BuildOutOfRangeUpdateBlock(&data);
18831 m_clientGUIDs.erase(t_guid);
18833 #ifdef MANGOS_DEBUG
18834 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
18835 sLog.outDebug("%s is out of range for player %u. Distance = %f",t_guid.GetString().c_str(),GetGUIDLow(),GetDistance(target));
18836 #endif
18839 else
18841 if(target->isVisibleForInState(this,viewPoint,false))
18843 visibleNow.insert(target);
18844 target->BuildCreateUpdateBlockForPlayer(&data, this);
18845 UpdateVisibilityOf_helper(m_clientGUIDs,target);
18847 #ifdef MANGOS_DEBUG
18848 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
18849 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));
18850 #endif
18855 template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Player* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
18856 template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
18857 template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
18858 template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
18859 template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
18861 void Player::InitPrimaryProfessions()
18863 SetFreePrimaryProfessions(sWorld.getConfig(CONFIG_UINT32_MAX_PRIMARY_TRADE_SKILL));
18866 void Player::SendComboPoints()
18868 Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
18869 if (combotarget)
18871 WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
18872 data << combotarget->GetPackGUID();
18873 data << uint8(m_comboPoints);
18874 GetSession()->SendPacket(&data);
18878 void Player::AddComboPoints(Unit* target, int8 count)
18880 if(!count)
18881 return;
18883 // without combo points lost (duration checked in aura)
18884 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
18886 if(target->GetGUID() == m_comboTarget)
18888 m_comboPoints += count;
18890 else
18892 if(m_comboTarget)
18893 if(Unit* target2 = ObjectAccessor::GetUnit(*this,m_comboTarget))
18894 target2->RemoveComboPointHolder(GetGUIDLow());
18896 m_comboTarget = target->GetGUID();
18897 m_comboPoints = count;
18899 target->AddComboPointHolder(GetGUIDLow());
18902 if (m_comboPoints > 5) m_comboPoints = 5;
18903 if (m_comboPoints < 0) m_comboPoints = 0;
18905 SendComboPoints();
18908 void Player::ClearComboPoints()
18910 if(!m_comboTarget)
18911 return;
18913 // without combopoints lost (duration checked in aura)
18914 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
18916 m_comboPoints = 0;
18918 SendComboPoints();
18920 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
18921 target->RemoveComboPointHolder(GetGUIDLow());
18923 m_comboTarget = 0;
18926 void Player::SetGroup(Group *group, int8 subgroup)
18928 if(group == NULL)
18929 m_group.unlink();
18930 else
18932 // never use SetGroup without a subgroup unless you specify NULL for group
18933 ASSERT(subgroup >= 0);
18934 m_group.link(group, this);
18935 m_group.setSubGroup((uint8)subgroup);
18939 void Player::SendInitialPacketsBeforeAddToMap()
18941 GetSocial()->SendSocialList();
18943 // Homebind
18944 WorldPacket data(SMSG_BINDPOINTUPDATE, 5*4);
18945 data << m_homebindX << m_homebindY << m_homebindZ;
18946 data << (uint32) m_homebindMapId;
18947 data << (uint32) m_homebindAreaId;
18948 GetSession()->SendPacket(&data);
18950 // SMSG_SET_PROFICIENCY
18951 // SMSG_SET_PCT_SPELL_MODIFIER
18952 // SMSG_SET_FLAT_SPELL_MODIFIER
18954 SendTalentsInfoData(false);
18956 data.Initialize(SMSG_INSTANCE_DIFFICULTY, 4+4);
18957 data << uint32(0);
18958 data << uint32(0);
18959 GetSession()->SendPacket(&data);
18961 SendInitialSpells();
18963 data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
18964 data << uint32(0); // count, for(count) uint32;
18965 GetSession()->SendPacket(&data);
18967 SendInitialActionButtons();
18968 m_reputationMgr.SendInitialReputations();
18970 if(!isAlive())
18971 SendCorpseReclaimDelay(true);
18973 SendInitWorldStates(GetZoneId(), GetAreaId());
18975 SendEquipmentSetList();
18977 m_achievementMgr.SendAllAchievementData();
18979 data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4);
18980 data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
18981 data << (float)0.01666667f; // game speed
18982 data << uint32(0); // added in 3.1.2
18983 GetSession()->SendPacket( &data );
18985 // SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...)
18986 // SMSG_PET_GUIDS
18987 // SMSG_POWER_UPDATE
18989 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
18990 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || HasAuraType(SPELL_AURA_FLY) || isInFlight())
18991 m_movementInfo.AddMovementFlag(MOVEFLAG_FLYING);
18993 m_mover = this;
18996 void Player::SendInitialPacketsAfterAddToMap()
18998 // update zone
18999 uint32 newzone, newarea;
19000 GetZoneAndAreaId(newzone,newarea);
19001 UpdateZone(newzone,newarea); // also call SendInitWorldStates();
19003 WorldPacket data(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
19004 data << uint32(0x00000000); // on blizz it increments periodically
19005 GetSession()->SendPacket(&data);
19007 CastSpell(this, 836, true); // LOGINEFFECT
19009 // set some aura effects that send packet to player client after add player to map
19010 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
19011 // same auras state lost at far teleport, send it one more time in this case also
19012 static const AuraType auratypes[] =
19014 SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
19015 SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
19016 SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED, SPELL_AURA_NONE
19018 for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
19020 Unit::AuraList const& auraList = GetAurasByType(*itr);
19021 if(!auraList.empty())
19022 auraList.front()->ApplyModifier(true,true);
19025 if(HasAuraType(SPELL_AURA_MOD_STUN))
19026 SetMovement(MOVE_ROOT);
19028 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
19029 if(HasAuraType(SPELL_AURA_MOD_ROOT))
19031 WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10);
19032 data2 << GetPackGUID();
19033 data2 << (uint32)2;
19034 SendMessageToSet(&data2,true);
19037 SendAurasForTarget(this);
19038 SendEnchantmentDurations(); // must be after add to map
19039 SendItemDurations(); // must be after add to map
19042 void Player::SendUpdateToOutOfRangeGroupMembers()
19044 if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
19045 return;
19046 if(Group* group = GetGroup())
19047 group->UpdatePlayerOutOfRange(this);
19049 m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
19050 m_auraUpdateMask = 0;
19051 if(Pet *pet = GetPet())
19052 pet->ResetAuraUpdateMask();
19055 void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
19057 WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
19058 data << uint32(mapid);
19059 data << uint8(reason); // transfer abort reason
19060 switch(reason)
19062 case TRANSFER_ABORT_INSUF_EXPAN_LVL:
19063 case TRANSFER_ABORT_DIFFICULTY:
19064 case TRANSFER_ABORT_UNIQUE_MESSAGE:
19065 data << uint8(arg);
19066 break;
19068 GetSession()->SendPacket(&data);
19071 void Player::SendInstanceResetWarning( uint32 mapid, Difficulty difficulty, uint32 time )
19073 // type of warning, based on the time remaining until reset
19074 uint32 type;
19075 if(time > 3600)
19076 type = RAID_INSTANCE_WELCOME;
19077 else if(time > 900 && time <= 3600)
19078 type = RAID_INSTANCE_WARNING_HOURS;
19079 else if(time > 300 && time <= 900)
19080 type = RAID_INSTANCE_WARNING_MIN;
19081 else
19082 type = RAID_INSTANCE_WARNING_MIN_SOON;
19084 WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4+4);
19085 data << uint32(type);
19086 data << uint32(mapid);
19087 data << uint32(difficulty); // difficulty
19088 data << uint32(time);
19089 if(type == RAID_INSTANCE_WELCOME)
19091 data << uint8(0); // is your (1)
19092 data << uint8(0); // is extended (1), ignored if prev field is 0
19094 GetSession()->SendPacket(&data);
19097 void Player::ApplyEquipCooldown( Item * pItem )
19099 for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
19101 _Spell const& spellData = pItem->GetProto()->Spells[i];
19103 // no spell
19104 if( !spellData.SpellId )
19105 continue;
19107 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
19108 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
19109 continue;
19111 AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
19113 WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
19114 data << pItem->GetGUID();
19115 data << uint32(spellData.SpellId);
19116 GetSession()->SendPacket(&data);
19120 void Player::resetSpells()
19122 // not need after this call
19123 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
19124 RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS,true);
19126 // make full copy of map (spells removed and marked as deleted at another spell remove
19127 // and we can't use original map for safe iterative with visit each spell at loop end
19128 PlayerSpellMap smap = GetSpellMap();
19130 for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
19131 removeSpell(iter->first,false,false); // only iter->first can be accessed, object by iter->second can be deleted already
19133 learnDefaultSpells();
19134 learnQuestRewardedSpells();
19137 void Player::learnDefaultSpells()
19139 // learn default race/class spells
19140 PlayerInfo const *info = sObjectMgr.GetPlayerInfo(getRace(),getClass());
19141 for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr)
19143 uint32 tspell = *itr;
19144 sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell);
19145 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
19146 addSpell(tspell,true,true,true,false);
19147 else // but send in normal spell in game learn case
19148 learnSpell(tspell,true);
19152 void Player::learnQuestRewardedSpells(Quest const* quest)
19154 uint32 spell_id = quest->GetRewSpellCast();
19156 // skip quests without rewarded spell
19157 if( !spell_id )
19158 return;
19160 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
19161 if(!spellInfo)
19162 return;
19164 // check learned spells state
19165 bool found = false;
19166 for(int i=0; i < MAX_EFFECT_INDEX; ++i)
19168 if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
19170 found = true;
19171 break;
19175 // skip quests with not teaching spell or already known spell
19176 if(!found)
19177 return;
19179 // prevent learn non first rank unknown profession and second specialization for same profession)
19180 uint32 learned_0 = spellInfo->EffectTriggerSpell[EFFECT_INDEX_0];
19181 if( sSpellMgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
19183 // not have first rank learned (unlearned prof?)
