[7146] Trailing whitespace code cleanup
[getmangos.git] / src / game / Player.cpp
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1 /*
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
19 #include "Common.h"
20 #include "Language.h"
21 #include "Database/DatabaseEnv.h"
22 #include "Log.h"
23 #include "Opcodes.h"
24 #include "ObjectMgr.h"
25 #include "SpellMgr.h"
26 #include "World.h"
27 #include "WorldPacket.h"
28 #include "WorldSession.h"
29 #include "UpdateMask.h"
30 #include "Player.h"
31 #include "SkillDiscovery.h"
32 #include "QuestDef.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
35 #include "Channel.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
42 #include "CellImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
46 #include "Formulas.h"
47 #include "Group.h"
48 #include "Guild.h"
49 #include "Pet.h"
50 #include "SpellAuras.h"
51 #include "Util.h"
52 #include "Transports.h"
53 #include "Weather.h"
54 #include "BattleGround.h"
55 #include "BattleGroundMgr.h"
56 #include "ArenaTeam.h"
57 #include "Chat.h"
58 #include "Database/DatabaseImpl.h"
59 #include "Spell.h"
60 #include "SocialMgr.h"
61 #include "AchievementMgr.h"
63 #include <cmath>
65 #define ZONE_UPDATE_INTERVAL 1000
67 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
68 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
69 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
71 #define SKILL_VALUE(x) PAIR32_LOPART(x)
72 #define SKILL_MAX(x) PAIR32_HIPART(x)
73 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
75 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
76 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
77 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
79 enum CharacterFlags
81 CHARACTER_FLAG_NONE = 0x00000000,
82 CHARACTER_FLAG_UNK1 = 0x00000001,
83 CHARACTER_FLAG_UNK2 = 0x00000002,
84 CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
85 CHARACTER_FLAG_UNK4 = 0x00000008,
86 CHARACTER_FLAG_UNK5 = 0x00000010,
87 CHARACTER_FLAG_UNK6 = 0x00000020,
88 CHARACTER_FLAG_UNK7 = 0x00000040,
89 CHARACTER_FLAG_UNK8 = 0x00000080,
90 CHARACTER_FLAG_UNK9 = 0x00000100,
91 CHARACTER_FLAG_UNK10 = 0x00000200,
92 CHARACTER_FLAG_HIDE_HELM = 0x00000400,
93 CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
94 CHARACTER_FLAG_UNK13 = 0x00001000,
95 CHARACTER_FLAG_GHOST = 0x00002000,
96 CHARACTER_FLAG_RENAME = 0x00004000,
97 CHARACTER_FLAG_UNK16 = 0x00008000,
98 CHARACTER_FLAG_UNK17 = 0x00010000,
99 CHARACTER_FLAG_UNK18 = 0x00020000,
100 CHARACTER_FLAG_UNK19 = 0x00040000,
101 CHARACTER_FLAG_UNK20 = 0x00080000,
102 CHARACTER_FLAG_UNK21 = 0x00100000,
103 CHARACTER_FLAG_UNK22 = 0x00200000,
104 CHARACTER_FLAG_UNK23 = 0x00400000,
105 CHARACTER_FLAG_UNK24 = 0x00800000,
106 CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
107 CHARACTER_FLAG_DECLINED = 0x02000000,
108 CHARACTER_FLAG_UNK27 = 0x04000000,
109 CHARACTER_FLAG_UNK28 = 0x08000000,
110 CHARACTER_FLAG_UNK29 = 0x10000000,
111 CHARACTER_FLAG_UNK30 = 0x20000000,
112 CHARACTER_FLAG_UNK31 = 0x40000000,
113 CHARACTER_FLAG_UNK32 = 0x80000000
116 // corpse reclaim times
117 #define DEATH_EXPIRE_STEP (5*MINUTE)
118 #define MAX_DEATH_COUNT 3
120 static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
122 //== PlayerTaxi ================================================
124 PlayerTaxi::PlayerTaxi()
126 // Taxi nodes
127 memset(m_taximask, 0, sizeof(m_taximask));
130 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level)
132 // capital and taxi hub masks
133 switch(race)
135 case RACE_HUMAN: SetTaximaskNode(2); break; // Human
136 case RACE_ORC: SetTaximaskNode(23); break; // Orc
137 case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
138 case RACE_NIGHTELF: SetTaximaskNode(26);
139 SetTaximaskNode(27); break; // Night Elf
140 case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
141 case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
142 case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
143 case RACE_TROLL: SetTaximaskNode(23); break; // Troll
144 case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
145 case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
148 switch(chrClass)
150 case CLASS_DEATH_KNIGHT: // TODO: figure out initial known nodes
151 break;
154 // new continent starting masks (It will be accessible only at new map)
155 switch(Player::TeamForRace(race))
157 case ALLIANCE: SetTaximaskNode(100); break;
158 case HORDE: SetTaximaskNode(99); break;
160 // level dependent taxi hubs
161 if(level>=68)
162 SetTaximaskNode(213); //Shattered Sun Staging Area
165 void PlayerTaxi::LoadTaxiMask(const char* data)
167 Tokens tokens = StrSplit(data, " ");
169 int index;
170 Tokens::iterator iter;
171 for (iter = tokens.begin(), index = 0;
172 (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
174 // load and set bits only for existed taxi nodes
175 m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
179 void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
181 if(all)
183 for (uint8 i=0; i<TaxiMaskSize; i++)
184 data << uint32(sTaxiNodesMask[i]); // all existed nodes
186 else
188 for (uint8 i=0; i<TaxiMaskSize; i++)
189 data << uint32(m_taximask[i]); // known nodes
193 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values, uint32 team )
195 ClearTaxiDestinations();
197 Tokens tokens = StrSplit(values," ");
199 for(Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
201 uint32 node = uint32(atol(iter->c_str()));
202 AddTaxiDestination(node);
205 if(m_TaxiDestinations.empty())
206 return true;
208 // Check integrity
209 if(m_TaxiDestinations.size() < 2)
210 return false;
212 for(size_t i = 1; i < m_TaxiDestinations.size(); ++i)
214 uint32 cost;
215 uint32 path;
216 objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
217 if(!path)
218 return false;
221 // can't load taxi path without mount set (quest taxi path?)
222 if(!objmgr.GetTaxiMount(GetTaxiSource(),team))
223 return false;
225 return true;
228 std::string PlayerTaxi::SaveTaxiDestinationsToString()
230 if(m_TaxiDestinations.empty())
231 return "";
233 std::ostringstream ss;
235 for(size_t i=0; i < m_TaxiDestinations.size(); ++i)
236 ss << m_TaxiDestinations[i] << " ";
238 return ss.str();
241 uint32 PlayerTaxi::GetCurrentTaxiPath() const
243 if(m_TaxiDestinations.size() < 2)
244 return 0;
246 uint32 path;
247 uint32 cost;
249 objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
251 return path;
254 std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
256 ss << "'";
257 for(int i = 0; i < TaxiMaskSize; ++i)
258 ss << taxi.m_taximask[i] << " ";
259 ss << "'";
260 return ss;
263 //== Player ====================================================
265 const int32 Player::ReputationRank_Length[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
267 UpdateMask Player::updateVisualBits;
269 Player::Player (WorldSession *session): Unit(), m_achievementMgr(this)
271 m_transport = 0;
273 m_speakTime = 0;
274 m_speakCount = 0;
276 m_objectType |= TYPEMASK_PLAYER;
277 m_objectTypeId = TYPEID_PLAYER;
279 m_valuesCount = PLAYER_END;
281 m_session = session;
283 m_divider = 0;
285 m_ExtraFlags = 0;
286 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER)
287 SetAcceptTicket(true);
289 // players always accept
290 if(GetSession()->GetSecurity() == SEC_PLAYER)
291 SetAcceptWhispers(true);
293 m_curSelection = 0;
294 m_lootGuid = 0;
296 m_comboTarget = 0;
297 m_comboPoints = 0;
299 m_usedTalentCount = 0;
300 m_questRewardTalentCount = 0;
302 m_regenTimer = 0;
303 m_weaponChangeTimer = 0;
305 m_zoneUpdateId = 0;
306 m_zoneUpdateTimer = 0;
308 m_areaUpdateId = 0;
310 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
312 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
313 // this must help in case next save after mass player load after server startup
314 m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
316 clearResurrectRequestData();
318 m_SpellModRemoveCount = 0;
320 memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
322 m_social = NULL;
324 // group is initialized in the reference constructor
325 SetGroupInvite(NULL);
326 m_groupUpdateMask = 0;
327 m_auraUpdateMask = 0;
329 duel = NULL;
331 m_GuildIdInvited = 0;
332 m_ArenaTeamIdInvited = 0;
334 m_atLoginFlags = AT_LOGIN_NONE;
336 m_dontMove = false;
338 pTrader = 0;
339 ClearTrade();
341 m_cinematic = 0;
343 PlayerTalkClass = new PlayerMenu( GetSession() );
344 m_currentBuybackSlot = BUYBACK_SLOT_START;
346 for ( int aX = 0 ; aX < 8 ; aX++ )
347 m_Tutorials[ aX ] = 0x00;
348 m_TutorialsChanged = false;
350 m_DailyQuestChanged = false;
351 m_lastDailyQuestTime = 0;
353 m_regenTimer = 0;
354 m_weaponChangeTimer = 0;
355 m_breathTimer = 0;
356 m_isunderwater = UNDERWATER_NONE;
357 m_isInWater = false;
358 m_drunkTimer = 0;
359 m_drunk = 0;
360 m_restTime = 0;
361 m_deathTimer = 0;
362 m_deathExpireTime = 0;
364 m_swingErrorMsg = 0;
366 m_DetectInvTimer = 1000;
368 m_bgBattleGroundID = 0;
369 for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++)
371 m_bgBattleGroundQueueID[j].bgQueueType = 0;
372 m_bgBattleGroundQueueID[j].invitedToInstance = 0;
374 m_bgTeam = 0;
376 m_logintime = time(NULL);
377 m_Last_tick = m_logintime;
378 m_WeaponProficiency = 0;
379 m_ArmorProficiency = 0;
380 m_canParry = false;
381 m_canBlock = false;
382 m_canDualWield = false;
383 m_canTitanGrip = false;
384 m_ammoDPS = 0.0f;
386 m_temporaryUnsummonedPetNumber = 0;
387 //cache for UNIT_CREATED_BY_SPELL to allow
388 //returning reagents for temporarily removed pets
389 //when dying/logging out
390 m_oldpetspell = 0;
392 ////////////////////Rest System/////////////////////
393 time_inn_enter=0;
394 inn_pos_mapid=0;
395 inn_pos_x=0;
396 inn_pos_y=0;
397 inn_pos_z=0;
398 m_rest_bonus=0;
399 rest_type=REST_TYPE_NO;
400 ////////////////////Rest System/////////////////////
402 m_mailsLoaded = false;
403 m_mailsUpdated = false;
404 unReadMails = 0;
405 m_nextMailDelivereTime = 0;
407 m_resetTalentsCost = 0;
408 m_resetTalentsTime = 0;
409 m_itemUpdateQueueBlocked = false;
411 for (int i = 0; i < MAX_MOVE_TYPE; ++i)
412 m_forced_speed_changes[i] = 0;
414 m_stableSlots = 0;
416 /////////////////// Instance System /////////////////////
418 m_HomebindTimer = 0;
419 m_InstanceValid = true;
420 m_dungeonDifficulty = DIFFICULTY_NORMAL;
422 for (int i = 0; i < BASEMOD_END; i++)
424 m_auraBaseMod[i][FLAT_MOD] = 0.0f;
425 m_auraBaseMod[i][PCT_MOD] = 1.0f;
428 for (int i = 0; i < MAX_COMBAT_RATING; i++)
429 m_baseRatingValue[i] = 0;
431 m_baseSpellDamage = 0;
432 m_baseSpellHealing = 0;
433 m_baseFeralAP = 0;
434 m_baseManaRegen = 0;
436 // Honor System
437 m_lastHonorUpdateTime = time(NULL);
439 // Player summoning
440 m_summon_expire = 0;
441 m_summon_mapid = 0;
442 m_summon_x = 0.0f;
443 m_summon_y = 0.0f;
444 m_summon_z = 0.0f;
446 //Default movement to run mode
447 m_unit_movement_flags = 0;
449 m_mover = NULL;
451 m_miniPet = 0;
452 m_bgAfkReportedTimer = 0;
453 m_contestedPvPTimer = 0;
455 m_declinedname = NULL;
456 m_runes = NULL;
459 Player::~Player ()
461 CleanupsBeforeDelete();
463 // it must be unloaded already in PlayerLogout and accessed only for loggined player
464 //m_social = NULL;
466 // Note: buy back item already deleted from DB when player was saved
467 for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
469 if(m_items[i])
470 delete m_items[i];
472 CleanupChannels();
474 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
475 delete itr->second;
477 //all mailed items should be deleted, also all mail should be deallocated
478 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
479 delete *itr;
481 for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
482 delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
484 delete PlayerTalkClass;
486 if (m_transport)
488 m_transport->RemovePassenger(this);
491 for(size_t x = 0; x < ItemSetEff.size(); x++)
492 if(ItemSetEff[x])
493 delete ItemSetEff[x];
495 // clean up player-instance binds, may unload some instance saves
496 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
497 for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
498 itr->second.save->RemovePlayer(this);
500 delete m_declinedname;
501 delete m_runes;
504 void Player::CleanupsBeforeDelete()
506 if(m_uint32Values) // only for fully created Object
508 TradeCancel(false);
509 DuelComplete(DUEL_INTERUPTED);
511 Unit::CleanupsBeforeDelete();
514 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 )
516 //FIXME: outfitId not used in player creating
518 Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
520 m_name = name;
522 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
523 if(!info)
525 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
526 return false;
529 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
530 m_items[i] = NULL;
532 m_race = race;
533 m_class = class_;
535 SetMapId(info->mapId);
536 Relocate(info->positionX,info->positionY,info->positionZ);
538 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
539 if(!cEntry)
541 sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
542 return false;
545 uint8 powertype = cEntry->powerType;
547 //uint32 unitfield;
549 /*switch(powertype)
551 case POWER_ENERGY:
552 case POWER_MANA:
553 unitfield = 0x00000000;
554 break;
555 case POWER_RAGE:
556 unitfield = 0x00110000;
557 break;
558 case POWER_RUNIC_POWER:
559 unitfield = 0x0000EE00; //TODO: find correct unitfield here
560 break;
561 default:
562 sLog.outError("Invalid default powertype %u for player (class %u)",powertype,class_);
563 return false;
566 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
567 SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
569 switch(gender)
571 case GENDER_FEMALE:
572 SetDisplayId(info->displayId_f );
573 SetNativeDisplayId(info->displayId_f );
574 break;
575 case GENDER_MALE:
576 SetDisplayId(info->displayId_m );
577 SetNativeDisplayId(info->displayId_m );
578 break;
579 default:
580 sLog.outError("Invalid gender %u for player",gender);
581 return false;
582 break;
585 setFactionForRace(m_race);
587 uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
589 SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
590 //SetUInt32Value(UNIT_FIELD_BYTES_1, unitfield);
591 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP );
592 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
593 SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
594 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
595 SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
597 // -1 is default value
598 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
600 SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
601 SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
602 SetByteValue(PLAYER_BYTES_3, 0, gender);
604 SetUInt32Value( PLAYER_GUILDID, 0 );
605 SetUInt32Value( PLAYER_GUILDRANK, 0 );
606 SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
608 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled
609 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 ); // 0=disabled
610 SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
611 SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
612 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 );
613 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
614 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
616 // set starting level
617 uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
618 ? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL)
619 : sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
621 if (GetSession()->GetSecurity() >= SEC_MODERATOR)
623 uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL);
624 if(gm_level > start_level)
625 start_level = gm_level;
628 SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
630 InitRunes();
632 SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
633 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
634 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
636 // Played time
637 m_Last_tick = time(NULL);
638 m_Played_time[0] = 0;
639 m_Played_time[1] = 0;
641 // base stats and related field values
642 InitStatsForLevel();
643 InitTaxiNodesForLevel();
644 InitGlyphsForLevel();
645 InitTalentForLevel();
646 InitPrimaryProffesions(); // to max set before any spell added
648 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
649 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
650 SetHealth(GetMaxHealth());
651 if (getPowerType()==POWER_MANA)
653 UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
654 SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
657 if(getPowerType() == POWER_RUNIC_POWER)
659 SetPower(POWER_RUNE, 8);
660 SetMaxPower(POWER_RUNE, 8);
661 SetPower(POWER_RUNIC_POWER, 0);
662 SetMaxPower(POWER_RUNIC_POWER, 1000);
665 // original spells
666 learnDefaultSpells();
668 // original action bar
669 std::list<uint16>::const_iterator action_itr[4];
670 for(int i=0; i<4; i++)
671 action_itr[i] = info->action[i].begin();
673 for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();)
675 uint16 taction[4];
676 for(int i=0; i<4 ;i++)
677 taction[i] = (*action_itr[i]);
679 addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]);
681 for(int i=0; i<4 ;i++)
682 ++action_itr[i];
685 // original items
686 CharStartOutfitEntry const* oEntry = NULL;
687 for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
689 if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
691 if(entry->RaceClassGender == RaceClassGender)
693 oEntry = entry;
694 break;
699 if(oEntry)
701 for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
703 if(oEntry->ItemId[j] <= 0)
704 continue;
706 uint32 item_id = oEntry->ItemId[j];
709 // Hack for not existed item id in dbc 3.0.3
710 if(item_id==40582)
711 continue;
713 ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
714 if(!iProto)
716 sLog.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id,getRace(),getClass());
717 continue;
720 // max stack by default (mostly 1), 1 for infinity stackable
721 uint32 count = iProto->Stackable > 0 ? uint32(iProto->Stackable) : 1;
723 if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
725 switch(iProto->Spells[0].SpellCategory)
727 case 11: // food
728 if(iProto->Stackable > 4)
729 count = 4;
730 break;
731 case 59: // drink
732 if(iProto->Stackable > 2)
733 count = 2;
734 break;
738 StoreNewItemInBestSlots(item_id, count);
742 for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
743 StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
745 // bags and main-hand weapon must equipped at this moment
746 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
747 // or ammo not equipped in special bag
748 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
750 if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
752 uint16 eDest;
753 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
754 uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
755 if( msg == EQUIP_ERR_OK )
757 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
758 EquipItem( eDest, pItem, true);
760 // move other items to more appropriate slots (ammo not equipped in special bag)
761 else
763 ItemPosCountVec sDest;
764 msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
765 if( msg == EQUIP_ERR_OK )
767 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
768 pItem = StoreItem( sDest, pItem, true);
771 // if this is ammo then use it
772 uint8 msg = CanUseAmmo( pItem->GetProto()->ItemId );
773 if( msg == EQUIP_ERR_OK )
774 SetAmmo( pItem->GetProto()->ItemId );
778 // all item positions resolved
780 return true;
783 bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
785 sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
787 // attempt equip by one
788 while(titem_amount > 0)
790 uint16 eDest;
791 uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false );
792 if( msg != EQUIP_ERR_OK )
793 break;
795 EquipNewItem( eDest, titem_id, true);
796 AutoUnequipOffhandIfNeed();
797 --titem_amount;
800 if(titem_amount == 0)
801 return true; // equipped
803 // attempt store
804 ItemPosCountVec sDest;
805 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
806 uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
807 if( msg == EQUIP_ERR_OK )
809 StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
810 return true; // stored
813 // item can't be added
814 sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
815 return false;
818 void Player::StartMirrorTimer(MirrorTimerType Type, uint32 MaxValue)
820 uint32 BreathRegen = (uint32)-1;
822 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
823 data << (uint32)Type;
824 data << MaxValue;
825 data << MaxValue;
826 data << BreathRegen;
827 data << (uint8)0;
828 data << (uint32)0; // spell id
829 GetSession()->SendPacket(&data);
832 void Player::ModifyMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, uint32 Regen)
834 if(Type==BREATH_TIMER)
835 m_breathTimer = ((MaxValue + 1000) - CurrentValue) / Regen;
837 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
838 data << (uint32)Type;
839 data << CurrentValue;
840 data << MaxValue;
841 data << Regen;
842 data << (uint8)0;
843 data << (uint32)0; // spell id
844 GetSession()->SendPacket( &data );
847 void Player::StopMirrorTimer(MirrorTimerType Type)
849 if(Type==BREATH_TIMER)
850 m_breathTimer = 0;
852 WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
853 data << (uint32)Type;
854 GetSession()->SendPacket( &data );
857 void Player::EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 damage)
859 WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
860 data << (uint64)guid;
861 data << (uint8)(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
862 data << (uint32)damage;
863 data << (uint32)0;
864 data << (uint32)0;
865 SendMessageToSet(&data, true);
867 DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
869 if(type==DAMAGE_FALL && !isAlive()) // DealDamage not apply item durability loss at self damage
871 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
872 DurabilityLossAll(0.10f,false);
873 // durability lost message
874 WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
875 GetSession()->SendPacket(&data);
879 void Player::HandleDrowning()
881 if(!(m_isunderwater&~UNDERWATER_INLAVA))
882 return;
884 //if player is GM, have waterbreath, is dead or if breathing is disabled then return
885 if(isGameMaster() || !isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
887 StopMirrorTimer(BREATH_TIMER);
888 // drop every flag _except_ LAVA - otherwise waterbreathing will prevent lava damage
889 m_isunderwater &= UNDERWATER_INLAVA;
890 return;
893 uint32 UnderWaterTime = 1*MINUTE*1000; // default length 1 min
895 AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
896 for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
897 UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
899 if ((m_isunderwater & UNDERWATER_INWATER) && !(m_isunderwater & UNDERWATER_INLAVA) && isAlive())
901 //single trigger timer
902 if (!(m_isunderwater & UNDERWATER_WATER_TRIGGER))
904 m_isunderwater|= UNDERWATER_WATER_TRIGGER;
905 m_breathTimer = UnderWaterTime + 1000;
907 //single trigger "show Breathbar"
908 if ( m_breathTimer <= UnderWaterTime && !(m_isunderwater & UNDERWATER_WATER_BREATHB))
910 m_isunderwater|= UNDERWATER_WATER_BREATHB;
911 StartMirrorTimer(BREATH_TIMER, UnderWaterTime);
913 //continuous trigger drowning "Damage"
914 if ((m_breathTimer == 0) && (m_isunderwater & UNDERWATER_INWATER))
916 //TODO: Check this formula
917 uint64 guid = GetGUID();
918 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
920 EnvironmentalDamage(guid, DAMAGE_DROWNING,damage);
921 m_breathTimer = 2000;
924 //single trigger retract bar
925 else if (!(m_isunderwater & UNDERWATER_INWATER) && (m_isunderwater & UNDERWATER_WATER_TRIGGER) && (m_breathTimer > 0) && isAlive())
927 uint32 BreathRegen = 10;
928 // m_breathTimer will be reduced in ModifyMirrorTimer
929 ModifyMirrorTimer(BREATH_TIMER, UnderWaterTime, m_breathTimer,BreathRegen);
930 m_isunderwater = UNDERWATER_WATER_BREATHB_RETRACTING;
932 //remove bar
933 else if ((m_breathTimer < 50) && !(m_isunderwater & UNDERWATER_INWATER) && (m_isunderwater == UNDERWATER_WATER_BREATHB_RETRACTING))
935 StopMirrorTimer(BREATH_TIMER);
936 m_isunderwater = UNDERWATER_NONE;
940 void Player::HandleLava()
942 if ((m_isunderwater & UNDERWATER_INLAVA) && isAlive())
945 * arrai: how is this supposed to work? UNDERWATER_INLAVA is always set in this scope!
946 // Single trigger Set BreathTimer
947 if (!(m_isunderwater & UNDERWATER_INLAVA))
949 m_isunderwater|= UNDERWATER_WATER_BREATHB;
950 m_breathTimer = 1000;
953 // Reset BreathTimer and still in the lava
954 if (!m_breathTimer)
956 uint64 guid = GetGUID();
957 uint32 damage = urand(600, 700); // TODO: Get more detailed information about lava damage
959 // if not gamemaster then deal damage
960 if ( !isGameMaster() )
961 EnvironmentalDamage(guid, DAMAGE_LAVA, damage);
963 m_breathTimer = 1000;
966 else if (!isAlive()) // Disable breath timer and reset underwater flags
968 m_breathTimer = 0;
969 m_isunderwater = UNDERWATER_NONE;
973 ///The player sobers by 256 every 10 seconds
974 void Player::HandleSobering()
976 m_drunkTimer = 0;
978 uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
979 SetDrunkValue(drunk);
982 DrunkenState Player::GetDrunkenstateByValue(uint16 value)
984 if(value >= 23000)
985 return DRUNKEN_SMASHED;
986 if(value >= 12800)
987 return DRUNKEN_DRUNK;
988 if(value & 0xFFFE)
989 return DRUNKEN_TIPSY;
990 return DRUNKEN_SOBER;
993 void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
995 uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
997 m_drunk = newDrunkenValue;
998 SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
1000 uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
1002 // special drunk invisibility detection
1003 if(newDrunkenState >= DRUNKEN_DRUNK)
1004 m_detectInvisibilityMask |= (1<<6);
1005 else
1006 m_detectInvisibilityMask &= ~(1<<6);
1008 if(newDrunkenState == oldDrunkenState)
1009 return;
1011 WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
1012 data << uint64(GetGUID());
1013 data << uint32(newDrunkenState);
1014 data << uint32(itemId);
1016 SendMessageToSet(&data, true);
1019 void Player::Update( uint32 p_time )
1021 if(!IsInWorld())
1022 return;
1024 // undelivered mail
1025 if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
1027 SendNewMail();
1028 ++unReadMails;
1030 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1031 m_nextMailDelivereTime = 0;
1034 Unit::Update( p_time );
1036 // update player only attacks
1037 if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
1039 setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
1042 if(uint32 off_att = getAttackTimer(OFF_ATTACK))
1044 setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
1047 time_t now = time (NULL);
1049 UpdatePvPFlag(now);
1051 UpdateContestedPvP(p_time);
1053 UpdateDuelFlag(now);
1055 CheckDuelDistance(now);
1057 UpdateAfkReport(now);
1059 CheckExploreSystem();
1061 // Update items that have just a limited lifetime
1062 if (now>m_Last_tick)
1063 UpdateItemDuration(uint32(now- m_Last_tick));
1065 if (!m_timedquests.empty())
1067 std::set<uint32>::iterator iter = m_timedquests.begin();
1068 while (iter != m_timedquests.end())
1070 QuestStatusData& q_status = mQuestStatus[*iter];
1071 if( q_status.m_timer <= p_time )
1073 uint32 quest_id = *iter;
1074 ++iter; // current iter will be removed in FailTimedQuest
1075 FailTimedQuest( quest_id );
1077 else
1079 q_status.m_timer -= p_time;
1080 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
1081 ++iter;
1086 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
1088 Unit *pVictim = getVictim();
1089 if( !IsNonMeleeSpellCasted(false) && pVictim)
1091 // default combat reach 10
1092 // TODO add weapon,skill check
1094 float pldistance = ATTACK_DISTANCE;
1096 if (isAttackReady(BASE_ATTACK))
1098 if(!IsWithinDistInMap(pVictim, pldistance))
1100 setAttackTimer(BASE_ATTACK,100);
1101 if(m_swingErrorMsg != 1) // send single time (client auto repeat)
1103 SendAttackSwingNotInRange();
1104 m_swingErrorMsg = 1;
1107 //120 degrees of radiant range
1108 else if( !HasInArc( 2*M_PI/3, pVictim ))
1110 setAttackTimer(BASE_ATTACK,100);
1111 if(m_swingErrorMsg != 2) // send single time (client auto repeat)
1113 SendAttackSwingBadFacingAttack();
1114 m_swingErrorMsg = 2;
1117 else
1119 m_swingErrorMsg = 0; // reset swing error state
1121 // prevent base and off attack in same time, delay attack at 0.2 sec
1122 if(haveOffhandWeapon())
1124 uint32 off_att = getAttackTimer(OFF_ATTACK);
1125 if(off_att < ATTACK_DISPLAY_DELAY)
1126 setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
1128 AttackerStateUpdate(pVictim, BASE_ATTACK);
1129 resetAttackTimer(BASE_ATTACK);
1133 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
1135 if(!IsWithinDistInMap(pVictim, pldistance))
1137 setAttackTimer(OFF_ATTACK,100);
1139 else if( !HasInArc( 2*M_PI/3, pVictim ))
1141 setAttackTimer(OFF_ATTACK,100);
1143 else
1145 // prevent base and off attack in same time, delay attack at 0.2 sec
1146 uint32 base_att = getAttackTimer(BASE_ATTACK);
1147 if(base_att < ATTACK_DISPLAY_DELAY)
1148 setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
1149 // do attack
1150 AttackerStateUpdate(pVictim, OFF_ATTACK);
1151 resetAttackTimer(OFF_ATTACK);
1155 Unit *owner = pVictim->GetOwner();
1156 Unit *u = owner ? owner : pVictim;
1157 if(u->IsPvP() && (!duel || duel->opponent != u))
1159 UpdatePvP(true);
1160 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
1165 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
1167 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1169 int time_inn = time(NULL)-GetTimeInnEnter();
1170 if (time_inn >= 10) //freeze update
1172 float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
1173 //speed collect rest bonus (section/in hour)
1174 SetRestBonus( GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble );
1175 UpdateInnerTime(time(NULL));
1180 if(m_regenTimer > 0)
1182 if(p_time >= m_regenTimer)
1183 m_regenTimer = 0;
1184 else
1185 m_regenTimer -= p_time;
1188 if (m_weaponChangeTimer > 0)
1190 if(p_time >= m_weaponChangeTimer)
1191 m_weaponChangeTimer = 0;
1192 else
1193 m_weaponChangeTimer -= p_time;
1196 if (m_zoneUpdateTimer > 0)
1198 if(p_time >= m_zoneUpdateTimer)
1200 uint32 newzone = GetZoneId();
1201 if( m_zoneUpdateId != newzone )
1202 UpdateZone(newzone); // also update area
1203 else
1205 // use area updates as well
1206 // needed for free far all arenas for example
1207 uint32 newarea = GetAreaId();
1208 if( m_areaUpdateId != newarea )
1209 UpdateArea(newarea);
1211 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
1214 else
1215 m_zoneUpdateTimer -= p_time;
1218 if (isAlive())
1220 RegenerateAll();
1223 if (m_deathState == JUST_DIED)
1225 KillPlayer();
1228 if(m_nextSave > 0)
1230 if(p_time >= m_nextSave)
1232 // m_nextSave reseted in SaveToDB call
1233 SaveToDB();
1234 sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1236 else
1238 m_nextSave -= p_time;
1242 //Breathtimer
1243 if(m_breathTimer > 0)
1245 if(p_time >= m_breathTimer)
1246 m_breathTimer = 0;
1247 else
1248 m_breathTimer -= p_time;
1252 //Handle Water/drowning
1253 HandleDrowning();
1255 //Handle lava
1256 HandleLava();
1258 //Handle detect stealth players
1259 if (m_DetectInvTimer > 0)
1261 if (p_time >= m_DetectInvTimer)
1263 m_DetectInvTimer = 3000;
1264 HandleStealthedUnitsDetection();
1266 else
1267 m_DetectInvTimer -= p_time;
1270 // Played time
1271 if (now > m_Last_tick)
1273 uint32 elapsed = uint32(now - m_Last_tick);
1274 m_Played_time[0] += elapsed; // Total played time
1275 m_Played_time[1] += elapsed; // Level played time
1276 m_Last_tick = now;
1279 if (m_drunk)
1281 m_drunkTimer += p_time;
1283 if (m_drunkTimer > 10000)
1284 HandleSobering();
1287 // not auto-free ghost from body in instances
1288 if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
1290 if(p_time >= m_deathTimer)
1292 m_deathTimer = 0;
1293 BuildPlayerRepop();
1294 RepopAtGraveyard();
1296 else
1297 m_deathTimer -= p_time;
1300 UpdateEnchantTime(p_time);
1301 UpdateHomebindTime(p_time);
1303 // group update
1304 SendUpdateToOutOfRangeGroupMembers();
1306 Pet* pet = GetPet();
1307 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
1309 RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
1310 return;
1314 void Player::setDeathState(DeathState s)
1316 uint32 ressSpellId = 0;
1318 bool cur = isAlive();
1320 if(s == JUST_DIED && cur)
1322 // drunken state is cleared on death
1323 SetDrunkValue(0);
1324 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1325 ClearComboPoints();
1327 clearResurrectRequestData();
1329 // remove form before other mods to prevent incorrect stats calculation
1330 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
1332 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1333 RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
1335 // remove uncontrolled pets
1336 RemoveMiniPet();
1337 RemoveGuardians();
1339 // save value before aura remove in Unit::setDeathState
1340 ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
1342 // passive spell
1343 if(!ressSpellId)
1344 ressSpellId = GetResurrectionSpellId();
1345 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
1347 Unit::setDeathState(s);
1349 // restore resurrection spell id for player after aura remove
1350 if(s == JUST_DIED && cur && ressSpellId)
1351 SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
1353 if(isAlive() && !cur)
1355 //clear aura case after resurrection by another way (spells will be applied before next death)
1356 SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
1358 // restore default warrior stance
1359 if(getClass()== CLASS_WARRIOR)
1360 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
1364 void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
1366 Field *fields = result->Fetch();
1368 *p_data << uint64(GetGUID());
1369 *p_data << m_name;
1371 *p_data << uint8(getRace());
1372 uint8 pClass = getClass();
1373 *p_data << uint8(pClass);
1374 *p_data << uint8(getGender());
1376 uint32 bytes = GetUInt32Value(PLAYER_BYTES);
1377 *p_data << uint8(bytes);
1378 *p_data << uint8(bytes >> 8);
1379 *p_data << uint8(bytes >> 16);
1380 *p_data << uint8(bytes >> 24);
1382 bytes = GetUInt32Value(PLAYER_BYTES_2);
1383 *p_data << uint8(bytes);
1385 *p_data << uint8(getLevel()); // player level
1386 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1387 uint32 zoneId = MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY(),GetPositionZ());
1388 sLog.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId);
1389 *p_data << uint32(zoneId);
1390 *p_data << uint32(GetMapId());
1392 *p_data << GetPositionX();
1393 *p_data << GetPositionY();
1394 *p_data << GetPositionZ();
1396 // guild id
1397 *p_data << (result ? fields[13].GetUInt32() : 0);
1399 uint32 char_flags = 0;
1400 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
1401 char_flags |= CHARACTER_FLAG_HIDE_HELM;
1402 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
1403 char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
1404 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
1405 char_flags |= CHARACTER_FLAG_GHOST;
1406 if(HasAtLoginFlag(AT_LOGIN_RENAME))
1407 char_flags |= CHARACTER_FLAG_RENAME;
1408 if(sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) && (fields[14].GetCppString() != ""))
1409 char_flags |= CHARACTER_FLAG_DECLINED;
1411 *p_data << uint32(char_flags); // character flags
1412 // character customize (flags?)
1413 *p_data << uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE) ? 1 : 0);
1414 *p_data << uint8(1); // unknown
1416 // Pets info
1418 uint32 petDisplayId = 0;
1419 uint32 petLevel = 0;
1420 uint32 petFamily = 0;
1422 // show pet at selection character in character list only for non-ghost character
1423 if(result && isAlive() && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER))
1425 uint32 entry = fields[10].GetUInt32();
1426 CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
1427 if(cInfo)
1429 petDisplayId = fields[11].GetUInt32();
1430 petLevel = fields[12].GetUInt32();
1431 petFamily = cInfo->family;
1435 *p_data << uint32(petDisplayId);
1436 *p_data << uint32(petLevel);
1437 *p_data << uint32(petFamily);
1440 for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
1442 uint32 visualbase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
1443 uint32 item_id = GetUInt32Value(visualbase);
1444 const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
1445 SpellItemEnchantmentEntry const *enchant = NULL;
1447 for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot<=TEMP_ENCHANTMENT_SLOT; enchantSlot++)
1449 uint32 enchantId = GetUInt32Value(visualbase+1+enchantSlot);
1450 if(enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))
1451 break;
1454 if (proto != NULL)
1456 *p_data << uint32(proto->DisplayInfoID);
1457 *p_data << uint8(proto->InventoryType);
1458 *p_data << uint32(enchant ? enchant->aura_id : 0);
1460 else
1462 *p_data << uint32(0);
1463 *p_data << uint8(0);
1464 *p_data << uint32(0); // enchant?
1467 *p_data << uint32(0); // first bag display id
1468 *p_data << uint8(0); // first bag inventory type
1469 *p_data << uint32(0); // enchant?
1472 bool Player::ToggleAFK()
1474 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1476 bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1478 // afk player not allowed in battleground
1479 if(state && InBattleGround())
1480 LeaveBattleground();
1482 return state;
1485 bool Player::ToggleDND()
1487 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1489 return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1492 uint8 Player::chatTag() const
1494 // it's bitmask
1495 // 0x8 - ??
1496 // 0x4 - gm
1497 // 0x2 - dnd
1498 // 0x1 - afk
1499 if(isGMChat())
1500 return 4;
1501 else if(isDND())
1502 return 3;
1503 if(isAFK())
1504 return 1;
1505 else
1506 return 0;
1509 bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
1511 if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
1513 sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
1514 return false;
1517 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1518 Pet* pet = GetPet();
1520 MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
1522 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1523 // don't let gm level > 1 either
1524 if(!InBattleGround() && mEntry->IsBattleGroundOrArena())
1525 return false;
1527 // client without expansion support
1528 if(GetSession()->Expansion() < mEntry->Expansion())
1530 sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
1532 if(GetTransport())
1533 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1535 SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
1537 return false; // normal client can't teleport to this map...
1539 else
1541 sLog.outDebug("Player %s will teleported to map %u", GetName(), mapid);
1544 // if we were on a transport, leave
1545 if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
1547 m_transport->RemovePassenger(this);
1548 m_transport = NULL;
1549 m_movementInfo.t_x = 0.0f;
1550 m_movementInfo.t_y = 0.0f;
1551 m_movementInfo.t_z = 0.0f;
1552 m_movementInfo.t_o = 0.0f;
1553 m_movementInfo.t_time = 0;
1556 SetSemaphoreTeleport(true);
1558 // The player was ported to another map and looses the duel immediately.
1559 // We have to perform this check before the teleport, otherwise the
1560 // ObjectAccessor won't find the flag.
1561 if (duel && GetMapId()!=mapid)
1563 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
1564 if (obj)
1565 DuelComplete(DUEL_FLED);
1568 // reset movement flags at teleport, because player will continue move with these flags after teleport
1569 SetUnitMovementFlags(0);
1571 if ((GetMapId() == mapid) && (!m_transport))
1573 // prepare zone change detect
1574 uint32 old_zone = GetZoneId();
1576 // near teleport
1577 if(!GetSession()->PlayerLogout())
1579 WorldPacket data;
1580 BuildTeleportAckMsg(&data, x, y, z, orientation);
1581 GetSession()->SendPacket(&data);
1582 SetPosition( x, y, z, orientation, true);
1584 else
1585 // this will be used instead of the current location in SaveToDB
1586 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1587 SetFallInformation(0, z);
1589 //BuildHeartBeatMsg(&data);
1590 //SendMessageToSet(&data, true);
1591 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1593 //same map, only remove pet if out of range
1594 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
1596 if(pet->isControlled() && !pet->isTemporarySummoned() )
1597 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1598 else
1599 m_temporaryUnsummonedPetNumber = 0;
1601 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1605 if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
1606 CombatStop();
1608 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1610 // resummon pet
1611 if(pet && m_temporaryUnsummonedPetNumber)
1613 Pet* NewPet = new Pet;
1614 if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
1615 delete NewPet;
1617 m_temporaryUnsummonedPetNumber = 0;
1621 if(!GetSession()->PlayerLogout())
1623 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1624 SetSemaphoreTeleport(false);
1626 UpdateZone(GetZoneId());
1629 // new zone
1630 if(old_zone != GetZoneId())
1632 // honorless target
1633 if(pvpInfo.inHostileArea)
1634 CastSpell(this, 2479, true);
1637 else
1639 // far teleport to another map
1640 Map* oldmap = IsInWorld() ? GetMap() : NULL;
1641 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1643 // Check enter rights before map getting to avoid creating instance copy for player
1644 // this check not dependent from map instance copy and same for all instance copies of selected map
1645 if (!MapManager::Instance().CanPlayerEnter(mapid, this))
1647 SetSemaphoreTeleport(false);
1648 return false;
1651 // If the map is not created, assume it is possible to enter it.
1652 // It will be created in the WorldPortAck.
1653 Map *map = MapManager::Instance().FindMap(mapid);
1654 if (!map || map->CanEnter(this))
1656 SetSelection(0);
1658 CombatStop();
1660 ResetContestedPvP();
1662 // remove player from battleground on far teleport (when changing maps)
1663 if(BattleGround const* bg = GetBattleGround())
1665 // Note: at battleground join battleground id set before teleport
1666 // and we already will found "current" battleground
1667 // just need check that this is targeted map or leave
1668 if(bg->GetMapId() != mapid)
1669 LeaveBattleground(false); // don't teleport to entry point
1672 // remove pet on map change
1673 if (pet)
1675 //leaving map -> delete pet right away (doing this later will cause problems)
1676 if(pet->isControlled() && !pet->isTemporarySummoned())
1677 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1678 else
1679 m_temporaryUnsummonedPetNumber = 0;
1681 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1684 // remove all dyn objects
1685 RemoveAllDynObjects();
1687 // stop spellcasting
1688 // not attempt interrupt teleportation spell at caster teleport
1689 if(!(options & TELE_TO_SPELL))
1690 if(IsNonMeleeSpellCasted(true))
1691 InterruptNonMeleeSpells(true);
1693 if(!GetSession()->PlayerLogout())
1695 // send transfer packets
1696 WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
1697 data << uint32(mapid);
1698 if (m_transport)
1700 data << m_transport->GetEntry() << GetMapId();
1702 GetSession()->SendPacket(&data);
1704 data.Initialize(SMSG_NEW_WORLD, (20));
1705 if (m_transport)
1707 data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
1709 else
1711 data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
1713 GetSession()->SendPacket( &data );
1714 SendSavedInstances();
1716 // remove from old map now
1717 if(oldmap) oldmap->Remove(this, false);
1720 // new final coordinates
1721 float final_x = x;
1722 float final_y = y;
1723 float final_z = z;
1724 float final_o = orientation;
1726 if(m_transport)
1728 final_x += m_movementInfo.t_x;
1729 final_y += m_movementInfo.t_y;
1730 final_z += m_movementInfo.t_z;
1731 final_o += m_movementInfo.t_o;
1734 m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
1735 SetFallInformation(0, final_z);
1736 // if the player is saved before worldportack (at logout for example)
1737 // this will be used instead of the current location in SaveToDB
1739 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
1741 // move packet sent by client always after far teleport
1742 // SetPosition(final_x, final_y, final_z, final_o, true);
1743 SetDontMove(true);
1745 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1747 else
1748 return false;
1750 return true;
1753 void Player::AddToWorld()
1755 ///- Do not add/remove the player from the object storage
1756 ///- It will crash when updating the ObjectAccessor
1757 ///- The player should only be added when logging in
1758 Unit::AddToWorld();
1760 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1762 if(m_items[i])
1763 m_items[i]->AddToWorld();
1767 void Player::RemoveFromWorld()
1769 // cleanup
1770 if(IsInWorld())
1772 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1773 Uncharm();
1774 UnsummonAllTotems();
1775 RemoveMiniPet();
1776 RemoveGuardians();
1779 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1781 if(m_items[i])
1782 m_items[i]->RemoveFromWorld();
1785 ///- Do not add/remove the player from the object storage
1786 ///- It will crash when updating the ObjectAccessor
1787 ///- The player should only be removed when logging out
1788 Unit::RemoveFromWorld();
1791 void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
1793 float addRage;
1795 float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1797 if(attacker)
1799 addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2);
1801 // talent who gave more rage on attack
1802 addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
1804 else
1806 addRage = damage/rageconversion*2.5;
1808 // Berserker Rage effect
1809 if(HasAura(18499,0))
1810 addRage *= 1.3;
1813 addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME);
1815 ModifyPower(POWER_RAGE, uint32(addRage*10));
1818 void Player::RegenerateAll()
1820 if (m_regenTimer != 0)
1821 return;
1822 uint32 regenDelay = 2000;
1824 // Not in combat or they have regeneration
1825 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
1826 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
1828 RegenerateHealth();
1829 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
1831 Regenerate(POWER_RAGE);
1832 if(getClass() == CLASS_DEATH_KNIGHT)
1833 Regenerate(POWER_RUNIC_POWER);
1837 Regenerate( POWER_ENERGY );
1839 Regenerate( POWER_MANA );
1841 if(getClass() == CLASS_DEATH_KNIGHT)
1842 Regenerate( POWER_RUNE );
1844 m_regenTimer = regenDelay;
1847 void Player::Regenerate(Powers power)
1849 uint32 curValue = GetPower(power);
1850 uint32 maxValue = GetMaxPower(power);
1852 float addvalue = 0.0f;
1854 switch (power)
1856 case POWER_MANA:
1858 bool recentCast = IsUnderLastManaUseEffect();
1859 float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
1860 if (recentCast)
1862 // Mangos Updates Mana in intervals of 2s, which is correct
1863 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1865 else
1867 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1869 } break;
1870 case POWER_RAGE: // Regenerate rage
1872 float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
1873 addvalue = 30 * RageDecreaseRate; // 3 rage by tick
1874 } break;
1875 case POWER_ENERGY: // Regenerate energy (rogue)
1876 addvalue = 20;
1877 break;
1878 case POWER_RUNIC_POWER:
1880 float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS);
1881 addvalue = 30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
1882 } break;
1883 case POWER_RUNE:
1885 for(uint32 i = 0; i < MAX_RUNES; ++i)
1886 if(uint8 cd = GetRuneCooldown(i)) // if we have cooldown, reduce it...
1887 SetRuneCooldown(i, cd - 1); // ... by 2 sec (because update is every 2 sec)
1888 } break;
1889 case POWER_FOCUS:
1890 case POWER_HAPPINESS:
1891 break;
1894 // Mana regen calculated in Player::UpdateManaRegen()
1895 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1896 if(power != POWER_MANA)
1898 AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
1899 for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
1900 if ((*i)->GetModifier()->m_miscvalue == power)
1901 addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
1904 if (power != POWER_RAGE && power != POWER_RUNIC_POWER)
1906 curValue += uint32(addvalue);
1907 if (curValue > maxValue)
1908 curValue = maxValue;
1910 else
1912 if(curValue <= uint32(addvalue))
1913 curValue = 0;
1914 else
1915 curValue -= uint32(addvalue);
1917 SetPower(power, curValue);
1920 void Player::RegenerateHealth()
1922 uint32 curValue = GetHealth();
1923 uint32 maxValue = GetMaxHealth();
1925 if (curValue >= maxValue) return;
1927 float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
1929 float addvalue = 0.0f;
1931 // polymorphed case
1932 if ( IsPolymorphed() )
1933 addvalue = GetMaxHealth()/3;
1934 // normal regen case (maybe partly in combat case)
1935 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) )
1937 addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
1938 if (!isInCombat())
1940 AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
1941 for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
1942 addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
1944 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
1945 addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
1947 if(!IsStandState())
1948 addvalue *= 1.5;
1951 // always regeneration bonus (including combat)
1952 addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
1954 if(addvalue < 0)
1955 addvalue = 0;
1957 ModifyHealth(int32(addvalue));
1960 bool Player::CanInteractWithNPCs(bool alive) const
1962 if(alive && !isAlive())
1963 return false;
1964 if(isInFlight())
1965 return false;
1967 return true;
1970 bool Player::IsUnderWater() const
1972 return IsInWater() &&
1973 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1976 void Player::SetInWater(bool apply)
1978 if(m_isInWater==apply)
1979 return;
1981 //define player in water by opcodes
1982 //move player's guid into HateOfflineList of those mobs
1983 //which can't swim and move guid back into ThreatList when
1984 //on surface.
1985 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1986 m_isInWater = apply;
1988 // remove auras that need water/land
1989 RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
1991 getHostilRefManager().updateThreatTables();
1994 void Player::SetGameMaster(bool on)
1996 if(on)
1998 m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
1999 setFaction(35);
2000 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2002 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
2003 ResetContestedPvP();
2005 getHostilRefManager().setOnlineOfflineState(false);
2006 CombatStop();
2008 else
2010 m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
2011 setFactionForRace(getRace());
2012 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2014 // restore FFA PvP Server state
2015 if(sWorld.IsFFAPvPRealm())
2016 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
2018 // restore FFA PvP area state, remove not allowed for GM mounts
2019 UpdateArea(m_areaUpdateId);
2021 getHostilRefManager().setOnlineOfflineState(true);
2024 ObjectAccessor::UpdateVisibilityForPlayer(this);
2027 void Player::SetGMVisible(bool on)
2029 if(on)
2031 m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
2033 // Reapply stealth/invisibility if active or show if not any
2034 if(HasAuraType(SPELL_AURA_MOD_STEALTH))
2035 SetVisibility(VISIBILITY_GROUP_STEALTH);
2036 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
2037 SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
2038 else
2039 SetVisibility(VISIBILITY_ON);
2041 else
2043 m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
2045 SetAcceptWhispers(false);
2046 SetGameMaster(true);
2048 SetVisibility(VISIBILITY_OFF);
2052 bool Player::IsGroupVisibleFor(Player* p) const
2054 switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
2056 default: return IsInSameGroupWith(p);
2057 case 1: return IsInSameRaidWith(p);
2058 case 2: return GetTeam()==p->GetTeam();
2062 bool Player::IsInSameGroupWith(Player const* p) const
2064 return p==this || GetGroup() != NULL &&
2065 GetGroup() == p->GetGroup() &&
2066 GetGroup()->SameSubGroup((Player*)this, (Player*)p);
2069 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2070 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2071 void Player::UninviteFromGroup()
2073 Group* group = GetGroupInvite();
2074 if(!group)
2075 return;
2077 group->RemoveInvite(this);
2079 if(group->GetMembersCount() <= 1) // group has just 1 member => disband
2081 if(group->IsCreated())
2083 group->Disband(true);
2084 objmgr.RemoveGroup(group);
2086 else
2087 group->RemoveAllInvites();
2089 delete group;
2093 void Player::RemoveFromGroup(Group* group, uint64 guid)
2095 if(group)
2097 if (group->RemoveMember(guid, 0) <= 1)
2099 // group->Disband(); already disbanded in RemoveMember
2100 objmgr.RemoveGroup(group);
2101 delete group;
2102 // removemember sets the player's group pointer to NULL
2107 void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
2109 WorldPacket data(SMSG_LOG_XPGAIN, 21);
2110 data << uint64(victim ? victim->GetGUID() : 0); // guid
2111 data << uint32(GivenXP+RestXP); // given experience
2112 data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2113 if(victim)
2115 data << uint32(GivenXP); // experience without rested bonus
2116 data << float(1); // 1 - none 0 - 100% group bonus output
2118 data << uint8(0); // new 2.4.0
2119 GetSession()->SendPacket(&data);
2122 void Player::GiveXP(uint32 xp, Unit* victim)
2124 if ( xp < 1 )
2125 return;
2127 if(!isAlive())
2128 return;
2130 uint32 level = getLevel();
2132 // XP to money conversion processed in Player::RewardQuest
2133 if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
2134 return;
2136 // handle SPELL_AURA_MOD_XP_PCT auras
2137 Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
2138 for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
2139 xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
2141 // XP resting bonus for kill
2142 uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
2144 SendLogXPGain(xp,victim,rested_bonus_xp);
2146 uint32 curXP = GetUInt32Value(PLAYER_XP);
2147 uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2148 uint32 newXP = curXP + xp + rested_bonus_xp;
2150 while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2152 newXP -= nextLvlXP;
2154 if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2155 GiveLevel(level + 1);
2157 level = getLevel();
2158 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2161 SetUInt32Value(PLAYER_XP, newXP);
2164 // Update player to next level
2165 // Current player experience not update (must be update by caller)
2166 void Player::GiveLevel(uint32 level)
2168 if ( level == getLevel() )
2169 return;
2171 PlayerLevelInfo info;
2172 objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
2174 PlayerClassLevelInfo classInfo;
2175 objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
2177 // send levelup info to client
2178 WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
2179 data << uint32(level);
2180 data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
2181 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2182 data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
2183 data << uint32(0);
2184 data << uint32(0);
2185 data << uint32(0);
2186 data << uint32(0);
2187 data << uint32(0);
2188 data << uint32(0);
2189 // end for
2190 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
2191 data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
2193 GetSession()->SendPacket(&data);
2195 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(level));
2197 //update level, max level of skills
2198 if(getLevel()!= level)
2199 m_Played_time[1] = 0; // Level Played Time reset
2200 SetLevel(level);
2201 UpdateSkillsForLevel ();
2203 // save base values (bonuses already included in stored stats
2204 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2205 SetCreateStat(Stats(i), info.stats[i]);
2207 SetCreateHealth(classInfo.basehealth);
2208 SetCreateMana(classInfo.basemana);
2210 InitTalentForLevel();
2211 InitTaxiNodesForLevel();
2212 InitGlyphsForLevel();
2214 UpdateAllStats();
2216 // set current level health and mana/energy to maximum after applying all mods.
