2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "Database/DatabaseEnv.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
51 #include "Transports.h"
53 #include "BattleGround.h"
54 #include "BattleGroundMgr.h"
55 #include "ArenaTeam.h"
57 #include "Database/DatabaseImpl.h"
59 #include "SocialMgr.h"
60 #include "AchievementMgr.h"
64 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
66 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
67 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
68 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
70 #define SKILL_VALUE(x) PAIR32_LOPART(x)
71 #define SKILL_MAX(x) PAIR32_HIPART(x)
72 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
74 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
75 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
76 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
80 CHARACTER_FLAG_NONE
= 0x00000000,
81 CHARACTER_FLAG_UNK1
= 0x00000001,
82 CHARACTER_FLAG_UNK2
= 0x00000002,
83 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
84 CHARACTER_FLAG_UNK4
= 0x00000008,
85 CHARACTER_FLAG_UNK5
= 0x00000010,
86 CHARACTER_FLAG_UNK6
= 0x00000020,
87 CHARACTER_FLAG_UNK7
= 0x00000040,
88 CHARACTER_FLAG_UNK8
= 0x00000080,
89 CHARACTER_FLAG_UNK9
= 0x00000100,
90 CHARACTER_FLAG_UNK10
= 0x00000200,
91 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
92 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
93 CHARACTER_FLAG_UNK13
= 0x00001000,
94 CHARACTER_FLAG_GHOST
= 0x00002000,
95 CHARACTER_FLAG_RENAME
= 0x00004000,
96 CHARACTER_FLAG_UNK16
= 0x00008000,
97 CHARACTER_FLAG_UNK17
= 0x00010000,
98 CHARACTER_FLAG_UNK18
= 0x00020000,
99 CHARACTER_FLAG_UNK19
= 0x00040000,
100 CHARACTER_FLAG_UNK20
= 0x00080000,
101 CHARACTER_FLAG_UNK21
= 0x00100000,
102 CHARACTER_FLAG_UNK22
= 0x00200000,
103 CHARACTER_FLAG_UNK23
= 0x00400000,
104 CHARACTER_FLAG_UNK24
= 0x00800000,
105 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
106 CHARACTER_FLAG_DECLINED
= 0x02000000,
107 CHARACTER_FLAG_UNK27
= 0x04000000,
108 CHARACTER_FLAG_UNK28
= 0x08000000,
109 CHARACTER_FLAG_UNK29
= 0x10000000,
110 CHARACTER_FLAG_UNK30
= 0x20000000,
111 CHARACTER_FLAG_UNK31
= 0x40000000,
112 CHARACTER_FLAG_UNK32
= 0x80000000
115 // corpse reclaim times
116 #define DEATH_EXPIRE_STEP (5*MINUTE)
117 #define MAX_DEATH_COUNT 3
119 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
121 //== PlayerTaxi ================================================
123 PlayerTaxi::PlayerTaxi()
126 memset(m_taximask
, 0, sizeof(m_taximask
));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
131 // class specific initial known nodes
134 case CLASS_DEATH_KNIGHT
:
136 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
137 m_taximask
[i
] |= sOldContinentsNodesMask
[i
];
142 // race specific initial known nodes: capital and taxi hub masks
145 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
146 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
147 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
148 case RACE_NIGHTELF
: SetTaximaskNode(26);
149 SetTaximaskNode(27); break; // Night Elf
150 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
151 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
152 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
153 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
154 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
155 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
158 // new continent starting masks (It will be accessible only at new map)
159 switch(Player::TeamForRace(race
))
161 case ALLIANCE
: SetTaximaskNode(100); break;
162 case HORDE
: SetTaximaskNode(99); break;
164 // level dependent taxi hubs
166 SetTaximaskNode(213); //Shattered Sun Staging Area
169 void PlayerTaxi::LoadTaxiMask(const char* data
)
171 Tokens tokens
= StrSplit(data
, " ");
174 Tokens::iterator iter
;
175 for (iter
= tokens
.begin(), index
= 0;
176 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
178 // load and set bits only for existed taxi nodes
179 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
183 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
187 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
188 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
192 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
193 data
<< uint32(m_taximask
[i
]); // known nodes
197 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
, uint32 team
)
199 ClearTaxiDestinations();
201 Tokens tokens
= StrSplit(values
," ");
203 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
205 uint32 node
= uint32(atol(iter
->c_str()));
206 AddTaxiDestination(node
);
209 if(m_TaxiDestinations
.empty())
213 if(m_TaxiDestinations
.size() < 2)
216 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
220 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
225 // can't load taxi path without mount set (quest taxi path?)
226 if(!objmgr
.GetTaxiMount(GetTaxiSource(),team
,true))
232 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
234 if(m_TaxiDestinations
.empty())
237 std::ostringstream ss
;
239 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
240 ss
<< m_TaxiDestinations
[i
] << " ";
245 uint32
PlayerTaxi::GetCurrentTaxiPath() const
247 if(m_TaxiDestinations
.size() < 2)
253 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
258 std::ostringstream
& operator<< (std::ostringstream
& ss
, PlayerTaxi
const& taxi
)
261 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
262 ss
<< taxi
.m_taximask
[i
] << " ";
267 //== Player ====================================================
269 UpdateMask
Player::updateVisualBits
;
271 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this), m_reputationMgr(this)
278 m_objectType
|= TYPEMASK_PLAYER
;
279 m_objectTypeId
= TYPEID_PLAYER
;
281 m_valuesCount
= PLAYER_END
;
288 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
289 SetAcceptTicket(true);
291 // players always accept
292 if(GetSession()->GetSecurity() == SEC_PLAYER
)
293 SetAcceptWhispers(true);
301 m_usedTalentCount
= 0;
302 m_questRewardTalentCount
= 0;
305 m_weaponChangeTimer
= 0;
308 m_zoneUpdateTimer
= 0;
312 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
314 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
315 // this must help in case next save after mass player load after server startup
316 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
318 clearResurrectRequestData();
320 m_SpellModRemoveCount
= 0;
322 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
326 // group is initialized in the reference constructor
327 SetGroupInvite(NULL
);
328 m_groupUpdateMask
= 0;
329 m_auraUpdateMask
= 0;
333 m_GuildIdInvited
= 0;
334 m_ArenaTeamIdInvited
= 0;
336 m_atLoginFlags
= AT_LOGIN_NONE
;
338 mSemaphoreTeleport_Near
= false;
339 mSemaphoreTeleport_Far
= false;
346 PlayerTalkClass
= new PlayerMenu( GetSession() );
347 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
349 m_DailyQuestChanged
= false;
350 m_lastDailyQuestTime
= 0;
352 for (int i
=0; i
<MAX_TIMERS
; ++i
)
353 m_MirrorTimer
[i
] = DISABLED_MIRROR_TIMER
;
355 m_MirrorTimerFlags
= UNDERWATER_NONE
;
356 m_MirrorTimerFlagsLast
= UNDERWATER_NONE
;
362 m_deathExpireTime
= 0;
366 m_DetectInvTimer
= 1*IN_MILISECONDS
;
368 m_bgBattleGroundID
= 0;
369 m_bgTypeID
= BATTLEGROUND_TYPE_NONE
;
370 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; ++j
)
372 m_bgBattleGroundQueueID
[j
].bgQueueTypeId
= BATTLEGROUND_QUEUE_NONE
;
373 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
377 m_logintime
= time(NULL
);
378 m_Last_tick
= m_logintime
;
379 m_WeaponProficiency
= 0;
380 m_ArmorProficiency
= 0;
383 m_canDualWield
= false;
384 m_canTitanGrip
= false;
387 m_temporaryUnsummonedPetNumber
= 0;
388 //cache for UNIT_CREATED_BY_SPELL to allow
389 //returning reagents for temporarily removed pets
390 //when dying/logging out
393 ////////////////////Rest System/////////////////////
400 rest_type
=REST_TYPE_NO
;
401 ////////////////////Rest System/////////////////////
403 m_mailsLoaded
= false;
404 m_mailsUpdated
= false;
406 m_nextMailDelivereTime
= 0;
408 m_resetTalentsCost
= 0;
409 m_resetTalentsTime
= 0;
410 m_itemUpdateQueueBlocked
= false;
412 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
413 m_forced_speed_changes
[i
] = 0;
417 /////////////////// Instance System /////////////////////
420 m_InstanceValid
= true;
421 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
425 for (int i
= 0; i
< BASEMOD_END
; ++i
)
427 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
428 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
431 for (int i
= 0; i
< MAX_COMBAT_RATING
; ++i
)
432 m_baseRatingValue
[i
] = 0;
434 m_baseSpellDamage
= 0;
435 m_baseSpellHealing
= 0;
440 m_lastHonorUpdateTime
= time(NULL
);
449 //Default movement to run mode
450 m_unit_movement_flags
= 0;
455 m_bgAfkReportedTimer
= 0;
456 m_contestedPvPTimer
= 0;
458 m_declinedname
= NULL
;
467 CleanupsBeforeDelete();
469 // it must be unloaded already in PlayerLogout and accessed only for loggined player
472 // Note: buy back item already deleted from DB when player was saved
473 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
480 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
483 //all mailed items should be deleted, also all mail should be deallocated
484 for (PlayerMails::const_iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
487 for (ItemMap::const_iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
488 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
490 delete PlayerTalkClass
;
494 m_transport
->RemovePassenger(this);
497 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
499 delete ItemSetEff
[x
];
501 // clean up player-instance binds, may unload some instance saves
502 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
503 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
504 itr
->second
.save
->RemovePlayer(this);
506 delete m_declinedname
;
510 void Player::CleanupsBeforeDelete()
512 if(m_uint32Values
) // only for fully created Object
515 DuelComplete(DUEL_INTERUPTED
);
517 Unit::CleanupsBeforeDelete();
520 bool Player::Create( uint32 guidlow
, const std::string
& name
, uint8 race
, uint8 class_
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
, uint8 outfitId
)
522 //FIXME: outfitId not used in player creating
524 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
528 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
531 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
535 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
541 SetMapId(info
->mapId
);
542 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
544 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
547 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
551 uint8 powertype
= cEntry
->powerType
;
553 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
554 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
559 SetDisplayId(info
->displayId_f
);
560 SetNativeDisplayId(info
->displayId_f
);
563 SetDisplayId(info
->displayId_m
);
564 SetNativeDisplayId(info
->displayId_m
);
567 sLog
.outError("Invalid gender %u for player",gender
);
572 setFactionForRace(m_race
);
574 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
576 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
577 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
578 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
579 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
580 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
581 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
583 // -1 is default value
584 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
586 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
587 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
588 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
590 SetUInt32Value( PLAYER_GUILDID
, 0 );
591 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
592 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
594 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
595 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
596 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2
, 0 ); // 0=disabled
597 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
598 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
599 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
600 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
601 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
603 // set starting level
604 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
605 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
606 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
608 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
610 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
611 if(gm_level
> start_level
)
612 start_level
= gm_level
;
615 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
619 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
620 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
621 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
624 m_Last_tick
= time(NULL
);
625 m_Played_time
[0] = 0;
626 m_Played_time
[1] = 0;
628 // base stats and related field values
630 InitTaxiNodesForLevel();
631 InitGlyphsForLevel();
632 InitTalentForLevel();
633 InitPrimaryProffesions(); // to max set before any spell added
635 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
636 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
637 SetHealth(GetMaxHealth());
638 if (getPowerType()==POWER_MANA
)
640 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
641 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
644 if(getPowerType() == POWER_RUNIC_POWER
)
646 SetPower(POWER_RUNE
, 8);
647 SetMaxPower(POWER_RUNE
, 8);
648 SetPower(POWER_RUNIC_POWER
, 0);
649 SetMaxPower(POWER_RUNIC_POWER
, 1000);
653 learnDefaultSpells();
655 // original action bar
656 std::list
<uint16
>::const_iterator action_itr
[4];
657 for(int i
=0; i
<4; ++i
)
658 action_itr
[i
] = info
->action
[i
].begin();
660 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
663 for(int i
=0; i
<4 ;++i
)
664 taction
[i
] = (*action_itr
[i
]);
666 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
668 for(int i
=0; i
<4 ;++i
)
673 CharStartOutfitEntry
const* oEntry
= NULL
;
674 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
676 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
678 if(entry
->RaceClassGender
== RaceClassGender
)
688 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
690 if(oEntry
->ItemId
[j
] <= 0)
693 uint32 item_id
= oEntry
->ItemId
[j
];
696 // Hack for not existed item id in dbc 3.0.3
700 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
703 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
707 // max stack by default (mostly 1), 1 for infinity stackable
708 uint32 count
= iProto
->Stackable
> 0 ? uint32(iProto
->Stackable
) : 1;
710 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
712 switch(iProto
->Spells
[0].SpellCategory
)
715 if(iProto
->Stackable
> 4)
719 if(iProto
->Stackable
> 2)
725 StoreNewItemInBestSlots(item_id
, count
);
729 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
730 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
732 // bags and main-hand weapon must equipped at this moment
733 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
734 // or ammo not equipped in special bag
735 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
737 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
740 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
741 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
742 if( msg
== EQUIP_ERR_OK
)
744 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
745 EquipItem( eDest
, pItem
, true);
747 // move other items to more appropriate slots (ammo not equipped in special bag)
750 ItemPosCountVec sDest
;
751 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
752 if( msg
== EQUIP_ERR_OK
)
754 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
755 pItem
= StoreItem( sDest
, pItem
, true);
758 // if this is ammo then use it
759 msg
= CanUseAmmo( pItem
->GetEntry() );
760 if( msg
== EQUIP_ERR_OK
)
761 SetAmmo( pItem
->GetEntry() );
765 // all item positions resolved
770 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
772 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
774 // attempt equip by one
775 while(titem_amount
> 0)
778 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
779 if( msg
!= EQUIP_ERR_OK
)
782 EquipNewItem( eDest
, titem_id
, true);
783 AutoUnequipOffhandIfNeed();
787 if(titem_amount
== 0)
788 return true; // equipped
791 ItemPosCountVec sDest
;
792 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
793 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
794 if( msg
== EQUIP_ERR_OK
)
796 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
797 return true; // stored
800 // item can't be added
801 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 void Player::SendMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, int32 Regen
)
807 if (MaxValue
== DISABLED_MIRROR_TIMER
)
809 if (CurrentValue
!=DISABLED_MIRROR_TIMER
)
810 StopMirrorTimer(Type
);
813 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
814 data
<< (uint32
)Type
;
815 data
<< CurrentValue
;
819 data
<< (uint32
)0; // spell id
820 GetSession()->SendPacket( &data
);
823 void Player::StopMirrorTimer(MirrorTimerType Type
)
825 m_MirrorTimer
[Type
] = DISABLED_MIRROR_TIMER
;
826 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
827 data
<< (uint32
)Type
;
828 GetSession()->SendPacket( &data
);
831 void Player::EnvironmentalDamage(EnviromentalDamage type
, uint32 damage
)
833 if(!isAlive() || isGameMaster())
836 // Absorb, resist some environmental damage type
839 if (type
== DAMAGE_LAVA
)
840 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
841 else if (type
== DAMAGE_SLIME
)
842 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
844 damage
-=absorb
+resist
;
846 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
847 data
<< uint64(GetGUID());
848 data
<< uint8(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
849 data
<< uint32(damage
);
850 data
<< uint32(absorb
);
851 data
<< uint32(resist
);
852 SendMessageToSet(&data
, true);
854 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
858 if(type
==DAMAGE_FALL
) // DealDamage not apply item durability loss at self damage
860 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
861 DurabilityLossAll(0.10f
,false);
862 // durability lost message
863 WorldPacket
data2(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
864 GetSession()->SendPacket(&data2
);
867 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM
, 1, type
);
871 int32
Player::getMaxTimer(MirrorTimerType timer
)
876 return MINUTE
*IN_MILISECONDS
;
879 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING
) || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
880 return DISABLED_MIRROR_TIMER
;
881 int32 UnderWaterTime
= 3*MINUTE
*IN_MILISECONDS
;
882 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
883 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
884 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
885 return UnderWaterTime
;
890 return DISABLED_MIRROR_TIMER
;
891 return 1*IN_MILISECONDS
;
899 void Player::UpdateMirrorTimers()
901 // Desync flags for update on next HandleDrowning
902 if (m_MirrorTimerFlags
)
903 m_MirrorTimerFlagsLast
= ~m_MirrorTimerFlags
;
906 void Player::HandleDrowning(uint32 time_diff
)
908 if (!m_MirrorTimerFlags
)
912 if (m_MirrorTimerFlags
& UNDERWATER_INWATER
)
914 // Breath timer not activated - activate it
915 if (m_MirrorTimer
[BREATH_TIMER
] == DISABLED_MIRROR_TIMER
)
917 m_MirrorTimer
[BREATH_TIMER
] = getMaxTimer(BREATH_TIMER
);
918 SendMirrorTimer(BREATH_TIMER
, m_MirrorTimer
[BREATH_TIMER
], m_MirrorTimer
[BREATH_TIMER
], -1);
920 else // If activated - do tick
922 m_MirrorTimer
[BREATH_TIMER
]-=time_diff
;
923 // Timer limit - need deal damage
924 if (m_MirrorTimer
[BREATH_TIMER
] < 0)
926 m_MirrorTimer
[BREATH_TIMER
]+= 1*IN_MILISECONDS
;
927 // Calculate and deal damage
928 // TODO: Check this formula
929 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
930 EnvironmentalDamage(DAMAGE_DROWNING
, damage
);
932 else if (!(m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)) // Update time in client if need
933 SendMirrorTimer(BREATH_TIMER
, getMaxTimer(BREATH_TIMER
), m_MirrorTimer
[BREATH_TIMER
], -1);
936 else if (m_MirrorTimer
[BREATH_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
938 int32 UnderWaterTime
= getMaxTimer(BREATH_TIMER
);
940 m_MirrorTimer
[BREATH_TIMER
]+=10*time_diff
;
941 if (m_MirrorTimer
[BREATH_TIMER
] >= UnderWaterTime
|| !isAlive())
942 StopMirrorTimer(BREATH_TIMER
);
943 else if (m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)
944 SendMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_MirrorTimer
[BREATH_TIMER
], 10);
948 if (m_MirrorTimerFlags
& UNDERWARER_INDARKWATER
)
950 // Fatigue timer not activated - activate it
951 if (m_MirrorTimer
[FATIGUE_TIMER
] == DISABLED_MIRROR_TIMER
)
953 m_MirrorTimer
[FATIGUE_TIMER
] = getMaxTimer(FATIGUE_TIMER
);
954 SendMirrorTimer(FATIGUE_TIMER
, m_MirrorTimer
[FATIGUE_TIMER
], m_MirrorTimer
[FATIGUE_TIMER
], -1);
958 m_MirrorTimer
[FATIGUE_TIMER
]-=time_diff
;
959 // Timer limit - need deal damage or teleport ghost to graveyard
960 if (m_MirrorTimer
[FATIGUE_TIMER
] < 0)
962 m_MirrorTimer
[FATIGUE_TIMER
]+= 1*IN_MILISECONDS
;
963 if (isAlive()) // Calculate and deal damage
965 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
966 EnvironmentalDamage(DAMAGE_EXHAUSTED
, damage
);
968 else if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
)) // Teleport ghost to graveyard
971 else if (!(m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
))
972 SendMirrorTimer(FATIGUE_TIMER
, getMaxTimer(FATIGUE_TIMER
), m_MirrorTimer
[FATIGUE_TIMER
], -1);
975 else if (m_MirrorTimer
[FATIGUE_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
977 int32 DarkWaterTime
= getMaxTimer(FATIGUE_TIMER
);
978 m_MirrorTimer
[FATIGUE_TIMER
]+=10*time_diff
;
979 if (m_MirrorTimer
[FATIGUE_TIMER
] >= DarkWaterTime
|| !isAlive())
980 StopMirrorTimer(FATIGUE_TIMER
);
981 else if (m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
)
982 SendMirrorTimer(FATIGUE_TIMER
, DarkWaterTime
, m_MirrorTimer
[FATIGUE_TIMER
], 10);
985 if (m_MirrorTimerFlags
& (UNDERWATER_INLAVA
|UNDERWATER_INSLIME
))
987 // Breath timer not activated - activate it
988 if (m_MirrorTimer
[FIRE_TIMER
] == DISABLED_MIRROR_TIMER
)
989 m_MirrorTimer
[FIRE_TIMER
] = getMaxTimer(FIRE_TIMER
);
992 m_MirrorTimer
[FIRE_TIMER
]-=time_diff
;
993 if (m_MirrorTimer
[FIRE_TIMER
] < 0)
995 m_MirrorTimer
[FIRE_TIMER
]+= 1*IN_MILISECONDS
;
996 // Calculate and deal damage
997 // TODO: Check this formula
998 uint32 damage
= urand(600, 700);
999 if (m_MirrorTimerFlags
&UNDERWATER_INLAVA
)
1000 EnvironmentalDamage(DAMAGE_LAVA
, damage
);
1002 EnvironmentalDamage(DAMAGE_SLIME
, damage
);
1007 m_MirrorTimer
[FIRE_TIMER
] = DISABLED_MIRROR_TIMER
;
1009 // Recheck timers flag
1010 m_MirrorTimerFlags
&=~UNDERWATER_EXIST_TIMERS
;
1011 for (int i
= 0; i
< MAX_TIMERS
; ++i
)
1012 if (m_MirrorTimer
[i
]!=DISABLED_MIRROR_TIMER
)
1014 m_MirrorTimerFlags
|=UNDERWATER_EXIST_TIMERS
;
1017 m_MirrorTimerFlagsLast
= m_MirrorTimerFlags
;
1020 ///The player sobers by 256 every 10 seconds
1021 void Player::HandleSobering()
1025 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
1026 SetDrunkValue(drunk
);
1029 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
1032 return DRUNKEN_SMASHED
;
1034 return DRUNKEN_DRUNK
;
1036 return DRUNKEN_TIPSY
;
1037 return DRUNKEN_SOBER
;
1040 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
1042 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1044 m_drunk
= newDrunkenValue
;
1045 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
1047 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1049 // special drunk invisibility detection
1050 if(newDrunkenState
>= DRUNKEN_DRUNK
)
1051 m_detectInvisibilityMask
|= (1<<6);
1053 m_detectInvisibilityMask
&= ~(1<<6);
1055 if(newDrunkenState
== oldDrunkenState
)
1058 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
1059 data
<< uint64(GetGUID());
1060 data
<< uint32(newDrunkenState
);
1061 data
<< uint32(itemId
);
1063 SendMessageToSet(&data
, true);
1066 void Player::Update( uint32 p_time
)
1072 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1077 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1078 m_nextMailDelivereTime
= 0;
1081 Unit::Update( p_time
);
1083 // update player only attacks
1084 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1086 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1089 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1091 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1094 time_t now
= time (NULL
);
1098 UpdateContestedPvP(p_time
);
1100 UpdateDuelFlag(now
);
1102 CheckDuelDistance(now
);
1104 UpdateAfkReport(now
);
1106 // Update items that have just a limited lifetime
1107 if (now
>m_Last_tick
)
1108 UpdateItemDuration(uint32(now
- m_Last_tick
));
1110 if (!m_timedquests
.empty())
1112 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1113 while (iter
!= m_timedquests
.end())
1115 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1116 if( q_status
.m_timer
<= p_time
)
1118 uint32 quest_id
= *iter
;
1119 ++iter
; // current iter will be removed in FailTimedQuest
1120 FailTimedQuest( quest_id
);
1124 q_status
.m_timer
-= p_time
;
1125 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1131 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1133 Unit
*pVictim
= getVictim();
1134 if (pVictim
&& !IsNonMeleeSpellCasted(false))
1136 // default combat reach 10
1137 // TODO add weapon,skill check
1139 float pldistance
= ATTACK_DISTANCE
;
1141 if (isAttackReady(BASE_ATTACK
))
1143 if(!IsWithinDistInMap(pVictim
, pldistance
))
1145 setAttackTimer(BASE_ATTACK
,100);
1146 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1148 SendAttackSwingNotInRange();
1149 m_swingErrorMsg
= 1;
1152 //120 degrees of radiant range
1153 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1155 setAttackTimer(BASE_ATTACK
,100);
1156 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1158 SendAttackSwingBadFacingAttack();
1159 m_swingErrorMsg
= 2;
1164 m_swingErrorMsg
= 0; // reset swing error state
1166 // prevent base and off attack in same time, delay attack at 0.2 sec
1167 if(haveOffhandWeapon())
1169 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1170 if(off_att
< ATTACK_DISPLAY_DELAY
)
1171 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1173 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1174 resetAttackTimer(BASE_ATTACK
);
1178 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1180 if(!IsWithinDistInMap(pVictim
, pldistance
))
1182 setAttackTimer(OFF_ATTACK
,100);
1184 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1186 setAttackTimer(OFF_ATTACK
,100);
1190 // prevent base and off attack in same time, delay attack at 0.2 sec
1191 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1192 if(base_att
< ATTACK_DISPLAY_DELAY
)
1193 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1195 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1196 resetAttackTimer(OFF_ATTACK
);
1200 Unit
*owner
= pVictim
->GetOwner();
1201 Unit
*u
= owner
? owner
: pVictim
;
1202 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1205 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1210 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1212 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1214 int time_inn
= time(NULL
)-GetTimeInnEnter();
1215 if (time_inn
>= 10) //freeze update
1217 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1218 //speed collect rest bonus (section/in hour)
1219 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1220 UpdateInnerTime(time(NULL
));
1225 if(m_regenTimer
> 0)
1227 if(p_time
>= m_regenTimer
)
1230 m_regenTimer
-= p_time
;
1233 if (m_weaponChangeTimer
> 0)
1235 if(p_time
>= m_weaponChangeTimer
)
1236 m_weaponChangeTimer
= 0;
1238 m_weaponChangeTimer
-= p_time
;
1241 if (m_zoneUpdateTimer
> 0)
1243 if(p_time
>= m_zoneUpdateTimer
)
1245 uint32 newzone
, newarea
;
1246 GetZoneAndAreaId(newzone
,newarea
);
1248 if( m_zoneUpdateId
!= newzone
)
1249 UpdateZone(newzone
,newarea
); // also update area
1252 // use area updates as well
1253 // needed for free far all arenas for example
1254 if( m_areaUpdateId
!= newarea
)
1255 UpdateArea(newarea
);
1257 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1261 m_zoneUpdateTimer
-= p_time
;
1269 if (m_deathState
== JUST_DIED
)
1276 if(p_time
>= m_nextSave
)
1278 // m_nextSave reseted in SaveToDB call
1280 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1284 m_nextSave
-= p_time
;
1288 //Handle Water/drowning
1289 HandleDrowning(p_time
);
1291 //Handle detect stealth players
1292 if (m_DetectInvTimer
> 0)
1294 if (p_time
>= m_DetectInvTimer
)
1296 m_DetectInvTimer
= 3000;
1297 HandleStealthedUnitsDetection();
1300 m_DetectInvTimer
-= p_time
;
1304 if (now
> m_Last_tick
)
1306 uint32 elapsed
= uint32(now
- m_Last_tick
);
1307 m_Played_time
[0] += elapsed
; // Total played time
1308 m_Played_time
[1] += elapsed
; // Level played time
1314 m_drunkTimer
+= p_time
;
1316 if (m_drunkTimer
> 10*IN_MILISECONDS
)
1320 // not auto-free ghost from body in instances
1321 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1323 if(p_time
>= m_deathTimer
)
1330 m_deathTimer
-= p_time
;
1333 UpdateEnchantTime(p_time
);
1334 UpdateHomebindTime(p_time
);
1337 SendUpdateToOutOfRangeGroupMembers();
1339 Pet
* pet
= GetPet();
1340 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1342 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1347 void Player::setDeathState(DeathState s
)
1349 uint32 ressSpellId
= 0;
1351 bool cur
= isAlive();
1353 if(s
== JUST_DIED
&& cur
)
1355 // drunken state is cleared on death
1357 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1360 clearResurrectRequestData();
1362 // remove form before other mods to prevent incorrect stats calculation
1363 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1365 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1366 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1368 // remove uncontrolled pets
1372 // save value before aura remove in Unit::setDeathState
1373 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1377 ressSpellId
= GetResurrectionSpellId();
1378 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1379 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH
, 1);
1380 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON
, 1);
1382 Unit::setDeathState(s
);
1384 // restore resurrection spell id for player after aura remove
1385 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1386 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1388 if(isAlive() && !cur
)
1390 //clear aura case after resurrection by another way (spells will be applied before next death)
1391 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1393 // restore default warrior stance
1394 if(getClass()== CLASS_WARRIOR
)
1395 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1399 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1401 Field
*fields
= result
->Fetch();
1403 *p_data
<< uint64(GetGUID());
1406 *p_data
<< uint8(getRace());
1407 uint8 pClass
= getClass();
1408 *p_data
<< uint8(pClass
);
1409 *p_data
<< uint8(getGender());
1411 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1412 *p_data
<< uint8(bytes
);
1413 *p_data
<< uint8(bytes
>> 8);
1414 *p_data
<< uint8(bytes
>> 16);
1415 *p_data
<< uint8(bytes
>> 24);
1417 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1418 *p_data
<< uint8(bytes
);
1420 *p_data
<< uint8(getLevel()); // player level
1421 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1422 uint32 zoneId
= MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY(),GetPositionZ());
1423 sLog
.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId
);
1424 *p_data
<< uint32(zoneId
);
1425 *p_data
<< uint32(GetMapId());
1427 *p_data
<< GetPositionX();
1428 *p_data
<< GetPositionY();
1429 *p_data
<< GetPositionZ();
1432 *p_data
<< (result
? fields
[13].GetUInt32() : 0);
1434 uint32 char_flags
= 0;
1435 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1436 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1437 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1438 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1439 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1440 char_flags
|= CHARACTER_FLAG_GHOST
;
1441 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1442 char_flags
|= CHARACTER_FLAG_RENAME
;
1443 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
) && (fields
[14].GetCppString() != ""))
1444 char_flags
|= CHARACTER_FLAG_DECLINED
;
1446 *p_data
<< uint32(char_flags
); // character flags
1447 // character customize (flags?)
1448 *p_data
<< uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE
) ? 1 : 0);
1449 *p_data
<< uint8(1); // unknown
1453 uint32 petDisplayId
= 0;
1454 uint32 petLevel
= 0;
1455 uint32 petFamily
= 0;
1457 // show pet at selection character in character list only for non-ghost character
1458 if (result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
|| pClass
== CLASS_DEATH_KNIGHT
))
1460 uint32 entry
= fields
[10].GetUInt32();
1461 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1464 petDisplayId
= fields
[11].GetUInt32();
1465 petLevel
= fields
[12].GetUInt32();
1466 petFamily
= cInfo
->family
;
1470 *p_data
<< uint32(petDisplayId
);
1471 *p_data
<< uint32(petLevel
);
1472 *p_data
<< uint32(petFamily
);
1475 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1477 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2);
1478 uint32 item_id
= GetUInt32Value(visualbase
);
1479 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1480 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1482 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<= TEMP_ENCHANTMENT_SLOT
; ++enchantSlot
)
1484 uint32 enchantId
= GetUInt16Value(visualbase
+ 1, enchantSlot
);
1485 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1491 *p_data
<< uint32(proto
->DisplayInfoID
);
1492 *p_data
<< uint8(proto
->InventoryType
);
1493 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1497 *p_data
<< uint32(0);
1498 *p_data
<< uint8(0);
1499 *p_data
<< uint32(0); // enchant?
1502 *p_data
<< uint32(0); // first bag display id
1503 *p_data
<< uint8(0); // first bag inventory type
1504 *p_data
<< uint32(0); // enchant?
1507 bool Player::ToggleAFK()
1509 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1511 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1513 // afk player not allowed in battleground
1514 if(state
&& InBattleGround())
1515 LeaveBattleground();
1520 bool Player::ToggleDND()
1522 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1524 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1527 uint8
Player::chatTag() const
1544 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1546 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1548 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1552 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1553 Pet
* pet
= GetPet();
1555 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1557 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1558 // don't let gm level > 1 either
1559 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1562 // client without expansion support
1563 if(GetSession()->Expansion() < mEntry
->Expansion())
1565 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1568 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1570 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1572 return false; // normal client can't teleport to this map...
1576 sLog
.outDebug("Player %s is being teleported to map %u", GetName(), mapid
);
1579 // if we were on a transport, leave
1580 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1582 m_transport
->RemovePassenger(this);
1584 m_movementInfo
.t_x
= 0.0f
;
1585 m_movementInfo
.t_y
= 0.0f
;
1586 m_movementInfo
.t_z
= 0.0f
;
1587 m_movementInfo
.t_o
= 0.0f
;
1588 m_movementInfo
.t_time
= 0;
1591 // The player was ported to another map and looses the duel immediately.
1592 // We have to perform this check before the teleport, otherwise the
1593 // ObjectAccessor won't find the flag.
1594 if (duel
&& GetMapId()!=mapid
)
1596 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
1598 DuelComplete(DUEL_FLED
);
1601 // reset movement flags at teleport, because player will continue move with these flags after teleport
1602 m_movementInfo
.flags
= 0;
1604 if ((GetMapId() == mapid
) && (!m_transport
))
1606 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1608 //same map, only remove pet if out of range for new position
1609 if(pet
&& pet
->GetDistance(x
,y
,z
) >= OWNER_MAX_DISTANCE
)
1610 UnsummonPetTemporaryIfAny();
1613 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1616 // this will be used instead of the current location in SaveToDB
1617 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1618 SetFallInformation(0, z
);
1620 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1621 // at client packet MSG_MOVE_TELEPORT_ACK
1622 SetSemaphoreTeleportNear(true);
1623 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1624 if(!GetSession()->PlayerLogout())
1627 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1628 GetSession()->SendPacket(&data
);
1633 // far teleport to another map
1634 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1635 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1637 // Check enter rights before map getting to avoid creating instance copy for player
1638 // this check not dependent from map instance copy and same for all instance copies of selected map
1639 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1642 // If the map is not created, assume it is possible to enter it.
1643 // It will be created in the WorldPortAck.
1644 Map
*map
= MapManager::Instance().FindMap(mapid
);
1645 if (!map
|| map
->CanEnter(this))
1651 ResetContestedPvP();
1653 // remove player from battleground on far teleport (when changing maps)
1654 if(BattleGround
const* bg
= GetBattleGround())
1656 // Note: at battleground join battleground id set before teleport
1657 // and we already will found "current" battleground
1658 // just need check that this is targeted map or leave
1659 if(bg
->GetMapId() != mapid
)
1660 LeaveBattleground(false); // don't teleport to entry point
1663 // remove pet on map change
1665 UnsummonPetTemporaryIfAny();
1667 // remove all dyn objects
1668 RemoveAllDynObjects();
1670 // stop spellcasting
1671 // not attempt interrupt teleportation spell at caster teleport
1672 if(!(options
& TELE_TO_SPELL
))
1673 if(IsNonMeleeSpellCasted(true))
1674 InterruptNonMeleeSpells(true);
1676 if(!GetSession()->PlayerLogout())
1678 // send transfer packets
1679 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1680 data
<< uint32(mapid
);
1683 data
<< m_transport
->GetEntry() << GetMapId();
1685 GetSession()->SendPacket(&data
);
1687 data
.Initialize(SMSG_NEW_WORLD
, (20));
1690 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1694 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1696 GetSession()->SendPacket( &data
);
1697 SendSavedInstances();
1699 // remove from old map now
1700 if(oldmap
) oldmap
->Remove(this, false);
1703 // new final coordinates
1707 float final_o
= orientation
;
1711 final_x
+= m_movementInfo
.t_x
;
1712 final_y
+= m_movementInfo
.t_y
;
1713 final_z
+= m_movementInfo
.t_z
;
1714 final_o
+= m_movementInfo
.t_o
;
1717 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1718 SetFallInformation(0, final_z
);
1719 // if the player is saved before worldportack (at logout for example)
1720 // this will be used instead of the current location in SaveToDB
1722 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
| AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
1724 // move packet sent by client always after far teleport
1725 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1726 SetSemaphoreTeleportFar(true);
1734 void Player::AddToWorld()
1736 ///- Do not add/remove the player from the object storage
1737 ///- It will crash when updating the ObjectAccessor
1738 ///- The player should only be added when logging in
1741 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1744 m_items
[i
]->AddToWorld();
1748 void Player::RemoveFromWorld()
1753 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1755 UnsummonAllTotems();
1760 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1763 m_items
[i
]->RemoveFromWorld();
1766 ///- Do not add/remove the player from the object storage
1767 ///- It will crash when updating the ObjectAccessor
1768 ///- The player should only be removed when logging out
1769 Unit::RemoveFromWorld();
1772 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1776 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1780 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1782 // talent who gave more rage on attack
1783 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1787 addRage
= damage
/rageconversion
*2.5;
1789 // Berserker Rage effect
1790 if(HasAura(18499,0))
1794 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1796 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1799 void Player::RegenerateAll()
1801 if (m_regenTimer
!= 0)
1803 uint32 regenDelay
= 2000;
1805 // Not in combat or they have regeneration
1806 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1807 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1810 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1812 Regenerate(POWER_RAGE
);
1813 if(getClass() == CLASS_DEATH_KNIGHT
)
1814 Regenerate(POWER_RUNIC_POWER
);
1818 Regenerate( POWER_ENERGY
);
1820 Regenerate( POWER_MANA
);
1822 if(getClass() == CLASS_DEATH_KNIGHT
)
1823 Regenerate( POWER_RUNE
);
1825 m_regenTimer
= regenDelay
;
1828 void Player::Regenerate(Powers power
)
1830 uint32 curValue
= GetPower(power
);
1831 uint32 maxValue
= GetMaxPower(power
);
1833 float addvalue
= 0.0f
;
1839 bool recentCast
= IsUnderLastManaUseEffect();
1840 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1843 // Mangos Updates Mana in intervals of 2s, which is correct
1844 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1848 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1851 case POWER_RAGE
: // Regenerate rage
1853 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1854 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1856 case POWER_ENERGY
: // Regenerate energy (rogue)
1859 case POWER_RUNIC_POWER
:
1861 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1862 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1866 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1867 if(uint8 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1868 SetRuneCooldown(i
, cd
- 1); // ... by 2 sec (because update is every 2 sec)
1871 case POWER_HAPPINESS
:
1876 // Mana regen calculated in Player::UpdateManaRegen()
1877 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1878 if(power
!= POWER_MANA
)
1880 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1881 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1882 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1883 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1886 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
1888 curValue
+= uint32(addvalue
);
1889 if (curValue
> maxValue
)
1890 curValue
= maxValue
;
1894 if(curValue
<= uint32(addvalue
))
1897 curValue
-= uint32(addvalue
);
1899 SetPower(power
, curValue
);
1902 void Player::RegenerateHealth()
1904 uint32 curValue
= GetHealth();
1905 uint32 maxValue
= GetMaxHealth();
1907 if (curValue
>= maxValue
) return;
1909 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1911 float addvalue
= 0.0f
;
1914 if ( IsPolymorphed() )
1915 addvalue
= GetMaxHealth()/3;
1916 // normal regen case (maybe partly in combat case)
1917 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1919 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1922 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1923 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1924 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1926 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1927 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1933 // always regeneration bonus (including combat)
1934 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1939 ModifyHealth(int32(addvalue
));
1942 bool Player::CanInteractWithNPCs(bool alive
) const
1944 if(alive
&& !isAlive())
1953 Player::GetNPCIfCanInteractWith(uint64 guid
, uint32 npcflagmask
)
1962 // exist (we need look pets also for some interaction (quest/etc)
1963 Creature
*unit
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
1968 if(!CanInteractWithNPCs(!unit
->isSpiritService()))
1971 // appropriate npc type
1972 if(npcflagmask
&& !unit
->HasFlag( UNIT_NPC_FLAGS
, npcflagmask
))
1975 // alive or spirit healer
1976 if(!unit
->isAlive() && (!unit
->isSpiritService() || isAlive() ))
1979 // not allow interaction under control, but allow with own pets
1980 if(unit
->GetCharmerGUID())
1984 if( unit
->IsHostileTo(this))
1988 if(FactionTemplateEntry
const* factionTemplate
= sFactionTemplateStore
.LookupEntry(unit
->getFaction()))
1989 if(factionTemplate
->faction
)
1990 if(FactionEntry
const* faction
= sFactionStore
.LookupEntry(factionTemplate
->faction
))
1991 if(faction
->reputationListID
>= 0 && GetReputationMgr().GetRank(faction
) <= REP_UNFRIENDLY
)
1995 if(!unit
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
2001 GameObject
* Player::GetGameObjectIfCanInteractWith(uint64 guid
, GameobjectTypes type
) const
2003 if(GameObject
*go
= GetMap()->GetGameObject(guid
))
2005 if(go
->GetGoType() == type
)
2010 // TODO: find out how the client calculates the maximal usage distance to spellless working
2011 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2012 case GAMEOBJECT_TYPE_GUILD_BANK
:
2013 case GAMEOBJECT_TYPE_MAILBOX
:
2016 case GAMEOBJECT_TYPE_FISHINGHOLE
:
2017 maxdist
= 20.0f
+CONTACT_DISTANCE
; // max spell range
2020 maxdist
= INTERACTION_DISTANCE
;
2024 if (go
->IsWithinDistInMap(this, maxdist
))
2027 sLog
.outError("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go
->GetGOInfo()->name
,
2028 go
->GetGUIDLow(), GetName(), GetGUIDLow(), go
->GetDistance(this));
2034 bool Player::IsUnderWater() const
2036 return IsInWater() &&
2037 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2040 void Player::SetInWater(bool apply
)
2042 if(m_isInWater
==apply
)
2045 //define player in water by opcodes
2046 //move player's guid into HateOfflineList of those mobs
2047 //which can't swim and move guid back into ThreatList when
2049 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2050 m_isInWater
= apply
;
2052 // remove auras that need water/land
2053 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
2055 getHostilRefManager().updateThreatTables();
2058 void Player::SetGameMaster(bool on
)
2062 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
2064 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2066 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2067 ResetContestedPvP();
2069 getHostilRefManager().setOnlineOfflineState(false);
2072 SetPhaseMask(PHASEMASK_ANYWHERE
,false); // see and visible in all phases
2077 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
2078 SetPhaseMask(!phases
.empty() ? phases
.front()->GetMiscValue() : PHASEMASK_NORMAL
,false);
2080 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
2081 setFactionForRace(getRace());
2082 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2084 // restore FFA PvP Server state
2085 if(sWorld
.IsFFAPvPRealm())
2086 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2088 // restore FFA PvP area state, remove not allowed for GM mounts
2089 UpdateArea(m_areaUpdateId
);
2091 getHostilRefManager().setOnlineOfflineState(true);
2094 ObjectAccessor::UpdateVisibilityForPlayer(this);
2097 void Player::SetGMVisible(bool on
)
2101 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2103 // Reapply stealth/invisibility if active or show if not any
2104 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2105 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2106 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2107 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2109 SetVisibility(VISIBILITY_ON
);
2113 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2115 SetAcceptWhispers(false);
2116 SetGameMaster(true);
2118 SetVisibility(VISIBILITY_OFF
);
2122 bool Player::IsGroupVisibleFor(Player
* p
) const
2124 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2126 default: return IsInSameGroupWith(p
);
2127 case 1: return IsInSameRaidWith(p
);
2128 case 2: return GetTeam()==p
->GetTeam();
2132 bool Player::IsInSameGroupWith(Player
const* p
) const
2134 return p
==this || GetGroup() != NULL
&&
2135 GetGroup() == p
->GetGroup() &&
2136 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
2139 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2140 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2141 void Player::UninviteFromGroup()
2143 Group
* group
= GetGroupInvite();
2147 group
->RemoveInvite(this);
2149 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2151 if(group
->IsCreated())
2153 group
->Disband(true);
2154 objmgr
.RemoveGroup(group
);
2157 group
->RemoveAllInvites();
2163 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2167 if (group
->RemoveMember(guid
, 0) <= 1)
2169 // group->Disband(); already disbanded in RemoveMember
2170 objmgr
.RemoveGroup(group
);
2172 // removemember sets the player's group pointer to NULL
2177 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2179 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2180 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2181 data
<< uint32(GivenXP
+RestXP
); // given experience
2182 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2185 data
<< uint32(GivenXP
); // experience without rested bonus
2186 data
<< float(1); // 1 - none 0 - 100% group bonus output
2188 data
<< uint8(0); // new 2.4.0
2189 GetSession()->SendPacket(&data
);
2192 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2200 uint32 level
= getLevel();
2202 // XP to money conversion processed in Player::RewardQuest
2203 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2206 // handle SPELL_AURA_MOD_XP_PCT auras
2207 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2208 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2209 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2211 // XP resting bonus for kill
2212 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2214 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2216 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2217 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2218 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2220 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2224 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2225 GiveLevel(level
+ 1);
2228 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2231 SetUInt32Value(PLAYER_XP
, newXP
);
2234 // Update player to next level
2235 // Current player experience not update (must be update by caller)
2236 void Player::GiveLevel(uint32 level
)
2238 if ( level
== getLevel() )
2241 PlayerLevelInfo info
;
2242 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2244 PlayerClassLevelInfo classInfo
;
2245 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2247 // send levelup info to client
2248 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2249 data
<< uint32(level
);
2250 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2251 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2252 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2260 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2261 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2263 GetSession()->SendPacket(&data
);
2265 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(level
));
2267 //update level, max level of skills
2268 if(getLevel()!= level
)
2269 m_Played_time
[1] = 0; // Level Played Time reset
2271 UpdateSkillsForLevel ();
2273 // save base values (bonuses already included in stored stats
2274 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2275 SetCreateStat(Stats(i
), info
.stats
[i
]);
2277 SetCreateHealth(classInfo
.basehealth
);
2278 SetCreateMana(classInfo
.basemana
);
2280 InitTalentForLevel();
2281 InitTaxiNodesForLevel();
2282 InitGlyphsForLevel();
2286 // set current level health and mana/energy to maximum after applying all mods.
2287 SetHealth(GetMaxHealth());
2288 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2289 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2290 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2291 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2292 SetPower(POWER_FOCUS
, 0);
2293 SetPower(POWER_HAPPINESS
, 0);
2295 // give level to summoned pet
2296 Pet
* pet
= GetPet();
2297 if(pet
&& pet
->getPetType()==SUMMON_PET
)
2298 pet
->GivePetLevel(level
);
2299 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2302 void Player::InitTalentForLevel()
2304 uint32 level
= getLevel();
2305 // talents base at level diff ( talents = level - 9 but some can be used already)
2308 // Remove all talent points
2309 if(m_usedTalentCount
> 0) // Free any used talents
2312 SetFreeTalentPoints(0);
2317 uint32 talentPointsForLevel
= CalculateTalentsPoints();
2319 // if used more that have then reset
2320 if(m_usedTalentCount
> talentPointsForLevel
)
2322 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2325 SetFreeTalentPoints(0);
2327 // else update amount of free points
2329 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2332 SendTalentsInfoData(false); // update at client
2335 void Player::InitStatsForLevel(bool reapplyMods
)
2337 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2338 _RemoveAllStatBonuses();
2340 PlayerClassLevelInfo classInfo
;
2341 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2343 PlayerLevelInfo info
;
2344 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2346 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2347 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(getLevel()));
2349 UpdateSkillsForLevel ();
2351 // set default cast time multiplier
2352 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2354 // reset size before reapply auras
2355 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2357 // save base values (bonuses already included in stored stats
2358 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2359 SetCreateStat(Stats(i
), info
.stats
[i
]);
2361 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2362 SetStat(Stats(i
), info
.stats
[i
]);
2364 SetCreateHealth(classInfo
.basehealth
);
2367 SetCreateMana(classInfo
.basemana
);
2369 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2373 //reset rating fields values
2374 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2375 SetUInt32Value(index
, 0);
2377 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2378 for (int i
= 0; i
< 7; ++i
)
2380 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2381 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2382 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2385 //reset attack power, damage and attack speed fields
2386 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2387 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2388 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2390 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2391 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2392 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2393 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2394 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2395 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2397 SetInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2398 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2399 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2400 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2401 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2402 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2404 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2405 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2406 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2407 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2409 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2410 for (uint8 i
= 0; i
< 7; ++i
)
2411 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2413 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2414 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2415 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2418 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2420 // set armor (resistance 0) to original value (create_agility*2)
2421 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2422 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2423 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2424 // set other resistance to original value (0)
2425 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; ++i
)
2427 SetResistance(SpellSchools(i
), 0);
2428 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2429 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2432 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2433 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2434 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2436 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0);
2437 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2439 // Reset no reagent cost field
2440 for(int i
= 0; i
< 3; ++i
)
2441 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2442 // Init data for form but skip reapply item mods for form
2443 InitDataForForm(reapplyMods
);
2446 for (int i
= POWER_MANA
; i
< MAX_POWERS
; ++i
)
2447 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2449 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2451 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2452 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2454 // cleanup unit flags (will be re-applied if need at aura load).