19184 uint32 first_spell = sSpellMgr.GetFirstSpellInChain(learned_0);
19185 if( !HasSpell(first_spell) )
19186 return;
19188 SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
19189 if(!learnedInfo)
19190 return;
19192 // specialization
19193 if (learnedInfo->Effect[EFFECT_INDEX_0] == SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[EFFECT_INDEX_1] == 0)
19195 // search other specialization for same prof
19196 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
19198 if(itr->second.state == PLAYERSPELL_REMOVED || itr->first==learned_0)
19199 continue;
19201 SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
19202 if(!itrInfo)
19203 return;
19205 // compare only specializations
19206 if (itrInfo->Effect[EFFECT_INDEX_0] != SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[EFFECT_INDEX_1] != 0)
19207 continue;
19209 // compare same chain spells
19210 if(sSpellMgr.GetFirstSpellInChain(itr->first) != first_spell)
19211 continue;
19213 // now we have 2 specialization, learn possible only if found is lesser specialization rank
19214 if(!sSpellMgr.IsHighRankOfSpell(learned_0,itr->first))
19215 return;
19220 CastSpell( this, spell_id, true);
19223 void Player::learnQuestRewardedSpells()
19225 // learn spells received from quest completing
19226 for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
19228 // skip no rewarded quests
19229 if(!itr->second.m_rewarded)
19230 continue;
19232 Quest const* quest = sObjectMgr.GetQuestTemplate(itr->first);
19233 if( !quest )
19234 continue;
19236 learnQuestRewardedSpells(quest);
19240 void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value )
19242 uint32 raceMask = getRaceMask();
19243 uint32 classMask = getClassMask();
19244 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
19246 SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
19247 if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
19248 continue;
19249 // Check race if set
19250 if (pAbility->racemask && !(pAbility->racemask & raceMask))
19251 continue;
19252 // Check class if set
19253 if (pAbility->classmask && !(pAbility->classmask & classMask))
19254 continue;
19256 if (sSpellStore.LookupEntry(pAbility->spellId))
19258 // need unlearn spell
19259 if (skill_value < pAbility->req_skill_value)
19260 removeSpell(pAbility->spellId);
19261 // need learn
19262 else if (!IsInWorld())
19263 addSpell(pAbility->spellId,true,true,true,false);
19264 else
19265 learnSpell(pAbility->spellId,true);
19270 void Player::SendAurasForTarget(Unit *target)
19272 if(target->GetVisibleAuras()->empty()) // speedup things
19273 return;
19275 WorldPacket data(SMSG_AURA_UPDATE_ALL);
19276 data << target->GetPackGUID();
19278 Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
19279 for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
19281 for(int j = 0; j < MAX_EFFECT_INDEX; ++j)
19283 if(Aura *aura = target->GetAura(itr->second, SpellEffectIndex(j)))
19285 data << uint8(aura->GetAuraSlot());
19286 data << uint32(aura->GetId());
19288 if(aura->GetId())
19290 uint8 auraFlags = aura->GetAuraFlags();
19291 // flags
19292 data << uint8(auraFlags);
19293 // level
19294 data << uint8(aura->GetAuraLevel());
19295 // charges
19296 if (aura->GetAuraCharges())
19297 data << uint8(aura->GetAuraCharges() * aura->GetStackAmount());
19298 else
19299 data << uint8(aura->GetStackAmount());
19301 if(!(auraFlags & AFLAG_NOT_CASTER)) // packed GUID of caster
19303 data.appendPackGUID(aura->GetCasterGUID());
19306 if(auraFlags & AFLAG_DURATION) // include aura duration
19308 data << uint32(aura->GetAuraMaxDuration());
19309 data << uint32(aura->GetAuraDuration());
19312 break;
19317 GetSession()->SendPacket(&data);
19320 void Player::SetDailyQuestStatus( uint32 quest_id )
19322 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
19324 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
19326 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
19327 m_lastDailyQuestTime = time(NULL); // last daily quest time
19328 m_DailyQuestChanged = true;
19329 break;
19334 void Player::ResetDailyQuestStatus()
19336 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
19337 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
19339 // DB data deleted in caller
19340 m_DailyQuestChanged = false;
19341 m_lastDailyQuestTime = 0;
19344 BattleGround* Player::GetBattleGround() const
19346 if(GetBattleGroundId()==0)
19347 return NULL;
19349 return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgData.bgTypeID);
19352 bool Player::InArena() const
19354 BattleGround *bg = GetBattleGround();
19355 if(!bg || !bg->isArena())
19356 return false;
19358 return true;
19361 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const
19363 // get a template bg instead of running one
19364 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
19365 if(!bg)
19366 return false;
19368 // limit check leel to dbc compatible level range
19369 uint32 level = getLevel();
19370 if (level > DEFAULT_MAX_LEVEL)
19371 level = DEFAULT_MAX_LEVEL;
19373 if(level < bg->GetMinLevel() || level > bg->GetMaxLevel())
19374 return false;
19376 return true;
19379 float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
19381 FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
19382 if(!vendor_faction || !vendor_faction->faction)
19383 return 1.0f;
19385 ReputationRank rank = GetReputationRank(vendor_faction->faction);
19386 if(rank <= REP_NEUTRAL)
19387 return 1.0f;
19389 return 1.0f - 0.05f* (rank - REP_NEUTRAL);
19392 bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
19394 uint32 racemask = getRaceMask();
19395 uint32 classmask = getClassMask();
19397 SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spell_id);
19398 if (bounds.first==bounds.second)
19399 return true;
19401 for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
19403 // skip wrong race skills
19404 if (_spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
19405 continue;
19407 // skip wrong class skills
19408 if (_spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
19409 continue;
19411 return true;
19414 return false;
19417 bool Player::HasQuestForGO(int32 GOId) const
19419 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
19421 uint32 questid = GetQuestSlotQuestId(i);
19422 if ( questid == 0 )
19423 continue;
19425 QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
19426 if(qs_itr == mQuestStatus.end())
19427 continue;
19429 QuestStatusData const& qs = qs_itr->second;
19431 if (qs.m_status == QUEST_STATUS_INCOMPLETE)
19433 Quest const* qinfo = sObjectMgr.GetQuestTemplate(questid);
19434 if(!qinfo)
19435 continue;
19437 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
19438 continue;
19440 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
19442 if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case
19443 continue;
19445 if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
19446 return true;
19450 return false;
19453 void Player::UpdateForQuestWorldObjects()
19455 if(m_clientGUIDs.empty())
19456 return;
19458 UpdateData udata;
19459 WorldPacket packet;
19460 for(ObjectGuidSet::const_iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
19462 if (itr->IsGameobject())
19464 if (GameObject *obj = GetMap()->GetGameObject(*itr))
19465 obj->BuildValuesUpdateBlockForPlayer(&udata,this);
19467 else if (itr->IsCreatureOrVehicle())
19469 Creature *obj = GetMap()->GetCreatureOrPetOrVehicle(*itr);
19470 if(!obj)
19471 continue;
19473 // check if this unit requires quest specific flags
19474 if(!obj->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
19475 continue;
19477 SpellClickInfoMapBounds clickPair = sObjectMgr.GetSpellClickInfoMapBounds(obj->GetEntry());
19478 for(SpellClickInfoMap::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr)
19480 if(_itr->second.questStart || _itr->second.questEnd)
19482 obj->BuildCreateUpdateBlockForPlayer(&udata,this);
19483 break;
19488 udata.BuildPacket(&packet);
19489 GetSession()->SendPacket(&packet);
19492 void Player::SummonIfPossible(bool agree)
19494 if(!agree)
19496 m_summon_expire = 0;
19497 return;
19500 // expire and auto declined
19501 if(m_summon_expire < time(NULL))
19502 return;
19504 // stop taxi flight at summon
19505 if(isInFlight())
19507 GetMotionMaster()->MovementExpired();
19508 m_taxi.ClearTaxiDestinations();
19511 // drop flag at summon
19512 // 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
19513 if(BattleGround *bg = GetBattleGround())
19514 bg->EventPlayerDroppedFlag(this);
19516 m_summon_expire = 0;
19518 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1);
19520 TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
19523 void Player::RemoveItemDurations( Item *item )
19525 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr)
19527 if(*itr==item)
19529 m_itemDuration.erase(itr);
19530 break;
19535 void Player::AddItemDurations( Item *item )
19537 if(item->GetUInt32Value(ITEM_FIELD_DURATION))
19539 m_itemDuration.push_back(item);
19540 item->SendTimeUpdate(this);
19544 void Player::AutoUnequipOffhandIfNeed()
19546 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
19547 if(!offItem)
19548 return;
19550 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
19551 if (CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed()))
19552 return;
19554 ItemPosCountVec off_dest;
19555 uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false );
19556 if( off_msg == EQUIP_ERR_OK )
19558 RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
19559 StoreItem( off_dest, offItem, true );
19561 else
19563 MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
19564 CharacterDatabase.BeginTransaction();
19565 offItem->DeleteFromInventoryDB(); // deletes item from character's inventory
19566 offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
19567 CharacterDatabase.CommitTransaction();
19569 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
19570 MailDraft(subject).AddItem(offItem).SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM));
19574 bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
19576 if(spellInfo->EquippedItemClass < 0)
19577 return true;
19579 // scan other equipped items for same requirements (mostly 2 daggers/etc)
19580 // for optimize check 2 used cases only
19581 switch(spellInfo->EquippedItemClass)
19583 case ITEM_CLASS_WEAPON:
19585 for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
19586 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
19587 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
19588 return true;
19589 break;
19591 case ITEM_CLASS_ARMOR:
19593 // tabard not have dependent spells
19594 for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