2217 SetHealth(GetMaxHealth());
2218 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2219 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2220 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2221 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2222 SetPower(POWER_FOCUS, 0);
2223 SetPower(POWER_HAPPINESS, 0);
2225 // give level to summoned pet
2226 Pet* pet = GetPet();
2227 if(pet && pet->getPetType()==SUMMON_PET)
2228 pet->GivePetLevel(level);
2229 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
2232 void Player::InitTalentForLevel()
2234 uint32 level = getLevel();
2235 // talents base at level diff ( talents = level - 9 but some can be used already)
2236 if(level < 10)
2238 // Remove all talent points
2239 if(m_usedTalentCount > 0) // Free any used talents
2241 resetTalents(true);
2242 SetFreeTalentPoints(0);
2245 else
2247 uint32 talentPointsForLevel = CalculateTalentsPoints();
2249 // if used more that have then reset
2250 if(m_usedTalentCount > talentPointsForLevel)
2252 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
2253 resetTalents(true);
2254 else
2255 SetFreeTalentPoints(0);
2257 // else update amount of free points
2258 else
2259 SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
2263 void Player::InitStatsForLevel(bool reapplyMods)
2265 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2266 _RemoveAllStatBonuses();
2268 PlayerClassLevelInfo classInfo;
2269 objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
2271 PlayerLevelInfo info;
2272 objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
2274 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
2275 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(getLevel()));
2277 UpdateSkillsForLevel ();
2279 // set default cast time multiplier
2280 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
2282 // reset size before reapply auras
2283 SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
2285 // save base values (bonuses already included in stored stats
2286 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2287 SetCreateStat(Stats(i), info.stats[i]);
2289 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2290 SetStat(Stats(i), info.stats[i]);
2292 SetCreateHealth(classInfo.basehealth);
2294 //set create powers
2295 SetCreateMana(classInfo.basemana);
2297 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2299 InitStatBuffMods();
2301 //reset rating fields values
2302 for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
2303 SetUInt32Value(index, 0);
2305 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
2306 for (int i = 0; i < 7; i++)
2308 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
2309 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
2310 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
2313 //reset attack power, damage and attack speed fields
2314 SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f );
2315 SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time
2316 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f );
2318 SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f );
2319 SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f );
2320 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f );
2321 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f );
2322 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f );
2323 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f );
2325 SetUInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
2326 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
2327 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
2328 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
2329 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 );
2330 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
2332 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2333 SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
2334 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
2335 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
2337 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2338 for (uint8 i = 0; i < 7; ++i)
2339 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
2341 SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
2342 SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
2343 SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
2345 // Dodge percentage
2346 SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
2348 // set armor (resistance 0) to original value (create_agility*2)
2349 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2350 SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
2351 SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
2352 // set other resistance to original value (0)
2353 for (int i = 1; i < MAX_SPELL_SCHOOL; i++)
2355 SetResistance(SpellSchools(i), 0);
2356 SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
2357 SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
2360 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
2361 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
2362 for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
2364 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f);
2365 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
2367 // Reset no reagent cost field
2368 for(int i = 0; i < 3; i++)
2369 SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
2370 // Init data for form but skip reapply item mods for form
2371 InitDataForForm(reapplyMods);
2373 // save new stats
2374 for (int i = POWER_MANA; i < MAX_POWERS; i++)
2375 SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
2377 SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
2379 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2380 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
2382 // cleanup unit flags (will be re-applied if need at aura load).
2383 RemoveFlag( UNIT_FIELD_FLAGS,
2384 UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
2385 UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
2386 UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
2387 UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
2388 UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
2389 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
2391 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2392 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST);
2394 SetByteValue(UNIT_FIELD_BYTES_1, 2, 0x00); // one form stealth modified bytes
2395 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
2397 // restore if need some important flags
2398 SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default
2400 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2401 _ApplyAllStatBonuses();
2403 // set current level health and mana/energy to maximum after applying all mods.
2404 SetHealth(GetMaxHealth());
2405 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2406 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2407 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2408 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2409 SetPower(POWER_FOCUS, 0);
2410 SetPower(POWER_HAPPINESS, 0);
2411 SetPower(POWER_RUNIC_POWER, 0);
2414 void Player::SendInitialSpells()
2416 uint16 spellCount = 0;
2418 WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
2419 data << uint8(0);
2421 size_t countPos = data.wpos();
2422 data << uint16(spellCount); // spell count placeholder
2424 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2426 if(itr->second->state == PLAYERSPELL_REMOVED)
2427 continue;
2429 if(!itr->second->active || itr->second->disabled)
2430 continue;
2432 data << uint16(itr->first);
2433 data << uint16(0); // it's not slot id
2435 spellCount +=1;
2438 data.put<uint16>(countPos,spellCount); // write real count value
2440 uint16 spellCooldowns = m_spellCooldowns.size();
2441 data << uint16(spellCooldowns);
2442 for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr)
2444 SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
2445 if(!sEntry)
2446 continue;
2448 data << uint16(itr->first);
2450 time_t cooldown = 0;
2451 time_t curTime = time(NULL);
2452 if(itr->second.end > curTime)
2453 cooldown = (itr->second.end-curTime)*1000;
2455 data << uint16(itr->second.itemid); // cast item id
2456 data << uint16(sEntry->Category); // spell category
2457 if(sEntry->Category) // may be wrong, but anyway better than nothing...
2459 data << uint32(0); // cooldown
2460 data << uint32(cooldown); // category cooldown
2462 else
2464 data << uint32(cooldown); // cooldown
2465 data << uint32(0); // category cooldown
2469 GetSession()->SendPacket(&data);
2471 sLog.outDetail( "CHARACTER: Sent Initial Spells" );
2474 void Player::RemoveMail(uint32 id)
2476 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
2478 if ((*itr)->messageID == id)
2480 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2481 m_mail.erase(itr);
2482 return;
2487 void Player::SendMailResult(uint32 mailId, uint32 mailAction, uint32 mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
2489 WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_BAG_FULL?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
2490 data << (uint32) mailId;
2491 data << (uint32) mailAction;
2492 data << (uint32) mailError;
2493 if ( mailError == MAIL_ERR_BAG_FULL )
2494 data << (uint32) equipError;
2495 else if( mailAction == MAIL_ITEM_TAKEN )
2497 data << (uint32) item_guid; // item guid low?
2498 data << (uint32) item_count; // item count?
2500 GetSession()->SendPacket(&data);
2503 void Player::SendNewMail()
2505 // deliver undelivered mail
2506 WorldPacket data(SMSG_RECEIVED_MAIL, 4);
2507 data << (uint32) 0;
2508 GetSession()->SendPacket(&data);
2511 void Player::UpdateNextMailTimeAndUnreads()
2513 // calculate next delivery time (min. from non-delivered mails
2514 // and recalculate unReadMail
2515 time_t cTime = time(NULL);
2516 m_nextMailDelivereTime = 0;
2517 unReadMails = 0;
2518 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
2520 if((*itr)->deliver_time > cTime)
2522 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
2523 m_nextMailDelivereTime = (*itr)->deliver_time;
2525 else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
2526 ++unReadMails;
2530 void Player::AddNewMailDeliverTime(time_t deliver_time)
2532 if(deliver_time <= time(NULL)) // ready now
2534 ++unReadMails;
2535 SendNewMail();
2537 else // not ready and no have ready mails
2539 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
2540 m_nextMailDelivereTime = deliver_time;
2544 bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool disabled)
2546 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
2547 if (!spellInfo)
2549 // do character spell book cleanup (all characters)
2550 if(!IsInWorld() && !learning) // spell load case
2552 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
2553 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2555 else
2556 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
2558 return false;
2561 if(!SpellMgr::IsSpellValid(spellInfo,this,false))
2563 // do character spell book cleanup (all characters)
2564 if(!IsInWorld() && !learning) // spell load case
2566 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
2567 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2569 else
2570 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
2572 return false;
2575 PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
2577 bool disabled_case = false;
2578 bool superceded_old = false;
2580 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2581 if (itr != m_spells.end())
2583 // update active state for known spell
2584 if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
2586 itr->second->active = active;
2588 // !IsInWorld() && !learning == explicitly load from DB and then exist in it already and set correctly
2589 if(!IsInWorld() && !learning)
2590 itr->second->state = PLAYERSPELL_UNCHANGED;
2591 else if(itr->second->state != PLAYERSPELL_NEW)
2592 itr->second->state = PLAYERSPELL_CHANGED;
2594 if(!active)
2596 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2597 data << uint16(spell_id);
2598 GetSession()->SendPacket(&data);
2600 return active; // learn (show in spell book if active now)
2603 if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
2605 if(itr->second->state != PLAYERSPELL_NEW)
2606 itr->second->state = PLAYERSPELL_CHANGED;
2607 itr->second->disabled = disabled;
2609 if(disabled)
2610 return false;
2612 disabled_case = true;
2614 else switch(itr->second->state)
2616 case PLAYERSPELL_UNCHANGED: // known saved spell
2617 return false;
2618 case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
2620 delete itr->second;
2621 m_spells.erase(itr);
2622 state = PLAYERSPELL_CHANGED;
2623 break; // need re-add
2625 default: // known not saved yet spell (new or modified)
2627 // can be in case spell loading but learned at some previous spell loading
2628 if(!IsInWorld() && !learning)
2629 itr->second->state = PLAYERSPELL_UNCHANGED;
2631 return false;
2636 if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
2638 // talent: unlearn all other talent ranks (high and low)
2639 if(TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id))
2641 if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
2643 for(int i=0; i <5; ++i)
2645 // skip learning spell and no rank spell case
2646 uint32 rankSpellId = talentInfo->RankID[i];
2647 if(!rankSpellId || rankSpellId==spell_id)
2648 continue;
2650 // skip unknown ranks
2651 if(!HasSpell(rankSpellId))
2652 continue;
2654 removeSpell(rankSpellId);
2658 // non talent spell: learn low ranks (recursive call)
2659 else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
2661 if(!IsInWorld()) // at spells loading, no output, but allow save
2662 addSpell(prev_spell,active,true,disabled);
2663 else // at normal learning
2664 learnSpell(prev_spell);
2667 PlayerSpell *newspell = new PlayerSpell;
2668 newspell->active = active;
2669 newspell->state = state;
2670 newspell->disabled = disabled;
2672 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2673 if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2675 for( PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr )
2677 if(itr->second->state == PLAYERSPELL_REMOVED) continue;
2678 SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr->first);
2679 if(!i_spellInfo) continue;
2681 if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr->first) )
2683 if(itr->second->active)
2685 if(spellmgr.IsHighRankOfSpell(spell_id,itr->first))
2687 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2689 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2690 data << uint16(itr->first);
2691 data << uint16(spell_id);
2692 GetSession()->SendPacket( &data );
2695 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2696 itr->second->active = false;
2697 itr->second->state = PLAYERSPELL_CHANGED;
2698 superceded_old = true; // new spell replace old in action bars and spell book.
2700 else if(spellmgr.IsHighRankOfSpell(itr->first,spell_id))
2702 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2704 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2705 data << uint16(spell_id);
2706 data << uint16(itr->first);
2707 GetSession()->SendPacket( &data );
2710 // mark new spell as disable (not learned yet for client and will not learned)
2711 newspell->active = false;
2712 if(newspell->state != PLAYERSPELL_NEW)
2713 newspell->state = PLAYERSPELL_CHANGED;
2720 m_spells[spell_id] = newspell;
2722 // return false if spell disabled
2723 if (newspell->disabled)
2724 return false;
2727 uint32 talentCost = GetTalentSpellCost(spell_id);
2729 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2730 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2731 if( talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL) )
2733 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2734 CastSpell(this, spell_id, true);
2736 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2737 else if (IsPassiveSpell(spell_id))
2739 bool need_cast = false;
2741 switch(spell_id)
2743 // some spells not have stance data expacted cast at form change or present
2744 case 5420: need_cast = (m_form == FORM_TREE); break;
2745 case 5419: need_cast = (m_form == FORM_TRAVEL); break;
2746 case 7376: need_cast = (m_form == FORM_DEFENSIVESTANCE); break;
2747 case 7381: need_cast = (m_form == FORM_BERSERKERSTANCE); break;
2748 case 21156: need_cast = (m_form == FORM_BATTLESTANCE); break;
2749 case 21178: need_cast = (m_form == FORM_BEAR || m_form == FORM_DIREBEAR); break;
2750 case 33948: need_cast = (m_form == FORM_FLIGHT); break;
2751 case 34764: need_cast = (m_form == FORM_FLIGHT); break;
2752 case 40121: need_cast = (m_form == FORM_FLIGHT_EPIC); break;
2753 case 40122: need_cast = (m_form == FORM_FLIGHT_EPIC); break;
2754 // another spells have proper stance data
2755 default: need_cast = !spellInfo->Stances || m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))); break;
2757 //Check CasterAuraStates
2758 if (need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState))))
2759 CastSpell(this, spell_id, true);
2761 else if( IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP) )
2763 CastSpell(this, spell_id, true);
2764 return false;
2767 // update used talent points count
2768 m_usedTalentCount += talentCost;
2770 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2771 if(uint32 freeProfs = GetFreePrimaryProffesionPoints())
2773 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2774 SetFreePrimaryProffesions(freeProfs-1);
2777 // add dependent skills
2778 uint16 maxskill = GetMaxSkillValueForLevel();
2780 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2782 if(spellLearnSkill)
2784 uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
2785 uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
2787 if(skill_value < spellLearnSkill->value)
2788 skill_value = spellLearnSkill->value;
2790 uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
2792 if(skill_max_value < new_skill_max_value)
2793 skill_max_value = new_skill_max_value;
2795 SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
2797 else
2799 // not ranked skills
2800 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2801 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2803 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2805 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2806 if(!pSkill)
2807 continue;
2809 if(HasSkill(pSkill->id))
2810 continue;
2812 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
2813 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2814 pSkill->id==SKILL_LOCKPICKING && _spell_idx->second->max_value==0 )
2816 switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
2818 case SKILL_RANGE_LANGUAGE:
2819 SetSkill(pSkill->id, 300, 300 );
2820 break;
2821 case SKILL_RANGE_LEVEL:
2822 SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
2823 break;
2824 case SKILL_RANGE_MONO:
2825 SetSkill(pSkill->id, 1, 1 );
2826 break;
2827 default:
2828 break;
2834 // learn dependent spells
2835 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
2836 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
2838 for(SpellLearnSpellMap::const_iterator itr = spell_begin; itr != spell_end; ++itr)
2840 if(!itr->second.autoLearned)
2842 if(!IsInWorld() || !itr->second.active) // at spells loading, no output, but allow save
2843 addSpell(itr->second.spell,itr->second.active,true,false);
2844 else // at normal learning
2845 learnSpell(itr->second.spell);
2849 if(IsInWorld())
2851 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL);
2852 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS);
2855 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2856 return active && !disabled && !superceded_old;
2859 void Player::learnSpell(uint32 spell_id)
2861 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2863 bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
2864 bool active = disabled ? itr->second->active : true;
2866 bool learning = addSpell(spell_id,active,true,false);
2868 // learn all disabled higher ranks (recursive)
2869 if(disabled)
2871 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2872 for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
2874 PlayerSpellMap::iterator iter = m_spells.find(i->second);
2875 if (iter != m_spells.end() && iter->second->disabled)
2876 learnSpell(i->second);
2880 // prevent duplicated entires in spell book, also not send if not in world (loading)
2881 if(!learning || !IsInWorld ())
2882 return;
2884 WorldPacket data(SMSG_LEARNED_SPELL, 4);
2885 data << uint32(spell_id);
2886 GetSession()->SendPacket(&data);
2889 void Player::removeSpell(uint32 spell_id, bool disabled)
2891 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2892 if (itr == m_spells.end())
2893 return;
2895 if(itr->second->state == PLAYERSPELL_REMOVED || disabled && itr->second->disabled)
2896 return;
2898 // unlearn non talent higher ranks (recursive)
2899 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2900 for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
2901 if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
2902 removeSpell(itr2->second,disabled);
2904 // removing
2905 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2906 data << uint16(spell_id);
2907 GetSession()->SendPacket(&data);
2909 if (disabled)
2911 itr->second->disabled = disabled;
2912 if(itr->second->state != PLAYERSPELL_NEW)
2913 itr->second->state = PLAYERSPELL_CHANGED;
2915 else
2917 if(itr->second->state == PLAYERSPELL_NEW)
2919 delete itr->second;
2920 m_spells.erase(itr);
2922 else
2923 itr->second->state = PLAYERSPELL_REMOVED;
2926 RemoveAurasDueToSpell(spell_id);
2928 // remove pet auras
2929 if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id))
2930 RemovePetAura(petSpell);
2932 // free talent points
2933 uint32 talentCosts = GetTalentSpellCost(spell_id);
2934 if(talentCosts > 0)
2936 if(talentCosts < m_usedTalentCount)
2937 m_usedTalentCount -= talentCosts;
2938 else
2939 m_usedTalentCount = 0;
2942 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2943 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2945 uint32 freeProfs = GetFreePrimaryProffesionPoints()+1;
2946 if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
2947 SetFreePrimaryProffesions(freeProfs);
2950 // remove dependent skill
2951 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2952 if(spellLearnSkill)
2954 uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
2955 if(!prev_spell) // first rank, remove skill
2956 SetSkill(spellLearnSkill->skill,0,0);
2957 else
2959 // search prev. skill setting by spell ranks chain
2960 SpellLearnSkillNode const* prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
2961 while(!prevSkill && prev_spell)
2963 prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
2964 prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
2967 if(!prevSkill) // not found prev skill setting, remove skill
2968 SetSkill(spellLearnSkill->skill,0,0);
2969 else // set to prev. skill setting values
2971 uint32 skill_value = GetPureSkillValue(prevSkill->skill);
2972 uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
2974 if(skill_value > prevSkill->value)
2975 skill_value = prevSkill->value;
2977 uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
2979 if(skill_max_value > new_skill_max_value)
2980 skill_max_value = new_skill_max_value;
2982 SetSkill(prevSkill->skill,skill_value,skill_max_value);
2987 else
2989 // not ranked skills
2990 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2991 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2993 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2995 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2996 if(!pSkill)
2997 continue;
2999 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
3000 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3001 pSkill->id==SKILL_LOCKPICKING && _spell_idx->second->max_value==0 )
3003 // not reset skills for professions and racial abilities
3004 if( (pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
3005 (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0) )
3006 continue;
3008 SetSkill(pSkill->id, 0, 0 );
3013 // remove dependent spells
3014 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
3015 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
3017 for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
3018 removeSpell(itr2->second.spell, disabled);
3020 // TODO: recast if need lesser ranks spell for passive with IsPassiveSpellStackableWithRanks
3023 void Player::RemoveArenaSpellCooldowns()
3025 // remove cooldowns on spells that has < 15 min CD
3026 SpellCooldowns::iterator itr, next;
3027 // iterate spell cooldowns
3028 for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next)
3030 next = itr;
3031 ++next;
3032 SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
3033 // check if spellentry is present and if the cooldown is less than 15 mins
3034 if( entry &&
3035 entry->RecoveryTime <= 15 * MINUTE * 1000 &&
3036 entry->CategoryRecoveryTime <= 15 * MINUTE * 1000 )
3038 // notify player
3039 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3040 data << uint32(itr->first);
3041 data << GetGUID();
3042 GetSession()->SendPacket(&data);
3043 // remove cooldown
3044 m_spellCooldowns.erase(itr);
3049 void Player::RemoveAllSpellCooldown()
3051 if(!m_spellCooldowns.empty())
3053 for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
3055 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3056 data << uint32(itr->first);
3057 data << uint64(GetGUID());
3058 GetSession()->SendPacket(&data);
3060 m_spellCooldowns.clear();
3064 void Player::_LoadSpellCooldowns(QueryResult *result)
3066 m_spellCooldowns.clear();
3068 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3070 if(result)
3072 time_t curTime = time(NULL);
3076 Field *fields = result->Fetch();
3078 uint32 spell_id = fields[0].GetUInt32();
3079 uint32 item_id = fields[1].GetUInt32();
3080 time_t db_time = (time_t)fields[2].GetUInt64();
3082 if(!sSpellStore.LookupEntry(spell_id))
3084 sLog.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
3085 continue;
3088 // skip outdated cooldown
3089 if(db_time <= curTime)
3090 continue;
3092 AddSpellCooldown(spell_id, item_id, db_time);
3094 sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
3096 while( result->NextRow() );
3098 delete result;
3102 void Player::_SaveSpellCooldowns()
3104 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3106 time_t curTime = time(NULL);
3108 // remove outdated and save active
3109 for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
3111 if(itr->second.end <= curTime)
3112 m_spellCooldowns.erase(itr++);
3113 else
3115 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));
3116 ++itr;
3121 uint32 Player::resetTalentsCost() const
3123 // The first time reset costs 1 gold
3124 if(m_resetTalentsCost < 1*GOLD)
3125 return 1*GOLD;
3126 // then 5 gold
3127 else if(m_resetTalentsCost < 5*GOLD)
3128 return 5*GOLD;
3129 // After that it increases in increments of 5 gold
3130 else if(m_resetTalentsCost < 10*GOLD)
3131 return 10*GOLD;
3132 else
3134 uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
3135 if(months > 0)
3137 // This cost will be reduced by a rate of 5 gold per month
3138 int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
3139 // to a minimum of 10 gold.
3140 return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
3142 else
3144 // After that it increases in increments of 5 gold
3145 int32 new_cost = m_resetTalentsCost + 5*GOLD;
3146 // until it hits a cap of 50 gold.
3147 if(new_cost > 50*GOLD)
3148 new_cost = 50*GOLD;
3149 return new_cost;
3154 bool Player::resetTalents(bool no_cost)
3156 // not need after this call
3157 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
3159 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_TALENTS;
3160 CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS), GetGUIDLow());
3163 uint32 talentPointsForLevel = CalculateTalentsPoints();
3165 if (m_usedTalentCount == 0)
3167 SetFreeTalentPoints(talentPointsForLevel);
3168 return false;
3171 uint32 cost = 0;
3173 if(!no_cost)
3175 cost = resetTalentsCost();
3177 if (GetMoney() < cost)
3179 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
3180 return false;
3184 for (unsigned int i = 0; i < sTalentStore.GetNumRows(); i++)
3186 TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
3188 if (!talentInfo) continue;
3190 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
3192 if(!talentTabInfo)
3193 continue;
3195 // unlearn only talents for character class
3196 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3197 // to prevent unexpected lost normal learned spell skip another class talents
3198 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
3199 continue;
3201 for (int j = 0; j < 5; j++)
3203 for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
3205 if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
3207 ++itr;
3208 continue;
3211 // remove learned spells (all ranks)
3212 uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
3214 // unlearn if first rank is talent or learned by talent
3215 if (itrFirstId == talentInfo->RankID[j] || spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId))
3217 removeSpell(itr->first,!IsPassiveSpell(itr->first));
3218 itr = GetSpellMap().begin();
3219 continue;
3221 else
3222 ++itr;
3227 SetFreeTalentPoints(talentPointsForLevel);
3229 if(!no_cost)
3231 ModifyMoney(-(int32)cost);
3233 m_resetTalentsCost = cost;
3234 m_resetTalentsTime = time(NULL);
3237 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3238 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3240 return true;
3243 bool Player::_removeSpell(uint16 spell_id)
3245 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3246 if (itr != m_spells.end())
3248 delete itr->second;
3249 m_spells.erase(itr);
3250 return true;
3252 return false;
3255 Mail* Player::GetMail(uint32 id)
3257 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
3259 if ((*itr)->messageID == id)
3261 return (*itr);
3264 return NULL;
3267 void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
3269 if(target == this)
3271 Object::_SetCreateBits(updateMask, target);
3273 else
3275 for(uint16 index = 0; index < m_valuesCount; index++)
3277 if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
3278 updateMask->SetBit(index);
3283 void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
3285 if(target == this)
3287 Object::_SetUpdateBits(updateMask, target);
3289 else
3291 Object::_SetUpdateBits(updateMask, target);
3292 *updateMask &= updateVisualBits;
3296 void Player::InitVisibleBits()
3298 updateVisualBits.SetCount(PLAYER_END);
3300 updateVisualBits.SetBit(OBJECT_FIELD_GUID);
3301 updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
3302 updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
3303 updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
3304 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
3305 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
3306 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
3307 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
3308 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
3309 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
3310 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
3311 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
3312 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
3313 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
3314 updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
3315 updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
3316 updateVisualBits.SetBit(UNIT_FIELD_POWER1);
3317 updateVisualBits.SetBit(UNIT_FIELD_POWER2);
3318 updateVisualBits.SetBit(UNIT_FIELD_POWER3);
3319 updateVisualBits.SetBit(UNIT_FIELD_POWER4);
3320 updateVisualBits.SetBit(UNIT_FIELD_POWER5);
3321 updateVisualBits.SetBit(UNIT_FIELD_POWER6);
3322 updateVisualBits.SetBit(UNIT_FIELD_POWER7);
3323 updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
3324 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
3325 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
3326 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
3327 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
3328 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
3329 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
3330 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
3331 updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
3332 updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
3333 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
3334 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
3335 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
3336 updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
3337 updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
3338 updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
3339 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
3340 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
3341 updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
3342 updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
3343 updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
3344 updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
3345 updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
3346 updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
3347 updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
3348 updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
3349 updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
3350 updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
3351 updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
3352 updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
3353 updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
3354 updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
3356 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
3357 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
3358 updateVisualBits.SetBit(PLAYER_FLAGS);
3359 updateVisualBits.SetBit(PLAYER_GUILDID);
3360 updateVisualBits.SetBit(PLAYER_GUILDRANK);
3361 updateVisualBits.SetBit(PLAYER_BYTES);
3362 updateVisualBits.SetBit(PLAYER_BYTES_2);
3363 updateVisualBits.SetBit(PLAYER_BYTES_3);
3364 updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
3365 updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
3367 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3368 for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += 4)
3369 updateVisualBits.SetBit(i);
3371 // Players visible items are not inventory stuff
3372 for(uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i)
3374 uint32 offset = i * MAX_VISIBLE_ITEM_OFFSET;
3376 // item creator
3377 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 0 + offset);
3378 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 1 + offset);
3380 // item entry
3381 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 0 + offset);
3383 // item enchantments
3384 for(uint8 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
3385 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 1 + j + offset);
3387 // random properties
3388 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + offset);
3389 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_SEED + offset);
3390 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PAD + offset);
3393 updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
3396 void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
3398 for(int i = 0; i < EQUIPMENT_SLOT_END; i++)
3400 if(m_items[i] == NULL)
3401 continue;
3403 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3406 if(target == this)
3408 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3410 if(m_items[i] == NULL)
3411 continue;
3413 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3415 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3417 if(m_items[i] == NULL)
3418 continue;
3420 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3424 Unit::BuildCreateUpdateBlockForPlayer( data, target );
3427 void Player::DestroyForPlayer( Player *target ) const
3429 Unit::DestroyForPlayer( target );
3431 for(int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
3433 if(m_items[i] == NULL)
3434 continue;
3436 m_items[i]->DestroyForPlayer( target );
3439 if(target == this)
3441 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3443 if(m_items[i] == NULL)
3444 continue;
3446 m_items[i]->DestroyForPlayer( target );
3448 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3450 if(m_items[i] == NULL)
3451 continue;
3453 m_items[i]->DestroyForPlayer( target );
3458 bool Player::HasSpell(uint32 spell) const
3460 PlayerSpellMap::const_iterator itr = m_spells.find((uint16)spell);
3461 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled);
3464 TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
3466 if (!trainer_spell)
3467 return TRAINER_SPELL_RED;
3469 if (!trainer_spell->learned_spell)
3470 return TRAINER_SPELL_RED;
3472 // known spell
3473 if(HasSpell(trainer_spell->learned_spell))
3474 return TRAINER_SPELL_GRAY;
3476 // check race/class requirement
3477 if(!IsSpellFitByClassAndRace(trainer_spell->learned_spell))
3478 return TRAINER_SPELL_RED;
3480 // check level requirement
3481 if(getLevel() < trainer_spell->reqlevel)
3482 return TRAINER_SPELL_RED;
3484 if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learned_spell))
3486 // check prev.rank requirement
3487 if(spell_chain->prev && !HasSpell(spell_chain->prev))
3488 return TRAINER_SPELL_RED;
3490 // check additional spell requirement
3491 if(spell_chain->req && !HasSpell(spell_chain->req))
3492 return TRAINER_SPELL_RED;
3495 // check skill requirement
3496 if(trainer_spell->reqskill && GetBaseSkillValue(trainer_spell->reqskill) < trainer_spell->reqskillvalue)
3497 return TRAINER_SPELL_RED;
3499 // exist, already checked at loading
3500 SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learned_spell);
3502 // secondary prof. or not prof. spell
3503 uint32 skill = spell->EffectMiscValue[1];
3505 if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
3506 return TRAINER_SPELL_GREEN;
3508 // check primary prof. limit
3509 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProffesionPoints() == 0)
3510 return TRAINER_SPELL_RED;
3512 return TRAINER_SPELL_GREEN;
3515 void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
3517 uint32 guid = GUID_LOPART(playerguid);
3519 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3520 // bones will be deleted by corpse/bones deleting thread shortly
3521 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
3523 // remove from guild
3524 uint32 guildId = GetGuildIdFromDB(playerguid);
3525 if(guildId != 0)
3527 Guild* guild = objmgr.GetGuildById(guildId);
3528 if(guild)
3529 guild->DelMember(guid);
3532 // remove from arena teams
3533 LeaveAllArenaTeams(playerguid);
3535 // the player was uninvited already on logout so just remove from group
3536 QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
3537 if(resultGroup)
3539 uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
3540 delete resultGroup;
3541 Group* group = objmgr.GetGroupByLeader(leaderGuid);
3542 if(group)
3544 RemoveFromGroup(group, playerguid);
3548 // remove signs from petitions (also remove petitions if owner);
3549 RemovePetitionsAndSigns(playerguid, 10);
3551 // return back all mails with COD and Item 0 1 2 3 4 5 6
3552 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);
3553 if(resultMail)
3557 Field *fields = resultMail->Fetch();
3559 uint32 mail_id = fields[0].GetUInt32();
3560 uint16 mailTemplateId= fields[1].GetUInt16();
3561 uint32 sender = fields[2].GetUInt32();
3562 std::string subject = fields[3].GetCppString();
3563 uint32 itemTextId = fields[4].GetUInt32();
3564 uint32 money = fields[5].GetUInt32();
3565 bool has_items = fields[6].GetBool();
3567 //we can return mail now
3568 //so firstly delete the old one
3569 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
3571 MailItemsInfo mi;
3572 if(has_items)
3574 // data needs to be at first place for Item::LoadFromDB
3575 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);
3576 if(resultItems)
3580 Field *fields2 = resultItems->Fetch();
3582 uint32 item_guidlow = fields2[1].GetUInt32();
3583 uint32 item_template = fields2[2].GetUInt32();
3585 ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
3586 if(!itemProto)
3588 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
3589 continue;
3592 Item *pItem = NewItemOrBag(itemProto);
3593 if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems))
3595 pItem->FSetState(ITEM_REMOVED);
3596 pItem->SaveToDB(); // it also deletes item object !
3597 continue;
3600 mi.AddItem(item_guidlow, item_template, pItem);
3602 while (resultItems->NextRow());
3604 delete resultItems;
3608 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
3610 uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
3612 WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, mailTemplateId);
3614 while (resultMail->NextRow());
3616 delete resultMail;
3619 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3620 // Get guids of character's pets, will deleted in transaction
3621 QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
3623 // NOW we can finally clear other DB data related to character
3624 CharacterDatabase.BeginTransaction();
3625 if (resultPets)
3629 Field *fields3 = resultPets->Fetch();
3630 uint32 petguidlow = fields3[0].GetUInt32();
3631 Pet::DeleteFromDB(petguidlow);
3632 } while (resultPets->NextRow());
3633 delete resultPets;
3636 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
3637 CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
3638 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
3639 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
3640 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
3641 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
3642 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
3643 CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
3644 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
3645 CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
3646 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
3647 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
3648 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
3649 CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid);
3650 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
3651 CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
3652 CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
3653 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
3654 CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
3655 CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
3656 CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid);
3657 CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid);
3658 CharacterDatabase.CommitTransaction();
3660 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3661 if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
3664 void Player::SetMovement(PlayerMovementType pType)
3666 WorldPacket data;
3667 switch(pType)
3669 case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
3670 case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
3671 case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
3672 case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
3673 default:
3674 sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
3675 return;
3677 data.append(GetPackGUID());
3678 data << uint32(0);
3679 GetSession()->SendPacket( &data );
3682 /* Preconditions:
3683 - a resurrectable corpse must not be loaded for the player (only bones)
3684 - the player must be in world
3686 void Player::BuildPlayerRepop()
3688 WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
3689 data.append(GetPackGUID());
3690 GetSession()->SendPacket(&data);
3692 if(getRace() == RACE_NIGHTELF)
3693 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)
3694 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3696 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3697 // there must be SMSG.STOP_MIRROR_TIMER
3698 // there we must send 888 opcode
3700 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3701 if(GetCorpse())
3703 sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3704 assert(false);
3707 // create a corpse and place it at the player's location
3708 CreateCorpse();
3709 Corpse *corpse = GetCorpse();
3710 if(!corpse)
3712 sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3713 return;
3715 GetMap()->Add(corpse);
3717 // convert player body to ghost
3718 SetHealth( 1 );
3720 SetMovement(MOVE_WATER_WALK);
3721 if(!GetSession()->isLogingOut())
3722 SetMovement(MOVE_UNROOT);
3724 // BG - remove insignia related
3725 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
3727 SendCorpseReclaimDelay();
3729 // to prevent cheating
3730 corpse->ResetGhostTime();
3732 StopMirrorTimers(); //disable timers(bars)
3734 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
3736 SetByteValue(UNIT_FIELD_BYTES_1, 3, PLAYER_STATE_FLAG_ALWAYS_STAND);
3739 void Player::SendDelayResponse(const uint32 ml_seconds)
3741 //FIXME: is this delay time arg really need? 50msec by default in code
3742 WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 );
3743 data << (uint32)time(NULL);
3744 data << (uint32)0;
3745 GetSession()->SendPacket( &data );
3748 void Player::ResurrectPlayer(float restore_percent, bool applySickness)
3750 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
3751 data << uint32(-1);
3752 data << float(0);
3753 data << float(0);
3754 data << float(0);
3755 GetSession()->SendPacket(&data);
3757 // speed change, land walk
3759 // remove death flag + set aura
3760 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
3761 if(getRace() == RACE_NIGHTELF)
3762 RemoveAurasDueToSpell(20584); // speed bonuses
3763 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3765 setDeathState(ALIVE);
3767 SetMovement(MOVE_LAND_WALK);
3768 SetMovement(MOVE_UNROOT);
3770 m_deathTimer = 0;
3772 // set health/powers (0- will be set in caller)
3773 if(restore_percent>0.0f)
3775 SetHealth(uint32(GetMaxHealth()*restore_percent));
3776 SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
3777 SetPower(POWER_RAGE, 0);
3778 SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
3781 // update visibility
3782 ObjectAccessor::UpdateVisibilityForPlayer(this);
3784 // some items limited to specific map
3785 DestroyZoneLimitedItem( true, GetZoneId());
3787 if(!applySickness)
3788 return;
3790 //Characters from level 1-10 are not affected by resurrection sickness.
3791 //Characters from level 11-19 will suffer from one minute of sickness
3792 //for each level they are above 10.
3793 //Characters level 20 and up suffer from ten minutes of sickness.
3794 int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
3796 if(int32(getLevel()) >= startLevel)
3798 // set resurrection sickness
3799 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
3801 // not full duration
3802 if(int32(getLevel()) < startLevel+9)
3804 int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
3806 for(int i =0; i < 3; ++i)
3808 if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i))
3810 Aur->SetAuraDuration(delta*1000);
3811 Aur->SendAuraUpdate(false);
3818 void Player::KillPlayer()
3820 SetMovement(MOVE_ROOT);
3822 StopMirrorTimers(); //disable timers(bars)
3824 setDeathState(CORPSE);
3825 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3827 SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
3828 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
3830 // 6 minutes until repop at graveyard
3831 m_deathTimer = 6*MINUTE*1000;
3833 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3835 // don't create corpse at this moment, player might be falling
3837 // update visibility
3838 ObjectAccessor::UpdateObjectVisibility(this);
3841 void Player::CreateCorpse()
3843 // prevent existence 2 corpse for player
3844 SpawnCorpseBones();
3846 uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
3848 Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
3849 SetPvPDeath(false);
3851 if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this, GetMapId(), GetPositionX(),
3852 GetPositionY(), GetPositionZ(), GetOrientation()))
3854 delete corpse;
3855 return;
3858 _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
3859 _pb = GetUInt32Value(PLAYER_BYTES);
3860 _pb2 = GetUInt32Value(PLAYER_BYTES_2);
3862 uint8 race = (uint8)(_uf);
3863 uint8 skin = (uint8)(_pb);
3864 uint8 face = (uint8)(_pb >> 8);
3865 uint8 hairstyle = (uint8)(_pb >> 16);
3866 uint8 haircolor = (uint8)(_pb >> 24);
3867 uint8 facialhair = (uint8)(_pb2);
3869 _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
3870 _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
3872 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
3873 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
3875 uint32 flags = CORPSE_FLAG_UNK2;
3876 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
3877 flags |= CORPSE_FLAG_HIDE_HELM;
3878 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
3879 flags |= CORPSE_FLAG_HIDE_CLOAK;
3880 if(InBattleGround())
3881 flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
3882 corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
3884 corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
3886 corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
3888 uint32 iDisplayID;
3889 uint16 iIventoryType;
3890 uint32 _cfi;
3891 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
3893 if(m_items[i])
3895 iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
3896 iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType;
3898 _cfi = (uint16(iDisplayID)) | (iIventoryType)<< 24;
3899 corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi);
3903 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3904 const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
3905 assert(entry);
3906 if(entry->map_type != MAP_BATTLEGROUND)
3907 corpse->SaveToDB();
3909 // register for player, but not show
3910 ObjectAccessor::Instance().AddCorpse(corpse);
3913 void Player::SpawnCorpseBones()
3915 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
3916 SaveToDB(); // prevent loading as ghost without corpse
3919 Corpse* Player::GetCorpse() const
3921 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
3924 void Player::DurabilityLossAll(double percent, bool inventory)
3926 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
3927 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3928 DurabilityLoss(pItem,percent);
3930 if(inventory)
3932 // bags not have durability
3933 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3935 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
3936 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3937 DurabilityLoss(pItem,percent);
3939 // keys not have durability
3940 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3942 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3943 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3944 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
3945 if(Item* pItem = GetItemByPos( i, j ))
3946 DurabilityLoss(pItem,percent);
3950 void Player::DurabilityLoss(Item* item, double percent)
3952 if(!item )
3953 return;
3955 uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
3957 if(!pMaxDurability)
3958 return;
3960 uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
3962 if(pDurabilityLoss < 1 )
3963 pDurabilityLoss = 1;
3965 DurabilityPointsLoss(item,pDurabilityLoss);
3968 void Player::DurabilityPointsLossAll(int32 points, bool inventory)
3970 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
3971 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3972 DurabilityPointsLoss(pItem,points);
3974 if(inventory)
3976 // bags not have durability
3977 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3979 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
3980 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3981 DurabilityPointsLoss(pItem,points);
3983 // keys not have durability
3984 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3986 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3987 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3988 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
3989 if(Item* pItem = GetItemByPos( i, j ))
3990 DurabilityPointsLoss(pItem,points);
3994 void Player::DurabilityPointsLoss(Item* item, int32 points)
3996 int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
3997 int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
3998 int32 pNewDurability = pOldDurability - points;
4000 if (pNewDurability < 0)
4001 pNewDurability = 0;
4002 else if (pNewDurability > pMaxDurability)
4003 pNewDurability = pMaxDurability;
4005 if (pOldDurability != pNewDurability)
4007 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4008 if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
4009 _ApplyItemMods(item,item->GetSlot(), false);
4011 item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
4013 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4014 if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
4015 _ApplyItemMods(item,item->GetSlot(), true);
4017 item->SetState(ITEM_CHANGED, this);
4021 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
4023 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
4024 DurabilityPointsLoss(pItem,1);
4027 uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
4029 uint32 TotalCost = 0;
4030 // equipped, backpack, bags itself
4031 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
4032 TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
4034 // bank, buyback and keys not repaired
4036 // items in inventory bags
4037 for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
4038 for(int i = 0; i < MAX_BAG_SIZE; i++)
4039 TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
4040 return TotalCost;
4043 uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
4045 Item* item = GetItemByPos(pos);
4047 uint32 TotalCost = 0;
4048 if(!item)
4049 return TotalCost;
4051 uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4052 if(!maxDurability)
4053 return TotalCost;
4055 uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4057 if(cost)
4059 uint32 LostDurability = maxDurability - curDurability;
4060 if(LostDurability>0)
4062 ItemPrototype const *ditemProto = item->GetProto();
4064 DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
4065 if(!dcost)
4067 sLog.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
4068 return TotalCost;
4071 uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
4072 DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
4073 if(!dQualitymodEntry)
4075 sLog.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
4076 return TotalCost;
4079 uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
4080 uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
4082 costs = uint32(costs * discountMod);
4084 if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
4085 costs = 1;
4087 if (guildBank)
4089 if (GetGuildId()==0)
4091 DEBUG_LOG("You are not member of a guild");
4092 return TotalCost;
4095 Guild *pGuild = objmgr.GetGuildById(GetGuildId());
4096 if (!pGuild)
4097 return TotalCost;
4099 if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
4101 DEBUG_LOG("You do not have rights to withdraw for repairs");
4102 return TotalCost;
4105 if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
4107 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4108 return TotalCost;
4111 if (pGuild->GetGuildBankMoney() < costs)
4113 DEBUG_LOG("There is not enough money in bank");
4114 return TotalCost;
4117 pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
4118 TotalCost = costs;
4120 else if (GetMoney() < costs)
4122 DEBUG_LOG("You do not have enough money");
4123 return TotalCost;
4125 else
4126 ModifyMoney( -int32(costs) );
4130 item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
4131 item->SetState(ITEM_CHANGED, this);
4133 // reapply mods for total broken and repaired item if equipped
4134 if(IsEquipmentPos(pos) && !curDurability)
4135 _ApplyItemMods(item,pos & 255, true);
4136 return TotalCost;
4139 void Player::RepopAtGraveyard()
4141 // note: this can be called also when the player is alive
4142 // for example from WorldSession::HandleMovementOpcodes
4144 AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
4146 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4147 if(!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY || GetTransport())
4149 ResurrectPlayer(0.5f);
4150 SpawnCorpseBones();
4153 WorldSafeLocsEntry const *ClosestGrave = NULL;
4155 // Special handle for battleground maps
4156 BattleGround *bg = sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
4158 if(bg && (bg->GetTypeID() == BATTLEGROUND_AB || bg->GetTypeID() == BATTLEGROUND_EY))
4159 ClosestGrave = bg->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4160 else
4161 ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4163 // stop countdown until repop
4164 m_deathTimer = 0;
4166 // if no grave found, stay at the current location
4167 // and don't show spirit healer location
4168 if(ClosestGrave)
4170 TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
4171 if(isDead()) // not send if alive, because it used in TeleportTo()
4173 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
4174 data << ClosestGrave->map_id;
4175 data << ClosestGrave->x;
4176 data << ClosestGrave->y;
4177 data << ClosestGrave->z;
4178 GetSession()->SendPacket(&data);
4183 void Player::JoinedChannel(Channel *c)
4185 m_channels.push_back(c);
4188 void Player::LeftChannel(Channel *c)
4190 m_channels.remove(c);
4193 void Player::CleanupChannels()
4195 while(!m_channels.empty())
4197 Channel* ch = *m_channels.begin();
4198 m_channels.erase(m_channels.begin()); // remove from player's channel list
4199 ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4200 if (ChannelMgr* cMgr = channelMgr(GetTeam()))
4201 cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
4204 sLog.outDebug("Player: channels cleaned up!");
4207 void Player::UpdateLocalChannels(uint32 newZone )
4209 if(m_channels.empty())
4210 return;
4212 AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
4213 if(!current_zone)
4214 return;
4216 ChannelMgr* cMgr = channelMgr(GetTeam());
4217 if(!cMgr)
4218 return;
4220 std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
4222 for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
4224 next = i; ++next;
4226 // skip non built-in channels
4227 if(!(*i)->IsConstant())
4228 continue;
4230 ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
4231 if(!ch)
4232 continue;
4234 if((ch->flags & 4) == 4) // global channel without zone name in pattern
4235 continue;
4237 // new channel
4238 char new_channel_name_buf[100];
4239 snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
4240 Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
4242 if((*i)!=new_channel)
4244 new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
4246 // leave old channel
4247 (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4248 std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
4249 LeftChannel(*i); // remove from player's channel list
4250 cMgr->LeftChannel(name); // delete if empty
4253 sLog.outDebug("Player: channels cleaned up!");
4256 void Player::LeaveLFGChannel()
4258 for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
4260 if((*i)->IsLFG())
4262 (*i)->Leave(GetGUID());
4263 break;
4268 void Player::UpdateDefense()
4270 uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
4272 if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
4274 // update dependent from defense skill part
4275 UpdateDefenseBonusesMod();
4279 void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
4281 if(modGroup >= BASEMOD_END || modType >= MOD_END)
4283 sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4284 return;
4287 float val = 1.0f;
4289 switch(modType)
4291 case FLAT_MOD:
4292 m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
4293 break;
4294 case PCT_MOD:
4295 if(amount <= -100.0f)
4296 amount = -200.0f;
4298 val = (100.0f + amount) / 100.0f;
4299 m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
4300 break;
4303 if(!CanModifyStats())
4304 return;
4306 switch(modGroup)
4308 case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
4309 case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
4310 case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
4311 case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
4312 default: break;
4316 float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
4318 if(modGroup >= BASEMOD_END || modType > MOD_END)
4320 sLog.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4321 return 0.0f;
4324 if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4325 return 0.0f;
4327 return m_auraBaseMod[modGroup][modType];
4330 float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
4332 if(modGroup >= BASEMOD_END)
4334 sLog.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4335 return 0.0f;
4338 if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4339 return 0.0f;
4341 return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
4344 uint32 Player::GetShieldBlockValue() const
4346 BaseModGroup modGroup = SHIELD_BLOCK_VALUE;
4348 float value = GetTotalBaseModValue(modGroup) + GetStat(STAT_STRENGTH) * 0.5f - 10;
4350 value = (value < 0) ? 0 : value;
4352 return uint32(value);
4355 float Player::GetMeleeCritFromAgility()
4357 uint32 level = getLevel();
4358 uint32 pclass = getClass();
4360 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4362 GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
4363 GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4364 if (critBase==NULL || critRatio==NULL)
4365 return 0.0f;
4367 float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
4368 return crit*100.0f;
4371 float Player::GetDodgeFromAgility()
4373 // Table for base dodge values
4374 float dodge_base[MAX_CLASSES] = {
4375 0.0075f, // Warrior
4376 0.00652f, // Paladin
4377 -0.0545f, // Hunter
4378 -0.0059f, // Rogue
4379 0.03183f, // Priest
4380 0.0114f, // DK
4381 0.0167f, // Shaman
4382 0.034575f, // Mage
4383 0.02011f, // Warlock
4384 0.0f, // ??
4385 -0.0187f // Druid
4387 // Crit/agility to dodge/agility coefficient multipliers
4388 float crit_to_dodge[MAX_CLASSES] = {
4389 1.1f, // Warrior
4390 1.0f, // Paladin
4391 1.6f, // Hunter
4392 2.0f, // Rogue
4393 1.0f, // Priest
4394 1.0f, // DK?
4395 1.0f, // Shaman
4396 1.0f, // Mage
4397 1.0f, // Warlock
4398 0.0f, // ??