2455 RemoveFlag( UNIT_FIELD_FLAGS
,
2456 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2457 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2458 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2459 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2460 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2461 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2463 SetFlag(UNIT_FIELD_FLAGS_2
,UNIT_FLAG2_REGENERATE_POWER
);// must be set
2465 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2466 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2468 RemoveStandFlags(UNIT_STAND_FLAGS_ALL
); // one form stealth modified bytes
2469 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2471 // restore if need some important flags
2472 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2474 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2475 _ApplyAllStatBonuses();
2477 // set current level health and mana/energy to maximum after applying all mods.
2478 SetHealth(GetMaxHealth());
2479 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2480 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2481 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2482 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2483 SetPower(POWER_FOCUS
, 0);
2484 SetPower(POWER_HAPPINESS
, 0);
2485 SetPower(POWER_RUNIC_POWER
, 0);
2488 void Player::SendInitialSpells()
2490 time_t curTime
= time(NULL
);
2491 time_t infTime
= curTime
+ MONTH
/2;
2493 uint16 spellCount
= 0;
2495 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2498 size_t countPos
= data
.wpos();
2499 data
<< uint16(spellCount
); // spell count placeholder
2501 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2503 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2506 if(!itr
->second
->active
|| itr
->second
->disabled
)
2509 data
<< uint32(itr
->first
);
2510 data
<< uint16(0); // it's not slot id
2515 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2517 uint16 spellCooldowns
= m_spellCooldowns
.size();
2518 data
<< uint16(spellCooldowns
);
2519 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2521 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2525 // not send infinity cooldown
2526 if(itr
->second
.end
> infTime
)
2529 data
<< uint32(itr
->first
);
2531 time_t cooldown
= 0;
2532 if(itr
->second
.end
> curTime
)
2533 cooldown
= (itr
->second
.end
-curTime
)*IN_MILISECONDS
;
2535 data
<< uint16(itr
->second
.itemid
); // cast item id
2536 data
<< uint16(sEntry
->Category
); // spell category
2537 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2539 data
<< uint32(0); // cooldown
2540 data
<< uint32(cooldown
); // category cooldown
2544 data
<< uint32(cooldown
); // cooldown
2545 data
<< uint32(0); // category cooldown
2549 GetSession()->SendPacket(&data
);
2551 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2554 void Player::RemoveMail(uint32 id
)
2556 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2558 if ((*itr
)->messageID
== id
)
2560 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2567 void Player::SendMailResult(uint32 mailId
, uint32 mailAction
, uint32 mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2569 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_BAG_FULL
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2570 data
<< (uint32
) mailId
;
2571 data
<< (uint32
) mailAction
;
2572 data
<< (uint32
) mailError
;
2573 if ( mailError
== MAIL_ERR_BAG_FULL
)
2574 data
<< (uint32
) equipError
;
2575 else if( mailAction
== MAIL_ITEM_TAKEN
)
2577 data
<< (uint32
) item_guid
; // item guid low?
2578 data
<< (uint32
) item_count
; // item count?
2580 GetSession()->SendPacket(&data
);
2583 void Player::SendNewMail()
2585 // deliver undelivered mail
2586 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2588 GetSession()->SendPacket(&data
);
2591 void Player::UpdateNextMailTimeAndUnreads()
2593 // calculate next delivery time (min. from non-delivered mails
2594 // and recalculate unReadMail
2595 time_t cTime
= time(NULL
);
2596 m_nextMailDelivereTime
= 0;
2598 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2600 if((*itr
)->deliver_time
> cTime
)
2602 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2603 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2605 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2610 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2612 if(deliver_time
<= time(NULL
)) // ready now
2617 else // not ready and no have ready mails
2619 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2620 m_nextMailDelivereTime
= deliver_time
;
2624 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool dependent
, bool disabled
)
2626 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2629 // do character spell book cleanup (all characters)
2630 if(!IsInWorld() && !learning
) // spell load case
2632 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2633 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2636 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2641 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2643 // do character spell book cleanup (all characters)
2644 if(!IsInWorld() && !learning
) // spell load case
2646 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2647 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2650 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2655 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2657 bool dependent_set
= false;
2658 bool disabled_case
= false;
2659 bool superceded_old
= false;
2661 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2662 if (itr
!= m_spells
.end())
2664 uint32 next_active_spell_id
= 0;
2665 // fix activate state for non-stackable low rank (and find next spell for !active case)
2666 if(!SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2668 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2669 for(SpellChainMapNext::const_iterator next_itr
= nextMap
.lower_bound(spell_id
); next_itr
!= nextMap
.upper_bound(spell_id
); ++next_itr
)
2671 if(HasSpell(next_itr
->second
))
2673 // high rank already known so this must !active
2675 next_active_spell_id
= next_itr
->second
;
2681 // not do anything if already known in expected state
2682 if(itr
->second
->state
!= PLAYERSPELL_REMOVED
&& itr
->second
->active
== active
&&
2683 itr
->second
->dependent
== dependent
&& itr
->second
->disabled
== disabled
)
2685 if(!IsInWorld() && !learning
) // explicitly load from DB and then exist in it already and set correctly
2686 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2691 // dependent spell known as not dependent, overwrite state
2692 if (itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->dependent
&& dependent
)
2694 itr
->second
->dependent
= dependent
;
2695 if (itr
->second
->state
!= PLAYERSPELL_NEW
)
2696 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2697 dependent_set
= true;
2700 // update active state for known spell
2701 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2703 itr
->second
->active
= active
;
2705 if(!IsInWorld() && !learning
&& !dependent_set
) // explicitly load from DB and then exist in it already and set correctly
2706 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2707 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2708 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2712 if (IsPassiveSpell(spell_id
) && IsNeedCastPassiveSpellAtLearn(spellInfo
))
2713 CastSpell (this,spell_id
,true);
2715 else if(IsInWorld())
2717 if(next_active_spell_id
)
2719 // update spell ranks in spellbook and action bar
2720 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2721 data
<< uint32(spell_id
);
2722 data
<< uint32(next_active_spell_id
);
2723 GetSession()->SendPacket( &data
);
2727 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2728 data
<< uint32(spell_id
);
2729 GetSession()->SendPacket(&data
);
2733 return active
; // learn (show in spell book if active now)
2736 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2738 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2739 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2740 itr
->second
->disabled
= disabled
;
2745 disabled_case
= true;
2747 else switch(itr
->second
->state
)
2749 case PLAYERSPELL_UNCHANGED
: // known saved spell
2751 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2754 m_spells
.erase(itr
);
2755 state
= PLAYERSPELL_CHANGED
;
2756 break; // need re-add
2758 default: // known not saved yet spell (new or modified)
2760 // can be in case spell loading but learned at some previous spell loading
2761 if(!IsInWorld() && !learning
&& !dependent_set
)
2762 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2769 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2771 // talent: unlearn all other talent ranks (high and low)
2772 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2774 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2776 for(int i
=0; i
< MAX_TALENT_RANK
; ++i
)
2778 // skip learning spell and no rank spell case
2779 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2780 if(!rankSpellId
|| rankSpellId
==spell_id
)
2783 removeSpell(rankSpellId
);
2787 // non talent spell: learn low ranks (recursive call)
2788 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2790 if(!IsInWorld() || disabled
) // at spells loading, no output, but allow save
2791 addSpell(prev_spell
,active
,true,true,disabled
);
2792 else // at normal learning
2793 learnSpell(prev_spell
,true);
2796 PlayerSpell
*newspell
= new PlayerSpell
;
2797 newspell
->state
= state
;
2798 newspell
->active
= active
;
2799 newspell
->dependent
= dependent
;
2800 newspell
->disabled
= disabled
;
2802 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2803 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2805 for( PlayerSpellMap::iterator itr2
= m_spells
.begin(); itr2
!= m_spells
.end(); ++itr2
)
2807 if(itr2
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2808 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr2
->first
);
2809 if(!i_spellInfo
) continue;
2811 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr2
->first
) )
2813 if(itr2
->second
->active
)
2815 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr2
->first
))
2817 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2819 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2820 data
<< uint32(itr2
->first
);
2821 data
<< uint32(spell_id
);
2822 GetSession()->SendPacket( &data
);
2825 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2826 itr2
->second
->active
= false;
2827 if(itr2
->second
->state
!= PLAYERSPELL_NEW
)
2828 itr2
->second
->state
= PLAYERSPELL_CHANGED
;
2829 superceded_old
= true; // new spell replace old in action bars and spell book.
2831 else if(spellmgr
.IsHighRankOfSpell(itr2
->first
,spell_id
))
2833 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2835 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2836 data
<< uint32(spell_id
);
2837 data
<< uint32(itr2
->first
);
2838 GetSession()->SendPacket( &data
);
2841 // mark new spell as disable (not learned yet for client and will not learned)
2842 newspell
->active
= false;
2843 if(newspell
->state
!= PLAYERSPELL_NEW
)
2844 newspell
->state
= PLAYERSPELL_CHANGED
;
2851 m_spells
[spell_id
] = newspell
;
2853 // return false if spell disabled
2854 if (newspell
->disabled
)
2858 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2860 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2861 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2862 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2864 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2865 CastSpell(this, spell_id
, true);
2867 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2868 else if (IsPassiveSpell(spell_id
))
2870 if(IsNeedCastPassiveSpellAtLearn(spellInfo
))
2871 CastSpell(this, spell_id
, true);
2873 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2875 CastSpell(this, spell_id
, true);
2879 // update used talent points count
2880 m_usedTalentCount
+= talentCost
;
2882 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2883 if(uint32 freeProfs
= GetFreePrimaryProffesionPoints())
2885 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2886 SetFreePrimaryProffesions(freeProfs
-1);
2889 // add dependent skills
2890 uint16 maxskill
= GetMaxSkillValueForLevel();
2892 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2894 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2895 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2899 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2900 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2902 if(skill_value
< spellLearnSkill
->value
)
2903 skill_value
= spellLearnSkill
->value
;
2905 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2907 if(skill_max_value
< new_skill_max_value
)
2908 skill_max_value
= new_skill_max_value
;
2910 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2914 // not ranked skills
2915 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2917 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2921 if(HasSkill(pSkill
->id
))
2924 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2925 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2926 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
2928 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2930 case SKILL_RANGE_LANGUAGE
:
2931 SetSkill(pSkill
->id
, 300, 300 );
2933 case SKILL_RANGE_LEVEL
:
2934 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2936 case SKILL_RANGE_MONO
:
2937 SetSkill(pSkill
->id
, 1, 1 );
2946 // learn dependent spells
2947 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2948 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2950 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
2952 if(!itr2
->second
.autoLearned
)
2954 if(!IsInWorld() || !itr2
->second
.active
) // at spells loading, no output, but allow save
2955 addSpell(itr2
->second
.spell
,itr2
->second
.active
,true,true,false);
2956 else // at normal learning
2957 learnSpell(itr2
->second
.spell
,true);
2961 if(!GetSession()->PlayerLoading())
2963 // not ranked skills
2964 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2966 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE
,_spell_idx
->second
->skillId
);
2967 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
,_spell_idx
->second
->skillId
);
2970 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
,spell_id
);
2973 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2974 return active
&& !disabled
&& !superceded_old
;
2977 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry
const* spellInfo
) const
2979 bool need_cast
= false;
2981 switch(spellInfo
->Id
)
2983 // some spells not have stance data expacted cast at form change or present
2984 case 5420: need_cast
= (m_form
== FORM_TREE
); break;
2985 case 5419: need_cast
= (m_form
== FORM_TRAVEL
); break;
2986 case 7376: need_cast
= (m_form
== FORM_DEFENSIVESTANCE
); break;
2987 case 7381: need_cast
= (m_form
== FORM_BERSERKERSTANCE
); break;
2988 case 21156: need_cast
= (m_form
== FORM_BATTLESTANCE
); break;
2989 case 21178: need_cast
= (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
); break;
2990 case 33948: need_cast
= (m_form
== FORM_FLIGHT
); break;
2991 case 34764: need_cast
= (m_form
== FORM_FLIGHT
); break;
2992 case 40121: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
2993 case 40122: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
2994 // another spells have proper stance data
2995 default: need_cast
= !spellInfo
->Stances
|| m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))); break;
2998 //Check CasterAuraStates
2999 return need_cast
&& (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)));
3002 void Player::learnSpell(uint32 spell_id
, bool dependent
)
3004 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3006 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
3007 bool active
= disabled
? itr
->second
->active
: true;
3009 bool learning
= addSpell(spell_id
,active
,true,dependent
,false);
3011 // learn all disabled higher ranks (recursive)
3014 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3015 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
3017 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
3018 if (iter
!= m_spells
.end() && iter
->second
->disabled
)
3019 learnSpell(i
->second
,false);
3023 // prevent duplicated entires in spell book, also not send if not in world (loading)
3024 if(!learning
|| !IsInWorld ())
3027 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
3028 data
<< uint32(spell_id
);
3029 GetSession()->SendPacket(&data
);
3032 void Player::removeSpell(uint32 spell_id
, bool disabled
, bool update_action_bar_for_low_rank
)
3034 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3035 if (itr
== m_spells
.end())
3038 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
3041 // unlearn non talent higher ranks (recursive)
3042 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3043 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
3044 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
3045 removeSpell(itr2
->second
,disabled
);
3047 bool cur_active
= itr
->second
->active
;
3048 bool cur_dependent
= itr
->second
->dependent
;
3052 itr
->second
->disabled
= disabled
;
3053 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
3054 itr
->second
->state
= PLAYERSPELL_CHANGED
;
3058 if(itr
->second
->state
== PLAYERSPELL_NEW
)
3061 m_spells
.erase(itr
);
3064 itr
->second
->state
= PLAYERSPELL_REMOVED
;
3067 RemoveAurasDueToSpell(spell_id
);
3070 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
3071 RemovePetAura(petSpell
);
3073 // free talent points
3074 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
3077 if(talentCosts
< m_usedTalentCount
)
3078 m_usedTalentCount
-= talentCosts
;
3080 m_usedTalentCount
= 0;
3083 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3084 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3086 uint32 freeProfs
= GetFreePrimaryProffesionPoints()+1;
3087 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
3088 SetFreePrimaryProffesions(freeProfs
);
3091 // remove dependent skill
3092 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
3095 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
3096 if(!prev_spell
) // first rank, remove skill
3097 SetSkill(spellLearnSkill
->skill
,0,0);
3100 // search prev. skill setting by spell ranks chain
3101 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
3102 while(!prevSkill
&& prev_spell
)
3104 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
3105 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
3108 if(!prevSkill
) // not found prev skill setting, remove skill
3109 SetSkill(spellLearnSkill
->skill
,0,0);
3110 else // set to prev. skill setting values
3112 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
3113 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
3115 if(skill_value
> prevSkill
->value
)
3116 skill_value
= prevSkill
->value
;
3118 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
3120 if(skill_max_value
> new_skill_max_value
)
3121 skill_max_value
= new_skill_max_value
;
3123 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
3130 // not ranked skills
3131 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
3132 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
3134 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
3136 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3140 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3141 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3142 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
3144 // not reset skills for professions and racial abilities
3145 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3146 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
3149 SetSkill(pSkill
->id
, 0, 0 );
3154 // remove dependent spells
3155 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
3156 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
3158 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
3159 removeSpell(itr2
->second
.spell
, disabled
);
3161 // activate lesser rank in spellbook/action bar, and cast it if need
3162 bool prev_activate
= false;
3164 if(uint32 prev_id
= spellmgr
.GetPrevSpellInChain (spell_id
))
3166 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
3168 // if talent then lesser rank also talent and need learn
3170 learnSpell (prev_id
,false);
3171 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3172 else if(cur_active
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
3174 // need manually update dependence state (learn spell ignore like attempts)
3175 PlayerSpellMap::iterator prev_itr
= m_spells
.find(prev_id
);
3176 if (prev_itr
!= m_spells
.end())
3178 if(prev_itr
->second
->dependent
!= cur_dependent
)
3180 prev_itr
->second
->dependent
= cur_dependent
;
3181 if(prev_itr
->second
->state
!= PLAYERSPELL_NEW
)
3182 prev_itr
->second
->state
= PLAYERSPELL_CHANGED
;
3185 // now re-learn if need re-activate
3186 if(cur_active
&& !prev_itr
->second
->active
)
3188 if(addSpell(prev_id
,true,false,prev_itr
->second
->dependent
,prev_itr
->second
->disabled
))
3190 if(update_action_bar_for_low_rank
)
3192 // downgrade spell ranks in spellbook and action bar
3193 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
3194 data
<< uint32(spell_id
);
3195 data
<< uint32(prev_id
);
3196 GetSession()->SendPacket( &data
);
3197 prev_activate
= true;
3205 // remove from spell book if not replaced by lesser rank
3208 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
3209 data
<< uint32(spell_id
);
3210 GetSession()->SendPacket(&data
);
3214 void Player::RemoveArenaSpellCooldowns()
3216 // remove cooldowns on spells that has < 15 min CD
3217 SpellCooldowns::iterator itr
, next
;
3218 // iterate spell cooldowns
3219 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3223 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3224 // check if spellentry is present and if the cooldown is less than 15 mins
3226 entry
->RecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
&&
3227 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
)
3230 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3231 data
<< uint32(itr
->first
);
3232 data
<< uint64(GetGUID());
3233 GetSession()->SendPacket(&data
);
3235 m_spellCooldowns
.erase(itr
);
3240 void Player::RemoveAllSpellCooldown()
3242 if(!m_spellCooldowns
.empty())
3244 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3246 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3247 data
<< uint32(itr
->first
);
3248 data
<< uint64(GetGUID());
3249 GetSession()->SendPacket(&data
);
3251 m_spellCooldowns
.clear();
3255 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3257 // some cooldowns can be already set at aura loading...
3259 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3263 time_t curTime
= time(NULL
);
3267 Field
*fields
= result
->Fetch();
3269 uint32 spell_id
= fields
[0].GetUInt32();
3270 uint32 item_id
= fields
[1].GetUInt32();
3271 time_t db_time
= (time_t)fields
[2].GetUInt64();
3273 if(!sSpellStore
.LookupEntry(spell_id
))
3275 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3279 // skip outdated cooldown
3280 if(db_time
<= curTime
)
3283 AddSpellCooldown(spell_id
, item_id
, db_time
);
3285 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3287 while( result
->NextRow() );
3293 void Player::_SaveSpellCooldowns()
3295 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3297 time_t curTime
= time(NULL
);
3298 time_t infTime
= curTime
+ MONTH
/2;
3300 // remove outdated and save active
3301 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3303 if(itr
->second
.end
<= curTime
)
3304 m_spellCooldowns
.erase(itr
++);
3305 else if(itr
->second
.end
<= infTime
) // not save locked cooldowns, it will be reset or set at reload
3307 CharacterDatabase
.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD
"')", GetGUIDLow(), itr
->first
, itr
->second
.itemid
, uint64(itr
->second
.end
));
3315 uint32
Player::resetTalentsCost() const
3317 // The first time reset costs 1 gold
3318 if(m_resetTalentsCost
< 1*GOLD
)
3321 else if(m_resetTalentsCost
< 5*GOLD
)
3323 // After that it increases in increments of 5 gold
3324 else if(m_resetTalentsCost
< 10*GOLD
)
3328 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3331 // This cost will be reduced by a rate of 5 gold per month
3332 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3333 // to a minimum of 10 gold.
3334 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3338 // After that it increases in increments of 5 gold
3339 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3340 // until it hits a cap of 50 gold.
3341 if(new_cost
> 50*GOLD
)
3348 bool Player::resetTalents(bool no_cost
)
3350 // not need after this call
3351 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3353 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3354 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3357 uint32 talentPointsForLevel
= CalculateTalentsPoints();
3359 if (m_usedTalentCount
== 0)
3361 SetFreeTalentPoints(talentPointsForLevel
);
3369 cost
= resetTalentsCost();
3371 if (GetMoney() < cost
)
3373 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3378 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); ++i
)
3380 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3382 if (!talentInfo
) continue;
3384 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3389 // unlearn only talents for character class
3390 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3391 // to prevent unexpected lost normal learned spell skip another class talents
3392 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3395 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
3397 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3399 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3405 // remove learned spells (all ranks)
3406 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3408 // unlearn if first rank is talent or learned by talent
3409 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3411 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3412 itr
= GetSpellMap().begin();
3421 SetFreeTalentPoints(talentPointsForLevel
);
3425 ModifyMoney(-(int32
)cost
);
3426 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS
, cost
);
3427 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS
, 1);
3429 m_resetTalentsCost
= cost
;
3430 m_resetTalentsTime
= time(NULL
);
3433 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3434 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3438 m_canTitanGrip
= false;
3439 if(sWorld
.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET
))
3440 AutoUnequipOffhandIfNeed();
3446 Mail
* Player::GetMail(uint32 id
)
3448 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3450 if ((*itr
)->messageID
== id
)
3458 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3462 Object::_SetCreateBits(updateMask
, target
);
3466 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3468 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3469 updateMask
->SetBit(index
);
3474 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3478 Object::_SetUpdateBits(updateMask
, target
);
3482 Object::_SetUpdateBits(updateMask
, target
);
3483 *updateMask
&= updateVisualBits
;
3487 void Player::InitVisibleBits()
3489 updateVisualBits
.SetCount(PLAYER_END
);
3491 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3492 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3493 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3494 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3495 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3496 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3497 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3498 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3499 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3500 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3501 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3502 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3503 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3504 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3505 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3506 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3507 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3508 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3509 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3510 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3511 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3512 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3513 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3514 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3515 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3516 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3517 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3518 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3519 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3520 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3521 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3522 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3523 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3524 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3525 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3526 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3527 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3528 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3529 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3530 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3531 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3532 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3533 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3534 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3535 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3536 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3537 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3538 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3539 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3540 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3541 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3542 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3543 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3544 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3545 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3547 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3548 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3549 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3550 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3551 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3552 updateVisualBits
.SetBit(PLAYER_BYTES
);
3553 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3554 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3555 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3556 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3558 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3559 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3560 updateVisualBits
.SetBit(i
);
3562 // Players visible items are not inventory stuff
3563 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3565 uint32 offset
= i
* 2;
3568 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ offset
);
3570 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ offset
);
3573 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3576 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3578 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3580 if(m_items
[i
] == NULL
)
3583 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3588 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3590 if(m_items
[i
] == NULL
)
3593 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3595 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3597 if(m_items
[i
] == NULL
)
3600 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3604 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3607 void Player::DestroyForPlayer( Player
*target
) const
3609 Unit::DestroyForPlayer( target
);
3611 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
3613 if(m_items
[i
] == NULL
)
3616 m_items
[i
]->DestroyForPlayer( target
);
3621 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3623 if(m_items
[i
] == NULL
)
3626 m_items
[i
]->DestroyForPlayer( target
);
3628 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3630 if(m_items
[i
] == NULL
)
3633 m_items
[i
]->DestroyForPlayer( target
);
3638 bool Player::HasSpell(uint32 spell
) const
3640 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3641 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3642 !itr
->second
->disabled
);
3645 bool Player::HasActiveSpell(uint32 spell
) const
3647 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3648 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3649 itr
->second
->active
&& !itr
->second
->disabled
);
3652 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3655 return TRAINER_SPELL_RED
;
3657 if (!trainer_spell
->learnedSpell
)
3658 return TRAINER_SPELL_RED
;
3661 if(HasSpell(trainer_spell
->learnedSpell
))
3662 return TRAINER_SPELL_GRAY
;
3664 // check race/class requirement
3665 if(!IsSpellFitByClassAndRace(trainer_spell
->learnedSpell
))
3666 return TRAINER_SPELL_RED
;
3668 // check level requirement
3669 if(getLevel() < trainer_spell
->reqLevel
)
3670 return TRAINER_SPELL_RED
;
3672 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->learnedSpell
))
3674 // check prev.rank requirement
3675 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3676 return TRAINER_SPELL_RED
;
3678 // check additional spell requirement
3679 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3680 return TRAINER_SPELL_RED
;
3683 // check skill requirement
3684 if(trainer_spell
->reqSkill
&& GetBaseSkillValue(trainer_spell
->reqSkill
) < trainer_spell
->reqSkillValue
)
3685 return TRAINER_SPELL_RED
;
3687 // exist, already checked at loading
3688 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->learnedSpell
);
3690 // secondary prof. or not prof. spell
3691 uint32 skill
= spell
->EffectMiscValue
[1];
3693 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3694 return TRAINER_SPELL_GREEN
;
3696 // check primary prof. limit
3697 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProffesionPoints() == 0)
3698 return TRAINER_SPELL_GREEN_DISABLED
;
3700 return TRAINER_SPELL_GREEN
;
3703 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3705 uint32 guid
= GUID_LOPART(playerguid
);
3707 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3708 // bones will be deleted by corpse/bones deleting thread shortly
3709 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3711 // remove from guild
3712 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3715 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3717 guild
->DelMember(guid
);
3720 // remove from arena teams
3721 LeaveAllArenaTeams(playerguid
);
3723 // the player was uninvited already on logout so just remove from group
3724 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3727 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3729 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3732 RemoveFromGroup(group
, playerguid
);
3736 // remove signs from petitions (also remove petitions if owner);
3737 RemovePetitionsAndSigns(playerguid
, 10);
3739 // return back all mails with COD and Item 0 1 2 3 4 5 6
3740 QueryResult
*resultMail
= CharacterDatabase
.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid
);
3745 Field
*fields
= resultMail
->Fetch();
3747 uint32 mail_id
= fields
[0].GetUInt32();
3748 uint16 mailTemplateId
= fields
[1].GetUInt16();
3749 uint32 sender
= fields
[2].GetUInt32();
3750 std::string subject
= fields
[3].GetCppString();
3751 uint32 itemTextId
= fields
[4].GetUInt32();
3752 uint32 money
= fields
[5].GetUInt32();
3753 bool has_items
= fields
[6].GetBool();
3755 //we can return mail now
3756 //so firstly delete the old one
3757 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3762 // data needs to be at first place for Item::LoadFromDB
3763 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
);
3768 Field
*fields2
= resultItems
->Fetch();
3770 uint32 item_guidlow
= fields2
[1].GetUInt32();
3771 uint32 item_template
= fields2
[2].GetUInt32();
3773 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3776 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3780 Item
*pItem
= NewItemOrBag(itemProto
);
3781 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
3783 pItem
->FSetState(ITEM_REMOVED
);
3784 pItem
->SaveToDB(); // it also deletes item object !
3788 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3790 while (resultItems
->NextRow());
3796 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3798 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3800 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3802 while (resultMail
->NextRow());
3807 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3808 // Get guids of character's pets, will deleted in transaction
3809 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3811 // NOW we can finally clear other DB data related to character
3812 CharacterDatabase
.BeginTransaction();
3817 Field
*fields3
= resultPets
->Fetch();
3818 uint32 petguidlow
= fields3
[0].GetUInt32();
3819 Pet::DeleteFromDB(petguidlow
);
3820 } while (resultPets
->NextRow());
3824 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3825 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3826 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3827 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3828 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3829 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3830 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3831 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3832 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3833 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3834 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3835 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3836 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3837 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3838 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3839 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3840 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3841 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3842 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3843 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3844 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
3845 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
3846 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid
);
3847 CharacterDatabase
.CommitTransaction();
3849 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3850 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3853 void Player::SetMovement(PlayerMovementType pType
)
3858 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3859 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3860 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3861 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3863 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3866 data
.append(GetPackGUID());
3868 GetSession()->SendPacket( &data
);
3872 - a resurrectable corpse must not be loaded for the player (only bones)
3873 - the player must be in world
3875 void Player::BuildPlayerRepop()
3877 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
3878 data
.append(GetPackGUID());
3879 GetSession()->SendPacket(&data
);
3881 if(getRace() == RACE_NIGHTELF
)
3882 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)
3883 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3885 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3886 // there must be SMSG.STOP_MIRROR_TIMER
3887 // there we must send 888 opcode
3889 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3892 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3896 // create a corpse and place it at the player's location
3898 Corpse
*corpse
= GetCorpse();
3901 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3904 GetMap()->Add(corpse
);
3906 // convert player body to ghost
3909 SetMovement(MOVE_WATER_WALK
);
3910 if(!GetSession()->isLogingOut())
3911 SetMovement(MOVE_UNROOT
);
3913 // BG - remove insignia related
3914 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3916 SendCorpseReclaimDelay();
3918 // to prevent cheating
3919 corpse
->ResetGhostTime();
3921 StopMirrorTimers(); //disable timers(bars)
3923 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3925 // set and clear other
3926 SetByteValue(UNIT_FIELD_BYTES_1
, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND
);
3929 void Player::SendDelayResponse(const uint32 ml_seconds
)
3931 //FIXME: is this delay time arg really need? 50msec by default in code
3932 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3933 data
<< (uint32
)time(NULL
);
3935 GetSession()->SendPacket( &data
);
3938 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
3940 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
3945 GetSession()->SendPacket(&data
);
3947 // speed change, land walk
3949 // remove death flag + set aura
3950 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
3951 if(getRace() == RACE_NIGHTELF
)
3952 RemoveAurasDueToSpell(20584); // speed bonuses
3953 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3955 setDeathState(ALIVE
);
3957 SetMovement(MOVE_LAND_WALK
);
3958 SetMovement(MOVE_UNROOT
);
3962 // set health/powers (0- will be set in caller)
3963 if(restore_percent
>0.0f
)
3965 SetHealth(uint32(GetMaxHealth()*restore_percent
));
3966 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
3967 SetPower(POWER_RAGE
, 0);
3968 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
3971 // trigger update zone for alive state zone updates
3972 uint32 newzone
, newarea
;
3973 GetZoneAndAreaId(newzone
,newarea
);
3974 UpdateZone(newzone
,newarea
);
3976 // update visibility
3977 ObjectAccessor::UpdateVisibilityForPlayer(this);
3982 //Characters from level 1-10 are not affected by resurrection sickness.
3983 //Characters from level 11-19 will suffer from one minute of sickness
3984 //for each level they are above 10.
3985 //Characters level 20 and up suffer from ten minutes of sickness.
3986 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
3988 if(int32(getLevel()) >= startLevel
)
3990 // set resurrection sickness
3991 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
3993 // not full duration
3994 if(int32(getLevel()) < startLevel
+9)
3996 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
3998 for(int i
=0; i
< 3; ++i
)
4000 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
4002 Aur
->SetAuraDuration(delta
*IN_MILISECONDS
);
4003 Aur
->SendAuraUpdate(false);
4010 void Player::KillPlayer()
4012 SetMovement(MOVE_ROOT
);
4014 StopMirrorTimers(); //disable timers(bars)
4016 setDeathState(CORPSE
);
4017 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4019 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
4020 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
4022 // 6 minutes until repop at graveyard
4023 m_deathTimer
= 6*MINUTE
*IN_MILISECONDS
;
4025 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4027 // don't create corpse at this moment, player might be falling
4029 // update visibility
4030 ObjectAccessor::UpdateObjectVisibility(this);
4033 void Player::CreateCorpse()
4035 // prevent existence 2 corpse for player
4038 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
4040 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
4043 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this))
4049 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
4050 _pb
= GetUInt32Value(PLAYER_BYTES
);
4051 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
4053 uint8 race
= (uint8
)(_uf
);
4054 uint8 skin
= (uint8
)(_pb
);
4055 uint8 face
= (uint8
)(_pb
>> 8);
4056 uint8 hairstyle
= (uint8
)(_pb
>> 16);
4057 uint8 haircolor
= (uint8
)(_pb
>> 24);
4058 uint8 facialhair
= (uint8
)(_pb2
);
4060 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
4061 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
4063 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
4064 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
4066 uint32 flags
= CORPSE_FLAG_UNK2
;
4067 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
4068 flags
|= CORPSE_FLAG_HIDE_HELM
;
4069 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
4070 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
4071 if(InBattleGround() && !InArena())
4072 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
4073 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
4075 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
4077 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
4080 uint16 iIventoryType
;
4082 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
4086 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
4087 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
4089 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
4090 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
4094 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4095 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
4097 if(entry
->map_type
!= MAP_BATTLEGROUND
)
4100 // register for player, but not show
4101 ObjectAccessor::Instance().AddCorpse(corpse
);
4104 void Player::SpawnCorpseBones()
4106 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4107 SaveToDB(); // prevent loading as ghost without corpse
4110 Corpse
* Player::GetCorpse() const
4112 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4115 void Player::DurabilityLossAll(double percent
, bool inventory
)
4117 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4118 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4119 DurabilityLoss(pItem
,percent
);
4123 // bags not have durability
4124 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4126 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4127 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4128 DurabilityLoss(pItem
,percent
);
4130 // keys not have durability
4131 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4133 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4134 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4135 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4136 if(Item
* pItem
= GetItemByPos( i
, j
))
4137 DurabilityLoss(pItem
,percent
);
4141 void Player::DurabilityLoss(Item
* item
, double percent
)
4146 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4151 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
4153 if(pDurabilityLoss
< 1 )
4154 pDurabilityLoss
= 1;
4156 DurabilityPointsLoss(item
,pDurabilityLoss
);
4159 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
4161 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4162 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4163 DurabilityPointsLoss(pItem
,points
);
4167 // bags not have durability
4168 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4170 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4171 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4172 DurabilityPointsLoss(pItem
,points
);
4174 // keys not have durability
4175 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4177 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4178 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4179 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4180 if(Item
* pItem
= GetItemByPos( i
, j
))
4181 DurabilityPointsLoss(pItem
,points
);
4185 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
4187 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4188 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4189 int32 pNewDurability
= pOldDurability
- points
;
4191 if (pNewDurability
< 0)
4193 else if (pNewDurability
> pMaxDurability
)
4194 pNewDurability
= pMaxDurability
;
4196 if (pOldDurability
!= pNewDurability
)
4198 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4199 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4200 _ApplyItemMods(item
,item
->GetSlot(), false);
4202 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4204 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4205 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4206 _ApplyItemMods(item
,item
->GetSlot(), true);
4208 item
->SetState(ITEM_CHANGED
, this);
4212 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4214 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4215 DurabilityPointsLoss(pItem
,1);
4218 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4220 uint32 TotalCost
= 0;
4221 // equipped, backpack, bags itself
4222 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4223 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4225 // bank, buyback and keys not repaired
4227 // items in inventory bags
4228 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; ++j
)
4229 for(int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
4230 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4234 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4236 Item
* item
= GetItemByPos(pos
);
4238 uint32 TotalCost
= 0;
4242 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4246 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4250 uint32 LostDurability
= maxDurability
- curDurability
;
4251 if(LostDurability
>0)
4253 ItemPrototype
const *ditemProto
= item
->GetProto();
4255 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4258 sLog
.outError("RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4262 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4263 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4264 if(!dQualitymodEntry
)
4266 sLog
.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4270 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4271 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4273 costs
= uint32(costs
* discountMod
);
4275 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4280 if (GetGuildId()==0)
4282 DEBUG_LOG("You are not member of a guild");
4286 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4290 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4292 DEBUG_LOG("You do not have rights to withdraw for repairs");
4296 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4298 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4302 if (pGuild
->GetGuildBankMoney() < costs
)
4304 DEBUG_LOG("There is not enough money in bank");
4308 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4311 else if (GetMoney() < costs
)
4313 DEBUG_LOG("You do not have enough money");
4317 ModifyMoney( -int32(costs
) );
4321 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4322 item
->SetState(ITEM_CHANGED
, this);
4324 // reapply mods for total broken and repaired item if equipped
4325 if(IsEquipmentPos(pos
) && !curDurability
)
4326 _ApplyItemMods(item
,pos
& 255, true);
4330 void Player::RepopAtGraveyard()
4332 // note: this can be called also when the player is alive
4333 // for example from WorldSession::HandleMovementOpcodes
4335 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4337 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4338 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4340 ResurrectPlayer(0.5f
);
4344 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4346 // Special handle for battleground maps
4347 if( BattleGround
*bg
= GetBattleGround() )
4348 ClosestGrave
= bg
->GetClosestGraveYard(this);
4350 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4352 // stop countdown until repop
4355 // if no grave found, stay at the current location
4356 // and don't show spirit healer location
4359 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4360 if(isDead()) // not send if alive, because it used in TeleportTo()
4362 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4363 data
<< ClosestGrave
->map_id
;
4364 data
<< ClosestGrave
->x
;
4365 data
<< ClosestGrave
->y
;
4366 data
<< ClosestGrave
->z
;
4367 GetSession()->SendPacket(&data
);
4372 void Player::JoinedChannel(Channel
*c
)
4374 m_channels
.push_back(c
);
4377 void Player::LeftChannel(Channel
*c
)
4379 m_channels
.remove(c
);
4382 void Player::CleanupChannels()
4384 while(!m_channels
.empty())
4386 Channel
* ch
= *m_channels
.begin();
4387 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4388 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4389 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4390 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4393 sLog
.outDebug("Player: channels cleaned up!");
4396 void Player::UpdateLocalChannels(uint32 newZone
)
4398 if(m_channels
.empty())
4401 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4405 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4409 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4411 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4415 // skip non built-in channels
4416 if(!(*i
)->IsConstant())
4419 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4423 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4427 char new_channel_name_buf
[100];
4428 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4429 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4431 if((*i
)!=new_channel
)
4433 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4435 // leave old channel
4436 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4437 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4438 LeftChannel(*i
); // remove from player's channel list
4439 cMgr
->LeftChannel(name
); // delete if empty
4442 sLog
.outDebug("Player: channels cleaned up!");
4445 void Player::LeaveLFGChannel()
4447 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4451 (*i
)->Leave(GetGUID());
4457 void Player::UpdateDefense()
4459 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4461 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4463 // update dependent from defense skill part
4464 UpdateDefenseBonusesMod();
4468 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4470 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4472 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4481 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4484 if(amount
<= -100.0f
)
4487 val
= (100.0f
+ amount
) / 100.0f
;
4488 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4492 if(!CanModifyStats())
4497 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4498 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4499 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4500 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4505 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4507 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4509 sLog
.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4513 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4516 return m_auraBaseMod
[modGroup
][modType
];
4519 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4521 if(modGroup
>= BASEMOD_END
)
4523 sLog
.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4527 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4530 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4533 uint32
Player::GetShieldBlockValue() const
4535 float value
= (m_auraBaseMod
[SHIELD_BLOCK_VALUE
][FLAT_MOD
] + GetStat(STAT_STRENGTH
) * 0.5f
- 10)*m_auraBaseMod
[SHIELD_BLOCK_VALUE
][PCT_MOD
];
4537 value
= (value
< 0) ? 0 : value
;
4539 return uint32(value
);
4542 float Player::GetMeleeCritFromAgility()
4544 uint32 level
= getLevel();
4545 uint32 pclass
= getClass();
4547 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4549 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4550 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4551 if (critBase
==NULL
|| critRatio
==NULL
)
4554 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4558 float Player::GetDodgeFromAgility()
4560 // Table for base dodge values
4561 float dodge_base
[MAX_CLASSES
] = {
4563 0.00652f
, // Paladin
4570 0.02011f
, // Warlock
4574 // Crit/agility to dodge/agility coefficient multipliers
4575 float crit_to_dodge
[MAX_CLASSES
] = {
4589 uint32 level
= getLevel();
4590 uint32 pclass
= getClass();
4592 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4594 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4595 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4596 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4599 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4600 return dodge
*100.0f
;
4603 float Player::GetSpellCritFromIntellect()
4605 uint32 level
= getLevel();
4606 uint32 pclass
= getClass();
4608 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4610 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4611 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4612 if (critBase
==NULL
|| critRatio
==NULL
)
4615 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4619 float Player::GetRatingCoefficient(CombatRating cr
) const
4621 uint32 level
= getLevel();
4623 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4625 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4627 return 1.0f
; // By default use minimum coefficient (not must be called)
4629 return Rating
->ratio
;
4632 float Player::GetRatingBonusValue(CombatRating cr
) const
4634 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4637 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4639 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.2f
;
4640 if (melee
>33.0f
) melee
= 33.0f
;
4641 return uint32 (melee
* damage
/100.0f
);
4644 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4646 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.2f
;
4647 if (ranged
>33.0f
) ranged
=33.0f
;
4648 return uint32 (ranged
* damage
/100.0f
);
4651 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4653 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.2f
;
4654 // In wow script resilience limited to 33%
4657 return uint32 (spell
* damage
/ 100.0f
);
4660 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4662 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4663 // Dot resilience not limited (limit it by 100%)
4664 if (spellDot
> 100.0f
)
4666 return uint32 (spellDot
* damage
/ 100.0f
);
4669 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4674 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4676 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4683 float Player::OCTRegenHPPerSpirit()
4685 uint32 level
= getLevel();
4686 uint32 pclass
= getClass();
4688 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4690 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4691 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4692 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4695 // Formula from PaperDollFrame script
4696 float spirit
= GetStat(STAT_SPIRIT
);
4697 float baseSpirit
= spirit
;
4698 if (baseSpirit
>50) baseSpirit
= 50;
4699 float moreSpirit
= spirit
- baseSpirit
;
4700 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4704 float Player::OCTRegenMPPerSpirit()
4706 uint32 level
= getLevel();
4707 uint32 pclass
= getClass();
4709 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4711 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4712 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4713 if (moreRatio
==NULL
)
4716 // Formula get from PaperDollFrame script
4717 float spirit
= GetStat(STAT_SPIRIT
);
4718 float regen
= spirit
* moreRatio
->ratio
;
4722 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4724 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4726 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4727 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4728 // stat used stored in miscValueB for this aura
4729 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4730 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4731 if ((*i
)->GetMiscValue() & (1<<cr
))
4732 amount
+= int32(GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
);
4735 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4737 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4738 float RatingChange
= 0.0f
;
4740 bool affectStats
= CanModifyStats();
4744 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4745 case CR_DEFENSE_SKILL
:
4746 UpdateDefenseBonusesMod();
4749 UpdateDodgePercentage();
4752 UpdateParryPercentage();
4755 UpdateBlockPercentage();
4758 UpdateMeleeHitChances();
4761 UpdateRangedHitChances();
4764 UpdateSpellHitChances();
4769 UpdateCritPercentage(BASE_ATTACK
);
4770 UpdateCritPercentage(OFF_ATTACK
);
4773 case CR_CRIT_RANGED
:
4775 UpdateCritPercentage(RANGED_ATTACK
);
4779 UpdateAllSpellCritChances();
4781 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4782 case CR_HIT_TAKEN_RANGED
:
4784 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4786 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4787 case CR_CRIT_TAKEN_RANGED
:
4789 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4791 case CR_HASTE_MELEE
:
4792 RatingChange
= value
/ RatingCoeffecient
;
4793 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4794 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4796 case CR_HASTE_RANGED
:
4797 RatingChange
= value
/ RatingCoeffecient
;
4798 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4800 case CR_HASTE_SPELL
:
4801 RatingChange
= value
/ RatingCoeffecient
;
4802 ApplyCastTimePercentMod(RatingChange
,apply
);
4804 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4805 case CR_WEAPON_SKILL_OFFHAND
:
4806 case CR_WEAPON_SKILL_RANGED
:
4811 UpdateExpertise(BASE_ATTACK
);
4812 UpdateExpertise(OFF_ATTACK
);
4815 case CR_ARMOR_PENETRATION
:
4820 void Player::SetRegularAttackTime()
4822 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4824 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4825 if(tmpitem
&& !tmpitem
->IsBroken())
4827 ItemPrototype
const *proto
= tmpitem
->GetProto();
4829 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4831 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4836 //skill+step, checking for max value
4837 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4843 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
4844 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4847 if(i
>=PLAYER_MAX_SKILLS
)
4850 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4851 uint32 value
= SKILL_VALUE(data
);
4852 uint32 max
= SKILL_MAX(data
);
4854 if ((!max
) || (!value
) || (value
>= max
))
4857 if (value
*512 < max
*urand(0,512))
4859 uint32 new_value
= value
+step
;
4863 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4864 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,skill_id
);
4871 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4873 if ( SkillValue
>= GrayLevel
)
4874 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4875 if ( SkillValue
>= GreenLevel
)
4876 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4877 if ( SkillValue
>= YellowLevel
)
4878 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4879 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4882 bool Player::UpdateCraftSkill(uint32 spellid
)
4884 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4886 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4887 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4889 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4891 if(_spell_idx
->second
->skillId
)
4893 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4895 // Alchemy Discoveries here
4896 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4897 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4899 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4900 learnSpell(discoveredSpell
,false);
4903 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4905 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4906 _spell_idx
->second
->max_value
,
4907 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4908 _spell_idx
->second
->min_value
),
4915 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4917 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4919 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4921 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4924 case SKILL_HERBALISM
:
4925 case SKILL_LOCKPICKING
:
4926 case SKILL_JEWELCRAFTING
:
4927 case SKILL_INSCRIPTION
:
4928 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4929 case SKILL_SKINNING
:
4930 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4931 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4933 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4935 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4936 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4938 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
4943 bool Player::UpdateFishingSkill()
4945 sLog
.outDebug("UpdateFishingSkill");
4947 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
4949 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
4951 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4953 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
4956 // levels sync. with spell requirement for skill levels to learn
4957 // bonus abilities in sSkillLineAbilityStore
4958 // Used only to avoid scan DBC at each skill grow
4959 static uint32 bonusSkillLevels
[] = {75,150,225,300,375,450};
4961 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
4963 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
4967 if(Chance
<= 0) // speedup in 0 chance case
4969 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4974 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
4975 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
4976 if ( i
>= PLAYER_MAX_SKILLS
)
4979 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4980 uint16 SkillValue
= SKILL_VALUE(data
);
4981 uint16 MaxValue
= SKILL_MAX(data
);
4983 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
4986 int32 Roll
= irand(1,1000);
4988 if ( Roll
<= Chance
)
4990 uint32 new_value
= SkillValue
+step
;
4991 if(new_value
> MaxValue
)
4992 new_value
= MaxValue
;
4994 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
4995 for(uint32
* bsl
= &bonusSkillLevels
[0]; *bsl
; ++bsl
)
4997 if((SkillValue
< *bsl
&& new_value
>= *bsl
))
4999 learnSkillRewardedSpells( SkillId
, new_value
);
5003 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,SkillId
);
5004 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
5008 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5012 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
5014 // no skill gain in pvp
5015 Unit
*pVictim
= getVictim();
5016 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
5020 return; // always maximized SKILL_FERAL_COMBAT in fact
5022 if(m_form
== FORM_TREE
)
5023 return; // use weapon but not skill up
5025 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
5031 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5034 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
5035 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
5036 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5042 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5044 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5048 UpdateAllCritPercentages();
5051 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, bool defence
)
5053 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
5054 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
5055 uint32 moblevel
= pVictim
->getLevelForTarget(this);
5056 if(moblevel
< greylevel
)
5059 if (moblevel
> plevel
+ 5)
5060 moblevel
= plevel
+ 5;
5062 uint32 lvldif
= moblevel
- greylevel
;
5066 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
5070 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
5073 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
5074 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
5077 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
5079 if(roll_chance_f(chance
))
5084 UpdateWeaponSkill(attType
);
5090 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
5092 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5093 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
5095 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5096 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
5097 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
5099 if(talent
) // permanent bonus stored in high part
5100 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
5101 else // temporary/item bonus stored in low part
5102 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
5107 void Player::UpdateSkillsForLevel()
5109 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
5110 uint32 maxSkill
= GetMaxSkillValueForLevel();
5112 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
5114 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5115 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5117 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5119 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
5123 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
5126 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5127 uint32 max
= SKILL_MAX(data
);
5128 uint32 val
= SKILL_VALUE(data
);
5130 /// update only level dependent max skill values
5133 /// miximize skill always
5135 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
5136 /// update max skill value if current max skill not maximized
5137 else if(max
!= maxconfskill
)
5138 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
5143 void Player::UpdateSkillsToMaxSkillsForLevel()
5145 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5146 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5148 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5149 if( IsProfessionOrRidingSkill(pskill
))
5151 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5153 uint32 max
= SKILL_MAX(data
);
5156 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