19595 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
19596 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
19597 return true;
19599 // shields can be equipped to offhand slot
19600 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
19601 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
19602 return true;
19604 // ranged slot can have some armor subclasses
19605 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
19606 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
19607 return true;
19609 break;
19611 default:
19612 sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
19613 break;
19616 return false;
19619 bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
19621 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
19622 if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
19623 HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
19624 return true;
19626 // Check no reagent use mask
19627 uint64 noReagentMask_0_1 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1);
19628 uint32 noReagentMask_2 = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+2);
19629 if (spellInfo->SpellFamilyFlags & noReagentMask_0_1 ||
19630 spellInfo->SpellFamilyFlags2 & noReagentMask_2)
19631 return true;
19633 return false;
19636 void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
19638 AuraMap& auras = GetAuras();
19639 for(AuraMap::const_iterator itr = auras.begin(); itr != auras.end(); )
19641 Aura* aura = itr->second;
19643 // skip passive (passive item dependent spells work in another way) and not self applied auras
19644 SpellEntry const* spellInfo = aura->GetSpellProto();
19645 if(aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
19647 ++itr;
19648 continue;
19651 // skip if not item dependent or have alternative item
19652 if(HasItemFitToSpellReqirements(spellInfo,pItem))
19654 ++itr;
19655 continue;
19658 // no alt item, remove aura, restart check
19659 RemoveAurasDueToSpell(aura->GetId());
19660 itr = auras.begin();
19663 // currently casted spells can be dependent from item
19664 for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
19665 if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i)))
19666 if (spell->getState()!=SPELL_STATE_DELAYED && !HasItemFitToSpellReqirements(spell->m_spellInfo,pItem) )
19667 InterruptSpell(CurrentSpellTypes(i));
19670 uint32 Player::GetResurrectionSpellId()
19672 // search priceless resurrection possibilities
19673 uint32 prio = 0;
19674 uint32 spell_id = 0;
19675 AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
19676 for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
19678 // Soulstone Resurrection // prio: 3 (max, non death persistent)
19679 if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
19681 switch((*itr)->GetId())
19683 case 20707: spell_id = 3026; break; // rank 1
19684 case 20762: spell_id = 20758; break; // rank 2
19685 case 20763: spell_id = 20759; break; // rank 3
19686 case 20764: spell_id = 20760; break; // rank 4
19687 case 20765: spell_id = 20761; break; // rank 5
19688 case 27239: spell_id = 27240; break; // rank 6
19689 case 47883: spell_id = 47882; break; // rank 7
19690 default:
19691 sLog.outError("Unhandled spell %u: S.Resurrection",(*itr)->GetId());
19692 continue;
19695 prio = 3;
19697 // Twisting Nether // prio: 2 (max)
19698 else if((*itr)->GetId()==23701 && roll_chance_i(10))
19700 prio = 2;
19701 spell_id = 23700;
19705 // Reincarnation (passive spell) // prio: 1
19706 // Glyph of Renewed Life remove reagent requiremnnt
19707 if (prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && (HasItemCount(17030,1) || HasAura(58059, EFFECT_INDEX_0)))
19708 spell_id = 21169;
19710 return spell_id;
19713 // Used in triggers for check "Only to targets that grant experience or honor" req
19714 bool Player::isHonorOrXPTarget(Unit* pVictim) const
19716 uint32 v_level = pVictim->getLevel();
19717 uint32 k_grey = MaNGOS::XP::GetGrayLevel(getLevel());
19719 // Victim level less gray level
19720 if(v_level<=k_grey)
19721 return false;
19723 if(pVictim->GetTypeId() == TYPEID_UNIT)
19725 if (((Creature*)pVictim)->isTotem() ||
19726 ((Creature*)pVictim)->isPet() ||
19727 ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
19728 return false;
19730 return true;
19733 bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
19735 bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
19737 // prepare data for near group iteration (PvP and !PvP cases)
19738 uint32 xp = 0;
19739 bool honored_kill = false;
19741 if(Group *pGroup = GetGroup())
19743 uint32 count = 0;
19744 uint32 sum_level = 0;
19745 Player* member_with_max_level = NULL;
19746 Player* not_gray_member_with_max_level = NULL;
19748 pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
19750 if(member_with_max_level)
19752 /// not get Xp in PvP or no not gray players in group
19753 xp = (PvP || !not_gray_member_with_max_level) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level, pVictim);
19755 /// skip in check PvP case (for speed, not used)
19756 bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
19757 bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
19758 float group_rate = MaNGOS::XP::xp_in_group_rate(count,is_raid);
19760 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
19762 Player* pGroupGuy = itr->getSource();
19763 if(!pGroupGuy)
19764 continue;
19766 if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
19767 continue; // member (alive or dead) or his corpse at req. distance
19769 // honor can be in PvP and !PvP (racial leader) cases (for alive)
19770 if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count) && pGroupGuy==this)
19771 honored_kill = true;
19773 // xp and reputation only in !PvP case
19774 if(!PvP)
19776 float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
19778 // if is in dungeon then all receive full reputation at kill
19779 // rewarded any alive/dead/near_corpse group member
19780 pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
19782 // XP updated only for alive group member
19783 if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
19784 pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
19786 uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
19788 pGroupGuy->GiveXP(itr_xp, pVictim);
19789 if(Pet* pet = pGroupGuy->GetPet())
19790 pet->GivePetXP(itr_xp/2);
19793 // quest objectives updated only for alive group member or dead but with not released body
19794 if(pGroupGuy->isAlive()|| !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
19796 // normal creature (not pet/etc) can be only in !PvP case
19797 if(pVictim->GetTypeId()==TYPEID_UNIT)
19798 pGroupGuy->KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetObjectGuid());
19804 else // if (!pGroup)
19806 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim);
19808 // honor can be in PvP and !PvP (racial leader) cases
19809 if(RewardHonor(pVictim,1))
19810 honored_kill = true;
19812 // xp and reputation only in !PvP case
19813 if(!PvP)
19815 RewardReputation(pVictim,1);
19816 GiveXP(xp, pVictim);
19818 if(Pet* pet = GetPet())
19819 pet->GivePetXP(xp);
19821 // normal creature (not pet/etc) can be only in !PvP case
19822 if(pVictim->GetTypeId()==TYPEID_UNIT)
19823 KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetObjectGuid());
19826 return xp || honored_kill;
19829 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource)
19831 uint64 creature_guid = pRewardSource->GetTypeId()==TYPEID_UNIT ? pRewardSource->GetGUID() : uint64(0);
19833 // prepare data for near group iteration
19834 if(Group *pGroup = GetGroup())
19836 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
19838 Player* pGroupGuy = itr->getSource();
19839 if(!pGroupGuy)
19840 continue;
19842 if(!pGroupGuy->IsAtGroupRewardDistance(pRewardSource))
19843 continue; // member (alive or dead) or his corpse at req. distance
19845 // quest objectives updated only for alive group member or dead but with not released body
19846 if(pGroupGuy->isAlive()|| !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
19847 pGroupGuy->KilledMonsterCredit(creature_id, creature_guid);
19850 else // if (!pGroup)
19851 KilledMonsterCredit(creature_id, creature_guid);
19854 bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
19856 if (pRewardSource->IsWithinDistInMap(this,sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE)))
19857 return true;
19859 if (isAlive())
19860 return false;
19862 Corpse* corpse = GetCorpse();
19863 if (!corpse)
19864 return false;
19866 return pRewardSource->IsWithinDistInMap(corpse,sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE));
19869 uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
19871 Item* item = GetWeaponForAttack(attType,true,true);
19873 // unarmed only with base attack
19874 if(attType != BASE_ATTACK && !item)
19875 return 0;
19877 // weapon skill or (unarmed for base attack)
19878 uint32 skill = item ? item->GetSkill() : uint32(SKILL_UNARMED);
19879 return GetBaseSkillValue(skill);
19882 void Player::ResurectUsingRequestData()
19884 /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
19885 if(IS_PLAYER_GUID(m_resurrectGUID))
19886 TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
19888 //we cannot resurrect player when we triggered far teleport
19889 //player will be resurrected upon teleportation
19890 if(IsBeingTeleportedFar())
19892 ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER);
19893 return;
19896 ResurrectPlayer(0.0f,false);
19898 if(GetMaxHealth() > m_resurrectHealth)
19899 SetHealth( m_resurrectHealth );
19900 else
19901 SetHealth( GetMaxHealth() );
19903 if(GetMaxPower(POWER_MANA) > m_resurrectMana)
19904 SetPower(POWER_MANA, m_resurrectMana );
19905 else
19906 SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
19908 SetPower(POWER_RAGE, 0 );
19910 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
19912 SpawnCorpseBones();
19915 void Player::SetClientControl(Unit* target, uint8 allowMove)
19917 WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
19918 data << target->GetPackGUID();
19919 data << uint8(allowMove);
19920 GetSession()->SendPacket(&data);
19923 void Player::UpdateZoneDependentAuras( uint32 newZone )
19925 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
19926 SpellAreaForAreaMapBounds saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(newZone);
19927 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
19928 if(itr->second->autocast && itr->second->IsFitToRequirements(this,newZone,0))
19929 if (!HasAura(itr->second->spellId, EFFECT_INDEX_0))
19930 CastSpell(this,itr->second->spellId,true);
19933 void Player::UpdateAreaDependentAuras( uint32 newArea )
19935 // remove auras from spells with area limitations