4399 1.7f // Druid
4402 uint32 level = getLevel();
4403 uint32 pclass = getClass();
4405 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4407 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4408 GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4409 if (dodgeRatio==NULL || pclass > MAX_CLASSES)
4410 return 0.0f;
4412 float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
4413 return dodge*100.0f;
4416 float Player::GetSpellCritFromIntellect()
4418 uint32 level = getLevel();
4419 uint32 pclass = getClass();
4421 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4423 GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
4424 GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4425 if (critBase==NULL || critRatio==NULL)
4426 return 0.0f;
4428 float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
4429 return crit*100.0f;
4432 float Player::GetRatingCoefficient(CombatRating cr) const
4434 uint32 level = getLevel();
4436 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4438 GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
4439 if (Rating == NULL)
4440 return 1.0f; // By default use minimum coefficient (not must be called)
4442 return Rating->ratio;
4445 float Player::GetRatingBonusValue(CombatRating cr) const
4447 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
4450 uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
4452 float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.0f;
4453 if (melee>25.0f) melee = 25.0f;
4454 return uint32 (melee * damage /100.0f);
4457 uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
4459 float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.0f;
4460 if (ranged>25.0f) ranged=25.0f;
4461 return uint32 (ranged * damage /100.0f);
4464 uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
4466 float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.0f;
4467 // In wow script resilience limited to 25%
4468 if (spell>25.0f)
4469 spell = 25.0f;
4470 return uint32 (spell * damage / 100.0f);
4473 uint32 Player::GetDotDamageReduction(uint32 damage) const
4475 float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
4476 // Dot resilience not limited (limit it by 100%)
4477 if (spellDot > 100.0f)
4478 spellDot = 100.0f;
4479 return uint32 (spellDot * damage / 100.0f);
4482 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
4484 switch (attType)
4486 case BASE_ATTACK:
4487 return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
4488 case OFF_ATTACK:
4489 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
4490 default:
4491 break;
4493 return 0.0f;
4496 float Player::OCTRegenHPPerSpirit()
4498 uint32 level = getLevel();
4499 uint32 pclass = getClass();
4501 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4503 GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4504 GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4505 if (baseRatio==NULL || moreRatio==NULL)
4506 return 0.0f;
4508 // Formula from PaperDollFrame script
4509 float spirit = GetStat(STAT_SPIRIT);
4510 float baseSpirit = spirit;
4511 if (baseSpirit>50) baseSpirit = 50;
4512 float moreSpirit = spirit - baseSpirit;
4513 float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
4514 return regen;
4517 float Player::OCTRegenMPPerSpirit()
4519 uint32 level = getLevel();
4520 uint32 pclass = getClass();
4522 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4524 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4525 GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4526 if (moreRatio==NULL)
4527 return 0.0f;
4529 // Formula get from PaperDollFrame script
4530 float spirit = GetStat(STAT_SPIRIT);
4531 float regen = spirit * moreRatio->ratio;
4532 return regen;
4535 void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
4537 m_baseRatingValue[cr]+=(apply ? value : -value);
4539 int32 amount = uint32(m_baseRatingValue[cr]);
4540 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4541 // stat used stored in miscValueB for this aura
4542 AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
4543 for(AuraList::const_iterator i = modRatingFromStat.begin();i != modRatingFromStat.end(); ++i)
4544 if ((*i)->GetMiscValue() & (1<<cr))
4545 amount += int32(GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetModifier()->m_amount / 100.0f);
4546 if (amount < 0)
4547 amount = 0;
4548 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
4550 float RatingCoeffecient = GetRatingCoefficient(cr);
4551 float RatingChange = 0.0f;
4553 bool affectStats = CanModifyStats();
4555 switch (cr)
4557 case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
4558 case CR_DEFENSE_SKILL:
4559 UpdateDefenseBonusesMod();
4560 break;
4561 case CR_DODGE:
4562 UpdateDodgePercentage();
4563 break;
4564 case CR_PARRY:
4565 UpdateParryPercentage();
4566 break;
4567 case CR_BLOCK:
4568 UpdateBlockPercentage();
4569 break;
4570 case CR_HIT_MELEE:
4571 UpdateMeleeHitChances();
4572 break;
4573 case CR_HIT_RANGED:
4574 UpdateRangedHitChances();
4575 break;
4576 case CR_HIT_SPELL:
4577 UpdateSpellHitChances();
4578 break;
4579 case CR_CRIT_MELEE:
4580 if(affectStats)
4582 UpdateCritPercentage(BASE_ATTACK);
4583 UpdateCritPercentage(OFF_ATTACK);
4585 break;
4586 case CR_CRIT_RANGED:
4587 if(affectStats)
4588 UpdateCritPercentage(RANGED_ATTACK);
4589 break;
4590 case CR_CRIT_SPELL:
4591 if(affectStats)
4592 UpdateAllSpellCritChances();
4593 break;
4594 case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
4595 case CR_HIT_TAKEN_RANGED:
4596 break;
4597 case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
4598 break;
4599 case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4600 case CR_CRIT_TAKEN_RANGED:
4601 break;
4602 case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4603 break;
4604 case CR_HASTE_MELEE:
4605 RatingChange = value / RatingCoeffecient;
4606 ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
4607 ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
4608 break;
4609 case CR_HASTE_RANGED:
4610 RatingChange = value / RatingCoeffecient;
4611 ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
4612 break;
4613 case CR_HASTE_SPELL:
4614 RatingChange = value / RatingCoeffecient;
4615 ApplyCastTimePercentMod(RatingChange,apply);
4616 break;
4617 case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
4618 case CR_WEAPON_SKILL_OFFHAND:
4619 case CR_WEAPON_SKILL_RANGED:
4620 break;
4621 case CR_EXPERTISE:
4622 if(affectStats)
4624 UpdateExpertise(BASE_ATTACK);
4625 UpdateExpertise(OFF_ATTACK);
4627 break;
4631 void Player::SetRegularAttackTime()
4633 for(int i = 0; i < MAX_ATTACK; ++i)
4635 Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
4636 if(tmpitem && !tmpitem->IsBroken())
4638 ItemPrototype const *proto = tmpitem->GetProto();
4639 if(proto->Delay)
4640 SetAttackTime(WeaponAttackType(i), proto->Delay);
4641 else
4642 SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
4647 //skill+step, checking for max value
4648 bool Player::UpdateSkill(uint32 skill_id, uint32 step)
4650 if(!skill_id)
4651 return false;
4653 uint16 i=0;
4654 for (; i < PLAYER_MAX_SKILLS; i++)
4655 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
4656 break;
4658 if(i>=PLAYER_MAX_SKILLS)
4659 return false;
4661 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4662 uint32 value = SKILL_VALUE(data);
4663 uint32 max = SKILL_MAX(data);
4665 if ((!max) || (!value) || (value >= max))
4666 return false;
4668 if (value*512 < max*urand(0,512))
4670 uint32 new_value = value+step;
4671 if(new_value > max)
4672 new_value = max;
4674 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
4675 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
4676 return true;
4679 return false;
4682 inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
4684 if ( SkillValue >= GrayLevel )
4685 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
4686 if ( SkillValue >= GreenLevel )
4687 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
4688 if ( SkillValue >= YellowLevel )
4689 return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
4690 return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
4693 bool Player::UpdateCraftSkill(uint32 spellid)
4695 sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
4697 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellid);
4698 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellid);
4700 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4702 if(_spell_idx->second->skillId)
4704 uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
4706 // Alchemy Discoveries here
4707 SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
4708 if(spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
4710 if(uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
4711 learnSpell(discoveredSpell);
4714 uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
4716 return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
4717 _spell_idx->second->max_value,
4718 (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
4719 _spell_idx->second->min_value),
4720 craft_skill_gain);
4723 return false;
4726 bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
4728 sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
4730 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4732 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4733 switch (SkillId)
4735 case SKILL_HERBALISM:
4736 case SKILL_LOCKPICKING:
4737 case SKILL_JEWELCRAFTING:
4738 case SKILL_INSCRIPTION:
4739 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4740 case SKILL_SKINNING:
4741 if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0)
4742 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4743 else
4744 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
4745 case SKILL_MINING:
4746 if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0)
4747 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4748 else
4749 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
4751 return false;
4754 bool Player::UpdateFishingSkill()
4756 sLog.outDebug("UpdateFishingSkill");
4758 uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
4760 int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
4762 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4764 return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
4767 bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
4769 sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
4770 if ( !SkillId )
4771 return false;
4773 if(Chance <= 0) // speedup in 0 chance case
4775 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4776 return false;
4779 uint16 i=0;
4780 for (; i < PLAYER_MAX_SKILLS; i++)
4781 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
4782 if ( i >= PLAYER_MAX_SKILLS )
4783 return false;
4785 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4786 uint16 SkillValue = SKILL_VALUE(data);
4787 uint16 MaxValue = SKILL_MAX(data);
4789 if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
4790 return false;
4792 int32 Roll = irand(1,1000);
4794 if ( Roll <= Chance )
4796 uint32 new_value = SkillValue+step;
4797 if(new_value > MaxValue)
4798 new_value = MaxValue;
4800 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
4801 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
4802 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
4803 return true;
4806 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4807 return false;
4810 void Player::UpdateWeaponSkill (WeaponAttackType attType)
4812 // no skill gain in pvp
4813 Unit *pVictim = getVictim();
4814 if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
4815 return;
4817 if(IsInFeralForm())
4818 return; // always maximized SKILL_FERAL_COMBAT in fact
4820 if(m_form == FORM_TREE)
4821 return; // use weapon but not skill up
4823 uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
4825 switch(attType)
4827 case BASE_ATTACK:
4829 Item *tmpitem = GetWeaponForAttack(attType,true);
4831 if (!tmpitem)
4832 UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
4833 else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
4834 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
4835 break;
4837 case OFF_ATTACK:
4838 case RANGED_ATTACK:
4840 Item *tmpitem = GetWeaponForAttack(attType,true);
4841 if (tmpitem)
4842 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
4843 break;
4846 UpdateAllCritPercentages();
4849 void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence)
4851 uint32 plevel = getLevel(); // if defense than pVictim == attacker
4852 uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel);
4853 uint32 moblevel = pVictim->getLevelForTarget(this);
4854 if(moblevel < greylevel)
4855 return;
4857 if (moblevel > plevel + 5)
4858 moblevel = plevel + 5;
4860 uint32 lvldif = moblevel - greylevel;
4861 if(lvldif < 3)
4862 lvldif = 3;
4864 uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
4865 if(skilldif <= 0)
4866 return;
4868 float chance = float(3 * lvldif * skilldif) / plevel;
4869 if(!defence)
4871 if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
4872 chance *= 0.1f * GetStat(STAT_INTELLECT);
4875 chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
4877 if(roll_chance_f(chance))
4879 if(defence)
4880 UpdateDefense();
4881 else
4882 UpdateWeaponSkill(attType);
4884 else
4885 return;
4888 void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
4890 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4891 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid)
4893 uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
4894 int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
4895 int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
4897 if(talent) // permanent bonus stored in high part
4898 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
4899 else // temporary/item bonus stored in low part
4900 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
4901 return;
4905 void Player::UpdateSkillsForLevel()
4907 uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
4908 uint32 maxSkill = GetMaxSkillValueForLevel();
4910 bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
4912 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4913 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4915 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
4917 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
4918 if(!pSkill)
4919 continue;
4921 if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
4922 continue;
4924 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4925 uint32 max = SKILL_MAX(data);
4926 uint32 val = SKILL_VALUE(data);
4928 /// update only level dependent max skill values
4929 if(max!=1)
4931 /// miximize skill always
4932 if(alwaysMaxSkill)
4933 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(maxSkill,maxSkill));
4934 /// update max skill value if current max skill not maximized
4935 else if(max != maxconfskill)
4936 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,maxSkill));
4941 void Player::UpdateSkillsToMaxSkillsForLevel()
4943 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4944 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4946 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
4947 if( IsProfessionOrRidingSkill(pskill))
4948 continue;
4949 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4951 uint32 max = SKILL_MAX(data);
4953 if(max > 1)
4954 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
4956 if(pskill == SKILL_DEFENSE)
4957 UpdateDefenseBonusesMod();
4961 // This functions sets a skill line value (and adds if doesn't exist yet)
4962 // To "remove" a skill line, set it's values to zero
4963 void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
4965 if(!id)
4966 return;
4968 uint16 i=0;
4969 for (; i < PLAYER_MAX_SKILLS; i++)
4970 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break;
4972 if(i<PLAYER_MAX_SKILLS) //has skill
4974 if(currVal)
4976 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
4977 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
4979 else //remove
4981 // clear skill fields
4982 SetUInt32Value(PLAYER_SKILL_INDEX(i),0);
4983 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0);
4984 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
4986 // remove spells that depend on this skill when removing the skill
4987 for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
4989 ++next;
4990 if(itr->second->state == PLAYERSPELL_REMOVED)
4991 continue;
4993 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(itr->first);
4994 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(itr->first);
4996 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4998 if (_spell_idx->second->skillId == id)
5000 // this may remove more than one spell (dependents)
5001 removeSpell(itr->first);
5002 next = m_spells.begin();
5003 break;
5009 else if(currVal) //add
5011 for (i=0; i < PLAYER_MAX_SKILLS; i++)
5012 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5014 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
5015 if(!pSkill)
5017 sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
5018 return;
5020 // enable unlearn button for primary professions only
5021 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
5022 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
5023 else
5024 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
5025 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5026 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
5028 // apply skill bonuses
5029 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5031 // temporary bonuses
5032 AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
5033 for(AuraList::const_iterator i = mModSkill.begin(); i != mModSkill.end(); ++i)
5034 if ((*i)->GetModifier()->m_miscvalue == int32(id))
5035 (*i)->ApplyModifier(true);
5037 // permanent bonuses
5038 AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
5039 for(AuraList::const_iterator i = mModSkillTalent.begin(); i != mModSkillTalent.end(); ++i)
5040 if ((*i)->GetModifier()->m_miscvalue == int32(id))
5041 (*i)->ApplyModifier(true);
5043 // Learn all spells for skill
5044 learnSkillRewardedSpells(id);
5045 return;
5050 bool Player::HasSkill(uint32 skill) const
5052 if(!skill)return false;
5053 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5055 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5057 return true;
5060 return false;
5063 uint16 Player::GetSkillValue(uint32 skill) const
5065 if(!skill)
5066 return 0;
5068 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5070 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5072 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5074 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5075 result += SKILL_TEMP_BONUS(bonus);
5076 result += SKILL_PERM_BONUS(bonus);
5077 return result < 0 ? 0 : result;
5080 return 0;
5083 uint16 Player::GetMaxSkillValue(uint32 skill) const
5085 if(!skill)return 0;
5086 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5088 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5090 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5092 int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5093 result += SKILL_TEMP_BONUS(bonus);
5094 result += SKILL_PERM_BONUS(bonus);
5095 return result < 0 ? 0 : result;
5098 return 0;
5101 uint16 Player::GetPureMaxSkillValue(uint32 skill) const
5103 if(!skill)return 0;
5104 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5106 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5108 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5111 return 0;
5114 uint16 Player::GetBaseSkillValue(uint32 skill) const
5116 if(!skill)return 0;
5117 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5119 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5121 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5122 result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5123 return result < 0 ? 0 : result;
5126 return 0;
5129 uint16 Player::GetPureSkillValue(uint32 skill) const
5131 if(!skill)return 0;
5132 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5134 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5136 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5139 return 0;
5142 int16 Player::GetSkillPermBonusValue(uint32 skill) const
5144 if(!skill)
5145 return 0;
5147 for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
5149 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5151 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5155 return 0;
5158 int16 Player::GetSkillTempBonusValue(uint32 skill) const
5160 if(!skill)
5161 return 0;
5163 for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
5165 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5167 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5171 return 0;
5174 void Player::SendInitialActionButtons()
5176 sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5178 WorldPacket data(SMSG_ACTION_BUTTONS, (MAX_ACTION_BUTTONS*4));
5179 for(int button = 0; button < MAX_ACTION_BUTTONS; ++button)
5181 ActionButtonList::const_iterator itr = m_actionButtons.find(button);
5182 if(itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
5184 data << uint16(itr->second.action);
5185 data << uint8(itr->second.misc);
5186 data << uint8(itr->second.type);
5188 else
5190 data << uint32(0);
5194 GetSession()->SendPacket( &data );
5195 sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5198 void Player::addActionButton(const uint8 button, const uint16 action, const uint8 type, const uint8 misc)
5200 if(button >= MAX_ACTION_BUTTONS)
5202 sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() );
5203 return;
5206 // check cheating with adding non-known spells to action bar
5207 if(type==ACTION_BUTTON_SPELL)
5209 if(!sSpellStore.LookupEntry(action))
5211 sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
5212 return;
5215 if(!HasSpell(action))
5217 sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
5218 return;
5222 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5224 if (buttonItr==m_actionButtons.end())
5225 { // just add new button
5226 m_actionButtons[button] = ActionButton(action,type,misc);
5228 else
5229 { // change state of current button
5230 ActionButtonUpdateState uState = buttonItr->second.uState;
5231 buttonItr->second = ActionButton(action,type,misc);
5232 if (uState != ACTIONBUTTON_NEW) buttonItr->second.uState = ACTIONBUTTON_CHANGED;
5235 sLog.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action, button );
5238 void Player::removeActionButton(uint8 button)
5240 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5241 if (buttonItr==m_actionButtons.end())
5242 return;
5244 if(buttonItr->second.uState==ACTIONBUTTON_NEW)
5245 m_actionButtons.erase(buttonItr); // new and not saved
5246 else
5247 buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
5249 sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() );
5252 void Player::SetDontMove(bool dontMove)
5254 m_dontMove = dontMove;
5257 bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
5259 // prevent crash when a bad coord is sent by the client
5260 if(!MaNGOS::IsValidMapCoord(x,y,z,orientation))
5262 sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
5263 return false;
5266 Map *m = GetMap();
5268 const float old_x = GetPositionX();
5269 const float old_y = GetPositionY();
5270 const float old_z = GetPositionZ();
5271 const float old_r = GetOrientation();
5273 if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation )
5275 if (teleport || old_x != x || old_y != y || old_z != z)
5276 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
5277 else
5278 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
5280 // move and update visible state if need
5281 m->PlayerRelocation(this, x, y, z, orientation);
5283 // reread after Map::Relocation
5284 m = GetMap();
5285 x = GetPositionX();
5286 y = GetPositionY();
5287 z = GetPositionZ();
5289 // group update
5290 if(GetGroup() && (old_x != x || old_y != y))
5291 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
5294 // code block for underwater state update
5295 UpdateUnderwaterState(m, x, y, z);
5297 CheckExploreSystem();
5299 return true;
5302 void Player::SaveRecallPosition()
5304 m_recallMap = GetMapId();
5305 m_recallX = GetPositionX();
5306 m_recallY = GetPositionY();
5307 m_recallZ = GetPositionZ();
5308 m_recallO = GetOrientation();
5311 void Player::SendMessageToSet(WorldPacket *data, bool self)
5313 GetMap()->MessageBroadcast(this, data, self);
5316 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
5318 GetMap()->MessageDistBroadcast(this, data, dist, self);
5321 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
5323 GetMap()->MessageDistBroadcast(this, data, dist, self,own_team_only);
5326 void Player::SendDirectMessage(WorldPacket *data)
5328 GetSession()->SendPacket(data);
5331 void Player::CheckExploreSystem()
5333 if (!isAlive())
5334 return;
5336 if (isInFlight())
5337 return;
5339 uint16 areaFlag=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5340 if(areaFlag==0xffff)
5341 return;
5342 int offset = areaFlag / 32;
5344 if(offset >= 128)
5346 sLog.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset);
5347 return;
5350 uint32 val = (uint32)(1 << (areaFlag % 32));
5351 uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
5353 if( !(currFields & val) )
5355 SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
5357 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
5359 AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
5360 if(!p)
5362 sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5364 else if(p->area_level > 0)
5366 uint32 area = p->ID;
5367 if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
5369 SendExplorationExperience(area,0);
5371 else
5373 int32 diff = int32(getLevel()) - p->area_level;
5374 uint32 XP = 0;
5375 if (diff < -5)
5377 XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
5379 else if (diff > 5)
5381 int32 exploration_percent = (100-((diff-5)*5));
5382 if (exploration_percent > 100)
5383 exploration_percent = 100;
5384 else if (exploration_percent < 0)
5385 exploration_percent = 0;
5387 XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
5389 else
5391 XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
5394 GiveXP( XP, NULL );
5395 SendExplorationExperience(area,XP);
5397 sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
5402 uint32 Player::TeamForRace(uint8 race)
5404 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5405 if(!rEntry)
5407 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5408 return ALLIANCE;
5411 switch(rEntry->TeamID)
5413 case 7: return ALLIANCE;
5414 case 1: return HORDE;
5417 sLog.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
5418 return ALLIANCE;
5421 uint32 Player::getFactionForRace(uint8 race)
5423 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5424 if(!rEntry)
5426 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5427 return 0;
5430 return rEntry->FactionID;
5433 void Player::setFactionForRace(uint8 race)
5435 m_team = TeamForRace(race);
5436 setFaction( getFactionForRace(race) );
5439 void Player::UpdateReputation() const
5441 sLog.outDetail( "WORLD: Player::UpdateReputation" );
5443 for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
5445 SendFactionState(&(itr->second));
5449 void Player::SendFactionState(FactionState const* faction) const
5451 if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
5453 WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
5454 data << (float) 0; // unk 2.4.0
5455 data << (uint8) 0; // wotlk 8634
5456 data << (uint32) 1; // count
5457 // for
5458 data << (uint32) faction->ReputationListID;
5459 data << (uint32) faction->Standing;
5460 // end for
5461 GetSession()->SendPacket(&data);
5465 void Player::SendInitialReputations()
5467 WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
5468 data << uint32 (0x00000080);
5470 RepListID a = 0;
5472 for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
5474 // fill in absent fields
5475 for (; a != itr->first; a++)
5477 data << uint8 (0x00);
5478 data << uint32 (0x00000000);
5481 // fill in encountered data
5482 data << uint8 (itr->second.Flags);
5483 data << uint32 (itr->second.Standing);
5485 ++a;
5488 // fill in absent fields
5489 for (; a != 128; a++)
5491 data << uint8 (0x00);
5492 data << uint32 (0x00000000);
5495 GetSession()->SendPacket(&data);
5498 FactionState const* Player::GetFactionState( FactionEntry const* factionEntry) const
5500 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5501 if (itr != m_factions.end())
5502 return &itr->second;
5504 return NULL;
5507 void Player::SetFactionAtWar(FactionState* faction, bool atWar)
5509 // not allow declare war to own faction
5510 if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) )
5511 return;
5513 // already set
5514 if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
5515 return;
5517 if( atWar )
5518 faction->Flags |= FACTION_FLAG_AT_WAR;
5519 else
5520 faction->Flags &= ~FACTION_FLAG_AT_WAR;
5522 faction->Changed = true;
5525 void Player::SetFactionInactive(FactionState* faction, bool inactive)
5527 // always invisible or hidden faction can't be inactive
5528 if(inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE) ) )
5529 return;
5531 // already set
5532 if(((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
5533 return;
5535 if(inactive)
5536 faction->Flags |= FACTION_FLAG_INACTIVE;
5537 else
5538 faction->Flags &= ~FACTION_FLAG_INACTIVE;
5540 faction->Changed = true;
5543 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId)
5545 FactionTemplateEntry const*factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5547 if(!factionTemplateEntry)
5548 return;
5550 SetFactionVisibleForFactionId(factionTemplateEntry->faction);
5553 void Player::SetFactionVisibleForFactionId(uint32 FactionId)
5555 FactionEntry const *factionEntry = sFactionStore.LookupEntry(FactionId);
5556 if(!factionEntry)
5557 return;
5559 if(factionEntry->reputationListID < 0)
5560 return;
5562 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5563 if (itr == m_factions.end())
5564 return;
5566 SetFactionVisible(&itr->second);
5569 void Player::SetFactionVisible(FactionState* faction)
5571 // always invisible or hidden faction can't be make visible
5572 if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
5573 return;
5575 // already set
5576 if(faction->Flags & FACTION_FLAG_VISIBLE)
5577 return;
5579 faction->Flags |= FACTION_FLAG_VISIBLE;
5580 faction->Changed = true;
5582 if(!m_session->PlayerLoading())
5584 // make faction visible in reputation list at client
5585 WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4);
5586 data << faction->ReputationListID;
5587 GetSession()->SendPacket(&data);
5591 void Player::SetInitialFactions()
5593 for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
5595 FactionEntry const *factionEntry = sFactionStore.LookupEntry(i);
5597 if( factionEntry && (factionEntry->reputationListID >= 0))
5599 FactionState newFaction;
5600 newFaction.ID = factionEntry->ID;
5601 newFaction.ReputationListID = factionEntry->reputationListID;
5602 newFaction.Standing = 0;
5603 newFaction.Flags = GetDefaultReputationFlags(factionEntry);
5604 newFaction.Changed = true;
5606 m_factions[newFaction.ReputationListID] = newFaction;
5611 uint32 Player::GetDefaultReputationFlags(const FactionEntry *factionEntry) const
5613 if (!factionEntry)
5614 return 0;
5616 uint32 raceMask = getRaceMask();
5617 uint32 classMask = getClassMask();
5618 for (int i=0; i < 4; i++)
5620 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5621 (factionEntry->BaseRepClassMask[i]==0 ||
5622 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5623 return factionEntry->ReputationFlags[i];
5625 return 0;
5628 int32 Player::GetBaseReputation(const FactionEntry *factionEntry) const
5630 if (!factionEntry)
5631 return 0;
5633 uint32 raceMask = getRaceMask();
5634 uint32 classMask = getClassMask();
5635 for (int i=0; i < 4; i++)
5637 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5638 (factionEntry->BaseRepClassMask[i]==0 ||
5639 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5640 return factionEntry->BaseRepValue[i];
5643 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5644 return 0;
5647 int32 Player::GetReputation(uint32 faction_id) const
5649 FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id);
5651 if (!factionEntry)
5653 sLog.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id);
5654 return 0;
5657 return GetReputation(factionEntry);
5660 int32 Player::GetReputation(const FactionEntry *factionEntry) const
5662 // Faction without recorded reputation. Just ignore.
5663 if(!factionEntry)
5664 return 0;
5666 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5667 if (itr != m_factions.end())
5668 return GetBaseReputation(factionEntry) + itr->second.Standing;
5670 return 0;
5673 ReputationRank Player::GetReputationRank(uint32 faction) const
5675 FactionEntry const*factionEntry = sFactionStore.LookupEntry(faction);
5676 if(!factionEntry)
5677 return MIN_REPUTATION_RANK;
5679 return GetReputationRank(factionEntry);
5682 ReputationRank Player::ReputationToRank(int32 standing) const
5684 int32 Limit = Reputation_Cap + 1;
5685 for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i)
5687 Limit -= ReputationRank_Length[i];
5688 if (standing >= Limit )
5689 return ReputationRank(i);
5691 return MIN_REPUTATION_RANK;
5694 ReputationRank Player::GetReputationRank(const FactionEntry *factionEntry) const
5696 int32 Reputation = GetReputation(factionEntry);
5697 return ReputationToRank(Reputation);
5700 ReputationRank Player::GetBaseReputationRank(const FactionEntry *factionEntry) const
5702 int32 Reputation = GetBaseReputation(factionEntry);
5703 return ReputationToRank(Reputation);
5706 bool Player::ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation)
5708 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5710 if(!factionTemplateEntry)
5712 sLog.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5713 return false;
5716 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5718 // Faction without recorded reputation. Just ignore.
5719 if(!factionEntry)
5720 return false;
5722 return ModifyFactionReputation(factionEntry, DeltaReputation);
5725 bool Player::ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing)
5727 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5728 if (flist)
5730 bool res = false;
5731 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5733 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5734 if(factionEntryCalc)
5735 res = ModifyOneFactionReputation(factionEntryCalc, standing);
5737 return res;
5739 else
5740 return ModifyOneFactionReputation(factionEntry, standing);
5743 bool Player::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5745 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5746 if (itr != m_factions.end())
5748 int32 BaseRep = GetBaseReputation(factionEntry);
5749 int32 new_rep = BaseRep + itr->second.Standing + standing;
5751 if (new_rep > Reputation_Cap)
5752 new_rep = Reputation_Cap;
5753 else
5754 if (new_rep < Reputation_Bottom)
5755 new_rep = Reputation_Bottom;
5757 if(ReputationToRank(new_rep) <= REP_HOSTILE)
5758 SetFactionAtWar(&itr->second,true);
5760 itr->second.Standing = new_rep - BaseRep;
5761 itr->second.Changed = true;
5763 SetFactionVisible(&itr->second);
5765 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
5767 if(uint32 questid = GetQuestSlotQuestId(i))
5769 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
5770 if( qInfo && qInfo->GetRepObjectiveFaction() == factionEntry->ID )
5772 QuestStatusData& q_status = mQuestStatus[questid];
5773 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
5775 if(GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
5776 if ( CanCompleteQuest( questid ) )
5777 CompleteQuest( questid );
5779 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
5781 if(GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
5782 IncompleteQuest( questid );
5787 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION);
5788 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION);
5789 SendFactionState(&(itr->second));
5791 return true;
5793 return false;
5796 bool Player::SetFactionReputation(uint32 FactionTemplateId, int32 standing)
5798 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5800 if(!factionTemplateEntry)
5802 sLog.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5803 return false;
5806 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5808 // Faction without recorded reputation. Just ignore.
5809 if(!factionEntry)
5810 return false;
5812 return SetFactionReputation(factionEntry, standing);
5815 bool Player::SetFactionReputation(FactionEntry const* factionEntry, int32 standing)
5817 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5818 if (flist)
5820 bool res = false;
5821 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5823 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5824 if(factionEntryCalc)
5825 res = SetOneFactionReputation(factionEntryCalc, standing);
5827 return res;
5829 else
5830 return SetOneFactionReputation(factionEntry, standing);
5833 bool Player::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5835 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5836 if (itr != m_factions.end())
5838 if (standing > Reputation_Cap)
5839 standing = Reputation_Cap;
5840 else
5841 if (standing < Reputation_Bottom)
5842 standing = Reputation_Bottom;
5844 int32 BaseRep = GetBaseReputation(factionEntry);
5845 itr->second.Standing = standing - BaseRep;
5846 itr->second.Changed = true;
5848 SetFactionVisible(&itr->second);
5850 if(ReputationToRank(standing) <= REP_HOSTILE)
5851 SetFactionAtWar(&itr->second,true);
5853 SendFactionState(&(itr->second));
5854 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION);
5855 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION);
5856 return true;
5858 return false;
5861 //Calculate total reputation percent player gain with quest/creature level
5862 int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest)
5864 // for grey creature kill received 20%, in other case 100.
5865 int32 percent = (!for_quest && (creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5867 int32 repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
5869 percent += rep > 0 ? repMod : -repMod;
5871 if(percent <=0)
5872 return 0;
5874 return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*rep*percent/100);
5877 //Calculates how many reputation points player gains in victim's enemy factions
5878 void Player::RewardReputation(Unit *pVictim, float rate)
5880 if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
5881 return;
5883 ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
5885 if(!Rep)
5886 return;
5888 if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
5890 int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false);
5891 donerep1 = int32(donerep1*rate);
5892 FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
5893 uint32 current_reputation_rank1 = GetReputationRank(factionEntry1);
5894 if(factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
5895 ModifyFactionReputation(factionEntry1, donerep1);
5897 // Wiki: Team factions value divided by 2
5898 if(Rep->is_teamaward1)
5900 FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
5901 if(team1_factionEntry)
5902 ModifyFactionReputation(team1_factionEntry, donerep1 / 2);
5906 if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
5908 int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false);
5909 donerep2 = int32(donerep2*rate);
5910 FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
5911 uint32 current_reputation_rank2 = GetReputationRank(factionEntry2);
5912 if(factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
5913 ModifyFactionReputation(factionEntry2, donerep2);
5915 // Wiki: Team factions value divided by 2
5916 if(Rep->is_teamaward2)
5918 FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
5919 if(team2_factionEntry)
5920 ModifyFactionReputation(team2_factionEntry, donerep2 / 2);
5925 //Calculate how many reputation points player gain with the quest
5926 void Player::RewardReputation(Quest const *pQuest)
5928 // quest reputation reward/loss
5929 for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
5931 if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] )
5933 int32 rep = CalculateReputationGain(pQuest->GetQuestLevel(),pQuest->RewRepValue[i],true);
5934 FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
5935 if(factionEntry)
5936 ModifyFactionReputation(factionEntry, rep);
5940 // TODO: implement reputation spillover
5943 void Player::UpdateArenaFields(void)
5945 /* arena calcs go here */
5948 void Player::UpdateHonorFields()
5950 /// called when rewarding honor and at each save
5951 uint64 now = time(NULL);
5952 uint64 today = uint64(time(NULL) / DAY) * DAY;
5954 if(m_lastHonorUpdateTime < today)
5956 uint64 yesterday = today - DAY;
5958 uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
5960 // update yesterday's contribution
5961 if(m_lastHonorUpdateTime >= yesterday )
5963 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
5965 // this is the first update today, reset today's contribution
5966 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
5967 SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
5969 else
5971 // no honor/kills yesterday or today, reset
5972 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
5973 SetUInt32Value(PLAYER_FIELD_KILLS, 0);
5977 m_lastHonorUpdateTime = now;
5980 ///Calculate the amount of honor gained based on the victim
5981 ///and the size of the group for which the honor is divided
5982 ///An exact honor value can also be given (overriding the calcs)
5983 bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor)
5985 // do not reward honor in arenas, but enable onkill spellproc
5986 if(InArena())
5988 if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
5989 return false;
5991 if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
5992 return false;
5994 return true;
5997 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5998 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
5999 return false;
6001 uint64 victim_guid = 0;
6002 uint32 victim_rank = 0;
6004 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
6005 UpdateHonorFields();
6007 if(honor <= 0)
6009 if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
6010 return false;
6012 victim_guid = uVictim->GetGUID();
6014 if( uVictim->GetTypeId() == TYPEID_PLAYER )
6016 Player *pVictim = (Player *)uVictim;
6018 if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
6019 return false;
6021 float f = 1; //need for total kills (?? need more info)
6022 uint32 k_grey = 0;
6023 uint32 k_level = getLevel();
6024 uint32 v_level = pVictim->getLevel();
6027 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6028 // [0] Just name
6029 // [1..14] Alliance honor titles and player name
6030 // [15..28] Horde honor titles and player name
6031 // [29..38] Other title and player name
6032 // [39+] Nothing
6033 uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
6034 // Get Killer titles, CharTitlesEntry::bit_index
6035 // Ranks:
6036 // title[1..14] -> rank[5..18]
6037 // title[15..28] -> rank[5..18]
6038 // title[other] -> 0
6039 if (victim_title == 0)
6040 victim_guid = 0; // Don't show HK: <rank> message, only log.
6041 else if (victim_title < 15)
6042 victim_rank = victim_title + 4;
6043 else if (victim_title < 29)
6044 victim_rank = victim_title - 14 + 4;
6045 else
6046 victim_guid = 0; // Don't show HK: <rank> message, only log.
6049 k_grey = MaNGOS::XP::GetGrayLevel(k_level);
6051 if(v_level<=k_grey)
6052 return false;
6054 float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
6056 int32 v_rank =1; //need more info
6058 honor = ((f * diff_level * (190 + v_rank*10))/6);
6059 honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
6061 // count the number of playerkills in one day
6062 ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
6063 // and those in a lifetime
6064 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true);
6066 else
6068 Creature *cVictim = (Creature *)uVictim;
6070 if (!cVictim->isRacialLeader())
6071 return false;
6073 honor = 100; // ??? need more info
6074 victim_rank = 19; // HK: Leader
6078 if (uVictim != NULL)
6080 honor *= sWorld.getRate(RATE_HONOR);
6082 if(groupsize > 1)
6083 honor /= groupsize;
6085 honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6088 // honor - for show honor points in log
6089 // victim_guid - for show victim name in log
6090 // victim_rank [1..4] HK: <dishonored rank>
6091 // victim_rank [5..19] HK: <alliance\horde rank>
6092 // victim_rank [0,20+] HK: <>
6093 WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
6094 data << (uint32) honor;
6095 data << (uint64) victim_guid;
6096 data << (uint32) victim_rank;
6098 GetSession()->SendPacket(&data);
6100 // add honor points
6101 ModifyHonorPoints(int32(honor));
6103 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
6104 return true;
6107 void Player::ModifyHonorPoints( int32 value )
6109 if(value < 0)
6111 if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
6112 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
6113 else
6114 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
6116 else
6117 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
6120 void Player::ModifyArenaPoints( int32 value )
6122 if(value < 0)
6124 if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
6125 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
6126 else
6127 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
6129 else
6130 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
6133 uint32 Player::GetGuildIdFromDB(uint64 guid)
6135 QueryResult* result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
6136 if(!result)
6137 return 0;
6139 uint32 id = result->Fetch()[0].GetUInt32();
6140 delete result;
6141 return id;
6144 uint32 Player::GetRankFromDB(uint64 guid)
6146 QueryResult *result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) );
6147 if( result )
6149 uint32 v = result->Fetch()[0].GetUInt32();
6150 delete result;
6151 return v;
6153 else
6154 return 0;
6157 uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
6159 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);
6160 if(!result)
6161 return 0;
6163 uint32 id = (*result)[0].GetUInt32();
6164 delete result;
6165 return id;
6168 uint32 Player::GetZoneIdFromDB(uint64 guid)
6170 uint32 guidLow = GUID_LOPART(guid);
6171 QueryResult *result = CharacterDatabase.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow );
6172 if (!result)
6173 return 0;
6174 Field* fields = result->Fetch();
6175 uint32 zone = fields[0].GetUInt32();
6176 delete result;
6178 if (!zone)
6180 // stored zone is zero, use generic and slow zone detection
6181 result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow);
6182 if( !result )
6183 return 0;
6184 fields = result->Fetch();
6185 uint32 map = fields[0].GetUInt32();
6186 float posx = fields[1].GetFloat();
6187 float posy = fields[2].GetFloat();
6188 float posz = fields[3].GetFloat();
6189 delete result;
6191 zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
6193 CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
6196 return zone;
6199 void Player::UpdateArea(uint32 newArea)
6201 // FFA_PVP flags are area and not zone id dependent
6202 // so apply them accordingly
6203 m_areaUpdateId = newArea;
6205 AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
6207 if(area && (area->flags & AREA_FLAG_ARENA))
6209 if(!isGameMaster())
6210 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6212 else
6214 // remove ffa flag only if not ffapvp realm
6215 // removal in sanctuaries and capitals is handled in zone update
6216 if(HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP) && !sWorld.IsFFAPvPRealm())
6217 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6220 UpdateAreaDependentAuras(newArea);
6223 void Player::UpdateZone(uint32 newZone)
6225 m_zoneUpdateId = newZone;
6226 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
6228 // zone changed, so area changed as well, update it
6229 UpdateArea(GetAreaId());
6231 AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
6232 if(!zone)
6233 return;
6235 if (sWorld.getConfig(CONFIG_WEATHER))
6237 Weather *wth = sWorld.FindWeather(zone->ID);
6238 if(wth)
6240 wth->SendWeatherUpdateToPlayer(this);
6242 else
6244 if(!sWorld.AddWeather(zone->ID))
6246 // send fine weather packet to remove old zone's weather
6247 Weather::SendFineWeatherUpdateToPlayer(this);
6252 pvpInfo.inHostileArea =
6253 GetTeam() == ALLIANCE && zone->team == AREATEAM_HORDE ||
6254 GetTeam() == HORDE && zone->team == AREATEAM_ALLY ||
6255 sWorld.IsPvPRealm() && zone->team == AREATEAM_NONE ||
6256 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6258 if(pvpInfo.inHostileArea) // in hostile area
6260 if(!IsPvP() || pvpInfo.endTimer != 0)
6261 UpdatePvP(true, true);
6263 else // in friendly area
6265 if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
6266 pvpInfo.endTimer = time(0); // start toggle-off
6269 if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary
6271 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6272 if(sWorld.IsFFAPvPRealm())
6273 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6275 else
6277 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6280 if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
6282 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6283 SetRestType(REST_TYPE_IN_CITY);
6284 InnEnter(time(0),GetMapId(),0,0,0);
6286 if(sWorld.IsFFAPvPRealm())
6287 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6289 else // anywhere else
6291 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6293 if(GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
6295 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6297 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6298 SetRestType(REST_TYPE_NO);
6300 if(sWorld.IsFFAPvPRealm())
6301 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6304 else // not in tavern (leave city then)
6306 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6307 SetRestType(REST_TYPE_NO);
6309 // Set player to FFA PVP when not in rested environment.
6310 if(sWorld.IsFFAPvPRealm())
6311 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6316 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6317 // if player resurrected at teleport this will be applied in resurrect code
6318 if(isAlive())
6319 DestroyZoneLimitedItem( true, newZone );
6321 // recent client version not send leave/join channel packets for built-in local channels
6322 UpdateLocalChannels( newZone );
6324 // group update
6325 if(GetGroup())
6326 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
6328 UpdateZoneDependentAuras(newZone);
6331 //If players are too far way of duel flag... then player loose the duel
6332 void Player::CheckDuelDistance(time_t currTime)
6334 if(!duel)
6335 return;
6337 uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
6338 GameObject* obj = ObjectAccessor::GetGameObject(*this, duelFlagGUID);
6339 if(!obj)
6340 return;
6342 if(duel->outOfBound == 0)
6344 if(!IsWithinDistInMap(obj, 50))
6346 duel->outOfBound = currTime;
6348 WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
6349 GetSession()->SendPacket(&data);
6352 else
6354 if(IsWithinDistInMap(obj, 40))
6356 duel->outOfBound = 0;
6358 WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
6359 GetSession()->SendPacket(&data);
6361 else if(currTime >= (duel->outOfBound+10))
6363 DuelComplete(DUEL_FLED);
6368 void Player::DuelComplete(DuelCompleteType type)
6370 // duel not requested
6371 if(!duel)
6372 return;
6374 WorldPacket data(SMSG_DUEL_COMPLETE, (1));
6375 data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
6376 GetSession()->SendPacket(&data);
6377 duel->opponent->GetSession()->SendPacket(&data);
6379 if(type != DUEL_INTERUPTED)
6381 data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
6382 data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled
6383 data << duel->opponent->GetName();
6384 data << GetName();
6385 SendMessageToSet(&data,true);
6388 // cool-down duel spell
6389 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6391 data<<GetGUID();
6392 data<<uint8(0x0);
6394 data<<(uint32)7266;
6395 data<<uint32(0x0);
6396 GetSession()->SendPacket(&data);
6397 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6398 data<<duel->opponent->GetGUID();
6399 data<<uint8(0x0);
6400 data<<(uint32)7266;
6401 data<<uint32(0x0);
6402 duel->opponent->GetSession()->SendPacket(&data);*/
6404 //Remove Duel Flag object
6405 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
6406 if(obj)
6407 duel->initiator->RemoveGameObject(obj,true);
6409 /* remove auras */
6410 std::vector<uint32> auras2remove;
6411 AuraMap const& vAuras = duel->opponent->GetAuras();
6412 for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); ++i)
6414 if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6415 auras2remove.push_back(i->second->GetId());
6418 for(size_t i=0; i<auras2remove.size(); i++)
6419 duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
6421 auras2remove.clear();
6422 AuraMap const& auras = GetAuras();
6423 for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); ++i)
6425 if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6426 auras2remove.push_back(i->second->GetId());
6428 for(size_t i=0; i<auras2remove.size(); i++)
6429 RemoveAurasDueToSpell(auras2remove[i]);
6431 // cleanup combo points
6432 if(GetComboTarget()==duel->opponent->GetGUID())
6433 ClearComboPoints();
6434 else if(GetComboTarget()==duel->opponent->GetPetGUID())
6435 ClearComboPoints();
6437 if(duel->opponent->GetComboTarget()==GetGUID())
6438 duel->opponent->ClearComboPoints();
6439 else if(duel->opponent->GetComboTarget()==GetPetGUID())
6440 duel->opponent->ClearComboPoints();
6442 //cleanups
6443 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6444 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6445 duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6446 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6448 delete duel->opponent->duel;
6449 duel->opponent->duel = NULL;
6450 delete duel;
6451 duel = NULL;
6454 //---------------------------------------------------------//
6456 void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
6458 if(slot >= INVENTORY_SLOT_BAG_END || !item)
6459 return;
6461 // not apply/remove mods for broken item
6462 if(item->IsBroken())
6463 return;
6465 ItemPrototype const *proto = item->GetProto();
6467 if(!proto)
6468 return;
6470 sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
6472 uint32 attacktype = Player::GetAttackBySlot(slot);
6473 if(attacktype < MAX_ATTACK)
6474 _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
6476 _ApplyItemBonuses(proto,slot,apply);
6478 if( slot==EQUIPMENT_SLOT_RANGED )
6479 _ApplyAmmoBonuses();
6481 ApplyItemEquipSpell(item,apply);
6482 ApplyEnchantment(item, apply);
6484 if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6485 CorrectMetaGemEnchants(slot, apply);
6487 sLog.outDebug("_ApplyItemMods complete.");
6490 void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply)
6492 if(slot >= INVENTORY_SLOT_BAG_END || !proto)
6493 return;
6495 for (int i = 0; i < 10; i++)
6497 uint32 statType = 0;
6498 int32 val = 0;
6500 if(proto->ScalingStatDistribution)
6502 if(ScalingStatDistributionEntry const *ssd = sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution))
6504 statType = ssd->StatMod[i];
6506 if(uint32 modifier = ssd->Modifier[i])
6508 uint32 level = ((getLevel() > ssd->MaxLevel) ? ssd->MaxLevel : getLevel());
6509 if(ScalingStatValuesEntry const *ssv = sScalingStatValuesStore.LookupEntry(level))
6511 uint32 multiplier = ssv->Multiplier[proto->GetScalingStatValuesColumn()];
6512 val = (multiplier * modifier) / 10000;
6517 else
6519 statType = proto->ItemStat[i].ItemStatType;
6520 val = proto->ItemStat[i].ItemStatValue;
6523 if(val == 0)
6524 continue;
6526 switch (statType)
6528 case ITEM_MOD_MANA:
6529 HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
6530 break;
6531 case ITEM_MOD_HEALTH: // modify HP
6532 HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
6533 break;
6534 case ITEM_MOD_AGILITY: // modify agility
6535 HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
6536 ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
6537 break;
6538 case ITEM_MOD_STRENGTH: //modify strength
6539 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
6540 ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
6541 break;
6542 case ITEM_MOD_INTELLECT: //modify intellect
6543 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
6544 ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
6545 break;
6546 case ITEM_MOD_SPIRIT: //modify spirit
6547 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
6548 ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
6549 break;
6550 case ITEM_MOD_STAMINA: //modify stamina
6551 HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
6552 ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
6553 break;
6554 case ITEM_MOD_DEFENSE_SKILL_RATING:
6555 ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
6556 break;
6557 case ITEM_MOD_DODGE_RATING:
6558 ApplyRatingMod(CR_DODGE, int32(val), apply);
6559 break;
6560 case ITEM_MOD_PARRY_RATING:
6561 ApplyRatingMod(CR_PARRY, int32(val), apply);
6562 break;
6563 case ITEM_MOD_BLOCK_RATING:
6564 ApplyRatingMod(CR_BLOCK, int32(val), apply);
6565 break;
6566 case ITEM_MOD_HIT_MELEE_RATING:
6567 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6568 break;
6569 case ITEM_MOD_HIT_RANGED_RATING:
6570 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6571 break;
6572 case ITEM_MOD_HIT_SPELL_RATING:
6573 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6574 break;
6575 case ITEM_MOD_CRIT_MELEE_RATING:
6576 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6577 break;
6578 case ITEM_MOD_CRIT_RANGED_RATING:
6579 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6580 break;
6581 case ITEM_MOD_CRIT_SPELL_RATING:
6582 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6583 break;
6584 case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
6585 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6586 break;
6587 case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
6588 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6589 break;
6590 case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
6591 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6592 break;
6593 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
6594 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6595 break;
6596 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
6597 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6598 break;
6599 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
6600 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6601 break;
6602 case ITEM_MOD_HASTE_MELEE_RATING:
6603 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6604 break;
6605 case ITEM_MOD_HASTE_RANGED_RATING:
6606 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6607 break;
6608 case ITEM_MOD_HASTE_SPELL_RATING:
6609 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6610 break;
6611 case ITEM_MOD_HIT_RATING:
6612 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6613 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6614 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6615 break;
6616 case ITEM_MOD_CRIT_RATING:
6617 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6618 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6619 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6620 break;
6621 case ITEM_MOD_HIT_TAKEN_RATING:
6622 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6623 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6624 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6625 break;
6626 case ITEM_MOD_CRIT_TAKEN_RATING:
6627 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6628 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6629 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6630 break;
6631 case ITEM_MOD_RESILIENCE_RATING:
6632 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6633 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6634 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6635 break;
6636 case ITEM_MOD_HASTE_RATING:
6637 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6638 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6639 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6640 break;
6641 case ITEM_MOD_EXPERTISE_RATING:
6642 ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
6643 break;
6644 case ITEM_MOD_ATTACK_POWER:
6645 HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
6646 break;
6647 case ITEM_MOD_RANGED_ATTACK_POWER:
6648 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
6649 break;
6650 case ITEM_MOD_FERAL_ATTACK_POWER:
6651 ApplyFeralAPBonus(int32(val), apply);
6652 break;
6653 case ITEM_MOD_SPELL_HEALING_DONE:
6654 ApplySpellHealingBonus(int32(val), apply);
6655 break;
6656 case ITEM_MOD_SPELL_DAMAGE_DONE:
6657 ApplySpellDamageBonus(int32(val), apply);
6658 break;
6659 case ITEM_MOD_MANA_REGENERATION:
6660 ApplyManaRegenBonus(int32(val), apply);
6661 break;
6662 case ITEM_MOD_ARMOR_PENETRATION_RATING:
6663 ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
6664 break;
6665 case ITEM_MOD_SPELL_POWER:
6666 ApplySpellHealingBonus(int32(val), apply);
6667 ApplySpellDamageBonus(int32(val), apply);
6668 break;
6672 if (proto->Armor)
6673 HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->Armor), apply);
6675 if (proto->Block)
6676 HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
6678 if (proto->HolyRes)
6679 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
6681 if (proto->FireRes)
6682 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
6684 if (proto->NatureRes)
6685 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
6687 if (proto->FrostRes)
6688 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
6690 if (proto->ShadowRes)
6691 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
6693 if (proto->ArcaneRes)
6694 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
6696 WeaponAttackType attType = BASE_ATTACK;
6697 float damage = 0.0f;
6699 if( slot == EQUIPMENT_SLOT_RANGED && (
6700 proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
6701 proto->InventoryType == INVTYPE_RANGEDRIGHT ))
6703 attType = RANGED_ATTACK;
6705 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6707 attType = OFF_ATTACK;
6710 if (proto->Damage[0].DamageMin > 0 )
6712 damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE;
6713 SetBaseWeaponDamage(attType, MINDAMAGE, damage);
6714 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6717 if (proto->Damage[0].DamageMax > 0 )
6719 damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE;
6720 SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
6723 if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
6724 return;
6726 if (proto->Delay)
6728 if(slot == EQUIPMENT_SLOT_RANGED)
6729 SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6730 else if(slot==EQUIPMENT_SLOT_MAINHAND)
6731 SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6732 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6733 SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6736 if(CanModifyStats() && (damage || proto->Delay))
6737 UpdateDamagePhysical(attType);
6740 void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
6742 AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
6743 for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
6744 _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
6746 AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
6747 for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
6748 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6750 AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
6751 for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
6752 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6755 void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6757 // generic not weapon specific case processes in aura code
6758 if(aura->GetSpellProto()->EquippedItemClass == -1)
6759 return;
6761 BaseModGroup mod = BASEMOD_END;
6762 switch(attackType)
6764 case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
6765 case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
6766 case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
6767 default: return;
6770 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6772 HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
6776 void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6778 // ignore spell mods for not wands
6779 Modifier const* modifier = aura->GetModifier();
6780 if((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
6781 return;
6783 // generic not weapon specific case processes in aura code
6784 if(aura->GetSpellProto()->EquippedItemClass == -1)
6785 return;
6787 UnitMods unitMod = UNIT_MOD_END;
6788 switch(attackType)
6790 case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
6791 case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
6792 case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
6793 default: return;
6796 UnitModifierType unitModType = TOTAL_VALUE;
6797 switch(modifier->m_auraname)
6799 case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
6800 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
6801 default: return;
6804 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6806 HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
6810 void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
6812 if(!item)
6813 return;
6815 ItemPrototype const *proto = item->GetProto();
6816 if(!proto)
6817 return;
6819 for (int i = 0; i < 5; i++)
6821 _Spell const& spellData = proto->Spells[i];
6823 // no spell
6824 if(!spellData.SpellId )
6825 continue;
6827 // wrong triggering type
6828 if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
6829 continue;
6831 // check if it is valid spell
6832 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
6833 if(!spellproto)
6834 continue;
6836 ApplyEquipSpell(spellproto,item,apply,form_change);
6840 void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
6842 if(apply)
6844 // Cannot be used in this stance/form
6845 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)!=0)
6846 return;
6848 if(form_change) // check aura active state from other form
6850 bool found = false;
6851 for (int k=0; k < 3; ++k)
6853 spellEffectPair spair = spellEffectPair(spellInfo->Id, k);
6854 for (AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
6856 if(!item || iter->second->GetCastItemGUID() == item->GetGUID())
6858 found = true;
6859 break;
6862 if(found)
6863 break;
6866 if(found) // and skip re-cast already active aura at form change
6867 return;
6870 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
6872 CastSpell(this,spellInfo,true,item);
6874 else
6876 if(form_change) // check aura compatibility
6878 // Cannot be used in this stance/form
6879 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==0)
6880 return; // and remove only not compatible at form change
6883 if(item)
6884 RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped
6885 else
6886 RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
6890 void Player::UpdateEquipSpellsAtFormChange()
6892 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6894 if(m_items[i] && !m_items[i]->IsBroken())
6896 ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
6897 ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
6901 // item set bonuses not dependent from item broken state
6902 for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
6904 ItemSetEffect* eff = ItemSetEff[setindex];
6905 if(!eff)
6906 continue;
6908 for(uint32 y=0;y<8; ++y)
6910 SpellEntry const* spellInfo = eff->spells[y];
6911 if(!spellInfo)
6912 continue;
6914 ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
6915 ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
6920 void Player::CastItemCombatSpell(Item *item,Unit* Target, WeaponAttackType attType)
6922 if(!item || item->IsBroken())
6923 return;
6925 ItemPrototype const *proto = item->GetProto();
6926 if(!proto)
6927 return;
6929 if (!Target || Target == this )
6930 return;
6932 for (int i = 0; i < 5; i++)
6934 _Spell const& spellData = proto->Spells[i];
6936 // no spell
6937 if(!spellData.SpellId )
6938 continue;
6940 // wrong triggering type
6941 if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
6942 continue;
6944 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
6945 if(!spellInfo)
6947 sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
6948 continue;
6951 // not allow proc extra attack spell at extra attack
6952 if( m_extraAttacks && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
6953 return;
6955 float chance = spellInfo->procChance;
6957 if(spellData.SpellPPMRate)
6959 uint32 WeaponSpeed = GetAttackTime(attType);
6960 chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
6962 else if(chance > 100.0f)
6964 chance = GetWeaponProcChance();
6967 if (roll_chance_f(chance))
6968 CastSpell(Target, spellInfo->Id, true, item);
6971 // item combat enchantments
6972 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
6974 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
6975 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
6976 if(!pEnchant) continue;
6977 for (int s=0;s<3;s++)
6979 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
6980 continue;
6982 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
6983 if (!spellInfo)
6985 sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
6986 continue;
6989 float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
6990 if (roll_chance_f(chance))
6992 if(IsPositiveSpell(pEnchant->spellid[s]))
6993 CastSpell(this, pEnchant->spellid[s], true, item);
6994 else
6995 CastSpell(Target, pEnchant->spellid[s], true, item);
7001 void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
7003 ItemPrototype const* proto = item->GetProto();
7004 // special learning case
7005 if(proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN || proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN_PET)
7007 uint32 learn_spell_id = proto->Spells[0].SpellId;
7008 uint32 learning_spell_id = proto->Spells[1].SpellId;
7010 SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
7011 if(!spellInfo)
7013 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id);
7014 SendEquipError(EQUIP_ERR_NONE,item,NULL);
7015 return;
7018 Spell *spell = new Spell(this, spellInfo, false);
7019 spell->m_CastItem = item;
7020 spell->m_cast_count = cast_count; //set count of casts
7021 spell->m_currentBasePoints[0] = learning_spell_id;
7022 spell->prepare(&targets);
7023 return;
7026 // use triggered flag only for items with many spell casts and for not first cast
7027 int count = 0;
7029 // item spells casted at use
7030 for(int i = 0; i < 5; ++i)
7032 _Spell const& spellData = proto->Spells[i];
7034 // no spell
7035 if(!spellData.SpellId)
7036 continue;
7038 // wrong triggering type
7039 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
7040 continue;
7042 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
7043 if(!spellInfo)
7045 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
7046 continue;
7049 Spell *spell = new Spell(this, spellInfo, (count > 0));
7050 spell->m_CastItem = item;
7051 spell->m_cast_count = cast_count; // set count of casts
7052 spell->m_glyphIndex = glyphIndex; // glyph index
7053 spell->prepare(&targets);
7055 ++count;
7058 // Item enchantments spells casted at use
7059 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
7061 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
7062 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
7063 if(!pEnchant) continue;
7064 for (int s=0;s<3;s++)
7066 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL)
7067 continue;
7069 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
7070 if (!spellInfo)
7072 sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
7073 continue;
7076 Spell *spell = new Spell(this, spellInfo, (count > 0));
7077 spell->m_CastItem = item;
7078 spell->m_cast_count = cast_count; // set count of casts
7079 spell->m_glyphIndex = glyphIndex; // glyph index
7080 spell->prepare(&targets);
7082 ++count;
7087 void Player::_RemoveAllItemMods()
7089 sLog.outDebug("_RemoveAllItemMods start.");
7091 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7093 if(m_items[i])
7095 ItemPrototype const *proto = m_items[i]->GetProto();
7096 if(!proto)
7097 continue;
7099 // item set bonuses not dependent from item broken state
7100 if(proto->ItemSet)
7101 RemoveItemsSetItem(this,proto);
7103 if(m_items[i]->IsBroken())
7104 continue;
7106 ApplyItemEquipSpell(m_items[i],false);
7107 ApplyEnchantment(m_items[i], false);
7111 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7113 if(m_items[i])
7115 if(m_items[i]->IsBroken())
7116 continue;
7117 ItemPrototype const *proto = m_items[i]->GetProto();
7118 if(!proto)
7119 continue;
7121 uint32 attacktype = Player::GetAttackBySlot(i);
7122 if(attacktype < MAX_ATTACK)
7123 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
7125 _ApplyItemBonuses(proto,i, false);
7127 if( i == EQUIPMENT_SLOT_RANGED )
7128 _ApplyAmmoBonuses();
7132 sLog.outDebug("_RemoveAllItemMods complete.");
7135 void Player::_ApplyAllItemMods()
7137 sLog.outDebug("_ApplyAllItemMods start.");
7139 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7141 if(m_items[i])
7143 if(m_items[i]->IsBroken())
7144 continue;
7146 ItemPrototype const *proto = m_items[i]->GetProto();
7147 if(!proto)
7148 continue;
7150 uint32 attacktype = Player::GetAttackBySlot(i);
7151 if(attacktype < MAX_ATTACK)
7152 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
7154 _ApplyItemBonuses(proto,i, true);
7156 if( i == EQUIPMENT_SLOT_RANGED )
7157 _ApplyAmmoBonuses();
7161 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7163 if(m_items[i])
7165 ItemPrototype const *proto = m_items[i]->GetProto();
7166 if(!proto)
7167 continue;
7169 // item set bonuses not dependent from item broken state
7170 if(proto->ItemSet)
7171 AddItemsSetItem(this,m_items[i]);
7173 if(m_items[i]->IsBroken())
7174 continue;
7176 ApplyItemEquipSpell(m_items[i],true);
7177 ApplyEnchantment(m_items[i], true);
7181 sLog.outDebug("_ApplyAllItemMods complete.");
7184 void Player::_ApplyAmmoBonuses()
7186 // check ammo
7187 uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
7188 if(!ammo_id)
7189 return;
7191 float currentAmmoDPS;
7193 ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
7194 if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
7195 currentAmmoDPS = 0.0f;
7196 else
7197 currentAmmoDPS = ammo_proto->Damage[0].DamageMin;
7199 if(currentAmmoDPS == GetAmmoDPS())
7200 return;
7202 m_ammoDPS = currentAmmoDPS;
7204 if(CanModifyStats())
7205 UpdateDamagePhysical(RANGED_ATTACK);
7208 bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
7210 if(!ammo_proto)
7211 return false;
7213 // check ranged weapon
7214 Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
7215 if(!weapon || weapon->IsBroken() )
7216 return false;
7218 ItemPrototype const* weapon_proto = weapon->GetProto();
7219 if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
7220 return false;
7222 // check ammo ws. weapon compatibility
7223 switch(weapon_proto->SubClass)
7225 case ITEM_SUBCLASS_WEAPON_BOW:
7226 case ITEM_SUBCLASS_WEAPON_CROSSBOW:
7227 if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
7228 return false;
7229 break;
7230 case ITEM_SUBCLASS_WEAPON_GUN:
7231 if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
7232 return false;
7233 break;
7234 default:
7235 return false;
7238 return true;
7241 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7242 Called by remove insignia spell effect */
7243 void Player::RemovedInsignia(Player* looterPlr)
7245 if (!GetBattleGroundId())
7246 return;
7248 // If not released spirit, do it !