5158 if(pskill
== SKILL_DEFENSE
)
5159 UpdateDefenseBonusesMod();
5163 // This functions sets a skill line value (and adds if doesn't exist yet)
5164 // To "remove" a skill line, set it's values to zero
5165 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
5171 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5172 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
5174 if(i
<PLAYER_MAX_SKILLS
) //has skill
5178 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5179 learnSkillRewardedSpells(id
, currVal
);
5180 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5181 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5185 // clear skill fields
5186 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
5187 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
5188 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5190 // remove all spells that related to this skill
5191 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
5192 if(SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
))
5193 if (pAbility
->skillId
==id
)
5194 removeSpell(spellmgr
.GetFirstSpellInChain(pAbility
->spellId
));
5197 else if(currVal
) //add
5199 for (i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5200 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5202 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5205 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5208 // enable unlearn button for primary professions only
5209 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5210 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5212 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5213 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5214 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5215 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5217 // apply skill bonuses
5218 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5220 // temporary bonuses
5221 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5222 for(AuraList::const_iterator j
= mModSkill
.begin(); j
!= mModSkill
.end(); ++j
)
5223 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5224 (*j
)->ApplyModifier(true);
5226 // permanent bonuses
5227 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5228 for(AuraList::const_iterator j
= mModSkillTalent
.begin(); j
!= mModSkillTalent
.end(); ++j
)
5229 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5230 (*j
)->ApplyModifier(true);
5232 // Learn all spells for skill
5233 learnSkillRewardedSpells(id
, currVal
);
5239 bool Player::HasSkill(uint32 skill
) const
5241 if(!skill
)return false;
5242 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5244 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5252 uint16
Player::GetSkillValue(uint32 skill
) const
5257 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5259 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5261 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5263 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5264 result
+= SKILL_TEMP_BONUS(bonus
);
5265 result
+= SKILL_PERM_BONUS(bonus
);
5266 return result
< 0 ? 0 : result
;
5272 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5275 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5277 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5279 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5281 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5282 result
+= SKILL_TEMP_BONUS(bonus
);
5283 result
+= SKILL_PERM_BONUS(bonus
);
5284 return result
< 0 ? 0 : result
;
5290 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5293 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5295 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5297 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5303 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5306 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5308 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5310 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5311 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5312 return result
< 0 ? 0 : result
;
5318 uint16
Player::GetPureSkillValue(uint32 skill
) const
5321 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5323 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5325 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5331 int16
Player::GetSkillPermBonusValue(uint32 skill
) const
5336 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5338 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5340 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5347 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5352 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5354 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5356 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5363 void Player::SendInitialActionButtons() const
5365 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5367 WorldPacket
data(SMSG_ACTION_BUTTONS
, 1+(MAX_ACTION_BUTTONS
*4));
5368 data
<< uint8(0); // can be 0, 1, 2
5369 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5371 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5372 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5374 data
<< uint16(itr
->second
.action
);
5375 data
<< uint8(itr
->second
.misc
);
5376 data
<< uint8(itr
->second
.type
);
5384 GetSession()->SendPacket( &data
);
5385 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5388 bool Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5390 if(button
>= MAX_ACTION_BUTTONS
)
5392 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5396 // check cheating with adding non-known spells to action bar
5397 if(type
==ACTION_BUTTON_SPELL
)
5399 if(!sSpellStore
.LookupEntry(action
))
5401 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5405 if(!HasSpell(action
))
5407 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5412 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5414 if (buttonItr
==m_actionButtons
.end())
5415 { // just add new button
5416 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5419 { // change state of current button
5420 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5421 buttonItr
->second
= ActionButton(action
,type
,misc
);
5422 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5425 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5429 void Player::removeActionButton(uint8 button
)
5431 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5432 if (buttonItr
==m_actionButtons
.end())
5435 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5436 m_actionButtons
.erase(buttonItr
); // new and not saved
5438 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5440 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5443 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5445 // prevent crash when a bad coord is sent by the client
5446 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5448 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5454 const float old_x
= GetPositionX();
5455 const float old_y
= GetPositionY();
5456 const float old_z
= GetPositionZ();
5457 const float old_r
= GetOrientation();
5459 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5461 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5462 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5464 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5466 // move and update visible state if need
5467 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5469 // reread after Map::Relocation
5476 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5477 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5480 // code block for underwater state update
5481 UpdateUnderwaterState(m
, x
, y
, z
);
5483 CheckExploreSystem();
5488 void Player::SaveRecallPosition()
5490 m_recallMap
= GetMapId();
5491 m_recallX
= GetPositionX();
5492 m_recallY
= GetPositionY();
5493 m_recallZ
= GetPositionZ();
5494 m_recallO
= GetOrientation();
5497 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5499 GetMap()->MessageBroadcast(this, data
, self
);
5502 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5504 GetMap()->MessageDistBroadcast(this, data
, dist
, self
);
5507 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5509 GetMap()->MessageDistBroadcast(this, data
, dist
, self
,own_team_only
);
5512 void Player::SendDirectMessage(WorldPacket
*data
)
5514 GetSession()->SendPacket(data
);
5517 void Player::SendCinematicStart(uint32 CinematicSequenceId
)
5519 WorldPacket
data(SMSG_TRIGGER_CINEMATIC
, 4);
5520 data
<< uint32(CinematicSequenceId
);
5521 SendDirectMessage(&data
);
5524 void Player::SendMovieStart(uint32 MovieId
)
5526 WorldPacket
data(SMSG_TRIGGER_MOVIE
, 4);
5527 data
<< uint32(MovieId
);
5528 SendDirectMessage(&data
);
5531 void Player::CheckExploreSystem()
5539 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5540 if(areaFlag
==0xffff)
5542 int offset
= areaFlag
/ 32;
5546 sLog
.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5550 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5551 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5553 if( !(currFields
& val
) )
5555 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5557 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5559 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5562 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5564 else if(p
->area_level
> 0)
5566 uint32 area
= p
->ID
;
5567 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5569 SendExplorationExperience(area
,0);
5573 int32 diff
= int32(getLevel()) - p
->area_level
;
5577 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5581 int32 exploration_percent
= (100-((diff
-5)*5));
5582 if (exploration_percent
> 100)
5583 exploration_percent
= 100;
5584 else if (exploration_percent
< 0)
5585 exploration_percent
= 0;
5587 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5591 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5595 SendExplorationExperience(area
,XP
);
5597 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5602 uint32
Player::TeamForRace(uint8 race
)
5604 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5607 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5611 switch(rEntry
->TeamID
)
5613 case 7: return ALLIANCE
;
5614 case 1: return HORDE
;
5617 sLog
.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5621 uint32
Player::getFactionForRace(uint8 race
)
5623 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5626 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5630 return rEntry
->FactionID
;
5633 void Player::setFactionForRace(uint8 race
)
5635 m_team
= TeamForRace(race
);
5636 setFaction( getFactionForRace(race
) );
5639 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5641 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(faction
);
5642 return GetReputationMgr().GetRank(factionEntry
);
5645 //Calculate total reputation percent player gain with quest/creature level
5646 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, bool for_quest
)
5648 float percent
= 100.0f
;
5650 float rate
= for_quest
? sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_QUEST
) : sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_KILL
);
5652 if(rate
!= 1.0f
&& creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))
5655 int32 repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5657 percent
+= rep
> 0 ? repMod
: -repMod
;
5662 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100);
5665 //Calculates how many reputation points player gains in victim's enemy factions
5666 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5668 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5671 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5676 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5678 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue1
,false);
5679 donerep1
= int32(donerep1
*rate
);
5680 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5681 uint32 current_reputation_rank1
= GetReputationMgr().GetRank(factionEntry1
);
5682 if (factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5683 GetReputationMgr().ModifyReputation(factionEntry1
, donerep1
);
5685 // Wiki: Team factions value divided by 2
5686 if (factionEntry1
&& Rep
->is_teamaward1
)
5688 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5689 if(team1_factionEntry
)
5690 GetReputationMgr().ModifyReputation(team1_factionEntry
, donerep1
/ 2);
5694 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5696 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue2
,false);
5697 donerep2
= int32(donerep2
*rate
);
5698 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5699 uint32 current_reputation_rank2
= GetReputationMgr().GetRank(factionEntry2
);
5700 if (factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5701 GetReputationMgr().ModifyReputation(factionEntry2
, donerep2
);
5703 // Wiki: Team factions value divided by 2
5704 if (factionEntry2
&& Rep
->is_teamaward2
)
5706 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5707 if(team2_factionEntry
)
5708 GetReputationMgr().ModifyReputation(team2_factionEntry
, donerep2
/ 2);
5713 //Calculate how many reputation points player gain with the quest
5714 void Player::RewardReputation(Quest
const *pQuest
)
5716 // quest reputation reward/loss
5717 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5719 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5721 int32 rep
= CalculateReputationGain(GetQuestLevel(pQuest
),pQuest
->RewRepValue
[i
],true);
5722 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5724 GetReputationMgr().ModifyReputation(factionEntry
, rep
);
5728 // TODO: implement reputation spillover
5731 void Player::UpdateArenaFields(void)
5733 /* arena calcs go here */
5736 void Player::UpdateHonorFields()
5738 /// called when rewarding honor and at each save
5739 uint64 now
= time(NULL
);
5740 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5742 if(m_lastHonorUpdateTime
< today
)
5744 uint64 yesterday
= today
- DAY
;
5746 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5748 // update yesterday's contribution
5749 if(m_lastHonorUpdateTime
>= yesterday
)
5751 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5753 // this is the first update today, reset today's contribution
5754 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5755 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5759 // no honor/kills yesterday or today, reset
5760 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5761 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5765 m_lastHonorUpdateTime
= now
;
5768 ///Calculate the amount of honor gained based on the victim
5769 ///and the size of the group for which the honor is divided
5770 ///An exact honor value can also be given (overriding the calcs)
5771 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5773 // do not reward honor in arenas, but enable onkill spellproc
5776 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
5779 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
5785 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5786 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5789 uint64 victim_guid
= 0;
5790 uint32 victim_rank
= 0;
5792 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5793 UpdateHonorFields();
5797 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
5800 victim_guid
= uVictim
->GetGUID();
5802 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
5804 Player
*pVictim
= (Player
*)uVictim
;
5806 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
5809 float f
= 1; //need for total kills (?? need more info)
5811 uint32 k_level
= getLevel();
5812 uint32 v_level
= pVictim
->getLevel();
5815 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5817 // [1..14] Alliance honor titles and player name
5818 // [15..28] Horde honor titles and player name
5819 // [29..38] Other title and player name
5821 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
5822 // Get Killer titles, CharTitlesEntry::bit_index
5824 // title[1..14] -> rank[5..18]
5825 // title[15..28] -> rank[5..18]
5826 // title[other] -> 0
5827 if (victim_title
== 0)
5828 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5829 else if (victim_title
< 15)
5830 victim_rank
= victim_title
+ 4;
5831 else if (victim_title
< 29)
5832 victim_rank
= victim_title
- 14 + 4;
5834 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5837 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
5842 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
5844 int32 v_rank
=1; //need more info
5846 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
5847 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
5849 // count the number of playerkills in one day
5850 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
5851 // and those in a lifetime
5852 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
5853 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL
);
5854 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS
, pVictim
->getClass());
5855 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE
, pVictim
->getRace());
5859 Creature
*cVictim
= (Creature
*)uVictim
;
5861 if (!cVictim
->isRacialLeader())
5864 honor
= 100; // ??? need more info
5865 victim_rank
= 19; // HK: Leader
5869 if (uVictim
!= NULL
)
5871 honor
*= sWorld
.getRate(RATE_HONOR
);
5876 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
5879 // honor - for show honor points in log
5880 // victim_guid - for show victim name in log
5881 // victim_rank [1..4] HK: <dishonored rank>
5882 // victim_rank [5..19] HK: <alliance\horde rank>
5883 // victim_rank [0,20+] HK: <>
5884 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
5885 data
<< (uint32
) honor
;
5886 data
<< (uint64
) victim_guid
;
5887 data
<< (uint32
) victim_rank
;
5889 GetSession()->SendPacket(&data
);
5892 ModifyHonorPoints(int32(honor
));
5894 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
5898 void Player::ModifyHonorPoints( int32 value
)
5902 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
5903 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
5905 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
5908 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
5911 void Player::ModifyArenaPoints( int32 value
)
5915 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
5916 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
5918 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
5921 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
5924 uint32
Player::GetGuildIdFromDB(uint64 guid
)
5926 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
5930 uint32 id
= result
->Fetch()[0].GetUInt32();
5935 uint32
Player::GetRankFromDB(uint64 guid
)
5937 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
5940 uint32 v
= result
->Fetch()[0].GetUInt32();
5948 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
5950 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
);
5954 uint32 id
= (*result
)[0].GetUInt32();
5959 uint32
Player::GetZoneIdFromDB(uint64 guid
)
5961 uint32 guidLow
= GUID_LOPART(guid
);
5962 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
5965 Field
* fields
= result
->Fetch();
5966 uint32 zone
= fields
[0].GetUInt32();
5971 // stored zone is zero, use generic and slow zone detection
5972 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
5975 fields
= result
->Fetch();
5976 uint32 map
= fields
[0].GetUInt32();
5977 float posx
= fields
[1].GetFloat();
5978 float posy
= fields
[2].GetFloat();
5979 float posz
= fields
[3].GetFloat();
5982 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
,posz
);
5984 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
5990 void Player::UpdateArea(uint32 newArea
)
5992 // FFA_PVP flags are area and not zone id dependent
5993 // so apply them accordingly
5994 m_areaUpdateId
= newArea
;
5996 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
5998 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6001 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6005 // remove ffa flag only if not ffapvp realm
6006 // removal in sanctuaries and capitals is handled in zone update
6007 if(HasByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6008 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6011 UpdateAreaDependentAuras(newArea
);
6014 void Player::UpdateZone(uint32 newZone
, uint32 newArea
)
6016 if(m_zoneUpdateId
!= newZone
)
6017 SendInitWorldStates(newZone
, newArea
); // only if really enters to new zone, not just area change, works strange...
6019 m_zoneUpdateId
= newZone
;
6020 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6022 // zone changed, so area changed as well, update it
6023 UpdateArea(newArea
);
6025 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6029 if (sWorld
.getConfig(CONFIG_WEATHER
))
6031 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6034 wth
->SendWeatherUpdateToPlayer(this);
6038 if(!sWorld
.AddWeather(zone
->ID
))
6040 // send fine weather packet to remove old zone's weather
6041 Weather::SendFineWeatherUpdateToPlayer(this);
6046 // in PvP, any not controlled zone (except zone->team == 6, default case)
6047 // in PvE, only opposition team capital
6051 pvpInfo
.inHostileArea
= GetTeam() != ALLIANCE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6053 case AREATEAM_HORDE
:
6054 pvpInfo
.inHostileArea
= GetTeam() != HORDE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6057 // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6058 pvpInfo
.inHostileArea
= sWorld
.IsPvPRealm() || InBattleGround();
6060 default: // 6 in fact
6061 pvpInfo
.inHostileArea
= false;
6065 if(pvpInfo
.inHostileArea
) // in hostile area
6067 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6068 UpdatePvP(true, true);
6070 else // in friendly area
6072 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6073 pvpInfo
.endTimer
= time(0); // start toggle-off
6076 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6078 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6079 if(sWorld
.IsFFAPvPRealm())
6080 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6084 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6087 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6089 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6090 SetRestType(REST_TYPE_IN_CITY
);
6091 InnEnter(time(0),GetMapId(),0,0,0);
6093 if(sWorld
.IsFFAPvPRealm())
6094 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6096 else // anywhere else
6098 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6100 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6102 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6104 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6105 SetRestType(REST_TYPE_NO
);
6107 if(sWorld
.IsFFAPvPRealm())
6108 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6111 else // not in tavern (leave city then)
6113 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6114 SetRestType(REST_TYPE_NO
);
6116 // Set player to FFA PVP when not in rested environment.
6117 if(sWorld
.IsFFAPvPRealm())
6118 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6123 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6124 // if player resurrected at teleport this will be applied in resurrect code
6126 DestroyZoneLimitedItem( true, newZone
);
6128 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6129 AutoUnequipOffhandIfNeed();
6131 // recent client version not send leave/join channel packets for built-in local channels
6132 UpdateLocalChannels( newZone
);
6136 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6138 UpdateZoneDependentAuras(newZone
);
6141 //If players are too far way of duel flag... then player loose the duel
6142 void Player::CheckDuelDistance(time_t currTime
)
6147 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6148 GameObject
* obj
= GetMap()->GetGameObject(duelFlagGUID
);
6152 if(duel
->outOfBound
== 0)
6154 if(!IsWithinDistInMap(obj
, 50))
6156 duel
->outOfBound
= currTime
;
6158 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6159 GetSession()->SendPacket(&data
);
6164 if(IsWithinDistInMap(obj
, 40))
6166 duel
->outOfBound
= 0;
6168 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6169 GetSession()->SendPacket(&data
);
6171 else if(currTime
>= (duel
->outOfBound
+10))
6173 DuelComplete(DUEL_FLED
);
6178 void Player::DuelComplete(DuelCompleteType type
)
6180 // duel not requested
6184 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6185 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6186 GetSession()->SendPacket(&data
);
6187 duel
->opponent
->GetSession()->SendPacket(&data
);
6189 if(type
!= DUEL_INTERUPTED
)
6191 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6192 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6193 data
<< duel
->opponent
->GetName();
6195 SendMessageToSet(&data
,true);
6198 if (type
== DUEL_WON
)
6200 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL
, 1);
6202 duel
->opponent
->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL
, 1);
6205 // cool-down duel spell
6206 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6213 GetSession()->SendPacket(&data);
6214 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6215 data<<duel->opponent->GetGUID();
6219 duel->opponent->GetSession()->SendPacket(&data);*/
6221 //Remove Duel Flag object
6222 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
6224 duel
->initiator
->RemoveGameObject(obj
,true);
6227 std::vector
<uint32
> auras2remove
;
6228 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6229 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6231 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6232 auras2remove
.push_back(i
->second
->GetId());
6235 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6236 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6238 auras2remove
.clear();
6239 AuraMap
const& auras
= GetAuras();
6240 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6242 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6243 auras2remove
.push_back(i
->second
->GetId());
6245 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6246 RemoveAurasDueToSpell(auras2remove
[i
]);
6248 // cleanup combo points
6249 if(GetComboTarget()==duel
->opponent
->GetGUID())
6251 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6254 if(duel
->opponent
->GetComboTarget()==GetGUID())
6255 duel
->opponent
->ClearComboPoints();
6256 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6257 duel
->opponent
->ClearComboPoints();
6260 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6261 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6262 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6263 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6265 delete duel
->opponent
->duel
;
6266 duel
->opponent
->duel
= NULL
;
6271 //---------------------------------------------------------//
6273 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6275 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6278 // not apply/remove mods for broken item
6279 if(item
->IsBroken())
6282 ItemPrototype
const *proto
= item
->GetProto();
6287 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6289 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6290 if(attacktype
< MAX_ATTACK
)
6291 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6293 _ApplyItemBonuses(proto
,slot
,apply
);
6295 if( slot
==EQUIPMENT_SLOT_RANGED
)
6296 _ApplyAmmoBonuses();
6298 ApplyItemEquipSpell(item
,apply
);
6299 ApplyEnchantment(item
, apply
);
6301 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6302 CorrectMetaGemEnchants(slot
, apply
);
6304 sLog
.outDebug("_ApplyItemMods complete.");
6307 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
)
6309 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6312 for (int i
= 0; i
< MAX_ITEM_PROTO_STATS
; ++i
)
6314 uint32 statType
= 0;
6317 if(proto
->ScalingStatDistribution
)
6319 if(ScalingStatDistributionEntry
const *ssd
= sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
))
6321 statType
= ssd
->StatMod
[i
];
6323 if(uint32 modifier
= ssd
->Modifier
[i
])
6325 uint32 level
= ((getLevel() > ssd
->MaxLevel
) ? ssd
->MaxLevel
: getLevel());
6326 if(ScalingStatValuesEntry
const *ssv
= sScalingStatValuesStore
.LookupEntry(level
))
6328 uint32 multiplier
= ssv
->Multiplier
[proto
->GetScalingStatValuesColumn()];
6329 val
= (multiplier
* modifier
) / 10000;
6336 statType
= proto
->ItemStat
[i
].ItemStatType
;
6337 val
= proto
->ItemStat
[i
].ItemStatValue
;
6346 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6348 case ITEM_MOD_HEALTH
: // modify HP
6349 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6351 case ITEM_MOD_AGILITY
: // modify agility
6352 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6353 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6355 case ITEM_MOD_STRENGTH
: //modify strength
6356 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6357 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6359 case ITEM_MOD_INTELLECT
: //modify intellect
6360 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6361 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6363 case ITEM_MOD_SPIRIT
: //modify spirit
6364 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6365 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6367 case ITEM_MOD_STAMINA
: //modify stamina
6368 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6369 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6371 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6372 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6374 case ITEM_MOD_DODGE_RATING
:
6375 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6377 case ITEM_MOD_PARRY_RATING
:
6378 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6380 case ITEM_MOD_BLOCK_RATING
:
6381 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6383 case ITEM_MOD_HIT_MELEE_RATING
:
6384 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6386 case ITEM_MOD_HIT_RANGED_RATING
:
6387 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6389 case ITEM_MOD_HIT_SPELL_RATING
:
6390 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6392 case ITEM_MOD_CRIT_MELEE_RATING
:
6393 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6395 case ITEM_MOD_CRIT_RANGED_RATING
:
6396 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6398 case ITEM_MOD_CRIT_SPELL_RATING
:
6399 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6401 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6402 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6404 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6405 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6407 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6408 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6410 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6411 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6413 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6414 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6416 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6417 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6419 case ITEM_MOD_HASTE_MELEE_RATING
:
6420 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6422 case ITEM_MOD_HASTE_RANGED_RATING
:
6423 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6425 case ITEM_MOD_HASTE_SPELL_RATING
:
6426 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6428 case ITEM_MOD_HIT_RATING
:
6429 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6430 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6431 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6433 case ITEM_MOD_CRIT_RATING
:
6434 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6435 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6436 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6438 case ITEM_MOD_HIT_TAKEN_RATING
:
6439 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6440 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6441 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6443 case ITEM_MOD_CRIT_TAKEN_RATING
:
6444 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6445 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6446 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6448 case ITEM_MOD_RESILIENCE_RATING
:
6449 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6450 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6451 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6453 case ITEM_MOD_HASTE_RATING
:
6454 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6455 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6456 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6458 case ITEM_MOD_EXPERTISE_RATING
:
6459 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6461 case ITEM_MOD_ATTACK_POWER
:
6462 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(val
), apply
);
6463 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6465 case ITEM_MOD_RANGED_ATTACK_POWER
:
6466 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6468 case ITEM_MOD_FERAL_ATTACK_POWER
:
6469 ApplyFeralAPBonus(int32(val
), apply
);
6471 case ITEM_MOD_SPELL_HEALING_DONE
:
6472 ApplySpellHealingBonus(int32(val
), apply
);
6474 case ITEM_MOD_SPELL_DAMAGE_DONE
:
6475 ApplySpellDamageBonus(int32(val
), apply
);
6477 case ITEM_MOD_MANA_REGENERATION
:
6478 ApplyManaRegenBonus(int32(val
), apply
);
6480 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6481 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6483 case ITEM_MOD_SPELL_POWER
:
6484 ApplySpellHealingBonus(int32(val
), apply
);
6485 ApplySpellDamageBonus(int32(val
), apply
);
6491 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(proto
->Armor
), apply
);
6494 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6497 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6500 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6502 if (proto
->NatureRes
)
6503 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6505 if (proto
->FrostRes
)
6506 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6508 if (proto
->ShadowRes
)
6509 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6511 if (proto
->ArcaneRes
)
6512 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6514 WeaponAttackType attType
= BASE_ATTACK
;
6515 float damage
= 0.0f
;
6517 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6518 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6519 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6521 attType
= RANGED_ATTACK
;
6523 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6525 attType
= OFF_ATTACK
;
6528 if (proto
->Damage
[0].DamageMin
> 0 )
6530 damage
= apply
? proto
->Damage
[0].DamageMin
: BASE_MINDAMAGE
;
6531 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6532 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6535 if (proto
->Damage
[0].DamageMax
> 0 )
6537 damage
= apply
? proto
->Damage
[0].DamageMax
: BASE_MAXDAMAGE
;
6538 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6541 // Druids get feral AP bonus from weapon dps
6542 if(getClass() == CLASS_DRUID
)
6544 int32 feral_bonus
= proto
->getFeralBonus();
6545 if (feral_bonus
> 0)
6546 ApplyFeralAPBonus(feral_bonus
, apply
);
6549 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6554 if(slot
== EQUIPMENT_SLOT_RANGED
)
6555 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6556 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6557 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6558 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6559 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6562 if(CanModifyStats() && (damage
|| proto
->Delay
))
6563 UpdateDamagePhysical(attType
);
6566 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6568 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6569 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6570 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6572 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6573 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6574 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6576 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6577 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6578 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6581 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6583 // generic not weapon specific case processes in aura code
6584 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6587 BaseModGroup mod
= BASEMOD_END
;
6590 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6591 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6592 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6596 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6598 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6602 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6604 // ignore spell mods for not wands
6605 Modifier
const* modifier
= aura
->GetModifier();
6606 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6609 // generic not weapon specific case processes in aura code
6610 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6613 UnitMods unitMod
= UNIT_MOD_END
;
6616 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6617 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6618 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6622 UnitModifierType unitModType
= TOTAL_VALUE
;
6623 switch(modifier
->m_auraname
)
6625 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6626 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6630 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6632 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6636 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6641 ItemPrototype
const *proto
= item
->GetProto();
6645 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6647 _Spell
const& spellData
= proto
->Spells
[i
];
6650 if(!spellData
.SpellId
)
6653 // wrong triggering type
6654 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6657 // check if it is valid spell
6658 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6662 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6666 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6670 // Cannot be used in this stance/form
6671 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
) != SPELL_CAST_OK
)
6674 if(form_change
) // check aura active state from other form
6677 for (int k
=0; k
< 3; ++k
)
6679 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6680 for (AuraMap::const_iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6682 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6692 if(found
) // and skip re-cast already active aura at form change
6696 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6698 CastSpell(this,spellInfo
,true,item
);
6702 if(form_change
) // check aura compatibility
6704 // Cannot be used in this stance/form
6705 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==SPELL_CAST_OK
)
6706 return; // and remove only not compatible at form change
6710 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6712 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6716 void Player::UpdateEquipSpellsAtFormChange()
6718 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6720 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6722 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6723 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6727 // item set bonuses not dependent from item broken state
6728 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6730 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6734 for(uint32 y
=0;y
<8; ++y
)
6736 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6740 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6741 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6746 void Player::CastItemCombatSpell(Item
*item
,Unit
* Target
, WeaponAttackType attType
)
6748 if(!item
|| item
->IsBroken())
6751 ItemPrototype
const *proto
= item
->GetProto();
6755 if (!Target
|| Target
== this )
6758 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6760 _Spell
const& spellData
= proto
->Spells
[i
];
6763 if(!spellData
.SpellId
)
6766 // wrong triggering type
6767 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6770 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6773 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6777 // not allow proc extra attack spell at extra attack
6778 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6781 float chance
= spellInfo
->procChance
;
6783 if(spellData
.SpellPPMRate
)
6785 uint32 WeaponSpeed
= GetAttackTime(attType
);
6786 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6788 else if(chance
> 100.0f
)
6790 chance
= GetWeaponProcChance();
6793 if (roll_chance_f(chance
))
6794 CastSpell(Target
, spellInfo
->Id
, true, item
);
6797 // item combat enchantments
6798 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6800 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6801 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6802 if(!pEnchant
) continue;
6803 for (int s
=0;s
<3;s
++)
6805 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
6808 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6811 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6815 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
6816 if (roll_chance_f(chance
))
6818 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
6819 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
6821 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
6827 void Player::CastItemUseSpell(Item
*item
,SpellCastTargets
const& targets
,uint8 cast_count
, uint32 glyphIndex
)
6829 ItemPrototype
const* proto
= item
->GetProto();
6830 // special learning case
6831 if(proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN
|| proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN_PET
)
6833 uint32 learn_spell_id
= proto
->Spells
[0].SpellId
;
6834 uint32 learning_spell_id
= proto
->Spells
[1].SpellId
;
6836 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(learn_spell_id
);
6839 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto
->ItemId
, learn_spell_id
);
6840 SendEquipError(EQUIP_ERR_NONE
,item
,NULL
);
6844 Spell
*spell
= new Spell(this, spellInfo
, false);
6845 spell
->m_CastItem
= item
;
6846 spell
->m_cast_count
= cast_count
; //set count of casts
6847 spell
->m_currentBasePoints
[0] = learning_spell_id
;
6848 spell
->prepare(&targets
);
6852 // use triggered flag only for items with many spell casts and for not first cast
6855 // item spells casted at use
6856 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6858 _Spell
const& spellData
= proto
->Spells
[i
];
6861 if(!spellData
.SpellId
)
6864 // wrong triggering type
6865 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_NO_DELAY_USE
)
6868 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6871 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto
->ItemId
, spellData
.SpellId
);
6875 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
6876 spell
->m_CastItem
= item
;
6877 spell
->m_cast_count
= cast_count
; // set count of casts
6878 spell
->m_glyphIndex
= glyphIndex
; // glyph index
6879 spell
->prepare(&targets
);
6884 // Item enchantments spells casted at use
6885 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6887 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6888 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6889 if(!pEnchant
) continue;
6890 for (int s
=0;s
<3;s
++)
6892 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL
)
6895 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6898 sLog
.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6902 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
6903 spell
->m_CastItem
= item
;
6904 spell
->m_cast_count
= cast_count
; // set count of casts
6905 spell
->m_glyphIndex
= glyphIndex
; // glyph index
6906 spell
->prepare(&targets
);
6913 void Player::_RemoveAllItemMods()
6915 sLog
.outDebug("_RemoveAllItemMods start.");
6917 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6921 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6925 // item set bonuses not dependent from item broken state
6927 RemoveItemsSetItem(this,proto
);
6929 if(m_items
[i
]->IsBroken())
6932 ApplyItemEquipSpell(m_items
[i
],false);
6933 ApplyEnchantment(m_items
[i
], false);
6937 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6941 if(m_items
[i
]->IsBroken())
6943 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6947 uint32 attacktype
= Player::GetAttackBySlot(i
);
6948 if(attacktype
< MAX_ATTACK
)
6949 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
6951 _ApplyItemBonuses(proto
,i
, false);
6953 if( i
== EQUIPMENT_SLOT_RANGED
)
6954 _ApplyAmmoBonuses();
6958 sLog
.outDebug("_RemoveAllItemMods complete.");
6961 void Player::_ApplyAllItemMods()
6963 sLog
.outDebug("_ApplyAllItemMods start.");
6965 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6969 if(m_items
[i
]->IsBroken())
6972 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6976 uint32 attacktype
= Player::GetAttackBySlot(i
);
6977 if(attacktype
< MAX_ATTACK
)
6978 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
6980 _ApplyItemBonuses(proto
,i
, true);
6982 if( i
== EQUIPMENT_SLOT_RANGED
)
6983 _ApplyAmmoBonuses();
6987 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6991 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6995 // item set bonuses not dependent from item broken state
6997 AddItemsSetItem(this,m_items
[i
]);
6999 if(m_items
[i
]->IsBroken())
7002 ApplyItemEquipSpell(m_items
[i
],true);
7003 ApplyEnchantment(m_items
[i
], true);
7007 sLog
.outDebug("_ApplyAllItemMods complete.");
7010 void Player::_ApplyAmmoBonuses()
7013 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7017 float currentAmmoDPS
;
7019 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
7020 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7021 currentAmmoDPS
= 0.0f
;
7023 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7025 if(currentAmmoDPS
== GetAmmoDPS())
7028 m_ammoDPS
= currentAmmoDPS
;
7030 if(CanModifyStats())
7031 UpdateDamagePhysical(RANGED_ATTACK
);
7034 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7039 // check ranged weapon
7040 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7041 if(!weapon
|| weapon
->IsBroken() )
7044 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7045 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7048 // check ammo ws. weapon compatibility
7049 switch(weapon_proto
->SubClass
)
7051 case ITEM_SUBCLASS_WEAPON_BOW
:
7052 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7053 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7056 case ITEM_SUBCLASS_WEAPON_GUN
:
7057 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7067 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7068 Called by remove insignia spell effect */
7069 void Player::RemovedInsignia(Player
* looterPlr
)
7071 if (!GetBattleGroundId())
7074 // If not released spirit, do it !
7075 if(m_deathTimer
> 0)
7082 Corpse
*corpse
= GetCorpse();
7086 // We have to convert player corpse to bones, not to be able to resurrect there
7087 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7088 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7092 // Now we must make bones lootable, and send player loot
7093 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7095 // We store the level of our player in the gold field
7096 // We retrieve this information at Player::SendLoot()
7097 bones
->loot
.gold
= getLevel();
7098 bones
->lootRecipient
= looterPlr
;
7099 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7102 void Player::SendLootRelease( uint64 guid
)
7104 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7105 data
<< uint64(guid
) << uint8(1);
7106 SendDirectMessage( &data
);
7109 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7111 if (uint64 lguid
= GetLootGUID())
7112 m_session
->DoLootRelease(lguid
);
7115 PermissionTypes permission
= ALL_PERMISSION
;
7117 sLog
.outDebug("Player::SendLoot");
7118 if (IS_GAMEOBJECT_GUID(guid
))
7120 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7121 GameObject
*go
= GetMap()->GetGameObject(guid
);
7123 // not check distance for GO in case owned GO (fishing bobber case, for example)
7124 // And permit out of range GO with no owner in case fishing hole
7125 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7127 SendLootRelease(guid
);
7133 if (go
->getLootState() == GO_READY
)
7135 uint32 lootid
= go
->GetLootId();
7139 sLog
.outDebug(" if(lootid)");
7141 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this, false);
7144 if (loot_type
== LOOT_FISHING
)
7145 go
->getFishLoot(loot
,this);
7147 go
->SetLootState(GO_ACTIVATED
);
7150 else if (IS_ITEM_GUID(guid
))
7152 Item
*item
= GetItemByGuid( guid
);
7156 SendLootRelease(guid
);
7162 if (!item
->m_lootGenerated
)
7164 item
->m_lootGenerated
= true;
7169 case LOOT_DISENCHANTING
:
7170 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this,true);
7172 case LOOT_PROSPECTING
:
7173 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this,true);
7176 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this,true);
7179 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this,true);
7180 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7185 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7187 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7189 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7191 SendLootRelease(guid
);
7195 loot
= &bones
->loot
;
7197 if (!bones
->lootForBody
)
7199 bones
->lootForBody
= true;
7200 uint32 pLevel
= bones
->loot
.gold
;
7201 bones
->loot
.clear();
7202 // It may need a better formula
7203 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7204 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7207 if (bones
->lootRecipient
!= this)
7208 permission
= NONE_PERMISSION
;
7212 Creature
*creature
= GetMap()->GetCreature(guid
);
7214 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7215 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7217 SendLootRelease(guid
);
7221 if (loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7223 SendLootRelease(guid
);
7227 loot
= &creature
->loot
;
7229 if (loot_type
== LOOT_PICKPOCKETING
)
7231 if (!creature
->lootForPickPocketed
)
7233 creature
->lootForPickPocketed
= true;
7236 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7237 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this, false);
7239 // Generate extra money for pick pocket loot
7240 const uint32 a
= urand(0, creature
->getLevel()/2);
7241 const uint32 b
= urand(0, getLevel()/2);
7242 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7247 // the player whose group may loot the corpse
7248 Player
*recipient
= creature
->GetLootRecipient();
7251 creature
->SetLootRecipient(this);
7255 if (creature
->lootForPickPocketed
)
7257 creature
->lootForPickPocketed
= false;
7261 if (!creature
->lootForBody
)
7263 creature
->lootForBody
= true;
7266 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7267 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
, false);
7269 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7271 if (Group
* group
= recipient
->GetGroup())
7273 group
->UpdateLooterGuid(creature
,true);
7275 switch (group
->GetLootMethod())
7278 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7279 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7281 case NEED_BEFORE_GREED
:
7282 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7285 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7293 // possible only if creature->lootForBody && loot->empty() at spell cast check
7294 if (loot_type
== LOOT_SKINNING
)
7297 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this, false);
7299 // set group rights only for loot_type != LOOT_SKINNING
7302 if(Group
* group
= GetGroup())
7304 if (group
== recipient
->GetGroup())
7306 if (group
->GetLootMethod() == FREE_FOR_ALL
)
7307 permission
= ALL_PERMISSION
;
7308 else if (group
->GetLooterGuid() == GetGUID())
7310 if (group
->GetLootMethod() == MASTER_LOOT
)
7311 permission
= MASTER_PERMISSION
;
7313 permission
= ALL_PERMISSION
;
7316 permission
= GROUP_PERMISSION
;
7319 permission
= NONE_PERMISSION
;
7321 else if (recipient
== this)
7322 permission
= ALL_PERMISSION
;
7324 permission
= NONE_PERMISSION
;
7331 // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
7334 case LOOT_INSIGNIA
: loot_type
= LOOT_SKINNING
; break;
7335 case LOOT_FISHINGHOLE
: loot_type
= LOOT_FISHING
; break;
7339 // need know merged fishing/corpse loot type for achievements
7340 loot
->loot_type
= loot_type
;
7342 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7344 data
<< uint64(guid
);
7345 data
<< uint8(loot_type
);
7346 data
<< LootView(*loot
, this, permission
);
7348 SendDirectMessage(&data
);
7350 // add 'this' player as one of the players that are looting 'loot'
7351 if (permission
!= NONE_PERMISSION
)
7352 loot
->AddLooter(GetGUID());
7354 if (loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
))
7355 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7358 void Player::SendNotifyLootMoneyRemoved()
7360 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7361 GetSession()->SendPacket( &data
);
7364 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7366 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7367 data
<< uint8(lootSlot
);
7368 GetSession()->SendPacket( &data
);
7371 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7373 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7376 GetSession()->SendPacket(&data
);
7379 void Player::SendInitWorldStates(uint32 zoneid
, uint32 areaid
)
7381 // data depends on zoneid/mapid...
7382 BattleGround
* bg
= GetBattleGround();
7383 uint16 NumberOfFields
= 0;
7384 uint32 mapid
= GetMapId();
7386 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7388 // may be exist better way to do this...
7411 NumberOfFields
= 41;
7414 NumberOfFields
= 15;
7417 NumberOfFields
= 83;
7420 NumberOfFields
= 16;
7424 NumberOfFields
= 40;
7427 NumberOfFields
= 27;
7430 NumberOfFields
= 39;
7433 NumberOfFields
= 38;
7436 NumberOfFields
= 37;
7441 NumberOfFields
= 11;
7444 NumberOfFields
= 11;
7447 NumberOfFields
= 12;
7451 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7452 data
<< uint32(mapid
); // mapid
7453 data
<< uint32(zoneid
); // zone id
7454 data
<< uint32(areaid
); // area id, new 2.1.0
7455 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7456 data
<< uint32(0x8d8) << uint32(0x0); // 1
7457 data
<< uint32(0x8d7) << uint32(0x0); // 2
7458 data
<< uint32(0x8d6) << uint32(0x0); // 3
7459 data
<< uint32(0x8d5) << uint32(0x0); // 4
7460 data
<< uint32(0x8d4) << uint32(0x0); // 5
7461 data
<< uint32(0x8d3) << uint32(0x0); // 6
7462 // 7 1 - Arena season in progress, 0 - end of season
7463 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7464 // 8 Arena season id
7465 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7466 if(mapid
== 530) // Outland
7468 data
<< uint32(0x9bf) << uint32(0x0); // 7
7469 data
<< uint32(0x9bd) << uint32(0xF); // 8
7470 data
<< uint32(0x9bb) << uint32(0xF); // 9
7485 data
<< uint32(0x7ae) << uint32(0x1); // 7
7486 data
<< uint32(0x532) << uint32(0x1); // 8
7487 data
<< uint32(0x531) << uint32(0x0); // 9
7488 data
<< uint32(0x52e) << uint32(0x0); // 10
7489 data
<< uint32(0x571) << uint32(0x0); // 11
7490 data
<< uint32(0x570) << uint32(0x0); // 12
7491 data
<< uint32(0x567) << uint32(0x1); // 13
7492 data
<< uint32(0x566) << uint32(0x1); // 14
7493 data
<< uint32(0x550) << uint32(0x1); // 15
7494 data
<< uint32(0x544) << uint32(0x0); // 16
7495 data
<< uint32(0x536) << uint32(0x0); // 17
7496 data
<< uint32(0x535) << uint32(0x1); // 18
7497 data
<< uint32(0x518) << uint32(0x0); // 19
7498 data
<< uint32(0x517) << uint32(0x0); // 20
7499 data
<< uint32(0x574) << uint32(0x0); // 21
7500 data
<< uint32(0x573) << uint32(0x0); // 22
7501 data
<< uint32(0x572) << uint32(0x0); // 23
7502 data
<< uint32(0x56f) << uint32(0x0); // 24
7503 data
<< uint32(0x56e) << uint32(0x0); // 25
7504 data
<< uint32(0x56d) << uint32(0x0); // 26
7505 data
<< uint32(0x56c) << uint32(0x0); // 27
7506 data
<< uint32(0x56b) << uint32(0x0); // 28
7507 data
<< uint32(0x56a) << uint32(0x1); // 29
7508 data
<< uint32(0x569) << uint32(0x1); // 30
7509 data
<< uint32(0x568) << uint32(0x1); // 13
7510 data
<< uint32(0x565) << uint32(0x0); // 32
7511 data
<< uint32(0x564) << uint32(0x0); // 33
7512 data
<< uint32(0x563) << uint32(0x0); // 34
7513 data
<< uint32(0x562) << uint32(0x0); // 35
7514 data
<< uint32(0x561) << uint32(0x0); // 36
7515 data
<< uint32(0x560) << uint32(0x0); // 37
7516 data
<< uint32(0x55f) << uint32(0x0); // 38
7517 data
<< uint32(0x55e) << uint32(0x0); // 39
7518 data
<< uint32(0x55d) << uint32(0x0); // 40
7519 data
<< uint32(0x3c6) << uint32(0x4); // 41
7520 data
<< uint32(0x3c4) << uint32(0x6); // 42
7521 data
<< uint32(0x3c2) << uint32(0x4); // 43
7522 data
<< uint32(0x516) << uint32(0x1); // 44
7523 data
<< uint32(0x515) << uint32(0x0); // 45
7524 data
<< uint32(0x3b6) << uint32(0x6); // 46
7525 data
<< uint32(0x55c) << uint32(0x0); // 47
7526 data
<< uint32(0x55b) << uint32(0x0); // 48
7527 data
<< uint32(0x55a) << uint32(0x0); // 49
7528 data
<< uint32(0x559) << uint32(0x0); // 50
7529 data
<< uint32(0x558) << uint32(0x0); // 51
7530 data
<< uint32(0x557) << uint32(0x0); // 52
7531 data
<< uint32(0x556) << uint32(0x0); // 53
7532 data
<< uint32(0x555) << uint32(0x0); // 54
7533 data
<< uint32(0x554) << uint32(0x1); // 55
7534 data
<< uint32(0x553) << uint32(0x1); // 56
7535 data
<< uint32(0x552) << uint32(0x1); // 57
7536 data
<< uint32(0x551) << uint32(0x1); // 58
7537 data
<< uint32(0x54f) << uint32(0x0); // 59
7538 data
<< uint32(0x54e) << uint32(0x0); // 60
7539 data
<< uint32(0x54d) << uint32(0x1); // 61
7540 data
<< uint32(0x54c) << uint32(0x0); // 62
7541 data
<< uint32(0x54b) << uint32(0x0); // 63
7542 data
<< uint32(0x545) << uint32(0x0); // 64
7543 data
<< uint32(0x543) << uint32(0x1); // 65
7544 data
<< uint32(0x542) << uint32(0x0); // 66
7545 data
<< uint32(0x540) << uint32(0x0); // 67
7546 data
<< uint32(0x53f) << uint32(0x0); // 68
7547 data
<< uint32(0x53e) << uint32(0x0); // 69
7548 data
<< uint32(0x53d) << uint32(0x0); // 70
7549 data
<< uint32(0x53c) << uint32(0x0); // 71
7550 data
<< uint32(0x53b) << uint32(0x0); // 72
7551 data
<< uint32(0x53a) << uint32(0x1); // 73
7552 data
<< uint32(0x539) << uint32(0x0); // 74
7553 data
<< uint32(0x538) << uint32(0x0); // 75
7554 data
<< uint32(0x537) << uint32(0x0); // 76
7555 data
<< uint32(0x534) << uint32(0x0); // 77
7556 data
<< uint32(0x533) << uint32(0x0); // 78
7557 data
<< uint32(0x530) << uint32(0x0); // 79
7558 data
<< uint32(0x52f) << uint32(0x0); // 80
7559 data
<< uint32(0x52d) << uint32(0x1); // 81
7562 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7563 bg
->FillInitialWorldStates(data
);
7566 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7567 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7568 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7569 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7570 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7571 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7572 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7573 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7577 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7578 bg
->FillInitialWorldStates(data
);
7581 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7582 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7583 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7584 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7585 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7586 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7587 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7588 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7589 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7590 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7591 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7592 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7593 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7594 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7595 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7596 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7597 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7598 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7599 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7600 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7601 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7602 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7603 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7604 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7605 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7606 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7607 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7608 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7609 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7610 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7611 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7612 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7616 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7617 bg
->FillInitialWorldStates(data
);
7620 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7621 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7622 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7623 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7624 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7625 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7626 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7627 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7628 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7629 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7630 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7631 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7632 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7633 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7634 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7635 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7636 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7637 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7638 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7639 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7640 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7641 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7642 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7643 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7644 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7645 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7646 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7647 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7648 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7649 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7650 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7651 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7652 // and some more ... unknown
7655 case 3483: // Hellfire Peninsula
7656 data
<< uint32(0x9ba) << uint32(0x1); // 10
7657 data
<< uint32(0x9b9) << uint32(0x1); // 11
7658 data
<< uint32(0x9b5) << uint32(0x0); // 12
7659 data
<< uint32(0x9b4) << uint32(0x1); // 13
7660 data
<< uint32(0x9b3) << uint32(0x0); // 14
7661 data
<< uint32(0x9b2) << uint32(0x0); // 15
7662 data
<< uint32(0x9b1) << uint32(0x1); // 16
7663 data
<< uint32(0x9b0) << uint32(0x0); // 17
7664 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7665 data
<< uint32(0x9ac) << uint32(0x0); // 19
7666 data
<< uint32(0x9a8) << uint32(0x0); // 20
7667 data
<< uint32(0x9a7) << uint32(0x0); // 21
7668 data
<< uint32(0x9a6) << uint32(0x1); // 22
7670 case 3519: // Terokkar Forest
7671 data
<< uint32(0xa41) << uint32(0x0); // 10
7672 data
<< uint32(0xa40) << uint32(0x14); // 11
7673 data
<< uint32(0xa3f) << uint32(0x0); // 12
7674 data
<< uint32(0xa3e) << uint32(0x0); // 13
7675 data
<< uint32(0xa3d) << uint32(0x5); // 14
7676 data
<< uint32(0xa3c) << uint32(0x0); // 15
7677 data
<< uint32(0xa87) << uint32(0x0); // 16
7678 data
<< uint32(0xa86) << uint32(0x0); // 17
7679 data
<< uint32(0xa85) << uint32(0x0); // 18
7680 data
<< uint32(0xa84) << uint32(0x0); // 19
7681 data
<< uint32(0xa83) << uint32(0x0); // 20
7682 data
<< uint32(0xa82) << uint32(0x0); // 21
7683 data
<< uint32(0xa81) << uint32(0x0); // 22
7684 data
<< uint32(0xa80) << uint32(0x0); // 23
7685 data
<< uint32(0xa7e) << uint32(0x0); // 24
7686 data
<< uint32(0xa7d) << uint32(0x0); // 25
7687 data
<< uint32(0xa7c) << uint32(0x0); // 26
7688 data
<< uint32(0xa7b) << uint32(0x0); // 27
7689 data
<< uint32(0xa7a) << uint32(0x0); // 28
7690 data
<< uint32(0xa79) << uint32(0x0); // 29
7691 data
<< uint32(0x9d0) << uint32(0x5); // 30
7692 data
<< uint32(0x9ce) << uint32(0x0); // 31
7693 data
<< uint32(0x9cd) << uint32(0x0); // 32
7694 data
<< uint32(0x9cc) << uint32(0x0); // 33
7695 data
<< uint32(0xa88) << uint32(0x0); // 34
7696 data
<< uint32(0xad0) << uint32(0x0); // 35
7697 data
<< uint32(0xacf) << uint32(0x1); // 36
7699 case 3521: // Zangarmarsh
7700 data
<< uint32(0x9e1) << uint32(0x0); // 10
7701 data
<< uint32(0x9e0) << uint32(0x0); // 11
7702 data
<< uint32(0x9df) << uint32(0x0); // 12
7703 data
<< uint32(0xa5d) << uint32(0x1); // 13
7704 data
<< uint32(0xa5c) << uint32(0x0); // 14
7705 data
<< uint32(0xa5b) << uint32(0x1); // 15
7706 data
<< uint32(0xa5a) << uint32(0x0); // 16
7707 data
<< uint32(0xa59) << uint32(0x1); // 17
7708 data
<< uint32(0xa58) << uint32(0x0); // 18
7709 data
<< uint32(0xa57) << uint32(0x0); // 19
7710 data
<< uint32(0xa56) << uint32(0x0); // 20
7711 data
<< uint32(0xa55) << uint32(0x1); // 21
7712 data
<< uint32(0xa54) << uint32(0x0); // 22
7713 data
<< uint32(0x9e7) << uint32(0x0); // 23
7714 data
<< uint32(0x9e6) << uint32(0x0); // 24
7715 data
<< uint32(0x9e5) << uint32(0x0); // 25
7716 data
<< uint32(0xa00) << uint32(0x0); // 26
7717 data
<< uint32(0x9ff) << uint32(0x1); // 27
7718 data
<< uint32(0x9fe) << uint32(0x0); // 28
7719 data
<< uint32(0x9fd) << uint32(0x0); // 29
7720 data
<< uint32(0x9fc) << uint32(0x1); // 30
7721 data
<< uint32(0x9fb) << uint32(0x0); // 31
7722 data
<< uint32(0xa62) << uint32(0x0); // 32
7723 data
<< uint32(0xa61) << uint32(0x1); // 33
7724 data
<< uint32(0xa60) << uint32(0x1); // 34
7725 data
<< uint32(0xa5f) << uint32(0x0); // 35
7727 case 3698: // Nagrand Arena
7728 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
7729 bg
->FillInitialWorldStates(data
);
7732 data
<< uint32(0xa0f) << uint32(0x0); // 7
7733 data
<< uint32(0xa10) << uint32(0x0); // 8
7734 data
<< uint32(0xa11) << uint32(0x0); // 9 show
7737 case 3702: // Blade's Edge Arena
7738 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
7739 bg
->FillInitialWorldStates(data
);
7742 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
7743 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
7744 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
7747 case 3968: // Ruins of Lordaeron
7748 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
7749 bg
->FillInitialWorldStates(data
);
7752 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
7753 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
7754 data
<< uint32(0xbba) << uint32(0x0); // 9 show
7757 case 3703: // Shattrath City
7760 data
<< uint32(0x914) << uint32(0x0); // 7
7761 data
<< uint32(0x913) << uint32(0x0); // 8
7762 data
<< uint32(0x912) << uint32(0x0); // 9
7763 data
<< uint32(0x915) << uint32(0x0); // 10
7766 GetSession()->SendPacket(&data
);
7769 uint32
Player::GetXPRestBonus(uint32 xp
)
7771 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7773 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7776 SetRestBonus( GetRestBonus() - rested_bonus
);
7778 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7779 return rested_bonus
;
7782 void Player::SetBindPoint(uint64 guid
)
7784 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7785 data
<< uint64(guid
);
7786 GetSession()->SendPacket( &data
);
7789 void Player::SendTalentWipeConfirm(uint64 guid
)
7791 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7792 data
<< uint64(guid
);
7793 data
<< uint32(resetTalentsCost());
7794 GetSession()->SendPacket( &data
);
7797 void Player::SendPetSkillWipeConfirm()
7799 Pet
* pet
= GetPet();
7802 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
7803 data
<< pet
->GetGUID();
7804 data
<< uint32(pet
->resetTalentsCost());
7805 GetSession()->SendPacket( &data
);
7808 /*********************************************************/
7809 /*** STORAGE SYSTEM ***/
7810 /*********************************************************/
7812 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
7817 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7819 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
7823 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
7824 else if(charges
<= 1)
7826 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
7827 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
7832 void Player::SetSheath( uint32 sheathed
)
7836 case SHEATH_STATE_UNARMED
: // no prepared weapon
7837 SetVirtualItemSlot(0,NULL
);
7838 SetVirtualItemSlot(1,NULL
);
7839 SetVirtualItemSlot(2,NULL
);
7841 case SHEATH_STATE_MELEE
: // prepared melee weapon
7843 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
7844 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
7845 SetVirtualItemSlot(2,NULL
);
7847 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7848 SetVirtualItemSlot(0,NULL
);
7849 SetVirtualItemSlot(1,NULL
);
7850 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7853 SetVirtualItemSlot(0,NULL
);
7854 SetVirtualItemSlot(1,NULL
);
7855 SetVirtualItemSlot(2,NULL
);
7858 SetByteValue(UNIT_FIELD_BYTES_2
, 0, sheathed
); // this must visualize Sheath changing for other players...