19936 for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
19938 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
19939 if(sSpellMgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea,this) != SPELL_CAST_OK)
19940 RemoveAura(iter);
19941 else
19942 ++iter;
19945 // some auras applied at subzone enter
19946 SpellAreaForAreaMapBounds saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(newArea);
19947 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
19948 if(itr->second->autocast && itr->second->IsFitToRequirements(this,m_zoneUpdateId,newArea))
19949 if (!HasAura(itr->second->spellId, EFFECT_INDEX_0))
19950 CastSpell(this,itr->second->spellId,true);
19953 uint32 Player::GetCorpseReclaimDelay(bool pvp) const
19955 if ((pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
19956 (!pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVE) ))
19958 return copseReclaimDelay[0];
19961 time_t now = time(NULL);
19962 // 0..2 full period
19963 uint32 count = (now < m_deathExpireTime) ? uint32((m_deathExpireTime - now)/DEATH_EXPIRE_STEP) : 0;
19964 return copseReclaimDelay[count];
19967 void Player::UpdateCorpseReclaimDelay()
19969 bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
19971 if ((pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
19972 (!pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVE) ))
19973 return;
19975 time_t now = time(NULL);
19976 if(now < m_deathExpireTime)
19978 // full and partly periods 1..3
19979 uint32 count = uint32((m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1);
19980 if(count < MAX_DEATH_COUNT)
19981 m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
19982 else
19983 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
19985 else
19986 m_deathExpireTime = now+DEATH_EXPIRE_STEP;
19989 void Player::SendCorpseReclaimDelay(bool load)
19991 Corpse* corpse = GetCorpse();
19992 if(!corpse)
19993 return;
19995 uint32 delay;
19996 if(load)
19998 if(corpse->GetGhostTime() > m_deathExpireTime)
19999 return;
20001 bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP;
20003 uint32 count;
20004 if( pvp && sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
20005 !pvp && sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
20007 count = uint32(m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
20008 if(count>=MAX_DEATH_COUNT)
20009 count = MAX_DEATH_COUNT-1;
20011 else
20012 count=0;
20014 time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
20016 time_t now = time(NULL);
20017 if(now >= expected_time)
20018 return;
20020 delay = uint32(expected_time-now);
20022 else
20023 delay = GetCorpseReclaimDelay(corpse->GetType()==CORPSE_RESURRECTABLE_PVP);
20025 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
20026 WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
20027 data << uint32(delay*IN_MILLISECONDS);
20028 GetSession()->SendPacket( &data );
20031 Player* Player::GetNextRandomRaidMember(float radius)
20033 Group *pGroup = GetGroup();
20034 if(!pGroup)
20035 return NULL;
20037 std::vector<Player*> nearMembers;
20038 nearMembers.reserve(pGroup->GetMembersCount());
20040 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
20042 Player* Target = itr->getSource();
20044 // IsHostileTo check duel and controlled by enemy
20045 if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
20046 !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
20047 nearMembers.push_back(Target);
20050 if (nearMembers.empty())
20051 return NULL;
20053 uint32 randTarget = urand(0,nearMembers.size()-1);
20054 return nearMembers[randTarget];
20057 PartyResult Player::CanUninviteFromGroup() const
20059 const Group* grp = GetGroup();
20060 if(!grp)
20061 return PARTY_RESULT_YOU_NOT_IN_GROUP;
20063 if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
20064 return PARTY_RESULT_YOU_NOT_LEADER;
20066 if(InBattleGround())
20067 return PARTY_RESULT_INVITE_RESTRICTED;
20069 return PARTY_RESULT_OK;
20072 void Player::SetBattleGroundRaid(Group* group, int8 subgroup)
20074 //we must move references from m_group to m_originalGroup
20075 SetOriginalGroup(GetGroup(), GetSubGroup());
20077 m_group.unlink();
20078 m_group.link(group, this);
20079 m_group.setSubGroup((uint8)subgroup);
20082 void Player::RemoveFromBattleGroundRaid()
20084 //remove existing reference
20085 m_group.unlink();
20086 if( Group* group = GetOriginalGroup() )
20088 m_group.link(group, this);
20089 m_group.setSubGroup(GetOriginalSubGroup());
20091 SetOriginalGroup(NULL);
20094 void Player::SetOriginalGroup(Group *group, int8 subgroup)
20096 if( group == NULL )
20097 m_originalGroup.unlink();
20098 else
20100 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
20101 ASSERT(subgroup >= 0);
20102 m_originalGroup.link(group, this);
20103 m_originalGroup.setSubGroup((uint8)subgroup);
20107 void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
20109 LiquidData liquid_status;
20110 ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
20111 if (!res)
20113 m_MirrorTimerFlags &= ~(UNDERWATER_INWATER|UNDERWATER_INLAVA|UNDERWATER_INSLIME|UNDERWATER_INDARKWATER);
20114 // Small hack for enable breath in WMO
20115 if (IsInWater())
20116 m_MirrorTimerFlags|=UNDERWATER_INWATER;
20117 return;
20120 // All liquids type - check under water position
20121 if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME))
20123 if ( res & LIQUID_MAP_UNDER_WATER)
20124 m_MirrorTimerFlags |= UNDERWATER_INWATER;
20125 else
20126 m_MirrorTimerFlags &= ~UNDERWATER_INWATER;
20129 // Allow travel in dark water on taxi or transport
20130 if ((liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER) && !isInFlight() && !GetTransport())
20131 m_MirrorTimerFlags |= UNDERWATER_INDARKWATER;
20132 else
20133 m_MirrorTimerFlags &= ~UNDERWATER_INDARKWATER;
20135 // in lava check, anywhere in lava level
20136 if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA)
20138 if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
20139 m_MirrorTimerFlags |= UNDERWATER_INLAVA;
20140 else
20141 m_MirrorTimerFlags &= ~UNDERWATER_INLAVA;
20143 // in slime check, anywhere in slime level
20144 if (liquid_status.type&MAP_LIQUID_TYPE_SLIME)
20146 if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
20147 m_MirrorTimerFlags |= UNDERWATER_INSLIME;
20148 else
20149 m_MirrorTimerFlags &= ~UNDERWATER_INSLIME;
20153 void Player::SetCanParry( bool value )
20155 if(m_canParry==value)
20156 return;
20158 m_canParry = value;
20159 UpdateParryPercentage();
20162 void Player::SetCanBlock( bool value )
20164 if(m_canBlock==value)
20165 return;
20167 m_canBlock = value;
20168 UpdateBlockPercentage();
20171 bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
20173 for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
20174 if(itr->pos == pos)
20175 return true;
20177 return false;
20180 bool Player::CanUseBattleGroundObject()
20182 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
20183 // maybe gameobject code should handle that ForceReaction usage
20184 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
20185 return ( //InBattleGround() && // in battleground - not need, check in other cases
20186 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
20187 //player cannot use object when he is invulnerable (immune)
20188 !isTotalImmune() && // not totally immune
20189 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
20190 !HasStealthAura() && // not stealthed
20191 !HasInvisibilityAura() && // not invisible
20192 !HasAura(SPELL_RECENTLY_DROPPED_FLAG, EFFECT_INDEX_0) &&// can't pickup
20193 isAlive() // live player
20197 bool Player::CanCaptureTowerPoint()
20199 return ( !HasStealthAura() && // not stealthed
20200 !HasInvisibilityAura() && // not invisible
20201 isAlive() // live player
20205 uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair)
20207 uint32 level = getLevel();
20209 if(level > GT_MAX_LEVEL)
20210 level = GT_MAX_LEVEL; // max level in this dbc
20212 uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
20213 uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
20214 uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
20216 if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair))
20217 return 0;
20219 GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
20221 if(!bsc) // shouldn't happen
20222 return 0xFFFFFFFF;
20224 float cost = 0;
20226 if(hairstyle != newhairstyle)
20227 cost += bsc->cost; // full price
20229 if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
20230 cost += bsc->cost * 0.5f; // +1/2 of price
20232 if(facialhair != newfacialhair)
20233 cost += bsc->cost * 0.75f; // +3/4 of price
20235 return uint32(cost);
20238 void Player::InitGlyphsForLevel()
20240 for(uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
20241 if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i))
20242 if(gs->Order)
20243 SetGlyphSlot(gs->Order - 1, gs->Id);
20245 uint32 level = getLevel();
20246 uint32 value = 0;
20248 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
20249 if(level >= 15)
20250 value |= (0x01 | 0x02);
20251 if(level >= 30)
20252 value |= 0x08;
20253 if(level >= 50)
20254 value |= 0x04;
20255 if(level >= 70)
20256 value |= 0x10;
20257 if(level >= 80)
20258 value |= 0x20;
20260 SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
20263 void Player::ApplyGlyph(uint8 slot, bool apply)
20265 if (uint32 glyph = GetGlyph(slot))
20267 if(GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
20269 if(apply)
20271 CastSpell(this, gp->SpellId, true);
20272 SetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot, glyph);
20274 else
20276 RemoveAurasDueToSpell(gp->SpellId);
20277 SetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot, 0);
20283 void Player::ApplyGlyphs(bool apply)
20285 for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
20286 ApplyGlyph(i,apply);
20289 void Player::EnterVehicle(Vehicle *vehicle)
20291 VehicleEntry const *ve = sVehicleStore.LookupEntry(vehicle->GetVehicleId());
20292 if(!ve)
20293 return;
20295 VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(ve->m_seatID[0]);
20296 if(!veSeat)
20297 return;
20299 vehicle->SetCharmerGUID(GetGUID());
20300 vehicle->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
20301 vehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
20302 vehicle->setFaction(getFaction());
20304 SetCharm(vehicle); // charm
20305 SetFarSightGUID(vehicle->GetGUID()); // set view
20307 SetClientControl(vehicle, 1); // redirect controls to vehicle
20308 SetMover(vehicle);
20310 WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
20311 GetSession()->SendPacket(&data);
20313 data.Initialize(MSG_MOVE_TELEPORT_ACK, 30);
20314 data << GetPackGUID();
20315 data << uint32(0); // counter?