7249 if(m_deathTimer > 0)
7251 m_deathTimer = 0;
7252 BuildPlayerRepop();
7253 RepopAtGraveyard();
7256 Corpse *corpse = GetCorpse();
7257 if (!corpse)
7258 return;
7260 // We have to convert player corpse to bones, not to be able to resurrect there
7261 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7262 Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7263 if (!bones)
7264 return;
7266 // Now we must make bones lootable, and send player loot
7267 bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
7269 // We store the level of our player in the gold field
7270 // We retrieve this information at Player::SendLoot()
7271 bones->loot.gold = getLevel();
7272 bones->lootRecipient = looterPlr;
7273 looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
7276 /*Loot type MUST be
7277 1-corpse, go
7278 2-skinning
7279 3-Fishing
7282 void Player::SendLootRelease( uint64 guid )
7284 WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
7285 data << uint64(guid) << uint8(1);
7286 SendDirectMessage( &data );
7289 void Player::SendLoot(uint64 guid, LootType loot_type)
7291 Loot *loot = 0;
7292 PermissionTypes permission = ALL_PERMISSION;
7294 sLog.outDebug("Player::SendLoot");
7295 if (IS_GAMEOBJECT_GUID(guid))
7297 sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7298 GameObject *go =
7299 ObjectAccessor::GetGameObject(*this, guid);
7301 // not check distance for GO in case owned GO (fishing bobber case, for example)
7302 // And permit out of range GO with no owner in case fishing hole
7303 if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
7305 SendLootRelease(guid);
7306 return;
7309 loot = &go->loot;
7311 if(go->getLootState() == GO_READY)
7313 uint32 lootid = go->GetLootId();
7315 if(lootid)
7317 sLog.outDebug(" if(lootid)");
7318 loot->clear();
7319 loot->FillLoot(lootid, LootTemplates_Gameobject, this);
7322 if(loot_type == LOOT_FISHING)
7323 go->getFishLoot(loot);
7325 go->SetLootState(GO_ACTIVATED);
7328 else if (IS_ITEM_GUID(guid))
7330 Item *item = GetItemByGuid( guid );
7332 if (!item)
7334 SendLootRelease(guid);
7335 return;
7338 if(loot_type == LOOT_DISENCHANTING)
7340 loot = &item->loot;
7342 if(!item->m_lootGenerated)
7344 item->m_lootGenerated = true;
7345 loot->clear();
7346 loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this);
7349 else if(loot_type == LOOT_PROSPECTING)
7351 loot = &item->loot;
7353 if(!item->m_lootGenerated)
7355 item->m_lootGenerated = true;
7356 loot->clear();
7357 loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this);
7360 else if(loot_type == LOOT_MILLING)
7362 loot = &item->loot;
7364 if(!item->m_lootGenerated)
7366 item->m_lootGenerated = true;
7367 loot->clear();
7368 loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this);
7371 else
7373 loot = &item->loot;
7375 if(!item->m_lootGenerated)
7377 item->m_lootGenerated = true;
7378 loot->clear();
7379 loot->FillLoot(item->GetEntry(), LootTemplates_Item, this);
7381 loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
7385 else if (IS_CORPSE_GUID(guid)) // remove insignia
7387 Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
7389 if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
7391 SendLootRelease(guid);
7392 return;
7395 loot = &bones->loot;
7397 if (!bones->lootForBody)
7399 bones->lootForBody = true;
7400 uint32 pLevel = bones->loot.gold;
7401 bones->loot.clear();
7402 // It may need a better formula
7403 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7404 bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) );
7407 if (bones->lootRecipient != this)
7408 permission = NONE_PERMISSION;
7410 else
7412 Creature *creature = ObjectAccessor::GetCreature(*this, guid);
7414 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7415 if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
7417 SendLootRelease(guid);
7418 return;
7421 if(loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
7423 SendLootRelease(guid);
7424 return;
7427 loot = &creature->loot;
7429 if(loot_type == LOOT_PICKPOCKETING)
7431 if ( !creature->lootForPickPocketed )
7433 creature->lootForPickPocketed = true;
7434 loot->clear();
7436 if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
7437 loot->FillLoot(lootid, LootTemplates_Pickpocketing, this);
7439 // Generate extra money for pick pocket loot
7440 const uint32 a = urand(0, creature->getLevel()/2);
7441 const uint32 b = urand(0, getLevel()/2);
7442 loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
7445 else
7447 // the player whose group may loot the corpse
7448 Player *recipient = creature->GetLootRecipient();
7449 if (!recipient)
7451 creature->SetLootRecipient(this);
7452 recipient = this;
7455 if (creature->lootForPickPocketed)
7457 creature->lootForPickPocketed = false;
7458 loot->clear();
7461 if(!creature->lootForBody)
7463 creature->lootForBody = true;
7464 loot->clear();
7466 if (uint32 lootid = creature->GetCreatureInfo()->lootid)
7467 loot->FillLoot(lootid, LootTemplates_Creature, recipient);
7469 loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
7471 if(Group* group = recipient->GetGroup())
7473 group->UpdateLooterGuid(creature,true);
7475 switch (group->GetLootMethod())
7477 case GROUP_LOOT:
7478 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7479 group->GroupLoot(recipient->GetGUID(), loot, creature);
7480 break;
7481 case NEED_BEFORE_GREED:
7482 group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
7483 break;
7484 case MASTER_LOOT:
7485 group->MasterLoot(recipient->GetGUID(), loot, creature);
7486 break;
7487 default:
7488 break;
7493 // possible only if creature->lootForBody && loot->empty() at spell cast check
7494 if (loot_type == LOOT_SKINNING)
7496 loot->clear();
7497 loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this);
7499 // set group rights only for loot_type != LOOT_SKINNING
7500 else
7502 if(Group* group = GetGroup())
7504 if( group == recipient->GetGroup() )
7506 if(group->GetLootMethod() == FREE_FOR_ALL)
7507 permission = ALL_PERMISSION;
7508 else if(group->GetLooterGuid() == GetGUID())
7510 if(group->GetLootMethod() == MASTER_LOOT)
7511 permission = MASTER_PERMISSION;
7512 else
7513 permission = ALL_PERMISSION;
7515 else
7516 permission = GROUP_PERMISSION;
7518 else
7519 permission = NONE_PERMISSION;
7521 else if(recipient == this)
7522 permission = ALL_PERMISSION;
7523 else
7524 permission = NONE_PERMISSION;
7529 SetLootGUID(guid);
7531 QuestItemList *q_list = 0;
7532 if (permission != NONE_PERMISSION)
7534 QuestItemMap const& lootPlayerQuestItems = loot->GetPlayerQuestItems();
7535 QuestItemMap::const_iterator itr = lootPlayerQuestItems.find(GetGUIDLow());
7536 if (itr == lootPlayerQuestItems.end())
7537 q_list = loot->FillQuestLoot(this);
7538 else
7539 q_list = itr->second;
7542 QuestItemList *ffa_list = 0;
7543 if (permission != NONE_PERMISSION)
7545 QuestItemMap const& lootPlayerFFAItems = loot->GetPlayerFFAItems();
7546 QuestItemMap::const_iterator itr = lootPlayerFFAItems.find(GetGUIDLow());
7547 if (itr == lootPlayerFFAItems.end())
7548 ffa_list = loot->FillFFALoot(this);
7549 else
7550 ffa_list = itr->second;
7553 QuestItemList *conditional_list = 0;
7554 if (permission != NONE_PERMISSION)
7556 QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = loot->GetPlayerNonQuestNonFFAConditionalItems();
7557 QuestItemMap::const_iterator itr = lootPlayerNonQuestNonFFAConditionalItems.find(GetGUIDLow());
7558 if (itr == lootPlayerNonQuestNonFFAConditionalItems.end())
7559 conditional_list = loot->FillNonQuestNonFFAConditionalLoot(this);
7560 else
7561 conditional_list = itr->second;
7564 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING, LOOT_INSIGNIA and LOOT_MILLING unsupported by client, sending LOOT_SKINNING instead
7565 if(loot_type == LOOT_PICKPOCKETING || loot_type == LOOT_DISENCHANTING || loot_type == LOOT_PROSPECTING || loot_type == LOOT_INSIGNIA || loot_type == LOOT_MILLING)
7566 loot_type = LOOT_SKINNING;
7568 if(loot_type == LOOT_FISHINGHOLE)
7569 loot_type = LOOT_FISHING;
7571 WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
7573 data << uint64(guid);
7574 data << uint8(loot_type);
7575 data << LootView(*loot, q_list, ffa_list, conditional_list, this, permission);
7577 SendDirectMessage(&data);
7579 // add 'this' player as one of the players that are looting 'loot'
7580 if (permission != NONE_PERMISSION)
7581 loot->AddLooter(GetGUID());
7583 if ( loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid) )
7584 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
7587 void Player::SendNotifyLootMoneyRemoved()
7589 WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
7590 GetSession()->SendPacket( &data );
7593 void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
7595 WorldPacket data(SMSG_LOOT_REMOVED, 1);
7596 data << uint8(lootSlot);
7597 GetSession()->SendPacket( &data );
7600 void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
7602 WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
7603 data << Field;
7604 data << Value;
7605 GetSession()->SendPacket(&data);
7608 void Player::SendInitWorldStates()
7610 // data depends on zoneid/mapid...
7611 BattleGround* bg = GetBattleGround();
7612 uint16 NumberOfFields = 0;
7613 uint32 mapid = GetMapId();
7614 uint32 zoneid = GetZoneId();
7615 uint32 areaid = GetAreaId();
7616 sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
7617 // may be exist better way to do this...
7618 switch(zoneid)
7620 case 0:
7621 case 1:
7622 case 4:
7623 case 8:
7624 case 10:
7625 case 11:
7626 case 12:
7627 case 36:
7628 case 38:
7629 case 40:
7630 case 41:
7631 case 51:
7632 case 267:
7633 case 1519:
7634 case 1537:
7635 case 2257:
7636 case 2918:
7637 NumberOfFields = 8;
7638 break;
7639 case 139:
7640 NumberOfFields = 41;
7641 break;
7642 case 1377:
7643 NumberOfFields = 15;
7644 break;
7645 case 2597:
7646 NumberOfFields = 83;
7647 break;
7648 case 3277:
7649 NumberOfFields = 16;
7650 break;
7651 case 3358:
7652 case 3820:
7653 NumberOfFields = 40;
7654 break;
7655 case 3483:
7656 NumberOfFields = 27;
7657 break;
7658 case 3518:
7659 NumberOfFields = 39;
7660 break;
7661 case 3519:
7662 NumberOfFields = 38;
7663 break;
7664 case 3521:
7665 NumberOfFields = 37;
7666 break;
7667 case 3698:
7668 case 3702:
7669 case 3968:
7670 NumberOfFields = 11;
7671 break;
7672 case 3703:
7673 NumberOfFields = 11;
7674 break;
7675 default:
7676 NumberOfFields = 12;
7677 break;
7680 WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
7681 data << uint32(mapid); // mapid
7682 data << uint32(zoneid); // zone id
7683 data << uint32(areaid); // area id, new 2.1.0
7684 data << uint16(NumberOfFields); // count of uint64 blocks
7685 data << uint32(0x8d8) << uint32(0x0); // 1
7686 data << uint32(0x8d7) << uint32(0x0); // 2
7687 data << uint32(0x8d6) << uint32(0x0); // 3
7688 data << uint32(0x8d5) << uint32(0x0); // 4
7689 data << uint32(0x8d4) << uint32(0x0); // 5
7690 data << uint32(0x8d3) << uint32(0x0); // 6
7691 // 7 1 - Arena season in progress, 0 - end of season
7692 data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
7693 // 8 Arena season id
7694 data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_ID));
7695 if(mapid == 530) // Outland
7697 data << uint32(0x9bf) << uint32(0x0); // 7
7698 data << uint32(0x9bd) << uint32(0xF); // 8
7699 data << uint32(0x9bb) << uint32(0xF); // 9
7701 switch(zoneid)
7703 case 1:
7704 case 11:
7705 case 12:
7706 case 38:
7707 case 40:
7708 case 51:
7709 case 1519:
7710 case 1537:
7711 case 2257:
7712 break;
7713 case 2597: // AV
7714 data << uint32(0x7ae) << uint32(0x1); // 7
7715 data << uint32(0x532) << uint32(0x1); // 8
7716 data << uint32(0x531) << uint32(0x0); // 9
7717 data << uint32(0x52e) << uint32(0x0); // 10
7718 data << uint32(0x571) << uint32(0x0); // 11
7719 data << uint32(0x570) << uint32(0x0); // 12
7720 data << uint32(0x567) << uint32(0x1); // 13
7721 data << uint32(0x566) << uint32(0x1); // 14
7722 data << uint32(0x550) << uint32(0x1); // 15
7723 data << uint32(0x544) << uint32(0x0); // 16
7724 data << uint32(0x536) << uint32(0x0); // 17
7725 data << uint32(0x535) << uint32(0x1); // 18
7726 data << uint32(0x518) << uint32(0x0); // 19
7727 data << uint32(0x517) << uint32(0x0); // 20
7728 data << uint32(0x574) << uint32(0x0); // 21
7729 data << uint32(0x573) << uint32(0x0); // 22
7730 data << uint32(0x572) << uint32(0x0); // 23
7731 data << uint32(0x56f) << uint32(0x0); // 24
7732 data << uint32(0x56e) << uint32(0x0); // 25
7733 data << uint32(0x56d) << uint32(0x0); // 26
7734 data << uint32(0x56c) << uint32(0x0); // 27
7735 data << uint32(0x56b) << uint32(0x0); // 28
7736 data << uint32(0x56a) << uint32(0x1); // 29
7737 data << uint32(0x569) << uint32(0x1); // 30
7738 data << uint32(0x568) << uint32(0x1); // 13
7739 data << uint32(0x565) << uint32(0x0); // 32
7740 data << uint32(0x564) << uint32(0x0); // 33
7741 data << uint32(0x563) << uint32(0x0); // 34
7742 data << uint32(0x562) << uint32(0x0); // 35
7743 data << uint32(0x561) << uint32(0x0); // 36
7744 data << uint32(0x560) << uint32(0x0); // 37
7745 data << uint32(0x55f) << uint32(0x0); // 38
7746 data << uint32(0x55e) << uint32(0x0); // 39
7747 data << uint32(0x55d) << uint32(0x0); // 40
7748 data << uint32(0x3c6) << uint32(0x4); // 41
7749 data << uint32(0x3c4) << uint32(0x6); // 42
7750 data << uint32(0x3c2) << uint32(0x4); // 43
7751 data << uint32(0x516) << uint32(0x1); // 44
7752 data << uint32(0x515) << uint32(0x0); // 45
7753 data << uint32(0x3b6) << uint32(0x6); // 46
7754 data << uint32(0x55c) << uint32(0x0); // 47
7755 data << uint32(0x55b) << uint32(0x0); // 48
7756 data << uint32(0x55a) << uint32(0x0); // 49
7757 data << uint32(0x559) << uint32(0x0); // 50
7758 data << uint32(0x558) << uint32(0x0); // 51
7759 data << uint32(0x557) << uint32(0x0); // 52
7760 data << uint32(0x556) << uint32(0x0); // 53
7761 data << uint32(0x555) << uint32(0x0); // 54
7762 data << uint32(0x554) << uint32(0x1); // 55
7763 data << uint32(0x553) << uint32(0x1); // 56
7764 data << uint32(0x552) << uint32(0x1); // 57
7765 data << uint32(0x551) << uint32(0x1); // 58
7766 data << uint32(0x54f) << uint32(0x0); // 59
7767 data << uint32(0x54e) << uint32(0x0); // 60
7768 data << uint32(0x54d) << uint32(0x1); // 61
7769 data << uint32(0x54c) << uint32(0x0); // 62
7770 data << uint32(0x54b) << uint32(0x0); // 63
7771 data << uint32(0x545) << uint32(0x0); // 64
7772 data << uint32(0x543) << uint32(0x1); // 65
7773 data << uint32(0x542) << uint32(0x0); // 66
7774 data << uint32(0x540) << uint32(0x0); // 67
7775 data << uint32(0x53f) << uint32(0x0); // 68
7776 data << uint32(0x53e) << uint32(0x0); // 69
7777 data << uint32(0x53d) << uint32(0x0); // 70
7778 data << uint32(0x53c) << uint32(0x0); // 71
7779 data << uint32(0x53b) << uint32(0x0); // 72
7780 data << uint32(0x53a) << uint32(0x1); // 73
7781 data << uint32(0x539) << uint32(0x0); // 74
7782 data << uint32(0x538) << uint32(0x0); // 75
7783 data << uint32(0x537) << uint32(0x0); // 76
7784 data << uint32(0x534) << uint32(0x0); // 77
7785 data << uint32(0x533) << uint32(0x0); // 78
7786 data << uint32(0x530) << uint32(0x0); // 79
7787 data << uint32(0x52f) << uint32(0x0); // 80
7788 data << uint32(0x52d) << uint32(0x1); // 81
7789 break;
7790 case 3277: // WS
7791 if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
7792 bg->FillInitialWorldStates(data);
7793 else
7795 data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7796 data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7797 data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7798 data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7799 data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
7800 data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7801 data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7802 data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7804 break;
7805 case 3358: // AB
7806 if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
7807 bg->FillInitialWorldStates(data);
7808 else
7810 data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7811 data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7812 data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7813 data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7814 data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7815 data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7816 data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7817 data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7818 data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7819 data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7820 data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7821 data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7822 data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7823 data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7824 data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7825 data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7826 data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7827 data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7828 data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7829 data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7830 data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7831 data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7832 data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7833 data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7834 data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7835 data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7836 data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7837 data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7838 data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7839 data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7840 data << uint32(0x745) << uint32(0x2); // 37 1861 unk
7841 data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7843 break;
7844 case 3820: // EY
7845 if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
7846 bg->FillInitialWorldStates(data);
7847 else
7849 data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7850 data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7851 data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7852 data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7853 data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7854 data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7855 data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7856 data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7857 data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7858 data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7859 data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7860 data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7861 data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7862 data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7863 data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7864 data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7865 data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7866 data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7867 data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7868 data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7869 data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7870 data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7871 data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7872 data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7873 data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7874 data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7875 data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7876 data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7877 data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7878 data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7879 data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7880 data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7881 // and some more ... unknown
7883 break;
7884 case 3483: // Hellfire Peninsula
7885 data << uint32(0x9ba) << uint32(0x1); // 10
7886 data << uint32(0x9b9) << uint32(0x1); // 11
7887 data << uint32(0x9b5) << uint32(0x0); // 12
7888 data << uint32(0x9b4) << uint32(0x1); // 13
7889 data << uint32(0x9b3) << uint32(0x0); // 14
7890 data << uint32(0x9b2) << uint32(0x0); // 15
7891 data << uint32(0x9b1) << uint32(0x1); // 16
7892 data << uint32(0x9b0) << uint32(0x0); // 17
7893 data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7894 data << uint32(0x9ac) << uint32(0x0); // 19
7895 data << uint32(0x9a8) << uint32(0x0); // 20
7896 data << uint32(0x9a7) << uint32(0x0); // 21
7897 data << uint32(0x9a6) << uint32(0x1); // 22
7898 break;
7899 case 3519: // Terokkar Forest
7900 data << uint32(0xa41) << uint32(0x0); // 10
7901 data << uint32(0xa40) << uint32(0x14); // 11
7902 data << uint32(0xa3f) << uint32(0x0); // 12
7903 data << uint32(0xa3e) << uint32(0x0); // 13
7904 data << uint32(0xa3d) << uint32(0x5); // 14
7905 data << uint32(0xa3c) << uint32(0x0); // 15
7906 data << uint32(0xa87) << uint32(0x0); // 16
7907 data << uint32(0xa86) << uint32(0x0); // 17
7908 data << uint32(0xa85) << uint32(0x0); // 18
7909 data << uint32(0xa84) << uint32(0x0); // 19
7910 data << uint32(0xa83) << uint32(0x0); // 20
7911 data << uint32(0xa82) << uint32(0x0); // 21
7912 data << uint32(0xa81) << uint32(0x0); // 22
7913 data << uint32(0xa80) << uint32(0x0); // 23
7914 data << uint32(0xa7e) << uint32(0x0); // 24
7915 data << uint32(0xa7d) << uint32(0x0); // 25
7916 data << uint32(0xa7c) << uint32(0x0); // 26
7917 data << uint32(0xa7b) << uint32(0x0); // 27
7918 data << uint32(0xa7a) << uint32(0x0); // 28
7919 data << uint32(0xa79) << uint32(0x0); // 29
7920 data << uint32(0x9d0) << uint32(0x5); // 30
7921 data << uint32(0x9ce) << uint32(0x0); // 31
7922 data << uint32(0x9cd) << uint32(0x0); // 32
7923 data << uint32(0x9cc) << uint32(0x0); // 33
7924 data << uint32(0xa88) << uint32(0x0); // 34
7925 data << uint32(0xad0) << uint32(0x0); // 35
7926 data << uint32(0xacf) << uint32(0x1); // 36
7927 break;
7928 case 3521: // Zangarmarsh
7929 data << uint32(0x9e1) << uint32(0x0); // 10
7930 data << uint32(0x9e0) << uint32(0x0); // 11
7931 data << uint32(0x9df) << uint32(0x0); // 12
7932 data << uint32(0xa5d) << uint32(0x1); // 13
7933 data << uint32(0xa5c) << uint32(0x0); // 14
7934 data << uint32(0xa5b) << uint32(0x1); // 15
7935 data << uint32(0xa5a) << uint32(0x0); // 16
7936 data << uint32(0xa59) << uint32(0x1); // 17
7937 data << uint32(0xa58) << uint32(0x0); // 18
7938 data << uint32(0xa57) << uint32(0x0); // 19
7939 data << uint32(0xa56) << uint32(0x0); // 20
7940 data << uint32(0xa55) << uint32(0x1); // 21
7941 data << uint32(0xa54) << uint32(0x0); // 22
7942 data << uint32(0x9e7) << uint32(0x0); // 23
7943 data << uint32(0x9e6) << uint32(0x0); // 24
7944 data << uint32(0x9e5) << uint32(0x0); // 25
7945 data << uint32(0xa00) << uint32(0x0); // 26
7946 data << uint32(0x9ff) << uint32(0x1); // 27
7947 data << uint32(0x9fe) << uint32(0x0); // 28
7948 data << uint32(0x9fd) << uint32(0x0); // 29
7949 data << uint32(0x9fc) << uint32(0x1); // 30
7950 data << uint32(0x9fb) << uint32(0x0); // 31
7951 data << uint32(0xa62) << uint32(0x0); // 32
7952 data << uint32(0xa61) << uint32(0x1); // 33
7953 data << uint32(0xa60) << uint32(0x1); // 34
7954 data << uint32(0xa5f) << uint32(0x0); // 35
7955 break;
7956 case 3698: // Nagrand Arena
7957 if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
7958 bg->FillInitialWorldStates(data);
7959 else
7961 data << uint32(0xa0f) << uint32(0x0); // 7
7962 data << uint32(0xa10) << uint32(0x0); // 8
7963 data << uint32(0xa11) << uint32(0x0); // 9 show
7965 break;
7966 case 3702: // Blade's Edge Arena
7967 if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
7968 bg->FillInitialWorldStates(data);
7969 else
7971 data << uint32(0x9f0) << uint32(0x0); // 7 gold
7972 data << uint32(0x9f1) << uint32(0x0); // 8 green
7973 data << uint32(0x9f3) << uint32(0x0); // 9 show
7975 break;
7976 case 3968: // Ruins of Lordaeron
7977 if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
7978 bg->FillInitialWorldStates(data);
7979 else
7981 data << uint32(0xbb8) << uint32(0x0); // 7 gold
7982 data << uint32(0xbb9) << uint32(0x0); // 8 green
7983 data << uint32(0xbba) << uint32(0x0); // 9 show
7985 break;
7986 case 3703: // Shattrath City
7987 break;
7988 default:
7989 data << uint32(0x914) << uint32(0x0); // 7
7990 data << uint32(0x913) << uint32(0x0); // 8
7991 data << uint32(0x912) << uint32(0x0); // 9
7992 data << uint32(0x915) << uint32(0x0); // 10
7993 break;
7995 GetSession()->SendPacket(&data);
7998 uint32 Player::GetXPRestBonus(uint32 xp)
8000 uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
8002 if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
8003 rested_bonus = xp;
8005 SetRestBonus( GetRestBonus() - rested_bonus);
8007 sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
8008 return rested_bonus;
8011 void Player::SetBindPoint(uint64 guid)
8013 WorldPacket data(SMSG_BINDER_CONFIRM, 8);
8014 data << uint64(guid);
8015 GetSession()->SendPacket( &data );
8018 void Player::SendTalentWipeConfirm(uint64 guid)
8020 WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
8021 data << uint64(guid);
8022 data << uint32(resetTalentsCost());
8023 GetSession()->SendPacket( &data );
8026 void Player::SendPetSkillWipeConfirm()
8028 Pet* pet = GetPet();
8029 if(!pet)
8030 return;
8031 WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
8032 data << pet->GetGUID();
8033 data << uint32(pet->resetTalentsCost());
8034 GetSession()->SendPacket( &data );
8037 /*********************************************************/
8038 /*** STORAGE SYSTEM ***/
8039 /*********************************************************/
8041 void Player::SetVirtualItemSlot( uint8 i, Item* item)
8043 assert(i < 3);
8044 if(i < 2 && item)
8046 if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
8047 return;
8048 uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
8049 if(charges == 0)
8050 return;
8051 if(charges > 1)
8052 item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
8053 else if(charges <= 1)
8055 ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
8056 item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
8061 void Player::SetSheath( uint32 sheathed )
8063 switch (sheathed)
8065 case SHEATH_STATE_UNARMED: // no prepared weapon
8066 SetVirtualItemSlot(0,NULL);
8067 SetVirtualItemSlot(1,NULL);
8068 SetVirtualItemSlot(2,NULL);
8069 break;
8070 case SHEATH_STATE_MELEE: // prepared melee weapon
8072 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
8073 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
8074 SetVirtualItemSlot(2,NULL);
8075 }; break;
8076 case SHEATH_STATE_RANGED: // prepared ranged weapon
8077 SetVirtualItemSlot(0,NULL);
8078 SetVirtualItemSlot(1,NULL);
8079 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
8080 break;
8081 default:
8082 SetVirtualItemSlot(0,NULL);
8083 SetVirtualItemSlot(1,NULL);
8084 SetVirtualItemSlot(2,NULL);
8085 break;
8087 SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); // this must visualize Sheath changing for other players...
8090 uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
8092 uint8 pClass = getClass();
8094 uint8 slots[4];
8095 slots[0] = NULL_SLOT;
8096 slots[1] = NULL_SLOT;
8097 slots[2] = NULL_SLOT;
8098 slots[3] = NULL_SLOT;
8099 switch( proto->InventoryType )
8101 case INVTYPE_HEAD:
8102 slots[0] = EQUIPMENT_SLOT_HEAD;
8103 break;
8104 case INVTYPE_NECK:
8105 slots[0] = EQUIPMENT_SLOT_NECK;
8106 break;
8107 case INVTYPE_SHOULDERS:
8108 slots[0] = EQUIPMENT_SLOT_SHOULDERS;
8109 break;
8110 case INVTYPE_BODY:
8111 slots[0] = EQUIPMENT_SLOT_BODY;
8112 break;
8113 case INVTYPE_CHEST:
8114 slots[0] = EQUIPMENT_SLOT_CHEST;
8115 break;
8116 case INVTYPE_ROBE:
8117 slots[0] = EQUIPMENT_SLOT_CHEST;
8118 break;
8119 case INVTYPE_WAIST:
8120 slots[0] = EQUIPMENT_SLOT_WAIST;
8121 break;
8122 case INVTYPE_LEGS:
8123 slots[0] = EQUIPMENT_SLOT_LEGS;
8124 break;
8125 case INVTYPE_FEET:
8126 slots[0] = EQUIPMENT_SLOT_FEET;
8127 break;
8128 case INVTYPE_WRISTS:
8129 slots[0] = EQUIPMENT_SLOT_WRISTS;
8130 break;
8131 case INVTYPE_HANDS:
8132 slots[0] = EQUIPMENT_SLOT_HANDS;
8133 break;
8134 case INVTYPE_FINGER:
8135 slots[0] = EQUIPMENT_SLOT_FINGER1;
8136 slots[1] = EQUIPMENT_SLOT_FINGER2;
8137 break;
8138 case INVTYPE_TRINKET:
8139 slots[0] = EQUIPMENT_SLOT_TRINKET1;
8140 slots[1] = EQUIPMENT_SLOT_TRINKET2;
8141 break;
8142 case INVTYPE_CLOAK:
8143 slots[0] = EQUIPMENT_SLOT_BACK;
8144 break;
8145 case INVTYPE_WEAPON:
8147 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8149 // suggest offhand slot only if know dual wielding
8150 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8151 if(CanDualWield())
8152 slots[1] = EQUIPMENT_SLOT_OFFHAND;
8153 break;
8155 case INVTYPE_SHIELD:
8156 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8157 break;
8158 case INVTYPE_RANGED:
8159 slots[0] = EQUIPMENT_SLOT_RANGED;
8160 break;
8161 case INVTYPE_2HWEAPON:
8162 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8163 if (CanDualWield() && CanTitanGrip())
8164 slots[1] = EQUIPMENT_SLOT_OFFHAND;
8165 break;
8166 case INVTYPE_TABARD:
8167 slots[0] = EQUIPMENT_SLOT_TABARD;
8168 break;
8169 case INVTYPE_WEAPONMAINHAND:
8170 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8171 break;
8172 case INVTYPE_WEAPONOFFHAND:
8173 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8174 break;
8175 case INVTYPE_HOLDABLE:
8176 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8177 break;
8178 case INVTYPE_THROWN:
8179 slots[0] = EQUIPMENT_SLOT_RANGED;
8180 break;
8181 case INVTYPE_RANGEDRIGHT:
8182 slots[0] = EQUIPMENT_SLOT_RANGED;
8183 break;
8184 case INVTYPE_BAG:
8185 slots[0] = INVENTORY_SLOT_BAG_1;
8186 slots[1] = INVENTORY_SLOT_BAG_2;
8187 slots[2] = INVENTORY_SLOT_BAG_3;
8188 slots[3] = INVENTORY_SLOT_BAG_4;
8189 break;
8190 case INVTYPE_RELIC:
8192 switch(proto->SubClass)
8194 case ITEM_SUBCLASS_ARMOR_LIBRAM:
8195 if (pClass == CLASS_PALADIN)
8196 slots[0] = EQUIPMENT_SLOT_RANGED;
8197 break;
8198 case ITEM_SUBCLASS_ARMOR_IDOL:
8199 if (pClass == CLASS_DRUID)
8200 slots[0] = EQUIPMENT_SLOT_RANGED;
8201 break;
8202 case ITEM_SUBCLASS_ARMOR_TOTEM:
8203 if (pClass == CLASS_SHAMAN)
8204 slots[0] = EQUIPMENT_SLOT_RANGED;
8205 break;
8206 case ITEM_SUBCLASS_ARMOR_MISC:
8207 if (pClass == CLASS_WARLOCK)
8208 slots[0] = EQUIPMENT_SLOT_RANGED;
8209 break;
8210 case ITEM_SUBCLASS_ARMOR_SIGIL:
8211 if (pClass == CLASS_DEATH_KNIGHT)
8212 slots[0] = EQUIPMENT_SLOT_RANGED;
8213 break;
8215 break;
8217 default :
8218 return NULL_SLOT;
8221 if( slot != NULL_SLOT )
8223 if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
8225 for (int i = 0; i < 4; i++)
8227 if ( slots[i] == slot )
8228 return slot;
8232 else
8234 // search free slot at first
8235 for (int i = 0; i < 4; i++)
8237 if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
8239 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8240 if(slots[i]!=EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
8241 return slots[i];
8245 // if not found free and can swap return first appropriate from used
8246 for (int i = 0; i < 4; i++)
8248 if ( slots[i] != NULL_SLOT && swap )
8249 return slots[i];
8253 // no free position
8254 return NULL_SLOT;
8257 uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
8259 Item *pItem;
8260 uint32 tempcount = 0;
8262 uint8 res = EQUIP_ERR_OK;
8264 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
8266 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8267 if( pItem && pItem->GetEntry() == item )
8269 uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
8270 if(ires==EQUIP_ERR_OK)
8272 tempcount += pItem->GetCount();
8273 if( tempcount >= count )
8274 return EQUIP_ERR_OK;
8276 else
8277 res = ires;
8280 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
8282 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8283 if( pItem && pItem->GetEntry() == item )
8285 tempcount += pItem->GetCount();
8286 if( tempcount >= count )
8287 return EQUIP_ERR_OK;
8290 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8292 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8293 if( pItem && pItem->GetEntry() == item )
8295 tempcount += pItem->GetCount();
8296 if( tempcount >= count )
8297 return EQUIP_ERR_OK;
8300 Bag *pBag;
8301 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8303 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8304 if( pBag )
8306 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8308 pItem = GetItemByPos( i, j );
8309 if( pItem && pItem->GetEntry() == item )
8311 tempcount += pItem->GetCount();
8312 if( tempcount >= count )
8313 return EQUIP_ERR_OK;
8319 // not found req. item count and have unequippable items
8320 return res;
8323 uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const
8325 uint32 count = 0;
8326 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8328 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8329 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8330 count += pItem->GetCount();
8332 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8334 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8335 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8336 count += pItem->GetCount();
8338 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8340 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8341 if( pBag )
8342 count += pBag->GetItemCount(item,skipItem);
8345 if(skipItem && skipItem->GetProto()->GemProperties)
8347 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8349 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8350 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8351 count += pItem->GetGemCountWithID(item);
8355 if(inBankAlso)
8357 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8359 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8360 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8361 count += pItem->GetCount();
8363 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8365 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8366 if( pBag )
8367 count += pBag->GetItemCount(item,skipItem);
8370 if(skipItem && skipItem->GetProto()->GemProperties)
8372 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8374 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8375 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8376 count += pItem->GetGemCountWithID(item);
8381 return count;
8384 Item* Player::GetItemByGuid( uint64 guid ) const
8386 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8388 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8389 if( pItem && pItem->GetGUID() == guid )
8390 return pItem;
8392 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8394 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8395 if( pItem && pItem->GetGUID() == guid )
8396 return pItem;
8399 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8401 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8402 if( pBag )
8404 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8406 Item* pItem = pBag->GetItemByPos( j );
8407 if( pItem && pItem->GetGUID() == guid )
8408 return pItem;
8412 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8414 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8415 if( pBag )
8417 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8419 Item* pItem = pBag->GetItemByPos( j );
8420 if( pItem && pItem->GetGUID() == guid )
8421 return pItem;
8426 return NULL;
8429 Item* Player::GetItemByPos( uint16 pos ) const
8431 uint8 bag = pos >> 8;
8432 uint8 slot = pos & 255;
8433 return GetItemByPos( bag, slot );
8436 Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
8438 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8439 return m_items[slot];
8440 else if(bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END
8441 || bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8443 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8444 if ( pBag )
8445 return pBag->GetItemByPos(slot);
8447 return NULL;
8450 Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) const
8452 uint16 slot;
8453 switch (attackType)
8455 case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
8456 case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
8457 case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
8458 default: return NULL;
8461 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
8462 if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
8463 return NULL;
8465 if(!useable)
8466 return item;
8468 if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
8469 return NULL;
8471 return item;
8474 Item* Player::GetShield(bool useable) const
8476 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
8477 if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
8478 return NULL;
8480 if(!useable)
8481 return item;
8483 if( item->IsBroken())
8484 return NULL;
8486 return item;
8489 uint32 Player::GetAttackBySlot( uint8 slot )
8491 switch(slot)
8493 case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
8494 case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
8495 case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
8496 default: return MAX_ATTACK;
8500 bool Player::HasBankBagSlot( uint8 slot ) const
8502 uint32 maxslot = GetByteValue(PLAYER_BYTES_2, 2) + BANK_SLOT_BAG_START;
8503 if( slot < maxslot )
8504 return true;
8505 return false;
8508 bool Player::IsInventoryPos( uint8 bag, uint8 slot )
8510 if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
8511 return true;
8512 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
8513 return true;
8514 if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
8515 return true;
8516 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8517 return true;
8518 return false;
8521 bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
8523 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
8524 return true;
8525 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8526 return true;
8527 return false;
8530 bool Player::IsBankPos( uint8 bag, uint8 slot )
8532 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
8533 return true;
8534 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8535 return true;
8536 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8537 return true;
8538 return false;
8541 bool Player::IsBagPos( uint16 pos )
8543 uint8 bag = pos >> 8;
8544 uint8 slot = pos & 255;
8545 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8546 return true;
8547 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8548 return true;
8549 return false;
8552 bool Player::IsValidPos( uint8 bag, uint8 slot )
8554 // post selected
8555 if(bag == NULL_BAG)
8556 return true;
8558 if (bag == INVENTORY_SLOT_BAG_0)
8560 // any post selected
8561 if (slot == NULL_SLOT)
8562 return true;
8564 // equipment
8565 if (slot < EQUIPMENT_SLOT_END)
8566 return true;
8568 // bag equip slots
8569 if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
8570 return true;
8572 // backpack slots
8573 if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
8574 return true;
8576 // keyring slots
8577 if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
8578 return true;
8580 // bank main slots
8581 if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
8582 return true;
8584 // bank bag slots
8585 if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
8586 return true;
8588 return false;
8591 // bag content slots
8592 if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
8594 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8595 if(!pBag)
8596 return false;
8598 // any post selected
8599 if (slot == NULL_SLOT)
8600 return true;
8602 return slot < pBag->GetBagSize();
8605 // bank bag content slots
8606 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8608 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8609 if(!pBag)
8610 return false;
8612 // any post selected
8613 if (slot == NULL_SLOT)
8614 return true;
8616 return slot < pBag->GetBagSize();
8619 // where this?