7861 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
7863 uint8 pClass
= getClass();
7866 slots
[0] = NULL_SLOT
;
7867 slots
[1] = NULL_SLOT
;
7868 slots
[2] = NULL_SLOT
;
7869 slots
[3] = NULL_SLOT
;
7870 switch( proto
->InventoryType
)
7873 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7876 slots
[0] = EQUIPMENT_SLOT_NECK
;
7878 case INVTYPE_SHOULDERS
:
7879 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7882 slots
[0] = EQUIPMENT_SLOT_BODY
;
7885 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7888 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7891 slots
[0] = EQUIPMENT_SLOT_WAIST
;
7894 slots
[0] = EQUIPMENT_SLOT_LEGS
;
7897 slots
[0] = EQUIPMENT_SLOT_FEET
;
7899 case INVTYPE_WRISTS
:
7900 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
7903 slots
[0] = EQUIPMENT_SLOT_HANDS
;
7905 case INVTYPE_FINGER
:
7906 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
7907 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
7909 case INVTYPE_TRINKET
:
7910 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
7911 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
7914 slots
[0] = EQUIPMENT_SLOT_BACK
;
7916 case INVTYPE_WEAPON
:
7918 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7920 // suggest offhand slot only if know dual wielding
7921 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
7923 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
7926 case INVTYPE_SHIELD
:
7927 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7929 case INVTYPE_RANGED
:
7930 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7932 case INVTYPE_2HWEAPON
:
7933 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7934 if (CanDualWield() && CanTitanGrip())
7935 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
7937 case INVTYPE_TABARD
:
7938 slots
[0] = EQUIPMENT_SLOT_TABARD
;
7940 case INVTYPE_WEAPONMAINHAND
:
7941 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
7943 case INVTYPE_WEAPONOFFHAND
:
7944 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7946 case INVTYPE_HOLDABLE
:
7947 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
7949 case INVTYPE_THROWN
:
7950 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7952 case INVTYPE_RANGEDRIGHT
:
7953 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7956 slots
[0] = INVENTORY_SLOT_BAG_START
+ 0;
7957 slots
[1] = INVENTORY_SLOT_BAG_START
+ 1;
7958 slots
[2] = INVENTORY_SLOT_BAG_START
+ 2;
7959 slots
[3] = INVENTORY_SLOT_BAG_START
+ 3;
7963 switch(proto
->SubClass
)
7965 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
7966 if (pClass
== CLASS_PALADIN
)
7967 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7969 case ITEM_SUBCLASS_ARMOR_IDOL
:
7970 if (pClass
== CLASS_DRUID
)
7971 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7973 case ITEM_SUBCLASS_ARMOR_TOTEM
:
7974 if (pClass
== CLASS_SHAMAN
)
7975 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7977 case ITEM_SUBCLASS_ARMOR_MISC
:
7978 if (pClass
== CLASS_WARLOCK
)
7979 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7981 case ITEM_SUBCLASS_ARMOR_SIGIL
:
7982 if (pClass
== CLASS_DEATH_KNIGHT
)
7983 slots
[0] = EQUIPMENT_SLOT_RANGED
;
7992 if( slot
!= NULL_SLOT
)
7994 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
7996 for (int i
= 0; i
< 4; ++i
)
7998 if ( slots
[i
] == slot
)
8005 // search free slot at first
8006 for (int i
= 0; i
< 4; ++i
)
8008 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8010 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8011 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8016 // if not found free and can swap return first appropriate from used
8017 for (int i
= 0; i
< 4; ++i
)
8019 if ( slots
[i
] != NULL_SLOT
&& swap
)
8028 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8031 uint32 tempcount
= 0;
8033 uint8 res
= EQUIP_ERR_OK
;
8035 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8037 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8038 if( pItem
&& pItem
->GetEntry() == item
)
8040 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8041 if(ires
==EQUIP_ERR_OK
)
8043 tempcount
+= pItem
->GetCount();
8044 if( tempcount
>= count
)
8045 return EQUIP_ERR_OK
;
8051 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8053 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8054 if( pItem
&& pItem
->GetEntry() == item
)
8056 tempcount
+= pItem
->GetCount();
8057 if( tempcount
>= count
)
8058 return EQUIP_ERR_OK
;
8061 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8063 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8064 if( pItem
&& pItem
->GetEntry() == item
)
8066 tempcount
+= pItem
->GetCount();
8067 if( tempcount
>= count
)
8068 return EQUIP_ERR_OK
;
8072 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8074 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8077 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8079 pItem
= GetItemByPos( i
, j
);
8080 if( pItem
&& pItem
->GetEntry() == item
)
8082 tempcount
+= pItem
->GetCount();
8083 if( tempcount
>= count
)
8084 return EQUIP_ERR_OK
;
8090 // not found req. item count and have unequippable items
8094 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8097 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8099 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8100 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8101 count
+= pItem
->GetCount();
8103 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8105 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8106 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8107 count
+= pItem
->GetCount();
8109 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8111 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8113 count
+= pBag
->GetItemCount(item
,skipItem
);
8116 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8118 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8120 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8121 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8122 count
+= pItem
->GetGemCountWithID(item
);
8128 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8130 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8131 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8132 count
+= pItem
->GetCount();
8134 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8136 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8138 count
+= pBag
->GetItemCount(item
,skipItem
);
8141 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8143 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8145 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8146 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8147 count
+= pItem
->GetGemCountWithID(item
);
8155 Item
* Player::GetItemByGuid( uint64 guid
) const
8157 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8159 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8160 if( pItem
&& pItem
->GetGUID() == guid
)
8163 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8165 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8166 if( pItem
&& pItem
->GetGUID() == guid
)
8170 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8172 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8175 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8177 Item
* pItem
= pBag
->GetItemByPos( j
);
8178 if( pItem
&& pItem
->GetGUID() == guid
)
8183 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8185 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8188 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8190 Item
* pItem
= pBag
->GetItemByPos( j
);
8191 if( pItem
&& pItem
->GetGUID() == guid
)
8200 Item
* Player::GetItemByPos( uint16 pos
) const
8202 uint8 bag
= pos
>> 8;
8203 uint8 slot
= pos
& 255;
8204 return GetItemByPos( bag
, slot
);
8207 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8209 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8210 return m_items
[slot
];
8211 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8212 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8214 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8216 return pBag
->GetItemByPos(slot
);
8221 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8226 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8227 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8228 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8229 default: return NULL
;
8232 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8233 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8239 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8245 Item
* Player::GetShield(bool useable
) const
8247 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8248 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8254 if( item
->IsBroken())
8260 uint32
Player::GetAttackBySlot( uint8 slot
)
8264 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8265 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8266 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8267 default: return MAX_ATTACK
;
8271 bool Player::HasBankBagSlot( uint8 slot
) const
8273 uint32 maxslot
= GetByteValue(PLAYER_BYTES_2
, 2) + BANK_SLOT_BAG_START
;
8274 if( slot
< maxslot
)
8279 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8281 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8283 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8285 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8287 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8292 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8294 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8296 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8301 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8303 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8305 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8307 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8312 bool Player::IsBagPos( uint16 pos
)
8314 uint8 bag
= pos
>> 8;
8315 uint8 slot
= pos
& 255;
8316 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8318 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8323 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8329 if (bag
== INVENTORY_SLOT_BAG_0
)
8331 // any post selected
8332 if (slot
== NULL_SLOT
)
8336 if (slot
< EQUIPMENT_SLOT_END
)
8340 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8344 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8348 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8352 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8356 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8362 // bag content slots
8363 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8365 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8369 // any post selected
8370 if (slot
== NULL_SLOT
)
8373 return slot
< pBag
->GetBagSize();
8376 // bank bag content slots
8377 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8379 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8383 // any post selected
8384 if (slot
== NULL_SLOT
)
8387 return slot
< pBag
->GetBagSize();
8395 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8397 uint32 tempcount
= 0;
8398 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8400 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8401 if( pItem
&& pItem
->GetEntry() == item
)
8403 tempcount
+= pItem
->GetCount();
8404 if( tempcount
>= count
)
8408 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8410 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8411 if( pItem
&& pItem
->GetEntry() == item
)
8413 tempcount
+= pItem
->GetCount();
8414 if( tempcount
>= count
)
8418 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8420 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8422 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8424 Item
* pItem
= GetItemByPos( i
, j
);
8425 if( pItem
&& pItem
->GetEntry() == item
)
8427 tempcount
+= pItem
->GetCount();
8428 if( tempcount
>= count
)
8437 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8439 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8440 if( pItem
&& pItem
->GetEntry() == item
)
8442 tempcount
+= pItem
->GetCount();
8443 if( tempcount
>= count
)
8447 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8449 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8451 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8453 Item
* pItem
= GetItemByPos( i
, j
);
8454 if( pItem
&& pItem
->GetEntry() == item
)
8456 tempcount
+= pItem
->GetCount();
8457 if( tempcount
>= count
)
8468 bool Player::HasItemOrGemWithIdEquipped( uint32 item
, uint32 count
, uint8 except_slot
) const
8470 uint32 tempcount
= 0;
8471 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8473 if(i
==int(except_slot
))
8476 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8477 if( pItem
&& pItem
->GetEntry() == item
)
8479 tempcount
+= pItem
->GetCount();
8480 if( tempcount
>= count
)
8485 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8486 if (pProto
&& pProto
->GemProperties
)
8488 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8490 if(i
==int(except_slot
))
8493 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8494 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8496 tempcount
+= pItem
->GetGemCountWithID(item
);
8497 if( tempcount
>= count
)
8506 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory
, uint32 count
, uint8 except_slot
) const
8508 uint32 tempcount
= 0;
8509 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8511 if(i
==int(except_slot
))
8514 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8518 ItemPrototype
const *pProto
= pItem
->GetProto();
8522 if (pProto
->ItemLimitCategory
== limitCategory
)
8524 tempcount
+= pItem
->GetCount();
8525 if( tempcount
>= count
)
8529 if( pProto
->Socket
[0].Color
)
8531 tempcount
+= pItem
->GetGemCountWithLimitCategory(limitCategory
);
8532 if( tempcount
>= count
)
8540 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8542 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8546 *no_space_count
= count
;
8547 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8551 if(pProto
->MaxCount
<= 0)
8552 return EQUIP_ERR_OK
;
8554 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8556 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8559 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8560 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8563 return EQUIP_ERR_OK
;
8566 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8569 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8571 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8572 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8575 for(uint8 i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8577 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8578 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8581 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8583 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8585 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8587 pItem
= GetItemByPos( i
, j
);
8588 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8596 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8598 Item
* pItem2
= GetItemByPos( bag
, slot
);
8600 // ignore move item (this slot will be empty at move)
8601 if(pItem2
==pSrcItem
)
8606 // empty specific slot - check item fit to slot
8607 if( !pItem2
|| swap
)
8609 if( bag
== INVENTORY_SLOT_BAG_0
)
8612 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8613 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8615 // currencytoken case (disabled until proper implement)
8616 if(slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
8617 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8620 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8621 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8625 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8627 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8629 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8631 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8633 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8634 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8637 // non empty stack with space
8638 need_space
= pProto
->GetMaxStackSize();
8640 // non empty slot, check item type
8644 if(pItem2
->GetEntry() != pProto
->ItemId
)
8645 return EQUIP_ERR_ITEM_CANT_STACK
;
8648 if(pItem2
->GetCount() >= pProto
->GetMaxStackSize())
8649 return EQUIP_ERR_ITEM_CANT_STACK
;
8651 // free stack space or infinity
8652 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8655 if(need_space
> count
)
8658 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8659 if(!newPosition
.isContainedIn(dest
))
8661 dest
.push_back(newPosition
);
8662 count
-= need_space
;
8664 return EQUIP_ERR_OK
;
8667 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
8669 // skip specific bag already processed in first called _CanStoreItem_InBag
8671 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8673 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8675 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8677 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8679 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8681 // specialized bag mode or non-specilized
8682 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
8683 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8685 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8686 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8688 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8690 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8694 Item
* pItem2
= GetItemByPos( bag
, j
);
8696 // ignore move item (this slot will be empty at move)
8697 if(pItem2
==pSrcItem
)
8700 // if merge skip empty, if !merge skip non-empty
8701 if((pItem2
!=NULL
)!=merge
)
8706 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8708 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8709 if(need_space
> count
)
8712 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8713 if(!newPosition
.isContainedIn(dest
))
8715 dest
.push_back(newPosition
);
8716 count
-= need_space
;
8719 return EQUIP_ERR_OK
;
8725 uint32 need_space
= pProto
->GetMaxStackSize();
8726 if(need_space
> count
)
8729 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8730 if(!newPosition
.isContainedIn(dest
))
8732 dest
.push_back(newPosition
);
8733 count
-= need_space
;
8736 return EQUIP_ERR_OK
;
8740 return EQUIP_ERR_OK
;
8743 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
8745 for(uint32 j
= slot_begin
; j
< slot_end
; ++j
)
8747 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8748 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8751 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8753 // ignore move item (this slot will be empty at move)
8754 if(pItem2
==pSrcItem
)
8757 // if merge skip empty, if !merge skip non-empty
8758 if((pItem2
!=NULL
)!=merge
)
8763 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8765 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8766 if(need_space
> count
)
8768 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8769 if(!newPosition
.isContainedIn(dest
))
8771 dest
.push_back(newPosition
);
8772 count
-= need_space
;
8775 return EQUIP_ERR_OK
;
8781 uint32 need_space
= pProto
->GetMaxStackSize();
8782 if(need_space
> count
)
8785 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8786 if(!newPosition
.isContainedIn(dest
))
8788 dest
.push_back(newPosition
);
8789 count
-= need_space
;
8792 return EQUIP_ERR_OK
;
8796 return EQUIP_ERR_OK
;
8799 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8801 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8803 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8807 *no_space_count
= count
;
8808 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
8811 if(pItem
&& pItem
->IsBindedNotWith(GetGUID()))
8814 *no_space_count
= count
;
8815 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
8818 // check count of items (skip for auto move for same player from bank)
8819 uint32 no_similar_count
= 0; // can't store this amount similar items
8820 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
8821 if(res
!=EQUIP_ERR_OK
)
8823 if(count
==no_similar_count
)
8826 *no_space_count
= no_similar_count
;
8829 count
-= no_similar_count
;
8833 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
8835 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
8836 if(res
!=EQUIP_ERR_OK
)
8839 *no_space_count
= count
+ no_similar_count
;
8845 if(no_similar_count
==0)
8846 return EQUIP_ERR_OK
;
8849 *no_space_count
= count
+ no_similar_count
;
8850 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8854 // not specific slot or have space for partly store only in specific slot
8857 if( bag
!= NULL_BAG
)
8859 // search stack in bag for merge to
8860 if( pProto
->Stackable
!= 1 )
8862 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8864 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8865 if(res
!=EQUIP_ERR_OK
)
8868 *no_space_count
= count
+ no_similar_count
;
8874 if(no_similar_count
==0)
8875 return EQUIP_ERR_OK
;
8878 *no_space_count
= count
+ no_similar_count
;
8879 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8882 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8883 if(res
!=EQUIP_ERR_OK
)
8886 *no_space_count
= count
+ no_similar_count
;
8892 if(no_similar_count
==0)
8893 return EQUIP_ERR_OK
;
8896 *no_space_count
= count
+ no_similar_count
;
8897 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8900 else // equipped bag
8902 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8903 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
8904 if(res
!=EQUIP_ERR_OK
)
8905 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
8907 if(res
!=EQUIP_ERR_OK
)
8910 *no_space_count
= count
+ no_similar_count
;
8916 if(no_similar_count
==0)
8917 return EQUIP_ERR_OK
;
8920 *no_space_count
= count
+ no_similar_count
;
8921 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8926 // search free slot in bag for place to
8927 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8929 // search free slot - keyring case
8930 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
8932 uint32 keyringSize
= GetMaxKeyringSize();
8933 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8934 if(res
!=EQUIP_ERR_OK
)
8937 *no_space_count
= count
+ no_similar_count
;
8943 if(no_similar_count
==0)
8944 return EQUIP_ERR_OK
;
8947 *no_space_count
= count
+ no_similar_count
;
8948 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8951 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8952 if(res
!=EQUIP_ERR_OK
)
8955 *no_space_count
= count
+ no_similar_count
;
8961 if(no_similar_count
==0)
8962 return EQUIP_ERR_OK
;
8965 *no_space_count
= count
+ no_similar_count
;
8966 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8969 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
8971 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8972 if(res
!=EQUIP_ERR_OK
)
8975 *no_space_count
= count
+ no_similar_count
;
8981 if(no_similar_count
==0)
8982 return EQUIP_ERR_OK
;
8985 *no_space_count
= count
+ no_similar_count
;
8986 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8990 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8991 if(res
!=EQUIP_ERR_OK
)
8994 *no_space_count
= count
+ no_similar_count
;
9000 if(no_similar_count
==0)
9001 return EQUIP_ERR_OK
;
9004 *no_space_count
= count
+ no_similar_count
;
9005 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9008 else // equipped bag
9010 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9011 if(res
!=EQUIP_ERR_OK
)
9012 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9014 if(res
!=EQUIP_ERR_OK
)
9017 *no_space_count
= count
+ no_similar_count
;
9023 if(no_similar_count
==0)
9024 return EQUIP_ERR_OK
;
9027 *no_space_count
= count
+ no_similar_count
;
9028 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9033 // not specific bag or have space for partly store only in specific bag
9035 // search stack for merge to
9036 if( pProto
->Stackable
!= 1 )
9038 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9039 if(res
!=EQUIP_ERR_OK
)
9042 *no_space_count
= count
+ no_similar_count
;
9048 if(no_similar_count
==0)
9049 return EQUIP_ERR_OK
;
9052 *no_space_count
= count
+ no_similar_count
;
9053 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9056 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9057 if(res
!=EQUIP_ERR_OK
)
9060 *no_space_count
= count
+ no_similar_count
;
9066 if(no_similar_count
==0)
9067 return EQUIP_ERR_OK
;
9070 *no_space_count
= count
+ no_similar_count
;
9071 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9074 if( pProto
->BagFamily
)
9076 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9078 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9079 if(res
!=EQUIP_ERR_OK
)
9084 if(no_similar_count
==0)
9085 return EQUIP_ERR_OK
;
9088 *no_space_count
= count
+ no_similar_count
;
9089 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9094 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9096 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9097 if(res
!=EQUIP_ERR_OK
)
9102 if(no_similar_count
==0)
9103 return EQUIP_ERR_OK
;
9106 *no_space_count
= count
+ no_similar_count
;
9107 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9112 // search free slot - special bag case
9113 if( pProto
->BagFamily
)
9115 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9117 uint32 keyringSize
= GetMaxKeyringSize();
9118 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9119 if(res
!=EQUIP_ERR_OK
)
9122 *no_space_count
= count
+ no_similar_count
;
9128 if(no_similar_count
==0)
9129 return EQUIP_ERR_OK
;
9132 *no_space_count
= count
+ no_similar_count
;
9133 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9136 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9138 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9139 if(res
!=EQUIP_ERR_OK
)
9142 *no_space_count
= count
+ no_similar_count
;
9148 if(no_similar_count
==0)
9149 return EQUIP_ERR_OK
;
9152 *no_space_count
= count
+ no_similar_count
;
9153 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9157 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9159 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9160 if(res
!=EQUIP_ERR_OK
)
9165 if(no_similar_count
==0)
9166 return EQUIP_ERR_OK
;
9169 *no_space_count
= count
+ no_similar_count
;
9170 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9176 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9177 if(res
!=EQUIP_ERR_OK
)
9180 *no_space_count
= count
+ no_similar_count
;
9186 if(no_similar_count
==0)
9187 return EQUIP_ERR_OK
;
9190 *no_space_count
= count
+ no_similar_count
;
9191 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9194 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9196 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9197 if(res
!=EQUIP_ERR_OK
)
9202 if(no_similar_count
==0)
9203 return EQUIP_ERR_OK
;
9206 *no_space_count
= count
+ no_similar_count
;
9207 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9212 *no_space_count
= count
+ no_similar_count
;
9214 return EQUIP_ERR_INVENTORY_FULL
;
9217 //////////////////////////////////////////////////////////////////////////
9218 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9223 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9224 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9225 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9226 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9228 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9229 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9230 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9231 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9233 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
9235 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9237 if (pItem2
&& !pItem2
->IsInTrade())
9239 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9243 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
9245 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9247 if (pItem2
&& !pItem2
->IsInTrade())
9249 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9253 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
9255 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9257 if (pItem2
&& !pItem2
->IsInTrade())
9259 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9263 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9265 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9267 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9269 pItem2
= GetItemByPos( i
, j
);
9270 if (pItem2
&& !pItem2
->IsInTrade())
9272 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9278 // check free space for all items
9279 for (int k
= 0; k
< count
; ++k
)
9281 Item
*pItem
= pItems
[k
];
9284 if (!pItem
) continue;
9286 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9287 ItemPrototype
const *pProto
= pItem
->GetProto();
9291 return EQUIP_ERR_ITEM_NOT_FOUND
;
9294 if(pItem
->IsBindedNotWith(GetGUID()))
9295 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9298 ItemPrototype
const *pBagProto
;
9300 // item is 'one item only'
9301 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9302 if(res
!= EQUIP_ERR_OK
)
9305 // search stack for merge to
9306 if( pProto
->Stackable
!= 1 )
9308 bool b_found
= false;
9310 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; ++t
)
9312 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9313 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9315 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9320 if (b_found
) continue;
9322 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9324 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9325 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9327 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9332 if (b_found
) continue;
9334 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9336 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9337 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9339 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9344 if (b_found
) continue;
9346 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9348 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9351 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9353 pItem2
= GetItemByPos( t
, j
);
9354 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9356 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9363 if (b_found
) continue;
9367 if( pProto
->BagFamily
)
9369 bool b_found
= false;
9370 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9372 uint32 keyringSize
= GetMaxKeyringSize();
9373 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9375 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9377 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9384 if (b_found
) continue;
9386 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9388 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9390 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9392 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9399 if (b_found
) continue;
9401 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9403 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9406 pBagProto
= pBag
->GetProto();
9408 // not plain container check
9409 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9410 ItemCanGoIntoBag(pProto
,pBagProto
) )
9412 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9414 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9416 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9424 if (b_found
) continue;
9428 bool b_found
= false;
9429 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9431 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9433 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9438 if (b_found
) continue;
9440 // search free slot in bags
9441 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9443 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9446 pBagProto
= pBag
->GetProto();
9448 // special bag already checked
9449 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
))
9452 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9454 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9456 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9464 // no free slot found?
9466 return EQUIP_ERR_INVENTORY_FULL
;
9469 return EQUIP_ERR_OK
;
9472 //////////////////////////////////////////////////////////////////////////
9473 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9476 Item
*pItem
= Item::CreateItem( item
, 1, this );
9479 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9484 return EQUIP_ERR_ITEM_NOT_FOUND
;
9487 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9492 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9493 ItemPrototype
const *pProto
= pItem
->GetProto();
9496 if(pItem
->IsBindedNotWith(GetGUID()))
9497 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9499 // check count of items (skip for auto move for same player from bank)
9500 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9501 if(res
!= EQUIP_ERR_OK
)
9504 // check this only in game
9507 // May be here should be more stronger checks; STUNNED checked
9508 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9509 if (hasUnitState(UNIT_STAT_STUNNED
))
9510 return EQUIP_ERR_YOU_ARE_STUNNED
;
9512 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9514 // - in-progress arenas
9515 if( !pProto
->CanChangeEquipStateInCombat() )
9518 return EQUIP_ERR_NOT_IN_COMBAT
;
9520 if(BattleGround
* bg
= GetBattleGround())
9521 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9522 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9525 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9526 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9528 if(IsNonMeleeSpellCasted(false))
9529 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9532 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9533 if( eslot
== NULL_SLOT
)
9534 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9536 uint8 msg
= CanUseItem( pItem
, not_loading
);
9537 if( msg
!= EQUIP_ERR_OK
)
9539 if( !swap
&& GetItemByPos( INVENTORY_SLOT_BAG_0
, eslot
) )
9540 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9542 // if swap ignore item (equipped also)
9543 if(uint8 res2
= CanEquipUniqueItem(pItem
, swap
? eslot
: NULL_SLOT
))
9546 // check unique-equipped special item classes
9547 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9549 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9551 if( Item
* pBag
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
) )
9553 if( ItemPrototype
const* pBagProto
= pBag
->GetProto() )
9555 if( pBagProto
->Class
==pProto
->Class
&& (!swap
|| pBag
->GetSlot() != eslot
) )
9557 if(pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9558 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
;
9560 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9567 uint32 type
= pProto
->InventoryType
;
9569 if(eslot
== EQUIPMENT_SLOT_OFFHAND
)
9571 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9574 return EQUIP_ERR_CANT_DUAL_WIELD
;
9576 else if (type
== INVTYPE_2HWEAPON
)
9578 if(!CanDualWield() || !CanTitanGrip())
9579 return EQUIP_ERR_CANT_DUAL_WIELD
;
9583 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9586 // equip two-hand weapon case (with possible unequip 2 items)
9587 if( type
== INVTYPE_2HWEAPON
)
9589 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9591 if (!CanTitanGrip())
9592 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9594 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9595 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9597 if (!CanTitanGrip())
9599 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9600 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9601 ItemPosCountVec off_dest
;
9602 if( offItem
&& (!not_loading
||
9603 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9604 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
) )
9605 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9608 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9609 return EQUIP_ERR_OK
;
9613 return EQUIP_ERR_ITEM_NOT_FOUND
;
9615 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9618 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9620 // Applied only to equipped items and bank bags
9621 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9622 return EQUIP_ERR_OK
;
9624 Item
* pItem
= GetItemByPos(pos
);
9626 // Applied only to existed equipped item
9628 return EQUIP_ERR_OK
;
9630 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9632 ItemPrototype
const *pProto
= pItem
->GetProto();
9634 return EQUIP_ERR_ITEM_NOT_FOUND
;
9636 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9638 // - in-progress arenas
9639 if( !pProto
->CanChangeEquipStateInCombat() )
9642 return EQUIP_ERR_NOT_IN_COMBAT
;
9644 if(BattleGround
* bg
= GetBattleGround())
9645 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9646 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9649 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9650 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9652 return EQUIP_ERR_OK
;
9655 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9658 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9660 uint32 count
= pItem
->GetCount();
9662 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9663 ItemPrototype
const *pProto
= pItem
->GetProto();
9665 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9667 if( pItem
->IsBindedNotWith(GetGUID()) )
9668 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9670 // check count of items (skip for auto move for same player from bank)
9671 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9672 if(res
!= EQUIP_ERR_OK
)
9676 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9678 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9680 if (!pItem
->IsBag())
9681 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9683 if( !HasBankBagSlot( slot
) )
9684 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9686 if( uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9690 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9691 if(res
!=EQUIP_ERR_OK
)
9695 return EQUIP_ERR_OK
;
9698 // not specific slot or have space for partly store only in specific slot
9701 if( bag
!= NULL_BAG
)
9703 if( pProto
->InventoryType
== INVTYPE_BAG
)
9705 Bag
*pBag
= (Bag
*)pItem
;
9706 if( pBag
&& !pBag
->IsEmpty() )
9707 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9710 // search stack in bag for merge to
9711 if( pProto
->Stackable
!= 1 )
9713 if( bag
== INVENTORY_SLOT_BAG_0
)
9715 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9716 if(res
!=EQUIP_ERR_OK
)
9720 return EQUIP_ERR_OK
;
9724 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9725 if(res
!=EQUIP_ERR_OK
)
9726 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9728 if(res
!=EQUIP_ERR_OK
)
9732 return EQUIP_ERR_OK
;
9736 // search free slot in bag
9737 if( bag
== INVENTORY_SLOT_BAG_0
)
9739 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9740 if(res
!=EQUIP_ERR_OK
)
9744 return EQUIP_ERR_OK
;
9748 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, false, pItem
, NULL_BAG
, slot
);
9749 if(res
!= EQUIP_ERR_OK
)
9750 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, true, pItem
, NULL_BAG
, slot
);
9752 if(res
!= EQUIP_ERR_OK
)
9756 return EQUIP_ERR_OK
;
9760 // not specific bag or have space for partly store only in specific bag
9762 // search stack for merge to
9763 if( pProto
->Stackable
!= 1 )
9766 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9767 if(res
!= EQUIP_ERR_OK
)
9771 return EQUIP_ERR_OK
;
9774 if( pProto
->BagFamily
)
9776 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9778 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9779 if(res
!=EQUIP_ERR_OK
)
9783 return EQUIP_ERR_OK
;
9787 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9789 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9790 if(res
!=EQUIP_ERR_OK
)
9794 return EQUIP_ERR_OK
;
9798 // search free place in special bag
9799 if( pProto
->BagFamily
)
9801 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9803 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9804 if(res
!=EQUIP_ERR_OK
)
9808 return EQUIP_ERR_OK
;
9812 // search free space
9813 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9814 if(res
!=EQUIP_ERR_OK
)
9818 return EQUIP_ERR_OK
;
9820 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9822 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9823 if(res
!=EQUIP_ERR_OK
)
9827 return EQUIP_ERR_OK
;
9829 return EQUIP_ERR_BANK_FULL
;
9832 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
9836 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
9837 if( !isAlive() && not_loading
)
9838 return EQUIP_ERR_YOU_ARE_DEAD
;
9840 // return EQUIP_ERR_YOU_ARE_STUNNED;
9841 ItemPrototype
const *pProto
= pItem
->GetProto();
9844 if( pItem
->IsBindedNotWith(GetGUID()) )
9845 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9846 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9847 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9848 if( pItem
->GetSkill() != 0 )
9850 if( GetSkillValue( pItem
->GetSkill() ) == 0 )
9851 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9853 if( pProto
->RequiredSkill
!= 0 )
9855 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9856 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9857 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9858 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9860 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9861 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9862 if( pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
9863 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
9864 if( getLevel() < pProto
->RequiredLevel
)
9865 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9866 return EQUIP_ERR_OK
;
9869 return EQUIP_ERR_ITEM_NOT_FOUND
;
9872 bool Player::CanUseItem( ItemPrototype
const *pProto
)
9874 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9878 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9880 if( pProto
->RequiredSkill
!= 0 )
9882 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9884 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9887 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9889 if( getLevel() < pProto
->RequiredLevel
)
9896 uint8
Player::CanUseAmmo( uint32 item
) const
9898 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
9900 return EQUIP_ERR_YOU_ARE_DEAD
;
9902 // return EQUIP_ERR_YOU_ARE_STUNNED;
9903 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
9906 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
9907 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
9908 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9909 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9910 if( pProto
->RequiredSkill
!= 0 )
9912 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9913 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9914 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9915 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9917 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9918 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9919 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
9920 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
9922 if( getLevel() < pProto
->RequiredLevel
)
9923 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9926 if(GetDummyAura(46699))
9927 return EQUIP_ERR_BAG_FULL6
;
9929 return EQUIP_ERR_OK
;
9931 return EQUIP_ERR_ITEM_NOT_FOUND
;
9934 void Player::SetAmmo( uint32 item
)
9940 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
9946 uint8 msg
= CanUseAmmo( item
);
9947 if( msg
!= EQUIP_ERR_OK
)
9949 SendEquipError( msg
, NULL
, NULL
);
9954 SetUInt32Value(PLAYER_AMMO_ID
, item
);
9956 _ApplyAmmoBonuses();
9959 void Player::RemoveAmmo()
9961 SetUInt32Value(PLAYER_AMMO_ID
, 0);
9965 if(CanModifyStats())
9966 UpdateDamagePhysical(RANGED_ATTACK
);
9969 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
9970 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
9973 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
9974 count
+= itr
->count
;
9976 Item
*pItem
= Item::CreateItem( item
, count
, this );
9979 ItemAddedQuestCheck( item
, count
);
9980 if(randomPropertyId
)
9981 pItem
->SetItemRandomProperties(randomPropertyId
);
9982 pItem
= StoreItem( dest
, pItem
, update
);
9987 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
9992 Item
* lastItem
= pItem
;
9993 uint32 entry
= pItem
->GetEntry();
9994 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
9996 uint16 pos
= itr
->pos
;
9997 uint32 count
= itr
->count
;
10001 if(itr
== dest
.end())
10003 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10007 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10009 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
10013 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10014 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10019 uint8 bag
= pos
>> 8;
10020 uint8 slot
= pos
& 255;
10022 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10024 Item
*pItem2
= GetItemByPos( bag
, slot
);
10029 pItem
= pItem
->CloneItem(count
, this);
10031 pItem
->SetCount(count
);
10036 if (pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10037 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10038 (pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10039 pItem
->SetBinding( true );
10041 if (bag
== INVENTORY_SLOT_BAG_0
)
10043 m_items
[slot
] = pItem
;
10044 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10045 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10046 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10048 pItem
->SetSlot( slot
);
10049 pItem
->SetContainer( NULL
);
10051 // need update known currency
10052 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10053 UpdateKnownCurrencies(pItem
->GetEntry(), true);
10055 if (IsInWorld() && update
)
10057 pItem
->AddToWorld();
10058 pItem
->SendUpdateToPlayer( this );
10061 pItem
->SetState(ITEM_CHANGED
, this);
10063 else if (Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10065 pBag
->StoreItem( slot
, pItem
, update
);
10066 if( IsInWorld() && update
)
10068 pItem
->AddToWorld();
10069 pItem
->SendUpdateToPlayer( this );
10071 pItem
->SetState(ITEM_CHANGED
, this);
10072 pBag
->SetState(ITEM_CHANGED
, this);
10075 AddEnchantmentDurations(pItem
);
10076 AddItemDurations(pItem
);
10082 if (pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10083 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10084 (pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10085 pItem2
->SetBinding( true );
10087 pItem2
->SetCount( pItem2
->GetCount() + count
);
10088 if (IsInWorld() && update
)
10089 pItem2
->SendUpdateToPlayer( this );
10093 // delete item (it not in any slot currently)
10094 if (IsInWorld() && update
)
10096 pItem
->RemoveFromWorld();
10097 pItem
->DestroyForPlayer( this );
10100 RemoveEnchantmentDurations(pItem
);
10101 RemoveItemDurations(pItem
);
10103 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10104 pItem
->SetState(ITEM_REMOVED
, this);
10107 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10108 AddEnchantmentDurations(pItem2
);
10110 pItem2
->SetState(ITEM_CHANGED
, this);
10116 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10118 if (Item
*pItem
= Item::CreateItem( item
, 1, this ))
10120 ItemAddedQuestCheck( item
, 1 );
10121 return EquipItem( pos
, pItem
, update
);
10127 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10130 AddEnchantmentDurations(pItem
);
10131 AddItemDurations(pItem
);
10133 uint8 bag
= pos
>> 8;
10134 uint8 slot
= pos
& 255;
10136 Item
*pItem2
= GetItemByPos( bag
, slot
);
10140 VisualizeItem( slot
, pItem
);
10144 ItemPrototype
const *pProto
= pItem
->GetProto();
10146 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10147 if(pProto
&& pProto
->ItemSet
)
10148 AddItemsSetItem(this, pItem
);
10150 _ApplyItemMods(pItem
, slot
, true);
10152 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10154 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10156 if (getClass() == CLASS_ROGUE
)
10157 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10159 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10162 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10165 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10167 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10168 data
<< uint64(GetGUID());
10170 data
<< uint32(cooldownSpell
);
10172 GetSession()->SendPacket(&data
);
10177 if( IsInWorld() && update
)
10179 pItem
->AddToWorld();
10180 pItem
->SendUpdateToPlayer( this );
10183 ApplyEquipCooldown(pItem
);
10185 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10186 UpdateExpertise(BASE_ATTACK
);
10187 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10188 UpdateExpertise(OFF_ATTACK
);
10192 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10193 if( IsInWorld() && update
)
10194 pItem2
->SendUpdateToPlayer( this );
10196 // delete item (it not in any slot currently)
10197 //pItem->DeleteFromDB();
10198 if( IsInWorld() && update
)
10200 pItem
->RemoveFromWorld();
10201 pItem
->DestroyForPlayer( this );
10204 RemoveEnchantmentDurations(pItem
);
10205 RemoveItemDurations(pItem
);
10207 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10208 pItem
->SetState(ITEM_REMOVED
, this);
10209 pItem2
->SetState(ITEM_CHANGED
, this);
10211 ApplyEquipCooldown(pItem2
);
10216 // only for full equip instead adding to stack
10217 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10222 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10226 AddEnchantmentDurations(pItem
);
10227 AddItemDurations(pItem
);
10229 uint8 slot
= pos
& 255;
10230 VisualizeItem( slot
, pItem
);
10234 pItem
->AddToWorld();
10235 pItem
->SendUpdateToPlayer( this );
10240 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10244 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), pItem
->GetEntry());
10245 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0, pItem
->GetEnchantmentId(PERM_ENCHANTMENT_SLOT
));
10246 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 1, pItem
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
));
10250 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), 0);
10251 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0);
10255 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10260 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10261 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10262 pItem
->SetBinding( true );
10264 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10266 m_items
[slot
] = pItem
;
10267 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10268 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10269 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10270 pItem
->SetSlot( slot
);
10271 pItem
->SetContainer( NULL
);
10273 if( slot
< EQUIPMENT_SLOT_END
)
10274 SetVisibleItemSlot(slot
, pItem
);
10276 pItem
->SetState(ITEM_CHANGED
, this);
10279 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10281 // note: removeitem does not actually change the item
10282 // it only takes the item out of storage temporarily
10283 // note2: if removeitem is to be used for delinking
10284 // the item must be removed from the player's updatequeue
10286 Item
*pItem
= GetItemByPos( bag
, slot
);
10289 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10291 RemoveEnchantmentDurations(pItem
);
10292 RemoveItemDurations(pItem
);
10294 if( bag
== INVENTORY_SLOT_BAG_0
)
10296 if ( slot
< INVENTORY_SLOT_BAG_END
)
10298 ItemPrototype
const *pProto
= pItem
->GetProto();
10299 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10301 if(pProto
&& pProto
->ItemSet
)
10302 RemoveItemsSetItem(this, pProto
);
10304 _ApplyItemMods(pItem
, slot
, false);
10306 // remove item dependent auras and casts (only weapon and armor slots)
10307 if(slot
< EQUIPMENT_SLOT_END
)
10309 RemoveItemDependentAurasAndCasts(pItem
);
10311 // remove held enchantments, update expertise
10312 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10314 if (pItem
->GetItemSuffixFactor())
10316 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10317 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10321 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10322 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10325 UpdateExpertise(BASE_ATTACK
);
10327 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10328 UpdateExpertise(OFF_ATTACK
);
10331 // need update known currency
10332 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10333 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10335 m_items
[slot
] = NULL
;
10336 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10338 if ( slot
< EQUIPMENT_SLOT_END
)
10339 SetVisibleItemSlot(slot
, NULL
);
10343 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10345 pBag
->RemoveItem(slot
, update
);
10347 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10348 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10349 pItem
->SetSlot( NULL_SLOT
);
10350 if( IsInWorld() && update
)
10351 pItem
->SendUpdateToPlayer( this );
10355 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10356 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10358 if(Item
* it
= GetItemByPos(bag
,slot
))
10360 ItemRemovedQuestCheck(it
->GetEntry(), it
->GetCount());
10361 RemoveItem(bag
, slot
, update
);
10362 it
->RemoveFromUpdateQueueOf(this);
10363 if(it
->IsInWorld())
10365 it
->RemoveFromWorld();
10366 it
->DestroyForPlayer( this );
10371 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10372 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10374 // update quest counters
10375 ItemAddedQuestCheck(pItem
->GetEntry(), pItem
->GetCount());
10378 Item
* pLastItem
= StoreItem(dest
, pItem
, update
);
10380 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10381 if(pLastItem
== pItem
)
10383 // update owner for last item (this can be original item with wrong owner
10384 if(pLastItem
->GetOwnerGUID() != GetGUID())
10385 pLastItem
->SetOwnerGUID(GetGUID());
10387 // if this original item then it need create record in inventory
10388 // in case trade we already have item in other player inventory
10389 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10393 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10395 Item
*pItem
= GetItemByPos( bag
, slot
);
10398 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10400 // start from destroy contained items (only equipped bag can have its)
10401 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10403 for (int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
10404 DestroyItem(slot
, i
, update
);
10407 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10408 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10410 RemoveEnchantmentDurations(pItem
);
10411 RemoveItemDurations(pItem
);
10413 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10415 if( bag
== INVENTORY_SLOT_BAG_0
)
10417 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10419 // equipment and equipped bags can have applied bonuses
10420 if ( slot
< INVENTORY_SLOT_BAG_END
)
10422 ItemPrototype
const *pProto
= pItem
->GetProto();
10424 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10425 if(pProto
&& pProto
->ItemSet
)
10426 RemoveItemsSetItem(this, pProto
);
10428 _ApplyItemMods(pItem
, slot
, false);
10431 if ( slot
< EQUIPMENT_SLOT_END
)
10433 // remove item dependent auras and casts (only weapon and armor slots)
10434 RemoveItemDependentAurasAndCasts(pItem
);
10436 // update expertise
10437 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10438 UpdateExpertise(BASE_ATTACK
);
10439 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10440 UpdateExpertise(OFF_ATTACK
);
10442 // equipment visual show
10443 SetVisibleItemSlot(slot
, NULL
);
10445 // need update known currency
10446 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10447 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10449 m_items
[slot
] = NULL
;
10451 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10452 pBag
->RemoveItem(slot
, update
);
10454 if( IsInWorld() && update
)
10456 pItem
->RemoveFromWorld();
10457 pItem
->DestroyForPlayer(this);
10460 //pItem->SetOwnerGUID(0);
10461 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10462 pItem
->SetSlot( NULL_SLOT
);
10463 pItem
->SetState(ITEM_REMOVED
, this);
10467 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10469 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10470 uint32 remcount
= 0;
10473 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10475 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10477 if (pItem
->GetEntry() == item
)
10479 if (pItem
->GetCount() + remcount
<= count
)
10481 // all items in inventory can unequipped
10482 remcount
+= pItem
->GetCount();
10483 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10485 if (remcount
>= count
)
10490 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10491 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10492 if (IsInWorld() & update
)
10493 pItem
->SendUpdateToPlayer( this );
10494 pItem
->SetState(ITEM_CHANGED
, this);
10501 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10503 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10505 if (pItem
->GetEntry() == item
)
10507 if (pItem
->GetCount() + remcount
<= count
)
10509 // all keys can be unequipped
10510 remcount
+= pItem
->GetCount();
10511 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10513 if (remcount
>= count
)
10518 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10519 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10520 if (IsInWorld() & update
)
10521 pItem
->SendUpdateToPlayer( this );
10522 pItem
->SetState(ITEM_CHANGED
, this);
10529 // in inventory bags
10530 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10532 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10534 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10536 if(Item
* pItem
= pBag
->GetItemByPos(j
))
10538 if (pItem
->GetEntry() == item
)
10540 // all items in bags can be unequipped
10541 if (pItem
->GetCount() + remcount
<= count
)
10543 remcount
+= pItem
->GetCount();
10544 DestroyItem( i
, j
, update
);
10546 if (remcount
>= count
)
10551 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10552 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10553 if (IsInWorld() && update
)
10554 pItem
->SendUpdateToPlayer( this );
10555 pItem
->SetState(ITEM_CHANGED
, this);
10564 // in equipment and bag list
10565 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10567 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10569 if (pItem
&& pItem
->GetEntry() == item
)
10571 if (pItem
->GetCount() + remcount
<= count
)
10573 if (!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false) == EQUIP_ERR_OK
)
10575 remcount
+= pItem
->GetCount();
10576 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10578 if (remcount
>= count
)
10584 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10585 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10586 if (IsInWorld() & update
)
10587 pItem
->SendUpdateToPlayer( this );
10588 pItem
->SetState(ITEM_CHANGED
, this);
10596 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10598 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10601 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10602 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10603 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10604 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10606 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10607 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10608 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10609 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10611 // in inventory bags
10612 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10613 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10614 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10615 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10616 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10617 DestroyItem( i
, j
, update
);
10619 // in equipment and bag list
10620 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10621 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10622 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10623 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10626 void Player::DestroyConjuredItems( bool update
)
10628 // used when entering arena
10629 // destroys all conjured items
10630 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10633 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10634 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10635 if (pItem
->IsConjuredConsumable())
10636 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10638 // in inventory bags
10639 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10640 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10641 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10642 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10643 if (pItem
->IsConjuredConsumable())
10644 DestroyItem( i
, j
, update
);
10646 // in equipment and bag list
10647 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10648 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10649 if (pItem
->IsConjuredConsumable())
10650 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10653 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10658 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10660 if( pItem
->GetCount() <= count
)
10662 count
-= pItem
->GetCount();
10664 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10668 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10669 pItem
->SetCount( pItem
->GetCount() - count
);
10671 if( IsInWorld() & update
)
10672 pItem
->SendUpdateToPlayer( this );
10673 pItem
->SetState(ITEM_CHANGED
, this);
10677 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10679 uint8 srcbag
= src
>> 8;
10680 uint8 srcslot
= src
& 255;
10682 uint8 dstbag
= dst
>> 8;
10683 uint8 dstslot
= dst
& 255;
10685 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10688 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10692 // not let split all items (can be only at cheating)
10693 if(pSrcItem
->GetCount() == count
)
10695 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10699 // not let split more existed items (can be only at cheating)
10700 if(pSrcItem
->GetCount() < count
)
10702 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10706 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10708 //best error message found for attempting to split while looting
10709 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10713 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
10714 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
10717 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10721 if( IsInventoryPos( dst
) )
10723 // change item amount before check (for unique max count check)
10724 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10726 ItemPosCountVec dest
;
10727 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10728 if( msg
!= EQUIP_ERR_OK
)
10731 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10732 SendEquipError( msg
, pSrcItem
, NULL
);
10737 pSrcItem
->SendUpdateToPlayer( this );
10738 pSrcItem
->SetState(ITEM_CHANGED
, this);
10739 StoreItem( dest
, pNewItem
, true);
10741 else if( IsBankPos ( dst
) )
10743 // change item amount before check (for unique max count check)
10744 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10746 ItemPosCountVec dest
;
10747 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10748 if( msg
!= EQUIP_ERR_OK
)
10751 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10752 SendEquipError( msg
, pSrcItem
, NULL
);
10757 pSrcItem
->SendUpdateToPlayer( this );
10758 pSrcItem
->SetState(ITEM_CHANGED
, this);
10759 BankItem( dest
, pNewItem
, true);
10761 else if( IsEquipmentPos ( dst
) )
10763 // change item amount before check (for unique max count check), provide space for splitted items
10764 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10767 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
10768 if( msg
!= EQUIP_ERR_OK
)
10771 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10772 SendEquipError( msg
, pSrcItem
, NULL
);
10777 pSrcItem
->SendUpdateToPlayer( this );
10778 pSrcItem
->SetState(ITEM_CHANGED
, this);
10779 EquipItem( dest
, pNewItem
, true);
10780 AutoUnequipOffhandIfNeed();
10784 void Player::SwapItem( uint16 src
, uint16 dst
)
10786 uint8 srcbag
= src
>> 8;
10787 uint8 srcslot
= src
& 255;
10789 uint8 dstbag
= dst
>> 8;
10790 uint8 dstslot
= dst
& 255;
10792 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10793 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
10798 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
10802 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
10808 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
10810 //best error message found for attempting to swap while looting
10811 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
10815 // check unequip potability for equipped items and bank bags
10816 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
10818 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10819 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
) || pDstItem
&& pDstItem
->IsBag() && ((Bag
*)pDstItem
)->IsEmpty());
10820 if(msg
!= EQUIP_ERR_OK
)
10822 SendEquipError( msg
, pSrcItem
, pDstItem
);
10827 // prevent put equipped/bank bag in self
10828 if( IsBagPos ( src
) && srcslot
== dstbag
)
10830 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
10838 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
10840 //best error message found for attempting to swap while looting
10841 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
10845 // check unequip potability for equipped items and bank bags
10846 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
10848 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10849 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) || pSrcItem
->IsBag() && ((Bag
*)pSrcItem
)->IsEmpty());
10850 if(msg
!= EQUIP_ERR_OK
)
10852 SendEquipError( msg
, pSrcItem
, pDstItem
);
10858 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
10859 // or swap empty bag with another empty or not empty bag (with items exchange)
10864 if( IsInventoryPos( dst
) )
10866 ItemPosCountVec dest
;
10867 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
10868 if( msg
!= EQUIP_ERR_OK
)
10870 SendEquipError( msg
, pSrcItem
, NULL
);
10874 RemoveItem(srcbag
, srcslot
, true);
10875 StoreItem( dest
, pSrcItem
, true);
10877 else if( IsBankPos ( dst
) )
10879 ItemPosCountVec dest
;
10880 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
10881 if( msg
!= EQUIP_ERR_OK
)
10883 SendEquipError( msg
, pSrcItem
, NULL
);
10887 RemoveItem(srcbag
, srcslot
, true);
10888 BankItem( dest
, pSrcItem
, true);
10890 else if( IsEquipmentPos ( dst
) )
10893 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
10894 if( msg
!= EQUIP_ERR_OK
)
10896 SendEquipError( msg
, pSrcItem
, NULL
);
10900 RemoveItem(srcbag
, srcslot
, true);
10901 EquipItem(dest
, pSrcItem
, true);
10902 AutoUnequipOffhandIfNeed();
10908 // attempt merge to / fill target item
10909 if(!pSrcItem
->IsBag() && !pDstItem
->IsBag())
10912 ItemPosCountVec sDest
;
10914 if( IsInventoryPos( dst
) )
10915 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
10916 else if( IsBankPos ( dst
) )
10917 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
10918 else if( IsEquipmentPos ( dst
) )
10919 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
10923 // can be merge/fill
10924 if(msg
== EQUIP_ERR_OK
)
10926 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
10928 RemoveItem(srcbag
, srcslot
, true);
10930 if( IsInventoryPos( dst
) )
10931 StoreItem( sDest
, pSrcItem
, true);
10932 else if( IsBankPos ( dst
) )
10933 BankItem( sDest
, pSrcItem
, true);
10934 else if( IsEquipmentPos ( dst
) )
10936 EquipItem( eDest
, pSrcItem
, true);
10937 AutoUnequipOffhandIfNeed();
10942 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
10943 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
10944 pSrcItem
->SetState(ITEM_CHANGED
, this);
10945 pDstItem
->SetState(ITEM_CHANGED
, this);
10948 pSrcItem
->SendUpdateToPlayer( this );
10949 pDstItem
->SendUpdateToPlayer( this );
10956 // impossible merge/fill, do real swap
10959 // check src->dest move possibility
10960 ItemPosCountVec sDest
;
10962 if( IsInventoryPos( dst
) )
10963 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
10964 else if( IsBankPos( dst
) )
10965 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
10966 else if( IsEquipmentPos( dst
) )
10968 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
10969 if( msg
== EQUIP_ERR_OK
)
10970 msg
= CanUnequipItem( eDest
, true );
10973 if( msg
!= EQUIP_ERR_OK
)
10975 SendEquipError( msg
, pSrcItem
, pDstItem
);
10979 // check dest->src move possibility
10980 ItemPosCountVec sDest2
;
10982 if( IsInventoryPos( src
) )
10983 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
10984 else if( IsBankPos( src
) )
10985 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
10986 else if( IsEquipmentPos( src
) )
10988 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
10989 if( msg
== EQUIP_ERR_OK
)
10990 msg
= CanUnequipItem( eDest2
, true);
10993 if( msg
!= EQUIP_ERR_OK
)
10995 SendEquipError( msg
, pDstItem
, pSrcItem
);
10999 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11000 if(pSrcItem
->IsBag() && pDstItem
->IsBag())
11002 Bag
* emptyBag
= NULL
;
11003 Bag
* fullBag
= NULL
;
11004 if(((Bag
*)pSrcItem
)->IsEmpty() && !IsBagPos(src
))
11006 emptyBag
= (Bag
*)pSrcItem
;
11007 fullBag
= (Bag
*)pDstItem
;
11009 else if(((Bag
*)pDstItem
)->IsEmpty() && !IsBagPos(dst
))
11011 emptyBag
= (Bag
*)pDstItem
;
11012 fullBag
= (Bag
*)pSrcItem
;
11015 // bag swap (with items exchange) case
11016 if(emptyBag
&& fullBag
)
11018 ItemPrototype
const* emotyProto
= emptyBag
->GetProto();
11022 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11024 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11028 ItemPrototype
const* bagItemProto
= bagItem
->GetProto();
11029 if (!bagItemProto
|| !ItemCanGoIntoBag(bagItemProto
, emotyProto
))
11031 // one from items not go to empty target bag
11032 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11040 if (count
> emptyBag
->GetBagSize())
11042 // too small targeted bag
11043 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
, pSrcItem
, pDstItem
);
11048 count
= 0; // will pos in new bag
11049 for(int i
= 0; i
< fullBag
->GetBagSize(); ++i
)
11051 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11055 fullBag
->RemoveItem(i
, true);
11056 emptyBag
->StoreItem(count
, bagItem
, true);
11057 bagItem
->SetState(ITEM_CHANGED
, this);
11064 // now do moves, remove...