20316 data << uint32(MOVEFLAG_ONTRANSPORT); // transport
20317 data << uint16(0); // special flags
20318 data << uint32(getMSTime()); // time
20319 data << vehicle->GetPositionX(); // x
20320 data << vehicle->GetPositionY(); // y
20321 data << vehicle->GetPositionZ(); // z
20322 data << vehicle->GetOrientation(); // o
20323 // transport part, TODO: load/calculate seat offsets
20324 data << uint64(vehicle->GetGUID()); // transport guid
20325 data << float(veSeat->m_attachmentOffsetX); // transport offsetX
20326 data << float(veSeat->m_attachmentOffsetY); // transport offsetY
20327 data << float(veSeat->m_attachmentOffsetZ); // transport offsetZ
20328 data << float(0); // transport orientation
20329 data << uint32(getMSTime()); // transport time
20330 data << uint8(0); // seat
20331 // end of transport part
20332 data << uint32(0); // fall time
20333 GetSession()->SendPacket(&data);
20335 data.Initialize(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
20336 data << uint64(vehicle->GetGUID());
20337 data << uint16(0);
20338 data << uint32(0);
20339 data << uint32(0x00000101);
20341 for(uint32 i = 0; i < 10; ++i)
20342 data << uint16(0) << uint8(0) << uint8(i+8);
20344 data << uint8(0);
20345 data << uint8(0);
20346 GetSession()->SendPacket(&data);
20349 void Player::ExitVehicle(Vehicle *vehicle)
20351 vehicle->SetCharmerGUID(0);
20352 vehicle->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
20353 vehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
20354 vehicle->setFaction((GetTeam() == ALLIANCE) ? vehicle->GetCreatureInfo()->faction_A : vehicle->GetCreatureInfo()->faction_H);
20356 SetCharm(NULL);
20357 SetFarSightGUID(0);
20359 SetClientControl(vehicle, 0);
20360 SetMover(NULL);
20362 WorldPacket data(MSG_MOVE_TELEPORT_ACK, 30);
20363 data << GetPackGUID();
20364 data << uint32(0); // counter?
20365 data << uint32(MOVEFLAG_ROOT); // fly unk
20366 data << uint16(MOVEFLAG2_UNK4); // special flags
20367 data << uint32(getMSTime()); // time
20368 data << vehicle->GetPositionX(); // x
20369 data << vehicle->GetPositionY(); // y
20370 data << vehicle->GetPositionZ(); // z
20371 data << vehicle->GetOrientation(); // o
20372 data << uint32(0); // fall time
20373 GetSession()->SendPacket(&data);
20375 RemovePetActionBar();
20377 // maybe called at dummy aura remove?
20378 // CastSpell(this, 45472, true); // Parachute
20381 bool Player::isTotalImmune()
20383 AuraList const& immune = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY);
20385 uint32 immuneMask = 0;
20386 for(AuraList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
20388 immuneMask |= (*itr)->GetModifier()->m_miscvalue;
20389 if( immuneMask & SPELL_SCHOOL_MASK_ALL ) // total immunity
20390 return true;
20392 return false;
20395 bool Player::HasTitle(uint32 bitIndex)
20397 if (bitIndex > MAX_TITLE_INDEX)
20398 return false;
20400 uint32 fieldIndexOffset = bitIndex / 32;
20401 uint32 flag = 1 << (bitIndex % 32);
20402 return HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
20405 void Player::SetTitle(CharTitlesEntry const* title, bool lost)
20407 uint32 fieldIndexOffset = title->bit_index / 32;
20408 uint32 flag = 1 << (title->bit_index % 32);
20410 if(lost)
20412 if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
20413 return;
20415 RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
20417 else
20419 if(HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
20420 return;
20422 SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
20425 WorldPacket data(SMSG_TITLE_EARNED, 4 + 4);
20426 data << uint32(title->bit_index);
20427 data << uint32(lost ? 0 : 1); // 1 - earned, 0 - lost
20428 GetSession()->SendPacket(&data);
20431 void Player::ConvertRune(uint8 index, RuneType newType)
20433 SetCurrentRune(index, newType);
20435 WorldPacket data(SMSG_CONVERT_RUNE, 2);
20436 data << uint8(index);
20437 data << uint8(newType);
20438 GetSession()->SendPacket(&data);
20441 void Player::ResyncRunes(uint8 count)
20443 WorldPacket data(SMSG_RESYNC_RUNES, count * 2);
20444 for(uint32 i = 0; i < count; ++i)
20446 data << uint8(GetCurrentRune(i)); // rune type
20447 data << uint8(255 - ((GetRuneCooldown(i) / REGEN_TIME_FULL) * 51)); // passed cooldown time (0-255)
20449 GetSession()->SendPacket(&data);
20452 void Player::AddRunePower(uint8 index)
20454 WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
20455 data << uint32(1 << index); // mask (0x00-0x3F probably)
20456 GetSession()->SendPacket(&data);
20459 static RuneType runeSlotTypes[MAX_RUNES] = {
20460 /*0*/ RUNE_BLOOD,
20461 /*1*/ RUNE_BLOOD,
20462 /*2*/ RUNE_UNHOLY,
20463 /*3*/ RUNE_UNHOLY,
20464 /*4*/ RUNE_FROST,
20465 /*5*/ RUNE_FROST
20468 void Player::InitRunes()
20470 if(getClass() != CLASS_DEATH_KNIGHT)
20471 return;
20473 m_runes = new Runes;
20475 m_runes->runeState = 0;
20477 for(uint32 i = 0; i < MAX_RUNES; ++i)
20479 SetBaseRune(i, runeSlotTypes[i]); // init base types
20480 SetCurrentRune(i, runeSlotTypes[i]); // init current types
20481 SetRuneCooldown(i, 0); // reset cooldowns
20482 m_runes->SetRuneState(i);
20485 for(uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
20486 SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
20490 bool Player::IsBaseRuneSlotsOnCooldown( RuneType runeType ) const
20492 for(uint32 i = 0; i < MAX_RUNES; ++i)
20493 if (GetBaseRune(i) == runeType && GetRuneCooldown(i) == 0)
20494 return false;
20496 return true;
20499 void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast)
20501 Loot loot;
20502 loot.FillLoot (loot_id,store,this,true);
20504 uint32 max_slot = loot.GetMaxSlotInLootFor(this);
20505 for(uint32 i = 0; i < max_slot; ++i)
20507 LootItem* lootItem = loot.LootItemInSlot(i,this);
20509 ItemPosCountVec dest;
20510 uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count);
20511 if(msg != EQUIP_ERR_OK && slot != NULL_SLOT)
20512 msg = CanStoreNewItem( bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
20513 if( msg != EQUIP_ERR_OK && bag != NULL_BAG)
20514 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
20515 if(msg != EQUIP_ERR_OK)
20517 SendEquipError( msg, NULL, NULL, lootItem->itemid );
20518 continue;
20521 Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
20522 SendNewItem(pItem, lootItem->count, false, false, broadcast);
20526 uint32 Player::CalculateTalentsPoints() const
20528 uint32 base_talent = getLevel() < 10 ? 0 : getLevel()-9;
20530 if(getClass() != CLASS_DEATH_KNIGHT)
20531 return uint32(base_talent * sWorld.getConfig(CONFIG_FLOAT_RATE_TALENT));
20533 uint32 talentPointsForLevel = getLevel() < 56 ? 0 : getLevel() - 55;
20534 talentPointsForLevel += m_questRewardTalentCount;
20536 if(talentPointsForLevel > base_talent)
20537 talentPointsForLevel = base_talent;
20539 return uint32(talentPointsForLevel * sWorld.getConfig(CONFIG_FLOAT_RATE_TALENT));
20542 bool Player::IsKnowHowFlyIn(uint32 mapid, uint32 zone) const
20544 // continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update
20545 uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone);
20546 return v_map != 571 || HasSpell(54197); // Cold Weather Flying
20549 struct DoPlayerLearnSpell
20551 DoPlayerLearnSpell(Player& _player) : player(_player) {}
20552 void operator() (uint32 spell_id) { player.learnSpell(spell_id,false); }
20553 Player& player;
20556 void Player::learnSpellHighRank(uint32 spellid)
20558 learnSpell(spellid,false);
20560 DoPlayerLearnSpell worker(*this);
20561 sSpellMgr.doForHighRanks(spellid,worker);
20564 void Player::_LoadSkills(QueryResult *result)
20566 // 0 1 2
20567 // SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT skill, value, max FROM character_skills WHERE guid = '%u'", GUID_LOPART(m_guid));
20569 uint32 count = 0;
20570 if (result)
20574 Field *fields = result->Fetch();
20576 uint16 skill = fields[0].GetUInt16();
20577 uint16 value = fields[1].GetUInt16();
20578 uint16 max = fields[2].GetUInt16();
20580 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(skill);
20581 if(!pSkill)
20583 sLog.outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill);
20584 continue;
20587 // set fixed skill ranges
20588 switch(GetSkillRangeType(pSkill,false))
20590 case SKILL_RANGE_LANGUAGE: // 300..300
20591 value = max = 300;
20592 break;
20593 case SKILL_RANGE_MONO: // 1..1, grey monolite bar
20594 value = max = 1;
20595 break;
20596 default:
20597 break;
20600 if(value == 0)
20602 sLog.outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill);
20603 CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), skill );
20604 continue;
20607 // enable unlearn button for primary professions only
20608 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
20609 SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill,1));
20610 else
20611 SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill,0));
20613 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),MAKE_SKILL_VALUE(value, max));
20614 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0);
20616 mSkillStatus.insert(SkillStatusMap::value_type(skill, SkillStatusData(count, SKILL_UNCHANGED)));
20618 learnSkillRewardedSpells(skill, value);
20620 ++count;
20622 if(count >= PLAYER_MAX_SKILLS) // client limit
20624 sLog.outError("Character %u has more than %u skills.", GetGUIDLow(), PLAYER_MAX_SKILLS);
20625 break;
20627 } while (result->NextRow());
20628 delete result;
20631 for (; count < PLAYER_MAX_SKILLS; ++count)
20633 SetUInt32Value(PLAYER_SKILL_INDEX(count), 0);
20634 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),0);
20635 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0);
20638 // special settings
20639 if(getClass()==CLASS_DEATH_KNIGHT)
20641 uint32 base_level = std::min(getLevel(),sWorld.getConfig (CONFIG_UINT32_START_HEROIC_PLAYER_LEVEL));
20642 if(base_level < 1)
20643 base_level = 1;
20644 uint32 base_skill = (base_level-1)*5; // 270 at starting level 55
20645 if(base_skill < 1)
20646 base_skill = 1; // skill mast be known and then > 0 in any case
20648 if(GetPureSkillValue (SKILL_FIRST_AID) < base_skill)
20649 SetSkill(SKILL_FIRST_AID,base_skill, base_skill);