8620 return false;
8624 bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
8626 uint32 tempcount = 0;
8627 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8629 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8630 if( pItem && pItem->GetEntry() == item )
8632 tempcount += pItem->GetCount();
8633 if( tempcount >= count )
8634 return true;
8637 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8639 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8640 if( pItem && pItem->GetEntry() == item )
8642 tempcount += pItem->GetCount();
8643 if( tempcount >= count )
8644 return true;
8647 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8649 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8651 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8653 Item* pItem = GetItemByPos( i, j );
8654 if( pItem && pItem->GetEntry() == item )
8656 tempcount += pItem->GetCount();
8657 if( tempcount >= count )
8658 return true;
8664 if(inBankAlso)
8666 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8668 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8669 if( pItem && pItem->GetEntry() == item )
8671 tempcount += pItem->GetCount();
8672 if( tempcount >= count )
8673 return true;
8676 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8678 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8680 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8682 Item* pItem = GetItemByPos( i, j );
8683 if( pItem && pItem->GetEntry() == item )
8685 tempcount += pItem->GetCount();
8686 if( tempcount >= count )
8687 return true;
8694 return false;
8697 Item* Player::GetItemOrItemWithGemEquipped( uint32 item ) const
8699 Item *pItem;
8700 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
8702 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8703 if( pItem && pItem->GetEntry() == item )
8704 return pItem;
8707 ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
8708 if (pProto && pProto->GemProperties)
8710 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
8712 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8713 if( pItem && pItem->GetProto()->Socket[0].Color )
8715 if (pItem->GetGemCountWithID(item) > 0 )
8716 return pItem;
8721 return NULL;
8724 uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
8726 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8727 if( !pProto )
8729 if(no_space_count)
8730 *no_space_count = count;
8731 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8734 // no maximum
8735 if(pProto->MaxCount <= 0)
8736 return EQUIP_ERR_OK;
8738 uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
8740 if (curcount + count > uint32(pProto->MaxCount))
8742 if(no_space_count)
8743 *no_space_count = count +curcount - pProto->MaxCount;
8744 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8747 return EQUIP_ERR_OK;
8750 bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
8752 Item *pItem;
8753 for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8755 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8756 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8757 return true;
8759 for(uint8 i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
8761 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8762 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8763 return true;
8765 for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8767 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8769 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8771 pItem = GetItemByPos( i, j );
8772 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8773 return true;
8777 return false;
8780 uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
8782 Item* pItem2 = GetItemByPos( bag, slot );
8784 // ignore move item (this slot will be empty at move)
8785 if(pItem2==pSrcItem)
8786 pItem2 = NULL;
8788 uint32 need_space;
8790 // empty specific slot - check item fit to slot
8791 if( !pItem2 || swap )
8793 if( bag == INVENTORY_SLOT_BAG_0 )
8795 // keyring case
8796 if(slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
8797 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8799 // vanitypet case (disabled until proper implement)
8800 if(slot >= VANITYPET_SLOT_START && slot < VANITYPET_SLOT_END && !(false /*pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS*/))
8801 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8803 // currencytoken case (disabled until proper implement)
8804 if(slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(false /*pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS*/))
8805 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8807 // guestbag case (disabled until proper implement)
8808 if(slot >= QUESTBAG_SLOT_START && slot < QUESTBAG_SLOT_END && !(false /*pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS*/))
8809 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8811 // prevent cheating
8812 if(slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
8813 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8815 else
8817 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8818 if( !pBag )
8819 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8821 ItemPrototype const* pBagProto = pBag->GetProto();
8822 if( !pBagProto )
8823 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8825 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8826 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8829 // non empty stack with space
8830 need_space = pProto->GetMaxStackSize();
8832 // non empty slot, check item type
8833 else
8835 // check item type
8836 if(pItem2->GetEntry() != pProto->ItemId)
8837 return EQUIP_ERR_ITEM_CANT_STACK;
8839 // check free space
8840 if(pItem2->GetCount() >= pProto->GetMaxStackSize())
8841 return EQUIP_ERR_ITEM_CANT_STACK;
8843 // free stack space or infinity
8844 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8847 if(need_space > count)
8848 need_space = count;
8850 ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
8851 if(!newPosition.isContainedIn(dest))
8853 dest.push_back(newPosition);
8854 count -= need_space;
8856 return EQUIP_ERR_OK;
8859 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
8861 // skip specific bag already processed in first called _CanStoreItem_InBag
8862 if(bag==skip_bag)
8863 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8865 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8866 if( !pBag )
8867 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8869 ItemPrototype const* pBagProto = pBag->GetProto();
8870 if( !pBagProto )
8871 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8873 // specialized bag mode or non-specilized
8874 if( non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER) )
8875 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8877 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8878 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8880 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8882 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8883 if(j==skip_slot)
8884 continue;
8886 Item* pItem2 = GetItemByPos( bag, j );
8888 // ignore move item (this slot will be empty at move)
8889 if(pItem2==pSrcItem)
8890 pItem2 = NULL;
8892 // if merge skip empty, if !merge skip non-empty
8893 if((pItem2!=NULL)!=merge)
8894 continue;
8896 if( pItem2 )
8898 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
8900 uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8901 if(need_space > count)
8902 need_space = count;
8904 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8905 if(!newPosition.isContainedIn(dest))
8907 dest.push_back(newPosition);
8908 count -= need_space;
8910 if(count==0)
8911 return EQUIP_ERR_OK;
8915 else
8917 uint32 need_space = pProto->GetMaxStackSize();
8918 if(need_space > count)
8919 need_space = count;
8921 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8922 if(!newPosition.isContainedIn(dest))
8924 dest.push_back(newPosition);
8925 count -= need_space;
8927 if(count==0)
8928 return EQUIP_ERR_OK;
8932 return EQUIP_ERR_OK;
8935 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
8937 for(uint32 j = slot_begin; j < slot_end; j++)
8939 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8940 if(INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
8941 continue;
8943 Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
8945 // ignore move item (this slot will be empty at move)
8946 if(pItem2==pSrcItem)
8947 pItem2 = NULL;
8949 // if merge skip empty, if !merge skip non-empty
8950 if((pItem2!=NULL)!=merge)
8951 continue;
8953 if( pItem2 )
8955 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
8957 uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8958 if(need_space > count)
8959 need_space = count;
8960 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8961 if(!newPosition.isContainedIn(dest))
8963 dest.push_back(newPosition);
8964 count -= need_space;
8966 if(count==0)
8967 return EQUIP_ERR_OK;
8971 else
8973 uint32 need_space = pProto->GetMaxStackSize();
8974 if(need_space > count)
8975 need_space = count;
8977 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8978 if(!newPosition.isContainedIn(dest))
8980 dest.push_back(newPosition);
8981 count -= need_space;
8983 if(count==0)
8984 return EQUIP_ERR_OK;
8988 return EQUIP_ERR_OK;
8991 uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
8993 sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
8995 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8996 if( !pProto )
8998 if(no_space_count)
8999 *no_space_count = count;
9000 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
9003 if(pItem && pItem->IsBindedNotWith(GetGUID()))
9005 if(no_space_count)
9006 *no_space_count = count;
9007 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9010 // check count of items (skip for auto move for same player from bank)
9011 uint32 no_similar_count = 0; // can't store this amount similar items
9012 uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
9013 if(res!=EQUIP_ERR_OK)
9015 if(count==no_similar_count)
9017 if(no_space_count)
9018 *no_space_count = no_similar_count;
9019 return res;
9021 count -= no_similar_count;
9024 // in specific slot
9025 if( bag != NULL_BAG && slot != NULL_SLOT )
9027 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
9028 if(res!=EQUIP_ERR_OK)
9030 if(no_space_count)
9031 *no_space_count = count + no_similar_count;
9032 return res;
9035 if(count==0)
9037 if(no_similar_count==0)
9038 return EQUIP_ERR_OK;
9040 if(no_space_count)
9041 *no_space_count = count + no_similar_count;
9042 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9046 // not specific slot or have space for partly store only in specific slot
9048 // in specific bag
9049 if( bag != NULL_BAG )
9051 // search stack in bag for merge to
9052 if( pProto->Stackable != 1 )
9054 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
9056 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9057 if(res!=EQUIP_ERR_OK)
9059 if(no_space_count)
9060 *no_space_count = count + no_similar_count;
9061 return res;
9064 if(count==0)
9066 if(no_similar_count==0)
9067 return EQUIP_ERR_OK;
9069 if(no_space_count)
9070 *no_space_count = count + no_similar_count;
9071 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9074 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9075 if(res!=EQUIP_ERR_OK)
9077 if(no_space_count)
9078 *no_space_count = count + no_similar_count;
9079 return res;
9082 if(count==0)
9084 if(no_similar_count==0)
9085 return EQUIP_ERR_OK;
9087 if(no_space_count)
9088 *no_space_count = count + no_similar_count;
9089 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9092 else // equipped bag
9094 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
9095 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
9096 if(res!=EQUIP_ERR_OK)
9097 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
9099 if(res!=EQUIP_ERR_OK)
9101 if(no_space_count)
9102 *no_space_count = count + no_similar_count;
9103 return res;
9106 if(count==0)
9108 if(no_similar_count==0)
9109 return EQUIP_ERR_OK;
9111 if(no_space_count)
9112 *no_space_count = count + no_similar_count;
9113 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9118 // search free slot in bag for place to
9119 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
9121 // search free slot - keyring case
9122 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9124 uint32 keyringSize = GetMaxKeyringSize();
9125 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9126 if(res!=EQUIP_ERR_OK)
9128 if(no_space_count)
9129 *no_space_count = count + no_similar_count;
9130 return res;
9133 if(count==0)
9135 if(no_similar_count==0)
9136 return EQUIP_ERR_OK;
9138 if(no_space_count)
9139 *no_space_count = count + no_similar_count;
9140 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9143 /* until proper implementation
9144 else if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9146 res = _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START,VANITYPET_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9147 if(res!=EQUIP_ERR_OK)
9149 if(no_space_count)
9150 *no_space_count = count + no_similar_count;
9151 return res;
9154 if(count==0)
9156 if(no_similar_count==0)
9157 return EQUIP_ERR_OK;
9159 if(no_space_count)
9160 *no_space_count = count + no_similar_count;
9161 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9165 /* until proper implementation
9166 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9168 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9169 if(res!=EQUIP_ERR_OK)
9171 if(no_space_count)
9172 *no_space_count = count + no_similar_count;
9173 return res;
9176 if(count==0)
9178 if(no_similar_count==0)
9179 return EQUIP_ERR_OK;
9181 if(no_space_count)
9182 *no_space_count = count + no_similar_count;
9183 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9187 /* until proper implementation
9188 else if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9190 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9191 if(res!=EQUIP_ERR_OK)
9193 if(no_space_count)
9194 *no_space_count = count + no_similar_count;
9195 return res;
9198 if(count==0)
9200 if(no_similar_count==0)
9201 return EQUIP_ERR_OK;
9203 if(no_space_count)
9204 *no_space_count = count + no_similar_count;
9205 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9210 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9211 if(res!=EQUIP_ERR_OK)
9213 if(no_space_count)
9214 *no_space_count = count + no_similar_count;
9215 return res;
9218 if(count==0)
9220 if(no_similar_count==0)
9221 return EQUIP_ERR_OK;
9223 if(no_space_count)
9224 *no_space_count = count + no_similar_count;
9225 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9228 else // equipped bag
9230 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9231 if(res!=EQUIP_ERR_OK)
9232 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9234 if(res!=EQUIP_ERR_OK)
9236 if(no_space_count)
9237 *no_space_count = count + no_similar_count;
9238 return res;
9241 if(count==0)
9243 if(no_similar_count==0)
9244 return EQUIP_ERR_OK;
9246 if(no_space_count)
9247 *no_space_count = count + no_similar_count;
9248 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9253 // not specific bag or have space for partly store only in specific bag
9255 // search stack for merge to
9256 if( pProto->Stackable != 1 )
9258 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9259 if(res!=EQUIP_ERR_OK)
9261 if(no_space_count)
9262 *no_space_count = count + no_similar_count;
9263 return res;
9266 if(count==0)
9268 if(no_similar_count==0)
9269 return EQUIP_ERR_OK;
9271 if(no_space_count)
9272 *no_space_count = count + no_similar_count;
9273 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9276 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9277 if(res!=EQUIP_ERR_OK)
9279 if(no_space_count)
9280 *no_space_count = count + no_similar_count;
9281 return res;
9284 if(count==0)
9286 if(no_similar_count==0)
9287 return EQUIP_ERR_OK;
9289 if(no_space_count)
9290 *no_space_count = count + no_similar_count;
9291 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9294 if( pProto->BagFamily )
9296 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9298 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9299 if(res!=EQUIP_ERR_OK)
9300 continue;
9302 if(count==0)
9304 if(no_similar_count==0)
9305 return EQUIP_ERR_OK;
9307 if(no_space_count)
9308 *no_space_count = count + no_similar_count;
9309 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9314 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9316 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9317 if(res!=EQUIP_ERR_OK)
9318 continue;
9320 if(count==0)
9322 if(no_similar_count==0)
9323 return EQUIP_ERR_OK;
9325 if(no_space_count)
9326 *no_space_count = count + no_similar_count;
9327 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9332 // search free slot - special bag case
9333 if( pProto->BagFamily )
9335 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9337 uint32 keyringSize = GetMaxKeyringSize();
9338 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9339 if(res!=EQUIP_ERR_OK)
9341 if(no_space_count)
9342 *no_space_count = count + no_similar_count;
9343 return res;
9346 if(count==0)
9348 if(no_similar_count==0)
9349 return EQUIP_ERR_OK;
9351 if(no_space_count)
9352 *no_space_count = count + no_similar_count;
9353 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9356 /* until proper implementation
9357 else if(false pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9359 res = _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START,VANITYPET_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9360 if(res!=EQUIP_ERR_OK)
9362 if(no_space_count)
9363 *no_space_count = count + no_similar_count;
9364 return res;
9367 if(count==0)
9369 if(no_similar_count==0)
9370 return EQUIP_ERR_OK;
9372 if(no_space_count)
9373 *no_space_count = count + no_similar_count;
9374 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9378 /* until proper implementation
9379 else if(false pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9381 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9382 if(res!=EQUIP_ERR_OK)
9384 if(no_space_count)
9385 *no_space_count = count + no_similar_count;
9386 return res;
9389 if(count==0)
9391 if(no_similar_count==0)
9392 return EQUIP_ERR_OK;
9394 if(no_space_count)
9395 *no_space_count = count + no_similar_count;
9396 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9400 /* until proper implementation
9401 else if(false pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9403 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9404 if(res!=EQUIP_ERR_OK)
9406 if(no_space_count)
9407 *no_space_count = count + no_similar_count;
9408 return res;
9411 if(count==0)
9413 if(no_similar_count==0)
9414 return EQUIP_ERR_OK;
9416 if(no_space_count)
9417 *no_space_count = count + no_similar_count;
9418 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9423 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9425 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9426 if(res!=EQUIP_ERR_OK)
9427 continue;
9429 if(count==0)
9431 if(no_similar_count==0)
9432 return EQUIP_ERR_OK;
9434 if(no_space_count)
9435 *no_space_count = count + no_similar_count;
9436 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9441 // search free slot
9442 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9443 if(res!=EQUIP_ERR_OK)
9445 if(no_space_count)
9446 *no_space_count = count + no_similar_count;
9447 return res;
9450 if(count==0)
9452 if(no_similar_count==0)
9453 return EQUIP_ERR_OK;
9455 if(no_space_count)
9456 *no_space_count = count + no_similar_count;
9457 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9460 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9462 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9463 if(res!=EQUIP_ERR_OK)
9464 continue;
9466 if(count==0)
9468 if(no_similar_count==0)
9469 return EQUIP_ERR_OK;
9471 if(no_space_count)
9472 *no_space_count = count + no_similar_count;
9473 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9477 if(no_space_count)
9478 *no_space_count = count + no_similar_count;
9480 return EQUIP_ERR_INVENTORY_FULL;
9483 //////////////////////////////////////////////////////////////////////////
9484 uint8 Player::CanStoreItems( Item **pItems,int count) const
9486 Item *pItem2;
9488 // fill space table
9489 int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
9490 int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
9491 int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
9492 int inv_pets[VANITYPET_SLOT_END-VANITYPET_SLOT_START];
9493 int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
9494 int inv_quests[QUESTBAG_SLOT_END-QUESTBAG_SLOT_START];
9496 memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
9497 memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
9498 memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
9499 memset(inv_pets,0,sizeof(int)*(VANITYPET_SLOT_END-VANITYPET_SLOT_START));
9500 memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
9501 memset(inv_quests,0,sizeof(int)*(QUESTBAG_SLOT_END-QUESTBAG_SLOT_START));
9503 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
9505 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9507 if (pItem2 && !pItem2->IsInTrade())
9509 inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
9513 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
9515 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9517 if (pItem2 && !pItem2->IsInTrade())
9519 inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
9523 for(int i = VANITYPET_SLOT_START; i < VANITYPET_SLOT_END; i++)
9525 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9527 if (pItem2 && !pItem2->IsInTrade())
9529 inv_pets[i-VANITYPET_SLOT_START] = pItem2->GetCount();
9533 for(int i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
9535 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9537 if (pItem2 && !pItem2->IsInTrade())
9539 inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
9543 for(int i = QUESTBAG_SLOT_START; i < QUESTBAG_SLOT_END; i++)
9545 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9547 if (pItem2 && !pItem2->IsInTrade())
9549 inv_quests[i-QUESTBAG_SLOT_START] = pItem2->GetCount();
9553 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9555 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
9557 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9559 pItem2 = GetItemByPos( i, j );
9560 if (pItem2 && !pItem2->IsInTrade())
9562 inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
9568 // check free space for all items
9569 for (int k=0;k<count;k++)
9571 Item *pItem = pItems[k];
9573 // no item
9574 if (!pItem) continue;
9576 sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
9577 ItemPrototype const *pProto = pItem->GetProto();
9579 // strange item
9580 if( !pProto )
9581 return EQUIP_ERR_ITEM_NOT_FOUND;
9583 // item it 'bind'
9584 if(pItem->IsBindedNotWith(GetGUID()))
9585 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9587 Bag *pBag;
9588 ItemPrototype const *pBagProto;
9590 // item is 'one item only'
9591 uint8 res = CanTakeMoreSimilarItems(pItem);
9592 if(res != EQUIP_ERR_OK)
9593 return res;
9595 // search stack for merge to
9596 if( pProto->Stackable != 1 )
9598 bool b_found = false;
9600 for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; t++)
9602 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9603 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9605 inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
9606 b_found = true;
9607 break;
9610 if (b_found) continue;
9612 for(int t = VANITYPET_SLOT_START; t < VANITYPET_SLOT_END; t++)
9614 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9615 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_pets[t-VANITYPET_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9617 inv_pets[t-VANITYPET_SLOT_START] += pItem->GetCount();
9618 b_found = true;
9619 break;
9622 if (b_found) continue;
9624 for(int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; t++)
9626 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9627 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9629 inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
9630 b_found = true;
9631 break;
9634 if (b_found) continue;
9636 for(int t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; t++)
9638 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9639 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_quests[t-QUESTBAG_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9641 inv_quests[t-QUESTBAG_SLOT_START] += pItem->GetCount();
9642 b_found = true;
9643 break;
9646 if (b_found) continue;
9648 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9650 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9651 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9653 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
9654 b_found = true;
9655 break;
9658 if (b_found) continue;
9660 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9662 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9663 if( pBag )
9665 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9667 pItem2 = GetItemByPos( t, j );
9668 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
9670 inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
9671 b_found = true;
9672 break;
9677 if (b_found) continue;
9680 // special bag case
9681 if( pProto->BagFamily )
9683 bool b_found = false;
9684 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9686 uint32 keyringSize = GetMaxKeyringSize();
9687 for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
9689 if( inv_keys[t-KEYRING_SLOT_START] == 0 )
9691 inv_keys[t-KEYRING_SLOT_START] = 1;
9692 b_found = true;
9693 break;
9698 if (b_found) continue;
9700 /* until proper implementation
9701 if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9703 for(uint32 t = VANITYPET_SLOT_START; t < VANITYPET_SLOT_END; ++t)
9705 if( inv_pets[t-VANITYPET_SLOT_START] == 0 )
9707 inv_pets[t-VANITYPET_SLOT_START] = 1;
9708 b_found = true;
9709 break;
9714 if (b_found) continue;
9716 /* until proper implementation
9717 if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9719 for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9721 if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
9723 inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
9724 b_found = true;
9725 break;
9730 if (b_found) continue;
9732 /* until proper implementation
9733 if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9735 for(uint32 t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; ++t)
9737 if( inv_quests[t-QUESTBAG_SLOT_START] == 0 )
9739 inv_quests[t-QUESTBAG_SLOT_START] = 1;
9740 b_found = true;
9741 break;
9746 if (b_found) continue;
9749 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9751 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9752 if( pBag )
9754 pBagProto = pBag->GetProto();
9756 // not plain container check
9757 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
9758 ItemCanGoIntoBag(pProto,pBagProto) )
9760 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9762 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9764 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9765 b_found = true;
9766 break;
9772 if (b_found) continue;
9775 // search free slot
9776 bool b_found = false;
9777 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9779 if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
9781 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
9782 b_found = true;
9783 break;
9786 if (b_found) continue;
9788 // search free slot in bags
9789 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9791 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9792 if( pBag )
9794 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9796 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9798 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9799 b_found = true;
9800 break;
9806 // no free slot found?
9807 if (!b_found)
9808 return EQUIP_ERR_INVENTORY_FULL;
9811 return EQUIP_ERR_OK;
9814 //////////////////////////////////////////////////////////////////////////
9815 uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const
9817 dest = 0;
9818 Item *pItem = Item::CreateItem( item, 1, this );
9819 if( pItem )
9821 uint8 result = CanEquipItem(slot, dest, pItem, swap );
9822 delete pItem;
9823 return result;
9826 return EQUIP_ERR_ITEM_NOT_FOUND;
9829 uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
9831 dest = 0;
9832 if( pItem )
9834 sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
9835 ItemPrototype const *pProto = pItem->GetProto();
9836 if( pProto )
9838 // May be here should be more stronger checks; STUNNED checked
9839 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9840 if (not_loading && hasUnitState(UNIT_STAT_STUNNED))
9841 return EQUIP_ERR_YOU_ARE_STUNNED;
9843 if(pItem->IsBindedNotWith(GetGUID()))
9844 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9846 // check count of items (skip for auto move for same player from bank)
9847 uint8 res = CanTakeMoreSimilarItems(pItem);
9848 if(res != EQUIP_ERR_OK)
9849 return res;
9851 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9852 // - combat
9853 // - in-progress arenas
9854 if( !pProto->CanChangeEquipStateInCombat() )
9856 if( isInCombat() )
9857 return EQUIP_ERR_NOT_IN_COMBAT;
9859 if(BattleGround* bg = GetBattleGround())
9860 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9861 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9864 if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
9865 return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
9867 if(IsNonMeleeSpellCasted(false))
9868 return EQUIP_ERR_CANT_DO_RIGHT_NOW;
9870 uint8 eslot = FindEquipSlot( pProto, slot, swap );
9871 if( eslot == NULL_SLOT )
9872 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9874 uint8 msg = CanUseItem( pItem , not_loading );
9875 if( msg != EQUIP_ERR_OK )
9876 return msg;
9877 if( !swap && GetItemByPos( INVENTORY_SLOT_BAG_0, eslot ) )
9878 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
9880 // check unique-equipped on item
9881 if (pProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
9883 // there is an equip limit on this item
9884 Item* tItem = GetItemOrItemWithGemEquipped(pProto->ItemId);
9885 if (tItem && (!swap || tItem->GetSlot() != eslot ) )
9886 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
9889 // check unique-equipped on gems
9890 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
9892 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
9893 if(!enchant_id)
9894 continue;
9895 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
9896 if(!enchantEntry)
9897 continue;
9899 ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
9900 if(pGem && (pGem->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED))
9902 Item* tItem = GetItemOrItemWithGemEquipped(enchantEntry->GemID);
9903 if(tItem && (!swap || tItem->GetSlot() != eslot ))
9904 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
9908 // check unique-equipped special item classes
9909 if (pProto->Class == ITEM_CLASS_QUIVER)
9911 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9913 if( Item* pBag = GetItemByPos( INVENTORY_SLOT_BAG_0, i ) )
9915 if( ItemPrototype const* pBagProto = pBag->GetProto() )
9917 if( pBagProto->Class==pProto->Class && pBagProto->SubClass==pProto->SubClass &&
9918 (!swap || pBag->GetSlot() != eslot ) )
9920 if(pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
9921 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH;
9922 else
9923 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
9930 uint32 type = pProto->InventoryType;
9932 if(eslot == EQUIPMENT_SLOT_OFFHAND)
9934 if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
9936 if(!CanDualWield())
9937 return EQUIP_ERR_CANT_DUAL_WIELD;
9939 else if (type == INVTYPE_2HWEAPON)
9941 if(!CanDualWield() || !CanTitanGrip())
9942 return EQUIP_ERR_CANT_DUAL_WIELD;
9945 if(IsTwoHandUsed())
9946 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
9949 // equip two-hand weapon case (with possible unequip 2 items)
9950 if( type == INVTYPE_2HWEAPON )
9952 if (eslot == EQUIPMENT_SLOT_OFFHAND)
9954 if (!CanTitanGrip())
9955 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9957 else if (eslot != EQUIPMENT_SLOT_MAINHAND)
9958 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9960 if (!CanTitanGrip())
9962 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9963 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
9964 ItemPosCountVec off_dest;
9965 if( offItem && (!not_loading ||
9966 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
9967 CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ) )
9968 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
9971 dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
9972 return EQUIP_ERR_OK;
9975 if( !swap )
9976 return EQUIP_ERR_ITEM_NOT_FOUND;
9977 else
9978 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
9981 uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
9983 // Applied only to equipped items and bank bags
9984 if(!IsEquipmentPos(pos) && !IsBagPos(pos))
9985 return EQUIP_ERR_OK;
9987 Item* pItem = GetItemByPos(pos);
9989 // Applied only to existed equipped item
9990 if( !pItem )
9991 return EQUIP_ERR_OK;
9993 sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
9995 ItemPrototype const *pProto = pItem->GetProto();
9996 if( !pProto )
9997 return EQUIP_ERR_ITEM_NOT_FOUND;
9999 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
10000 // - combat
10001 // - in-progress arenas
10002 if( !pProto->CanChangeEquipStateInCombat() )
10004 if( isInCombat() )
10005 return EQUIP_ERR_NOT_IN_COMBAT;
10007 if(BattleGround* bg = GetBattleGround())
10008 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
10009 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
10012 if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
10013 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
10015 return EQUIP_ERR_OK;
10018 uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
10020 if( !pItem )
10021 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
10023 uint32 count = pItem->GetCount();
10025 sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
10026 ItemPrototype const *pProto = pItem->GetProto();
10027 if( !pProto )
10028 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
10030 if( pItem->IsBindedNotWith(GetGUID()) )
10031 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
10033 // check count of items (skip for auto move for same player from bank)
10034 uint8 res = CanTakeMoreSimilarItems(pItem);
10035 if(res != EQUIP_ERR_OK)
10036 return res;
10038 // in specific slot
10039 if( bag != NULL_BAG && slot != NULL_SLOT )
10041 if( pProto->InventoryType == INVTYPE_BAG )
10043 Bag *pBag = (Bag*)pItem;
10044 if( pBag )
10046 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
10048 if( !HasBankBagSlot( slot ) )
10049 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
10050 if( uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK )
10051 return cantuse;
10053 else
10055 if( !pBag->IsEmpty() )
10056 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
10060 else
10062 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
10063 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
10066 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
10067 if(res!=EQUIP_ERR_OK)
10068 return res;
10070 if(count==0)
10071 return EQUIP_ERR_OK;
10074 // not specific slot or have space for partly store only in specific slot
10076 // in specific bag
10077 if( bag != NULL_BAG )
10079 if( pProto->InventoryType == INVTYPE_BAG )
10081 Bag *pBag = (Bag*)pItem;
10082 if( pBag && !pBag->IsEmpty() )
10083 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
10086 // search stack in bag for merge to
10087 if( pProto->Stackable != 1 )
10089 if( bag == INVENTORY_SLOT_BAG_0 )
10091 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
10092 if(res!=EQUIP_ERR_OK)
10093 return res;
10095 if(count==0)
10096 return EQUIP_ERR_OK;
10098 else
10100 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
10101 if(res!=EQUIP_ERR_OK)
10102 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
10104 if(res!=EQUIP_ERR_OK)
10105 return res;
10107 if(count==0)
10108 return EQUIP_ERR_OK;
10112 // search free slot in bag
10113 if( bag == INVENTORY_SLOT_BAG_0 )
10115 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
10116 if(res!=EQUIP_ERR_OK)
10117 return res;
10119 if(count==0)
10120 return EQUIP_ERR_OK;
10122 else
10124 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
10125 if(res!=EQUIP_ERR_OK)
10126 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
10128 if(res!=EQUIP_ERR_OK)
10129 return res;
10131 if(count==0)
10132 return EQUIP_ERR_OK;
10136 // not specific bag or have space for partly store only in specific bag
10138 // search stack for merge to
10139 if( pProto->Stackable != 1 )
10141 // in slots
10142 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
10143 if(res!=EQUIP_ERR_OK)
10144 return res;
10146 if(count==0)
10147 return EQUIP_ERR_OK;
10149 // in special bags
10150 if( pProto->BagFamily )
10152 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10154 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
10155 if(res!=EQUIP_ERR_OK)
10156 continue;
10158 if(count==0)
10159 return EQUIP_ERR_OK;
10163 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10165 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
10166 if(res!=EQUIP_ERR_OK)
10167 continue;
10169 if(count==0)
10170 return EQUIP_ERR_OK;
10174 // search free place in special bag
10175 if( pProto->BagFamily )
10177 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10179 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
10180 if(res!=EQUIP_ERR_OK)
10181 continue;
10183 if(count==0)
10184 return EQUIP_ERR_OK;
10188 // search free space
10189 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
10190 if(res!=EQUIP_ERR_OK)
10191 return res;
10193 if(count==0)
10194 return EQUIP_ERR_OK;
10196 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10198 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
10199 if(res!=EQUIP_ERR_OK)
10200 continue;
10202 if(count==0)
10203 return EQUIP_ERR_OK;
10205 return EQUIP_ERR_BANK_FULL;
10208 uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
10210 if( pItem )
10212 sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
10213 if( !isAlive() && not_loading )
10214 return EQUIP_ERR_YOU_ARE_DEAD;
10215 //if( isStunned() )
10216 // return EQUIP_ERR_YOU_ARE_STUNNED;
10217 ItemPrototype const *pProto = pItem->GetProto();
10218 if( pProto )
10220 if( pItem->IsBindedNotWith(GetGUID()) )
10221 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
10222 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10223 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
10224 if( pItem->GetSkill() != 0 )
10226 if( GetSkillValue( pItem->GetSkill() ) == 0 )
10227 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10229 if( pProto->RequiredSkill != 0 )
10231 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10232 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10233 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10234 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
10236 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10237 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10238 if( pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank )
10239 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10240 if( getLevel() < pProto->RequiredLevel )
10241 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10242 return EQUIP_ERR_OK;
10245 return EQUIP_ERR_ITEM_NOT_FOUND;
10248 bool Player::CanUseItem( ItemPrototype const *pProto )
10250 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10252 if( pProto )
10254 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10255 return false;
10256 if( pProto->RequiredSkill != 0 )
10258 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10259 return false;
10260 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10261 return false;
10263 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10264 return false;
10265 if( getLevel() < pProto->RequiredLevel )
10266 return false;
10267 return true;
10269 return false;
10272 uint8 Player::CanUseAmmo( uint32 item ) const
10274 sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
10275 if( !isAlive() )
10276 return EQUIP_ERR_YOU_ARE_DEAD;
10277 //if( isStunned() )
10278 // return EQUIP_ERR_YOU_ARE_STUNNED;
10279 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
10280 if( pProto )
10282 if( pProto->InventoryType!= INVTYPE_AMMO )
10283 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
10284 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10285 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
10286 if( pProto->RequiredSkill != 0 )
10288 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10289 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10290 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10291 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
10293 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10294 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10295 /*if( GetReputation() < pProto->RequiredReputation )
10296 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10298 if( getLevel() < pProto->RequiredLevel )
10299 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10301 // Requires No Ammo
10302 if(GetDummyAura(46699))
10303 return EQUIP_ERR_BAG_FULL6;
10305 return EQUIP_ERR_OK;
10307 return EQUIP_ERR_ITEM_NOT_FOUND;
10310 void Player::SetAmmo( uint32 item )
10312 if(!item)
10313 return;
10315 // already set
10316 if( GetUInt32Value(PLAYER_AMMO_ID) == item )
10317 return;
10319 // check ammo
10320 if(item)
10322 uint8 msg = CanUseAmmo( item );
10323 if( msg != EQUIP_ERR_OK )
10325 SendEquipError( msg, NULL, NULL );
10326 return;
10330 SetUInt32Value(PLAYER_AMMO_ID, item);
10332 _ApplyAmmoBonuses();
10335 void Player::RemoveAmmo()
10337 SetUInt32Value(PLAYER_AMMO_ID, 0);
10339 m_ammoDPS = 0.0f;
10341 if(CanModifyStats())
10342 UpdateDamagePhysical(RANGED_ATTACK);
10345 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10346 Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
10348 uint32 count = 0;
10349 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
10350 count += itr->count;
10352 Item *pItem = Item::CreateItem( item, count, this );
10353 if( pItem )
10355 ItemAddedQuestCheck( item, count );
10356 if(randomPropertyId)
10357 pItem->SetItemRandomProperties(randomPropertyId);
10358 pItem = StoreItem( dest, pItem, update );
10360 return pItem;
10363 Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
10365 if( !pItem )
10366 return NULL;
10368 Item* lastItem = pItem;
10370 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); )
10372 uint16 pos = itr->pos;
10373 uint32 count = itr->count;
10375 ++itr;
10377 if(itr == dest.end())
10379 lastItem = _StoreItem(pos,pItem,count,false,update);
10380 break;
10383 lastItem = _StoreItem(pos,pItem,count,true,update);
10386 return lastItem;
10389 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10390 Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
10392 if( !pItem )
10393 return NULL;
10395 uint8 bag = pos >> 8;
10396 uint8 slot = pos & 255;
10398 sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count);
10400 Item *pItem2 = GetItemByPos( bag, slot );
10402 if( !pItem2 )
10404 if(clone)
10405 pItem = pItem->CloneItem(count,this);
10406 else
10407 pItem->SetCount(count);
10409 if(!pItem)
10410 return NULL;
10412 if( pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10413 pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
10414 pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10415 pItem->SetBinding( true );
10417 if( bag == INVENTORY_SLOT_BAG_0 )
10419 m_items[slot] = pItem;
10420 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10421 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10422 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10424 pItem->SetSlot( slot );
10425 pItem->SetContainer( NULL );
10427 if( IsInWorld() && update )
10429 pItem->AddToWorld();
10430 pItem->SendUpdateToPlayer( this );
10433 pItem->SetState(ITEM_CHANGED, this);
10435 else
10437 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10438 if( pBag )
10440 pBag->StoreItem( slot, pItem, update );
10441 if( IsInWorld() && update )
10443 pItem->AddToWorld();
10444 pItem->SendUpdateToPlayer( this );
10446 pItem->SetState(ITEM_CHANGED, this);
10447 pBag->SetState(ITEM_CHANGED, this);
10451 AddEnchantmentDurations(pItem);
10452 AddItemDurations(pItem);
10454 return pItem;
10456 else
10458 if( pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10459 pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
10460 pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10461 pItem2->SetBinding( true );
10463 pItem2->SetCount( pItem2->GetCount() + count );
10464 if( IsInWorld() && update )
10465 pItem2->SendUpdateToPlayer( this );
10467 if(!clone)
10469 // delete item (it not in any slot currently)
10470 if( IsInWorld() && update )
10472 pItem->RemoveFromWorld();
10473 pItem->DestroyForPlayer( this );
10476 RemoveEnchantmentDurations(pItem);
10477 RemoveItemDurations(pItem);
10479 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10480 pItem->SetState(ITEM_REMOVED, this);
10482 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10483 AddEnchantmentDurations(pItem2);
10485 pItem2->SetState(ITEM_CHANGED, this);
10487 return pItem2;
10491 Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
10493 Item *pItem = Item::CreateItem( item, 1, this );
10494 if( pItem )
10496 ItemAddedQuestCheck( item, 1 );
10497 Item * retItem = EquipItem( pos, pItem, update );
10499 return retItem;
10501 return NULL;
10504 Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
10506 if( pItem )
10508 AddEnchantmentDurations(pItem);
10509 AddItemDurations(pItem);
10511 uint8 bag = pos >> 8;
10512 uint8 slot = pos & 255;
10514 Item *pItem2 = GetItemByPos( bag, slot );
10516 if( !pItem2 )
10518 VisualizeItem( slot, pItem);
10520 if(isAlive())
10522 ItemPrototype const *pProto = pItem->GetProto();
10524 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10525 if(pProto && pProto->ItemSet)
10526 AddItemsSetItem(this,pItem);
10528 _ApplyItemMods(pItem, slot, true);
10530 if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
10532 uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
10534 if (getClass() == CLASS_ROGUE)
10535 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
10537 SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
10539 if (!spellProto)
10540 sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
10541 else
10543 m_weaponChangeTimer = spellProto->StartRecoveryTime;
10545 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
10546 data << uint64(GetGUID());
10547 data << uint8(1);
10548 data << uint32(cooldownSpell);
10549 data << uint32(0);
10550 GetSession()->SendPacket(&data);
10555 if( IsInWorld() && update )
10557 pItem->AddToWorld();
10558 pItem->SendUpdateToPlayer( this );
10561 ApplyEquipCooldown(pItem);
10563 if( slot == EQUIPMENT_SLOT_MAINHAND )
10564 UpdateExpertise(BASE_ATTACK);
10565 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10566 UpdateExpertise(OFF_ATTACK);
10568 else
10570 pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
10571 if( IsInWorld() && update )
10572 pItem2->SendUpdateToPlayer( this );
10574 // delete item (it not in any slot currently)
10575 //pItem->DeleteFromDB();
10576 if( IsInWorld() && update )
10578 pItem->RemoveFromWorld();
10579 pItem->DestroyForPlayer( this );
10582 RemoveEnchantmentDurations(pItem);
10583 RemoveItemDurations(pItem);
10585 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10586 pItem->SetState(ITEM_REMOVED, this);
10587 pItem2->SetState(ITEM_CHANGED, this);
10589 ApplyEquipCooldown(pItem2);
10591 return pItem2;
10595 return pItem;
10598 void Player::QuickEquipItem( uint16 pos, Item *pItem)
10600 if( pItem )
10602 AddEnchantmentDurations(pItem);
10603 AddItemDurations(pItem);
10605 uint8 slot = pos & 255;
10606 VisualizeItem( slot, pItem);
10608 if( IsInWorld() )
10610 pItem->AddToWorld();
10611 pItem->SendUpdateToPlayer( this );
10616 void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
10618 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10619 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10620 // entry // Size: 1
10621 // inspected enchantments // Size: 6
10622 // ? // Size: 5
10623 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10624 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10625 // // = 16
10627 if(pItem)
10629 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetUInt64Value(ITEM_FIELD_CREATOR));
10631 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10632 SetUInt32Value(VisibleBase + 0, pItem->GetEntry());
10634 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10635 SetUInt32Value(VisibleBase + 1 + i, pItem->GetEnchantmentId(EnchantmentSlot(i)));
10637 // Use SetInt16Value to prevent set high part to FFFF for negative value
10638 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES + (slot * MAX_VISIBLE_ITEM_OFFSET), 0, pItem->GetItemRandomPropertyId());
10639 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetItemSuffixFactor());
10641 else
10643 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10645 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10646 SetUInt32Value(VisibleBase + 0, 0);
10648 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10649 SetUInt32Value(VisibleBase + 1 + i, 0);
10651 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10652 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10656 void Player::VisualizeItem( uint8 slot, Item *pItem)
10658 if(!pItem)
10659 return;
10661 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10662 if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
10663 pItem->SetBinding( true );
10665 sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
10667 m_items[slot] = pItem;
10668 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10669 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10670 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10671 pItem->SetSlot( slot );
10672 pItem->SetContainer( NULL );
10674 if( slot < EQUIPMENT_SLOT_END )
10675 SetVisibleItemSlot(slot,pItem);
10677 pItem->SetState(ITEM_CHANGED, this);
10680 void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
10682 // note: removeitem does not actually change the item
10683 // it only takes the item out of storage temporarily
10684 // note2: if removeitem is to be used for delinking
10685 // the item must be removed from the player's updatequeue
10687 Item *pItem = GetItemByPos( bag, slot );
10688 if( pItem )
10690 sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10692 RemoveEnchantmentDurations(pItem);
10693 RemoveItemDurations(pItem);
10695 if( bag == INVENTORY_SLOT_BAG_0 )
10697 if ( slot < INVENTORY_SLOT_BAG_END )
10699 ItemPrototype const *pProto = pItem->GetProto();
10700 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10702 if(pProto && pProto->ItemSet)
10703 RemoveItemsSetItem(this,pProto);
10705 _ApplyItemMods(pItem, slot, false);
10707 // remove item dependent auras and casts (only weapon and armor slots)
10708 if(slot < EQUIPMENT_SLOT_END)
10709 RemoveItemDependentAurasAndCasts(pItem);
10711 // remove held enchantments
10712 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10714 if (pItem->GetItemSuffixFactor())
10716 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
10717 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
10719 else
10721 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
10722 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
10727 m_items[slot] = NULL;
10728 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10730 if ( slot < EQUIPMENT_SLOT_END )
10731 SetVisibleItemSlot(slot,NULL);
10733 else
10735 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10736 if( pBag )
10737 pBag->RemoveItem(slot, update);
10739 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10740 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10741 pItem->SetSlot( NULL_SLOT );
10742 if( IsInWorld() && update )
10743 pItem->SendUpdateToPlayer( this );
10745 if( slot == EQUIPMENT_SLOT_MAINHAND )
10746 UpdateExpertise(BASE_ATTACK);
10747 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10748 UpdateExpertise(OFF_ATTACK);
10752 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10753 void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
10755 if(Item* it = GetItemByPos(bag,slot))
10757 ItemRemovedQuestCheck(it->GetEntry(),it->GetCount());
10758 RemoveItem( bag,slot,update);
10759 it->RemoveFromUpdateQueueOf(this);
10760 if(it->IsInWorld())
10762 it->RemoveFromWorld();
10763 it->DestroyForPlayer( this );
10768 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10769 void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
10771 // update quest counters
10772 ItemAddedQuestCheck(pItem->GetEntry(),pItem->GetCount());
10774 // store item
10775 Item* pLastItem = StoreItem( dest, pItem, update);
10777 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10778 if(pLastItem==pItem)
10780 // update owner for last item (this can be original item with wrong owner
10781 if(pLastItem->GetOwnerGUID() != GetGUID())
10782 pLastItem->SetOwnerGUID(GetGUID());
10784 // if this original item then it need create record in inventory
10785 // in case trade we already have item in other player inventory
10786 pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
10790 void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
10792 Item *pItem = GetItemByPos( bag, slot );
10793 if( pItem )
10795 sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10797 // start from destroy contained items (only equipped bag can have its)
10798 if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10800 for (int i = 0; i < MAX_BAG_SIZE; i++)
10801 DestroyItem(slot,i,update);
10804 if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
10805 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
10807 RemoveEnchantmentDurations(pItem);
10808 RemoveItemDurations(pItem);
10810 ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
10812 if( bag == INVENTORY_SLOT_BAG_0 )
10814 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10816 // equipment and equipped bags can have applied bonuses
10817 if ( slot < INVENTORY_SLOT_BAG_END )
10819 ItemPrototype const *pProto = pItem->GetProto();
10821 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10822 if(pProto && pProto->ItemSet)
10823 RemoveItemsSetItem(this,pProto);
10825 _ApplyItemMods(pItem, slot, false);
10828 if ( slot < EQUIPMENT_SLOT_END )
10830 // remove item dependent auras and casts (only weapon and armor slots)
10831 RemoveItemDependentAurasAndCasts(pItem);
10833 // equipment visual show
10834 SetVisibleItemSlot(slot,NULL);
10837 m_items[slot] = NULL;
10839 else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
10840 pBag->RemoveItem(slot, update);
10842 if( IsInWorld() && update )
10844 pItem->RemoveFromWorld();
10845 pItem->DestroyForPlayer(this);
10848 //pItem->SetOwnerGUID(0);
10849 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10850 pItem->SetSlot( NULL_SLOT );
10851 pItem->SetState(ITEM_REMOVED, this);
10855 void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
10857 sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
10858 Item *pItem;
10859 ItemPrototype const *pProto;
10860 uint32 remcount = 0;
10862 // in inventory
10863 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10865 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10866 if( pItem && pItem->GetEntry() == item )
10868 if( pItem->GetCount() + remcount <= count )
10870 // all items in inventory can unequipped
10871 remcount += pItem->GetCount();
10872 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10874 if(remcount >=count)
10875 return;
10877 else
10879 pProto = pItem->GetProto();
10880 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10881 pItem->SetCount( pItem->GetCount() - count + remcount );
10882 if( IsInWorld() & update )
10883 pItem->SendUpdateToPlayer( this );
10884 pItem->SetState(ITEM_CHANGED, this);
10885 return;
10889 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
10891 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10892 if( pItem && pItem->GetEntry() == item )
10894 if( pItem->GetCount() + remcount <= count )
10896 // all keys can be unequipped
10897 remcount += pItem->GetCount();
10898 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10900 if(remcount >=count)
10901 return;
10903 else
10905 pProto = pItem->GetProto();
10906 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10907 pItem->SetCount( pItem->GetCount() - count + remcount );
10908 if( IsInWorld() & update )
10909 pItem->SendUpdateToPlayer( this );
10910 pItem->SetState(ITEM_CHANGED, this);
10911 return;
10916 // in inventory bags
10917 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10919 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10921 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10923 pItem = pBag->GetItemByPos(j);
10924 if( pItem && pItem->GetEntry() == item )
10926 // all items in bags can be unequipped
10927 if( pItem->GetCount() + remcount <= count )
10929 remcount += pItem->GetCount();
10930 DestroyItem( i, j, update );
10932 if(remcount >=count)
10933 return;
10935 else
10937 pProto = pItem->GetProto();
10938 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10939 pItem->SetCount( pItem->GetCount() - count + remcount );
10940 if( IsInWorld() && update )
10941 pItem->SendUpdateToPlayer( this );
10942 pItem->SetState(ITEM_CHANGED, this);
10943 return;
10950 // in equipment and bag list
10951 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10953 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10954 if( pItem && pItem->GetEntry() == item )
10956 if( pItem->GetCount() + remcount <= count )
10958 if(!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i,false) == EQUIP_ERR_OK )
10960 remcount += pItem->GetCount();
10961 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10963 if(remcount >=count)
10964 return;
10967 else
10969 pProto = pItem->GetProto();
10970 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10971 pItem->SetCount( pItem->GetCount() - count + remcount );
10972 if( IsInWorld() & update )
10973 pItem->SendUpdateToPlayer( this );
10974 pItem->SetState(ITEM_CHANGED, this);
10975 return;
10981 void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
10983 sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
10985 // in inventory
10986 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10988 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10989 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10990 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10992 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
10994 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10995 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10996 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10999 // in inventory bags
11000 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11002 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11003 if( pBag )
11005 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11007 Item* pItem = pBag->GetItemByPos(j);
11008 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
11009 DestroyItem( i, j, update);
11014 // in equipment and bag list
11015 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
11017 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11018 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
11019 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11023 void Player::DestroyConjuredItems( bool update )
11025 // used when entering arena
11026 // destroys all conjured items
11027 sLog.outDebug( "STORAGE: DestroyConjuredItems" );
11029 // in inventory
11030 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
11032 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11033 if( pItem && pItem->GetProto() &&
11034 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
11035 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
11036 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11039 // in inventory bags
11040 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11042 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11043 if( pBag )
11045 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11047 Item* pItem = pBag->GetItemByPos(j);
11048 if( pItem && pItem->GetProto() &&
11049 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
11050 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
11051 DestroyItem( i, j, update);
11056 // in equipment and bag list
11057 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
11059 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11060 if( pItem && pItem->GetProto() &&
11061 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
11062 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
11063 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11067 void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
11069 if(!pItem)
11070 return;
11072 sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
11074 if( pItem->GetCount() <= count )
11076 count-= pItem->GetCount();
11078 DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
11080 else
11082 ItemRemovedQuestCheck( pItem->GetEntry(), count);
11083 pItem->SetCount( pItem->GetCount() - count );
11084 count = 0;
11085 if( IsInWorld() & update )
11086 pItem->SendUpdateToPlayer( this );
11087 pItem->SetState(ITEM_CHANGED, this);
11091 void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
11093 uint8 srcbag = src >> 8;
11094 uint8 srcslot = src & 255;
11096 uint8 dstbag = dst >> 8;
11097 uint8 dstslot = dst & 255;
11099 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
11100 if( !pSrcItem )
11102 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
11103 return;
11106 // not let split all items (can be only at cheating)
11107 if(pSrcItem->GetCount() == count)
11109 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
11110 return;
11113 // not let split more existed items (can be only at cheating)
11114 if(pSrcItem->GetCount() < count)
11116 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
11117 return;
11120 if(pSrcItem->m_lootGenerated) // prevent split looting item (item
11122 //best error message found for attempting to split while looting
11123 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
11124 return;
11127 sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
11128 Item *pNewItem = pSrcItem->CloneItem( count, this );
11129 if( !pNewItem )
11131 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
11132 return;
11135 if( IsInventoryPos( dst ) )
11137 // change item amount before check (for unique max count check)
11138 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11140 ItemPosCountVec dest;
11141 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
11142 if( msg != EQUIP_ERR_OK )
11144 delete pNewItem;
11145 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11146 SendEquipError( msg, pSrcItem, NULL );
11147 return;
11150 if( IsInWorld() )
11151 pSrcItem->SendUpdateToPlayer( this );
11152 pSrcItem->SetState(ITEM_CHANGED, this);
11153 StoreItem( dest, pNewItem, true);
11155 else if( IsBankPos ( dst ) )
11157 // change item amount before check (for unique max count check)
11158 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11160 ItemPosCountVec dest;
11161 uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
11162 if( msg != EQUIP_ERR_OK )
11164 delete pNewItem;
11165 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11166 SendEquipError( msg, pSrcItem, NULL );
11167 return;
11170 if( IsInWorld() )
11171 pSrcItem->SendUpdateToPlayer( this );
11172 pSrcItem->SetState(ITEM_CHANGED, this);
11173 BankItem( dest, pNewItem, true);
11175 else if( IsEquipmentPos ( dst ) )
11177 // change item amount before check (for unique max count check), provide space for splitted items
11178 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11180 uint16 dest;
11181 uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
11182 if( msg != EQUIP_ERR_OK )
11184 delete pNewItem;
11185 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11186 SendEquipError( msg, pSrcItem, NULL );
11187 return;
11190 if( IsInWorld() )
11191 pSrcItem->SendUpdateToPlayer( this );
11192 pSrcItem->SetState(ITEM_CHANGED, this);
11193 EquipItem( dest, pNewItem, true);
11194 AutoUnequipOffhandIfNeed();
11198 void Player::SwapItem( uint16 src, uint16 dst )
11200 uint8 srcbag = src >> 8;
11201 uint8 srcslot = src & 255;
11203 uint8 dstbag = dst >> 8;
11204 uint8 dstslot = dst & 255;
11206 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
11207 Item *pDstItem = GetItemByPos( dstbag, dstslot );
11209 if( !pSrcItem )
11210 return;
11212 sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
11214 if(!isAlive() )
11216 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
11217 return;
11220 if(pSrcItem->m_lootGenerated) // prevent swap looting item
11222 //best error message found for attempting to swap while looting
11223 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
11224 return;
11227 // check unequip potability for equipped items and bank bags
11228 if(IsEquipmentPos ( src ) || IsBagPos ( src ))
11230 // bags can be swapped with empty bag slots
11231 uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ));
11232 if(msg != EQUIP_ERR_OK)
11234 SendEquipError( msg, pSrcItem, pDstItem );
11235 return;
11239 // prevent put equipped/bank bag in self
11240 if( IsBagPos ( src ) && srcslot == dstbag)
11242 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
11243 return;
11246 if( !pDstItem )
11248 if( IsInventoryPos( dst ) )
11250 ItemPosCountVec dest;
11251 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
11252 if( msg != EQUIP_ERR_OK )
11254 SendEquipError( msg, pSrcItem, NULL );
11255 return;
11258 RemoveItem(srcbag, srcslot, true);
11259 StoreItem( dest, pSrcItem, true);
11261 else if( IsBankPos ( dst ) )
11263 ItemPosCountVec dest;
11264 uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
11265 if( msg != EQUIP_ERR_OK )
11267 SendEquipError( msg, pSrcItem, NULL );
11268 return;
11271 RemoveItem(srcbag, srcslot, true);
11272 BankItem( dest, pSrcItem, true);
11274 else if( IsEquipmentPos ( dst ) )
11276 uint16 dest;
11277 uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
11278 if( msg != EQUIP_ERR_OK )
11280 SendEquipError( msg, pSrcItem, NULL );
11281 return;
11284 RemoveItem(srcbag, srcslot, true);
11285 EquipItem( dest, pSrcItem, true);
11286 AutoUnequipOffhandIfNeed();
11289 else // if (!pDstItem)
11291 if(pDstItem->m_lootGenerated) // prevent swap looting item
11293 //best error message found for attempting to swap while looting
11294 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
11295 return;
11298 // check unequip potability for equipped items and bank bags
11299 if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
11301 // bags can be swapped with empty bag slots
11302 uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) );
11303 if(msg != EQUIP_ERR_OK)
11305 SendEquipError( msg, pSrcItem, pDstItem );
11306 return;
11310 // attempt merge to / fill target item
11312 uint8 msg;
11313 ItemPosCountVec sDest;
11314 uint16 eDest;
11315 if( IsInventoryPos( dst ) )
11316 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
11317 else if( IsBankPos ( dst ) )
11318 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
11319 else if( IsEquipmentPos ( dst ) )
11320 msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
11321 else
11322 return;
11324 // can be merge/fill
11325 if(msg == EQUIP_ERR_OK)
11327 if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
11329 RemoveItem(srcbag, srcslot, true);
11331 if( IsInventoryPos( dst ) )
11332 StoreItem( sDest, pSrcItem, true);
11333 else if( IsBankPos ( dst ) )
11334 BankItem( sDest, pSrcItem, true);
11335 else if( IsEquipmentPos ( dst ) )
11337 EquipItem( eDest, pSrcItem, true);
11338 AutoUnequipOffhandIfNeed();
11341 else
11343 pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize());
11344 pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize());
11345 pSrcItem->SetState(ITEM_CHANGED, this);
11346 pDstItem->SetState(ITEM_CHANGED, this);
11347 if( IsInWorld() )
11349 pSrcItem->SendUpdateToPlayer( this );
11350 pDstItem->SendUpdateToPlayer( this );
11353 return;
11357 // impossible merge/fill, do real swap
11358 uint8 msg;
11360 // check src->dest move possibility
11361 ItemPosCountVec sDest;
11362 uint16 eDest;
11363 if( IsInventoryPos( dst ) )
11364 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
11365 else if( IsBankPos( dst ) )
11366 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
11367 else if( IsEquipmentPos( dst ) )
11369 msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
11370 if( msg == EQUIP_ERR_OK )
11371 msg = CanUnequipItem( eDest, true );
11374 if( msg != EQUIP_ERR_OK )
11376 SendEquipError( msg, pSrcItem, pDstItem );
11377 return;
11380 // check dest->src move possibility
11381 ItemPosCountVec sDest2;
11382 uint16 eDest2;
11383 if( IsInventoryPos( src ) )
11384 msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
11385 else if( IsBankPos( src ) )
11386 msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
11387 else if( IsEquipmentPos( src ) )
11389 msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
11390 if( msg == EQUIP_ERR_OK )
11391 msg = CanUnequipItem( eDest2, true);
11394 if( msg != EQUIP_ERR_OK )
11396 SendEquipError( msg, pDstItem, pSrcItem );
11397 return;
11400 // now do moves, remove...
11401 RemoveItem(dstbag, dstslot, false);
11402 RemoveItem(srcbag, srcslot, false);
11404 // add to dest
11405 if( IsInventoryPos( dst ) )
11406 StoreItem(sDest, pSrcItem, true);
11407 else if( IsBankPos( dst ) )
11408 BankItem(sDest, pSrcItem, true);
11409 else if( IsEquipmentPos( dst ) )
11410 EquipItem(eDest, pSrcItem, true);
11412 // add to src
11413 if( IsInventoryPos( src ) )
11414 StoreItem(sDest2, pDstItem, true);
11415 else if( IsBankPos( src ) )
11416 BankItem(sDest2, pDstItem, true);
11417 else if( IsEquipmentPos( src ) )
11418 EquipItem(eDest2, pDstItem, true);
11420 AutoUnequipOffhandIfNeed();
11424 void Player::AddItemToBuyBackSlot( Item *pItem )
11426 if( pItem )
11428 uint32 slot = m_currentBuybackSlot;
11429 // if current back slot non-empty search oldest or free
11430 if(m_items[slot])
11432 uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
11433 uint32 oldest_slot = BUYBACK_SLOT_START;
11435 for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
11437 // found empty
11438 if(!m_items[i])
11440 slot = i;
11441 break;
11444 uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
11446 if(oldest_time > i_time)
11448 oldest_time = i_time;
11449 oldest_slot = i;
11453 // find oldest
11454 slot = oldest_slot;
11457 RemoveItemFromBuyBackSlot( slot, true );
11458 sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
11460 m_items[slot] = pItem;
11461 time_t base = time(NULL);
11462 uint32 etime = uint32(base - m_logintime + (30 * 3600));
11463 uint32 eslot = slot - BUYBACK_SLOT_START;
11465 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, pItem->GetGUID() );
11466 ItemPrototype const *pProto = pItem->GetProto();
11467 if( pProto )
11468 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
11469 else
11470 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11471 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
11473 // move to next (for non filled list is move most optimized choice)
11474 if(m_currentBuybackSlot < BUYBACK_SLOT_END-1)
11475 ++m_currentBuybackSlot;
11479 Item* Player::GetItemFromBuyBackSlot( uint32 slot )
11481 sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
11482 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11483 return m_items[slot];
11484 return NULL;
11487 void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
11489 sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
11490 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11492 Item *pItem = m_items[slot];
11493 if( pItem )
11495 pItem->RemoveFromWorld();
11496 if(del) pItem->SetState(ITEM_REMOVED, this);
11499 m_items[slot] = NULL;
11501 uint32 eslot = slot - BUYBACK_SLOT_START;
11502 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, 0 );
11503 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11504 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
11506 // if current backslot is filled set to now free slot
11507 if(m_items[m_currentBuybackSlot])
11508 m_currentBuybackSlot = slot;
11512 void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
11514 sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg);
11515 WorldPacket data( SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18) );
11516 data << uint8(msg);
11518 if(msg)
11520 data << uint64(pItem ? pItem->GetGUID() : 0);
11521 data << uint64(pItem2 ? pItem2->GetGUID() : 0);
11522 data << uint8(0); // not 0 there...