11065 RemoveItem(dstbag
, dstslot
, false);
11066 RemoveItem(srcbag
, srcslot
, false);
11069 if( IsInventoryPos( dst
) )
11070 StoreItem(sDest
, pSrcItem
, true);
11071 else if( IsBankPos( dst
) )
11072 BankItem(sDest
, pSrcItem
, true);
11073 else if( IsEquipmentPos( dst
) )
11074 EquipItem(eDest
, pSrcItem
, true);
11077 if( IsInventoryPos( src
) )
11078 StoreItem(sDest2
, pDstItem
, true);
11079 else if( IsBankPos( src
) )
11080 BankItem(sDest2
, pDstItem
, true);
11081 else if( IsEquipmentPos( src
) )
11082 EquipItem(eDest2
, pDstItem
, true);
11084 AutoUnequipOffhandIfNeed();
11087 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11091 uint32 slot
= m_currentBuybackSlot
;
11092 // if current back slot non-empty search oldest or free
11095 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11096 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11098 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11107 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11109 if(oldest_time
> i_time
)
11111 oldest_time
= i_time
;
11117 slot
= oldest_slot
;
11120 RemoveItemFromBuyBackSlot( slot
, true );
11121 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11123 m_items
[slot
] = pItem
;
11124 time_t base
= time(NULL
);
11125 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11126 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11128 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), pItem
->GetGUID() );
11129 ItemPrototype
const *pProto
= pItem
->GetProto();
11131 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11133 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11134 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11136 // move to next (for non filled list is move most optimized choice)
11137 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
- 1)
11138 ++m_currentBuybackSlot
;
11142 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11144 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11145 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11146 return m_items
[slot
];
11150 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11152 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11153 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11155 Item
*pItem
= m_items
[slot
];
11158 pItem
->RemoveFromWorld();
11159 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11162 m_items
[slot
] = NULL
;
11164 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11165 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), 0 );
11166 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11167 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11169 // if current backslot is filled set to now free slot
11170 if(m_items
[m_currentBuybackSlot
])
11171 m_currentBuybackSlot
= slot
;
11175 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11177 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg
);
11178 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11179 data
<< uint8(msg
);
11183 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11184 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11185 data
<< uint8(0); // not 0 there...
11187 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11192 if(ItemPrototype
const* proto
= pItem
->GetProto())
11193 level
= proto
->RequiredLevel
;
11195 data
<< uint32(level
); // new 2.4.0
11198 GetSession()->SendPacket(&data
);
11201 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11203 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11204 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11205 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11206 data
<< uint32(item
);
11208 data
<< uint32(param
);
11209 data
<< uint8(msg
);
11210 GetSession()->SendPacket(&data
);
11213 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11215 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11216 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11217 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11218 data
<< uint64(guid
);
11220 data
<< uint32(param
);
11221 data
<< uint8(msg
);
11222 GetSession()->SendPacket(&data
);
11225 void Player::ClearTrade()
11228 acceptTrade
= false;
11229 for(int i
= 0; i
< TRADE_SLOT_COUNT
; ++i
)
11230 tradeItems
[i
] = NULL_SLOT
;
11233 void Player::TradeCancel(bool sendback
)
11237 // send yellow "Trade canceled" message to both traders
11241 ws
->SendCancelTrade();
11242 ws
= pTrader
->GetSession();
11243 if(!ws
->PlayerLogout())
11244 ws
->SendCancelTrade();
11248 pTrader
->ClearTrade();
11249 // prevent loss of reference
11250 pTrader
->pTrader
= NULL
;
11255 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11257 if(m_itemDuration
.empty())
11260 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
, realtimeonly
);
11262 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); )
11265 ++itr
; // current element can be erased in UpdateDuration
11267 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11268 item
->UpdateDuration(this,time
);
11272 void Player::UpdateEnchantTime(uint32 time
)
11274 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11278 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11280 next
= m_enchantDuration
.erase(itr
);
11282 else if(itr
->leftduration
<= time
)
11284 ApplyEnchantment(itr
->item
, itr
->slot
, false, false);
11285 itr
->item
->ClearEnchantment(itr
->slot
);
11286 next
= m_enchantDuration
.erase(itr
);
11288 else if(itr
->leftduration
> time
)
11290 itr
->leftduration
-= time
;
11296 void Player::AddEnchantmentDurations(Item
*item
)
11298 for(int x
=0; x
<MAX_ENCHANTMENT_SLOT
; ++x
)
11300 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11303 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11305 AddEnchantmentDuration(item
, EnchantmentSlot(x
), duration
);
11309 void Player::RemoveEnchantmentDurations(Item
*item
)
11311 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end();)
11313 if(itr
->item
== item
)
11315 // save duration in item
11316 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
), itr
->leftduration
);
11317 itr
= m_enchantDuration
.erase(itr
);
11324 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11326 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11327 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(), next
; itr
!= m_enchantDuration
.end(); itr
= next
)
11330 if(itr
->slot
== slot
)
11332 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11334 // remove from stats
11335 ApplyEnchantment(itr
->item
, slot
, false, false);
11337 itr
->item
->ClearEnchantment(slot
);
11339 // remove from update list
11340 next
= m_enchantDuration
.erase(itr
);
11346 // remove enchants from inventory items
11347 // NOTE: no need to remove these from stats, since these aren't equipped
11349 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11351 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11352 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11353 pItem
->ClearEnchantment(slot
);
11356 // in inventory bags
11357 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11359 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11362 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11364 Item
* pItem
= pBag
->GetItemByPos(j
);
11365 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11366 pItem
->ClearEnchantment(slot
);
11372 // duration == 0 will remove item enchant
11373 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11378 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11381 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11383 if(itr
->item
== item
&& itr
->slot
== slot
)
11385 itr
->item
->SetEnchantmentDuration(itr
->slot
, itr
->leftduration
);
11386 m_enchantDuration
.erase(itr
);
11390 if(item
&& duration
> 0 )
11392 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(), slot
, uint32(duration
/1000));
11393 m_enchantDuration
.push_back(EnchantDuration(item
, slot
, duration
));
11397 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11399 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11400 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11403 void Player::ApplyEnchantment(Item
*item
,EnchantmentSlot slot
, bool apply
, bool apply_dur
, bool ignore_condition
)
11408 if(!item
->IsEquipped())
11411 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11414 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11418 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11422 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11425 if (!item
->IsBroken())
11427 for (int s
= 0; s
< 3; ++s
)
11429 uint32 enchant_display_type
= pEnchant
->type
[s
];
11430 uint32 enchant_amount
= pEnchant
->amount
[s
];
11431 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11433 switch(enchant_display_type
)
11435 case ITEM_ENCHANTMENT_TYPE_NONE
:
11437 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11438 // processed in Player::CastItemCombatSpell
11440 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11441 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11442 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11443 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11444 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11445 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11446 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11448 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11449 if(enchant_spell_id
)
11453 int32 basepoints
= 0;
11454 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11455 if (item
->GetItemRandomPropertyId())
11457 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11460 // Search enchant_amount
11461 for (int k
= 0; k
< 3; ++k
)
11463 if(item_rand
->enchant_id
[k
] == enchant_id
)
11465 basepoints
= int32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11471 // Cast custom spell vs all equal basepoints getted from enchant_amount
11473 CastCustomSpell(this, enchant_spell_id
, &basepoints
, &basepoints
, &basepoints
, true, item
);
11475 CastSpell(this, enchant_spell_id
, true, item
);
11478 RemoveAurasDueToItemSpell(item
, enchant_spell_id
);
11481 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11482 if (!enchant_amount
)
11484 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11487 for (int k
= 0; k
< 3; ++k
)
11489 if(item_rand
->enchant_id
[k
] == enchant_id
)
11491 enchant_amount
= uint32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11498 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11500 case ITEM_ENCHANTMENT_TYPE_STAT
:
11502 if (!enchant_amount
)
11504 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11505 if(item_rand_suffix
)
11507 for (int k
= 0; k
< 3; ++k
)
11509 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11511 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11518 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11519 switch (enchant_spell_id
)
11521 case ITEM_MOD_AGILITY
:
11522 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11523 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11524 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11526 case ITEM_MOD_STRENGTH
:
11527 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11528 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11529 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11531 case ITEM_MOD_INTELLECT
:
11532 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11533 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11534 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11536 case ITEM_MOD_SPIRIT
:
11537 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11538 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11539 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11541 case ITEM_MOD_STAMINA
:
11542 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11543 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11544 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11546 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11547 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11548 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11550 case ITEM_MOD_DODGE_RATING
:
11551 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11552 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11554 case ITEM_MOD_PARRY_RATING
:
11555 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11556 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11558 case ITEM_MOD_BLOCK_RATING
:
11559 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11560 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11562 case ITEM_MOD_HIT_MELEE_RATING
:
11563 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11564 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11566 case ITEM_MOD_HIT_RANGED_RATING
:
11567 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11568 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11570 case ITEM_MOD_HIT_SPELL_RATING
:
11571 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11572 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11574 case ITEM_MOD_CRIT_MELEE_RATING
:
11575 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11576 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11578 case ITEM_MOD_CRIT_RANGED_RATING
:
11579 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11580 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11582 case ITEM_MOD_CRIT_SPELL_RATING
:
11583 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11584 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11586 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11588 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11589 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11591 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11592 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11594 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11595 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11597 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11598 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11600 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11601 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11603 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11604 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11606 // case ITEM_MOD_HASTE_MELEE_RATING:
11607 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11609 // case ITEM_MOD_HASTE_RANGED_RATING:
11610 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11612 case ITEM_MOD_HASTE_SPELL_RATING
:
11613 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11615 case ITEM_MOD_HIT_RATING
:
11616 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11617 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11618 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11619 sLog
.outDebug("+ %u HIT", enchant_amount
);
11621 case ITEM_MOD_CRIT_RATING
:
11622 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11623 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11624 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11625 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11627 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11628 // case ITEM_MOD_HIT_TAKEN_RATING:
11629 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11630 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11631 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11633 // case ITEM_MOD_CRIT_TAKEN_RATING:
11634 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11635 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11636 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11638 case ITEM_MOD_RESILIENCE_RATING
:
11639 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11640 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11641 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11642 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11644 case ITEM_MOD_HASTE_RATING
:
11645 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11646 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11647 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11648 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11650 case ITEM_MOD_EXPERTISE_RATING
:
11651 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11652 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11654 case ITEM_MOD_ATTACK_POWER
:
11655 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11656 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11657 sLog
.outDebug("+ %u ATTACK_POWER", enchant_amount
);
11659 case ITEM_MOD_RANGED_ATTACK_POWER
:
11660 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11661 sLog
.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount
);
11663 case ITEM_MOD_FERAL_ATTACK_POWER
:
11664 ((Player
*)this)->ApplyFeralAPBonus(enchant_amount
, apply
);
11665 sLog
.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount
);
11667 case ITEM_MOD_SPELL_HEALING_DONE
:
11668 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
11669 sLog
.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount
);
11671 case ITEM_MOD_SPELL_DAMAGE_DONE
:
11672 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
11673 sLog
.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount
);
11675 case ITEM_MOD_MANA_REGENERATION
:
11676 ((Player
*)this)->ApplyManaRegenBonus(enchant_amount
, apply
);
11677 sLog
.outDebug("+ %u MANA_REGENERATION", enchant_amount
);
11679 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
11680 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
11681 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
11683 case ITEM_MOD_SPELL_POWER
:
11684 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
11685 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
11686 sLog
.outDebug("+ %u SPELL_POWER", enchant_amount
);
11693 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11695 if(getClass() == CLASS_SHAMAN
)
11697 float addValue
= 0.0f
;
11698 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11700 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
11701 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11703 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11705 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
11706 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11711 case ITEM_ENCHANTMENT_TYPE_USE_SPELL
:
11712 // processed in Player::CastItemUseSpell
11714 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET
:
11718 sLog
.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id
, enchant_display_type
);
11720 } /*switch(enchant_display_type)*/
11724 // visualize enchantment at player and equipped items
11725 if(slot
== PERM_ENCHANTMENT_SLOT
)
11726 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 0, apply
? item
->GetEnchantmentId(slot
) : 0);
11728 if(slot
== TEMP_ENCHANTMENT_SLOT
)
11729 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 1, apply
? item
->GetEnchantmentId(slot
) : 0);
11737 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11739 AddEnchantmentDuration(item
, slot
, duration
);
11743 // duration == 0 will remove EnchantDuration
11744 AddEnchantmentDuration(item
, slot
, 0);
11749 void Player::SendEnchantmentDurations()
11751 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11753 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(), itr
->slot
, uint32(itr
->leftduration
) / 1000);
11757 void Player::SendItemDurations()
11759 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); ++itr
)
11761 (*itr
)->SendTimeUpdate(this);
11765 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11767 if(!item
) // prevent crash
11770 // last check 2.0.10
11771 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11772 data
<< uint64(GetGUID()); // player GUID
11773 data
<< uint32(received
); // 0=looted, 1=from npc
11774 data
<< uint32(created
); // 0=received, 1=created
11775 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11776 data
<< uint8(item
->GetBagSlot()); // bagslot
11777 // item slot, but when added to stack: 0xFFFFFFFF
11778 data
<< uint32((item
->GetCount() == count
) ? item
->GetSlot() : -1);
11779 data
<< uint32(item
->GetEntry()); // item id
11780 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11781 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11782 data
<< uint32(count
); // count of items
11783 data
<< uint32(GetItemCount(item
->GetEntry())); // count of items in inventory
11785 if (broadcast
&& GetGroup())
11786 GetGroup()->BroadcastPacket(&data
, true);
11788 GetSession()->SendPacket(&data
);
11791 /*********************************************************/
11792 /*** QUEST SYSTEM ***/
11793 /*********************************************************/
11795 void Player::PrepareQuestMenu( uint64 guid
)
11798 QuestRelations
* pObjectQR
;
11799 QuestRelations
* pObjectQIR
;
11801 // pets also can have quests
11802 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid
);
11805 pObject
= (Object
*)pCreature
;
11806 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11807 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11811 GameObject
*pGameObject
= GetMap()->GetGameObject(guid
);
11814 pObject
= (Object
*)pGameObject
;
11815 pObjectQR
= &objmgr
.mGOQuestRelations
;
11816 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11822 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
11825 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
11827 uint32 quest_id
= i
->second
;
11828 QuestStatus status
= GetQuestStatus( quest_id
);
11829 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
11830 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
11831 else if ( status
== QUEST_STATUS_INCOMPLETE
)
11832 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
11833 else if (status
== QUEST_STATUS_AVAILABLE
)
11834 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11837 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
11839 uint32 quest_id
= i
->second
;
11840 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11841 if(!pQuest
) continue;
11843 QuestStatus status
= GetQuestStatus( quest_id
);
11845 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
11846 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
11847 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
11848 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11852 void Player::SendPreparedQuest( uint64 guid
)
11854 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
11855 if( questMenu
.Empty() )
11858 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
11860 uint32 status
= qmi0
.m_qIcon
;
11862 // single element case
11863 if ( questMenu
.MenuItemCount() == 1 )
11865 // Auto open -- maybe also should verify there is no greeting
11866 uint32 quest_id
= qmi0
.m_qId
;
11867 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11871 if( status
== DIALOG_STATUS_UNK2
&& !GetQuestRewardStatus( quest_id
) )
11872 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
, false), true );
11873 else if( status
== DIALOG_STATUS_UNK2
)
11874 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
, false), true );
11875 // Send completable on repeatable quest if player don't have quest
11876 else if( pQuest
->IsRepeatable() && !pQuest
->IsDaily() )
11877 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
11879 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
11882 // multiply entries
11888 std::string title
= "";
11890 // need pet case for some quests
11891 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
11894 uint32 textid
= pCreature
->GetNpcTextId();
11895 GossipText
const* gossiptext
= objmgr
.GetGossipText(textid
);
11898 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11899 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
11904 qe
= gossiptext
->Options
[0].Emotes
[0];
11906 if(!gossiptext
->Options
[0].Text_0
.empty())
11908 title
= gossiptext
->Options
[0].Text_0
;
11910 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11913 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11916 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
11917 title
= nl
->Text_0
[0][loc_idx
];
11923 title
= gossiptext
->Options
[0].Text_1
;
11925 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
11928 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
11931 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
11932 title
= nl
->Text_1
[0][loc_idx
];
11938 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
11942 bool Player::IsActiveQuest( uint32 quest_id
) const
11944 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
11946 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
11949 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
11952 QuestRelations
* pObjectQR
;
11953 QuestRelations
* pObjectQIR
;
11955 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
11958 pObject
= (Object
*)pCreature
;
11959 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11960 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11964 GameObject
*pGameObject
= GetMap()->GetGameObject(guid
);
11967 pObject
= (Object
*)pGameObject
;
11968 pObjectQR
= &objmgr
.mGOQuestRelations
;
11969 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11975 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
11976 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
11978 if (itr
->second
== nextQuestID
)
11979 return objmgr
.GetQuestTemplate(nextQuestID
);
11985 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
11987 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
11988 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
11989 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
11990 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
11992 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
11998 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12000 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12001 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12002 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12003 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12004 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12005 && SatisfyQuestDay( pQuest
, msg
);
12008 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12010 if( !SatisfyQuestLog( msg
) )
12013 uint32 srcitem
= pQuest
->GetSrcItemId();
12016 uint32 count
= pQuest
->GetSrcItemCount();
12017 ItemPosCountVec dest
;
12018 uint8 msg2
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12020 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12021 if( msg2
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12023 else if( msg2
!= EQUIP_ERR_OK
)
12025 SendEquipError( msg2
, NULL
, NULL
);
12032 bool Player::CanCompleteQuest( uint32 quest_id
)
12036 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12037 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12038 return false; // not allow re-complete quest
12040 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12045 // auto complete quest
12046 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12049 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12052 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12054 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12056 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12061 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12063 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12065 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12068 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12073 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12076 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12079 if ( qInfo
->GetRewOrReqMoney() < 0 )
12081 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12085 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12086 if ( repFacId
&& GetReputationMgr().GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12095 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12097 // Solve problem that player don't have the quest and try complete it.
12098 // if repeatable she must be able to complete event if player don't have it.
12099 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12100 if( !CanTakeQuest(pQuest
, false) )
12103 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12104 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12105 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12108 if( !CanRewardQuest(pQuest
, false) )
12114 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12116 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12117 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12120 // daily quest can't be rewarded (25 daily quest already completed)
12121 if(!SatisfyQuestDay(pQuest
,true))
12124 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12125 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12128 // prevent receive reward with quest items in bank
12129 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12131 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12133 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12134 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12137 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12143 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12144 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12150 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12152 // prevent receive reward with quest items in bank or for not completed quest
12153 if(!CanRewardQuest(pQuest
,msg
))
12156 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12158 if( pQuest
->RewChoiceItemId
[reward
] )
12160 ItemPosCountVec dest
;
12161 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12162 if( res
!= EQUIP_ERR_OK
)
12164 SendEquipError( res
, NULL
, NULL
);
12170 if ( pQuest
->GetRewItemsCount() > 0 )
12172 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12174 if( pQuest
->RewItemId
[i
] )
12176 ItemPosCountVec dest
;
12177 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12178 if( res
!= EQUIP_ERR_OK
)
12180 SendEquipError( res
, NULL
, NULL
);
12190 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12192 uint16 log_slot
= FindQuestSlot( 0 );
12193 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12195 uint32 quest_id
= pQuest
->GetQuestId();
12197 // if not exist then created with set uState==NEW and rewarded=false
12198 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12200 // check for repeatable quests status reset
12201 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12202 questStatusData
.m_explored
= false;
12204 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12206 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12207 questStatusData
.m_itemcount
[i
] = 0;
12210 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12212 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12213 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12216 GiveQuestSourceItem( pQuest
);
12217 AdjustQuestReqItemCount( pQuest
, questStatusData
);
12219 if( pQuest
->GetRepObjectiveFaction() )
12220 if(FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->GetRepObjectiveFaction()))
12221 GetReputationMgr().SetVisible(factionEntry
);
12224 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12226 uint32 limittime
= pQuest
->GetLimitTime();
12228 // shared timed quest
12229 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12230 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ IN_MILISECONDS
;
12232 AddTimedQuest( quest_id
);
12233 questStatusData
.m_timer
= limittime
* IN_MILISECONDS
;
12234 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12237 questStatusData
.m_timer
= 0;
12239 SetQuestSlot(log_slot
, quest_id
, qtime
);
12241 if (questStatusData
.uState
!= QUEST_NEW
)
12242 questStatusData
.uState
= QUEST_CHANGED
;
12244 //starting initial quest script
12245 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12246 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12248 // Some spells applied at quest activation
12249 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,true);
12250 if(saBounds
.first
!= saBounds
.second
)
12253 GetZoneAndAreaId(zone
,area
);
12255 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12256 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12257 if( !HasAura(itr
->second
->spellId
,0) )
12258 CastSpell(this,itr
->second
->spellId
,true);
12261 UpdateForQuestWorldObjects();
12264 void Player::CompleteQuest( uint32 quest_id
)
12268 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12270 uint16 log_slot
= FindQuestSlot( quest_id
);
12271 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12272 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12274 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12276 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12277 RewardQuest(qInfo
,0,this,false);
12279 SendQuestComplete( quest_id
);
12284 void Player::IncompleteQuest( uint32 quest_id
)
12288 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12290 uint16 log_slot
= FindQuestSlot( quest_id
);
12291 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12292 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12296 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12298 uint32 quest_id
= pQuest
->GetQuestId();
12300 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12302 if ( pQuest
->ReqItemId
[i
] )
12303 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12306 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12307 // SetTimedQuest( 0 );
12308 m_timedquests
.erase(pQuest
->GetQuestId());
12310 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12312 if( pQuest
->RewChoiceItemId
[reward
] )
12314 ItemPosCountVec dest
;
12315 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12317 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12318 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12323 if ( pQuest
->GetRewItemsCount() > 0 )
12325 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12327 if( pQuest
->RewItemId
[i
] )
12329 ItemPosCountVec dest
;
12330 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12332 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12333 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12339 RewardReputation( pQuest
);
12341 if( pQuest
->GetRewSpellCast() > 0 )
12342 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12343 else if( pQuest
->GetRewSpell() > 0)
12344 CastSpell( this, pQuest
->GetRewSpell(), true);
12346 uint16 log_slot
= FindQuestSlot( quest_id
);
12347 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12348 SetQuestSlot(log_slot
,0);
12350 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12352 // Not give XP in case already completed once repeatable quest
12353 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12355 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12356 GiveXP( XP
, NULL
);
12359 uint32 money
= uint32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
));
12360 ModifyMoney( money
);
12361 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, money
);
12364 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12365 if(pQuest
->GetRewOrReqMoney())
12367 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12369 if(pQuest
->GetRewOrReqMoney() > 0)
12370 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, pQuest
->GetRewOrReqMoney());
12374 if(pQuest
->GetRewHonorableKills())
12375 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12378 if(pQuest
->GetCharTitleId())
12380 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12381 SetTitle(titleEntry
);
12384 if(pQuest
->GetBonusTalents())
12386 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
12387 InitTalentForLevel();
12390 // Send reward mail
12391 if(pQuest
->GetRewMailTemplateId())
12393 MailMessageType mailType
;
12394 uint32 senderGuidOrEntry
;
12395 switch(questGiver
->GetTypeId())
12398 mailType
= MAIL_CREATURE
;
12399 senderGuidOrEntry
= questGiver
->GetEntry();
12401 case TYPEID_GAMEOBJECT
:
12402 mailType
= MAIL_GAMEOBJECT
;
12403 senderGuidOrEntry
= questGiver
->GetEntry();
12406 mailType
= MAIL_ITEM
;
12407 senderGuidOrEntry
= questGiver
->GetEntry();
12409 case TYPEID_PLAYER
:
12410 mailType
= MAIL_NORMAL
;
12411 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12414 mailType
= MAIL_NORMAL
;
12415 senderGuidOrEntry
= GetGUIDLow();
12419 Loot questMailLoot
;
12421 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this,true);
12424 MailItemsInfo mi
; // item list preparing
12426 uint32 max_slot
= questMailLoot
.GetMaxSlotInLootFor(this);
12427 for(uint32 i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< max_slot
; ++i
)
12429 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12431 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12433 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12434 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12439 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12442 if(pQuest
->IsDaily())
12444 SetDailyQuestStatus(quest_id
);
12445 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12448 if ( !pQuest
->IsRepeatable() )
12449 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12451 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12453 q_status
.m_rewarded
= true;
12456 SendQuestReward( pQuest
, XP
, questGiver
);
12458 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12459 if (pQuest
->GetZoneOrSort() > 0)
12460 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE
, pQuest
->GetZoneOrSort());
12461 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12462 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
, pQuest
->GetQuestId());
12467 // remove auras from spells with quest reward state limitations
12468 SpellAreaForQuestMapBounds saEndBounds
= spellmgr
.GetSpellAreaForQuestEndMapBounds(quest_id
);
12469 if(saEndBounds
.first
!= saEndBounds
.second
)
12471 GetZoneAndAreaId(zone
,area
);
12473 for(SpellAreaForAreaMap::const_iterator itr
= saEndBounds
.first
; itr
!= saEndBounds
.second
; ++itr
)
12474 if(!itr
->second
->IsFitToRequirements(this,zone
,area
))
12475 RemoveAurasDueToSpell(itr
->second
->spellId
);
12478 // Some spells applied at quest reward
12479 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,false);
12480 if(saBounds
.first
!= saBounds
.second
)
12483 GetZoneAndAreaId(zone
,area
);
12485 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12486 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12487 if( !HasAura(itr
->second
->spellId
,0) )
12488 CastSpell(this,itr
->second
->spellId
,true);
12492 void Player::FailQuest( uint32 quest_id
)
12496 IncompleteQuest( quest_id
);
12498 uint16 log_slot
= FindQuestSlot( quest_id
);
12499 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12501 SetQuestSlotTimer(log_slot
, 1 );
12502 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12504 SendQuestFailed( quest_id
);
12508 void Player::FailTimedQuest( uint32 quest_id
)
12512 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12514 q_status
.m_timer
= 0;
12515 if (q_status
.uState
!= QUEST_NEW
)
12516 q_status
.uState
= QUEST_CHANGED
;
12518 IncompleteQuest( quest_id
);
12520 uint16 log_slot
= FindQuestSlot( quest_id
);
12521 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12523 SetQuestSlotTimer(log_slot
, 1 );
12524 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12526 SendQuestTimerFailed( quest_id
);
12530 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12532 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12533 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12535 // skip zone zoneOrSort and 0 case skillOrClass
12536 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12539 int32 questSort
= -zoneOrSort
;
12540 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12542 // check class sort cases in zoneOrSort
12543 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12546 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12551 if( skillOrClass
< 0 )
12553 uint8 reqClass
= -int32(skillOrClass
);
12554 if(getClass() != reqClass
)
12557 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12562 else if( skillOrClass
> 0 )
12564 uint32 reqSkill
= skillOrClass
;
12565 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12568 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12576 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12578 if( getLevel() < qInfo
->GetMinLevel() )
12581 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12587 bool Player::SatisfyQuestLog( bool msg
)
12590 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12595 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12596 GetSession()->SendPacket( &data
);
12597 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12602 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12604 // No previous quest (might be first quest in a series)
12605 if( qInfo
->prevQuests
.empty())
12608 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12610 uint32 prevId
= abs(*iter
);
12612 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12613 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12615 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12617 // If any of the positive previous quests completed, return true
12618 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12620 // skip one-from-all exclusive group
12621 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12624 // each-from-all exclusive group ( < 0)
12625 // can be start if only all quests in prev quest exclusive group completed and rewarded
12626 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12627 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12629 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12631 for(; iter2
!= end
; ++iter2
)
12633 uint32 exclude_Id
= iter2
->second
;
12635 // skip checked quest id, only state of other quests in group is interesting
12636 if(exclude_Id
== prevId
)
12639 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12641 // alternative quest from group also must be completed and rewarded(reported)
12642 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12645 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12651 // If any of the negative previous quests active, return true
12652 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12653 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12655 // skip one-from-all exclusive group
12656 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12659 // each-from-all exclusive group ( < 0)
12660 // can be start if only all quests in prev quest exclusive group active
12661 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12662 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12664 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12666 for(; iter2
!= end
; ++iter2
)
12668 uint32 exclude_Id
= iter2
->second
;
12670 // skip checked quest id, only state of other quests in group is interesting
12671 if(exclude_Id
== prevId
)
12674 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12676 // alternative quest from group also must be active
12677 if( i_exstatus
== mQuestStatus
.end() ||
12678 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12679 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12682 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12691 // Has only positive prev. quests in non-rewarded state
12692 // and negative prev. quests in non-active state
12694 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12699 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12701 uint32 reqraces
= qInfo
->GetRequiredRaces();
12702 if ( reqraces
== 0 )
12704 if( (reqraces
& getRaceMask()) == 0 )
12707 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12713 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12715 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12716 if(fIdMin
&& GetReputationMgr().GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12719 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12723 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12724 if(fIdMax
&& GetReputationMgr().GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12727 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12734 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12736 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12737 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12740 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12746 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12748 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12751 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12757 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12759 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12760 if(qInfo
->GetExclusiveGroup() <= 0)
12763 ObjectMgr::ExclusiveQuestGroups::const_iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12764 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12766 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12768 for(; iter
!= end
; ++iter
)
12770 uint32 exclude_Id
= iter
->second
;
12772 // skip checked quest id, only state of other quests in group is interesting
12773 if(exclude_Id
== qInfo
->GetQuestId())
12776 // not allow have daily quest if daily quest from exclusive group already recently completed
12777 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
12778 if( !SatisfyQuestDay(Nquest
, false) )
12781 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12785 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12787 // alternative quest already started or completed
12788 if( i_exstatus
!= mQuestStatus
.end()
12789 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12792 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12799 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12801 if(!qInfo
->GetNextQuestInChain())
12804 // next quest in chain already started or completed
12805 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
12806 if( itr
!= mQuestStatus
.end()
12807 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12810 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12814 // check for all quests further up the chain
12815 // only necessary if there are quest chains with more than one quest that can be skipped
12816 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12820 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12822 // No previous quest in chain
12823 if( qInfo
->prevChainQuests
.empty())
12826 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
12828 uint32 prevId
= *iter
;
12830 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12832 if( i_prevstatus
!= mQuestStatus
.end() )
12834 // If any of the previous quests in chain active, return false
12835 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12836 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
12839 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12844 // check for all quests further down the chain
12845 // only necessary if there are quest chains with more than one quest that can be skipped
12846 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12850 // No previous quest in chain active
12854 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12856 if(!qInfo
->IsDaily())
12859 bool have_slot
= false;
12860 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
12862 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
12863 if(qInfo
->GetQuestId()==id
)
12873 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
12880 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
12882 uint32 srcitem
= pQuest
->GetSrcItemId();
12885 uint32 count
= pQuest
->GetSrcItemCount();
12889 ItemPosCountVec dest
;
12890 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12891 if( msg
== EQUIP_ERR_OK
)
12893 Item
* item
= StoreNewItem(dest
, srcitem
, true);
12894 SendNewItem(item
, count
, true, false);
12897 // player already have max amount required item, just report success
12898 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12901 SendEquipError( msg
, NULL
, NULL
);
12908 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
12910 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12913 uint32 srcitem
= qInfo
->GetSrcItemId();
12916 uint32 count
= qInfo
->GetSrcItemCount();
12920 // exist one case when destroy source quest item not possible:
12921 // non un-equippable item (equipped non-empty bag, for example)
12922 uint8 res
= CanUnequipItems(srcitem
,count
);
12923 if(res
!= EQUIP_ERR_OK
)
12926 SendEquipError( res
, NULL
, NULL
);
12930 DestroyItemCount(srcitem
, count
, true, true);
12936 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
12938 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12941 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
12942 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12943 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
12944 && !qInfo
->IsRepeatable() )
12945 return itr
->second
.m_rewarded
;
12952 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
12956 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12957 if( itr
!= mQuestStatus
.end() )
12958 return itr
->second
.m_status
;
12960 return QUEST_STATUS_NONE
;
12963 bool Player::CanShareQuest(uint32 quest_id
) const
12965 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12966 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
12968 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
12969 if( itr
!= mQuestStatus
.end() )
12970 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
12975 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
12977 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12980 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
12982 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12983 m_timedquests
.erase(qInfo
->GetQuestId());
12986 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12988 q_status
.m_status
= status
;
12989 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12992 UpdateForQuestWorldObjects();
12995 // not used in MaNGOS, but used in scripting code
12996 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
12998 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13002 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13003 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13004 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13009 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
, QuestStatusData
& questStatusData
)
13011 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13013 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
13015 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13016 if( reqitemcount
!= 0 )
13018 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
13020 questStatusData
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13021 if (questStatusData
.uState
!= QUEST_NEW
) questStatusData
.uState
= QUEST_CHANGED
;
13027 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13029 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13030 if ( GetQuestSlotQuestId(i
) == quest_id
)
13033 return MAX_QUEST_LOG_SIZE
;
13036 void Player::AreaExploredOrEventHappens( uint32 questId
)
13040 uint16 log_slot
= FindQuestSlot( questId
);
13041 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13043 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13045 if(!q_status
.m_explored
)
13047 q_status
.m_explored
= true;
13048 if (q_status
.uState
!= QUEST_NEW
)
13049 q_status
.uState
= QUEST_CHANGED
;
13052 if( CanCompleteQuest( questId
) )
13053 CompleteQuest( questId
);
13057 //not used in mangosd, function for external script library
13058 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13060 if( Group
*pGroup
= GetGroup() )
13062 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13064 Player
*pGroupGuy
= itr
->getSource();
13066 // for any leave or dead (with not released body) group member at appropriate distance
13067 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13068 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13072 AreaExploredOrEventHappens(questId
);
13075 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13077 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13079 uint32 questid
= GetQuestSlotQuestId(i
);
13080 if ( questid
== 0 )
13083 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13085 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13088 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13089 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13092 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13094 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13095 if ( reqitem
== entry
)
13097 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13098 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13099 if ( curitemcount
< reqitemcount
)
13101 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13102 q_status
.m_itemcount
[j
] += additemcount
;
13103 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13105 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13107 if ( CanCompleteQuest( questid
) )
13108 CompleteQuest( questid
);
13113 UpdateForQuestWorldObjects();
13116 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13118 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13120 uint32 questid
= GetQuestSlotQuestId(i
);
13123 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13126 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13129 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13131 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13132 if ( reqitem
== entry
)
13134 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13136 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13137 uint32 curitemcount
;
13138 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13139 curitemcount
= q_status
.m_itemcount
[j
];
13141 curitemcount
= GetItemCount(entry
,true);
13142 if ( curitemcount
< reqitemcount
+ count
)
13144 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13145 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13146 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13148 IncompleteQuest( questid
);
13154 UpdateForQuestWorldObjects();
13157 void Player::KilledMonster( uint32 entry
, uint64 guid
)
13159 uint32 addkillcount
= 1;
13160 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13161 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13163 uint32 questid
= GetQuestSlotQuestId(i
);
13167 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13170 // just if !ingroup || !noraidgroup || raidgroup
13171 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13172 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13174 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13176 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13178 // skip GO activate objective or none
13179 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13182 // skip Cast at creature objective
13183 if(qInfo
->ReqSpell
[j
] !=0 )
13186 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13188 if ( reqkill
== entry
)
13190 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13191 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13192 if ( curkillcount
< reqkillcount
)
13194 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13195 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13197 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13199 if ( CanCompleteQuest( questid
) )
13200 CompleteQuest( questid
);
13202 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13211 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13213 bool isCreature
= IS_CREATURE_GUID(guid
);
13215 uint32 addCastCount
= 1;
13216 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13218 uint32 questid
= GetQuestSlotQuestId(i
);
13222 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13226 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13228 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13230 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13232 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13234 // skip kill creature objective (0) or wrong spell casts
13235 if(qInfo
->ReqSpell
[j
] != spell_id
)
13238 uint32 reqTarget
= 0;
13242 // creature activate objectives
13243 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13244 // checked at quest_template loading
13245 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13249 // GO activate objective
13250 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13251 // checked at quest_template loading
13252 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13255 // other not this creature/GO related objectives
13256 if( reqTarget
!= entry
)
13259 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13260 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13261 if ( curCastCount
< reqCastCount
)
13263 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13264 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13266 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13269 if ( CanCompleteQuest( questid
) )
13270 CompleteQuest( questid
);
13272 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13280 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13282 uint32 addTalkCount
= 1;
13283 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13285 uint32 questid
= GetQuestSlotQuestId(i
);
13289 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13293 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13295 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13297 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13299 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13301 // skip spell casts and Gameobject objectives
13302 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13305 uint32 reqTarget
= 0;
13307 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13308 // checked at quest_template loading
13309 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13313 if ( reqTarget
== entry
)
13315 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13316 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13317 if ( curTalkCount
< reqTalkCount
)
13319 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13320 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13322 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13324 if ( CanCompleteQuest( questid
) )
13325 CompleteQuest( questid
);
13327 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13336 void Player::MoneyChanged( uint32 count
)
13338 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13340 uint32 questid
= GetQuestSlotQuestId(i
);
13344 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13345 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13347 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13349 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13351 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13353 if ( CanCompleteQuest( questid
) )
13354 CompleteQuest( questid
);
13357 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13359 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13360 IncompleteQuest( questid
);
13366 void Player::ReputationChanged(FactionEntry
const* factionEntry
)
13368 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13370 if(uint32 questid
= GetQuestSlotQuestId(i
))
13372 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
))
13374 if(qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
13376 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13377 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13379 if(GetReputationMgr().GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
13380 if ( CanCompleteQuest( questid
) )
13381 CompleteQuest( questid
);
13383 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13385 if(GetReputationMgr().GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
13386 IncompleteQuest( questid
);
13394 bool Player::HasQuestForItem( uint32 itemid
) const
13396 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13398 uint32 questid
= GetQuestSlotQuestId(i
);
13399 if ( questid
== 0 )
13402 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
13403 if(qs_itr
== mQuestStatus
.end())
13406 QuestStatusData
const& q_status
= qs_itr
->second
;
13408 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13410 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
13414 // hide quest if player is in raid-group and quest is no raid quest
13415 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13418 // There should be no mixed ReqItem/ReqSource drop
13419 // This part for ReqItem drop
13420 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13422 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13425 // This part - for ReqSource
13426 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; ++j
)
13428 // examined item is a source item
13429 if (qinfo
->ReqSourceId
[j
] == itemid
)
13431 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(itemid
);
13434 if (pProto
->MaxCount
&& GetItemCount(itemid
,true) < pProto
->MaxCount
)
13437 // allows custom amount drop when not 0
13438 if (qinfo
->ReqSourceCount
[j
])
13440 if (GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13442 } else if (GetItemCount(itemid
,true) < pProto
->Stackable
)
13451 void Player::SendQuestComplete( uint32 quest_id
)
13455 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13456 data
<< uint32(quest_id
);
13457 GetSession()->SendPacket( &data
);
13458 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13462 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13464 uint32 questid
= pQuest
->GetQuestId();
13465 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13466 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13467 data
<< uint32(questid
);
13469 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13471 data
<< uint32(XP
);
13472 data
<< uint32(pQuest
->GetRewOrReqMoney());
13477 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13480 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13481 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13482 GetSession()->SendPacket( &data
);
13484 if (pQuest
->GetQuestCompleteScript() != 0)
13485 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13488 void Player::SendQuestFailed( uint32 quest_id
)
13492 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13494 data
<< uint32(0); // failed reason (4 for inventory is full)
13495 GetSession()->SendPacket( &data
);
13496 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13500 void Player::SendQuestTimerFailed( uint32 quest_id
)
13504 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13506 GetSession()->SendPacket( &data
);
13507 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13511 void Player::SendCanTakeQuestResponse( uint32 msg
)
13513 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13514 data
<< uint32(msg
);
13515 GetSession()->SendPacket( &data
);
13516 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13519 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13523 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13524 data
<< uint64(pPlayer
->GetGUID());
13525 data
<< uint8(msg
); // valid values: 0-8
13526 GetSession()->SendPacket( &data
);
13527 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13531 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13533 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13534 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13535 //data << pQuest->ReqItemId[item_idx];
13537 GetSession()->SendPacket( &data
);
13540 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13542 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13544 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13546 // client expected gameobject template id in form (id|0x80000000)
13547 entry
= (-entry
) | 0x80000000;
13549 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13550 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13551 data
<< uint32(pQuest
->GetQuestId());
13552 data
<< uint32(entry
);
13553 data
<< uint32(old_count
+ add_count
);
13554 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13555 data
<< uint64(guid
);
13556 GetSession()->SendPacket(&data
);
13558 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13559 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13560 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13563 /*********************************************************/
13564 /*** LOAD SYSTEM ***/
13565 /*********************************************************/
13567 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13569 bool delete_result
= true;
13572 // 0 1 2 3 4 5 6 7 8 9
13573 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid
);
13574 if(!result
) return false;
13576 else delete_result
= false;
13578 Field
*fields
= result
->Fetch();
13580 if(!LoadValues( fields
[1].GetString()))
13582 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid
));
13583 if(delete_result
) delete result
;
13587 // overwrite possible wrong/corrupted guid
13588 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13590 m_name
= fields
[2].GetCppString();
13592 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13593 SetMapId(fields
[6].GetUInt32());
13594 // the instance id is not needed at character enum
13596 m_Played_time
[0] = fields
[7].GetUInt32();
13597 m_Played_time
[1] = fields
[8].GetUInt32();
13599 m_atLoginFlags
= fields
[9].GetUInt32();
13601 // I don't see these used anywhere ..