20650 if(GetPureSkillValue (SKILL_AXES) < base_skill)
20651 SetSkill(SKILL_AXES, base_skill,base_skill);
20652 if(GetPureSkillValue (SKILL_DEFENSE) < base_skill)
20653 SetSkill(SKILL_DEFENSE, base_skill,base_skill);
20654 if(GetPureSkillValue (SKILL_POLEARMS) < base_skill)
20655 SetSkill(SKILL_POLEARMS, base_skill,base_skill);
20656 if(GetPureSkillValue (SKILL_SWORDS) < base_skill)
20657 SetSkill(SKILL_SWORDS, base_skill,base_skill);
20658 if(GetPureSkillValue (SKILL_2H_AXES) < base_skill)
20659 SetSkill(SKILL_2H_AXES, base_skill,base_skill);
20660 if(GetPureSkillValue (SKILL_2H_SWORDS) < base_skill)
20661 SetSkill(SKILL_2H_SWORDS, base_skill,base_skill);
20662 if(GetPureSkillValue (SKILL_UNARMED) < base_skill)
20663 SetSkill(SKILL_UNARMED, base_skill,base_skill);
20667 uint32 Player::GetPhaseMaskForSpawn() const
20669 uint32 phase = PHASEMASK_NORMAL;
20670 if(!isGameMaster())
20671 phase = GetPhaseMask();
20672 else
20674 AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE);
20675 if(!phases.empty())
20676 phase = phases.front()->GetMiscValue();
20679 // some aura phases include 1 normal map in addition to phase itself
20680 if(uint32 n_phase = phase & ~PHASEMASK_NORMAL)
20681 return n_phase;
20683 return PHASEMASK_NORMAL;
20686 uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const
20688 ItemPrototype const* pProto = pItem->GetProto();
20690 // proto based limitations
20691 if(uint8 res = CanEquipUniqueItem(pProto,eslot,limit_count))
20692 return res;
20694 // check unique-equipped on gems
20695 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
20697 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
20698 if(!enchant_id)
20699 continue;
20700 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
20701 if(!enchantEntry)
20702 continue;
20704 ItemPrototype const* pGem = ObjectMgr::GetItemPrototype(enchantEntry->GemID);
20705 if(!pGem)
20706 continue;
20708 // include for check equip another gems with same limit category for not equipped item (and then not counted)
20709 uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory
20710 ? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1;
20712 if(uint8 res = CanEquipUniqueItem(pGem, eslot,gem_limit_count))
20713 return res;
20716 return EQUIP_ERR_OK;
20719 uint8 Player::CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const
20721 // check unique-equipped on item
20722 if (itemProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
20724 // there is an equip limit on this item
20725 if(HasItemOrGemWithIdEquipped(itemProto->ItemId,1,except_slot))
20726 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
20729 // check unique-equipped limit
20730 if (itemProto->ItemLimitCategory)
20732 ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory);
20733 if(!limitEntry)
20734 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
20736 // NOTE: limitEntry->mode not checked because if item have have-limit then it applied and to equip case
20738 if(limit_count > limitEntry->maxCount)
20739 return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS;
20741 // there is an equip limit on this item
20742 if(HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory,limitEntry->maxCount-limit_count+1,except_slot))
20743 return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS;
20746 return EQUIP_ERR_OK;
20749 void Player::HandleFall(MovementInfo const& movementInfo)
20751 // calculate total z distance of the fall
20752 float z_diff = m_lastFallZ - movementInfo.GetPos()->z;
20753 sLog.outDebug("zDiff = %f", z_diff);
20755 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
20756 // 14.57 can be calculated by resolving damageperc formula below to 0
20757 if (z_diff >= 14.57f && !isDead() && !isGameMaster() &&
20758 !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
20759 !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL) )
20761 //Safe fall, fall height reduction
20762 int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
20764 float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f;
20766 if(damageperc >0 )
20768 uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getConfig(CONFIG_FLOAT_RATE_DAMAGE_FALL));
20770 float height = movementInfo.GetPos()->z;
20771 UpdateGroundPositionZ(movementInfo.GetPos()->x, movementInfo.GetPos()->y, height);
20773 if (damage > 0)
20775 //Prevent fall damage from being more than the player maximum health
20776 if (damage > GetMaxHealth())
20777 damage = GetMaxHealth();
20779 // Gust of Wind
20780 if (GetDummyAura(43621))
20781 damage = GetMaxHealth()/2;
20783 uint32 original_health = GetHealth();
20784 uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage);
20786 // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
20787 if (isAlive() && final_damage < original_health)
20788 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100));
20791 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
20792 DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.GetPos()->z, height, GetPositionZ(), movementInfo.GetFallTime(), height, damage, safe_fall);
20797 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/*=NULL*/, uint32 time/*=0*/ )
20799 GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1,miscvalue2,unit,time);
20802 void Player::LearnTalent(uint32 talentId, uint32 talentRank)
20804 uint32 CurTalentPoints = GetFreeTalentPoints();
20806 if(CurTalentPoints == 0)
20807 return;
20809 if (talentRank >= MAX_TALENT_RANK)
20810 return;
20812 TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentId );
20814 if(!talentInfo)
20815 return;
20817 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
20819 if(!talentTabInfo)
20820 return;
20822 // prevent learn talent for different class (cheating)
20823 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
20824 return;
20826 // find current max talent rank
20827 uint32 curtalent_maxrank = 0;
20828 for(int32 k = MAX_TALENT_RANK-1; k > -1; --k)
20830 if(talentInfo->RankID[k] && HasSpell(talentInfo->RankID[k]))
20832 curtalent_maxrank = k + 1;
20833 break;
20837 // we already have same or higher talent rank learned
20838 if(curtalent_maxrank >= (talentRank + 1))
20839 return;
20841 // check if we have enough talent points
20842 if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
20843 return;
20845 // Check if it requires another talent
20846 if (talentInfo->DependsOn > 0)
20848 if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
20850 bool hasEnoughRank = false;
20851 for (int i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; ++i)
20853 if (depTalentInfo->RankID[i] != 0)
20854 if (HasSpell(depTalentInfo->RankID[i]))
20855 hasEnoughRank = true;
20857 if (!hasEnoughRank)
20858 return;
20862 // Find out how many points we have in this field
20863 uint32 spentPoints = 0;
20865 uint32 tTab = talentInfo->TalentTab;
20866 if (talentInfo->Row > 0)
20868 unsigned int numRows = sTalentStore.GetNumRows();
20869 for (unsigned int i = 0; i < numRows; ++i) // Loop through all talents.
20871 // Someday, someone needs to revamp
20872 const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
20873 if (tmpTalent) // the way talents are tracked
20875 if (tmpTalent->TalentTab == tTab)
20877 for (int j = 0; j < MAX_TALENT_RANK; ++j)
20879 if (tmpTalent->RankID[j] != 0)
20881 if (HasSpell(tmpTalent->RankID[j]))
20883 spentPoints += j + 1;
20892 // not have required min points spent in talent tree
20893 if(spentPoints < (talentInfo->Row * MAX_TALENT_RANK))
20894 return;
20896 // spell not set in talent.dbc
20897 uint32 spellid = talentInfo->RankID[talentRank];
20898 if( spellid == 0 )
20900 sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
20901 return;
20904 // already known
20905 if(HasSpell(spellid))
20906 return;
20908 // learn! (other talent ranks will unlearned at learning)
20909 learnSpell(spellid, false);
20910 sLog.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
20913 void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
20915 Pet *pet = GetPet();
20917 if(!pet)
20918 return;
20920 if(petGuid != pet->GetGUID())
20921 return;
20923 uint32 CurTalentPoints = pet->GetFreeTalentPoints();
20925 if(CurTalentPoints == 0)
20926 return;
20928 if (talentRank >= MAX_PET_TALENT_RANK)
20929 return;
20931 TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
20933 if(!talentInfo)
20934 return;
20936 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
20938 if(!talentTabInfo)
20939 return;
20941 CreatureInfo const *ci = pet->GetCreatureInfo();
20943 if(!ci)
20944 return;
20946 CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
20948 if(!pet_family)
20949 return;
20951 if(pet_family->petTalentType < 0) // not hunter pet
20952 return;
20954 // prevent learn talent for different family (cheating)
20955 if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
20956 return;
20958 // find current max talent rank
20959 int32 curtalent_maxrank = 0;
20960 for(int32 k = MAX_TALENT_RANK-1; k > -1; --k)
20962 if(talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k]))
20964 curtalent_maxrank = k + 1;
20965 break;
20969 // we already have same or higher talent rank learned
20970 if(curtalent_maxrank >= int32(talentRank + 1))
20971 return;
20973 // check if we have enough talent points
20974 if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
20975 return;
20977 // Check if it requires another talent
20978 if (talentInfo->DependsOn > 0)
20980 if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
20982 bool hasEnoughRank = false;
20983 for (int i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; ++i)
20985 if (depTalentInfo->RankID[i] != 0)
20986 if (pet->HasSpell(depTalentInfo->RankID[i]))
20987 hasEnoughRank = true;
20989 if (!hasEnoughRank)
20990 return;
20994 // Find out how many points we have in this field
20995 uint32 spentPoints = 0;
20997 uint32 tTab = talentInfo->TalentTab;
20998 if (talentInfo->Row > 0)
21000 unsigned int numRows = sTalentStore.GetNumRows();
21001 for (unsigned int i = 0; i < numRows; ++i) // Loop through all talents.