11524 if(msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
11526 uint32 level = 0;
11528 if(pItem)
11529 if(ItemPrototype const* proto = pItem->GetProto())
11530 level = proto->RequiredLevel;
11532 data << uint32(level); // new 2.4.0
11535 GetSession()->SendPacket(&data);
11538 void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
11540 sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11541 WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
11542 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11543 data << uint32(item);
11544 if( param > 0 )
11545 data << uint32(param);
11546 data << uint8(msg);
11547 GetSession()->SendPacket(&data);
11550 void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
11552 sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11553 WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
11554 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11555 data << uint64(guid);
11556 if( param > 0 )
11557 data << uint32(param);
11558 data << uint8(msg);
11559 GetSession()->SendPacket(&data);
11562 void Player::ClearTrade()
11564 tradeGold = 0;
11565 acceptTrade = false;
11566 for(int i = 0; i < TRADE_SLOT_COUNT; i++)
11567 tradeItems[i] = NULL_SLOT;
11570 void Player::TradeCancel(bool sendback)
11572 if(pTrader)
11574 // send yellow "Trade canceled" message to both traders
11575 WorldSession* ws;
11576 ws = GetSession();
11577 if(sendback)
11578 ws->SendCancelTrade();
11579 ws = pTrader->GetSession();
11580 if(!ws->PlayerLogout())
11581 ws->SendCancelTrade();
11583 // cleanup
11584 ClearTrade();
11585 pTrader->ClearTrade();
11586 // prevent loss of reference
11587 pTrader->pTrader = NULL;
11588 pTrader = NULL;
11592 void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
11594 if(m_itemDuration.empty())
11595 return;
11597 sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time,realtimeonly);
11599 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); )
11601 Item* item = *itr;
11602 ++itr; // current element can be erased in UpdateDuration
11604 if (realtimeonly && item->GetProto()->Duration < 0 || !realtimeonly)
11605 item->UpdateDuration(this,time);
11609 void Player::UpdateEnchantTime(uint32 time)
11611 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11613 assert(itr->item);
11614 next=itr;
11615 if(!itr->item->GetEnchantmentId(itr->slot))
11617 next = m_enchantDuration.erase(itr);
11619 else if(itr->leftduration <= time)
11621 ApplyEnchantment(itr->item,itr->slot,false,false);
11622 itr->item->ClearEnchantment(itr->slot);
11623 next = m_enchantDuration.erase(itr);
11625 else if(itr->leftduration > time)
11627 itr->leftduration -= time;
11628 ++next;
11633 void Player::AddEnchantmentDurations(Item *item)
11635 for(int x=0;x<MAX_ENCHANTMENT_SLOT;++x)
11637 if(!item->GetEnchantmentId(EnchantmentSlot(x)))
11638 continue;
11640 uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
11641 if( duration > 0 )
11642 AddEnchantmentDuration(item,EnchantmentSlot(x),duration);
11646 void Player::RemoveEnchantmentDurations(Item *item)
11648 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();)
11650 if(itr->item == item)
11652 // save duration in item
11653 item->SetEnchantmentDuration(EnchantmentSlot(itr->slot),itr->leftduration);
11654 itr = m_enchantDuration.erase(itr);
11656 else
11657 ++itr;
11661 void Player::RemoveAllEnchantments(EnchantmentSlot slot)
11663 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11664 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11666 next = itr;
11667 if(itr->slot==slot)
11669 if(itr->item && itr->item->GetEnchantmentId(slot))
11671 // remove from stats
11672 ApplyEnchantment(itr->item,slot,false,false);
11673 // remove visual
11674 itr->item->ClearEnchantment(slot);
11676 // remove from update list
11677 next = m_enchantDuration.erase(itr);
11679 else
11680 ++next;
11683 // remove enchants from inventory items
11684 // NOTE: no need to remove these from stats, since these aren't equipped
11685 // in inventory
11686 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
11688 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11689 if( pItem && pItem->GetEnchantmentId(slot) )
11690 pItem->ClearEnchantment(slot);
11693 // in inventory bags
11694 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11696 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11697 if( pBag )
11699 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11701 Item* pItem = pBag->GetItemByPos(j);
11702 if( pItem && pItem->GetEnchantmentId(slot) )
11703 pItem->ClearEnchantment(slot);
11709 // duration == 0 will remove item enchant
11710 void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
11712 if(!item)
11713 return;
11715 if(slot >= MAX_ENCHANTMENT_SLOT)
11716 return;
11718 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11720 if(itr->item == item && itr->slot == slot)
11722 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
11723 m_enchantDuration.erase(itr);
11724 break;
11727 if(item && duration > 0 )
11729 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(),slot,uint32(duration/1000));
11730 m_enchantDuration.push_back(EnchantDuration(item,slot,duration));
11734 void Player::ApplyEnchantment(Item *item,bool apply)
11736 for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
11737 ApplyEnchantment(item, EnchantmentSlot(slot), apply);
11740 void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur, bool ignore_condition)
11742 if(!item)
11743 return;
11745 if(!item->IsEquipped())
11746 return;
11748 if(slot >= MAX_ENCHANTMENT_SLOT)
11749 return;
11751 uint32 enchant_id = item->GetEnchantmentId(slot);
11752 if(!enchant_id)
11753 return;
11755 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
11756 if(!pEnchant)
11757 return;
11759 if(!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
11760 return;
11762 for (int s=0; s<3; s++)
11764 uint32 enchant_display_type = pEnchant->type[s];
11765 uint32 enchant_amount = pEnchant->amount[s];
11766 uint32 enchant_spell_id = pEnchant->spellid[s];
11768 switch(enchant_display_type)
11770 case ITEM_ENCHANTMENT_TYPE_NONE:
11771 break;
11772 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
11773 // processed in Player::CastItemCombatSpell
11774 break;
11775 case ITEM_ENCHANTMENT_TYPE_DAMAGE:
11776 if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11777 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
11778 else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
11779 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
11780 else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
11781 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11782 break;
11783 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
11784 if(enchant_spell_id)
11786 if(apply)
11788 int32 basepoints = 0;
11789 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11790 if (item->GetItemRandomPropertyId())
11792 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11793 if (item_rand)
11795 // Search enchant_amount
11796 for (int k=0; k<3; k++)
11798 if(item_rand->enchant_id[k] == enchant_id)
11800 basepoints = int32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11801 break;
11806 // Cast custom spell vs all equal basepoints getted from enchant_amount
11807 if (basepoints)
11808 CastCustomSpell(this,enchant_spell_id,&basepoints,&basepoints,&basepoints,true,item);
11809 else
11810 CastSpell(this,enchant_spell_id,true,item);
11812 else
11813 RemoveAurasDueToItemSpell(item,enchant_spell_id);
11815 break;
11816 case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
11817 if (!enchant_amount)
11819 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11820 if(item_rand)
11822 for (int k=0; k<3; k++)
11824 if(item_rand->enchant_id[k] == enchant_id)
11826 enchant_amount = uint32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11827 break;
11833 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
11834 break;
11835 case ITEM_ENCHANTMENT_TYPE_STAT:
11837 if (!enchant_amount)
11839 ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11840 if(item_rand_suffix)
11842 for (int k=0; k<3; k++)
11844 if(item_rand_suffix->enchant_id[k] == enchant_id)
11846 enchant_amount = uint32((item_rand_suffix->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11847 break;
11853 sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
11854 switch (enchant_spell_id)
11856 case ITEM_MOD_AGILITY:
11857 sLog.outDebug("+ %u AGILITY",enchant_amount);
11858 HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
11859 ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
11860 break;
11861 case ITEM_MOD_STRENGTH:
11862 sLog.outDebug("+ %u STRENGTH",enchant_amount);
11863 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
11864 ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
11865 break;
11866 case ITEM_MOD_INTELLECT:
11867 sLog.outDebug("+ %u INTELLECT",enchant_amount);
11868 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
11869 ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
11870 break;
11871 case ITEM_MOD_SPIRIT:
11872 sLog.outDebug("+ %u SPIRIT",enchant_amount);
11873 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
11874 ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
11875 break;
11876 case ITEM_MOD_STAMINA:
11877 sLog.outDebug("+ %u STAMINA",enchant_amount);
11878 HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
11879 ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
11880 break;
11881 case ITEM_MOD_DEFENSE_SKILL_RATING:
11882 ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
11883 sLog.outDebug("+ %u DEFENCE", enchant_amount);
11884 break;
11885 case ITEM_MOD_DODGE_RATING:
11886 ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
11887 sLog.outDebug("+ %u DODGE", enchant_amount);
11888 break;
11889 case ITEM_MOD_PARRY_RATING:
11890 ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
11891 sLog.outDebug("+ %u PARRY", enchant_amount);
11892 break;
11893 case ITEM_MOD_BLOCK_RATING:
11894 ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
11895 sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
11896 break;
11897 case ITEM_MOD_HIT_MELEE_RATING:
11898 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11899 sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
11900 break;
11901 case ITEM_MOD_HIT_RANGED_RATING:
11902 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11903 sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
11904 break;
11905 case ITEM_MOD_HIT_SPELL_RATING:
11906 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11907 sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
11908 break;
11909 case ITEM_MOD_CRIT_MELEE_RATING:
11910 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11911 sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
11912 break;
11913 case ITEM_MOD_CRIT_RANGED_RATING:
11914 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11915 sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
11916 break;
11917 case ITEM_MOD_CRIT_SPELL_RATING:
11918 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11919 sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
11920 break;
11921 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11922 // in Enchantments
11923 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11924 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11925 // break;
11926 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11927 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11928 // break;
11929 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11930 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11931 // break;
11932 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11933 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11934 // break;
11935 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11936 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11937 // break;
11938 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11939 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11940 // break;
11941 // case ITEM_MOD_HASTE_MELEE_RATING:
11942 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11943 // break;
11944 // case ITEM_MOD_HASTE_RANGED_RATING:
11945 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11946 // break;
11947 case ITEM_MOD_HASTE_SPELL_RATING:
11948 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11949 break;
11950 case ITEM_MOD_HIT_RATING:
11951 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11952 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11953 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11954 sLog.outDebug("+ %u HIT", enchant_amount);
11955 break;
11956 case ITEM_MOD_CRIT_RATING:
11957 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11958 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11959 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11960 sLog.outDebug("+ %u CRITICAL", enchant_amount);
11961 break;
11962 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11963 // case ITEM_MOD_HIT_TAKEN_RATING:
11964 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11965 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11966 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11967 // break;
11968 // case ITEM_MOD_CRIT_TAKEN_RATING:
11969 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11970 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11971 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11972 // break;
11973 case ITEM_MOD_RESILIENCE_RATING:
11974 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11975 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11976 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11977 sLog.outDebug("+ %u RESILIENCE", enchant_amount);
11978 break;
11979 case ITEM_MOD_HASTE_RATING:
11980 ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11981 ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11982 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11983 sLog.outDebug("+ %u HASTE", enchant_amount);
11984 break;
11985 case ITEM_MOD_EXPERTISE_RATING:
11986 ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
11987 sLog.outDebug("+ %u EXPERTISE", enchant_amount);
11988 break;
11989 case ITEM_MOD_ATTACK_POWER:
11990 HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
11991 sLog.outDebug("+ %u ATTACK_POWER", enchant_amount);
11992 break;
11993 case ITEM_MOD_RANGED_ATTACK_POWER:
11994 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11995 sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount);
11996 break;
11997 case ITEM_MOD_FERAL_ATTACK_POWER:
11998 ((Player*)this)->ApplyFeralAPBonus(enchant_amount, apply);
11999 sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount);
12000 break;
12001 case ITEM_MOD_SPELL_HEALING_DONE:
12002 ((Player*)this)->ApplySpellHealingBonus(enchant_amount, apply);
12003 sLog.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount);
12004 break;
12005 case ITEM_MOD_SPELL_DAMAGE_DONE:
12006 ((Player*)this)->ApplySpellDamageBonus(enchant_amount, apply);
12007 sLog.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount);
12008 break;
12009 case ITEM_MOD_MANA_REGENERATION:
12010 ((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply);
12011 sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount);
12012 break;
12013 case ITEM_MOD_ARMOR_PENETRATION_RATING:
12014 ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
12015 sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
12016 break;
12017 case ITEM_MOD_SPELL_POWER:
12018 ((Player*)this)->ApplySpellHealingBonus(enchant_amount, apply);
12019 ((Player*)this)->ApplySpellDamageBonus(enchant_amount, apply);
12020 sLog.outDebug("+ %u SPELL_POWER", enchant_amount);
12021 break;
12022 default:
12023 break;
12025 break;
12027 case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
12029 if(getClass() == CLASS_SHAMAN)
12031 float addValue = 0.0f;
12032 if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
12034 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
12035 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
12037 else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
12039 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
12040 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
12043 break;
12045 case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
12046 // processed in Player::CastItemUseSpell
12047 break;
12048 default:
12049 sLog.outError("Unknown item enchantment display type: %d",enchant_display_type);
12050 break;
12051 } /*switch(enchant_display_type)*/
12052 } /*for*/
12054 // visualize enchantment at player and equipped items
12055 if(slot < MAX_INSPECTED_ENCHANTMENT_SLOT)
12057 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (item->GetSlot() * MAX_VISIBLE_ITEM_OFFSET);
12058 SetUInt32Value(VisibleBase + 1 + slot, apply? item->GetEnchantmentId(slot) : 0);
12061 if(apply_dur)
12063 if(apply)
12065 // set duration
12066 uint32 duration = item->GetEnchantmentDuration(slot);
12067 if(duration > 0)
12068 AddEnchantmentDuration(item,slot,duration);
12070 else
12072 // duration == 0 will remove EnchantDuration
12073 AddEnchantmentDuration(item,slot,0);
12078 void Player::SendEnchantmentDurations()
12080 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
12082 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(),itr->slot,uint32(itr->leftduration)/1000);
12086 void Player::SendItemDurations()
12088 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end();++itr)
12090 (*itr)->SendTimeUpdate(this);
12094 void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
12096 if(!item) // prevent crash
12097 return;
12099 // last check 2.0.10
12100 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
12101 data << GetGUID(); // player GUID
12102 data << uint32(received); // 0=looted, 1=from npc
12103 data << uint32(created); // 0=received, 1=created
12104 data << uint32(1); // always 0x01 (probably meant to be count of listed items)
12105 data << (uint8)item->GetBagSlot(); // bagslot
12106 // item slot, but when added to stack: 0xFFFFFFFF
12107 data << (uint32) ((item->GetCount()==count) ? item->GetSlot() : -1);
12108 data << uint32(item->GetEntry()); // item id
12109 data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
12110 data << uint32(item->GetItemRandomPropertyId()); // random item property id
12111 data << uint32(count); // count of items
12112 data << GetItemCount(item->GetEntry()); // count of items in inventory
12114 if (broadcast && GetGroup())
12115 GetGroup()->BroadcastPacket(&data);
12116 else
12117 GetSession()->SendPacket(&data);
12120 /*********************************************************/
12121 /*** QUEST SYSTEM ***/
12122 /*********************************************************/
12124 void Player::PrepareQuestMenu( uint64 guid )
12126 Object *pObject;
12127 QuestRelations* pObjectQR;
12128 QuestRelations* pObjectQIR;
12129 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
12130 if( pCreature )
12132 pObject = (Object*)pCreature;
12133 pObjectQR = &objmgr.mCreatureQuestRelations;
12134 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
12136 else
12138 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
12139 if( pGameObject )
12141 pObject = (Object*)pGameObject;
12142 pObjectQR = &objmgr.mGOQuestRelations;
12143 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
12145 else
12146 return;
12149 QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
12150 qm.ClearMenu();
12152 for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
12154 uint32 quest_id = i->second;
12155 QuestStatus status = GetQuestStatus( quest_id );
12156 if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
12157 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
12158 else if ( status == QUEST_STATUS_INCOMPLETE )
12159 qm.AddMenuItem(quest_id, DIALOG_STATUS_INCOMPLETE);
12160 else if (status == QUEST_STATUS_AVAILABLE )
12161 qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
12164 for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
12166 uint32 quest_id = i->second;
12167 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
12168 if(!pQuest) continue;
12170 QuestStatus status = GetQuestStatus( quest_id );
12172 if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
12173 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
12174 else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
12175 qm.AddMenuItem(quest_id, DIALOG_STATUS_AVAILABLE);
12179 void Player::SendPreparedQuest( uint64 guid )
12181 QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
12182 if( questMenu.Empty() )
12183 return;
12185 QuestMenuItem const& qmi0 = questMenu.GetItem( 0 );
12187 uint32 status = qmi0.m_qIcon;
12189 // single element case
12190 if ( questMenu.MenuItemCount() == 1 )
12192 // Auto open -- maybe also should verify there is no greeting
12193 uint32 quest_id = qmi0.m_qId;
12194 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
12195 if ( pQuest )
12197 if( status == DIALOG_STATUS_REWARD_REP && !GetQuestRewardStatus( quest_id ) )
12198 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanRewardQuest(pQuest,false), true );
12199 else if( status == DIALOG_STATUS_INCOMPLETE )
12200 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, false, true );
12201 // Send completable on repeatable quest if player don't have quest
12202 else if( pQuest->IsRepeatable() && !pQuest->IsDaily() )
12203 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanCompleteRepeatableQuest(pQuest), true );
12204 else
12205 PlayerTalkClass->SendQuestGiverQuestDetails( pQuest, guid, true );
12208 // multiply entries
12209 else
12211 QEmote qe;
12212 qe._Delay = 0;
12213 qe._Emote = 0;
12214 std::string title = "";
12215 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
12216 if( pCreature )
12218 uint32 textid = pCreature->GetNpcTextId();
12219 GossipText * gossiptext = objmgr.GetGossipText(textid);
12220 if( !gossiptext )
12222 qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12223 qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12224 title = "";
12226 else
12228 qe = gossiptext->Options[0].Emotes[0];
12230 if(!gossiptext->Options[0].Text_0.empty())
12232 title = gossiptext->Options[0].Text_0;
12234 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12235 if (loc_idx >= 0)
12237 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
12238 if (nl)
12240 if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
12241 title = nl->Text_0[0][loc_idx];
12245 else
12247 title = gossiptext->Options[0].Text_1;
12249 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12250 if (loc_idx >= 0)
12252 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
12253 if (nl)
12255 if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
12256 title = nl->Text_1[0][loc_idx];
12262 PlayerTalkClass->SendQuestGiverQuestList( qe, title, guid );
12266 bool Player::IsActiveQuest( uint32 quest_id ) const
12268 QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
12270 return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
12273 Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
12275 Object *pObject;
12276 QuestRelations* pObjectQR;
12277 QuestRelations* pObjectQIR;
12279 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
12280 if( pCreature )
12282 pObject = (Object*)pCreature;
12283 pObjectQR = &objmgr.mCreatureQuestRelations;
12284 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
12286 else
12288 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
12289 if( pGameObject )
12291 pObject = (Object*)pGameObject;
12292 pObjectQR = &objmgr.mGOQuestRelations;
12293 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
12295 else
12296 return NULL;
12299 uint32 nextQuestID = pQuest->GetNextQuestInChain();
12300 for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
12302 if (itr->second == nextQuestID)
12303 return objmgr.GetQuestTemplate(nextQuestID);
12306 return NULL;
12309 bool Player::CanSeeStartQuest( Quest const *pQuest )
12311 if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
12312 SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
12313 SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
12314 SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
12316 return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
12319 return false;
12322 bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
12324 return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
12325 && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
12326 && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
12327 && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
12328 && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
12329 && SatisfyQuestDay( pQuest, msg );
12332 bool Player::CanAddQuest( Quest const *pQuest, bool msg )
12334 if( !SatisfyQuestLog( msg ) )
12335 return false;
12337 uint32 srcitem = pQuest->GetSrcItemId();
12338 if( srcitem > 0 )
12340 uint32 count = pQuest->GetSrcItemCount();
12341 ItemPosCountVec dest;
12342 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12344 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12345 if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12346 return true;
12347 else if( msg != EQUIP_ERR_OK )
12349 SendEquipError( msg, NULL, NULL );
12350 return false;
12353 return true;
12356 bool Player::CanCompleteQuest( uint32 quest_id )
12358 if( quest_id )
12360 QuestStatusData& q_status = mQuestStatus[quest_id];
12361 if( q_status.m_status == QUEST_STATUS_COMPLETE )
12362 return false; // not allow re-complete quest
12364 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12366 if(!qInfo)
12367 return false;
12369 // auto complete quest
12370 if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
12371 return true;
12373 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
12376 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12378 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12380 if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
12381 return false;
12385 if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12387 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12389 if( qInfo->ReqCreatureOrGOId[i] == 0 )
12390 continue;
12392 if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
12393 return false;
12397 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
12398 return false;
12400 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && q_status.m_timer == 0 )
12401 return false;
12403 if ( qInfo->GetRewOrReqMoney() < 0 )
12405 if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
12406 return false;
12409 uint32 repFacId = qInfo->GetRepObjectiveFaction();
12410 if ( repFacId && GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
12411 return false;
12413 return true;
12416 return false;
12419 bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
12421 // Solve problem that player don't have the quest and try complete it.
12422 // if repeatable she must be able to complete event if player don't have it.
12423 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12424 if( !CanTakeQuest(pQuest, false) )
12425 return false;
12427 if (pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER) )
12428 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12429 if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
12430 return false;
12432 if( !CanRewardQuest(pQuest, false) )
12433 return false;
12435 return true;
12438 bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
12440 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12441 if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
12442 return false;
12444 // daily quest can't be rewarded (25 daily quest already completed)
12445 if(!SatisfyQuestDay(pQuest,true))
12446 return false;
12448 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12449 if(GetQuestRewardStatus(pQuest->GetQuestId()))
12450 return false;
12452 // prevent receive reward with quest items in bank
12453 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12455 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12457 if( pQuest->ReqItemCount[i]!= 0 &&
12458 GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
12460 if(msg)
12461 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
12462 return false;
12467 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12468 if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
12469 return false;
12471 return true;
12474 bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
12476 // prevent receive reward with quest items in bank or for not completed quest
12477 if(!CanRewardQuest(pQuest,msg))
12478 return false;
12480 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12482 if( pQuest->RewChoiceItemId[reward] )
12484 ItemPosCountVec dest;
12485 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
12486 if( res != EQUIP_ERR_OK )
12488 SendEquipError( res, NULL, NULL );
12489 return false;
12494 if ( pQuest->GetRewItemsCount() > 0 )
12496 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
12498 if( pQuest->RewItemId[i] )
12500 ItemPosCountVec dest;
12501 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
12502 if( res != EQUIP_ERR_OK )
12504 SendEquipError( res, NULL, NULL );
12505 return false;
12511 return true;
12514 void Player::AddQuest( Quest const *pQuest, Object *questGiver )
12516 uint16 log_slot = FindQuestSlot( 0 );
12517 assert(log_slot < MAX_QUEST_LOG_SIZE);
12519 uint32 quest_id = pQuest->GetQuestId();
12521 // if not exist then created with set uState==NEW and rewarded=false
12522 QuestStatusData& questStatusData = mQuestStatus[quest_id];
12523 if (questStatusData.uState != QUEST_NEW)
12524 questStatusData.uState = QUEST_CHANGED;
12526 // check for repeatable quests status reset
12527 questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
12528 questStatusData.m_explored = false;
12530 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12532 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12533 questStatusData.m_itemcount[i] = 0;
12536 if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12538 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12539 questStatusData.m_creatureOrGOcount[i] = 0;
12542 GiveQuestSourceItem( pQuest );
12543 AdjustQuestReqItemCount( pQuest );
12545 if( pQuest->GetRepObjectiveFaction() )
12546 SetFactionVisibleForFactionId(pQuest->GetRepObjectiveFaction());
12548 uint32 qtime = 0;
12549 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
12551 uint32 limittime = pQuest->GetLimitTime();
12553 // shared timed quest
12554 if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
12555 limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / 1000;
12557 AddTimedQuest( quest_id );
12558 questStatusData.m_timer = limittime * 1000;
12559 qtime = static_cast<uint32>(time(NULL)) + limittime;
12561 else
12562 questStatusData.m_timer = 0;
12564 SetQuestSlot(log_slot, quest_id, qtime);
12566 //starting initial quest script
12567 if(questGiver && pQuest->GetQuestStartScript()!=0)
12568 sWorld.ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
12570 UpdateForQuestsGO();
12573 void Player::CompleteQuest( uint32 quest_id )
12575 if( quest_id )
12577 SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
12579 uint16 log_slot = FindQuestSlot( quest_id );
12580 if( log_slot < MAX_QUEST_LOG_SIZE)
12581 SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12583 if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
12585 if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
12586 RewardQuest(qInfo,0,this,false);
12587 else
12588 SendQuestComplete( quest_id );
12593 void Player::IncompleteQuest( uint32 quest_id )
12595 if( quest_id )
12597 SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
12599 uint16 log_slot = FindQuestSlot( quest_id );
12600 if( log_slot < MAX_QUEST_LOG_SIZE)
12601 RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12605 void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
12607 uint32 quest_id = pQuest->GetQuestId();
12609 for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++ )
12611 if ( pQuest->ReqItemId[i] )
12612 DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
12615 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12616 // SetTimedQuest( 0 );
12617 m_timedquests.erase(pQuest->GetQuestId());
12619 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12621 if( pQuest->RewChoiceItemId[reward] )
12623 ItemPosCountVec dest;
12624 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK )
12626 Item* item = StoreNewItem( dest, pQuest->RewChoiceItemId[reward], true);
12627 SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
12632 if ( pQuest->GetRewItemsCount() > 0 )
12634 for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
12636 if( pQuest->RewItemId[i] )
12638 ItemPosCountVec dest;
12639 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ) == EQUIP_ERR_OK )
12641 Item* item = StoreNewItem( dest, pQuest->RewItemId[i], true);
12642 SendNewItem(item, pQuest->RewItemCount[i], true, false);
12648 RewardReputation( pQuest );
12650 if( pQuest->GetRewSpellCast() > 0 )
12651 CastSpell( this, pQuest->GetRewSpellCast(), true);
12652 else if( pQuest->GetRewSpell() > 0)
12653 CastSpell( this, pQuest->GetRewSpell(), true);
12655 uint16 log_slot = FindQuestSlot( quest_id );
12656 if( log_slot < MAX_QUEST_LOG_SIZE)
12657 SetQuestSlot(log_slot,0);
12659 QuestStatusData& q_status = mQuestStatus[quest_id];
12661 // Not give XP in case already completed once repeatable quest
12662 uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
12664 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
12665 GiveXP( XP , NULL );
12666 else
12667 ModifyMoney( int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)) );
12669 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12670 ModifyMoney( pQuest->GetRewOrReqMoney() );
12672 // honor reward
12673 if(pQuest->GetRewHonorableKills())
12674 RewardHonor(NULL, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
12676 // title reward
12677 if(pQuest->GetCharTitleId())
12679 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
12680 SetTitle(titleEntry);
12683 if(pQuest->GetBonusTalents())
12685 m_questRewardTalentCount+=pQuest->GetBonusTalents();
12686 InitTalentForLevel();
12689 // Send reward mail
12690 if(pQuest->GetRewMailTemplateId())
12692 MailMessageType mailType;
12693 uint32 senderGuidOrEntry;
12694 switch(questGiver->GetTypeId())
12696 case TYPEID_UNIT:
12697 mailType = MAIL_CREATURE;
12698 senderGuidOrEntry = questGiver->GetEntry();
12699 break;
12700 case TYPEID_GAMEOBJECT:
12701 mailType = MAIL_GAMEOBJECT;
12702 senderGuidOrEntry = questGiver->GetEntry();
12703 break;
12704 case TYPEID_ITEM:
12705 mailType = MAIL_ITEM;
12706 senderGuidOrEntry = questGiver->GetEntry();
12707 break;
12708 case TYPEID_PLAYER:
12709 mailType = MAIL_NORMAL;
12710 senderGuidOrEntry = questGiver->GetGUIDLow();
12711 break;
12712 default:
12713 mailType = MAIL_NORMAL;
12714 senderGuidOrEntry = GetGUIDLow();
12715 break;
12718 Loot questMailLoot;
12720 questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this);
12722 // fill mail
12723 MailItemsInfo mi; // item list preparing
12725 for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.items.size(); ++i)
12727 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
12729 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12731 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12732 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12737 for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.quest_items.size(); ++i)
12739 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i+questMailLoot.items.size(),this))
12741 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12743 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12744 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12749 WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
12752 if(pQuest->IsDaily())
12754 SetDailyQuestStatus(quest_id);
12755 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
12758 if ( !pQuest->IsRepeatable() )
12759 SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
12760 else
12761 SetQuestStatus(quest_id, QUEST_STATUS_NONE);
12763 q_status.m_rewarded = true;
12765 if(announce)
12766 SendQuestReward( pQuest, XP, questGiver );
12768 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12769 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
12770 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST);
12773 void Player::FailQuest( uint32 quest_id )
12775 if( quest_id )
12777 IncompleteQuest( quest_id );
12779 uint16 log_slot = FindQuestSlot( quest_id );
12780 if( log_slot < MAX_QUEST_LOG_SIZE)
12782 SetQuestSlotTimer(log_slot, 1 );
12783 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12785 SendQuestFailed( quest_id );
12789 void Player::FailTimedQuest( uint32 quest_id )
12791 if( quest_id )
12793 QuestStatusData& q_status = mQuestStatus[quest_id];
12795 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12796 q_status.m_timer = 0;
12798 IncompleteQuest( quest_id );
12800 uint16 log_slot = FindQuestSlot( quest_id );
12801 if( log_slot < MAX_QUEST_LOG_SIZE)
12803 SetQuestSlotTimer(log_slot, 1 );
12804 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12806 SendQuestTimerFailed( quest_id );
12810 bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
12812 int32 zoneOrSort = qInfo->GetZoneOrSort();
12813 int32 skillOrClass = qInfo->GetSkillOrClass();
12815 // skip zone zoneOrSort and 0 case skillOrClass
12816 if( zoneOrSort >= 0 && skillOrClass == 0 )
12817 return true;
12819 int32 questSort = -zoneOrSort;
12820 uint8 reqSortClass = ClassByQuestSort(questSort);
12822 // check class sort cases in zoneOrSort
12823 if( reqSortClass != 0 && getClass() != reqSortClass)
12825 if( msg )
12826 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12827 return false;
12830 // check class
12831 if( skillOrClass < 0 )
12833 uint8 reqClass = -int32(skillOrClass);
12834 if(getClass() != reqClass)
12836 if( msg )
12837 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12838 return false;
12841 // check skill
12842 else if( skillOrClass > 0 )
12844 uint32 reqSkill = skillOrClass;
12845 if( GetSkillValue( reqSkill ) < qInfo->GetRequiredSkillValue() )
12847 if( msg )
12848 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12849 return false;
12853 return true;
12856 bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
12858 if( getLevel() < qInfo->GetMinLevel() )
12860 if( msg )
12861 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12862 return false;
12864 return true;
12867 bool Player::SatisfyQuestLog( bool msg )
12869 // exist free slot
12870 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE )
12871 return true;
12873 if( msg )
12875 WorldPacket data( SMSG_QUESTLOG_FULL, 0 );
12876 GetSession()->SendPacket( &data );
12877 sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12879 return false;
12882 bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
12884 // No previous quest (might be first quest in a series)
12885 if( qInfo->prevQuests.empty())
12886 return true;
12888 for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter )
12890 uint32 prevId = abs(*iter);
12892 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
12893 Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
12895 if( qPrevInfo && i_prevstatus != mQuestStatus.end() )
12897 // If any of the positive previous quests completed, return true
12898 if( *iter > 0 && i_prevstatus->second.m_rewarded )
12900 // skip one-from-all exclusive group
12901 if(qPrevInfo->GetExclusiveGroup() >= 0)
12902 return true;
12904 // each-from-all exclusive group ( < 0)
12905 // can be start if only all quests in prev quest exclusive group completed and rewarded
12906 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12907 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12909 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12911 for(; iter != end; ++iter)
12913 uint32 exclude_Id = iter->second;
12915 // skip checked quest id, only state of other quests in group is interesting
12916 if(exclude_Id == prevId)
12917 continue;
12919 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12921 // alternative quest from group also must be completed and rewarded(reported)
12922 if( i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded )
12924 if( msg )
12925 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12926 return false;
12929 return true;
12931 // If any of the negative previous quests active, return true
12932 if( *iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12933 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
12935 // skip one-from-all exclusive group
12936 if(qPrevInfo->GetExclusiveGroup() >= 0)
12937 return true;
12939 // each-from-all exclusive group ( < 0)
12940 // can be start if only all quests in prev quest exclusive group active
12941 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12942 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12944 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12946 for(; iter != end; ++iter)
12948 uint32 exclude_Id = iter->second;
12950 // skip checked quest id, only state of other quests in group is interesting
12951 if(exclude_Id == prevId)
12952 continue;
12954 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12956 // alternative quest from group also must be active
12957 if( i_exstatus == mQuestStatus.end() ||
12958 i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
12959 (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)) )
12961 if( msg )
12962 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12963 return false;
12966 return true;
12971 // Has only positive prev. quests in non-rewarded state
12972 // and negative prev. quests in non-active state
12973 if( msg )
12974 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12976 return false;
12979 bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
12981 uint32 reqraces = qInfo->GetRequiredRaces();
12982 if ( reqraces == 0 )
12983 return true;
12984 if( (reqraces & getRaceMask()) == 0 )
12986 if( msg )
12987 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
12988 return false;
12990 return true;
12993 bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
12995 uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
12996 if(fIdMin && GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
12998 if( msg )
12999 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13000 return false;
13003 uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
13004 if(fIdMax && GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
13006 if( msg )
13007 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13008 return false;
13011 return true;
13014 bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
13016 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
13017 if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
13019 if( msg )
13020 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
13021 return false;
13023 return true;
13026 bool Player::SatisfyQuestTimed( Quest const* qInfo, bool msg )
13028 if ( (find(m_timedquests.begin(), m_timedquests.end(), qInfo->GetQuestId()) != m_timedquests.end()) && qInfo->HasFlag(QUEST_MANGOS_FLAGS_TIMED) )
13030 if( msg )
13031 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED );
13032 return false;
13034 return true;
13037 bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
13039 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
13040 if(qInfo->GetExclusiveGroup() <= 0)
13041 return true;
13043 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
13044 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
13046 assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
13048 for(; iter != end; ++iter)
13050 uint32 exclude_Id = iter->second;
13052 // skip checked quest id, only state of other quests in group is interesting
13053 if(exclude_Id == qInfo->GetQuestId())
13054 continue;
13056 // not allow have daily quest if daily quest from exclusive group already recently completed
13057 Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
13058 if( !SatisfyQuestDay(Nquest, false) )
13060 if( msg )
13061 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13062 return false;
13065 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
13067 // alternative quest already started or completed
13068 if( i_exstatus != mQuestStatus.end()
13069 && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
13071 if( msg )
13072 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13073 return false;
13076 return true;
13079 bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
13081 if(!qInfo->GetNextQuestInChain())
13082 return true;
13084 // next quest in chain already started or completed
13085 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
13086 if( itr != mQuestStatus.end()
13087 && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) )
13089 if( msg )
13090 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13091 return false;
13094 // check for all quests further up the chain
13095 // only necessary if there are quest chains with more than one quest that can be skipped
13096 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
13097 return true;
13100 bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
13102 // No previous quest in chain
13103 if( qInfo->prevChainQuests.empty())
13104 return true;
13106 for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
13108 uint32 prevId = *iter;
13110 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
13112 if( i_prevstatus != mQuestStatus.end() )
13114 // If any of the previous quests in chain active, return false
13115 if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
13116 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
13118 if( msg )
13119 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13120 return false;
13124 // check for all quests further down the chain
13125 // only necessary if there are quest chains with more than one quest that can be skipped
13126 //if( !SatisfyQuestPrevChain( prevId, msg ) )
13127 // return false;
13130 // No previous quest in chain active
13131 return true;
13134 bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
13136 if(!qInfo->IsDaily())
13137 return true;
13139 bool have_slot = false;
13140 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
13142 uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
13143 if(qInfo->GetQuestId()==id)
13144 return false;
13146 if(!id)
13147 have_slot = true;
13150 if(!have_slot)
13152 if( msg )
13153 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
13154 return false;
13157 return true;
13160 bool Player::GiveQuestSourceItem( Quest const *pQuest )
13162 uint32 srcitem = pQuest->GetSrcItemId();
13163 if( srcitem > 0 )
13165 uint32 count = pQuest->GetSrcItemCount();
13166 if( count <= 0 )
13167 count = 1;
13169 ItemPosCountVec dest;
13170 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
13171 if( msg == EQUIP_ERR_OK )
13173 Item * item = StoreNewItem(dest, srcitem, true);
13174 SendNewItem(item, count, true, false);
13175 return true;
13177 // player already have max amount required item, just report success
13178 else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
13179 return true;
13180 else
13181 SendEquipError( msg, NULL, NULL );
13182 return false;
13185 return true;
13188 bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
13190 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13191 if( qInfo )
13193 uint32 srcitem = qInfo->GetSrcItemId();
13194 if( srcitem > 0 )
13196 uint32 count = qInfo->GetSrcItemCount();
13197 if( count <= 0 )
13198 count = 1;
13200 // exist one case when destroy source quest item not possible:
13201 // non un-equippable item (equipped non-empty bag, for example)
13202 uint8 res = CanUnequipItems(srcitem,count);
13203 if(res != EQUIP_ERR_OK)
13205 if(msg)
13206 SendEquipError( res, NULL, NULL );
13207 return false;
13210 DestroyItemCount(srcitem, count, true, true);
13213 return true;
13216 bool Player::GetQuestRewardStatus( uint32 quest_id ) const
13218 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13219 if( qInfo )
13221 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13222 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13223 if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
13224 && !qInfo->IsRepeatable() )
13225 return itr->second.m_rewarded;
13227 return false;
13229 return false;
13232 QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
13234 if( quest_id )
13236 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13237 if( itr != mQuestStatus.end() )
13238 return itr->second.m_status;
13240 return QUEST_STATUS_NONE;
13243 bool Player::CanShareQuest(uint32 quest_id) const
13245 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13246 if( qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) )
13248 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13249 if( itr != mQuestStatus.end() )
13250 return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
13252 return false;
13255 void Player::SetQuestStatus( uint32 quest_id, QuestStatus status )
13257 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13258 if( qInfo )
13260 if( status == QUEST_STATUS_NONE || status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE )
13262 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
13263 m_timedquests.erase(qInfo->GetQuestId());
13266 QuestStatusData& q_status = mQuestStatus[quest_id];
13268 q_status.m_status = status;
13269 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13272 UpdateForQuestsGO();
13275 // not used in MaNGOS, but used in scripting code
13276 uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
13278 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13279 if( !qInfo )
13280 return 0;
13282 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13283 if ( qInfo->ReqCreatureOrGOId[j] == entry )
13284 return mQuestStatus[quest_id].m_creatureOrGOcount[j];
13286 return 0;
13289 void Player::AdjustQuestReqItemCount( Quest const* pQuest )
13291 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13293 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
13295 uint32 reqitemcount = pQuest->ReqItemCount[i];
13296 if( reqitemcount != 0 )
13298 uint32 quest_id = pQuest->GetQuestId();
13299 uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
13301 QuestStatusData& q_status = mQuestStatus[quest_id];
13302 q_status.m_itemcount[i] = std::min(curitemcount, reqitemcount);
13303 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13309 uint16 Player::FindQuestSlot( uint32 quest_id ) const
13311 for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13312 if ( GetQuestSlotQuestId(i) == quest_id )
13313 return i;
13315 return MAX_QUEST_LOG_SIZE;
13318 void Player::AreaExploredOrEventHappens( uint32 questId )
13320 if( questId )
13322 uint16 log_slot = FindQuestSlot( questId );
13323 if( log_slot < MAX_QUEST_LOG_SIZE)
13325 QuestStatusData& q_status = mQuestStatus[questId];
13327 if(!q_status.m_explored)
13329 q_status.m_explored = true;
13330 if (q_status.uState != QUEST_NEW)
13331 q_status.uState = QUEST_CHANGED;
13334 if( CanCompleteQuest( questId ) )
13335 CompleteQuest( questId );
13339 //not used in mangosd, function for external script library
13340 void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
13342 if( Group *pGroup = GetGroup() )
13344 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
13346 Player *pGroupGuy = itr->getSource();
13348 // for any leave or dead (with not released body) group member at appropriate distance
13349 if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse() )
13350 pGroupGuy->AreaExploredOrEventHappens(questId);
13353 else
13354 AreaExploredOrEventHappens(questId);
13357 void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
13359 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13361 uint32 questid = GetQuestSlotQuestId(i);
13362 if ( questid == 0 )
13363 continue;
13365 QuestStatusData& q_status = mQuestStatus[questid];
13367 if ( q_status.m_status != QUEST_STATUS_INCOMPLETE )
13368 continue;
13370 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13371 if( !qInfo || !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13372 continue;
13374 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13376 uint32 reqitem = qInfo->ReqItemId[j];
13377 if ( reqitem == entry )
13379 uint32 reqitemcount = qInfo->ReqItemCount[j];
13380 uint32 curitemcount = q_status.m_itemcount[j];
13381 if ( curitemcount < reqitemcount )
13383 uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
13384 q_status.m_itemcount[j] += additemcount;
13385 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13387 SendQuestUpdateAddItem( qInfo, j, additemcount );
13389 if ( CanCompleteQuest( questid ) )
13390 CompleteQuest( questid );
13391 return;
13395 UpdateForQuestsGO();
13396 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
13399 void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
13401 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13403 uint32 questid = GetQuestSlotQuestId(i);
13404 if(!questid)
13405 continue;
13406 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13407 if ( !qInfo )
13408 continue;
13409 if( !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13410 continue;
13412 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13414 uint32 reqitem = qInfo->ReqItemId[j];
13415 if ( reqitem == entry )
13417 QuestStatusData& q_status = mQuestStatus[questid];
13419 uint32 reqitemcount = qInfo->ReqItemCount[j];
13420 uint32 curitemcount;
13421 if( q_status.m_status != QUEST_STATUS_COMPLETE )
13422 curitemcount = q_status.m_itemcount[j];
13423 else
13424 curitemcount = GetItemCount(entry,true);
13425 if ( curitemcount < reqitemcount + count )
13427 uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
13428 q_status.m_itemcount[j] = curitemcount - remitemcount;
13429 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13431 IncompleteQuest( questid );
13433 return;
13437 UpdateForQuestsGO();
13440 void Player::KilledMonster( uint32 entry, uint64 guid )
13442 uint32 addkillcount = 1;
13443 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, entry, addkillcount);
13444 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13446 uint32 questid = GetQuestSlotQuestId(i);
13447 if(!questid)
13448 continue;
13450 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13451 if( !qInfo )
13452 continue;
13453 // just if !ingroup || !noraidgroup || raidgroup
13454 QuestStatusData& q_status = mQuestStatus[questid];
13455 if( q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
13457 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST) )
13459 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13461 // skip GO activate objective or none
13462 if(qInfo->ReqCreatureOrGOId[j] <=0)
13463 continue;
13465 // skip Cast at creature objective
13466 if(qInfo->ReqSpell[j] !=0 )
13467 continue;
13469 uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
13471 if ( reqkill == entry )
13473 uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
13474 uint32 curkillcount = q_status.m_creatureOrGOcount[j];
13475 if ( curkillcount < reqkillcount )
13477 q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
13478 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13480 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
13482 if ( CanCompleteQuest( questid ) )
13483 CompleteQuest( questid );
13485 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13486 continue;
13494 void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
13496 bool isCreature = IS_CREATURE_GUID(guid);
13498 uint32 addCastCount = 1;
13499 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13501 uint32 questid = GetQuestSlotQuestId(i);
13502 if(!questid)
13503 continue;
13505 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13506 if ( !qInfo )
13507 continue;
13509 QuestStatusData& q_status = mQuestStatus[questid];
13511 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13513 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST ) )
13515 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13517 // skip kill creature objective (0) or wrong spell casts
13518 if(qInfo->ReqSpell[j] != spell_id )
13519 continue;
13521 uint32 reqTarget = 0;
13523 if(isCreature)
13525 // creature activate objectives
13526 if(qInfo->ReqCreatureOrGOId[j] > 0)
13527 // checked at quest_template loading
13528 reqTarget = qInfo->ReqCreatureOrGOId[j];
13530 else
13532 // GO activate objective
13533 if(qInfo->ReqCreatureOrGOId[j] < 0)
13534 // checked at quest_template loading
13535 reqTarget = - qInfo->ReqCreatureOrGOId[j];
13538 // other not this creature/GO related objectives
13539 if( reqTarget != entry )
13540 continue;
13542 uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
13543 uint32 curCastCount = q_status.m_creatureOrGOcount[j];
13544 if ( curCastCount < reqCastCount )
13546 q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
13547 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13549 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount);
13552 if ( CanCompleteQuest( questid ) )
13553 CompleteQuest( questid );
13555 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13556 break;
13563 void Player::TalkedToCreature( uint32 entry, uint64 guid )
13565 uint32 addTalkCount = 1;
13566 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13568 uint32 questid = GetQuestSlotQuestId(i);
13569 if(!questid)
13570 continue;
13572 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13573 if ( !qInfo )
13574 continue;
13576 QuestStatusData& q_status = mQuestStatus[questid];
13578 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13580 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) )
13582 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13584 // skip spell casts and Gameobject objectives
13585 if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
13586 continue;
13588 uint32 reqTarget = 0;
13590 if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
13591 // checked at quest_template loading
13592 reqTarget = qInfo->ReqCreatureOrGOId[j];
13593 else
13594 continue;
13596 if ( reqTarget == entry )
13598 uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
13599 uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
13600 if ( curTalkCount < reqTalkCount )
13602 q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
13603 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13605 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount);
13607 if ( CanCompleteQuest( questid ) )
13608 CompleteQuest( questid );
13610 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13611 continue;
13619 void Player::MoneyChanged( uint32 count )
13621 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13623 uint32 questid = GetQuestSlotQuestId(i);
13624 if (!questid)
13625 continue;
13627 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13628 if( qInfo && qInfo->GetRewOrReqMoney() < 0 )
13630 QuestStatusData& q_status = mQuestStatus[questid];
13632 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13634 if(int32(count) >= -qInfo->GetRewOrReqMoney())
13636 if ( CanCompleteQuest( questid ) )
13637 CompleteQuest( questid );
13640 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13642 if(int32(count) < -qInfo->GetRewOrReqMoney())
13643 IncompleteQuest( questid );
13649 bool Player::HasQuestForItem( uint32 itemid ) const
13651 for( QuestStatusMap::const_iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
13653 QuestStatusData const& q_status = i->second;
13655 if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
13657 Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
13658 if(!qinfo)
13659 continue;
13661 // hide quest if player is in raid-group and quest is no raid quest
13662 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
13663 continue;
13665 // There should be no mixed ReqItem/ReqSource drop
13666 // This part for ReqItem drop
13667 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13669 if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] )
13670 return true;
13672 // This part - for ReqSource
13673 for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; j++)
13675 // examined item is a source item
13676 if (qinfo->ReqSourceId[j] == itemid && qinfo->ReqSourceRef[j] > 0 && qinfo->ReqSourceRef[j] <= QUEST_OBJECTIVES_COUNT)
13678 uint32 idx = qinfo->ReqSourceRef[j]-1;
13680 // total count of created ReqItems and SourceItems is less than ReqItemCount
13681 if(qinfo->ReqItemId[idx] != 0 &&
13682 q_status.m_itemcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqItemCount[idx] * qinfo->ReqSourceCount[j])
13683 return true;
13685 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13686 if (qinfo->ReqCreatureOrGOId[idx] != 0)
13688 if(q_status.m_creatureOrGOcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqCreatureOrGOCount[idx] * qinfo->ReqSourceCount[j])
13689 return true;
13691 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13692 else if(qinfo->ReqSpell[idx] != 0)
13694 // not casted and need more reagents/item for use.
13695 if(!q_status.m_explored && GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
13696 return true;
13702 return false;
13705 void Player::SendQuestComplete( uint32 quest_id )
13707 if( quest_id )
13709 WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 );
13710 data << uint32(quest_id);
13711 GetSession()->SendPacket( &data );
13712 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id );
13716 void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
13718 uint32 questid = pQuest->GetQuestId();
13719 sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
13720 WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) );
13721 data << uint32(questid);
13723 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
13725 data << uint32(XP);
13726 data << uint32(pQuest->GetRewOrReqMoney());
13728 else
13730 data << uint32(0);
13731 data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
13734 data << uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
13735 data << uint32(pQuest->GetBonusTalents()); // bonus talents
13736 GetSession()->SendPacket( &data );
13738 if (pQuest->GetQuestCompleteScript() != 0)
13739 sWorld.ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
13742 void Player::SendQuestFailed( uint32 quest_id )
13744 if( quest_id )
13746 WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 );
13747 data << quest_id;
13748 data << uint32(0); // failed reason (4 for inventory is full)
13749 GetSession()->SendPacket( &data );
13750 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13754 void Player::SendQuestTimerFailed( uint32 quest_id )
13756 if( quest_id )
13758 WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
13759 data << quest_id;
13760 GetSession()->SendPacket( &data );
13761 sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13765 void Player::SendCanTakeQuestResponse( uint32 msg )
13767 WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
13768 data << uint32(msg);
13769 GetSession()->SendPacket( &data );
13770 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13773 void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
13775 if( pPlayer )
13777 WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
13778 data << uint64(pPlayer->GetGUID());
13779 data << uint8(msg); // valid values: 0-8
13780 GetSession()->SendPacket( &data );
13781 sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13785 void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
13787 WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 );
13788 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13789 //data << pQuest->ReqItemId[item_idx];
13790 //data << count;
13791 GetSession()->SendPacket( &data );
13794 void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
13796 assert(old_count + add_count < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13798 int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
13799 if (entry < 0)
13800 // client expected gameobject template id in form (id|0x80000000)
13801 entry = (-entry) | 0x80000000;
13803 WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
13804 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13805 data << uint32(pQuest->GetQuestId());
13806 data << uint32(entry);
13807 data << uint32(old_count + add_count);
13808 data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
13809 data << uint64(guid);
13810 GetSession()->SendPacket(&data);
13812 uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
13813 if( log_slot < MAX_QUEST_LOG_SIZE)
13814 SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
13817 /*********************************************************/
13818 /*** LOAD SYSTEM ***/
13819 /*********************************************************/
13821 bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
13823 bool delete_result = true;
13824 if(!result)
13826 // 0 1 2 3 4 5 6 7 8 9
13827 result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid);
13828 if(!result) return false;
13830 else delete_result = false;
13832 Field *fields = result->Fetch();
13834 if(!LoadValues( fields[1].GetString()))
13836 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid));
13837 if(delete_result) delete result;
13838 return false;
13841 // overwrite possible wrong/corrupted guid
13842 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13844 m_name = fields[2].GetCppString();
13846 Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat());
13847 SetMapId(fields[6].GetUInt32());
13848 // the instance id is not needed at character enum
13850 m_Played_time[0] = fields[7].GetUInt32();
13851 m_Played_time[1] = fields[8].GetUInt32();
13853 m_atLoginFlags = fields[9].GetUInt32();
13855 // I don't see these used anywhere ..