13604 _LoadBoundInstances();*/
13606 if (delete_result
) delete result
;
13608 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
13611 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13612 m_deathState
= DEAD
;
13617 void Player::_LoadDeclinedNames(QueryResult
* result
)
13623 delete m_declinedname
;
13625 m_declinedname
= new DeclinedName
;
13626 Field
*fields
= result
->Fetch();
13627 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13628 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13633 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
13635 // arenateamid, played_week, played_season, personal_rating
13636 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
)*18);
13642 Field
*fields
= result
->Fetch();
13644 uint32 arenateamid
= fields
[0].GetUInt32();
13645 uint32 played_week
= fields
[1].GetUInt32();
13646 uint32 played_season
= fields
[2].GetUInt32();
13647 uint32 personal_rating
= fields
[3].GetUInt32();
13649 ArenaTeam
* aTeam
= objmgr
.GetArenaTeamById(arenateamid
);
13652 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid
, played_week
, played_season
, personal_rating
);
13655 uint8 arenaSlot
= aTeam
->GetSlot();
13657 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6] = arenateamid
; // TeamID
13658 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 1] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
13659 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 2] = played_week
; // Played Week
13660 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 3] = played_season
; // Played Season
13661 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 4] = 0; // Unk
13662 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 5] = personal_rating
; // Personal Rating
13664 }while (result
->NextRow());
13668 void Player::_LoadEquipmentSets(QueryResult
*result
)
13670 // 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));
13677 Field
*fields
= result
->Fetch();
13679 EquipmentSet eqSet
;
13681 eqSet
.Guid
= fields
[0].GetUInt64();
13682 uint32 index
= fields
[1].GetUInt32();
13683 eqSet
.Name
= fields
[2].GetCppString();
13684 eqSet
.IconName
= fields
[3].GetCppString();
13685 eqSet
.state
= EQUIPMENT_SET_UNCHANGED
;
13687 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
13688 eqSet
.Items
[i
] = fields
[4+i
].GetUInt32();
13690 m_EquipmentSets
[index
] = eqSet
;
13694 if(count
>= MAX_EQUIPMENT_SET_INDEX
) // client limit
13696 } while (result
->NextRow());
13700 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13702 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13706 Field
*fields
= result
->Fetch();
13708 x
= fields
[0].GetFloat();
13709 y
= fields
[1].GetFloat();
13710 z
= fields
[2].GetFloat();
13711 o
= fields
[3].GetFloat();
13712 mapid
= fields
[4].GetUInt32();
13713 in_flight
= !fields
[5].GetCppString().empty();
13719 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13721 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13725 Field
*fields
= result
->Fetch();
13727 data
= StrSplit(fields
[0].GetCppString(), " ");
13734 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13736 if(index
>= data
.size())
13739 return (uint32
)atoi(data
[index
].c_str());
13742 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13745 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13746 memcpy(&result
, &temp
, sizeof(result
));
13751 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13754 if(!LoadValuesArrayFromDB(data
,guid
))
13757 return GetUInt32ValueFromArray(data
,index
);
13760 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13763 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13764 memcpy(&result
, &temp
, sizeof(result
));
13769 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
13771 //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 [28] [29] 30 31 32 33 34 35 36 37 38 39 40
13772 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points,bgid,bgteam,bgmap,bgx,bgy,bgz,bgo FROM characters WHERE guid = '%u'", guid);
13773 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
13777 sLog
.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
13781 Field
*fields
= result
->Fetch();
13783 uint32 dbAccountId
= fields
[1].GetUInt32();
13785 // check if the character's account in the db and the logged in account match.
13786 // player should be able to load/delete character only with correct account!
13787 if( dbAccountId
!= GetSession()->GetAccountId() )
13789 sLog
.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
13794 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
13796 m_name
= fields
[3].GetCppString();
13798 // check name limitations
13799 if(!ObjectMgr::IsValidName(m_name
) || (GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
)))
13802 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
13806 if(!LoadValues( fields
[2].GetString()))
13808 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid
));
13813 // overwrite possible wrong/corrupted guid
13814 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13816 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13817 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
13819 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0 );
13820 SetVisibleItemSlot(slot
, NULL
);
13824 delete m_items
[slot
];
13825 m_items
[slot
] = NULL
;
13829 // update money limits
13830 if(GetMoney() > MAX_MONEY_AMOUNT
)
13831 SetMoney(MAX_MONEY_AMOUNT
);
13833 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
13836 m_race
= fields
[4].GetUInt8();
13837 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13838 //Other way is to saves m_team into characters table.
13839 setFactionForRace(m_race
);
13842 m_class
= fields
[5].GetUInt8();
13844 // load home bind and check in same time class/race pair, it used later for restore broken positions
13845 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
13848 InitPrimaryProffesions(); // to max set before any spell loaded
13850 // init saved position, and fix it later if problematic
13851 uint32 transGUID
= fields
[24].GetUInt32();
13852 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
13853 SetMapId(fields
[9].GetUInt32());
13854 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
13856 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
13858 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
13860 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[33].GetUInt32();
13861 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
13862 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
13864 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
13866 // check arena teams integrity
13867 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
13869 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
13873 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
13874 if(at
->HaveMember(GetGUID()))
13877 // arena team not exist or not member, cleanup fields
13878 for(int j
=0; j
< 6; ++j
)
13879 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
13882 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
13884 if(!IsPositionValid())
13886 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());
13887 RelocateToHomebind();
13891 m_movementInfo
.t_x
= 0.0f
;
13892 m_movementInfo
.t_y
= 0.0f
;
13893 m_movementInfo
.t_z
= 0.0f
;
13894 m_movementInfo
.t_o
= 0.0f
;
13897 uint32 bgid
= fields
[34].GetUInt32();
13898 uint32 bgteam
= fields
[35].GetUInt32();
13900 if(bgid
) //saved in BattleGround
13902 SetBattleGroundEntryPoint(fields
[36].GetUInt32(),fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
13904 // check entry point and fix to homebind if need
13905 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(m_bgEntryPoint
.mapid
);
13906 if(!mapEntry
|| mapEntry
->Instanceable() || !MapManager::IsValidMapCoord(m_bgEntryPoint
))
13907 SetBattleGroundEntryPoint(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
,0.0f
);
13909 BattleGround
*currentBg
= sBattleGroundMgr
.GetBattleGround(bgid
, BATTLEGROUND_TYPE_NONE
);
13911 if(currentBg
&& currentBg
->IsPlayerInBattleGround(GetGUID()))
13913 BattleGroundQueueTypeId bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(currentBg
->GetTypeID(), currentBg
->GetArenaType());
13914 AddBattleGroundQueueId(bgQueueTypeId
);
13916 SetBattleGroundId(currentBg
->GetInstanceID(), currentBg
->GetTypeID());
13919 //join player to battleground group
13920 currentBg
->EventPlayerLoggedIn(this, GetGUID());
13921 currentBg
->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), bgteam
);
13923 SetInviteForBattleGroundQueueType(bgQueueTypeId
,currentBg
->GetInstanceID());
13927 Relocate(GetBattleGroundEntryPoint());
13928 //RemoveArenaAuras(true);
13933 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
13934 // if server restart after player save in BG or area
13935 // player can have current coordinates in to BG/Arean map, fix this
13936 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena())
13938 // return to BG master
13939 SetMapId(fields
[36].GetUInt32());
13940 Relocate(fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
13942 // check entry point and fix to homebind if need
13943 mapEntry
= sMapStore
.LookupEntry(GetMapId());
13944 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena() || !IsPositionValid())
13945 RelocateToHomebind();
13949 if (transGUID
!= 0)
13951 m_movementInfo
.t_x
= fields
[20].GetFloat();
13952 m_movementInfo
.t_y
= fields
[21].GetFloat();
13953 m_movementInfo
.t_z
= fields
[22].GetFloat();
13954 m_movementInfo
.t_o
= fields
[23].GetFloat();
13956 if( !MaNGOS::IsValidMapCoord(
13957 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13958 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
13959 // transport size limited
13960 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
13962 sLog
.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13963 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13964 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
13966 RelocateToHomebind();
13968 m_movementInfo
.t_x
= 0.0f
;
13969 m_movementInfo
.t_y
= 0.0f
;
13970 m_movementInfo
.t_z
= 0.0f
;
13971 m_movementInfo
.t_o
= 0.0f
;
13977 if (transGUID
!= 0)
13979 for (MapManager::TransportSet::const_iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
13981 if( (*iter
)->GetGUIDLow() == transGUID
)
13983 MapEntry
const* transMapEntry
= sMapStore
.LookupEntry((*iter
)->GetMapId());
13984 // client without expansion support
13985 if(GetSession()->Expansion() < transMapEntry
->Expansion())
13987 sLog
.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter
)->GetMapId());
13991 m_transport
= *iter
;
13992 m_transport
->AddPassenger(this);
13993 SetMapId(m_transport
->GetMapId());
14000 sLog
.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14003 RelocateToHomebind();
14005 m_movementInfo
.t_x
= 0.0f
;
14006 m_movementInfo
.t_y
= 0.0f
;
14007 m_movementInfo
.t_z
= 0.0f
;
14008 m_movementInfo
.t_o
= 0.0f
;
14013 else // not transport case
14015 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14016 // client without expansion support
14017 if(GetSession()->Expansion() < mapEntry
->Expansion())
14019 sLog
.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14020 RelocateToHomebind();
14024 // NOW player must have valid map
14025 // load the player's map here if it's not already loaded
14026 Map
*map
= GetMap();
14028 // since the player may not be bound to the map yet, make sure subsequent
14029 // getmap calls won't create new maps
14030 SetInstanceId(map
->GetInstanceId());
14032 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14033 if(GetInstanceId() && !sInstanceSaveManager
.GetInstanceSave(GetInstanceId()))
14035 AreaTrigger
const* at
= objmgr
.GetMapEntranceTrigger(GetMapId());
14037 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
14039 sLog
.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no aretrigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
14042 SaveRecallPosition();
14044 time_t now
= time(NULL
);
14045 time_t logoutTime
= time_t(fields
[16].GetUInt64());
14047 // since last logout (in seconds)
14048 uint64 time_diff
= uint64(now
- logoutTime
);
14050 // set value, including drunk invisibility detection
14051 // calculate sobering. after 15 minutes logged out, the player will be sober again
14053 if(time_diff
> 15*MINUTE
)
14056 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14057 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14058 SetDrunkValue(newDrunkenValue
);
14060 m_rest_bonus
= fields
[15].GetFloat();
14061 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14062 float bubble0
= 0.031;
14063 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14064 float bubble1
= 0.125;
14066 if((int32
)fields
[16].GetUInt32() > 0)
14068 float bubble
= fields
[17].GetUInt32() > 0
14069 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14070 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14072 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14075 m_cinematic
= fields
[12].GetUInt32();
14076 m_Played_time
[0]= fields
[13].GetUInt32();
14077 m_Played_time
[1]= fields
[14].GetUInt32();
14079 m_resetTalentsCost
= fields
[18].GetUInt32();
14080 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
14082 // reserve some flags
14083 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14085 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14086 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14088 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
14090 uint32 extraflags
= fields
[25].GetUInt32();
14092 m_stableSlots
= fields
[26].GetUInt32();
14093 if(m_stableSlots
> MAX_PET_STABLES
)
14095 sLog
.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES
,uint32(m_stableSlots
));
14096 m_stableSlots
= MAX_PET_STABLES
;
14099 m_atLoginFlags
= fields
[27].GetUInt32();
14102 // Update Honor kills data
14103 m_lastHonorUpdateTime
= logoutTime
;
14104 UpdateHonorFields();
14106 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
14107 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14108 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14110 std::string taxi_nodes
= fields
[31].GetCppString();
14114 // clear channel spell data (if saved at channel spell casting)
14115 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
14116 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14118 // clear charm/summon related fields
14125 // reset some aura modifiers before aura apply
14126 SetFarSightGUID(0);
14127 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14128 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14132 // make sure the unit is considered out of combat for proper loading
14135 // make sure the unit is considered not in duel for proper loading
14136 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14137 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14139 // remember loaded power/health values to restore after stats initialization and modifier applying
14140 uint32 savedHealth
= GetHealth();
14141 uint32 savedPower
[MAX_POWERS
];
14142 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14143 savedPower
[i
] = GetPower(Powers(i
));
14145 // reset stats before loading any modifiers
14146 InitStatsForLevel();
14147 InitTaxiNodesForLevel();
14148 InitGlyphsForLevel();
14151 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14153 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14156 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14159 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14160 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14161 m_deathState
= DEAD
;
14163 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14165 // after spell load, learn rewarded spell if need also
14166 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14167 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14169 // after spell and quest load
14170 InitTalentForLevel();
14171 learnDefaultSpells();
14173 // must be before inventory (some items required reputation check)
14174 m_reputationMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14176 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14178 // update items with duration and realtime
14179 UpdateItemDuration(time_diff
, true);
14181 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14183 // unread mails and next delivery time, actual mails not loaded
14184 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14186 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14188 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14189 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14190 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14192 if(!HasTitle(curTitle
))
14193 SetUInt32Value(PLAYER_CHOSEN_TITLE
, 0);
14196 // Not finish taxi flight path
14197 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
,GetTeam()))
14199 // problems with taxi path loading
14200 TaxiNodesEntry
const* nodeEntry
= NULL
;
14201 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14202 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14204 if(!nodeEntry
) // don't know taxi start node, to homebind
14206 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14207 RelocateToHomebind();
14208 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14210 else // have start node, to it
14212 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14213 SetMapId(nodeEntry
->map_id
);
14214 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14215 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14217 m_taxi
.ClearTaxiDestinations();
14219 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
14221 // save source node as recall coord to prevent recall and fall from sky
14222 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14223 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14224 m_recallMap
= nodeEntry
->map_id
;
14225 m_recallX
= nodeEntry
->x
;
14226 m_recallY
= nodeEntry
->y
;
14227 m_recallZ
= nodeEntry
->z
;
14229 // flight will started later
14232 // has to be called after last Relocate() in Player::LoadFromDB
14233 SetFallInformation(0, GetPositionZ());
14235 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14237 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14238 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14240 RemoveAllAurasOnDeath();
14242 //apply all stat bonuses from items and auras
14243 SetCanModifyStats(true);
14246 // restore remembered power/health values (but not more max values)
14247 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14248 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14249 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14251 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14255 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14257 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14260 case 0: break; // disable
14261 case 1: SetGameMaster(true); break; // enable
14262 case 2: // save state
14263 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14264 SetGameMaster(true);
14268 switch(sWorld
.getConfig(CONFIG_GM_VISIBLE_STATE
))
14271 case 0: SetGMVisible(false); break; // invisible
14272 case 1: break; // visible
14273 case 2: // save state
14274 if(extraflags
& PLAYER_EXTRA_GM_INVISIBLE
)
14275 SetGMVisible(false);
14279 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14282 case 0: break; // disable
14283 case 1: SetAcceptTicket(true); break; // enable
14284 case 2: // save state
14285 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14286 SetAcceptTicket(true);
14290 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14293 case 0: break; // disable
14294 case 1: SetGMChat(true); break; // enable
14295 case 2: // save state
14296 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14301 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14304 case 0: break; // disable
14305 case 1: SetAcceptWhispers(true); break; // enable
14306 case 2: // save state
14307 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14308 SetAcceptWhispers(true);
14313 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14315 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14316 m_achievementMgr
.CheckAllAchievementCriteria();
14318 _LoadEquipmentSets(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS
));
14323 bool Player::isAllowedToLoot(Creature
* creature
)
14325 if(Player
* recipient
= creature
->GetLootRecipient())
14327 if (recipient
== this)
14329 if( Group
* otherGroup
= recipient
->GetGroup())
14331 Group
* thisGroup
= GetGroup();
14334 return thisGroup
== otherGroup
;
14339 // prevent other players from looting if the recipient got disconnected
14340 return !creature
->hasLootRecipient();
14343 void Player::_LoadActions(QueryResult
*result
)
14345 m_actionButtons
.clear();
14347 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14353 Field
*fields
= result
->Fetch();
14355 uint8 button
= fields
[0].GetUInt8();
14357 if(addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8()))
14358 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
14361 sLog
.outError( " ...at loading, and will deleted in DB also");
14363 // Will deleted in DB at next save (it can create data until save but marked as deleted)
14364 m_actionButtons
[button
].uState
= ACTIONBUTTON_DELETED
;
14367 while( result
->NextRow() );
14373 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14376 for (int i
= 0; i
< TOTAL_AURAS
; ++i
)
14377 m_modAuras
[i
].clear();
14379 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14385 Field
*fields
= result
->Fetch();
14386 uint64 caster_guid
= fields
[0].GetUInt64();
14387 uint32 spellid
= fields
[1].GetUInt32();
14388 uint32 effindex
= fields
[2].GetUInt32();
14389 uint32 stackcount
= fields
[3].GetUInt32();
14390 int32 damage
= (int32
)fields
[4].GetUInt32();
14391 int32 maxduration
= (int32
)fields
[5].GetUInt32();
14392 int32 remaintime
= (int32
)fields
[6].GetUInt32();
14393 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
14395 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14398 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14404 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14408 // negative effects should continue counting down after logout
14409 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14411 if(remaintime
<= int32(timediff
))
14414 remaintime
-= timediff
;
14417 // prevent wrong values of remaincharges
14418 if(spellproto
->procCharges
)
14420 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14421 remaincharges
= spellproto
->procCharges
;
14427 for(uint32 i
=0; i
<stackcount
; ++i
)
14429 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14431 damage
= aura
->GetModifier()->m_amount
;
14433 // reset stolen single target auras
14434 if (caster_guid
!= GetGUID() && aura
->IsSingleTarget())
14435 aura
->SetIsSingleTarget(false);
14437 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14439 sLog
.outDetail("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14442 while( result
->NextRow() );
14447 if(m_class
== CLASS_WARRIOR
)
14448 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14451 void Player::_LoadGlyphAuras()
14453 for (uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
14455 if (uint32 glyph
= GetGlyph(i
))
14457 if (GlyphPropertiesEntry
const *gp
= sGlyphPropertiesStore
.LookupEntry(glyph
))
14459 if (GlyphSlotEntry
const *gs
= sGlyphSlotStore
.LookupEntry(GetGlyphSlot(i
)))
14461 if(gp
->TypeFlags
== gs
->TypeFlags
)
14463 CastSpell(this, gp
->SpellId
, true);
14467 sLog
.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name
.c_str(), gp
->TypeFlags
, gs
->TypeFlags
);
14470 sLog
.outError("Player %s has not existing glyph slot entry %u on index %u", m_name
.c_str(), GetGlyphSlot(i
), i
);
14473 sLog
.outError("Player %s has not existing glyph entry %u on index %u", m_name
.c_str(), glyph
, i
);
14475 // On any error remove glyph
14481 void Player::LoadCorpse()
14485 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14489 if(Corpse
*corpse
= GetCorpse())
14491 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14495 //Prevent Dead Player login without corpse
14496 ResurrectPlayer(0.5f
);
14501 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14503 //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());
14504 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14505 //NOTE: the "order by `bag`" is important because it makes sure
14506 //the bagMap is filled before items in the bags are loaded
14507 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14508 //expected to be equipped before offhand items (TODO: fixme)
14510 uint32 zone
= GetZoneId();
14514 std::list
<Item
*> problematicItems
;
14516 // prevent items from being added to the queue when stored
14517 m_itemUpdateQueueBlocked
= true;
14520 Field
*fields
= result
->Fetch();
14521 uint32 bag_guid
= fields
[1].GetUInt32();
14522 uint8 slot
= fields
[2].GetUInt8();
14523 uint32 item_guid
= fields
[3].GetUInt32();
14524 uint32 item_id
= fields
[4].GetUInt32();
14526 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14530 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14531 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14532 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14536 Item
*item
= NewItemOrBag(proto
);
14538 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14540 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14541 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14542 item
->FSetState(ITEM_REMOVED
);
14543 item
->SaveToDB(); // it also deletes item object !
14547 // not allow have in alive state item limited to another map/zone
14548 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14550 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14551 item
->FSetState(ITEM_REMOVED
);
14552 item
->SaveToDB(); // it also deletes item object !
14556 // "Conjured items disappear if you are logged out for more than 15 minutes"
14557 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14559 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14560 item
->FSetState(ITEM_REMOVED
);
14561 item
->SaveToDB(); // it also deletes item object !
14565 bool success
= true;
14569 // the item is not in a bag
14570 item
->SetContainer( NULL
);
14571 item
->SetSlot(slot
);
14573 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14575 ItemPosCountVec dest
;
14576 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14577 item
= StoreItem(dest
, item
, true);
14581 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14584 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14585 QuickEquipItem(dest
, item
);
14589 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14591 ItemPosCountVec dest
;
14592 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14593 item
= BankItem(dest
, item
, true);
14600 // store bags that may contain items in them
14601 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14602 bagMap
[item_guid
] = (Bag
*)item
;
14607 item
->SetSlot(NULL_SLOT
);
14608 // the item is in a bag, find the bag
14609 std::map
<uint64
, Bag
*>::const_iterator itr
= bagMap
.find(bag_guid
);
14610 if(itr
!= bagMap
.end())
14611 itr
->second
->StoreItem(slot
, item
, true );
14616 // item's state may have changed after stored
14618 item
->SetState(ITEM_UNCHANGED
, this);
14621 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
);
14622 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14623 problematicItems
.push_back(item
);
14625 } while (result
->NextRow());
14628 m_itemUpdateQueueBlocked
= false;
14630 // send by mail problematic items
14631 while(!problematicItems
.empty())
14634 MailItemsInfo mi
; // item list preparing
14636 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14638 Item
* item
= problematicItems
.front();
14639 problematicItems
.pop_front();
14641 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14644 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14646 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14650 _ApplyAllItemMods();
14653 // load mailed item which should receive current player
14654 void Player::_LoadMailedItems(Mail
*mail
)
14656 // data needs to be at first place for Item::LoadFromDB
14657 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT data, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail
->messageID
);
14663 Field
*fields
= result
->Fetch();
14664 uint32 item_guid_low
= fields
[1].GetUInt32();
14665 uint32 item_template
= fields
[2].GetUInt32();
14667 mail
->AddItem(item_guid_low
, item_template
);
14669 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14673 sLog
.outError( "Player %u have unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low
, item_template
,mail
->messageID
);
14674 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14675 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14679 Item
*item
= NewItemOrBag(proto
);
14681 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
14683 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14684 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14685 item
->FSetState(ITEM_REMOVED
);
14686 item
->SaveToDB(); // it also deletes item object !
14691 } while (result
->NextRow());
14696 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14698 //set a count of unread mails
14699 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" I64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
14702 Field
*fieldMail
= resultUnread
->Fetch();
14703 unReadMails
= fieldMail
[0].GetUInt8();
14704 delete resultUnread
;
14707 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14708 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14709 if (resultDelivery
)
14711 Field
*fieldMail
= resultDelivery
->Fetch();
14712 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14713 delete resultDelivery
;
14717 void Player::_LoadMail()
14720 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14721 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT id,messageType,sender,receiver,subject,itemTextId,has_items,expire_time,deliver_time,money,cod,checked,stationery,mailTemplateId FROM mail WHERE receiver = '%u' ORDER BY id DESC",GetGUIDLow());
14726 Field
*fields
= result
->Fetch();
14727 Mail
*m
= new Mail
;
14728 m
->messageID
= fields
[0].GetUInt32();
14729 m
->messageType
= fields
[1].GetUInt8();
14730 m
->sender
= fields
[2].GetUInt32();
14731 m
->receiver
= fields
[3].GetUInt32();
14732 m
->subject
= fields
[4].GetCppString();
14733 m
->itemTextId
= fields
[5].GetUInt32();
14734 bool has_items
= fields
[6].GetBool();
14735 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14736 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14737 m
->money
= fields
[9].GetUInt32();
14738 m
->COD
= fields
[10].GetUInt32();
14739 m
->checked
= fields
[11].GetUInt32();
14740 m
->stationery
= fields
[12].GetUInt8();
14741 m
->mailTemplateId
= fields
[13].GetInt16();
14743 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
14745 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
14746 m
->mailTemplateId
= 0;
14749 m
->state
= MAIL_STATE_UNCHANGED
;
14752 _LoadMailedItems(m
);
14754 m_mail
.push_back(m
);
14755 } while( result
->NextRow() );
14758 m_mailsLoaded
= true;
14761 void Player::LoadPet()
14763 //fixme: the pet should still be loaded if the player is not in world
14764 // just not added to the map
14767 Pet
*pet
= new Pet
;
14768 if(!pet
->LoadPetFromDB(this,0,0,true))
14773 void Player::_LoadQuestStatus(QueryResult
*result
)
14775 mQuestStatus
.clear();
14779 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14780 //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());
14786 Field
*fields
= result
->Fetch();
14788 uint32 quest_id
= fields
[0].GetUInt32();
14789 // used to be new, no delete?
14790 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14794 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14796 uint32 qstatus
= fields
[1].GetUInt32();
14797 if(qstatus
< MAX_QUEST_STATUS
)
14798 questStatusData
.m_status
= QuestStatus(qstatus
);
14801 questStatusData
.m_status
= QUEST_STATUS_NONE
;
14802 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
14805 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
14806 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
14808 time_t quest_time
= time_t(fields
[4].GetUInt64());
14810 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
14812 AddTimedQuest( quest_id
);
14814 if (quest_time
<= sWorld
.GetGameTime())
14815 questStatusData
.m_timer
= 1;
14817 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * IN_MILISECONDS
;
14822 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
14823 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
14824 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
14825 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
14826 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
14827 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
14828 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
14829 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
14831 questStatusData
.uState
= QUEST_UNCHANGED
;
14833 // add to quest log
14834 if( slot
< MAX_QUEST_LOG_SIZE
&&
14835 ( questStatusData
.m_status
==QUEST_STATUS_INCOMPLETE
||
14836 questStatusData
.m_status
==QUEST_STATUS_COMPLETE
&&
14837 (!questStatusData
.m_rewarded
|| pQuest
->IsDaily()) ) )
14839 SetQuestSlot(slot
,quest_id
,quest_time
);
14841 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
14842 SetQuestSlotState(slot
,QUEST_STATE_COMPLETE
);
14844 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
14845 if(questStatusData
.m_creatureOrGOcount
[idx
])
14846 SetQuestSlotCounter(slot
,idx
,questStatusData
.m_creatureOrGOcount
[idx
]);
14851 if(questStatusData
.m_rewarded
)
14853 // learn rewarded spell if unknown
14854 learnQuestRewardedSpells(pQuest
);
14856 // set rewarded title if any
14857 if(pQuest
->GetCharTitleId())
14859 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
14860 SetTitle(titleEntry
);
14863 if(pQuest
->GetBonusTalents())
14864 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
14867 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
14870 while( result
->NextRow() );
14875 // clear quest log tail
14876 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14880 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
14882 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
14883 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
14885 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14889 uint32 quest_daily_idx
= 0;
14893 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
14895 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14899 Field
*fields
= result
->Fetch();
14901 uint32 quest_id
= fields
[0].GetUInt32();
14903 // save _any_ from daily quest times (it must be after last reset anyway)
14904 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
14906 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14910 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
14913 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
14915 while( result
->NextRow() );
14920 m_DailyQuestChanged
= false;
14923 void Player::_LoadSpells(QueryResult
*result
)
14925 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14931 Field
*fields
= result
->Fetch();
14933 addSpell(fields
[0].GetUInt16(), fields
[1].GetBool(), false, false, fields
[2].GetBool());
14935 while( result
->NextRow() );
14941 void Player::_LoadGroup(QueryResult
*result
)
14943 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14946 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
14948 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
14951 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
14952 SetGroup(group
, subgroup
);
14953 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
14955 // the group leader may change the instance difficulty while the player is offline
14956 SetDifficulty(group
->GetDifficulty());
14962 void Player::_LoadBoundInstances(QueryResult
*result
)
14964 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
14965 m_boundInstances
[i
].clear();
14967 Group
*group
= GetGroup();
14969 //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));
14974 Field
*fields
= result
->Fetch();
14975 bool perm
= fields
[1].GetBool();
14976 uint32 mapId
= fields
[2].GetUInt32();
14977 uint32 instanceId
= fields
[0].GetUInt32();
14978 uint8 difficulty
= fields
[3].GetUInt8();
14979 time_t resetTime
= (time_t)fields
[4].GetUInt64();
14980 // the resettime for normal instances is only saved when the InstanceSave is unloaded
14981 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
14982 // and in that case it is not used
14984 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(mapId
);
14985 if(!mapEntry
|| !mapEntry
->IsDungeon())
14987 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId
);
14988 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
14994 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
);
14995 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
14999 // since non permanent binds are always solo bind, they can always be reset
15000 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
15001 if(save
) BindToInstance(save
, perm
, true);
15002 } while(result
->NextRow());
15007 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
15009 // some instances only have one difficulty
15010 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
15011 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
15013 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15014 if(itr
!= m_boundInstances
[difficulty
].end())
15015 return &itr
->second
;
15020 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
15022 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15023 UnbindInstance(itr
, difficulty
, unload
);
15026 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
15028 if(itr
!= m_boundInstances
[difficulty
].end())
15030 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15031 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15032 m_boundInstances
[difficulty
].erase(itr
++);
15036 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15040 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15043 // update the save when the group kills a boss
15044 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15045 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());
15048 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15050 if(bind
.save
!= save
)
15052 if(bind
.save
) bind
.save
->RemovePlayer(this);
15053 save
->AddPlayer(this);
15056 if(permanent
) save
->SetCanReset(false);
15059 bind
.perm
= permanent
;
15060 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());
15067 void Player::SendRaidInfo()
15069 uint32 counter
= 0;
15071 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15073 size_t p_counter
= data
.wpos();
15074 data
<< uint32(counter
); // placeholder
15076 for(int i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15078 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15080 if(itr
->second
.perm
)
15082 InstanceSave
*save
= itr
->second
.save
;
15083 data
<< uint32(save
->GetMapId());
15084 data
<< uint32(save
->GetResetTime() - time(NULL
));
15085 data
<< uint32(save
->GetInstanceId());
15086 data
<< uint32(save
->GetDifficulty());
15091 data
.put
<uint32
>(p_counter
,counter
);
15092 GetSession()->SendPacket(&data
);
15096 - called on every successful teleportation to a map
15098 void Player::SendSavedInstances()
15100 bool hasBeenSaved
= false;
15103 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15105 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15107 if(itr
->second
.perm
) // only permanent binds are sent
15109 hasBeenSaved
= true;
15115 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15116 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15117 data
<< uint32(hasBeenSaved
);
15118 GetSession()->SendPacket(&data
);
15123 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15125 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15127 if(itr
->second
.perm
)
15129 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15130 data
<< uint32(itr
->second
.save
->GetMapId());
15131 GetSession()->SendPacket(&data
);
15137 /// convert the player's binds to the group
15138 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15140 bool has_binds
= false;
15141 bool has_solo
= false;
15143 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15144 assert(player_guid
);
15146 // copy all binds to the group, when changing leader it's assumed the character
15147 // will not have any solo binds
15151 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15153 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15156 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15157 // permanent binds are not removed
15158 if(!itr
->second
.perm
)
15160 player
->UnbindInstance(itr
, i
, true); // increments itr
15169 // if the player's not online we don't know what binds it has
15170 if(!player
|| !group
|| has_binds
) CharacterDatabase
.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", GUID_LOPART(player_guid
));
15171 // the following should not get executed when changing leaders
15172 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15175 bool Player::_LoadHomeBind(QueryResult
*result
)
15177 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
15180 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
15185 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15188 Field
*fields
= result
->Fetch();
15189 m_homebindMapId
= fields
[0].GetUInt32();
15190 m_homebindZoneId
= fields
[1].GetUInt16();
15191 m_homebindX
= fields
[2].GetFloat();
15192 m_homebindY
= fields
[3].GetFloat();
15193 m_homebindZ
= fields
[4].GetFloat();
15196 MapEntry
const* bindMapEntry
= sMapStore
.LookupEntry(m_homebindMapId
);
15198 // accept saved data only for valid position (and non instanceable), and accessable
15199 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15200 !bindMapEntry
->Instanceable() && GetSession()->Expansion() >= bindMapEntry
->Expansion())
15205 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15210 m_homebindMapId
= info
->mapId
;
15211 m_homebindZoneId
= info
->zoneId
;
15212 m_homebindX
= info
->positionX
;
15213 m_homebindY
= info
->positionY
;
15214 m_homebindZ
= info
->positionZ
;
15216 CharacterDatabase
.PExecute("INSERT INTO character_homebind (guid,map,zone,position_x,position_y,position_z) VALUES ('%u', '%u', '%u', '%f', '%f', '%f')", GetGUIDLow(), m_homebindMapId
, (uint32
)m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15219 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
15220 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15225 /*********************************************************/
15226 /*** SAVE SYSTEM ***/
15227 /*********************************************************/
15229 void Player::SaveToDB()
15231 // delay auto save at any saves (manual, in code, or autosave)
15232 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15234 // first save/honor gain after midnight will also update the player's honor fields
15235 UpdateHonorFields();
15237 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
15238 //save, far from tavern/city
15239 //save, but in tavern/city
15240 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15243 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15244 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
15245 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
15246 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
15247 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
15248 uint32 tmp_displayid
= GetDisplayId();
15250 // Set player sit state to standing on save, also stealth and shifted form
15251 SetByteValue(UNIT_FIELD_BYTES_1
, 0, UNIT_STAND_STATE_STAND
);
15252 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
15253 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_STUNNED
);
15254 SetDisplayId(GetNativeDisplayId());
15256 bool inworld
= IsInWorld();
15258 CharacterDatabase
.BeginTransaction();
15260 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15262 std::string sql_name
= m_name
;
15263 CharacterDatabase
.escape_string(sql_name
);
15265 std::ostringstream ss
;
15266 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
15267 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15268 "taximask, online, cinematic, "
15269 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15270 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15271 "death_expire_time, taxi_path, arena_pending_points, bgid, bgteam, bgmap, bgx, bgy, bgz, bgo) VALUES ("
15272 << GetGUIDLow() << ", "
15273 << GetSession()->GetAccountId() << ", '"
15274 << sql_name
<< "', "
15276 << m_class
<< ", ";
15278 if(!IsBeingTeleported())
15280 ss
<< GetMapId() << ", "
15281 << (uint32
)GetDifficulty() << ", "
15282 << finiteAlways(GetPositionX()) << ", "
15283 << finiteAlways(GetPositionY()) << ", "
15284 << finiteAlways(GetPositionZ()) << ", "
15285 << finiteAlways(GetOrientation()) << ", '";
15289 ss
<< GetTeleportDest().mapid
<< ", "
15290 << (uint32
)GetDifficulty() << ", "
15291 << finiteAlways(GetTeleportDest().x
) << ", "
15292 << finiteAlways(GetTeleportDest().y
) << ", "
15293 << finiteAlways(GetTeleportDest().z
) << ", "
15294 << finiteAlways(GetTeleportDest().o
) << ", '";
15298 for( i
= 0; i
< m_valuesCount
; ++i
)
15300 ss
<< GetUInt32Value(i
) << " ";
15305 ss
<< m_taxi
; // string with TaxiMaskSize numbers
15308 ss
<< (inworld
? 1 : 0);
15314 ss
<< m_Played_time
[0];
15316 ss
<< m_Played_time
[1];
15319 ss
<< finiteAlways(m_rest_bonus
);
15321 ss
<< (uint64
)time(NULL
);
15323 ss
<< is_save_resting
;
15325 ss
<< m_resetTalentsCost
;
15327 ss
<< (uint64
)m_resetTalentsTime
;
15330 ss
<< finiteAlways(m_movementInfo
.t_x
);
15332 ss
<< finiteAlways(m_movementInfo
.t_y
);
15334 ss
<< finiteAlways(m_movementInfo
.t_z
);
15336 ss
<< finiteAlways(m_movementInfo
.t_o
);
15339 ss
<< m_transport
->GetGUIDLow();
15344 ss
<< m_ExtraFlags
;
15347 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
15350 ss
<< uint32(m_atLoginFlags
);
15356 ss
<< (uint64
)m_deathExpireTime
;
15359 ss
<< m_taxi
.SaveTaxiDestinationsToString();
15361 ss
<< GetBattleGroundId();
15365 ss
<< m_bgEntryPoint
.mapid
<< ", "
15366 << finiteAlways(m_bgEntryPoint
.x
) << ", "
15367 << finiteAlways(m_bgEntryPoint
.y
) << ", "
15368 << finiteAlways(m_bgEntryPoint
.z
) << ", "
15369 << finiteAlways(m_bgEntryPoint
.o
);
15372 CharacterDatabase
.Execute( ss
.str().c_str() );
15374 if(m_mailsUpdated
) //save mails only when needed
15378 _SaveQuestStatus();
15379 _SaveDailyQuestStatus();
15381 _SaveSpellCooldowns();
15384 m_achievementMgr
.SaveToDB();
15385 m_reputationMgr
.SaveToDB();
15386 _SaveEquipmentSets();
15387 GetSession()->SaveTutorialsData(); // changed only while character in game
15389 CharacterDatabase
.CommitTransaction();
15391 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15392 SetDisplayId(tmp_displayid
);
15393 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
15394 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
15395 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
15396 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
15398 // save pet (hunter pet level and experience and all type pets health/mana).
15399 if(Pet
* pet
= GetPet())
15400 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15403 // fast save function for item/money cheating preventing - save only inventory and money state
15404 void Player::SaveInventoryAndGoldToDB()
15407 //money is in data field
15408 SaveDataFieldToDB();
15411 void Player::_SaveActions()
15413 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15415 switch (itr
->second
.uState
)
15417 case ACTIONBUTTON_NEW
:
15418 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15419 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
15420 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15423 case ACTIONBUTTON_CHANGED
:
15424 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15425 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
15426 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15429 case ACTIONBUTTON_DELETED
:
15430 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15431 m_actionButtons
.erase(itr
++);
15440 void Player::_SaveAuras()
15442 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15444 AuraMap
const& auras
= GetAuras();
15449 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15450 uint32 stackCounter
= 1;
15452 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15454 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15456 AuraMap::const_iterator itr2
= itr
;
15457 // save previous spellEffectPair to db
15460 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
15462 //skip all auras from spells that are passive or need a shapeshift
15463 if (!(itr2
->second
->IsPassive() || itr2
->second
->IsRemovedOnShapeLost()))
15465 //do not save single target auras (unless they were cast by the player)
15466 if (!(itr2
->second
->GetCasterGUID() != GetGUID() && itr2
->second
->IsSingleTarget()))
15469 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15470 for (i
= 0; i
< 3; ++i
)
15471 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
15472 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
15477 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15478 "VALUES ('%u', '" I64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15479 GetGUIDLow(), itr2
->second
->GetCasterGUID(), (uint32
)itr2
->second
->GetId(), (uint32
)itr2
->second
->GetEffIndex(), stackCounter
, itr2
->second
->GetModifier()->m_amount
,int(itr2
->second
->GetAuraMaxDuration()),int(itr2
->second
->GetAuraDuration()),int(itr2
->second
->GetAuraCharges()));
15484 if(itr
== auras
.end())
15488 if (lastEffectPair
== itr
->first
)
15492 lastEffectPair
= itr
->first
;
15498 void Player::_SaveInventory()
15500 // force items in buyback slots to new state
15501 // and remove those that aren't already
15502 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; ++i
)
15504 Item
*item
= m_items
[i
];
15505 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15506 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15507 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15508 m_items
[i
]->FSetState(ITEM_NEW
);
15511 // update enchantment durations
15512 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15514 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15518 if (m_itemUpdateQueue
.empty()) return;
15520 // do not save if the update queue is corrupt
15521 bool error
= false;
15522 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15524 Item
*item
= m_itemUpdateQueue
[i
];
15525 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15526 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15530 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());
15533 else if (test
!= item
)
15535 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());
15542 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15543 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15547 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15549 Item
*item
= m_itemUpdateQueue
[i
];
15550 if(!item
) continue;
15552 Bag
*container
= item
->GetContainer();
15553 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15555 switch(item
->GetState())
15558 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());
15561 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());
15564 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15566 case ITEM_UNCHANGED
:
15570 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15572 m_itemUpdateQueue
.clear();
15575 void Player::_SaveMail()
15577 if (!m_mailsLoaded
)
15580 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
15583 if (m
->state
== MAIL_STATE_CHANGED
)
15585 CharacterDatabase
.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" I64FMTD
"', deliver_time = '" I64FMTD
"',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15586 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15587 if(m
->removedItems
.size())
15589 for(std::vector
<uint32
>::const_iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15590 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15591 m
->removedItems
.clear();
15593 m
->state
= MAIL_STATE_UNCHANGED
;
15595 else if (m
->state
== MAIL_STATE_DELETED
)
15598 for(std::vector
<MailItemInfo
>::const_iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15599 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15601 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15602 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15603 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15607 //deallocate deleted mails...