21003 // Someday, someone needs to revamp
21004 const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
21005 if (tmpTalent) // the way talents are tracked
21007 if (tmpTalent->TalentTab == tTab)
21009 for (int j = 0; j < MAX_TALENT_RANK; ++j)
21011 if (tmpTalent->RankID[j] != 0)
21013 if (pet->HasSpell(tmpTalent->RankID[j]))
21015 spentPoints += j + 1;
21024 // not have required min points spent in talent tree
21025 if(spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK))
21026 return;
21028 // spell not set in talent.dbc
21029 uint32 spellid = talentInfo->RankID[talentRank];
21030 if( spellid == 0 )
21032 sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
21033 return;
21036 // already known
21037 if(pet->HasSpell(spellid))
21038 return;
21040 // learn! (other talent ranks will unlearned at learning)
21041 pet->learnSpell(spellid);
21042 sLog.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
21044 // update free talent points
21045 pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
21048 void Player::UpdateKnownCurrencies(uint32 itemId, bool apply)
21050 if(CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId))
21052 if(apply)
21053 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES, (UI64LIT(1) << (ctEntry->BitIndex - 1)));
21054 else
21055 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES, (UI64LIT(1) << (ctEntry->BitIndex - 1)));
21059 void Player::UpdateFallInformationIfNeed( MovementInfo const& minfo,uint16 opcode )
21061 if (m_lastFallTime >= minfo.GetFallTime() || m_lastFallZ <= minfo.GetPos()->z || opcode == MSG_MOVE_FALL_LAND)
21062 SetFallInformation(minfo.GetFallTime(), minfo.GetPos()->z);
21065 void Player::UnsummonPetTemporaryIfAny()
21067 Pet* pet = GetPet();
21068 if(!pet)
21069 return;
21071 if(!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned() )
21073 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
21074 m_oldpetspell = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL);
21077 RemovePet(pet, PET_SAVE_AS_CURRENT);
21080 void Player::ResummonPetTemporaryUnSummonedIfAny()
21082 if(!m_temporaryUnsummonedPetNumber)
21083 return;
21085 // not resummon in not appropriate state
21086 if(IsPetNeedBeTemporaryUnsummoned())
21087 return;
21089 if(GetPetGUID())
21090 return;
21092 Pet* NewPet = new Pet;
21093 if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
21094 delete NewPet;
21096 m_temporaryUnsummonedPetNumber = 0;
21099 bool Player::canSeeSpellClickOn(Creature const *c) const
21101 if(!c->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
21102 return false;
21104 SpellClickInfoMapBounds clickPair = sObjectMgr.GetSpellClickInfoMapBounds(c->GetEntry());
21105 for(SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
21106 if(itr->second.IsFitToRequirements(this))
21107 return true;
21109 return false;
21112 void Player::BuildPlayerTalentsInfoData(WorldPacket *data)
21114 *data << uint32(GetFreeTalentPoints()); // unspentTalentPoints
21115 *data << uint8(m_specsCount); // talent group count (0, 1 or 2)
21116 *data << uint8(m_activeSpec); // talent group index (0 or 1)
21118 if(m_specsCount)
21120 // loop through all specs (only 1 for now)
21121 for(uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx)
21123 uint8 talentIdCount = 0;
21124 size_t pos = data->wpos();
21125 *data << uint8(talentIdCount); // [PH], talentIdCount
21127 // find class talent tabs (all players have 3 talent tabs)
21128 uint32 const* talentTabIds = GetTalentTabPages(getClass());
21130 for(uint32 i = 0; i < 3; ++i)
21132 uint32 talentTabId = talentTabIds[i];
21134 for(uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
21136 TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
21137 if(!talentInfo)
21138 continue;
21140 // skip another tab talents
21141 if(talentInfo->TalentTab != talentTabId)
21142 continue;
21144 // find max talent rank
21145 int32 curtalent_maxrank = -1;
21146 for(int32 k = MAX_TALENT_RANK-1; k > -1; --k)
21148 if(talentInfo->RankID[k] && HasSpell(talentInfo->RankID[k]))
21150 curtalent_maxrank = k;
21151 break;
21155 // not learned talent
21156 if(curtalent_maxrank < 0)
21157 continue;
21159 *data << uint32(talentInfo->TalentID); // Talent.dbc
21160 *data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
21162 ++talentIdCount;
21166 data->put<uint8>(pos, talentIdCount); // put real count
21168 *data << uint8(MAX_GLYPH_SLOT_INDEX); // glyphs count
21170 // GlyphProperties.dbc
21171 for(uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
21172 *data << uint16(m_glyphs[specIdx][i].GetId());
21177 void Player::BuildPetTalentsInfoData(WorldPacket *data)
21179 uint32 unspentTalentPoints = 0;
21180 size_t pointsPos = data->wpos();
21181 *data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints
21183 uint8 talentIdCount = 0;
21184 size_t countPos = data->wpos();
21185 *data << uint8(talentIdCount); // [PH], talentIdCount
21187 Pet *pet = GetPet();
21188 if(!pet)
21189 return;
21191 unspentTalentPoints = pet->GetFreeTalentPoints();
21193 data->put<uint32>(pointsPos, unspentTalentPoints); // put real points
21195 CreatureInfo const *ci = pet->GetCreatureInfo();
21196 if(!ci)
21197 return;
21199 CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
21200 if(!pet_family || pet_family->petTalentType < 0)
21201 return;
21203 for(uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
21205 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentTabId );
21206 if(!talentTabInfo)
21207 continue;
21209 if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
21210 continue;
21212 for(uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
21214 TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
21215 if(!talentInfo)
21216 continue;
21218 // skip another tab talents
21219 if(talentInfo->TalentTab != talentTabId)
21220 continue;
21222 // find max talent rank
21223 int32 curtalent_maxrank = -1;
21224 for(int32 k = 4; k > -1; --k)
21226 if(talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k]))
21228 curtalent_maxrank = k;
21229 break;
21233 // not learned talent
21234 if(curtalent_maxrank < 0)
21235 continue;
21237 *data << uint32(talentInfo->TalentID); // Talent.dbc
21238 *data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
21240 ++talentIdCount;
21243 data->put<uint8>(countPos, talentIdCount); // put real count
21245 break;
21249 void Player::SendTalentsInfoData(bool pet)
21251 WorldPacket data(SMSG_TALENTS_INFO, 50);
21252 data << uint8(pet ? 1 : 0);
21253 if(pet)
21254 BuildPetTalentsInfoData(&data);
21255 else
21256 BuildPlayerTalentsInfoData(&data);
21257 GetSession()->SendPacket(&data);
21260 void Player::BuildEnchantmentsInfoData(WorldPacket *data)
21262 uint32 slotUsedMask = 0;
21263 size_t slotUsedMaskPos = data->wpos();
21264 *data << uint32(slotUsedMask); // slotUsedMask < 0x80000
21266 for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
21268 Item *item = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
21270 if(!item)
21271 continue;
21273 slotUsedMask |= (1 << i);
21275 *data << uint32(item->GetEntry()); // item entry
21277 uint16 enchantmentMask = 0;
21278 size_t enchantmentMaskPos = data->wpos();
21279 *data << uint16(enchantmentMask); // enchantmentMask < 0x1000
21281 for(uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
21283 uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j));
21285 if(!enchId)
21286 continue;
21288 enchantmentMask |= (1 << j);
21290 *data << uint16(enchId); // enchantmentId?
21293 data->put<uint16>(enchantmentMaskPos, enchantmentMask);
21295 *data << uint16(0); // ?
21296 *data << uint8(0); // PGUID!
21297 *data << uint32(0); // seed?
21300 data->put<uint32>(slotUsedMaskPos, slotUsedMask);
21303 void Player::SendEquipmentSetList()
21305 uint32 count = 0;
21306 WorldPacket data(SMSG_EQUIPMENT_SET_LIST, 4);
21307 size_t count_pos = data.wpos();
21308 data << uint32(count); // count placeholder
21309 for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
21311 if(itr->second.state==EQUIPMENT_SET_DELETED)
21312 continue;
21313 data.appendPackGUID(itr->second.Guid);
21314 data << uint32(itr->first);
21315 data << itr->second.Name;
21316 data << itr->second.IconName;
21317 for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
21318 data.appendPackGUID(MAKE_NEW_GUID(itr->second.Items[i], 0, HIGHGUID_ITEM));
21320 ++count; // client have limit but it checked at loading and set
21322 data.put<uint32>(count_pos, count);
21323 GetSession()->SendPacket(&data);
21326 void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset)
21328 if(eqset.Guid != 0)
21330 bool found = false;
21332 for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
21334 if((itr->second.Guid == eqset.Guid) && (itr->first == index))
21336 found = true;
21337 break;
21341 if(!found) // something wrong...