13856 /*_LoadGroup();
13858 _LoadBoundInstances();*/
13860 if (delete_result) delete result;
13862 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
13863 m_items[i] = NULL;
13865 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
13866 m_deathState = DEAD;
13868 return true;
13871 void Player::_LoadDeclinedNames(QueryResult* result)
13873 if(!result)
13874 return;
13876 if(m_declinedname)
13877 delete m_declinedname;
13879 m_declinedname = new DeclinedName;
13880 Field *fields = result->Fetch();
13881 for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
13882 m_declinedname->name[i] = fields[i].GetCppString();
13884 delete result;
13887 void Player::_LoadArenaTeamInfo(QueryResult *result)
13889 // arenateamid, played_week, played_season, personal_rating
13890 memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32)*18);
13891 if (!result)
13892 return;
13896 Field *fields = result->Fetch();
13898 uint32 arenateamid = fields[0].GetUInt32();
13899 uint32 played_week = fields[1].GetUInt32();
13900 uint32 played_season = fields[2].GetUInt32();
13901 uint32 personal_rating = fields[3].GetUInt32();
13903 ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid);
13904 if(!aTeam)
13906 sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid, played_week, played_season, personal_rating);
13907 continue;
13909 uint8 arenaSlot = aTeam->GetSlot();
13911 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6] = arenateamid; // TeamID
13912 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 1] = ((aTeam->GetCaptain() == GetGUID()) ? (uint32)0 : (uint32)1); // Captain 0, member 1
13913 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 2] = played_week; // Played Week
13914 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 3] = played_season; // Played Season
13915 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 4] = 0; // Unk
13916 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 5] = personal_rating; // Personal Rating
13918 }while (result->NextRow());
13919 delete result;
13922 bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
13924 QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
13925 if(!result)
13926 return false;
13928 Field *fields = result->Fetch();
13930 x = fields[0].GetFloat();
13931 y = fields[1].GetFloat();
13932 z = fields[2].GetFloat();
13933 o = fields[3].GetFloat();
13934 mapid = fields[4].GetUInt32();
13935 in_flight = !fields[5].GetCppString().empty();
13937 delete result;
13938 return true;
13941 bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
13943 QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
13944 if( !result )
13945 return false;
13947 Field *fields = result->Fetch();
13949 data = StrSplit(fields[0].GetCppString(), " ");
13951 delete result;
13953 return true;
13956 uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
13958 if(index >= data.size())
13959 return 0;
13961 return (uint32)atoi(data[index].c_str());
13964 float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
13966 float result;
13967 uint32 temp = Player::GetUInt32ValueFromArray(data,index);
13968 memcpy(&result, &temp, sizeof(result));
13970 return result;
13973 uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
13975 Tokens data;
13976 if(!LoadValuesArrayFromDB(data,guid))
13977 return 0;
13979 return GetUInt32ValueFromArray(data,index);
13982 float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
13984 float result;
13985 uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
13986 memcpy(&result, &temp, sizeof(result));
13988 return result;
13991 bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
13993 //// 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
13994 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points FROM characters WHERE guid = '%u'", guid);
13995 QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
13997 if(!result)
13999 sLog.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid);
14000 return false;
14003 Field *fields = result->Fetch();
14005 uint32 dbAccountId = fields[1].GetUInt32();
14007 // check if the character's account in the db and the logged in account match.
14008 // player should be able to load/delete character only with correct account!
14009 if( dbAccountId != GetSession()->GetAccountId() )
14011 sLog.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
14012 delete result;
14013 return false;
14016 Object::_Create( guid, 0, HIGHGUID_PLAYER );
14018 m_name = fields[3].GetCppString();
14020 // check name limitations
14021 if(!ObjectMgr::IsValidName(m_name) || GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name))
14023 delete result;
14024 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
14025 return false;
14028 if(!LoadValues( fields[2].GetString()))
14030 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
14031 delete result;
14032 return false;
14035 // overwrite possible wrong/corrupted guid
14036 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
14038 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
14039 for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
14041 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), 0 );
14042 SetVisibleItemSlot(slot,NULL);
14044 if (m_items[slot])
14046 delete m_items[slot];
14047 m_items[slot] = NULL;
14051 // update money limits
14052 if(GetMoney() > MAX_MONEY_AMOUNT)
14053 SetMoney(MAX_MONEY_AMOUNT);
14055 sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
14056 outDebugValues();
14058 m_race = fields[4].GetUInt8();
14059 //Need to call it to initialize m_team (m_team can be calculated from m_race)
14060 //Other way is to saves m_team into characters table.
14061 setFactionForRace(m_race);
14062 SetCharm(0);
14064 m_class = fields[5].GetUInt8();
14066 PlayerInfo const *info = objmgr.GetPlayerInfo(m_race, m_class);
14067 if(!info)
14069 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
14070 delete result;
14071 return false;
14074 InitPrimaryProffesions(); // to max set before any spell loaded
14076 uint32 transGUID = fields[24].GetUInt32();
14077 Relocate(fields[6].GetFloat(),fields[7].GetFloat(),fields[8].GetFloat(),fields[10].GetFloat());
14078 SetMapId(fields[9].GetUInt32());
14079 SetDifficulty(fields[32].GetUInt32()); // may be changed in _LoadGroup
14081 _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
14083 _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
14085 uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[33].GetUInt32();
14086 if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
14087 arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS);
14089 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
14091 // check arena teams integrity
14092 for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
14094 uint32 arena_team_id = GetArenaTeamId(arena_slot);
14095 if(!arena_team_id)
14096 continue;
14098 if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
14099 if(at->HaveMember(GetGUID()))
14100 continue;
14102 // arena team not exist or not member, cleanup fields
14103 for(int j =0; j < 6; ++j)
14104 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arena_slot * 6 + j, 0);
14107 _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
14109 if(!IsPositionValid())
14111 sLog.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
14113 SetMapId(info->mapId);
14114 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
14116 transGUID = 0;
14118 m_movementInfo.t_x = 0.0f;
14119 m_movementInfo.t_y = 0.0f;
14120 m_movementInfo.t_z = 0.0f;
14121 m_movementInfo.t_o = 0.0f;
14124 // load the player's map here if it's not already loaded
14125 Map *map = GetMap();
14126 // since the player may not be bound to the map yet, make sure subsequent
14127 // getmap calls won't create new maps
14128 SetInstanceId(map->GetInstanceId());
14130 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14131 if(GetInstanceId() && !sInstanceSaveManager.GetInstanceSave(GetInstanceId()))
14133 AreaTrigger const* at = objmgr.GetMapEntranceTrigger(GetMapId());
14134 if(at)
14135 Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
14136 else
14137 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());
14140 SaveRecallPosition();
14142 if (transGUID != 0)
14144 m_movementInfo.t_x = fields[20].GetFloat();
14145 m_movementInfo.t_y = fields[21].GetFloat();
14146 m_movementInfo.t_z = fields[22].GetFloat();
14147 m_movementInfo.t_o = fields[23].GetFloat();
14149 if( !MaNGOS::IsValidMapCoord(
14150 GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
14151 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
14152 // transport size limited
14153 m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
14155 sLog.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14156 guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
14157 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
14159 SetMapId(info->mapId);
14160 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
14162 m_movementInfo.t_x = 0.0f;
14163 m_movementInfo.t_y = 0.0f;
14164 m_movementInfo.t_z = 0.0f;
14165 m_movementInfo.t_o = 0.0f;
14167 transGUID = 0;
14171 if (transGUID != 0)
14173 for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
14175 if( (*iter)->GetGUIDLow() == transGUID)
14177 m_transport = *iter;
14178 m_transport->AddPassenger(this);
14179 SetMapId(m_transport->GetMapId());
14180 break;
14184 if(!m_transport)
14186 sLog.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
14187 guid,transGUID);
14189 SetMapId(info->mapId);
14190 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
14192 m_movementInfo.t_x = 0.0f;
14193 m_movementInfo.t_y = 0.0f;
14194 m_movementInfo.t_z = 0.0f;
14195 m_movementInfo.t_o = 0.0f;
14197 transGUID = 0;
14201 time_t now = time(NULL);
14202 time_t logoutTime = time_t(fields[16].GetUInt64());
14204 // since last logout (in seconds)
14205 uint64 time_diff = uint64(now - logoutTime);
14207 // set value, including drunk invisibility detection
14208 // calculate sobering. after 15 minutes logged out, the player will be sober again
14209 float soberFactor;
14210 if(time_diff > 15*MINUTE)
14211 soberFactor = 0;
14212 else
14213 soberFactor = 1-time_diff/(15.0f*MINUTE);
14214 uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
14215 SetDrunkValue(newDrunkenValue);
14217 m_rest_bonus = fields[15].GetFloat();
14218 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14219 float bubble0 = 0.031;
14220 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14221 float bubble1 = 0.125;
14223 if((int32)fields[16].GetUInt32() > 0)
14225 float bubble = fields[17].GetUInt32() > 0
14226 ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
14227 : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
14229 SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
14232 m_cinematic = fields[12].GetUInt32();
14233 m_Played_time[0]= fields[13].GetUInt32();
14234 m_Played_time[1]= fields[14].GetUInt32();
14236 m_resetTalentsCost = fields[18].GetUInt32();
14237 m_resetTalentsTime = time_t(fields[19].GetUInt64());
14239 // reserve some flags
14240 uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
14242 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) )
14243 SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
14245 m_taxi.LoadTaxiMask( fields[11].GetString() ); // must be before InitTaxiNodesForLevel
14247 uint32 extraflags = fields[25].GetUInt32();
14249 m_stableSlots = fields[26].GetUInt32();
14250 if(m_stableSlots > 4)
14252 sLog.outError("Player can have not more 4 stable slots, but have in DB %u",uint32(m_stableSlots));
14253 m_stableSlots = 4;
14256 m_atLoginFlags = fields[27].GetUInt32();
14258 // Honor system
14259 // Update Honor kills data
14260 m_lastHonorUpdateTime = logoutTime;
14261 UpdateHonorFields();
14263 m_deathExpireTime = (time_t)fields[30].GetUInt64();
14264 if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
14265 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
14267 std::string taxi_nodes = fields[31].GetCppString();
14269 delete result;
14271 // clear channel spell data (if saved at channel spell casting)
14272 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
14273 SetUInt32Value(UNIT_CHANNEL_SPELL,0);
14275 // clear charm/summon related fields
14276 SetCharm(NULL);
14277 SetPet(NULL);
14278 SetCharmerGUID(0);
14279 SetOwnerGUID(0);
14280 SetCreatorGUID(0);
14282 // reset some aura modifiers before aura apply
14283 SetFarSightGUID(0);
14284 SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
14285 SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
14287 // reset skill modifiers and set correct unlearn flags
14288 for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++)
14290 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
14292 // set correct unlearn bit
14293 uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
14294 if(!id) continue;
14296 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
14297 if(!pSkill) continue;
14299 // enable unlearn button for primary professions only
14300 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
14301 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
14302 else
14303 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
14306 // make sure the unit is considered out of combat for proper loading
14307 ClearInCombat();
14309 // make sure the unit is considered not in duel for proper loading
14310 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
14311 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
14313 // remember loaded power/health values to restore after stats initialization and modifier applying
14314 uint32 savedHealth = GetHealth();
14315 uint32 savedPower[MAX_POWERS];
14316 for(uint32 i = 0; i < MAX_POWERS; ++i)
14317 savedPower[i] = GetPower(Powers(i));
14319 // reset stats before loading any modifiers
14320 InitStatsForLevel();
14321 InitTaxiNodesForLevel();
14322 InitGlyphsForLevel();
14323 InitRunes();
14325 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14327 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14328 //_LoadMail();
14330 _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
14331 _LoadGlyphAuras();
14333 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14334 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
14335 m_deathState = DEAD;
14337 _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
14339 // after spell load, learn rewarded spell if need also
14340 _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
14341 _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
14343 // after spell and quest load
14344 InitTalentForLevel();
14345 learnSkillRewardedSpells();
14346 learnDefaultSpells();
14348 _LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS));
14350 // must be before inventory (some items required reputation check)
14351 _LoadReputation(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
14353 _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
14355 // update items with duration and realtime
14356 UpdateItemDuration(time_diff, true);
14358 _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
14360 // unread mails and next delivery time, actual mails not loaded
14361 _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
14363 m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
14365 if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
14366 return false;
14368 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14369 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14370 if(uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
14372 if(!HasTitle(curTitle))
14373 SetUInt32Value(PLAYER_CHOSEN_TITLE,0);
14376 // Not finish taxi flight path
14377 if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam()))
14379 // problems with taxi path loading
14380 TaxiNodesEntry const* nodeEntry = NULL;
14381 if(uint32 node_id = m_taxi.GetTaxiSource())
14382 nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14384 if(!nodeEntry) // don't know taxi start node, to homebind
14386 sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14387 SetMapId(m_homebindMapId);
14388 Relocate( m_homebindX, m_homebindY, m_homebindZ,0.0f);
14389 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14391 else // have start node, to it
14393 sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14394 SetMapId(nodeEntry->map_id);
14395 Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
14396 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14398 m_taxi.ClearTaxiDestinations();
14400 else if(uint32 node_id = m_taxi.GetTaxiSource())
14402 // save source node as recall coord to prevent recall and fall from sky
14403 TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14404 assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
14405 m_recallMap = nodeEntry->map_id;
14406 m_recallX = nodeEntry->x;
14407 m_recallY = nodeEntry->y;
14408 m_recallZ = nodeEntry->z;
14410 // flight will started later
14413 // has to be called after last Relocate() in Player::LoadFromDB
14414 SetFallInformation(0, GetPositionZ());
14416 _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
14418 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14419 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14420 if(!isAlive())
14421 RemoveAllAurasOnDeath();
14423 //apply all stat bonuses from items and auras
14424 SetCanModifyStats(true);
14425 UpdateAllStats();
14427 // restore remembered power/health values (but not more max values)
14428 SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
14429 for(uint32 i = 0; i < MAX_POWERS; ++i)
14430 SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
14432 sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
14433 outDebugValues();
14435 // GM state
14436 if(GetSession()->GetSecurity() > SEC_PLAYER)
14438 switch(sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
14440 default:
14441 case 0: break; // disable
14442 case 1: SetGameMaster(true); break; // enable
14443 case 2: // save state
14444 if(extraflags & PLAYER_EXTRA_GM_ON)
14445 SetGameMaster(true);
14446 break;
14449 switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
14451 default:
14452 case 0: break; // disable
14453 case 1: SetAcceptTicket(true); break; // enable
14454 case 2: // save state
14455 if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
14456 SetAcceptTicket(true);
14457 break;
14460 switch(sWorld.getConfig(CONFIG_GM_CHAT))
14462 default:
14463 case 0: break; // disable
14464 case 1: SetGMChat(true); break; // enable
14465 case 2: // save state
14466 if(extraflags & PLAYER_EXTRA_GM_CHAT)
14467 SetGMChat(true);
14468 break;
14471 switch(sWorld.getConfig(CONFIG_GM_WISPERING_TO))
14473 default:
14474 case 0: break; // disable
14475 case 1: SetAcceptWhispers(true); break; // enable
14476 case 2: // save state
14477 if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
14478 SetAcceptWhispers(true);
14479 break;
14483 _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
14485 m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
14486 m_achievementMgr.CheckAllAchievementCriteria();
14487 return true;
14490 bool Player::isAllowedToLoot(Creature* creature)
14492 if(Player* recipient = creature->GetLootRecipient())
14494 if (recipient == this)
14495 return true;
14496 if( Group* otherGroup = recipient->GetGroup())
14498 Group* thisGroup = GetGroup();
14499 if(!thisGroup)
14500 return false;
14501 return thisGroup == otherGroup;
14503 return false;
14505 else
14506 // prevent other players from looting if the recipient got disconnected
14507 return !creature->hasLootRecipient();
14510 void Player::_LoadActions(QueryResult *result)
14512 m_actionButtons.clear();
14514 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14516 if(result)
14520 Field *fields = result->Fetch();
14522 uint8 button = fields[0].GetUInt8();
14524 addActionButton(button, fields[1].GetUInt16(), fields[2].GetUInt8(), fields[3].GetUInt8());
14526 m_actionButtons[button].uState = ACTIONBUTTON_UNCHANGED;
14528 while( result->NextRow() );
14530 delete result;
14534 void Player::_LoadAuras(QueryResult *result, uint32 timediff)
14536 m_Auras.clear();
14537 for (int i = 0; i < TOTAL_AURAS; i++)
14538 m_modAuras[i].clear();
14540 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14542 if(result)
14546 Field *fields = result->Fetch();
14547 uint64 caster_guid = fields[0].GetUInt64();
14548 uint32 spellid = fields[1].GetUInt32();
14549 uint32 effindex = fields[2].GetUInt32();
14550 uint32 stackcount = fields[3].GetUInt32();
14551 int32 damage = (int32)fields[4].GetUInt32();
14552 int32 maxduration = (int32)fields[5].GetUInt32();
14553 int32 remaintime = (int32)fields[6].GetUInt32();
14554 int32 remaincharges = (int32)fields[7].GetUInt32();
14556 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
14557 if(!spellproto)
14559 sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex);
14560 continue;
14563 if(effindex >= 3)
14565 sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex);
14566 continue;
14569 // negative effects should continue counting down after logout
14570 if (remaintime != -1 && !IsPositiveEffect(spellid, effindex))
14572 if(remaintime <= int32(timediff))
14573 continue;
14575 remaintime -= timediff;
14578 // prevent wrong values of remaincharges
14579 if(spellproto->procCharges)
14581 if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
14582 remaincharges = spellproto->procCharges;
14584 else
14585 remaincharges = 0;
14587 //do not load single target auras (unless they were cast by the player)
14588 if (caster_guid != GetGUID() && IsSingleTargetSpell(spellproto))
14589 continue;
14591 for(uint32 i=0; i<stackcount; i++)
14593 Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
14594 if(!damage)
14595 damage = aura->GetModifier()->m_amount;
14596 aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
14597 AddAura(aura);
14598 sLog.outDetail("Added aura spellid %u, effect %u", spellproto->Id, effindex);
14601 while( result->NextRow() );
14603 delete result;
14606 if(m_class == CLASS_WARRIOR)
14607 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
14610 void Player::_LoadGlyphAuras()
14612 for (uint8 i = 0; i <= MAX_GLYPH_SLOT_INDEX; ++i)
14614 if (uint32 glyph = GetGlyph(i))
14616 if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
14618 if (GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i)))
14620 if(gp->TypeFlags == gs->TypeFlags)
14622 CastSpell(this, gp->SpellId, true);
14623 continue;
14625 else
14626 sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags);
14628 else
14629 sLog.outError("Player %s has not existing glyph slot entry %u on index %u", m_name.c_str(), GetGlyphSlot(i), i);
14631 else
14632 sLog.outError("Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i);
14634 // On any error remove glyph
14635 SetGlyph(i, 0);
14640 void Player::LoadCorpse()
14642 if( isAlive() )
14644 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14646 else
14648 if(Corpse *corpse = GetCorpse())
14650 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
14652 else
14654 //Prevent Dead Player login without corpse
14655 ResurrectPlayer(0.5f);
14660 void Player::_LoadInventory(QueryResult *result, uint32 timediff)
14662 //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());
14663 std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
14664 //NOTE: the "order by `bag`" is important because it makes sure
14665 //the bagMap is filled before items in the bags are loaded
14666 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14667 //expected to be equipped before offhand items (TODO: fixme)
14669 uint32 zone = GetZoneId();
14671 if (result)
14673 std::list<Item*> problematicItems;
14675 // prevent items from being added to the queue when stored
14676 m_itemUpdateQueueBlocked = true;
14679 Field *fields = result->Fetch();
14680 uint32 bag_guid = fields[1].GetUInt32();
14681 uint8 slot = fields[2].GetUInt8();
14682 uint32 item_guid = fields[3].GetUInt32();
14683 uint32 item_id = fields[4].GetUInt32();
14685 ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
14687 if(!proto)
14689 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14690 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
14691 sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
14692 continue;
14695 Item *item = NewItemOrBag(proto);
14697 if(!item->LoadFromDB(item_guid, GetGUID(), result))
14699 sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
14700 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14701 item->FSetState(ITEM_REMOVED);
14702 item->SaveToDB(); // it also deletes item object !
14703 continue;
14706 // not allow have in alive state item limited to another map/zone
14707 if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
14709 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14710 item->FSetState(ITEM_REMOVED);
14711 item->SaveToDB(); // it also deletes item object !
14712 continue;
14715 // "Conjured items disappear if you are logged out for more than 15 minutes"
14716 if ((timediff > 15*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED)))
14718 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14719 item->FSetState(ITEM_REMOVED);
14720 item->SaveToDB(); // it also deletes item object !
14721 continue;
14724 bool success = true;
14726 if (!bag_guid)
14728 // the item is not in a bag
14729 item->SetContainer( NULL );
14730 item->SetSlot(slot);
14732 if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
14734 ItemPosCountVec dest;
14735 if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK )
14736 item = StoreItem(dest, item, true);
14737 else
14738 success = false;
14740 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) )
14742 uint16 dest;
14743 if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK )
14744 QuickEquipItem(dest, item);
14745 else
14746 success = false;
14748 else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) )
14750 ItemPosCountVec dest;
14751 if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK )
14752 item = BankItem(dest, item, true);
14753 else
14754 success = false;
14757 if(success)
14759 // store bags that may contain items in them
14760 if(item->IsBag() && IsBagPos(item->GetPos()))
14761 bagMap[item_guid] = (Bag*)item;
14764 else
14766 item->SetSlot(NULL_SLOT);
14767 // the item is in a bag, find the bag
14768 std::map<uint64, Bag*>::iterator itr = bagMap.find(bag_guid);
14769 if(itr != bagMap.end())
14770 itr->second->StoreItem(slot, item, true );
14771 else
14772 success = false;
14775 // item's state may have changed after stored
14776 if (success)
14777 item->SetState(ITEM_UNCHANGED, this);
14778 else
14780 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);
14781 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14782 problematicItems.push_back(item);
14784 } while (result->NextRow());
14786 delete result;
14787 m_itemUpdateQueueBlocked = false;
14789 // send by mail problematic items
14790 while(!problematicItems.empty())
14792 // fill mail
14793 MailItemsInfo mi; // item list preparing
14795 for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
14797 Item* item = problematicItems.front();
14798 problematicItems.pop_front();
14800 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
14803 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
14805 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
14808 //if(isAlive())
14809 _ApplyAllItemMods();
14812 // load mailed item which should receive current player
14813 void Player::_LoadMailedItems(Mail *mail)
14815 // data needs to be at first place for Item::LoadFromDB
14816 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);
14817 if(!result)
14818 return;
14822 Field *fields = result->Fetch();
14823 uint32 item_guid_low = fields[1].GetUInt32();
14824 uint32 item_template = fields[2].GetUInt32();
14826 mail->AddItem(item_guid_low, item_template);
14828 ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
14830 if(!proto)
14832 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);
14833 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14834 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
14835 continue;
14838 Item *item = NewItemOrBag(proto);
14840 if(!item->LoadFromDB(item_guid_low, 0, result))
14842 sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
14843 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14844 item->FSetState(ITEM_REMOVED);
14845 item->SaveToDB(); // it also deletes item object !
14846 continue;
14849 AddMItem(item);
14850 } while (result->NextRow());
14852 delete result;
14855 void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery)
14857 //set a count of unread mails
14858 //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);
14859 if (resultUnread)
14861 Field *fieldMail = resultUnread->Fetch();
14862 unReadMails = fieldMail[0].GetUInt8();
14863 delete resultUnread;
14866 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14867 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14868 if (resultDelivery)
14870 Field *fieldMail = resultDelivery->Fetch();
14871 m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
14872 delete resultDelivery;
14876 void Player::_LoadMail()
14878 m_mail.clear();
14879 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14880 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());
14881 if(result)
14885 Field *fields = result->Fetch();
14886 Mail *m = new Mail;
14887 m->messageID = fields[0].GetUInt32();
14888 m->messageType = fields[1].GetUInt8();
14889 m->sender = fields[2].GetUInt32();
14890 m->receiver = fields[3].GetUInt32();
14891 m->subject = fields[4].GetCppString();
14892 m->itemTextId = fields[5].GetUInt32();
14893 bool has_items = fields[6].GetBool();
14894 m->expire_time = (time_t)fields[7].GetUInt64();
14895 m->deliver_time = (time_t)fields[8].GetUInt64();
14896 m->money = fields[9].GetUInt32();
14897 m->COD = fields[10].GetUInt32();
14898 m->checked = fields[11].GetUInt32();
14899 m->stationery = fields[12].GetUInt8();
14900 m->mailTemplateId = fields[13].GetInt16();
14902 if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
14904 sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
14905 m->mailTemplateId = 0;
14908 m->state = MAIL_STATE_UNCHANGED;
14910 if (has_items)
14911 _LoadMailedItems(m);
14913 m_mail.push_back(m);
14914 } while( result->NextRow() );
14915 delete result;
14917 m_mailsLoaded = true;
14920 void Player::LoadPet()
14922 //fixme: the pet should still be loaded if the player is not in world
14923 // just not added to the map
14924 if(IsInWorld())
14926 Pet *pet = new Pet;
14927 if(!pet->LoadPetFromDB(this,0,0,true))
14928 delete pet;
14932 void Player::_LoadQuestStatus(QueryResult *result)
14934 mQuestStatus.clear();
14936 uint32 slot = 0;
14938 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14939 //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());
14941 if(result)
14945 Field *fields = result->Fetch();
14947 uint32 quest_id = fields[0].GetUInt32();
14948 // used to be new, no delete?
14949 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14950 if( pQuest )
14952 // find or create
14953 QuestStatusData& questStatusData = mQuestStatus[quest_id];
14955 uint32 qstatus = fields[1].GetUInt32();
14956 if(qstatus < MAX_QUEST_STATUS)
14957 questStatusData.m_status = QuestStatus(qstatus);
14958 else
14960 questStatusData.m_status = QUEST_STATUS_NONE;
14961 sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
14964 questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
14965 questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
14967 time_t quest_time = time_t(fields[4].GetUInt64());
14969 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE )
14971 AddTimedQuest( quest_id );
14973 if (quest_time <= sWorld.GetGameTime())
14974 questStatusData.m_timer = 1;
14975 else
14976 questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * 1000;
14978 else
14979 quest_time = 0;
14981 questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
14982 questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
14983 questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
14984 questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
14985 questStatusData.m_itemcount[0] = fields[9].GetUInt32();
14986 questStatusData.m_itemcount[1] = fields[10].GetUInt32();
14987 questStatusData.m_itemcount[2] = fields[11].GetUInt32();
14988 questStatusData.m_itemcount[3] = fields[12].GetUInt32();
14990 questStatusData.uState = QUEST_UNCHANGED;
14992 // add to quest log
14993 if( slot < MAX_QUEST_LOG_SIZE &&
14994 ( questStatusData.m_status==QUEST_STATUS_INCOMPLETE ||
14995 questStatusData.m_status==QUEST_STATUS_COMPLETE &&
14996 (!questStatusData.m_rewarded || pQuest->IsDaily()) ) )
14998 SetQuestSlot(slot,quest_id,quest_time);
15000 if(questStatusData.m_status == QUEST_STATUS_COMPLETE)
15001 SetQuestSlotState(slot,QUEST_STATE_COMPLETE);
15003 for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
15004 if(questStatusData.m_creatureOrGOcount[idx])
15005 SetQuestSlotCounter(slot,idx,questStatusData.m_creatureOrGOcount[idx]);
15007 ++slot;
15010 if(questStatusData.m_rewarded)
15012 // learn rewarded spell if unknown
15013 learnQuestRewardedSpells(pQuest);
15015 // set rewarded title if any
15016 if(pQuest->GetCharTitleId())
15018 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
15019 SetTitle(titleEntry);
15022 if(pQuest->GetBonusTalents())
15023 m_questRewardTalentCount+=pQuest->GetBonusTalents();
15026 sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
15029 while( result->NextRow() );
15031 delete result;
15034 // clear quest log tail
15035 for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
15036 SetQuestSlot(i,0);
15039 void Player::_LoadDailyQuestStatus(QueryResult *result)
15041 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15042 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
15044 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
15046 if(result)
15048 uint32 quest_daily_idx = 0;
15052 if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
15054 sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15055 break;
15058 Field *fields = result->Fetch();
15060 uint32 quest_id = fields[0].GetUInt32();
15062 // save _any_ from daily quest times (it must be after last reset anyway)
15063 m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
15065 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
15066 if( !pQuest )
15067 continue;
15069 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
15070 ++quest_daily_idx;
15072 sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
15074 while( result->NextRow() );
15076 delete result;
15079 m_DailyQuestChanged = false;
15082 void Player::_LoadReputation(QueryResult *result)
15084 m_factions.clear();
15086 // Set initial reputations (so everything is nifty before DB data load)
15087 SetInitialFactions();
15089 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
15091 if(result)
15095 Field *fields = result->Fetch();
15097 FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
15098 if( factionEntry && (factionEntry->reputationListID >= 0))
15100 FactionState* faction = &m_factions[factionEntry->reputationListID];
15102 // update standing to current
15103 faction->Standing = int32(fields[1].GetUInt32());
15105 uint32 dbFactionFlags = fields[2].GetUInt32();
15107 if( dbFactionFlags & FACTION_FLAG_VISIBLE )
15108 SetFactionVisible(faction); // have internal checks for forced invisibility
15110 if( dbFactionFlags & FACTION_FLAG_INACTIVE)
15111 SetFactionInactive(faction,true); // have internal checks for visibility requirement
15113 if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war
15114 SetFactionAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
15115 else // DB not at war
15117 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
15118 if( faction->Flags & FACTION_FLAG_VISIBLE )
15119 SetFactionAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
15122 // set atWar for hostile
15123 if(GetReputationRank(factionEntry) <= REP_HOSTILE)
15124 SetFactionAtWar(faction,true);
15126 // reset changed flag if values similar to saved in DB
15127 if(faction->Flags==dbFactionFlags)
15128 faction->Changed = false;
15131 while( result->NextRow() );
15133 delete result;
15137 void Player::_LoadSpells(QueryResult *result)
15139 for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
15140 delete itr->second;
15141 m_spells.clear();
15143 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15145 if(result)
15149 Field *fields = result->Fetch();
15151 addSpell(fields[0].GetUInt16(), fields[1].GetBool(), false, fields[2].GetBool());
15153 while( result->NextRow() );
15155 delete result;
15159 void Player::_LoadTutorials(QueryResult *result)
15161 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
15163 if(result)
15167 Field *fields = result->Fetch();
15169 for (int iI=0; iI<8; iI++)
15170 m_Tutorials[iI] = fields[iI].GetUInt32();
15172 while( result->NextRow() );
15174 delete result;
15177 m_TutorialsChanged = false;
15180 void Player::_LoadGroup(QueryResult *result)
15182 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15183 if(result)
15185 uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
15186 delete result;
15187 Group* group = objmgr.GetGroupByLeader(leaderGuid);
15188 if(group)
15190 uint8 subgroup = group->GetMemberGroup(GetGUID());
15191 SetGroup(group, subgroup);
15192 if(getLevel() >= LEVELREQUIREMENT_HEROIC)
15194 // the group leader may change the instance difficulty while the player is offline
15195 SetDifficulty(group->GetDifficulty());
15201 void Player::_LoadBoundInstances(QueryResult *result)
15203 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15204 m_boundInstances[i].clear();
15206 Group *group = GetGroup();
15208 //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));
15209 if(result)
15213 Field *fields = result->Fetch();
15214 bool perm = fields[1].GetBool();
15215 uint32 mapId = fields[2].GetUInt32();
15216 uint32 instanceId = fields[0].GetUInt32();
15217 uint8 difficulty = fields[3].GetUInt8();
15218 time_t resetTime = (time_t)fields[4].GetUInt64();
15219 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15220 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15221 // and in that case it is not used
15223 if(!perm && group)
15225 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);
15226 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
15227 continue;
15230 // since non permanent binds are always solo bind, they can always be reset
15231 InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true);
15232 if(save) BindToInstance(save, perm, true);
15233 } while(result->NextRow());
15234 delete result;
15238 InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty)
15240 // some instances only have one difficulty
15241 const MapEntry* entry = sMapStore.LookupEntry(mapid);
15242 if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
15244 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15245 if(itr != m_boundInstances[difficulty].end())
15246 return &itr->second;
15247 else
15248 return NULL;
15251 void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
15253 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15254 UnbindInstance(itr, difficulty, unload);
15257 void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload)
15259 if(itr != m_boundInstances[difficulty].end())
15261 if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
15262 itr->second.save->RemovePlayer(this); // save can become invalid
15263 m_boundInstances[difficulty].erase(itr++);
15267 InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
15269 if(save)
15271 InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
15272 if(bind.save)
15274 // update the save when the group kills a boss
15275 if(permanent != bind.perm || save != bind.save)
15276 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());
15278 else
15279 if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
15281 if(bind.save != save)
15283 if(bind.save) bind.save->RemovePlayer(this);
15284 save->AddPlayer(this);
15287 if(permanent) save->SetCanReset(false);
15289 bind.save = save;
15290 bind.perm = permanent;
15291 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());
15292 return &bind;
15294 else
15295 return NULL;
15298 void Player::SendRaidInfo()
15300 uint32 counter = 0;
15302 WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
15304 size_t p_counter = data.wpos();
15305 data << uint32(counter); // placeholder
15307 for(int i = 0; i < TOTAL_DIFFICULTIES; ++i)
15309 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15311 if(itr->second.perm)
15313 InstanceSave *save = itr->second.save;
15314 data << uint32(save->GetMapId());
15315 data << uint32(save->GetResetTime() - time(NULL));
15316 data << uint32(save->GetInstanceId());
15317 data << uint32(save->GetDifficulty());
15318 ++counter;
15322 data.put<uint32>(p_counter,counter);
15323 GetSession()->SendPacket(&data);
15327 - called on every successful teleportation to a map
15329 void Player::SendSavedInstances()
15331 bool hasBeenSaved = false;
15332 WorldPacket data;
15334 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15336 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15338 if(itr->second.perm) // only permanent binds are sent
15340 hasBeenSaved = true;
15341 break;
15346 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15347 data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
15348 data << uint32(hasBeenSaved);
15349 GetSession()->SendPacket(&data);
15351 if(!hasBeenSaved)
15352 return;
15354 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15356 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15358 if(itr->second.perm)
15360 data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
15361 data << uint32(itr->second.save->GetMapId());
15362 GetSession()->SendPacket(&data);
15368 /// convert the player's binds to the group
15369 void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
15371 bool has_binds = false;
15372 bool has_solo = false;
15374 if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); }
15375 assert(player_guid);
15377 // copy all binds to the group, when changing leader it's assumed the character
15378 // will not have any solo binds
15380 if(player)
15382 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15384 for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
15386 has_binds = true;
15387 if(group) group->BindToInstance(itr->second.save, itr->second.perm, true);
15388 // permanent binds are not removed
15389 if(!itr->second.perm)
15391 player->UnbindInstance(itr, i, true); // increments itr
15392 has_solo = true;
15394 else
15395 ++itr;
15400 // if the player's not online we don't know what binds it has
15401 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));
15402 // the following should not get executed when changing leaders
15403 if(!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
15406 bool Player::_LoadHomeBind(QueryResult *result)
15408 bool ok = false;
15409 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15410 if (result)
15412 Field *fields = result->Fetch();
15413 m_homebindMapId = fields[0].GetUInt32();
15414 m_homebindZoneId = fields[1].GetUInt16();
15415 m_homebindX = fields[2].GetFloat();
15416 m_homebindY = fields[3].GetFloat();
15417 m_homebindZ = fields[4].GetFloat();
15418 delete result;
15420 // accept saved data only for valid position (and non instanceable)
15421 if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
15422 !sMapStore.LookupEntry(m_homebindMapId)->Instanceable() )
15424 ok = true;
15426 else
15427 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15430 if(!ok)
15432 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
15433 if(!info) return false;
15435 m_homebindMapId = info->mapId;
15436 m_homebindZoneId = info->zoneId;
15437 m_homebindX = info->positionX;
15438 m_homebindY = info->positionY;
15439 m_homebindZ = info->positionZ;
15441 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);
15444 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
15445 m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
15447 return true;
15450 /*********************************************************/
15451 /*** SAVE SYSTEM ***/
15452 /*********************************************************/
15454 void Player::SaveToDB()
15456 // delay auto save at any saves (manual, in code, or autosave)
15457 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
15459 // first save/honor gain after midnight will also update the player's honor fields
15460 UpdateHonorFields();
15462 // players aren't saved on battleground maps
15463 uint32 mapid = IsBeingTeleported() ? GetTeleportDest().mapid : GetMapId();
15464 const MapEntry * me = sMapStore.LookupEntry(mapid);
15465 if(!me || me->IsBattleGroundOrArena())
15466 return;
15468 int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0;
15469 //save, far from tavern/city
15470 //save, but in tavern/city
15471 sLog.outDebug("The value of player %s at save: ", m_name.c_str());
15472 outDebugValues();
15474 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15475 uint32 tmp_bytes = GetUInt32Value(UNIT_FIELD_BYTES_1);
15476 uint32 tmp_bytes2 = GetUInt32Value(UNIT_FIELD_BYTES_2);
15477 uint32 tmp_flags = GetUInt32Value(UNIT_FIELD_FLAGS);
15478 uint32 tmp_pflags = GetUInt32Value(PLAYER_FLAGS);
15479 uint32 tmp_displayid = GetDisplayId();
15481 // Set player sit state to standing on save, also stealth and shifted form
15482 SetByteValue(UNIT_FIELD_BYTES_1, 0, 0); // stand state
15483 SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift
15484 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0); // stand flags?
15485 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
15486 SetDisplayId(GetNativeDisplayId());
15488 bool inworld = IsInWorld();
15490 CharacterDatabase.BeginTransaction();
15492 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15494 std::string sql_name = m_name;
15495 CharacterDatabase.escape_string(sql_name);
15497 std::ostringstream ss;
15498 ss << "INSERT INTO characters (guid,account,name,race,class,"
15499 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15500 "taximask, online, cinematic, "
15501 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15502 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15503 "death_expire_time, taxi_path, arena_pending_points) VALUES ("
15504 << GetGUIDLow() << ", "
15505 << GetSession()->GetAccountId() << ", '"
15506 << sql_name << "', "
15507 << m_race << ", "
15508 << m_class << ", ";
15510 bool save_to_dest = false;
15511 if(IsBeingTeleported())
15513 // don't save to battlegrounds or arenas
15514 const MapEntry *entry = sMapStore.LookupEntry(GetTeleportDest().mapid);
15515 if(entry && entry->map_type != MAP_BATTLEGROUND && entry->map_type != MAP_ARENA)
15516 save_to_dest = true;
15519 if(!save_to_dest)
15521 ss << GetMapId() << ", "
15522 << (uint32)GetDifficulty() << ", "
15523 << finiteAlways(GetPositionX()) << ", "
15524 << finiteAlways(GetPositionY()) << ", "
15525 << finiteAlways(GetPositionZ()) << ", "
15526 << finiteAlways(GetOrientation()) << ", '";
15528 else
15530 ss << GetTeleportDest().mapid << ", "
15531 << (uint32)GetDifficulty() << ", "
15532 << finiteAlways(GetTeleportDest().x) << ", "
15533 << finiteAlways(GetTeleportDest().y) << ", "
15534 << finiteAlways(GetTeleportDest().z) << ", "
15535 << finiteAlways(GetTeleportDest().o) << ", '";
15538 uint16 i;
15539 for( i = 0; i < m_valuesCount; i++ )
15541 ss << GetUInt32Value(i) << " ";
15544 ss << "', ";
15546 ss << m_taxi; // string with TaxiMaskSize numbers
15548 ss << ", ";
15549 ss << (inworld ? 1 : 0);
15551 ss << ", ";
15552 ss << m_cinematic;
15554 ss << ", ";
15555 ss << m_Played_time[0];
15556 ss << ", ";
15557 ss << m_Played_time[1];
15559 ss << ", ";
15560 ss << finiteAlways(m_rest_bonus);
15561 ss << ", ";
15562 ss << (uint64)time(NULL);
15563 ss << ", ";
15564 ss << is_save_resting;
15565 ss << ", ";
15566 ss << m_resetTalentsCost;
15567 ss << ", ";
15568 ss << (uint64)m_resetTalentsTime;
15570 ss << ", ";
15571 ss << finiteAlways(m_movementInfo.t_x);
15572 ss << ", ";
15573 ss << finiteAlways(m_movementInfo.t_y);
15574 ss << ", ";
15575 ss << finiteAlways(m_movementInfo.t_z);
15576 ss << ", ";
15577 ss << finiteAlways(m_movementInfo.t_o);
15578 ss << ", ";
15579 if (m_transport)
15580 ss << m_transport->GetGUIDLow();
15581 else
15582 ss << "0";
15584 ss << ", ";
15585 ss << m_ExtraFlags;
15587 ss << ", ";
15588 ss << uint32(m_stableSlots); // to prevent save uint8 as char
15590 ss << ", ";
15591 ss << uint32(m_atLoginFlags);
15593 ss << ", ";
15594 ss << GetZoneId();
15596 ss << ", ";
15597 ss << (uint64)m_deathExpireTime;
15599 ss << ", '";
15600 ss << m_taxi.SaveTaxiDestinationsToString();
15601 ss << "', '0' )";
15603 CharacterDatabase.Execute( ss.str().c_str() );
15605 if(m_mailsUpdated) //save mails only when needed
15606 _SaveMail();
15608 _SaveInventory();
15609 _SaveQuestStatus();
15610 _SaveDailyQuestStatus();
15611 _SaveTutorials();
15612 _SaveSpells();
15613 _SaveSpellCooldowns();
15614 _SaveActions();
15615 _SaveAuras();
15616 _SaveReputation();
15618 CharacterDatabase.CommitTransaction();
15620 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15621 SetDisplayId(tmp_displayid);
15622 SetUInt32Value(UNIT_FIELD_BYTES_1, tmp_bytes);
15623 SetUInt32Value(UNIT_FIELD_BYTES_2, tmp_bytes2);
15624 SetUInt32Value(UNIT_FIELD_FLAGS, tmp_flags);
15625 SetUInt32Value(PLAYER_FLAGS, tmp_pflags);
15627 // save pet (hunter pet level and experience and all type pets health/mana).
15628 if(Pet* pet = GetPet())
15629 pet->SavePetToDB(PET_SAVE_AS_CURRENT);
15630 m_achievementMgr.SaveToDB();
15633 // fast save function for item/money cheating preventing - save only inventory and money state
15634 void Player::SaveInventoryAndGoldToDB()
15636 _SaveInventory();
15637 //money is in data field
15638 SaveDataFieldToDB();
15641 void Player::_SaveActions()
15643 for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); )
15645 switch (itr->second.uState)
15647 case ACTIONBUTTON_NEW:
15648 CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15649 GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc );
15650 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15651 ++itr;
15652 break;
15653 case ACTIONBUTTON_CHANGED:
15654 CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15655 (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc, GetGUIDLow(), (uint32)itr->first );
15656 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15657 ++itr;
15658 break;
15659 case ACTIONBUTTON_DELETED:
15660 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first );
15661 m_actionButtons.erase(itr++);
15662 break;
15663 default:
15664 ++itr;
15665 break;
15670 void Player::_SaveAuras()
15672 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15674 AuraMap const& auras = GetAuras();
15676 if (auras.empty())
15677 return;
15679 spellEffectPair lastEffectPair = auras.begin()->first;
15680 uint32 stackCounter = 1;
15682 for(AuraMap::const_iterator itr = auras.begin(); ; ++itr)
15684 if(itr == auras.end() || lastEffectPair != itr->first)
15686 AuraMap::const_iterator itr2 = itr;
15687 // save previous spellEffectPair to db
15688 itr2--;
15689 SpellEntry const *spellInfo = itr2->second->GetSpellProto();
15691 //skip all auras from spells that are passive or need a shapeshift
15692 if (!(itr2->second->IsPassive() || itr2->second->IsRemovedOnShapeLost()))
15694 //do not save single target auras (unless they were cast by the player)
15695 if (!(itr2->second->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo)))
15697 uint8 i;
15698 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15699 for (i = 0; i < 3; i++)
15700 if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT ||
15701 spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH)
15702 break;
15704 if (i == 3)
15706 CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15707 "VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15708 GetGUIDLow(), itr2->second->GetCasterGUID(), (uint32)itr2->second->GetId(), (uint32)itr2->second->GetEffIndex(), stackCounter, itr2->second->GetModifier()->m_amount,int(itr2->second->GetAuraMaxDuration()),int(itr2->second->GetAuraDuration()),int(itr2->second->GetAuraCharges()));
15713 if(itr == auras.end())
15714 break;
15717 if (lastEffectPair == itr->first)
15718 stackCounter++;
15719 else
15721 lastEffectPair = itr->first;
15722 stackCounter = 1;
15727 void Player::_SaveInventory()
15729 // force items in buyback slots to new state
15730 // and remove those that aren't already
15731 for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; i++)
15733 Item *item = m_items[i];
15734 if (!item || item->GetState() == ITEM_NEW) continue;
15735 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15736 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
15737 m_items[i]->FSetState(ITEM_NEW);
15740 // update enchantment durations
15741 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
15743 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
15746 // if no changes
15747 if (m_itemUpdateQueue.empty()) return;
15749 // do not save if the update queue is corrupt
15750 bool error = false;
15751 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15753 Item *item = m_itemUpdateQueue[i];
15754 if(!item || item->GetState() == ITEM_REMOVED) continue;
15755 Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
15757 if (test == NULL)
15759 sLog.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow());
15760 error = true;
15762 else if (test != item)
15764 sLog.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the item with guid %d is there instead!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), test->GetGUIDLow());
15765 error = true;
15769 if (error)
15771 sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15772 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
15773 return;
15776 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15778 Item *item = m_itemUpdateQueue[i];
15779 if(!item) continue;
15781 Bag *container = item->GetContainer();
15782 uint32 bag_guid = container ? container->GetGUIDLow() : 0;
15784 switch(item->GetState())
15786 case ITEM_NEW:
15787 CharacterDatabase.PExecute("INSERT INTO character_inventory (guid,bag,slot,item,item_template) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetGUIDLow(), item->GetEntry());
15788 break;
15789 case ITEM_CHANGED:
15790 CharacterDatabase.PExecute("UPDATE character_inventory SET guid='%u', bag='%u', slot='%u', item_template='%u' WHERE item='%u'", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetEntry(), item->GetGUIDLow());
15791 break;
15792 case ITEM_REMOVED:
15793 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15794 break;
15795 case ITEM_UNCHANGED:
15796 break;
15799 item->SaveToDB(); // item have unchanged inventory record and can be save standalone
15801 m_itemUpdateQueue.clear();
15804 void Player::_SaveMail()
15806 if (!m_mailsLoaded)
15807 return;
15809 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
15811 Mail *m = (*itr);
15812 if (m->state == MAIL_STATE_CHANGED)
15814 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'",
15815 m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
15816 if(m->removedItems.size())
15818 for(std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
15819 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
15820 m->removedItems.clear();
15822 m->state = MAIL_STATE_UNCHANGED;
15824 else if (m->state == MAIL_STATE_DELETED)
15826 if (m->HasItems())
15827 for(std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
15828 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
15829 if (m->itemTextId)
15830 CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
15831 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
15832 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
15836 //deallocate deleted mails...
15837 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); )
15839 if ((*itr)->state == MAIL_STATE_DELETED)
15841 Mail* m = *itr;
15842 m_mail.erase(itr);
15843 delete m;
15844 itr = m_mail.begin();
15846 else
15847 ++itr;
15850 m_mailsUpdated = false;
15853 void Player::_SaveQuestStatus()
15855 // we don't need transactions here.
15856 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
15858 switch (i->second.uState)
15860 case QUEST_NEW :
15861 CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15862 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15863 GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / 1000 + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]);
15864 break;
15865 case QUEST_CHANGED :
15866 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' ",
15867 i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / 1000 + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first );
15868 break;
15869 case QUEST_UNCHANGED:
15870 break;
15872 i->second.uState = QUEST_UNCHANGED;
15876 void Player::_SaveDailyQuestStatus()
15878 if(!m_DailyQuestChanged)
15879 return;
15881 m_DailyQuestChanged = false;
15883 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15885 // we don't need transactions here.
15886 CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15887 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15888 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
15889 CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD "')",
15890 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
15893 void Player::_SaveReputation()
15895 for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
15897 if (itr->second.Changed)
15899 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr->second.ID);
15900 CharacterDatabase.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
15901 itr->second.Changed = false;
15906 void Player::_SaveSpells()
15908 for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
15910 ++next;
15911 if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
15912 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
15913 if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)
15914 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);
15916 if (itr->second->state == PLAYERSPELL_REMOVED)
15917 _removeSpell(itr->first);
15918 else
15919 itr->second->state = PLAYERSPELL_UNCHANGED;
15923 void Player::_SaveTutorials()
15925 if(!m_TutorialsChanged)
15926 return;
15928 uint32 Rows=0;
15929 // it's better than rebuilding indexes multiple times
15930 QueryResult *result = CharacterDatabase.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID );
15931 if(result)
15933 Rows = result->Fetch()[0].GetUInt32();
15934 delete result;
15937 if (Rows)
15939 CharacterDatabase.PExecute("UPDATE character_tutorial SET tut0='%u', tut1='%u', tut2='%u', tut3='%u', tut4='%u', tut5='%u', tut6='%u', tut7='%u' WHERE account = '%u' AND realmid = '%u'",
15940 m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7], GetSession()->GetAccountId(), realmID );
15942 else
15944 CharacterDatabase.PExecute("INSERT INTO character_tutorial (account,realmid,tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7) VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetSession()->GetAccountId(), realmID, m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7]);
15947 m_TutorialsChanged = false;
15950 void Player::outDebugValues() const
15952 if(!sLog.IsOutDebug()) // optimize disabled debug output
15953 return;
15955 sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
15956 sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
15957 sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
15958 sLog.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA), GetStat(STAT_SPIRIT));
15959 sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
15960 sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
15961 sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
15962 sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
15963 sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
15964 sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
15965 sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
15966 sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
15969 /*********************************************************/
15970 /*** FLOOD FILTER SYSTEM ***/
15971 /*********************************************************/
15973 void Player::UpdateSpeakTime()
15975 // ignore chat spam protection for GMs in any mode
15976 if(GetSession()->GetSecurity() > SEC_PLAYER)
15977 return;
15979 time_t current = time (NULL);
15980 if(m_speakTime > current)
15982 uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
15983 if(!max_count)
15984 return;
15986 ++m_speakCount;
15987 if(m_speakCount >= max_count)
15989 // prevent overwrite mute time, if message send just before mutes set, for example.