15608 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15610 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15615 itr
= m_mail
.begin();
15621 m_mailsUpdated
= false;
15624 void Player::_SaveQuestStatus()
15626 // we don't need transactions here.
15627 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15629 switch (i
->second
.uState
)
15632 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15633 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15634 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3]);
15636 case QUEST_CHANGED
:
15637 CharacterDatabase
.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" I64FMTD
"',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15638 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3], GetGUIDLow(), i
->first
);
15640 case QUEST_UNCHANGED
:
15643 i
->second
.uState
= QUEST_UNCHANGED
;
15647 void Player::_SaveDailyQuestStatus()
15649 if(!m_DailyQuestChanged
)
15652 m_DailyQuestChanged
= false;
15654 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15656 // we don't need transactions here.
15657 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15658 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15659 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15660 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD
"')",
15661 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15664 void Player::_SaveSpells()
15666 for (PlayerSpellMap::iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end();)
15668 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15669 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15671 // add only changed/new not dependent spells
15672 if (!itr
->second
->dependent
&& (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
))
15673 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);
15675 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15677 delete itr
->second
;
15678 m_spells
.erase(itr
++);
15682 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15689 void Player::outDebugValues() const
15691 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15694 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15695 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15696 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15697 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15698 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15699 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15700 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15701 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15702 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15703 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15704 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15705 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15708 /*********************************************************/
15709 /*** FLOOD FILTER SYSTEM ***/
15710 /*********************************************************/
15712 void Player::UpdateSpeakTime()
15714 // ignore chat spam protection for GMs in any mode
15715 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15718 time_t current
= time (NULL
);
15719 if(m_speakTime
> current
)
15721 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15726 if(m_speakCount
>= max_count
)
15728 // prevent overwrite mute time, if message send just before mutes set, for example.
15729 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15730 if(GetSession()->m_muteTime
< new_mute
)
15731 GetSession()->m_muteTime
= new_mute
;
15739 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15742 bool Player::CanSpeak() const
15744 return GetSession()->m_muteTime
<= time (NULL
);
15747 /*********************************************************/
15748 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15749 /*********************************************************/
15751 void Player::SendAttackSwingNotInRange()
15753 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15754 GetSession()->SendPacket( &data
);
15757 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15759 std::ostringstream ss
;
15760 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15761 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15762 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15763 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15764 sLog
.outDebug(ss
.str().c_str());
15765 CharacterDatabase
.Execute(ss
.str().c_str());
15768 void Player::SaveDataFieldToDB()
15770 std::ostringstream ss
;
15771 ss
<<"UPDATE characters SET data='";
15773 for(uint16 i
= 0; i
< m_valuesCount
; ++i
)
15775 ss
<< GetUInt32Value(i
) << " ";
15777 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15779 CharacterDatabase
.Execute(ss
.str().c_str());
15782 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
15784 std::ostringstream ss2
;
15785 ss2
<<"UPDATE characters SET data='";
15787 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
15789 ss2
<<tokens
[i
]<<" ";
15791 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15793 return CharacterDatabase
.Execute(ss2
.str().c_str());
15796 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
15799 snprintf(buf
,11,"%u",value
);
15801 if(index
>= tokens
.size())
15804 tokens
[index
] = buf
;
15807 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15810 if(!LoadValuesArrayFromDB(tokens
,guid
))
15813 if(index
>= tokens
.size())
15817 snprintf(buf
,11,"%u",value
);
15818 tokens
[index
] = buf
;
15820 SaveValuesArrayInDB(tokens
,guid
);
15823 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
15826 memcpy(&temp
, &value
, sizeof(value
));
15827 Player::SetUInt32ValueInDB(index
, temp
, guid
);
15830 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
15833 if(!LoadValuesArrayFromDB(tokens
, guid
))
15836 uint32 unit_bytes0
= GetUInt32ValueFromArray(tokens
, UNIT_FIELD_BYTES_0
);
15837 uint8 race
= unit_bytes0
& 0xFF;
15838 uint8 class_
= (unit_bytes0
>> 8) & 0xFF;
15840 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
15844 unit_bytes0
&= ~(0xFF << 16);
15845 unit_bytes0
|= (gender
<< 16);
15846 SetUInt32ValueInArray(tokens
, UNIT_FIELD_BYTES_0
, unit_bytes0
);
15848 SetUInt32ValueInArray(tokens
, UNIT_FIELD_DISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15849 SetUInt32ValueInArray(tokens
, UNIT_FIELD_NATIVEDISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15851 SetUInt32ValueInArray(tokens
, PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
15853 uint32 player_bytes2
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_2
);
15854 player_bytes2
&= ~0xFF;
15855 player_bytes2
|= facialHair
;
15856 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_2
, player_bytes2
);
15858 uint32 player_bytes3
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_3
);
15859 player_bytes3
&= ~0xFF;
15860 player_bytes3
|= gender
;
15861 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_3
, player_bytes3
);
15863 SaveValuesArrayInDB(tokens
, guid
);
15866 void Player::SendAttackSwingNotStanding()
15868 WorldPacket
data(SMSG_ATTACKSWING_NOTSTANDING
, 0);
15869 GetSession()->SendPacket( &data
);
15872 void Player::SendAttackSwingDeadTarget()
15874 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
15875 GetSession()->SendPacket( &data
);
15878 void Player::SendAttackSwingCantAttack()
15880 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
15881 GetSession()->SendPacket( &data
);
15884 void Player::SendAttackSwingCancelAttack()
15886 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
15887 GetSession()->SendPacket( &data
);
15890 void Player::SendAttackSwingBadFacingAttack()
15892 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
15893 GetSession()->SendPacket( &data
);
15896 void Player::SendAutoRepeatCancel()
15898 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, GetPackGUID().size());
15899 data
.append(GetPackGUID()); // may be it's target guid
15900 GetSession()->SendPacket( &data
);
15903 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
15905 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
15907 data
<< Experience
;
15908 GetSession()->SendPacket(&data
);
15911 void Player::SendDungeonDifficulty(bool IsInGroup
)
15913 uint8 val
= 0x00000001;
15914 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
15915 data
<< (uint32
)GetDifficulty();
15916 data
<< uint32(val
);
15917 data
<< uint32(IsInGroup
);
15918 GetSession()->SendPacket(&data
);
15921 void Player::SendResetFailedNotify(uint32 mapid
)
15923 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
15924 data
<< uint32(mapid
);
15925 GetSession()->SendPacket(&data
);
15928 /// Reset all solo instances and optionally send a message on success for each
15929 void Player::ResetInstances(uint8 method
)
15931 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
15933 // we assume that when the difficulty changes, all instances that can be reset will be
15934 uint8 dif
= GetDifficulty();
15936 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
15938 InstanceSave
*p
= itr
->second
.save
;
15939 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
15940 if(!entry
|| !p
->CanReset())
15946 if(method
== INSTANCE_RESET_ALL
)
15948 // the "reset all instances" method can only reset normal maps
15949 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
15956 // if the map is loaded, reset it
15957 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
15958 if(map
&& map
->IsDungeon())
15959 ((InstanceMap
*)map
)->Reset(method
);
15961 // since this is a solo instance there should not be any players inside
15962 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
15963 SendResetInstanceSuccess(p
->GetMapId());
15966 m_boundInstances
[dif
].erase(itr
++);
15968 // the following should remove the instance save from the manager and delete it as well
15969 p
->RemovePlayer(this);
15973 void Player::SendResetInstanceSuccess(uint32 MapId
)
15975 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
15977 GetSession()->SendPacket(&data
);
15980 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
15982 // TODO: find what other fail reasons there are besides players in the instance
15983 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
15986 GetSession()->SendPacket(&data
);
15989 /*********************************************************/
15990 /*** Update timers ***/
15991 /*********************************************************/
15993 ///checks the 15 afk reports per 5 minutes limit
15994 void Player::UpdateAfkReport(time_t currTime
)
15996 if(m_bgAfkReportedTimer
<= currTime
)
15998 m_bgAfkReportedCount
= 0;
15999 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
16003 void Player::UpdateContestedPvP(uint32 diff
)
16005 if(!m_contestedPvPTimer
||isInCombat())
16007 if(m_contestedPvPTimer
<= diff
)
16009 ResetContestedPvP();
16012 m_contestedPvPTimer
-= diff
;
16015 void Player::UpdatePvPFlag(time_t currTime
)
16019 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16025 void Player::UpdateDuelFlag(time_t currTime
)
16027 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16030 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16031 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16033 duel
->startTimer
= 0;
16034 duel
->startTime
= currTime
;
16035 duel
->opponent
->duel
->startTimer
= 0;
16036 duel
->opponent
->duel
->startTime
= currTime
;
16039 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16044 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16046 //returning of reagents only for players, so best done here
16047 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16048 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16052 for(uint32 i
= 0; i
< 7; ++i
)
16054 if(spellInfo
->Reagent
[i
] > 0)
16056 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16057 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16058 if( msg
== EQUIP_ERR_OK
)
16060 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16062 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16067 m_temporaryUnsummonedPetNumber
= 0;
16070 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16073 // only if current pet in slot
16074 switch(pet
->getPetType())
16080 m_guardianPets
.erase(pet
->GetGUID());
16083 if(GetPetGUID() == pet
->GetGUID())
16092 switch(pet
->GetEntry())
16094 //warlock pets except imp are removed(?) when logging out
16099 mode
= PET_SAVE_NOT_IN_SLOT
;
16104 pet
->SavePetToDB(mode
);
16106 pet
->CleanupsBeforeDelete();
16107 pet
->AddObjectToRemoveList();
16108 pet
->m_removed
= true;
16110 if(pet
->isControlled())
16112 WorldPacket
data(SMSG_PET_SPELLS
, 8);
16114 GetSession()->SendPacket(&data
);
16117 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16121 void Player::RemoveMiniPet()
16123 if(Pet
* pet
= GetMiniPet())
16125 pet
->Remove(PET_SAVE_AS_DELETED
);
16130 Pet
* Player::GetMiniPet()
16134 return ObjectAccessor::GetPet(m_miniPet
);
16137 void Player::RemoveGuardians()
16139 while(!m_guardianPets
.empty())
16141 uint64 guid
= *m_guardianPets
.begin();
16142 if(Pet
* pet
= ObjectAccessor::GetPet(guid
))
16143 pet
->Remove(PET_SAVE_AS_DELETED
);
16145 m_guardianPets
.erase(guid
);
16149 bool Player::HasGuardianWithEntry(uint32 entry
)
16151 // pet guid middle part is entry (and creature also)
16152 // and in guardian list must be guardians with same entry _always_
16153 for(GuardianPetList::const_iterator itr
= m_guardianPets
.begin(); itr
!= m_guardianPets
.end(); ++itr
)
16155 if(Pet
* pet
= ObjectAccessor::GetPet(*itr
))
16156 if (pet
->GetEntry() == entry
)
16163 void Player::Uncharm()
16165 Unit
* charm
= GetCharm();
16169 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
16170 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
16173 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16175 *data
<< (uint8
)msgtype
;
16176 *data
<< (uint32
)language
;
16177 *data
<< (uint64
)GetGUID();
16178 *data
<< (uint32
)language
; //language 2.1.0 ?
16179 *data
<< (uint64
)GetGUID();
16180 *data
<< (uint32
)(text
.length()+1);
16182 *data
<< (uint8
)chatTag();
16185 void Player::Say(const std::string
& text
, const uint32 language
)
16187 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16188 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16189 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16192 void Player::Yell(const std::string
& text
, const uint32 language
)
16194 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16195 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16196 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16199 void Player::TextEmote(const std::string
& text
)
16201 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16202 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16203 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16206 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16208 if (language
!= LANG_ADDON
) // if not addon data
16209 language
= LANG_UNIVERSAL
; // whispers should always be readable
16211 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
16213 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16214 if(!rPlayer
->isDND() || isGameMaster())
16216 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16217 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16218 rPlayer
->GetSession()->SendPacket(&data
);
16220 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16221 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16222 GetSession()->SendPacket(&data
);
16226 // announce to player that player he is whispering to is dnd and cannot receive his message
16227 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16230 if(!isAcceptWhispers())
16232 SetAcceptWhispers(true);
16233 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16236 // announce to player that player he is whispering to is afk
16237 if(rPlayer
->isAFK())
16238 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16240 // if player whisper someone, auto turn of dnd to be able to receive an answer
16241 if(isDND() && !rPlayer
->isGameMaster())
16245 void Player::PetSpellInitialize()
16247 Pet
* pet
= GetPet();
16252 sLog
.outDebug("Pet Spells Groups");
16254 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16256 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*10+1+1);
16257 data
<< uint64(pet
->GetGUID());
16258 data
<< uint16(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16260 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16263 for(uint32 i
= 0; i
< 10; ++i
)
16265 data
<< uint32(charmInfo
->GetActionBarEntry(i
)->Raw
);
16268 size_t spellsCountPos
= data
.wpos();
16272 data
<< uint8(addlist
); // placeholder
16274 if (pet
->IsPermanentPetFor(this))
16277 for (PetSpellMap::const_iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16279 if(itr
->second
->state
== PETSPELL_REMOVED
)
16282 data
<< uint16(itr
->first
);
16283 data
<< uint16(itr
->second
->active
); // pet spell active state isn't boolean
16288 data
.put
<uint8
>(spellsCountPos
, addlist
);
16290 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16291 data
<< uint8(cooldownsCount
);
16293 time_t curTime
= time(NULL
);
16295 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16297 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16299 data
<< uint32(itr
->first
); // spellid
16300 data
<< uint16(0); // spell category?
16301 data
<< uint32(cooldown
); // cooldown
16302 data
<< uint32(0); // category cooldown
16305 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16307 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16309 data
<< uint32(itr
->first
); // spellid
16310 data
<< uint16(0); // spell category?
16311 data
<< uint32(0); // cooldown
16312 data
<< uint32(cooldown
); // category cooldown
16315 GetSession()->SendPacket(&data
);
16318 void Player::PossessSpellInitialize()
16320 Unit
* charm
= GetCharm();
16325 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16329 sLog
.outError("Player::PossessSpellInitialize(): charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16333 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*10+1+1);
16334 data
<< uint64(charm
->GetGUID());
16339 for(uint32 i
= 0; i
< 10; ++i
)
16341 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16344 data
<< uint8(0); // spells count
16345 data
<< uint8(0); // cooldowns count
16347 GetSession()->SendPacket(&data
);
16350 void Player::CharmSpellInitialize()
16352 Unit
* charm
= GetCharm();
16357 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16360 sLog
.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16366 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16368 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16370 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16372 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16374 if(charmInfo
->GetCharmSpell(i
)->spellId
)
16380 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*10+1+4*addlist
+1);
16381 data
<< uint64(charm
->GetGUID());
16385 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16386 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16388 data
<< uint8(0) << uint8(0) << uint16(0);
16390 for(uint32 i
= 0; i
< 10; ++i
)
16392 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16395 data
<< uint8(addlist
);
16399 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16401 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16402 if(cspell
->spellId
)
16404 data
<< uint16(cspell
->spellId
);
16405 data
<< uint16(cspell
->active
);
16410 data
<< uint8(0); // cooldowns count
16412 GetSession()->SendPacket(&data
);
16415 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16417 if (!mod
|| !spellInfo
)
16420 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16422 // prevent apply to any spell except spell that trigger expire
16425 if(mod
->lastAffected
!= spell
)
16428 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16432 return spellmgr
.IsAffectedByMod(spellInfo
, mod
);
16435 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16437 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16439 for(int eff
=0;eff
<96;++eff
)
16443 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
16444 else _mask2
= uint64(1) << (eff
-64);
16445 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
16448 for (SpellModList::const_iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16450 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
16451 val
+= (*itr
)->value
;
16453 val
+= apply
? mod
->value
: -(mod
->value
);
16454 WorldPacket
data(Opcode
, (1+1+4));
16455 data
<< uint8(eff
);
16456 data
<< uint8(mod
->op
);
16457 data
<< int32(val
);
16458 SendDirectMessage(&data
);
16463 m_spellMods
[mod
->op
].push_back(mod
);
16466 if (mod
->charges
== -1)
16467 --m_SpellModRemoveCount
;
16468 m_spellMods
[mod
->op
].remove(mod
);
16473 void Player::RemoveSpellMods(Spell
const* spell
)
16475 if(!spell
|| (m_SpellModRemoveCount
== 0))
16478 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16480 for (SpellModList::const_iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16482 SpellModifier
*mod
= *itr
;
16485 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16487 RemoveAurasDueToSpell(mod
->spellId
);
16488 if (m_spellMods
[i
].empty())
16491 itr
= m_spellMods
[i
].begin();
16497 // send Proficiency
16498 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16500 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16501 data
<< pr1
<< pr2
;
16502 GetSession()->SendPacket (&data
);
16505 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16507 QueryResult
*result
= NULL
;
16509 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16511 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16514 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.
16515 { // and SendPetitionQueryOpcode reads data from the DB
16516 Field
*fields
= result
->Fetch();
16517 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16518 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16520 // send update if charter owner in game
16521 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16523 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16525 } while ( result
->NextRow() );
16530 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16532 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16535 CharacterDatabase
.BeginTransaction();
16538 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16539 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16543 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16544 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16546 CharacterDatabase
.CommitTransaction();
16549 void Player::LeaveAllArenaTeams(uint64 guid
)
16551 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
));
16557 Field
*fields
= result
->Fetch();
16558 uint32 at_id
= fields
[0].GetUInt32();
16561 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
16563 at
->DelMember(guid
);
16565 } while (result
->NextRow());
16570 void Player::SetRestBonus (float rest_bonus_new
)
16572 // Prevent resting on max level
16573 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16574 rest_bonus_new
= 0;
16576 if(rest_bonus_new
< 0)
16577 rest_bonus_new
= 0;
16579 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16581 if(rest_bonus_new
> rest_bonus_max
)
16582 m_rest_bonus
= rest_bonus_max
;
16584 m_rest_bonus
= rest_bonus_new
;
16586 // update data for client
16587 if(m_rest_bonus
>10)
16588 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16589 else if(m_rest_bonus
<=1)
16590 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16593 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16596 void Player::HandleStealthedUnitsDetection()
16598 std::list
<Unit
*> stealthedUnits
;
16600 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16602 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16603 cell
.SetNoCreate();
16605 MaNGOS::AnyStealthedCheck u_check
;
16606 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(this,stealthedUnits
, u_check
);
16608 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16609 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16611 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16612 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap());
16613 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap());
16615 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16619 i
= stealthedUnits
.erase(i
);
16623 if ((*i
)->isVisibleForOrDetect(this,true))
16626 (*i
)->SendUpdateToPlayer(this);
16627 m_clientGUIDs
.insert((*i
)->GetGUID());
16629 #ifdef MANGOS_DEBUG
16630 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16631 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16634 // target aura duration for caster show only if target exist at caster client
16635 // send data at target visibility change (adding to client)
16636 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16637 SendAurasForTarget(*i
);
16639 i
= stealthedUnits
.erase(i
);
16647 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, Creature
* npc
/*= NULL*/, uint32 spellid
/*= 0*/)
16649 if(nodes
.size() < 2)
16652 // 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
16653 if(GetSession()->isLogingOut() || isInCombat())
16655 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16656 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16657 GetSession()->SendPacket(&data
);
16661 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16667 // not let cheating with start flight mounted
16670 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16671 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16672 GetSession()->SendPacket(&data
);
16676 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16678 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16679 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16680 GetSession()->SendPacket(&data
);
16684 // 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
16685 if(IsNonMeleeSpellCasted(false))
16687 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16688 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16689 GetSession()->SendPacket(&data
);
16693 // cast case or scripted call case
16696 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
16698 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16699 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
16701 if(m_currentSpells
[CURRENT_GENERIC_SPELL
] && m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Id
!= spellid
)
16702 InterruptSpell(CURRENT_GENERIC_SPELL
,false);
16704 InterruptSpell(CURRENT_AUTOREPEAT_SPELL
,false);
16706 if(m_currentSpells
[CURRENT_CHANNELED_SPELL
] && m_currentSpells
[CURRENT_CHANNELED_SPELL
]->m_spellInfo
->Id
!= spellid
)
16707 InterruptSpell(CURRENT_CHANNELED_SPELL
,true);
16710 uint32 sourcenode
= nodes
[0];
16712 // starting node too far away (cheat?)
16713 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16716 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16717 data
<< uint32(ERR_TAXINOSUCHPATH
);
16718 GetSession()->SendPacket(&data
);
16722 // check node starting pos data set case if provided
16723 if (node
->x
!= 0.0f
|| node
->y
!= 0.0f
|| node
->z
!= 0.0f
)
16725 if (node
->map_id
!= GetMapId() ||
16726 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16727 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16728 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16729 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
))
16731 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16732 data
<< uint32(ERR_TAXITOOFARAWAY
);
16733 GetSession()->SendPacket(&data
);
16737 // node must have pos if taxi master case (npc != NULL)
16740 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16741 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16742 GetSession()->SendPacket(&data
);
16746 // Prepare to flight start now
16748 // stop combat at start taxi flight if any
16751 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16754 // clean not finished taxi path if any
16755 m_taxi
.ClearTaxiDestinations();
16757 // 0 element current node
16758 m_taxi
.AddTaxiDestination(sourcenode
);
16760 // fill destinations path tail
16761 uint32 sourcepath
= 0;
16762 uint32 totalcost
= 0;
16764 uint32 prevnode
= sourcenode
;
16765 uint32 lastnode
= 0;
16767 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16771 lastnode
= nodes
[i
];
16772 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16776 m_taxi
.ClearTaxiDestinations();
16782 if(prevnode
== sourcenode
)
16785 m_taxi
.AddTaxiDestination(lastnode
);
16787 prevnode
= lastnode
;
16790 // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
16791 uint16 mount_id
= objmgr
.GetTaxiMount(sourcenode
, GetTeam(), npc
== NULL
);
16793 // in spell case allow 0 model
16794 if (mount_id
== 0 && spellid
== 0 || sourcepath
== 0)
16796 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16797 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16798 GetSession()->SendPacket(&data
);
16799 m_taxi
.ClearTaxiDestinations();
16803 uint32 money
= GetMoney();
16806 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16808 if(money
< totalcost
)
16810 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16811 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16812 GetSession()->SendPacket(&data
);
16813 m_taxi
.ClearTaxiDestinations();
16817 //Checks and preparations done, DO FLIGHT
16818 ModifyMoney(-(int32
)totalcost
);
16819 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING
, totalcost
);
16820 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN
, 1);
16822 // prevent stealth flight
16823 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
16825 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16826 data
<< uint32(ERR_TAXIOK
);
16827 GetSession()->SendPacket(&data
);
16829 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16831 GetSession()->SendDoFlight(mount_id
, sourcepath
);
16836 bool Player::ActivateTaxiPathTo( uint32 taxi_path_id
, uint32 spellid
/*= 0*/ )
16838 TaxiPathEntry
const* entry
= sTaxiPathStore
.LookupEntry(taxi_path_id
);
16842 std::vector
<uint32
> nodes
;
16845 nodes
[0] = entry
->from
;
16846 nodes
[1] = entry
->to
;
16848 return ActivateTaxiPathTo(nodes
,NULL
,spellid
);
16851 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
16853 // last check 2.0.10
16854 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
16856 data
<< uint8(0x0); // flags (0x1, 0x2)
16857 time_t curTime
= time(NULL
);
16858 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
16860 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16862 uint32 unSpellId
= itr
->first
;
16863 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
16870 // Not send cooldown for this spells
16871 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
16874 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
16877 data
<< unTimeMs
; // in m.secs
16878 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/IN_MILISECONDS
);
16881 GetSession()->SendPacket(&data
);
16884 void Player::InitDataForForm(bool reapplyMods
)
16886 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
16887 if(ssEntry
&& ssEntry
->attackSpeed
)
16889 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
16890 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
16891 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
16894 SetRegularAttackTime();
16900 if(getPowerType()!=POWER_ENERGY
)
16901 setPowerType(POWER_ENERGY
);
16905 case FORM_DIREBEAR
:
16907 if(getPowerType()!=POWER_RAGE
)
16908 setPowerType(POWER_RAGE
);
16911 default: // 0, for example
16913 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
16914 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
16915 setPowerType(Powers(cEntry
->powerType
));
16920 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16922 UpdateEquipSpellsAtFormChange();
16924 UpdateAttackPowerAndDamage();
16925 UpdateAttackPowerAndDamage(true);
16928 // Return true is the bought item has a max count to force refresh of window by caller
16929 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
16931 // cheating attempt
16932 if(count
< 1) count
= 1;
16937 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
16940 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
16944 Creature
*pCreature
= GetNPCIfCanInteractWith(vendorguid
,UNIT_NPC_FLAG_VENDOR
);
16947 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
16948 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
16952 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
16953 if(!vItems
|| vItems
->Empty())
16955 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16959 size_t vendor_slot
= vItems
->FindItemSlot(item
);
16960 if(vendor_slot
>= vItems
->GetItemCount())
16962 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16966 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
16968 // check current item amount if it limited
16969 if( crItem
->maxcount
!= 0 )
16971 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
16973 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
16978 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
16980 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
16984 if(crItem
->ExtendedCost
)
16986 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
16989 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
16993 // honor points price
16994 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
16996 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
17000 // arena points price
17001 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
17003 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
17008 for (uint8 i
= 0; i
< 5; ++i
)
17010 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
17012 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
17017 // check for personal arena rating requirement
17018 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
17020 // probably not the proper equip err
17021 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
17026 uint32 price
= pProto
->BuyPrice
* count
;
17028 // reputation discount
17029 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
17031 if( GetMoney() < price
)
17033 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17037 uint8 bag
= 0; // init for case invalid bagGUID
17039 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
17042 if( bagguid
== GetGUID() )
17044 bag
= INVENTORY_SLOT_BAG_0
;
17048 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;++i
)
17050 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
17053 if( bagguid
== pBag
->GetGUID() )
17063 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
17065 ItemPosCountVec dest
;
17066 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17067 if( msg
!= EQUIP_ERR_OK
)
17069 SendEquipError( msg
, NULL
, NULL
);
17073 ModifyMoney( -(int32
)price
);
17074 if(crItem
->ExtendedCost
) // case for new honor system
17076 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17077 if(iece
->reqhonorpoints
)
17078 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17079 if(iece
->reqarenapoints
)
17080 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17081 for (uint8 i
= 0; i
< 5; ++i
)
17083 if(iece
->reqitem
[i
])
17084 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17088 if(Item
*it
= StoreNewItem( dest
, item
, true ))
17090 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17092 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17093 data
<< pCreature
->GetGUID();
17094 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17095 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17096 data
<< (uint32
)count
;
17097 GetSession()->SendPacket(&data
);
17099 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17102 else if( IsEquipmentPos( bag
, slot
) )
17104 if(pProto
->BuyCount
* count
!= 1)
17106 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17111 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17112 if( msg
!= EQUIP_ERR_OK
)
17114 SendEquipError( msg
, NULL
, NULL
);
17118 ModifyMoney( -(int32
)price
);
17119 if(crItem
->ExtendedCost
) // case for new honor system
17121 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17122 if(iece
->reqhonorpoints
)
17123 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17124 if(iece
->reqarenapoints
)
17125 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17126 for (uint8 i
= 0; i
< 5; ++i
)
17128 if(iece
->reqitem
[i
])
17129 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17133 if(Item
*it
= EquipNewItem( dest
, item
, true ))
17135 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17137 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17138 data
<< pCreature
->GetGUID();
17139 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17140 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17141 data
<< (uint32
)count
;
17142 GetSession()->SendPacket(&data
);
17144 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17146 AutoUnequipOffhandIfNeed();
17151 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17155 return crItem
->maxcount
!=0;
17158 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17160 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17161 // the personal rating of the arena team must match the required limit as well
17162 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17163 uint32 max_personal_rating
= 0;
17164 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17166 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17168 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
17169 uint32 t_rating
= at
->GetRating();
17170 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
17171 if(max_personal_rating
< p_rating
)
17172 max_personal_rating
= p_rating
;
17175 return max_personal_rating
;
17178 void Player::UpdateHomebindTime(uint32 time
)
17180 // GMs never get homebind timer online
17181 if (m_InstanceValid
|| isGameMaster())
17183 if(m_HomebindTimer
) // instance valid, but timer not reset
17186 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17189 GetSession()->SendPacket(&data
);
17191 // instance is valid, reset homebind timer
17192 m_HomebindTimer
= 0;
17194 else if (m_HomebindTimer
> 0)
17196 if (time
>= m_HomebindTimer
)
17198 // teleport to nearest graveyard
17199 RepopAtGraveyard();
17202 m_HomebindTimer
-= time
;
17206 // instance is invalid, start homebind timer
17207 m_HomebindTimer
= 60000;
17208 // send message to player
17209 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17210 data
<< m_HomebindTimer
;
17212 GetSession()->SendPacket(&data
);
17213 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17217 void Player::UpdatePvP(bool state
, bool ovrride
)
17219 if(!state
|| ovrride
)
17222 if(Pet
* pet
= GetPet())
17223 pet
->SetPvP(state
);
17224 if(Unit
* charmed
= GetCharm())
17225 charmed
->SetPvP(state
);
17227 pvpInfo
.endTimer
= 0;
17231 if(pvpInfo
.endTimer
!= 0)
17232 pvpInfo
.endTimer
= time(NULL
);
17237 if(Pet
* pet
= GetPet())
17238 pet
->SetPvP(state
);
17239 if(Unit
* charmed
= GetCharm())
17240 charmed
->SetPvP(state
);
17245 void Player::AddSpellAndCategoryCooldowns(SpellEntry
const* spellInfo
, uint32 itemId
, Spell
* spell
, bool infinityCooldown
)
17247 // init cooldown values
17252 // some special item spells without correct cooldown in SpellInfo
17253 // cooldown information stored in item prototype
17254 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17258 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(itemId
))
17260 for(int idx
= 0; idx
< 5; ++idx
)
17262 if(proto
->Spells
[idx
].SpellId
== spellInfo
->Id
)
17264 cat
= proto
->Spells
[idx
].SpellCategory
;
17265 rec
= proto
->Spells
[idx
].SpellCooldown
;
17266 catrec
= proto
->Spells
[idx
].SpellCategoryCooldown
;
17273 // if no cooldown found above then base at DBC data
17274 if(rec
< 0 && catrec
< 0)
17276 cat
= spellInfo
->Category
;
17277 rec
= spellInfo
->RecoveryTime
;
17278 catrec
= spellInfo
->CategoryRecoveryTime
;
17281 time_t curTime
= time(NULL
);
17286 // overwrite time for selected category
17287 if(infinityCooldown
)
17289 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17290 // but not allow ignore until reset or re-login
17291 catrecTime
= catrec
> 0 ? curTime
+MONTH
: 0;
17292 recTime
= rec
> 0 ? curTime
+MONTH
: catrecTime
;
17296 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17297 // prevent 0 cooldowns set by another way
17298 if (rec
<= 0 && catrec
<= 0 && (cat
== 76 || IsAutoRepeatRangedSpell(spellInfo
) && spellInfo
->Id
!= SPELL_ID_AUTOSHOT
))
17299 rec
= GetAttackTime(RANGED_ATTACK
);
17301 // Now we have cooldown data (if found any), time to apply mods
17303 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, rec
, spell
);
17306 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, catrec
, spell
);
17308 // replace negative cooldowns by 0
17309 if (rec
< 0) rec
= 0;
17310 if (catrec
< 0) catrec
= 0;
17312 // no cooldown after applying spell mods
17313 if( rec
== 0 && catrec
== 0)
17316 catrecTime
= catrec
? curTime
+catrec
/IN_MILISECONDS
: 0;
17317 recTime
= rec
? curTime
+rec
/IN_MILISECONDS
: catrecTime
;
17320 // self spell cooldown
17322 AddSpellCooldown(spellInfo
->Id
, itemId
, recTime
);
17325 if (cat
&& catrec
> 0)
17327 SpellCategoryStore::const_iterator i_scstore
= sSpellCategoryStore
.find(cat
);
17328 if(i_scstore
!= sSpellCategoryStore
.end())
17330 for(SpellCategorySet::const_iterator i_scset
= i_scstore
->second
.begin(); i_scset
!= i_scstore
->second
.end(); ++i_scset
)
17332 if(*i_scset
== spellInfo
->Id
) // skip main spell, already handled above
17335 AddSpellCooldown(*i_scset
, itemId
, catrecTime
);
17341 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
17345 sc
.itemid
= itemid
;
17346 m_spellCooldowns
[spellid
] = sc
;
17349 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
, uint32 itemId
, Spell
* spell
)
17351 // start cooldowns at server side, if any
17352 AddSpellAndCategoryCooldowns(spellInfo
,itemId
,spell
);
17354 // Send activate cooldown timer (possible 0) at client side
17355 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
17356 data
<< spellInfo
->Id
;
17358 SendDirectMessage(&data
);
17361 void Player::UpdatePotionCooldown(Spell
* spell
)
17363 // no potion used i combat or still in combat
17364 if(!m_lastPotionId
|| isInCombat())
17367 // Call not from spell cast, send cooldown event for item spells if no in combat
17370 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17371 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(m_lastPotionId
))
17372 for(int idx
= 0; idx
< 5; ++idx
)
17373 if(proto
->Spells
[idx
].SpellId
&& proto
->Spells
[idx
].SpellTrigger
== ITEM_SPELLTRIGGER_ON_USE
)
17374 if(SpellEntry
const* spellInfo
= sSpellStore
.LookupEntry(proto
->Spells
[idx
].SpellId
))
17375 SendCooldownEvent(spellInfo
,m_lastPotionId
);
17377 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17379 SendCooldownEvent(spell
->m_spellInfo
,m_lastPotionId
,spell
);
17381 m_lastPotionId
= 0;
17384 //slot to be excluded while counting
17385 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
17387 if(!enchantmentcondition
)
17390 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
17395 uint8 curcount
[4] = {0, 0, 0, 0};
17397 //counting current equipped gem colors
17398 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17402 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17403 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17405 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17407 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17411 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17415 uint32 gemid
= enchantEntry
->GemID
;
17419 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17423 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17427 uint8 GemColor
= gemProperty
->color
;
17429 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17431 if(tmpcolormask
& GemColor
)
17438 bool activate
= true;
17440 for(int i
= 0; i
< 5; ++i
)
17442 if(!Condition
->Color
[i
])
17445 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17447 // if have <CompareColor> use them as count, else use <value> from Condition
17448 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17450 switch(Condition
->Comparator
[i
])
17452 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17453 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17455 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17456 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17458 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17459 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17464 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");
17469 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17471 //cycle all equipped items
17472 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17474 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17475 if(slot
== exceptslot
)
17478 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17480 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17483 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17485 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17489 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17493 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17496 //was enchant active with/without item?
17497 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17498 //should it now be?
17499 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17501 // ignore item gem conditions
17502 //if state changed, (dis)apply enchant
17503 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17510 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17511 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17513 //cycle all equipped items
17514 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17516 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17517 if(slot
== exceptslot
)
17520 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17522 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17525 //cycle all (gem)enchants
17526 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17528 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17529 if(!enchant_id
) //if no enchant go to next enchant(slot)
17532 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17536 //only metagems to be (de)activated, so only enchants with condition
17537 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17539 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17544 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17546 if(BattleGround
*bg
= GetBattleGround())
17548 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17550 // call after remove to be sure that player resurrected for correct cast
17551 if( bg
->isBattleGround() && !isGameMaster() && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
) )
17553 if( bg
->GetStatus() == STATUS_IN_PROGRESS
|| bg
->GetStatus() == STATUS_WAIT_JOIN
)
17554 CastSpell(this, 26013, true); // Deserter
17559 bool Player::CanJoinToBattleground() const
17561 // check Deserter debuff
17562 if(GetDummyAura(26013))
17568 bool Player::CanReportAfkDueToLimit()
17570 // a player can complain about 15 people per 5 minutes
17571 if(m_bgAfkReportedCount
>= 15)
17573 ++m_bgAfkReportedCount
;
17577 ///This player has been blamed to be inactive in a battleground
17578 void Player::ReportedAfkBy(Player
* reporter
)
17580 BattleGround
*bg
= GetBattleGround();
17581 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
17584 // check if player has 'Idle' or 'Inactive' debuff
17585 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
17587 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
17588 // 3 players have to complain to apply debuff
17589 if(m_bgAfkReporter
.size() >= 3)
17591 // cast 'Idle' spell
17592 CastSpell(this, 43680, true);
17593 m_bgAfkReporter
.clear();
17598 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17600 // gamemaster in GM mode see all, including ghosts
17601 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
17604 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17605 if (InBattleGround())
17607 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
17612 // Live player see live player or dead player with not realized corpse
17613 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
17615 return isAlive() || m_deathTimer
> 0;
17618 // Ghost see other friendly ghosts, that's for sure
17619 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
17622 // Dead player see live players near own corpse
17625 Corpse
*corpse
= pl
->GetCorpse();
17628 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17629 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
17634 // and not see any other
17638 bool Player::IsVisibleGloballyFor( Player
* u
) const
17643 // Always can see self
17647 // Visible units, always are visible for all players
17648 if (GetVisibility() == VISIBILITY_ON
)
17651 // GMs are visible for higher gms (or players are visible for gms)
17652 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
17653 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
17655 // non faction visibility non-breakable for non-GMs
17656 if (GetVisibility() == VISIBILITY_OFF
)
17659 // non-gm stealth/invisibility not hide from global player lists
17663 void Player::UpdateVisibilityOf(WorldObject
* target
)
17665 if(HaveAtClient(target
))
17667 if(!target
->isVisibleForInState(this,true))
17669 target
->DestroyForPlayer(this);
17670 m_clientGUIDs
.erase(target
->GetGUID());
17672 #ifdef MANGOS_DEBUG
17673 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17674 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17680 if(target
->isVisibleForInState(this,false))
17682 target
->SendUpdateToPlayer(this);
17683 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17684 m_clientGUIDs
.insert(target
->GetGUID());
17686 #ifdef MANGOS_DEBUG
17687 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17688 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17691 // target aura duration for caster show only if target exist at caster client
17692 // send data at target visibility change (adding to client)
17693 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
17694 SendAurasForTarget((Unit
*)target
);
17696 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
17697 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17703 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17705 s64
.insert(target
->GetGUID());
17709 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17711 if(!target
->IsTransport())
17712 s64
.insert(target
->GetGUID());
17716 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17718 if(HaveAtClient(target
))
17720 if(!target
->isVisibleForInState(this,true))
17722 target
->BuildOutOfRangeUpdateBlock(&data
);
17723 m_clientGUIDs
.erase(target
->GetGUID());
17725 #ifdef MANGOS_DEBUG
17726 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17727 sLog
.outDebug("Object %u (Type: %u, Entry: %u) is out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),target
->GetEntry(),GetGUIDLow(),GetDistance(target
));
17733 if(target
->isVisibleForInState(this,false))
17735 visibleNow
.insert(target
);
17736 target
->BuildUpdate(data_updates
);
17737 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17738 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17740 #ifdef MANGOS_DEBUG
17741 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17742 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
));
17748 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17749 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17750 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17751 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17752 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17754 void Player::InitPrimaryProffesions()
17756 SetFreePrimaryProffesions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17759 void Player::SendComboPoints()
17761 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17764 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17765 data
.append(combotarget
->GetPackGUID());
17766 data
<< uint8(m_comboPoints
);
17767 GetSession()->SendPacket(&data
);
17771 void Player::AddComboPoints(Unit
* target
, int8 count
)
17776 // without combo points lost (duration checked in aura)
17777 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17779 if(target
->GetGUID() == m_comboTarget
)
17781 m_comboPoints
+= count
;
17786 if(Unit
* target2
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17787 target2
->RemoveComboPointHolder(GetGUIDLow());
17789 m_comboTarget
= target
->GetGUID();
17790 m_comboPoints
= count
;
17792 target
->AddComboPointHolder(GetGUIDLow());
17795 if (m_comboPoints
> 5) m_comboPoints
= 5;
17796 if (m_comboPoints
< 0) m_comboPoints
= 0;
17801 void Player::ClearComboPoints()
17806 // without combopoints lost (duration checked in aura)
17807 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17813 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17814 target
->RemoveComboPointHolder(GetGUIDLow());
17819 void Player::SetGroup(Group
*group
, int8 subgroup
)
17825 // never use SetGroup without a subgroup unless you specify NULL for group
17826 assert(subgroup
>= 0);
17827 m_group
.link(group
, this);
17828 m_group
.setSubGroup((uint8
)subgroup
);
17832 void Player::SendInitialPacketsBeforeAddToMap()
17834 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
17835 data
<< uint32(0); // unknown, may be rest state time or experience
17836 GetSession()->SendPacket(&data
);
17838 GetSocial()->SendSocialList();
17841 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
17842 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
17843 data
<< (uint32
) m_homebindMapId
;
17844 data
<< (uint32
) m_homebindZoneId
;
17845 GetSession()->SendPacket(&data
);
17847 // SMSG_SET_PROFICIENCY
17848 // SMSG_UPDATE_AURA_DURATION
17850 SendTalentsInfoData(false);
17851 SendInitialSpells();
17853 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
17854 data
<< uint32(0); // count, for(count) uint32;
17855 GetSession()->SendPacket(&data
);
17857 SendInitialActionButtons();
17858 m_reputationMgr
.SendInitialReputations();
17859 m_achievementMgr
.SendAllAchievementData();
17862 uint32 newzone
, newarea
;
17863 GetZoneAndAreaId(newzone
,newarea
);
17864 UpdateZone(newzone
,newarea
); // also call SendInitWorldStates();
17866 SendEquipmentSetList();
17868 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 8);
17869 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
17870 data
<< (float)0.01666667f
; // game speed
17871 data
<< uint32(0); // added in 3.1.2
17872 GetSession()->SendPacket( &data
);
17874 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17875 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
17876 m_movementInfo
.flags
|= MOVEMENTFLAG_FLYING2
;
17881 void Player::SendInitialPacketsAfterAddToMap()
17883 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
17884 data
<< uint32(0x00000000); // on blizz it increments periodically
17885 GetSession()->SendPacket(&data
);
17887 CastSpell(this, 836, true); // LOGINEFFECT
17889 // set some aura effects that send packet to player client after add player to map
17890 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17891 // same auras state lost at far teleport, send it one more time in this case also
17892 static const AuraType auratypes
[] =
17894 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
17895 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
17896 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
17898 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
17900 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
17901 if(!auraList
.empty())
17902 auraList
.front()->ApplyModifier(true,true);
17905 if(HasAuraType(SPELL_AURA_MOD_STUN
))
17906 SetMovement(MOVE_ROOT
);
17908 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17909 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
17911 WorldPacket
data2(SMSG_FORCE_MOVE_ROOT
, 10);
17912 data2
.append(GetPackGUID());
17913 data2
<< (uint32
)2;
17914 SendMessageToSet(&data2
,true);
17917 SendAurasForTarget(this);
17918 SendEnchantmentDurations(); // must be after add to map
17919 SendItemDurations(); // must be after add to map
17922 void Player::SendUpdateToOutOfRangeGroupMembers()
17924 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
17926 if(Group
* group
= GetGroup())
17927 group
->UpdatePlayerOutOfRange(this);
17929 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
17930 m_auraUpdateMask
= 0;
17931 if(Pet
*pet
= GetPet())
17932 pet
->ResetAuraUpdateMask();
17935 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
17937 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
17938 data
<< uint32(mapid
);
17939 data
<< uint8(reason
); // transfer abort reason
17942 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
17943 case TRANSFER_ABORT_DIFFICULTY
:
17944 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
17945 data
<< uint8(arg
);
17948 GetSession()->SendPacket(&data
);
17951 void Player::SendInstanceResetWarning(uint32 mapid
, uint32 time
)
17953 // type of warning, based on the time remaining until reset
17956 type
= RAID_INSTANCE_WELCOME
;
17957 else if(time
> 900 && time
<= 3600)
17958 type
= RAID_INSTANCE_WARNING_HOURS
;
17959 else if(time
> 300 && time
<= 900)
17960 type
= RAID_INSTANCE_WARNING_MIN
;
17962 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
17963 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4);
17964 data
<< uint32(type
);
17965 data
<< uint32(mapid
);
17966 data
<< uint32(time
);
17967 GetSession()->SendPacket(&data
);
17970 void Player::ApplyEquipCooldown( Item
* pItem
)
17972 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
17974 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
17977 if( !spellData
.SpellId
)
17980 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17981 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
17984 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
17986 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
17987 data
<< pItem
->GetGUID();
17988 data
<< uint32(spellData
.SpellId
);
17989 GetSession()->SendPacket(&data
);
17993 void Player::resetSpells()
17995 // not need after this call
17996 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
17998 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
17999 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
18002 // make full copy of map (spells removed and marked as deleted at another spell remove
18003 // and we can't use original map for safe iterative with visit each spell at loop end
18004 PlayerSpellMap smap
= GetSpellMap();
18006 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
18007 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
18009 learnDefaultSpells();
18010 learnQuestRewardedSpells();
18013 void Player::learnDefaultSpells()
18015 // learn default race/class spells
18016 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
18017 for (PlayerCreateInfoSpells::const_iterator itr
= info
->spell
.begin(); itr
!=info
->spell
.end(); ++itr
)
18019 uint32 tspell
= *itr
;
18020 sLog
.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell
);
18021 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18022 addSpell(tspell
,true,true,true,false);
18023 else // but send in normal spell in game learn case
18024 learnSpell(tspell
,true);
18028 void Player::learnQuestRewardedSpells(Quest
const* quest
)
18030 uint32 spell_id
= quest
->GetRewSpellCast();
18032 // skip quests without rewarded spell
18036 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
18040 // check learned spells state
18041 bool found
= false;
18042 for(int i
=0; i
< 3; ++i
)
18044 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
18051 // skip quests with not teaching spell or already known spell
18055 // prevent learn non first rank unknown profession and second specialization for same profession)
18056 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
18057 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
18059 // not have first rank learned (unlearned prof?)
18060 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
18061 if( !HasSpell(first_spell
) )
18064 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
18069 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
18071 // search other specialization for same prof
18072 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
18074 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
18077 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
18081 // compare only specializations
18082 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
18085 // compare same chain spells
18086 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
18089 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18090 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
18096 CastSpell( this, spell_id
, true);
18099 void Player::learnQuestRewardedSpells()
18101 // learn spells received from quest completing
18102 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
18104 // skip no rewarded quests
18105 if(!itr
->second
.m_rewarded
)
18108 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
18112 learnQuestRewardedSpells(quest
);
18116 void Player::learnSkillRewardedSpells(uint32 skill_id
, uint32 skill_value
)
18118 uint32 raceMask
= getRaceMask();
18119 uint32 classMask
= getClassMask();
18120 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
18122 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
18123 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
18125 // Check race if set
18126 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
18128 // Check class if set
18129 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
18132 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
18134 // need unlearn spell
18135 if (skill_value
< pAbility
->req_skill_value
)
18136 removeSpell(pAbility
->spellId
);
18138 else if (!IsInWorld())
18139 addSpell(pAbility
->spellId
,true,true,true,false);
18141 learnSpell(pAbility
->spellId
,true);
18146 void Player::SendAurasForTarget(Unit
*target
)
18148 if(target
->GetVisibleAuras()->empty()) // speedup things
18151 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
18152 data
.append(target
->GetPackGUID());
18154 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
18155 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
18157 for(uint32 j
= 0; j
< 3; ++j
)
18159 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
18161 data
<< uint8(aura
->GetAuraSlot());
18162 data
<< uint32(aura
->GetId());
18166 uint8 auraFlags
= aura
->GetAuraFlags();
18168 data
<< uint8(auraFlags
);
18170 data
<< uint8(aura
->GetAuraLevel());
18172 data
<< uint8(aura
->GetAuraCharges());
18174 if(!(auraFlags
& AFLAG_NOT_CASTER
))
18176 data
<< uint8(0); // packed GUID of someone (caster?)