21343 sLog.outError("Player %s tried to save equipment set "UI64FMTD" (index %u), but that equipment set not found!", GetName(), eqset.Guid, index);
21344 return;
21348 EquipmentSet& eqslot = m_EquipmentSets[index];
21350 EquipmentSetUpdateState old_state = eqslot.state;
21352 eqslot = eqset;
21354 if(eqset.Guid == 0)
21356 eqslot.Guid = sObjectMgr.GenerateEquipmentSetGuid();
21358 WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4 + 1);
21359 data << uint32(index);
21360 data.appendPackGUID(eqslot.Guid);
21361 GetSession()->SendPacket(&data);
21364 eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED;
21367 void Player::_SaveEquipmentSets()
21369 for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();)
21371 uint32 index = itr->first;
21372 EquipmentSet& eqset = itr->second;
21373 switch(eqset.state)
21375 case EQUIPMENT_SET_UNCHANGED:
21376 ++itr;
21377 break; // nothing do
21378 case EQUIPMENT_SET_CHANGED:
21379 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'",
21380 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],
21381 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);
21382 eqset.state = EQUIPMENT_SET_UNCHANGED;
21383 ++itr;
21384 break;
21385 case EQUIPMENT_SET_NEW:
21386 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')",
21387 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],
21388 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]);
21389 eqset.state = EQUIPMENT_SET_UNCHANGED;
21390 ++itr;
21391 break;
21392 case EQUIPMENT_SET_DELETED:
21393 CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD, eqset.Guid);
21394 m_EquipmentSets.erase(itr++);
21395 break;
21400 void Player::_SaveBGData()
21402 CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow());
21403 if (m_bgData.bgInstanceID)
21405 /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
21406 CharacterDatabase.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')",
21407 GetGUIDLow(), m_bgData.bgInstanceID, m_bgData.bgTeam, m_bgData.joinPos.coord_x, m_bgData.joinPos.coord_y, m_bgData.joinPos.coord_z,
21408 m_bgData.joinPos.orientation, m_bgData.joinPos.mapid, m_bgData.taxiPath[0], m_bgData.taxiPath[1], m_bgData.mountSpell);
21412 void Player::DeleteEquipmentSet(uint64 setGuid)
21414 for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
21416 if(itr->second.Guid == setGuid)
21418 if(itr->second.state == EQUIPMENT_SET_NEW)
21419 m_EquipmentSets.erase(itr);
21420 else
21421 itr->second.state = EQUIPMENT_SET_DELETED;
21422 break;
21427 void Player::ActivateSpec(uint8 specNum)
21429 if(GetActiveSpec() == specNum)
21430 return;
21432 if(specNum >= GetSpecsCount())
21433 return;
21435 // unlearn GetActiveSpec() talents (not learned in specNum);
21436 // learn specNum talents
21438 ApplyGlyphs(false);
21440 SetActiveSpec(specNum);
21442 // recheck action buttons (not checked at loading/spec copy)
21443 ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec];
21444 for(ActionButtonList::const_iterator itr = currentActionButtonList.begin(); itr != currentActionButtonList.end(); ++itr)
21445 if (itr->second.uState != ACTIONBUTTON_DELETED)
21446 // remove broken without any output (it can be not correct because talents not copied at spec creating)
21447 if (!IsActionButtonDataValid(itr->first,itr->second.GetAction(),itr->second.GetType(), this, false))
21448 removeActionButton(m_activeSpec,itr->first);
21450 ApplyGlyphs(true);
21452 SendInitialActionButtons();
21454 InitTalentForLevel();
21457 void Player::UpdateSpecCount(uint8 count)
21459 uint8 curCount = GetSpecsCount();
21460 if (curCount == count)
21461 return;
21463 // maybe current spec data must be copied to 0 spec?
21464 if (m_activeSpec >= count)
21465 ActivateSpec(0);
21467 // copy spec data from new specs
21468 if (count > curCount)
21470 // copy action buttons from active spec (more easy in this case iterate first by button)
21471 ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec];
21473 for(ActionButtonList::const_iterator itr = currentActionButtonList.begin(); itr != currentActionButtonList.end(); ++itr)
21475 if (itr->second.uState != ACTIONBUTTON_DELETED)
21477 for(uint8 spec = curCount; spec < count; ++spec)
21478 addActionButton(spec,itr->first,itr->second.GetAction(),itr->second.GetType());
21482 // delete spec data for removed specs
21483 else if (count < curCount)
21485 // delete action buttons for removed spec
21486 for(uint8 spec = count; spec < curCount; ++spec)
21488 // delete action buttons for removed spec
21489 for(uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button)
21490 removeActionButton(spec,button);
21494 SetSpecsCount(count);
21496 SendTalentsInfoData(false);
21499 void Player::RemoveAtLoginFlag( AtLoginFlags f, bool in_db_also /*= false*/ )
21501 m_atLoginFlags &= ~f;
21503 if(in_db_also)
21504 CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f), GetGUIDLow());
21507 void Player::SendClearCooldown( uint32 spell_id, Unit* target )
21509 WorldPacket data(SMSG_CLEAR_COOLDOWN, 4+8);
21510 data << uint32(spell_id);
21511 data << uint64(target->GetGUID());
21512 SendDirectMessage(&data);
21515 void Player::BuildTeleportAckMsg( WorldPacket *data, float x, float y, float z, float ang ) const
21517 data->Initialize(MSG_MOVE_TELEPORT_ACK, 41);
21518 *data << GetPackGUID();
21519 *data << uint32(0); // this value increments every time
21520 *data << uint32(m_movementInfo.GetMovementFlags()); // movement flags
21521 *data << uint16(0); // 2.3.0
21522 *data << uint32(getMSTime()); // time
21523 *data << x;
21524 *data << y;
21525 *data << z;
21526 *data << ang;
21527 *data << uint32(0);
21530 bool Player::HasMovementFlag( MovementFlags f ) const
21532 return m_movementInfo.HasMovementFlag(f);
21535 void Player::SetFarSightGUID( uint64 guid )
21537 if(GetFarSight() == guid)
21538 return;
21540 SetUInt64Value(PLAYER_FARSIGHT, guid);
21542 // need triggering load grids around new view point
21543 UpdateVisibilityForPlayer();
21546 void Player::UpdateVisibilityForPlayer()
21548 WorldObject const* viewPoint = GetViewPoint();
21549 Map* m = GetMap();
21551 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
21552 Cell cell(p);
21554 m->UpdatePlayerVisibility(this, cell, p);
21556 if (this != viewPoint)
21558 CellPair pView(MaNGOS::ComputeCellPair(viewPoint->GetPositionX(), viewPoint->GetPositionY()));
21559 Cell cellView(pView);
21561 m->UpdateObjectsVisibilityFor(this, cellView, pView);
21563 else
21564 m->UpdateObjectsVisibilityFor(this, cell, p);
21567 void Player::SendDuelCountdown(uint32 counter)
21569 WorldPacket data(SMSG_DUEL_COUNTDOWN, 4);
21570 data << uint32(counter); // seconds
21571 GetSession()->SendPacket(&data);
21574 bool Player::IsImmunedToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index) const
21576 switch(spellInfo->Effect[index])
21578 case SPELL_EFFECT_ATTACK_ME:
21579 return true;
21580 default:
21581 break;
21583 switch(spellInfo->EffectApplyAuraName[index])
21585 case SPELL_AURA_MOD_TAUNT:
21586 return true;
21587 default:
21588 break;
21590 return Unit::IsImmunedToSpellEffect(spellInfo, index);
21593 void Player::SetHomebindToLocation(WorldLocation const& loc, uint32 area_id)
21595 m_homebindMapId = loc.mapid;
21596 m_homebindAreaId = area_id;
21597 m_homebindX = loc.coord_x;
21598 m_homebindY = loc.coord_y;
21599 m_homebindZ = loc.coord_z;
21601 // update sql homebind
21602 CharacterDatabase.PExecute("UPDATE character_homebind SET map = '%u', zone = '%u', position_x = '%f', position_y = '%f', position_z = '%f' WHERE guid = '%u'",
21603 m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ, GetGUIDLow());
21606 Object* Player::GetObjectByTypeMask(ObjectGuid guid, TypeMask typemask)
21608 switch(guid.GetHigh())
21610 case HIGHGUID_ITEM:
21611 if (typemask & TYPEMASK_ITEM)
21612 return GetItemByGuid(guid);
21613 break;
21614 case HIGHGUID_PLAYER:
21615 if (GetObjectGuid()==guid)
21616 return this;
21617 if ((typemask & TYPEMASK_PLAYER) && IsInWorld())
21618 return ObjectAccessor::FindPlayer(guid);
21619 break;
21620 case HIGHGUID_GAMEOBJECT:
21621 if ((typemask & TYPEMASK_GAMEOBJECT) && IsInWorld())
21622 return GetMap()->GetGameObject(guid);
21623 break;
21624 case HIGHGUID_UNIT:
21625 if ((typemask & TYPEMASK_UNIT) && IsInWorld())
21626 return GetMap()->GetCreature(guid);
21627 break;
21628 case HIGHGUID_PET:
21629 if ((typemask & TYPEMASK_UNIT) && IsInWorld())
21630 return GetMap()->GetPet(guid);
21631 break;
21632 case HIGHGUID_VEHICLE:
21633 if ((typemask & TYPEMASK_UNIT) && IsInWorld())
21634 return GetMap()->GetVehicle(guid);
21635 break;
21636 case HIGHGUID_DYNAMICOBJECT:
21637 if ((typemask & TYPEMASK_DYNAMICOBJECT) && IsInWorld())
21638 return GetMap()->GetDynamicObject(guid);
21639 break;
21640 case HIGHGUID_TRANSPORT:
21641 case HIGHGUID_CORPSE:
21642 case HIGHGUID_MO_TRANSPORT:
21643 break;
21646 return NULL;
21649 void Player::SetRestType( RestType n_r_type, uint32 areaTriggerId /*= 0*/)
21651 rest_type = n_r_type;
21653 if (rest_type == REST_TYPE_NO)
21655 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
21657 // Set player to FFA PVP when not in rested environment.
21658 if(sWorld.IsFFAPvPRealm())
21659 SetFFAPvP(true);
21661 else
21663 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
21665 inn_trigger_id = areaTriggerId;
21666 time_inn_enter = time(NULL);
21668 if(sWorld.IsFFAPvPRealm())
21669 SetFFAPvP(false);