18179 if(auraFlags
& AFLAG_DURATION
) // include aura duration
18181 data
<< uint32(aura
->GetAuraMaxDuration());
18182 data
<< uint32(aura
->GetAuraDuration());
18190 GetSession()->SendPacket(&data
);
18193 void Player::SetDailyQuestStatus( uint32 quest_id
)
18195 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18197 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
18199 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
18200 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
18201 m_DailyQuestChanged
= true;
18207 void Player::ResetDailyQuestStatus()
18209 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18210 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
18212 // DB data deleted in caller
18213 m_DailyQuestChanged
= false;
18214 m_lastDailyQuestTime
= 0;
18217 BattleGround
* Player::GetBattleGround() const
18219 if(GetBattleGroundId()==0)
18222 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgTypeID
);
18225 bool Player::InArena() const
18227 BattleGround
*bg
= GetBattleGround();
18228 if(!bg
|| !bg
->isArena())
18234 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId
) const
18236 // get a template bg instead of running one
18237 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
18241 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
18247 BGQueueIdBasedOnLevel
Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId
) const
18249 //returned to hardcoded version of this function, because there is no way to code it dynamic
18250 uint32 level
= getLevel();
18251 if( bgTypeId
== BATTLEGROUND_AV
)
18254 uint32 queue_id
= (level
/ 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
18255 if( queue_id
>= MAX_BATTLEGROUND_QUEUES
)
18257 sLog
.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id
);
18258 return QUEUE_ID_MAX_LEVEL_80
;
18260 return BGQueueIdBasedOnLevel(queue_id
);
18263 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
18265 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
18266 if(!vendor_faction
|| !vendor_faction
->faction
)
18269 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
18270 if(rank
<= REP_NEUTRAL
)
18273 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
18276 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
18278 uint32 racemask
= getRaceMask();
18279 uint32 classmask
= getClassMask();
18281 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
18282 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
18286 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
18288 // skip wrong race skills
18289 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
18292 // skip wrong class skills
18293 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
18302 bool Player::HasQuestForGO(int32 GOId
) const
18304 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
18306 uint32 questid
= GetQuestSlotQuestId(i
);
18307 if ( questid
== 0 )
18310 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
18311 if(qs_itr
== mQuestStatus
.end())
18314 QuestStatusData
const& qs
= qs_itr
->second
;
18316 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
18318 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
18322 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
18325 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
18327 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
18330 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
18338 void Player::UpdateForQuestWorldObjects()
18340 if(m_clientGUIDs
.empty())
18344 WorldPacket packet
;
18345 for(ClientGUIDs::const_iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
18347 if(IS_GAMEOBJECT_GUID(*itr
))
18349 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
18351 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
18353 else if(IS_CREATURE_GUID(*itr
) || IS_VEHICLE_GUID(*itr
))
18355 Creature
*obj
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr
);
18358 // check if this unit requires quest specific flags
18360 SpellClickInfoMap
const& map
= objmgr
.mSpellClickInfoMap
;
18361 for(SpellClickInfoMap::const_iterator itr
= map
.lower_bound(obj
->GetEntry()); itr
!= map
.upper_bound(obj
->GetEntry()); ++itr
)
18363 if(itr
->second
.questId
!= 0)
18365 obj
->BuildCreateUpdateBlockForPlayer(&udata
,this);
18372 udata
.BuildPacket(&packet
);
18373 GetSession()->SendPacket(&packet
);
18376 void Player::SummonIfPossible(bool agree
)
18380 m_summon_expire
= 0;
18384 // expire and auto declined
18385 if(m_summon_expire
< time(NULL
))
18388 // stop taxi flight at summon
18391 GetMotionMaster()->MovementExpired();
18392 m_taxi
.ClearTaxiDestinations();
18395 // drop flag at summon
18396 // 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
18397 if(BattleGround
*bg
= GetBattleGround())
18398 bg
->EventPlayerDroppedFlag(this);
18400 m_summon_expire
= 0;
18402 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS
, 1);
18404 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
18407 void Player::RemoveItemDurations( Item
*item
)
18409 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
18413 m_itemDuration
.erase(itr
);
18419 void Player::AddItemDurations( Item
*item
)
18421 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
18423 m_itemDuration
.push_back(item
);
18424 item
->SendTimeUpdate(this);
18428 void Player::AutoUnequipOffhandIfNeed()
18430 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18434 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18435 if (CanTitanGrip() || (offItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
&& !IsTwoHandUsed()))
18438 ItemPosCountVec off_dest
;
18439 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18440 if( off_msg
== EQUIP_ERR_OK
)
18442 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18443 StoreItem( off_dest
, offItem
, true );
18448 mi
.AddItem(offItem
->GetGUIDLow(), offItem
->GetEntry(), offItem
);
18449 MoveItemFromInventory(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18450 CharacterDatabase
.BeginTransaction();
18451 offItem
->DeleteFromInventoryDB(); // deletes item from character's inventory
18452 offItem
->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18453 CharacterDatabase
.CommitTransaction();
18455 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
18456 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
18460 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18462 if(spellInfo
->EquippedItemClass
< 0)
18465 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18466 // for optimize check 2 used cases only
18467 switch(spellInfo
->EquippedItemClass
)
18469 case ITEM_CLASS_WEAPON
:
18471 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18472 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18473 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18477 case ITEM_CLASS_ARMOR
:
18479 // tabard not have dependent spells
18480 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18481 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18482 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18485 // shields can be equipped to offhand slot
18486 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18487 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18490 // ranged slot can have some armor subclasses
18491 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18492 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18498 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18505 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
18507 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18508 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
18509 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
18512 // Check no reagent use mask
18513 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
18514 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
18515 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
18516 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
18522 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18524 AuraMap
& auras
= GetAuras();
18525 for(AuraMap::const_iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18527 Aura
* aura
= itr
->second
;
18529 // skip passive (passive item dependent spells work in another way) and not self applied auras
18530 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18531 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18537 // skip if not item dependent or have alternative item
18538 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18544 // no alt item, remove aura, restart check
18545 RemoveAurasDueToSpell(aura
->GetId());
18546 itr
= auras
.begin();
18549 // currently casted spells can be dependent from item
18550 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; ++i
)
18552 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
18553 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
18558 uint32
Player::GetResurrectionSpellId()
18560 // search priceless resurrection possibilities
18562 uint32 spell_id
= 0;
18563 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18564 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18566 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18567 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18569 switch((*itr
)->GetId())
18571 case 20707: spell_id
= 3026; break; // rank 1
18572 case 20762: spell_id
= 20758; break; // rank 2
18573 case 20763: spell_id
= 20759; break; // rank 3
18574 case 20764: spell_id
= 20760; break; // rank 4
18575 case 20765: spell_id
= 20761; break; // rank 5
18576 case 27239: spell_id
= 27240; break; // rank 6
18577 case 47883: spell_id
= 47882; break; // rank 7
18579 sLog
.outError("Unhandled spell %u: S.Resurrection",(*itr
)->GetId());
18585 // Twisting Nether // prio: 2 (max)
18586 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18593 // Reincarnation (passive spell) // prio: 1
18594 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18600 // Used in triggers for check "Only to targets that grant experience or honor" req
18601 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
18603 uint32 v_level
= pVictim
->getLevel();
18604 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
18606 // Victim level less gray level
18607 if(v_level
<=k_grey
)
18610 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
18612 if (((Creature
*)pVictim
)->isTotem() ||
18613 ((Creature
*)pVictim
)->isPet() ||
18614 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
18620 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
18622 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
18624 // prepare data for near group iteration (PvP and !PvP cases)
18626 bool honored_kill
= false;
18628 if(Group
*pGroup
= GetGroup())
18631 uint32 sum_level
= 0;
18632 Player
* member_with_max_level
= NULL
;
18633 Player
* not_gray_member_with_max_level
= NULL
;
18635 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
18637 if(member_with_max_level
)
18639 /// not get Xp in PvP or no not gray players in group
18640 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
18642 /// skip in check PvP case (for speed, not used)
18643 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
18644 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
18645 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
18647 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18649 Player
* pGroupGuy
= itr
->getSource();
18653 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
18654 continue; // member (alive or dead) or his corpse at req. distance
18656 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18657 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
18658 honored_kill
= true;
18660 // xp and reputation only in !PvP case
18663 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
18665 // if is in dungeon then all receive full reputation at kill
18666 // rewarded any alive/dead/near_corpse group member
18667 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
18669 // XP updated only for alive group member
18670 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
18671 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
18673 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
18675 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
18676 if(Pet
* pet
= pGroupGuy
->GetPet())
18677 pet
->GivePetXP(itr_xp
/2);
18680 // quest objectives updated only for alive group member or dead but with not released body
18681 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18683 // normal creature (not pet/etc) can be only in !PvP case
18684 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18685 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
18691 else // if (!pGroup)
18693 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
18695 // honor can be in PvP and !PvP (racial leader) cases
18696 if(RewardHonor(pVictim
,1))
18697 honored_kill
= true;
18699 // xp and reputation only in !PvP case
18702 RewardReputation(pVictim
,1);
18703 GiveXP(xp
, pVictim
);
18705 if(Pet
* pet
= GetPet())
18706 pet
->GivePetXP(xp
);
18708 // normal creature (not pet/etc) can be only in !PvP case
18709 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18710 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
18713 return xp
|| honored_kill
;
18716 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id
, WorldObject
* pRewardSource
)
18718 uint64 creature_guid
= pRewardSource
->GetTypeId()==TYPEID_UNIT
? pRewardSource
->GetGUID() : uint64(0);
18720 // prepare data for near group iteration
18721 if(Group
*pGroup
= GetGroup())
18723 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18725 Player
* pGroupGuy
= itr
->getSource();
18729 if(!pGroupGuy
->IsAtGroupRewardDistance(pRewardSource
))
18730 continue; // member (alive or dead) or his corpse at req. distance
18732 // quest objectives updated only for alive group member or dead but with not released body
18733 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18734 pGroupGuy
->KilledMonster(creature_id
, creature_guid
);
18737 else // if (!pGroup)
18738 KilledMonster(creature_id
, creature_guid
);
18741 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
18743 if (pRewardSource
->IsWithinDistInMap(this,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
)))
18749 Corpse
* corpse
= GetCorpse();
18753 return pRewardSource
->IsWithinDistInMap(corpse
,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
));
18756 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
18758 Item
* item
= GetWeaponForAttack(attType
,true);
18760 // unarmed only with base attack
18761 if(attType
!= BASE_ATTACK
&& !item
)
18764 // weapon skill or (unarmed for base attack)
18765 uint32 skill
= item
? item
->GetSkill() : uint32(SKILL_UNARMED
);
18766 return GetBaseSkillValue(skill
);
18769 void Player::ResurectUsingRequestData()
18771 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
18772 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
18774 ResurrectPlayer(0.0f
,false);
18776 if(GetMaxHealth() > m_resurrectHealth
)
18777 SetHealth( m_resurrectHealth
);
18779 SetHealth( GetMaxHealth() );
18781 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
18782 SetPower(POWER_MANA
, m_resurrectMana
);
18784 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
18786 SetPower(POWER_RAGE
, 0 );
18788 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
18790 SpawnCorpseBones();
18793 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
18795 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
18796 data
.append(target
->GetPackGUID());
18797 data
<< uint8(allowMove
);
18798 GetSession()->SendPacket(&data
);
18801 void Player::UpdateZoneDependentAuras( uint32 newZone
)
18803 // remove new continent flight forms
18804 if( !IsAllowUseFlyMountsHere() )
18806 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
18807 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
18810 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
18811 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newZone
);
18812 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
18813 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,newZone
,0))
18814 if( !HasAura(itr
->second
->spellId
,0) )
18815 CastSpell(this,itr
->second
->spellId
,true);
18818 void Player::UpdateAreaDependentAuras( uint32 newArea
)
18820 // remove auras from spells with area limitations
18821 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
18823 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18824 if(spellmgr
.GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
,this) != SPELL_CAST_OK
)
18830 // some auras applied at subzone enter
18831 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newArea
);
18832 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
18833 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,m_zoneUpdateId
,newArea
))
18834 if( !HasAura(itr
->second
->spellId
,0) )
18835 CastSpell(this,itr
->second
->spellId
,true);
18838 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
18840 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18841 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18843 return copseReclaimDelay
[0];
18846 time_t now
= time(NULL
);
18847 // 0..2 full period
18848 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
18849 return copseReclaimDelay
[count
];
18852 void Player::UpdateCorpseReclaimDelay()
18854 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
18856 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18857 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18860 time_t now
= time(NULL
);
18861 if(now
< m_deathExpireTime
)
18863 // full and partly periods 1..3
18864 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
18865 if(count
< MAX_DEATH_COUNT
)
18866 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
18868 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
18871 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
18874 void Player::SendCorpseReclaimDelay(bool load
)
18876 Corpse
* corpse
= GetCorpse();
18883 if(corpse
->GetGhostTime() > m_deathExpireTime
)
18886 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
18889 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18890 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18892 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
18893 if(count
>=MAX_DEATH_COUNT
)
18894 count
= MAX_DEATH_COUNT
-1;
18899 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
18901 time_t now
= time(NULL
);
18902 if(now
>= expected_time
)
18905 delay
= expected_time
-now
;
18908 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
18910 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18911 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
18912 data
<< uint32(delay
*IN_MILISECONDS
);
18913 GetSession()->SendPacket( &data
);
18916 Player
* Player::GetNextRandomRaidMember(float radius
)
18918 Group
*pGroup
= GetGroup();
18922 std::vector
<Player
*> nearMembers
;
18923 nearMembers
.reserve(pGroup
->GetMembersCount());
18925 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18927 Player
* Target
= itr
->getSource();
18929 // IsHostileTo check duel and controlled by enemy
18930 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
18931 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
18932 nearMembers
.push_back(Target
);
18935 if (nearMembers
.empty())
18938 uint32 randTarget
= urand(0,nearMembers
.size()-1);
18939 return nearMembers
[randTarget
];
18942 PartyResult
Player::CanUninviteFromGroup() const
18944 const Group
* grp
= GetGroup();
18946 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
18948 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
18949 return PARTY_RESULT_YOU_NOT_LEADER
;
18951 if(InBattleGround())
18952 return PARTY_RESULT_INVITE_RESTRICTED
;
18954 return PARTY_RESULT_OK
;
18957 void Player::SetBattleGroundRaid(Group
* group
, int8 subgroup
)
18959 //we must move references from m_group to m_originalGroup
18960 SetOriginalGroup(GetGroup(), GetSubGroup());
18963 m_group
.link(group
, this);
18964 m_group
.setSubGroup((uint8
)subgroup
);
18967 void Player::RemoveFromBattleGroundRaid()
18969 //remove existing reference
18971 if( Group
* group
= GetOriginalGroup() )
18973 m_group
.link(group
, this);
18974 m_group
.setSubGroup(GetOriginalSubGroup());
18976 SetOriginalGroup(NULL
);
18979 void Player::SetOriginalGroup(Group
*group
, int8 subgroup
)
18981 if( group
== NULL
)
18982 m_originalGroup
.unlink();
18985 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
18986 assert(subgroup
>= 0);
18987 m_originalGroup
.link(group
, this);
18988 m_originalGroup
.setSubGroup((uint8
)subgroup
);
18992 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
18994 LiquidData liquid_status
;
18995 ZLiquidStatus res
= m
->getLiquidStatus(x
, y
, z
, MAP_ALL_LIQUIDS
, &liquid_status
);
18998 m_MirrorTimerFlags
&= ~(UNDERWATER_INWATER
|UNDERWATER_INLAVA
|UNDERWATER_INSLIME
|UNDERWARER_INDARKWATER
);
18999 // Small hack for enable breath in WMO
19001 m_MirrorTimerFlags
|=UNDERWATER_INWATER
;
19005 // All liquids type - check under water position
19006 if (liquid_status
.type
&(MAP_LIQUID_TYPE_WATER
|MAP_LIQUID_TYPE_OCEAN
|MAP_LIQUID_TYPE_MAGMA
|MAP_LIQUID_TYPE_SLIME
))
19008 if ( res
& LIQUID_MAP_UNDER_WATER
)
19009 m_MirrorTimerFlags
|= UNDERWATER_INWATER
;
19011 m_MirrorTimerFlags
&= ~UNDERWATER_INWATER
;
19014 // Allow travel in dark water on taxi or transport
19015 if ((liquid_status
.type
& MAP_LIQUID_TYPE_DARK_WATER
) && !isInFlight() && !GetTransport())
19016 m_MirrorTimerFlags
|= UNDERWARER_INDARKWATER
;
19018 m_MirrorTimerFlags
&= ~UNDERWARER_INDARKWATER
;
19020 // in lava check, anywhere in lava level
19021 if (liquid_status
.type
&MAP_LIQUID_TYPE_MAGMA
)
19023 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19024 m_MirrorTimerFlags
|= UNDERWATER_INLAVA
;
19026 m_MirrorTimerFlags
&= ~UNDERWATER_INLAVA
;
19028 // in slime check, anywhere in slime level
19029 if (liquid_status
.type
&MAP_LIQUID_TYPE_SLIME
)
19031 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19032 m_MirrorTimerFlags
|= UNDERWATER_INSLIME
;
19034 m_MirrorTimerFlags
&= ~UNDERWATER_INSLIME
;
19038 void Player::SetCanParry( bool value
)
19040 if(m_canParry
==value
)
19043 m_canParry
= value
;
19044 UpdateParryPercentage();
19047 void Player::SetCanBlock( bool value
)
19049 if(m_canBlock
==value
)
19052 m_canBlock
= value
;
19053 UpdateBlockPercentage();
19056 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
19058 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
19059 if(itr
->pos
== pos
)
19065 bool Player::CanUseBattleGroundObject()
19067 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
19068 // maybe gameobject code should handle that ForceReaction usage
19069 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
19070 return ( //InBattleGround() && // in battleground - not need, check in other cases
19071 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
19072 //player cannot use object when he is invulnerable (immune)
19073 !isTotalImmune() && // not totally immune
19074 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
19075 !HasStealthAura() && // not stealthed
19076 !HasInvisibilityAura() && // not invisible
19077 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
19078 isAlive() // live player
19082 bool Player::CanCaptureTowerPoint()
19084 return ( !HasStealthAura() && // not stealthed
19085 !HasInvisibilityAura() && // not invisible
19086 isAlive() // live player
19090 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
19092 uint32 level
= getLevel();
19094 if(level
> GT_MAX_LEVEL
)
19095 level
= GT_MAX_LEVEL
; // max level in this dbc
19097 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
19098 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
19099 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
19101 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
19104 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
19106 if(!bsc
) // shouldn't happen
19111 if(hairstyle
!= newhairstyle
)
19112 cost
+= bsc
->cost
; // full price
19114 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
19115 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
19117 if(facialhair
!= newfacialhair
)
19118 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
19120 return uint32(cost
);
19123 void Player::InitGlyphsForLevel()
19125 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
19126 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
19128 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
19130 uint32 level
= getLevel();
19133 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19135 value
|= (0x01 | 0x02);
19145 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
19148 void Player::EnterVehicle(Vehicle
*vehicle
)
19150 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
19154 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
19158 vehicle
->SetCharmerGUID(GetGUID());
19159 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19160 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19161 vehicle
->setFaction(getFaction());
19163 SetCharm(vehicle
); // charm
19164 SetFarSightGUID(vehicle
->GetGUID()); // set view
19166 SetClientControl(vehicle
, 1); // redirect controls to vehicle
19168 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
19169 GetSession()->SendPacket(&data
);
19171 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
19172 data
.append(GetPackGUID());
19173 data
<< uint32(0); // counter?
19174 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
19175 data
<< uint16(0); // special flags
19176 data
<< uint32(getMSTime()); // time
19177 data
<< vehicle
->GetPositionX(); // x
19178 data
<< vehicle
->GetPositionY(); // y
19179 data
<< vehicle
->GetPositionZ(); // z
19180 data
<< vehicle
->GetOrientation(); // o
19181 // transport part, TODO: load/calculate seat offsets
19182 data
<< uint64(vehicle
->GetGUID()); // transport guid
19183 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
19184 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
19185 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
19186 data
<< float(0); // transport orientation
19187 data
<< uint32(getMSTime()); // transport time
19188 data
<< uint8(0); // seat
19189 // end of transport part
19190 data
<< uint32(0); // fall time
19191 GetSession()->SendPacket(&data
);
19193 data
.Initialize(SMSG_PET_SPELLS
, 8+2+4+4+4*10+1+1);
19194 data
<< uint64(vehicle
->GetGUID());
19197 data
<< uint32(0x00000101);
19199 for(uint32 i
= 0; i
< 10; ++i
)
19200 data
<< uint16(0) << uint8(0) << uint8(i
+8);
19204 GetSession()->SendPacket(&data
);
19207 void Player::ExitVehicle(Vehicle
*vehicle
)
19209 vehicle
->SetCharmerGUID(0);
19210 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19211 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19212 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
19215 SetFarSightGUID(0);
19217 SetClientControl(vehicle
, 0);
19219 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
19220 data
.append(GetPackGUID());
19221 data
<< uint32(0); // counter?
19222 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
19223 data
<< uint16(0x40); // special flags
19224 data
<< uint32(getMSTime()); // time
19225 data
<< vehicle
->GetPositionX(); // x
19226 data
<< vehicle
->GetPositionY(); // y
19227 data
<< vehicle
->GetPositionZ(); // z
19228 data
<< vehicle
->GetOrientation(); // o
19229 data
<< uint32(0); // fall time
19230 GetSession()->SendPacket(&data
);
19232 data
.Initialize(SMSG_PET_SPELLS
, 8);
19234 GetSession()->SendPacket(&data
);
19236 // maybe called at dummy aura remove?
19237 // CastSpell(this, 45472, true); // Parachute
19240 bool Player::isTotalImmune()
19242 AuraList
const& immune
= GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY
);
19244 uint32 immuneMask
= 0;
19245 for(AuraList::const_iterator itr
= immune
.begin(); itr
!= immune
.end(); ++itr
)
19247 immuneMask
|= (*itr
)->GetModifier()->m_miscvalue
;
19248 if( immuneMask
& SPELL_SCHOOL_MASK_ALL
) // total immunity
19254 bool Player::HasTitle(uint32 bitIndex
)
19256 if (bitIndex
> 192)
19259 uint32 fieldIndexOffset
= bitIndex
/ 32;
19260 uint32 flag
= 1 << (bitIndex
% 32);
19261 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
19264 void Player::SetTitle(CharTitlesEntry
const* title
)
19266 uint32 fieldIndexOffset
= title
->bit_index
/ 32;
19267 uint32 flag
= 1 << (title
->bit_index
% 32);
19268 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
19271 void Player::ConvertRune(uint8 index
, uint8 newType
)
19273 SetCurrentRune(index
, newType
);
19275 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
19276 data
<< uint8(index
);
19277 data
<< uint8(newType
);
19278 GetSession()->SendPacket(&data
);
19281 void Player::ResyncRunes(uint8 count
)
19283 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
19284 for(uint32 i
= 0; i
< count
; ++i
)
19286 data
<< uint8(GetCurrentRune(i
)); // rune type
19287 data
<< uint8(255 - (GetRuneCooldown(i
) * 51)); // passed cooldown time (0-255)
19289 GetSession()->SendPacket(&data
);
19292 void Player::AddRunePower(uint8 index
)
19294 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
19295 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
19296 GetSession()->SendPacket(&data
);
19299 void Player::InitRunes()
19301 if(getClass() != CLASS_DEATH_KNIGHT
)
19304 m_runes
= new Runes
;
19306 m_runes
->runeState
= 0;
19308 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19310 SetBaseRune(i
, i
/ 2); // init base types
19311 SetCurrentRune(i
, i
/ 2); // init current types
19312 SetRuneCooldown(i
, 0); // reset cooldowns
19313 m_runes
->SetRuneState(i
);
19316 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
19317 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);
19320 void Player::AutoStoreLoot(uint8 bag
, uint8 slot
, uint32 loot_id
, LootStore
const& store
, bool broadcast
)
19323 loot
.FillLoot (loot_id
,store
,this,true);
19325 uint32 max_slot
= loot
.GetMaxSlotInLootFor(this);
19326 for(uint32 i
= 0; i
< max_slot
; ++i
)
19328 LootItem
* lootItem
= loot
.LootItemInSlot(i
,this);
19330 ItemPosCountVec dest
;
19331 uint8 msg
= CanStoreNewItem (bag
,slot
,dest
,lootItem
->itemid
,lootItem
->count
);
19332 if(msg
!= EQUIP_ERR_OK
&& slot
!= NULL_SLOT
)
19333 msg
= CanStoreNewItem( bag
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19334 if( msg
!= EQUIP_ERR_OK
&& bag
!= NULL_BAG
)
19335 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19336 if(msg
!= EQUIP_ERR_OK
)
19338 SendEquipError( msg
, NULL
, NULL
);
19342 Item
* pItem
= StoreNewItem (dest
,lootItem
->itemid
,true,lootItem
->randomPropertyId
);
19343 SendNewItem(pItem
, lootItem
->count
, false, false, broadcast
);
19347 uint32
Player::CalculateTalentsPoints() const
19349 uint32 base_talent
= getLevel() < 10 ? 0 : uint32((getLevel()-9)*sWorld
.getRate(RATE_TALENT
));
19351 if(getClass() != CLASS_DEATH_KNIGHT
)
19352 return base_talent
;
19354 uint32 talentPointsForLevel
=
19355 (getLevel() < 56 ? 0 : uint32((getLevel()-55)*sWorld
.getRate(RATE_TALENT
)))
19356 + m_questRewardTalentCount
;
19358 if(talentPointsForLevel
> base_talent
)
19359 talentPointsForLevel
= base_talent
;
19361 return talentPointsForLevel
;
19364 bool Player::IsAllowUseFlyMountsHere() const
19366 if (isGameMaster())
19369 uint32 v_map
= GetVirtualMapForMapAndZone(GetMapId(), GetZoneId());
19370 return v_map
== 530 || v_map
== 571 && HasSpell(54197);
19373 void Player::learnSpellHighRank(uint32 spellid
)
19375 learnSpell(spellid
,false);
19377 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
19378 for(SpellChainMapNext::const_iterator itr
= nextMap
.lower_bound(spellid
); itr
!= nextMap
.upper_bound(spellid
); ++itr
)
19379 learnSpellHighRank(itr
->second
);
19382 void Player::_LoadSkills()
19384 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19386 // reset skill modifiers and set correct unlearn flags
19387 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
19389 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
19391 // set correct unlearn bit
19392 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
19395 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
19396 if(!pSkill
) continue;
19398 // enable unlearn button for primary professions only
19399 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
19400 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
19402 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
19404 // set fixed skill ranges
19405 switch(GetSkillRangeType(pSkill
,false))
19407 case SKILL_RANGE_LANGUAGE
: // 300..300
19408 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(300,300));
19410 case SKILL_RANGE_MONO
: // 1..1, grey monolite bar
19411 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(1,1));
19417 uint32 vskill
= SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
19418 learnSkillRewardedSpells(id
, vskill
);
19421 // special settings
19422 if(getClass()==CLASS_DEATH_KNIGHT
)
19424 uint32 base_level
= std::min(getLevel(),sWorld
.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL
));
19427 uint32 base_skill
= (base_level
-1)*5; // 270 at starting level 55
19429 base_skill
= 1; // skill mast be known and then > 0 in any case
19431 if(GetPureSkillValue (SKILL_FIRST_AID
) < base_skill
)
19432 SetSkill(SKILL_FIRST_AID
,base_skill
, base_skill
);
19433 if(GetPureSkillValue (SKILL_AXES
) < base_skill
)
19434 SetSkill(SKILL_AXES
, base_skill
,base_skill
);
19435 if(GetPureSkillValue (SKILL_DEFENSE
) < base_skill
)
19436 SetSkill(SKILL_DEFENSE
, base_skill
,base_skill
);
19437 if(GetPureSkillValue (SKILL_POLEARMS
) < base_skill
)
19438 SetSkill(SKILL_POLEARMS
, base_skill
,base_skill
);
19439 if(GetPureSkillValue (SKILL_SWORDS
) < base_skill
)
19440 SetSkill(SKILL_SWORDS
, base_skill
,base_skill
);
19441 if(GetPureSkillValue (SKILL_2H_AXES
) < base_skill
)
19442 SetSkill(SKILL_2H_AXES
, base_skill
,base_skill
);
19443 if(GetPureSkillValue (SKILL_2H_SWORDS
) < base_skill
)
19444 SetSkill(SKILL_2H_SWORDS
, base_skill
,base_skill
);
19445 if(GetPureSkillValue (SKILL_UNARMED
) < base_skill
)
19446 SetSkill(SKILL_UNARMED
, base_skill
,base_skill
);
19450 uint32
Player::GetPhaseMaskForSpawn() const
19452 uint32 phase
= PHASEMASK_NORMAL
;
19453 if(!isGameMaster())
19454 phase
= GetPhaseMask();
19457 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
19458 if(!phases
.empty())
19459 phase
= phases
.front()->GetMiscValue();
19462 // some aura phases include 1 normal map in addition to phase itself
19463 if(uint32 n_phase
= phase
& ~PHASEMASK_NORMAL
)
19466 return PHASEMASK_NORMAL
;
19469 uint8
Player::CanEquipUniqueItem(Item
* pItem
, uint8 eslot
, uint32 limit_count
) const
19471 ItemPrototype
const* pProto
= pItem
->GetProto();
19473 // proto based limitations
19474 if(uint8 res
= CanEquipUniqueItem(pProto
,eslot
,limit_count
))
19477 // check unique-equipped on gems
19478 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
19480 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
19483 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
19487 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
19491 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19492 uint32 gem_limit_count
= !pItem
->IsEquipped() && pGem
->ItemLimitCategory
19493 ? pItem
->GetGemCountWithLimitCategory(pGem
->ItemLimitCategory
) : 1;
19495 if(uint8 res
= CanEquipUniqueItem(pGem
, eslot
,gem_limit_count
))
19499 return EQUIP_ERR_OK
;
19502 uint8
Player::CanEquipUniqueItem( ItemPrototype
const* itemProto
, uint8 except_slot
, uint32 limit_count
) const
19504 // check unique-equipped on item
19505 if (itemProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
19507 // there is an equip limit on this item
19508 if(HasItemOrGemWithIdEquipped(itemProto
->ItemId
,1,except_slot
))
19509 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19512 // check unique-equipped limit
19513 if (itemProto
->ItemLimitCategory
)
19515 ItemLimitCategoryEntry
const* limitEntry
= sItemLimitCategoryStore
.LookupEntry(itemProto
->ItemLimitCategory
);
19517 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19519 if(limit_count
> limitEntry
->maxCount
)
19520 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
; // attempt add too many limit category items (gems)
19522 // there is an equip limit on this item
19523 if(HasItemOrGemWithLimitCategoryEquipped(itemProto
->ItemLimitCategory
,limitEntry
->maxCount
-limit_count
+1,except_slot
))
19524 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19527 return EQUIP_ERR_OK
;
19530 void Player::HandleFall(MovementInfo
const& movementInfo
)
19532 // calculate total z distance of the fall
19533 float z_diff
= m_lastFallZ
- movementInfo
.z
;
19534 sLog
.outDebug("zDiff = %f", z_diff
);
19536 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
19537 // 14.57 can be calculated by resolving damageperc formula below to 0
19538 if (z_diff
>= 14.57f
&& !isDead() && !isGameMaster() &&
19539 !HasAuraType(SPELL_AURA_HOVER
) && !HasAuraType(SPELL_AURA_FEATHER_FALL
) &&
19540 !HasAuraType(SPELL_AURA_FLY
) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL
) )
19542 //Safe fall, fall height reduction
19543 int32 safe_fall
= GetTotalAuraModifier(SPELL_AURA_SAFE_FALL
);
19545 float damageperc
= 0.018f
*(z_diff
-safe_fall
)-0.2426f
;
19549 uint32 damage
= (uint32
)(damageperc
* GetMaxHealth()*sWorld
.getRate(RATE_DAMAGE_FALL
));
19551 float height
= movementInfo
.z
;
19552 UpdateGroundPositionZ(movementInfo
.x
,movementInfo
.y
,height
);
19556 //Prevent fall damage from being more than the player maximum health
19557 if (damage
> GetMaxHealth())
19558 damage
= GetMaxHealth();
19561 if (GetDummyAura(43621))
19562 damage
= GetMaxHealth()/2;
19564 EnvironmentalDamage(DAMAGE_FALL
, damage
);
19566 // recheck alive, might have died of EnvironmentalDamage
19568 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING
, uint32(z_diff
*100));
19571 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
19572 DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo
.z
, height
, GetPositionZ(), movementInfo
.fallTime
, height
, damage
, safe_fall
);
19577 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type
, uint32 miscvalue1
/*=0*/, uint32 miscvalue2
/*=0*/, Unit
*unit
/*=NULL*/, uint32 time
/*=0*/ )
19579 GetAchievementMgr().UpdateAchievementCriteria(type
, miscvalue1
,miscvalue2
,unit
,time
);
19582 void Player::LearnTalent(uint32 talentId
, uint32 talentRank
)
19584 uint32 CurTalentPoints
= GetFreeTalentPoints();
19586 if(CurTalentPoints
== 0)
19589 if (talentRank
>= MAX_TALENT_RANK
)
19592 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentId
);
19597 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
19602 // prevent learn talent for different class (cheating)
19603 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
19606 // find current max talent rank
19607 int32 curtalent_maxrank
= 0;
19608 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19610 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
19612 curtalent_maxrank
= k
+ 1;
19617 // we already have same or higher talent rank learned
19618 if(curtalent_maxrank
>= (talentRank
+ 1))
19621 // check if we have enough talent points
19622 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19625 // Check if it requires another talent
19626 if (talentInfo
->DependsOn
> 0)
19628 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19630 bool hasEnoughRank
= false;
19631 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
19633 if (depTalentInfo
->RankID
[i
] != 0)
19634 if (HasSpell(depTalentInfo
->RankID
[i
]))
19635 hasEnoughRank
= true;
19637 if (!hasEnoughRank
)
19642 // Find out how many points we have in this field
19643 uint32 spentPoints
= 0;
19645 uint32 tTab
= talentInfo
->TalentTab
;
19646 if (talentInfo
->Row
> 0)
19648 unsigned int numRows
= sTalentStore
.GetNumRows();
19649 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
19651 // Someday, someone needs to revamp
19652 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
19653 if (tmpTalent
) // the way talents are tracked
19655 if (tmpTalent
->TalentTab
== tTab
)
19657 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
19659 if (tmpTalent
->RankID
[j
] != 0)
19661 if (HasSpell(tmpTalent
->RankID
[j
]))
19663 spentPoints
+= j
+ 1;
19672 // not have required min points spent in talent tree
19673 if(spentPoints
< (talentInfo
->Row
* MAX_TALENT_RANK
))
19676 // spell not set in talent.dbc
19677 uint32 spellid
= talentInfo
->RankID
[talentRank
];
19680 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
19685 if(HasSpell(spellid
))
19688 // learn! (other talent ranks will unlearned at learning)
19689 learnSpell(spellid
, false);
19690 sLog
.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
19692 // update free talent points
19693 SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
19696 void Player::LearnPetTalent(uint64 petGuid
, uint32 talentId
, uint32 talentRank
)
19698 Pet
*pet
= GetPet();
19703 if(petGuid
!= pet
->GetGUID())
19706 uint32 CurTalentPoints
= pet
->GetFreeTalentPoints();
19708 if(CurTalentPoints
== 0)
19711 if (talentRank
>= MAX_PET_TALENT_RANK
)
19714 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(talentId
);
19719 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry(talentInfo
->TalentTab
);
19724 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
19729 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
19734 if(pet_family
->petTalentType
< 0) // not hunter pet
19737 // prevent learn talent for different family (cheating)
19738 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
19741 // find current max talent rank
19742 int32 curtalent_maxrank
= 0;
19743 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19745 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
19747 curtalent_maxrank
= k
+ 1;
19752 // we already have same or higher talent rank learned
19753 if(curtalent_maxrank
>= (talentRank
+ 1))
19756 // check if we have enough talent points
19757 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19760 // Check if it requires another talent
19761 if (talentInfo
->DependsOn
> 0)
19763 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19765 bool hasEnoughRank
= false;
19766 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
19768 if (depTalentInfo
->RankID
[i
] != 0)
19769 if (pet
->HasSpell(depTalentInfo
->RankID
[i
]))
19770 hasEnoughRank
= true;
19772 if (!hasEnoughRank
)
19777 // Find out how many points we have in this field
19778 uint32 spentPoints
= 0;
19780 uint32 tTab
= talentInfo
->TalentTab
;
19781 if (talentInfo
->Row
> 0)
19783 unsigned int numRows
= sTalentStore
.GetNumRows();
19784 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
19786 // Someday, someone needs to revamp
19787 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
19788 if (tmpTalent
) // the way talents are tracked
19790 if (tmpTalent
->TalentTab
== tTab
)
19792 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
19794 if (tmpTalent
->RankID
[j
] != 0)
19796 if (pet
->HasSpell(tmpTalent
->RankID
[j
]))
19798 spentPoints
+= j
+ 1;
19807 // not have required min points spent in talent tree
19808 if(spentPoints
< (talentInfo
->Row
* MAX_PET_TALENT_RANK
))
19811 // spell not set in talent.dbc
19812 uint32 spellid
= talentInfo
->RankID
[talentRank
];
19815 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
19820 if(pet
->HasSpell(spellid
))
19823 // learn! (other talent ranks will unlearned at learning)
19824 pet
->learnSpell(spellid
);
19825 sLog
.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
19827 // update free talent points
19828 pet
->SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
19831 void Player::UpdateKnownCurrencies(uint32 itemId
, bool apply
)
19833 if(CurrencyTypesEntry
const* ctEntry
= sCurrencyTypesStore
.LookupEntry(itemId
))
19836 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(1LL << (ctEntry
->BitIndex
-1)));
19838 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(1LL << (ctEntry
->BitIndex
-1)));
19842 void Player::UpdateFallInformationIfNeed( MovementInfo
const& minfo
,uint16 opcode
)
19844 if (m_lastFallTime
>= minfo
.fallTime
|| m_lastFallZ
<=minfo
.z
|| opcode
== MSG_MOVE_FALL_LAND
)
19845 SetFallInformation(minfo
.fallTime
, minfo
.z
);
19848 void Player::UnsummonPetTemporaryIfAny()
19850 Pet
* pet
= GetPet();
19854 if(!m_temporaryUnsummonedPetNumber
&& pet
->isControlled() && !pet
->isTemporarySummoned() )
19856 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
19857 m_oldpetspell
= pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
);
19860 RemovePet(pet
, PET_SAVE_AS_CURRENT
);
19863 void Player::ResummonPetTemporaryUnSummonedIfAny()
19865 if(!m_temporaryUnsummonedPetNumber
)
19868 // not resummon in not appropriate state
19869 if(IsPetNeedBeTemporaryUnsummoned())
19875 Pet
* NewPet
= new Pet
;
19876 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
19879 m_temporaryUnsummonedPetNumber
= 0;
19882 bool Player::canSeeSpellClickOn(Creature
const *c
) const
19884 SpellClickInfoMap
const& map
= objmgr
.mSpellClickInfoMap
;
19885 for(SpellClickInfoMap::const_iterator itr
= map
.lower_bound(c
->GetEntry()); itr
!= map
.upper_bound(c
->GetEntry()); ++itr
)
19887 if(itr
->second
.questId
== 0 || GetQuestStatus(itr
->second
.questId
) == QUEST_STATUS_INCOMPLETE
)
19893 void Player::BuildPlayerTalentsInfoData(WorldPacket
*data
)
19895 *data
<< uint32(GetFreeTalentPoints()); // unspentTalentPoints
19896 uint8 talentGroupCount
= 1;
19897 *data
<< uint8(talentGroupCount
); // talent group count (0, 1 or 2)
19898 *data
<< uint8(0); // talent group index (0 or 1)
19900 if(talentGroupCount
)
19902 // loop through all specs (only 1 for now)
19903 for(uint32 groups
= 0; groups
< talentGroupCount
; ++groups
)
19905 uint8 talentIdCount
= 0;
19906 size_t pos
= data
->wpos();
19907 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
19909 // find class talent tabs (all players have 3 talent tabs)
19910 uint32
const* talentTabIds
= GetTalentTabPages(getClass());
19912 for(uint32 i
= 0; i
< 3; ++i
)
19914 uint32 talentTabId
= talentTabIds
[i
];
19916 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
19918 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
19922 // skip another tab talents
19923 if(talentInfo
->TalentTab
!= talentTabId
)
19926 // find max talent rank
19927 int32 curtalent_maxrank
= -1;
19928 for(int32 k
= 4; k
> -1; --k
)
19930 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
19932 curtalent_maxrank
= k
;
19937 // not learned talent
19938 if(curtalent_maxrank
< 0)
19941 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
19942 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
19948 data
->put
<uint8
>(pos
, talentIdCount
); // put real count
19950 *data
<< uint8(MAX_GLYPH_SLOT_INDEX
); // glyphs count
19952 for(uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
19953 *data
<< uint16(GetGlyph(i
)); // GlyphProperties.dbc
19958 void Player::BuildPetTalentsInfoData(WorldPacket
*data
)
19960 uint32 unspentTalentPoints
= 0;
19961 size_t pointsPos
= data
->wpos();
19962 *data
<< uint32(unspentTalentPoints
); // [PH], unspentTalentPoints
19964 uint8 talentIdCount
= 0;
19965 size_t countPos
= data
->wpos();
19966 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
19968 Pet
*pet
= GetPet();
19972 unspentTalentPoints
= pet
->GetFreeTalentPoints();
19974 data
->put
<uint32
>(pointsPos
, unspentTalentPoints
); // put real points
19976 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
19980 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
19981 if(!pet_family
|| pet_family
->petTalentType
< 0)
19984 for(uint32 talentTabId
= 1; talentTabId
< sTalentTabStore
.GetNumRows(); ++talentTabId
)
19986 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentTabId
);
19990 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
19993 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
19995 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
19999 // skip another tab talents
20000 if(talentInfo
->TalentTab
!= talentTabId
)
20003 // find max talent rank
20004 int32 curtalent_maxrank
= -1;
20005 for(int32 k
= 4; k
> -1; --k
)
20007 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
20009 curtalent_maxrank
= k
;
20014 // not learned talent
20015 if(curtalent_maxrank
< 0)
20018 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
20019 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
20024 data
->put
<uint8
>(countPos
, talentIdCount
); // put real count
20030 void Player::SendTalentsInfoData(bool pet
)
20032 WorldPacket
data(SMSG_TALENTS_INFO
, 50);
20033 data
<< uint8(pet
? 1 : 0);
20035 BuildPetTalentsInfoData(&data
);
20037 BuildPlayerTalentsInfoData(&data
);
20038 GetSession()->SendPacket(&data
);
20041 void Player::BuildEnchantmentsInfoData(WorldPacket
*data
)
20043 uint32 slotUsedMask
= 0;
20044 size_t slotUsedMaskPos
= data
->wpos();
20045 *data
<< uint32(slotUsedMask
); // slotUsedMask < 0x80000
20047 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
20049 Item
*item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
);
20054 slotUsedMask
|= (1 << i
);
20056 *data
<< uint32(item
->GetEntry()); // item entry
20058 uint16 enchantmentMask
= 0;
20059 size_t enchantmentMaskPos
= data
->wpos();
20060 *data
<< uint16(enchantmentMask
); // enchantmentMask < 0x1000
20062 for(uint32 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
20064 uint32 enchId
= item
->GetEnchantmentId(EnchantmentSlot(j
));
20069 enchantmentMask
|= (1 << j
);
20071 *data
<< uint16(enchId
); // enchantmentId?
20074 data
->put
<uint16
>(enchantmentMaskPos
, enchantmentMask
);
20076 *data
<< uint16(0); // ?
20077 *data
<< uint8(0); // PGUID!
20078 *data
<< uint32(0); // seed?
20081 data
->put
<uint32
>(slotUsedMaskPos
, slotUsedMask
);
20084 void Player::SendEquipmentSetList()
20087 WorldPacket
data(SMSG_EQUIPMENT_SET_LIST
, 4);
20088 size_t count_pos
= data
.wpos();
20089 data
<< uint32(count
); // count placeholder
20090 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20092 if(itr
->second
.state
==EQUIPMENT_SET_DELETED
)
20094 data
.appendPackGUID(itr
->second
.Guid
);
20095 data
<< uint32(itr
->first
);
20096 data
<< itr
->second
.Name
;
20097 data
<< itr
->second
.IconName
;
20098 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
20099 data
.appendPackGUID(MAKE_NEW_GUID(itr
->second
.Items
[i
], 0, HIGHGUID_ITEM
));
20101 ++count
; // client have limit but it checked at loading and set
20103 data
.put
<uint32
>(count_pos
, count
);
20104 GetSession()->SendPacket(&data
);
20107 void Player::SetEquipmentSet(uint32 index
, EquipmentSet eqset
)
20109 if(eqset
.Guid
!= 0)
20111 bool found
= false;
20113 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20115 if((itr
->second
.Guid
== eqset
.Guid
) && (itr
->first
== index
))
20122 if(!found
) // something wrong...
20124 sLog
.outError("Player %s tried to save equipment set "I64FMTD
" (index %u), but that equipment set not found!", GetName(), eqset
.Guid
, index
);
20129 EquipmentSet
& eqslot
= m_EquipmentSets
[index
];
20131 EquipmentSetUpdateState old_state
= eqslot
.state
;
20135 if(eqset
.Guid
== 0)
20137 eqslot
.Guid
= objmgr
.GenerateEquipmentSetGuid();
20139 WorldPacket
data(SMSG_EQUIPMENT_SET_SAVED
, 4 + 1);
20140 data
<< uint32(index
);
20141 data
.appendPackGUID(eqslot
.Guid
);
20142 GetSession()->SendPacket(&data
);
20145 eqslot
.state
= old_state
== EQUIPMENT_SET_NEW
? EQUIPMENT_SET_NEW
: EQUIPMENT_SET_CHANGED
;
20148 void Player::_SaveEquipmentSets()
20150 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end();)
20152 uint32 index
= itr
->first
;
20153 EquipmentSet
& eqset
= itr
->second
;
20154 switch(eqset
.state
)
20156 case EQUIPMENT_SET_UNCHANGED
:
20158 break; // nothing do
20159 case EQUIPMENT_SET_CHANGED
:
20160 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='"I64FMTD
"' AND setindex='%u'",
20161 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],
20162 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
);
20163 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
20166 case EQUIPMENT_SET_NEW
:
20167 CharacterDatabase
.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"I64FMTD
"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
20168 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],
20169 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]);
20170 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
20173 case EQUIPMENT_SET_DELETED
:
20174 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE setguid="I64FMTD
, eqset
.Guid
);
20175 m_EquipmentSets
.erase(itr
++);
20181 void Player::DeleteEquipmentSet(uint64 setGuid
)
20183 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20185 if(itr
->second
.Guid
== setGuid
)
20187 if(itr
->second
.state
== EQUIPMENT_SET_NEW
)
20188 m_EquipmentSets
.erase(itr
);
20190 itr
->second
.state
= EQUIPMENT_SET_DELETED
;