15990 time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
15991 if(GetSession()->m_muteTime < new_mute)
15992 GetSession()->m_muteTime = new_mute;
15994 m_speakCount = 0;
15997 else
15998 m_speakCount = 0;
16000 m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
16003 bool Player::CanSpeak() const
16005 return GetSession()->m_muteTime <= time (NULL);
16008 /*********************************************************/
16009 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
16010 /*********************************************************/
16012 void Player::SendAttackSwingNotInRange()
16014 WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
16015 GetSession()->SendPacket( &data );
16018 void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
16020 std::ostringstream ss;
16021 ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
16022 << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
16023 << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
16024 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
16025 sLog.outDebug(ss.str().c_str());
16026 CharacterDatabase.Execute(ss.str().c_str());
16029 void Player::SaveDataFieldToDB()
16031 std::ostringstream ss;
16032 ss<<"UPDATE characters SET data='";
16034 for(uint16 i = 0; i < m_valuesCount; i++ )
16036 ss << GetUInt32Value(i) << " ";
16038 ss<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
16040 CharacterDatabase.Execute(ss.str().c_str());
16043 bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
16045 std::ostringstream ss2;
16046 ss2<<"UPDATE characters SET data='";
16047 int i=0;
16048 for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i)
16050 ss2<<tokens[i]<<" ";
16052 ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'";
16054 return CharacterDatabase.Execute(ss2.str().c_str());
16057 void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
16059 char buf[11];
16060 snprintf(buf,11,"%u",value);
16062 if(index >= tokens.size())
16063 return;
16065 tokens[index] = buf;
16068 void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
16070 Tokens tokens;
16071 if(!LoadValuesArrayFromDB(tokens,guid))
16072 return;
16074 if(index >= tokens.size())
16075 return;
16077 char buf[11];
16078 snprintf(buf,11,"%u",value);
16079 tokens[index] = buf;
16081 SaveValuesArrayInDB(tokens,guid);
16084 void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
16086 uint32 temp;
16087 memcpy(&temp, &value, sizeof(value));
16088 Player::SetUInt32ValueInDB(index, temp, guid);
16091 void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
16093 Tokens tokens;
16094 if(!LoadValuesArrayFromDB(tokens, guid))
16095 return;
16097 uint32 unit_bytes0 = GetUInt32ValueFromArray(tokens, UNIT_FIELD_BYTES_0);
16098 uint8 race = unit_bytes0 & 0xFF;
16099 uint8 class_ = (unit_bytes0 >> 8) & 0xFF;
16101 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
16102 if(!info)
16103 return;
16105 unit_bytes0 &= ~(0xFF << 16);
16106 unit_bytes0 |= (gender << 16);
16107 SetUInt32ValueInArray(tokens, UNIT_FIELD_BYTES_0, unit_bytes0);
16109 SetUInt32ValueInArray(tokens, UNIT_FIELD_DISPLAYID, gender ? info->displayId_f : info->displayId_m);
16110 SetUInt32ValueInArray(tokens, UNIT_FIELD_NATIVEDISPLAYID, gender ? info->displayId_f : info->displayId_m);
16112 SetUInt32ValueInArray(tokens, PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
16114 uint32 player_bytes2 = GetUInt32ValueFromArray(tokens, PLAYER_BYTES_2);
16115 player_bytes2 &= ~0xFF;
16116 player_bytes2 |= facialHair;
16117 SetUInt32ValueInArray(tokens, PLAYER_BYTES_2, player_bytes2);
16119 uint32 player_bytes3 = GetUInt32ValueFromArray(tokens, PLAYER_BYTES_3);
16120 player_bytes3 &= ~0xFF;
16121 player_bytes3 |= gender;
16122 SetUInt32ValueInArray(tokens, PLAYER_BYTES_3, player_bytes3);
16124 SaveValuesArrayInDB(tokens, guid);
16127 void Player::SendAttackSwingNotStanding()
16129 WorldPacket data(SMSG_ATTACKSWING_NOTSTANDING, 0);
16130 GetSession()->SendPacket( &data );
16133 void Player::SendAttackSwingDeadTarget()
16135 WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
16136 GetSession()->SendPacket( &data );
16139 void Player::SendAttackSwingCantAttack()
16141 WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
16142 GetSession()->SendPacket( &data );
16145 void Player::SendAttackSwingCancelAttack()
16147 WorldPacket data(SMSG_CANCEL_COMBAT, 0);
16148 GetSession()->SendPacket( &data );
16151 void Player::SendAttackSwingBadFacingAttack()
16153 WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
16154 GetSession()->SendPacket( &data );
16157 void Player::SendAutoRepeatCancel()
16159 WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, GetPackGUID().size());
16160 data.append(GetPackGUID()); // may be it's target guid
16161 GetSession()->SendPacket( &data );
16164 void Player::PlaySound(uint32 Sound, bool OnlySelf)
16166 WorldPacket data(SMSG_PLAY_SOUND, 4);
16167 data << Sound;
16168 if (OnlySelf)
16169 GetSession()->SendPacket( &data );
16170 else
16171 SendMessageToSet( &data, true );
16174 void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
16176 WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
16177 data << Area;
16178 data << Experience;
16179 GetSession()->SendPacket(&data);
16182 void Player::SendDungeonDifficulty(bool IsInGroup)
16184 uint8 val = 0x00000001;
16185 WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
16186 data << (uint32)GetDifficulty();
16187 data << uint32(val);
16188 data << uint32(IsInGroup);
16189 GetSession()->SendPacket(&data);
16192 void Player::SendResetFailedNotify(uint32 mapid)
16194 WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
16195 data << uint32(mapid);
16196 GetSession()->SendPacket(&data);
16199 /// Reset all solo instances and optionally send a message on success for each
16200 void Player::ResetInstances(uint8 method)
16202 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16204 // we assume that when the difficulty changes, all instances that can be reset will be
16205 uint8 dif = GetDifficulty();
16207 for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
16209 InstanceSave *p = itr->second.save;
16210 const MapEntry *entry = sMapStore.LookupEntry(itr->first);
16211 if(!entry || !p->CanReset())
16213 ++itr;
16214 continue;
16217 if(method == INSTANCE_RESET_ALL)
16219 // the "reset all instances" method can only reset normal maps
16220 if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
16222 ++itr;
16223 continue;
16227 // if the map is loaded, reset it
16228 Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
16229 if(map && map->IsDungeon())
16230 ((InstanceMap*)map)->Reset(method);
16232 // since this is a solo instance there should not be any players inside
16233 if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
16234 SendResetInstanceSuccess(p->GetMapId());
16236 p->DeleteFromDB();
16237 m_boundInstances[dif].erase(itr++);
16239 // the following should remove the instance save from the manager and delete it as well
16240 p->RemovePlayer(this);
16244 void Player::SendResetInstanceSuccess(uint32 MapId)
16246 WorldPacket data(SMSG_INSTANCE_RESET, 4);
16247 data << MapId;
16248 GetSession()->SendPacket(&data);
16251 void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
16253 // TODO: find what other fail reasons there are besides players in the instance
16254 WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
16255 data << reason;
16256 data << MapId;
16257 GetSession()->SendPacket(&data);
16260 /*********************************************************/
16261 /*** Update timers ***/
16262 /*********************************************************/
16264 ///checks the 15 afk reports per 5 minutes limit
16265 void Player::UpdateAfkReport(time_t currTime)
16267 if(m_bgAfkReportedTimer <= currTime)
16269 m_bgAfkReportedCount = 0;
16270 m_bgAfkReportedTimer = currTime+5*MINUTE;
16274 void Player::UpdateContestedPvP(uint32 diff)
16276 if(!m_contestedPvPTimer||isInCombat())
16277 return;
16278 if(m_contestedPvPTimer <= diff)
16280 ResetContestedPvP();
16282 else
16283 m_contestedPvPTimer -= diff;
16286 void Player::UpdatePvPFlag(time_t currTime)
16288 if(!IsPvP())
16289 return;
16290 if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
16291 return;
16293 UpdatePvP(false);
16296 void Player::UpdateDuelFlag(time_t currTime)
16298 if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
16299 return;
16301 SetUInt32Value(PLAYER_DUEL_TEAM, 1);
16302 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
16304 duel->startTimer = 0;
16305 duel->startTime = currTime;
16306 duel->opponent->duel->startTimer = 0;
16307 duel->opponent->duel->startTime = currTime;
16310 void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
16312 if(!pet)
16313 pet = GetPet();
16315 if(returnreagent && (pet || m_temporaryUnsummonedPetNumber))
16317 //returning of reagents only for players, so best done here
16318 uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
16319 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16321 if(spellInfo)
16323 for(uint32 i = 0; i < 7; ++i)
16325 if(spellInfo->Reagent[i] > 0)
16327 ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16328 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
16329 if( msg == EQUIP_ERR_OK )
16331 Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
16332 if(IsInWorld())
16333 SendNewItem(item,spellInfo->ReagentCount[i],true,false);
16338 m_temporaryUnsummonedPetNumber = 0;
16341 if(!pet || pet->GetOwnerGUID()!=GetGUID())
16342 return;
16344 // only if current pet in slot
16345 switch(pet->getPetType())
16347 case MINI_PET:
16348 m_miniPet = 0;
16349 break;
16350 case GUARDIAN_PET:
16351 m_guardianPets.erase(pet->GetGUID());
16352 break;
16353 default:
16354 if(GetPetGUID() == pet->GetGUID())
16355 SetPet(NULL);
16356 break;
16359 pet->CombatStop();
16361 if(returnreagent)
16363 switch(pet->GetEntry())
16365 //warlock pets except imp are removed(?) when logging out
16366 case 1860:
16367 case 1863:
16368 case 417:
16369 case 17252:
16370 mode = PET_SAVE_NOT_IN_SLOT;
16371 break;
16375 pet->SavePetToDB(mode);
16377 pet->CleanupsBeforeDelete();
16378 pet->AddObjectToRemoveList();
16379 pet->m_removed = true;
16381 if(pet->isControlled())
16383 WorldPacket data(SMSG_PET_SPELLS, 8);
16384 data << uint64(0);
16385 data << uint32(0);
16386 GetSession()->SendPacket(&data);
16388 if(GetGroup())
16389 SetGroupUpdateFlag(GROUP_UPDATE_PET);
16393 void Player::RemoveMiniPet()
16395 if(Pet* pet = GetMiniPet())
16397 pet->Remove(PET_SAVE_AS_DELETED);
16398 m_miniPet = 0;
16402 Pet* Player::GetMiniPet()
16404 if(!m_miniPet)
16405 return NULL;
16406 return ObjectAccessor::GetPet(m_miniPet);
16409 void Player::RemoveGuardians()
16411 while(!m_guardianPets.empty())
16413 uint64 guid = *m_guardianPets.begin();
16414 if(Pet* pet = ObjectAccessor::GetPet(guid))
16415 pet->Remove(PET_SAVE_AS_DELETED);
16417 m_guardianPets.erase(guid);
16421 bool Player::HasGuardianWithEntry(uint32 entry)
16423 // pet guid middle part is entry (and creature also)
16424 // and in guardian list must be guardians with same entry _always_
16425 for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
16426 if(GUID_ENPART(*itr)==entry)
16427 return true;
16429 return false;
16432 void Player::Uncharm()
16434 Unit* charm = GetCharm();
16435 if(!charm)
16436 return;
16438 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
16439 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
16442 void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
16444 *data << (uint8)msgtype;
16445 *data << (uint32)language;
16446 *data << (uint64)GetGUID();
16447 *data << (uint32)language; //language 2.1.0 ?
16448 *data << (uint64)GetGUID();
16449 *data << (uint32)(text.length()+1);
16450 *data << text;
16451 *data << (uint8)chatTag();
16454 void Player::Say(const std::string& text, const uint32 language)
16456 WorldPacket data(SMSG_MESSAGECHAT, 200);
16457 BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
16458 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
16461 void Player::Yell(const std::string& text, const uint32 language)
16463 WorldPacket data(SMSG_MESSAGECHAT, 200);
16464 BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
16465 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
16468 void Player::TextEmote(const std::string& text)
16470 WorldPacket data(SMSG_MESSAGECHAT, 200);
16471 BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
16472 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT) );
16475 void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
16477 if (language != LANG_ADDON) // if not addon data
16478 language = LANG_UNIVERSAL; // whispers should always be readable
16480 Player *rPlayer = objmgr.GetPlayer(receiver);
16482 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16483 if(!rPlayer->isDND() || isGameMaster())
16485 WorldPacket data(SMSG_MESSAGECHAT, 200);
16486 BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
16487 rPlayer->GetSession()->SendPacket(&data);
16489 data.Initialize(SMSG_MESSAGECHAT, 200);
16490 rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, text, language);
16491 GetSession()->SendPacket(&data);
16493 else
16495 // announce to player that player he is whispering to is dnd and cannot receive his message
16496 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
16499 if(!isAcceptWhispers())
16501 SetAcceptWhispers(true);
16502 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
16505 // announce to player that player he is whispering to is afk
16506 if(rPlayer->isAFK())
16507 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
16509 // if player whisper someone, auto turn of dnd to be able to receive an answer
16510 if(isDND() && !rPlayer->isGameMaster())
16511 ToggleDND();
16514 void Player::PetSpellInitialize()
16516 Pet* pet = GetPet();
16518 if(!pet)
16519 return;
16521 sLog.outDebug("Pet Spells Groups");
16523 CharmInfo *charmInfo = pet->GetCharmInfo();
16525 WorldPacket data(SMSG_PET_SPELLS, 8+4+4+4+10*4);
16526 data << uint64(pet->GetGUID());
16527 data << uint32(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
16528 data << uint32(0);
16529 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
16531 // action bar loop
16532 for(uint32 i = 0; i < 10; i++)
16534 data << uint32(charmInfo->GetActionBarEntry(i)->Raw);
16537 size_t spellsCountPos = data.wpos();
16539 // spells count
16540 uint8 addlist = 0;
16541 data << uint8(addlist); // placeholder
16543 if(pet->isControlled() && ((pet->getPetType() == HUNTER_PET) || ((pet->GetCreatureInfo()->type == CREATURE_TYPE_DEMON) && (getClass() == CLASS_WARLOCK))))
16545 // spells loop
16546 for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
16548 if(itr->second->state == PETSPELL_REMOVED)
16549 continue;
16551 data << uint16(itr->first);
16552 data << uint16(itr->second->active); // pet spell active state isn't boolean
16553 ++addlist;
16557 data.put<uint8>(spellsCountPos, addlist);
16559 uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
16560 data << uint8(cooldownsCount);
16562 time_t curTime = time(NULL);
16564 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
16566 time_t cooldown = 0;
16568 if(itr->second > curTime)
16569 cooldown = (itr->second - curTime) * 1000;
16571 data << uint16(itr->first); // spellid
16572 data << uint16(0); // spell category?
16573 data << uint32(itr->second); // cooldown
16574 data << uint32(0); // category cooldown
16577 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
16579 time_t cooldown = 0;
16581 if(itr->second > curTime)
16582 cooldown = (itr->second - curTime) * 1000;
16584 data << uint16(itr->first); // spellid
16585 data << uint16(0); // spell category?
16586 data << uint32(0); // cooldown
16587 data << uint32(itr->second); // category cooldown
16590 GetSession()->SendPacket(&data);
16593 void Player::PossessSpellInitialize()
16595 Unit* charm = GetCharm();
16597 if(!charm)
16598 return;
16600 CharmInfo *charmInfo = charm->GetCharmInfo();
16602 if(!charmInfo)
16604 sLog.outError("Player::PossessSpellInitialize(): charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16605 return;
16608 uint8 addlist = 0;
16609 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16611 //16
16612 data << uint64(charm->GetGUID());
16613 data << uint32(0x00000000);
16614 data << uint32(0);
16615 data << uint8(0) << uint8(0) << uint16(0);
16617 for(uint32 i = 0; i < 10; i++) //40
16619 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16622 data << uint8(addlist); //1
16624 uint8 count = 0;
16625 data << uint8(count); // cooldowns count
16627 GetSession()->SendPacket(&data);
16630 void Player::CharmSpellInitialize()
16632 Unit* charm = GetCharm();
16634 if(!charm)
16635 return;
16637 CharmInfo *charmInfo = charm->GetCharmInfo();
16638 if(!charmInfo)
16640 sLog.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16641 return;
16644 uint8 addlist = 0;
16646 if(charm->GetTypeId() != TYPEID_PLAYER)
16648 CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
16650 if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
16652 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16654 if(charmInfo->GetCharmSpell(i)->spellId)
16655 ++addlist;
16660 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16662 data << uint64(charm->GetGUID());
16663 data << uint32(0x00000000);
16664 data << uint32(0);
16665 if(charm->GetTypeId() != TYPEID_PLAYER)
16666 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState());
16667 else
16668 data << uint8(0) << uint8(0);
16669 data << uint16(0);
16671 for(uint32 i = 0; i < 10; i++) //40
16673 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16676 data << uint8(addlist); //1
16678 if(addlist)
16680 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16682 CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
16683 if(cspell->spellId)
16685 data << uint16(cspell->spellId);
16686 data << uint16(cspell->active);
16691 uint8 count = 0;
16692 data << uint8(count); // cooldowns count
16694 GetSession()->SendPacket(&data);
16697 bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell)
16699 if (!mod || !spellInfo)
16700 return false;
16702 if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish
16704 // prevent apply to any spell except spell that trigger expire
16705 if(spell)
16707 if(mod->lastAffected != spell)
16708 return false;
16710 else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id))
16711 return false;
16714 return spellmgr.IsAffectedByMod(spellInfo, mod);
16717 void Player::AddSpellMod(SpellModifier* mod, bool apply)
16719 uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
16721 for(int eff=0;eff<96;++eff)
16723 uint64 _mask = 0;
16724 uint64 _mask2= 0;
16725 if (eff<64) _mask = uint64(1) << (eff- 0);
16726 else _mask2= uint64(1) << (eff-64);
16727 if ( mod->mask & _mask || mod->mask2 & _mask2)
16729 int32 val = 0;
16730 for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
16732 if ((*itr)->type == mod->type && ((*itr)->mask & _mask || (*itr)->mask2 & _mask2))
16733 val += (*itr)->value;
16735 val += apply ? mod->value : -(mod->value);
16736 WorldPacket data(Opcode, (1+1+4));
16737 data << uint8(eff);
16738 data << uint8(mod->op);
16739 data << int32(val);
16740 SendDirectMessage(&data);
16744 if (apply)
16745 m_spellMods[mod->op].push_back(mod);
16746 else
16748 if (mod->charges == -1)
16749 --m_SpellModRemoveCount;
16750 m_spellMods[mod->op].remove(mod);
16751 delete mod;
16755 void Player::RemoveSpellMods(Spell const* spell)
16757 if(!spell || (m_SpellModRemoveCount == 0))
16758 return;
16760 for(int i=0;i<MAX_SPELLMOD;++i)
16762 for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
16764 SpellModifier *mod = *itr;
16765 ++itr;
16767 if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
16769 RemoveAurasDueToSpell(mod->spellId);
16770 if (m_spellMods[i].empty())
16771 break;
16772 else
16773 itr = m_spellMods[i].begin();
16779 // send Proficiency
16780 void Player::SendProficiency(uint8 pr1, uint32 pr2)
16782 WorldPacket data(SMSG_SET_PROFICIENCY, 8);
16783 data << pr1 << pr2;
16784 GetSession()->SendPacket (&data);
16787 void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
16789 QueryResult *result = NULL;
16790 if(type==10)
16791 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16792 else
16793 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16794 if(result)
16796 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.
16797 { // and SendPetitionQueryOpcode reads data from the DB
16798 Field *fields = result->Fetch();
16799 uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
16800 uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
16802 // send update if charter owner in game
16803 Player* owner = objmgr.GetPlayer(ownerguid);
16804 if(owner)
16805 owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
16807 } while ( result->NextRow() );
16809 delete result;
16811 if(type==10)
16812 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16813 else
16814 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16817 CharacterDatabase.BeginTransaction();
16818 if(type == 10)
16820 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
16821 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
16823 else
16825 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16826 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16828 CharacterDatabase.CommitTransaction();
16831 void Player::LeaveAllArenaTeams(uint64 guid)
16833 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));
16834 if(!result)
16835 return;
16839 Field *fields = result->Fetch();
16840 uint32 at_id = fields[0].GetUInt32();
16841 if(at_id != 0)
16843 ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
16844 if(at)
16845 at->DelMember(guid);
16847 } while (result->NextRow());
16849 delete result;
16852 void Player::SetRestBonus (float rest_bonus_new)
16854 // Prevent resting on max level
16855 if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
16856 rest_bonus_new = 0;
16858 if(rest_bonus_new < 0)
16859 rest_bonus_new = 0;
16861 float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
16863 if(rest_bonus_new > rest_bonus_max)
16864 m_rest_bonus = rest_bonus_max;
16865 else
16866 m_rest_bonus = rest_bonus_new;
16868 // update data for client
16869 if(m_rest_bonus>10)
16870 SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
16871 else if(m_rest_bonus<=1)
16872 SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
16874 //RestTickUpdate
16875 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
16878 void Player::HandleStealthedUnitsDetection()
16880 std::list<Unit*> stealthedUnits;
16882 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16883 Cell cell(p);
16884 cell.data.Part.reserved = ALL_DISTRICT;
16885 cell.SetNoCreate();
16887 MaNGOS::AnyStealthedCheck u_check;
16888 MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(stealthedUnits, u_check);
16890 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher);
16891 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher);
16893 CellLock<GridReadGuard> cell_lock(cell, p);
16894 cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap());
16895 cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap());
16897 for (std::list<Unit*>::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();)
16899 if((*i)==this)
16901 i = stealthedUnits.erase(i);
16902 continue;
16905 if ((*i)->isVisibleForOrDetect(this,true))
16908 (*i)->SendUpdateToPlayer(this);
16909 m_clientGUIDs.insert((*i)->GetGUID());
16911 #ifdef MANGOS_DEBUG
16912 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
16913 sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
16914 #endif
16916 // target aura duration for caster show only if target exist at caster client
16917 // send data at target visibility change (adding to client)
16918 if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
16919 SendAurasForTarget(*i);
16921 i = stealthedUnits.erase(i);
16922 continue;
16925 ++i;
16929 bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, uint32 mount_id, Creature* npc)
16931 if(nodes.size() < 2)
16932 return false;
16934 // not let cheating with start flight mounted
16935 if(IsMounted())
16937 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16938 data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
16939 GetSession()->SendPacket(&data);
16940 return false;
16943 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
16945 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16946 data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
16947 GetSession()->SendPacket(&data);
16948 return false;
16951 // 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
16952 if(GetSession()->isLogingOut() ||
16953 (!m_currentSpells[CURRENT_GENERIC_SPELL] ||
16954 m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Effect[0] != SPELL_EFFECT_SEND_TAXI)&&
16955 IsNonMeleeSpellCasted(false) ||
16956 isInCombat())
16958 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16959 data << uint32(ERR_TAXIPLAYERBUSY);
16960 GetSession()->SendPacket(&data);
16961 return false;
16964 if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
16965 return false;
16967 uint32 sourcenode = nodes[0];
16969 // starting node too far away (cheat?)
16970 TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
16971 if( !node || node->map_id != GetMapId() ||
16972 (node->x - GetPositionX())*(node->x - GetPositionX())+
16973 (node->y - GetPositionY())*(node->y - GetPositionY())+
16974 (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
16975 (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE) )
16977 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16978 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16979 GetSession()->SendPacket(&data);
16980 return false;
16983 // Prepare to flight start now
16985 // stop combat at start taxi flight if any
16986 CombatStop();
16988 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16989 TradeCancel(true);
16991 // clean not finished taxi path if any
16992 m_taxi.ClearTaxiDestinations();
16994 // 0 element current node
16995 m_taxi.AddTaxiDestination(sourcenode);
16997 // fill destinations path tail
16998 uint32 sourcepath = 0;
16999 uint32 totalcost = 0;
17001 uint32 prevnode = sourcenode;
17002 uint32 lastnode = 0;
17004 for(uint32 i = 1; i < nodes.size(); ++i)
17006 uint32 path, cost;
17008 lastnode = nodes[i];
17009 objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
17011 if(!path)
17013 m_taxi.ClearTaxiDestinations();
17014 return false;
17017 totalcost += cost;
17019 if(prevnode == sourcenode)
17020 sourcepath = path;
17022 m_taxi.AddTaxiDestination(lastnode);
17024 prevnode = lastnode;
17027 if(!mount_id) // if not provide then attempt use default.
17028 mount_id = objmgr.GetTaxiMount(sourcenode, GetTeam());
17030 if (mount_id == 0 || sourcepath == 0)
17032 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17033 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
17034 GetSession()->SendPacket(&data);
17035 m_taxi.ClearTaxiDestinations();
17036 return false;
17039 uint32 money = GetMoney();
17041 if(npc)
17043 totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
17046 if(money < totalcost)
17048 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17049 data << uint32(ERR_TAXINOTENOUGHMONEY);
17050 GetSession()->SendPacket(&data);
17051 m_taxi.ClearTaxiDestinations();
17052 return false;
17055 //Checks and preparations done, DO FLIGHT
17056 ModifyMoney(-(int32)totalcost);
17058 // prevent stealth flight
17059 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
17061 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17062 data << uint32(ERR_TAXIOK);
17063 GetSession()->SendPacket(&data);
17065 sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
17067 GetSession()->SendDoFlight(mount_id, sourcepath);
17069 return true;
17072 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
17074 // last check 2.0.10
17075 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
17076 data << GetGUID();
17077 data << uint8(0x0); // flags (0x1, 0x2)
17078 time_t curTime = time(NULL);
17079 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
17081 if (itr->second->state == PLAYERSPELL_REMOVED)
17082 continue;
17083 uint32 unSpellId = itr->first;
17084 SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
17085 if (!spellInfo)
17087 ASSERT(spellInfo);
17088 continue;
17091 // Not send cooldown for this spells
17092 if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
17093 continue;
17095 if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
17097 data << unSpellId;
17098 data << unTimeMs; // in m.secs
17099 AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/1000);
17102 GetSession()->SendPacket(&data);
17105 void Player::InitDataForForm(bool reapplyMods)
17107 SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
17108 if(ssEntry && ssEntry->attackSpeed)
17110 SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
17111 SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
17112 SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
17114 else
17115 SetRegularAttackTime();
17117 switch(m_form)
17119 case FORM_CAT:
17121 if(getPowerType()!=POWER_ENERGY)
17122 setPowerType(POWER_ENERGY);
17123 break;
17125 case FORM_BEAR:
17126 case FORM_DIREBEAR:
17128 if(getPowerType()!=POWER_RAGE)
17129 setPowerType(POWER_RAGE);
17130 break;
17132 default: // 0, for example
17134 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
17135 if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
17136 setPowerType(Powers(cEntry->powerType));
17137 break;
17141 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17142 if (!reapplyMods)
17143 UpdateEquipSpellsAtFormChange();
17145 UpdateAttackPowerAndDamage();
17146 UpdateAttackPowerAndDamage(true);
17149 // Return true is the bought item has a max count to force refresh of window by caller
17150 bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot)
17152 // cheating attempt
17153 if(count < 1) count = 1;
17155 if(!isAlive())
17156 return false;
17158 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
17159 if( !pProto )
17161 SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
17162 return false;
17165 Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid,UNIT_NPC_FLAG_VENDOR);
17166 if (!pCreature)
17168 sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
17169 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
17170 return false;
17173 VendorItemData const* vItems = pCreature->GetVendorItems();
17174 if(!vItems || vItems->Empty())
17176 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
17177 return false;
17180 size_t vendor_slot = vItems->FindItemSlot(item);
17181 if(vendor_slot >= vItems->GetItemCount())
17183 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
17184 return false;
17187 VendorItem const* crItem = vItems->m_items[vendor_slot];
17189 // check current item amount if it limited
17190 if( crItem->maxcount != 0 )
17192 if(pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
17194 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
17195 return false;
17199 if( uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
17201 SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
17202 return false;
17205 if(crItem->ExtendedCost)
17207 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17208 if(!iece)
17210 sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
17211 return false;
17214 // honor points price
17215 if(GetHonorPoints() < (iece->reqhonorpoints * count))
17217 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
17218 return false;
17221 // arena points price
17222 if(GetArenaPoints() < (iece->reqarenapoints * count))
17224 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
17225 return false;
17228 // item base price
17229 for (uint8 i = 0; i < 5; ++i)
17231 if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
17233 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
17234 return false;
17238 // check for personal arena rating requirement
17239 if( GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating )
17241 // probably not the proper equip err
17242 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
17243 return false;
17247 uint32 price = pProto->BuyPrice * count;
17249 // reputation discount
17250 price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
17252 if( GetMoney() < price )
17254 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
17255 return false;
17258 uint8 bag = 0; // init for case invalid bagGUID
17260 if (bagguid != NULL_BAG && slot != NULL_SLOT)
17262 Bag *pBag;
17263 if( bagguid == GetGUID() )
17265 bag = INVENTORY_SLOT_BAG_0;
17267 else
17269 for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END;i++)
17271 pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0,i);
17272 if( pBag )
17274 if( bagguid == pBag->GetGUID() )
17276 bag = i;
17277 break;
17284 if( IsInventoryPos( bag, slot ) || (bagguid == NULL_BAG && slot == NULL_SLOT) )
17286 ItemPosCountVec dest;
17287 uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
17288 if( msg != EQUIP_ERR_OK )
17290 SendEquipError( msg, NULL, NULL );
17291 return false;
17294 ModifyMoney( -(int32)price );
17295 if(crItem->ExtendedCost) // case for new honor system
17297 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17298 if(iece->reqhonorpoints)
17299 ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
17300 if(iece->reqarenapoints)
17301 ModifyArenaPoints( - int32(iece->reqarenapoints * count));
17302 for (uint8 i = 0; i < 5; ++i)
17304 if(iece->reqitem[i])
17305 DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
17309 if(Item *it = StoreNewItem( dest, item, true ))
17311 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17313 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17314 data << pCreature->GetGUID();
17315 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17316 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17317 data << (uint32)count;
17318 GetSession()->SendPacket(&data);
17320 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17323 else if( IsEquipmentPos( bag, slot ) )
17325 if(pProto->BuyCount * count != 1)
17327 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL );
17328 return false;
17331 uint16 dest;
17332 uint8 msg = CanEquipNewItem( slot, dest, item, false );
17333 if( msg != EQUIP_ERR_OK )
17335 SendEquipError( msg, NULL, NULL );
17336 return false;
17339 ModifyMoney( -(int32)price );
17340 if(crItem->ExtendedCost) // case for new honor system
17342 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17343 if(iece->reqhonorpoints)
17344 ModifyHonorPoints( - int32(iece->reqhonorpoints));
17345 if(iece->reqarenapoints)
17346 ModifyArenaPoints( - int32(iece->reqarenapoints));
17347 for (uint8 i = 0; i < 5; ++i)
17349 if(iece->reqitem[i])
17350 DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
17354 if(Item *it = EquipNewItem( dest, item, true ))
17356 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17358 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17359 data << pCreature->GetGUID();
17360 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17361 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17362 data << (uint32)count;
17363 GetSession()->SendPacket(&data);
17365 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17367 AutoUnequipOffhandIfNeed();
17370 else
17372 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
17373 return false;
17376 return crItem->maxcount!=0;
17379 uint32 Player::GetMaxPersonalArenaRatingRequirement()
17381 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17382 // the personal rating of the arena team must match the required limit as well
17383 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17384 uint32 max_personal_rating = 0;
17385 for(int i = 0; i < MAX_ARENA_SLOT; ++i)
17387 if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
17389 uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5);
17390 uint32 t_rating = at->GetRating();
17391 p_rating = p_rating<t_rating? p_rating : t_rating;
17392 if(max_personal_rating < p_rating)
17393 max_personal_rating = p_rating;
17396 return max_personal_rating;
17399 void Player::UpdateHomebindTime(uint32 time)
17401 // GMs never get homebind timer online
17402 if (m_InstanceValid || isGameMaster())
17404 if(m_HomebindTimer) // instance valid, but timer not reset
17406 // hide reminder
17407 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17408 data << uint32(0);
17409 data << uint32(0);
17410 GetSession()->SendPacket(&data);
17412 // instance is valid, reset homebind timer
17413 m_HomebindTimer = 0;
17415 else if (m_HomebindTimer > 0)
17417 if (time >= m_HomebindTimer)
17419 // teleport to homebind location
17420 TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
17422 else
17423 m_HomebindTimer -= time;
17425 else
17427 // instance is invalid, start homebind timer
17428 m_HomebindTimer = 60000;
17429 // send message to player
17430 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17431 data << m_HomebindTimer;
17432 data << uint32(1);
17433 GetSession()->SendPacket(&data);
17434 sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17438 void Player::UpdatePvP(bool state, bool ovrride)
17440 if(!state || ovrride)
17442 SetPvP(state);
17443 if(Pet* pet = GetPet())
17444 pet->SetPvP(state);
17445 if(Unit* charmed = GetCharm())
17446 charmed->SetPvP(state);
17448 pvpInfo.endTimer = 0;
17450 else
17452 if(pvpInfo.endTimer != 0)
17453 pvpInfo.endTimer = time(NULL);
17454 else
17456 SetPvP(state);
17458 if(Pet* pet = GetPet())
17459 pet->SetPvP(state);
17460 if(Unit* charmed = GetCharm())
17461 charmed->SetPvP(state);
17466 void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
17468 SpellCooldown sc;
17469 sc.end = end_time;
17470 sc.itemid = itemid;
17471 m_spellCooldowns[spellid] = sc;
17474 void Player::SendCooldownEvent(SpellEntry const *spellInfo)
17476 if ( !(spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) )
17477 return;
17479 // Get spell cooldown
17480 int32 cooldown = GetSpellRecoveryTime(spellInfo);
17481 // Apply spellmods
17482 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, cooldown);
17483 if (cooldown < 0)
17484 cooldown = 0;
17485 // Add cooldown
17486 AddSpellCooldown(spellInfo->Id, 0, time(NULL) + cooldown / 1000);
17487 // Send activate
17488 WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
17489 data << spellInfo->Id;
17490 data << GetGUID();
17491 SendDirectMessage(&data);
17493 //slot to be excluded while counting
17494 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
17496 if(!enchantmentcondition)
17497 return true;
17499 SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
17501 if(!Condition)
17502 return true;
17504 uint8 curcount[4] = {0, 0, 0, 0};
17506 //counting current equipped gem colors
17507 for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
17509 if(i == slot)
17510 continue;
17511 Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
17512 if(pItem2 && pItem2->GetProto()->Socket[0].Color)
17514 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17516 uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17517 if(!enchant_id)
17518 continue;
17520 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17521 if(!enchantEntry)
17522 continue;
17524 uint32 gemid = enchantEntry->GemID;
17525 if(!gemid)
17526 continue;
17528 ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
17529 if(!gemProto)
17530 continue;
17532 GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
17533 if(!gemProperty)
17534 continue;
17536 uint8 GemColor = gemProperty->color;
17538 for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
17540 if(tmpcolormask & GemColor)
17541 ++curcount[b];
17547 bool activate = true;
17549 for(int i = 0; i < 5; i++)
17551 if(!Condition->Color[i])
17552 continue;
17554 uint32 _cur_gem = curcount[Condition->Color[i] - 1];
17556 // if have <CompareColor> use them as count, else use <value> from Condition
17557 uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
17559 switch(Condition->Comparator[i])
17561 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17562 activate &= (_cur_gem < _cmp_gem) ? true : false;
17563 break;
17564 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17565 activate &= (_cur_gem > _cmp_gem) ? true : false;
17566 break;
17567 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17568 activate &= (_cur_gem >= _cmp_gem) ? true : false;
17569 break;
17573 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");
17575 return activate;
17578 void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
17580 //cycle all equipped items
17581 for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17583 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17584 if(slot == exceptslot)
17585 continue;
17587 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17589 if(!pItem || !pItem->GetProto()->Socket[0].Color)
17590 continue;
17592 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17594 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17595 if(!enchant_id)
17596 continue;
17598 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17599 if(!enchantEntry)
17600 continue;
17602 uint32 condition = enchantEntry->EnchantmentCondition;
17603 if(condition)
17605 //was enchant active with/without item?
17606 bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
17607 //should it now be?
17608 if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
17610 // ignore item gem conditions
17611 //if state changed, (dis)apply enchant
17612 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true);
17619 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17620 void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
17622 //cycle all equipped items
17623 for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17625 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17626 if(slot == exceptslot)
17627 continue;
17629 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17631 if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
17632 continue;
17634 //cycle all (gem)enchants
17635 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17637 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17638 if(!enchant_id) //if no enchant go to next enchant(slot)
17639 continue;
17641 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17642 if(!enchantEntry)
17643 continue;
17645 //only metagems to be (de)activated, so only enchants with condition
17646 uint32 condition = enchantEntry->EnchantmentCondition;
17647 if(condition)
17648 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
17653 void Player::LeaveBattleground(bool teleportToEntryPoint)
17655 if(BattleGround *bg = GetBattleGround())
17657 bool need_debuf = bg->isBattleGround() && (bg->GetStatus() == STATUS_IN_PROGRESS) && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER);
17659 bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
17661 // call after remove to be sure that player resurrected for correct cast
17662 if(need_debuf)
17663 CastSpell(this, 26013, true); // Deserter
17667 bool Player::CanJoinToBattleground() const
17669 // check Deserter debuff
17670 if(GetDummyAura(26013))
17671 return false;
17673 return true;
17676 bool Player::CanReportAfkDueToLimit()
17678 // a player can complain about 15 people per 5 minutes
17679 if(m_bgAfkReportedCount >= 15)
17680 return false;
17681 ++m_bgAfkReportedCount;
17682 return true;
17685 ///This player has been blamed to be inactive in a battleground
17686 void Player::ReportedAfkBy(Player* reporter)
17688 BattleGround *bg = GetBattleGround();
17689 if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
17690 return;
17692 // check if player has 'Idle' or 'Inactive' debuff
17693 if(m_bgAfkReporter.find(reporter->GetGUIDLow())==m_bgAfkReporter.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter->CanReportAfkDueToLimit())
17695 m_bgAfkReporter.insert(reporter->GetGUIDLow());
17696 // 3 players have to complain to apply debuff
17697 if(m_bgAfkReporter.size() >= 3)
17699 // cast 'Idle' spell
17700 CastSpell(this, 43680, true);
17701 m_bgAfkReporter.clear();
17706 bool Player::IsVisibleInGridForPlayer( Player* pl ) const
17708 // gamemaster in GM mode see all, including ghosts
17709 if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
17710 return true;
17712 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17713 if (InBattleGround())
17715 if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
17716 return false;
17717 return true;
17720 // Live player see live player or dead player with not realized corpse
17721 if(pl->isAlive() || pl->m_deathTimer > 0)
17723 return isAlive() || m_deathTimer > 0;
17726 // Ghost see other friendly ghosts, that's for sure
17727 if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
17728 return true;
17730 // Dead player see live players near own corpse
17731 if(isAlive())
17733 Corpse *corpse = pl->GetCorpse();
17734 if(corpse)
17736 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17737 if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
17738 return true;
17742 // and not see any other
17743 return false;
17746 bool Player::IsVisibleGloballyFor( Player* u ) const
17748 if(!u)
17749 return false;
17751 // Always can see self
17752 if (u==this)
17753 return true;
17755 // Visible units, always are visible for all players
17756 if (GetVisibility() == VISIBILITY_ON)
17757 return true;
17759 // GMs are visible for higher gms (or players are visible for gms)
17760 if (u->GetSession()->GetSecurity() > SEC_PLAYER)
17761 return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
17763 // non faction visibility non-breakable for non-GMs
17764 if (GetVisibility() == VISIBILITY_OFF)
17765 return false;
17767 // non-gm stealth/invisibility not hide from global player lists
17768 return true;
17771 void Player::UpdateVisibilityOf(WorldObject* target)
17773 if(HaveAtClient(target))
17775 if(!target->isVisibleForInState(this,true))
17777 target->DestroyForPlayer(this);
17778 m_clientGUIDs.erase(target->GetGUID());
17780 #ifdef MANGOS_DEBUG
17781 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17782 sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17783 #endif
17786 else
17788 if(target->isVisibleForInState(this,false))
17790 target->SendUpdateToPlayer(this);
17791 if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
17792 m_clientGUIDs.insert(target->GetGUID());
17794 #ifdef MANGOS_DEBUG
17795 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17796 sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17797 #endif
17799 // target aura duration for caster show only if target exist at caster client
17800 // send data at target visibility change (adding to client)
17801 if(target!=this && target->isType(TYPEMASK_UNIT))
17802 SendAurasForTarget((Unit*)target);
17804 if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
17805 ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17810 template<class T>
17811 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target)
17813 s64.insert(target->GetGUID());
17816 template<>
17817 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target)
17819 if(!target->IsTransport())
17820 s64.insert(target->GetGUID());
17823 template<class T>
17824 void Player::UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow)
17826 if(HaveAtClient(target))
17828 if(!target->isVisibleForInState(this,true))
17830 target->BuildOutOfRangeUpdateBlock(&data);
17831 m_clientGUIDs.erase(target->GetGUID());
17833 #ifdef MANGOS_DEBUG
17834 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17835 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));
17836 #endif
17839 else
17841 if(target->isVisibleForInState(this,false))
17843 visibleNow.insert(target);
17844 target->BuildUpdate(data_updates);
17845 target->BuildCreateUpdateBlockForPlayer(&data, this);
17846 UpdateVisibilityOf_helper(m_clientGUIDs,target);
17848 #ifdef MANGOS_DEBUG
17849 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17850 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));
17851 #endif
17856 template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17857 template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17858 template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17859 template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17860 template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17862 void Player::InitPrimaryProffesions()
17864 SetFreePrimaryProffesions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
17867 void Player::SendComboPoints()
17869 Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
17870 if (combotarget)
17872 WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
17873 data.append(combotarget->GetPackGUID());
17874 data << uint8(m_comboPoints);
17875 GetSession()->SendPacket(&data);
17879 void Player::AddComboPoints(Unit* target, int8 count)
17881 if(!count)
17882 return;
17884 // without combo points lost (duration checked in aura)
17885 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17887 if(target->GetGUID() == m_comboTarget)
17889 m_comboPoints += count;
17891 else
17893 if(m_comboTarget)
17894 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17895 target->RemoveComboPointHolder(GetGUIDLow());
17897 m_comboTarget = target->GetGUID();
17898 m_comboPoints = count;
17900 target->AddComboPointHolder(GetGUIDLow());
17903 if (m_comboPoints > 5) m_comboPoints = 5;
17904 if (m_comboPoints < 0) m_comboPoints = 0;
17906 SendComboPoints();
17909 void Player::ClearComboPoints()
17911 if(!m_comboTarget)
17912 return;
17914 // without combopoints lost (duration checked in aura)
17915 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17917 m_comboPoints = 0;
17919 SendComboPoints();
17921 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17922 target->RemoveComboPointHolder(GetGUIDLow());
17924 m_comboTarget = 0;
17927 void Player::SetGroup(Group *group, int8 subgroup)
17929 if(group == NULL) m_group.unlink();
17930 else
17932 // never use SetGroup without a subgroup unless you specify NULL for group
17933 assert(subgroup >= 0);
17934 m_group.link(group, this);
17935 m_group.setSubGroup((uint8)subgroup);
17939 void Player::SendInitialPacketsBeforeAddToMap()
17941 WorldPacket data(SMSG_SET_REST_START_OBSOLETE, 4);
17942 data << uint32(0); // unknown, may be rest state time or experience
17943 GetSession()->SendPacket(&data);
17945 // Homebind
17946 data.Initialize(SMSG_BINDPOINTUPDATE, 5*4);
17947 data << m_homebindX << m_homebindY << m_homebindZ;
17948 data << (uint32) m_homebindMapId;
17949 data << (uint32) m_homebindZoneId;
17950 GetSession()->SendPacket(&data);
17952 // SMSG_SET_PROFICIENCY
17953 // SMSG_UPDATE_AURA_DURATION
17955 // tutorial stuff
17956 data.Initialize(SMSG_TUTORIAL_FLAGS, 8*4);
17957 for (int i = 0; i < 8; ++i)
17958 data << uint32( GetTutorialInt(i) );
17959 GetSession()->SendPacket(&data);
17961 SendInitialSpells();
17963 data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
17964 data << uint32(0); // count, for(count) uint32;
17965 GetSession()->SendPacket(&data);
17967 SendInitialActionButtons();
17968 SendInitialReputations();
17969 m_achievementMgr.SendAllAchievementData();
17970 UpdateZone(GetZoneId());
17971 SendInitWorldStates();
17973 // SMSG_SET_AURA_SINGLE
17975 data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8);
17976 data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
17977 data << (float)0.01666667f; // game speed
17978 GetSession()->SendPacket( &data );
17980 data.Initialize(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
17981 data << uint32(0x00000000); // on blizz it increments periodically
17982 GetSession()->SendPacket(&data);
17984 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17985 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || isInFlight())
17986 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
17988 m_mover = this;
17991 void Player::SendInitialPacketsAfterAddToMap()
17993 WorldPacket data(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
17994 data << uint32(0x00000000); // on blizz it increments periodically
17995 GetSession()->SendPacket(&data);
17997 CastSpell(this, 836, true); // LOGINEFFECT
17999 // set some aura effects that send packet to player client after add player to map
18000 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
18001 // same auras state lost at far teleport, send it one more time in this case also
18002 static const AuraType auratypes[] =
18004 SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
18005 SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
18006 SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED, SPELL_AURA_NONE
18008 for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
18010 Unit::AuraList const& auraList = GetAurasByType(*itr);
18011 if(!auraList.empty())
18012 auraList.front()->ApplyModifier(true,true);
18015 if(HasAuraType(SPELL_AURA_MOD_STUN))
18016 SetMovement(MOVE_ROOT);
18018 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
18019 if(HasAuraType(SPELL_AURA_MOD_ROOT))
18021 WorldPacket data(SMSG_FORCE_MOVE_ROOT, 10);
18022 data.append(GetPackGUID());
18023 data << (uint32)2;
18024 SendMessageToSet(&data,true);
18027 SendAurasForTarget(this);
18028 SendEnchantmentDurations(); // must be after add to map
18029 SendItemDurations(); // must be after add to map
18032 void Player::SendUpdateToOutOfRangeGroupMembers()
18034 if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
18035 return;
18036 if(Group* group = GetGroup())
18037 group->UpdatePlayerOutOfRange(this);
18039 m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
18040 m_auraUpdateMask = 0;
18041 if(Pet *pet = GetPet())
18042 pet->ResetAuraUpdateMask();
18045 void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
18047 WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
18048 data << uint32(mapid);
18049 data << uint8(reason); // transfer abort reason
18050 switch(reason)
18052 case TRANSFER_ABORT_INSUF_EXPAN_LVL:
18053 case TRANSFER_ABORT_DIFFICULTY:
18054 case TRANSFER_ABORT_UNIQUE_MESSAGE:
18055 data << uint8(arg);
18056 break;
18058 GetSession()->SendPacket(&data);
18061 void Player::SendInstanceResetWarning(uint32 mapid, uint32 time)
18063 // type of warning, based on the time remaining until reset
18064 uint32 type;
18065 if(time > 3600)
18066 type = RAID_INSTANCE_WELCOME;
18067 else if(time > 900 && time <= 3600)
18068 type = RAID_INSTANCE_WARNING_HOURS;
18069 else if(time > 300 && time <= 900)
18070 type = RAID_INSTANCE_WARNING_MIN;
18071 else
18072 type = RAID_INSTANCE_WARNING_MIN_SOON;
18073 WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4);
18074 data << uint32(type);
18075 data << uint32(mapid);
18076 data << uint32(time);
18077 GetSession()->SendPacket(&data);
18080 void Player::ApplyEquipCooldown( Item * pItem )
18082 for(int i = 0; i <5; ++i)
18084 _Spell const& spellData = pItem->GetProto()->Spells[i];
18086 // no spell
18087 if( !spellData.SpellId )
18088 continue;
18090 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
18091 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
18092 continue;
18094 AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
18096 WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
18097 data << pItem->GetGUID();
18098 data << uint32(spellData.SpellId);
18099 GetSession()->SendPacket(&data);
18103 void Player::resetSpells()
18105 // not need after this call
18106 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
18108 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_SPELLS;
18109 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS), GetGUIDLow());
18112 // make full copy of map (spells removed and marked as deleted at another spell remove
18113 // and we can't use original map for safe iterative with visit each spell at loop end
18114 PlayerSpellMap smap = GetSpellMap();
18116 for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
18117 removeSpell(iter->first); // only iter->first can be accessed, object by iter->second can be deleted already
18119 learnDefaultSpells();
18120 learnQuestRewardedSpells();
18123 void Player::learnDefaultSpells()
18125 // learn default race/class spells
18126 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
18127 for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr)
18129 uint32 tspell = *itr;
18130 sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell);
18131 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18132 addSpell(tspell,true,true,false);
18133 else // but send in normal spell in game learn case
18134 learnSpell(tspell);
18138 void Player::learnQuestRewardedSpells(Quest const* quest)
18140 uint32 spell_id = quest->GetRewSpellCast();
18142 // skip quests without rewarded spell
18143 if( !spell_id )
18144 return;
18146 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
18147 if(!spellInfo)
18148 return;
18150 // check learned spells state
18151 bool found = false;
18152 for(int i=0; i < 3; ++i)
18154 if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
18156 found = true;
18157 break;
18161 // skip quests with not teaching spell or already known spell
18162 if(!found)
18163 return;
18165 // prevent learn non first rank unknown profession and second specialization for same profession)
18166 uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
18167 if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
18169 // not have first rank learned (unlearned prof?)
18170 uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
18171 if( !HasSpell(first_spell) )
18172 return;
18174 SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
18175 if(!learnedInfo)
18176 return;
18178 // specialization
18179 if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0)
18181 // search other specialization for same prof
18182 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
18184 if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
18185 continue;
18187 SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
18188 if(!itrInfo)
18189 return;
18191 // compare only specializations
18192 if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
18193 continue;
18195 // compare same chain spells
18196 if(spellmgr.GetFirstSpellInChain(itr->first) != first_spell)
18197 continue;
18199 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18200 if(!spellmgr.IsHighRankOfSpell(learned_0,itr->first))
18201 return;
18206 CastSpell( this, spell_id, true);
18209 void Player::learnQuestRewardedSpells()
18211 // learn spells received from quest completing
18212 for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
18214 // skip no rewarded quests
18215 if(!itr->second.m_rewarded)
18216 continue;
18218 Quest const* quest = objmgr.GetQuestTemplate(itr->first);
18219 if( !quest )
18220 continue;
18222 learnQuestRewardedSpells(quest);
18226 void Player::learnSkillRewardedSpells(uint32 skill_id )
18228 uint32 raceMask = getRaceMask();
18229 uint32 classMask = getClassMask();
18230 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
18232 SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
18233 if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
18234 continue;
18235 // Check race if set
18236 if (pAbility->racemask && !(pAbility->racemask & raceMask))
18237 continue;
18238 // Check class if set
18239 if (pAbility->classmask && !(pAbility->classmask & classMask))
18240 continue;
18242 if (sSpellStore.LookupEntry(pAbility->spellId))
18244 // Ok need learn spell
18245 learnSpell(pAbility->spellId);
18250 void Player::learnSkillRewardedSpells()
18252 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
18254 if(!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
18255 continue;
18257 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
18259 learnSkillRewardedSpells(pskill);
18263 void Player::SendAurasForTarget(Unit *target)
18265 if(target->GetVisibleAuras()->empty()) // speedup things
18266 return;
18268 WorldPacket data(SMSG_AURA_UPDATE_ALL);
18269 data.append(target->GetPackGUID());
18271 Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
18272 for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
18274 for(uint32 j = 0; j < 3; ++j)
18276 if(Aura *aura = target->GetAura(itr->second, j))
18278 data << uint8(aura->GetAuraSlot());
18279 data << uint32(aura->GetId());
18281 if(aura->GetId())
18283 uint8 auraFlags = aura->GetAuraFlags();
18284 // flags
18285 data << uint8(auraFlags);
18286 // level
18287 data << uint8(aura->GetAuraLevel());
18288 // charges
18289 data << uint8(aura->GetAuraCharges());
18291 if(!(auraFlags & AFLAG_NOT_CASTER))
18293 data << uint8(0); // packed GUID of someone (caster?)
18296 if(auraFlags & AFLAG_DURATION) // include aura duration
18298 data << uint32(aura->GetAuraMaxDuration());
18299 data << uint32(aura->GetAuraDuration());
18302 break;
18307 GetSession()->SendPacket(&data);
18310 void Player::SetDailyQuestStatus( uint32 quest_id )
18312 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18314 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
18316 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
18317 m_lastDailyQuestTime = time(NULL); // last daily quest time
18318 m_DailyQuestChanged = true;
18319 break;
18324 void Player::ResetDailyQuestStatus()
18326 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18327 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
18329 // DB data deleted in caller
18330 m_DailyQuestChanged = false;
18331 m_lastDailyQuestTime = 0;
18334 BattleGround* Player::GetBattleGround() const
18336 if(GetBattleGroundId()==0)
18337 return NULL;
18339 return sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
18342 bool Player::InArena() const
18344 BattleGround *bg = GetBattleGround();
18345 if(!bg || !bg->isArena())
18346 return false;
18348 return true;
18351 bool Player::GetBGAccessByLevel(uint32 bgTypeId) const
18353 // get a template bg instead of running one
18354 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
18355 if(!bg)
18356 return false;
18358 if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
18359 return false;
18361 return true;
18364 uint32 Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id)
18366 if(queue_id < 1)
18367 return 0;
18369 if(queue_id >=7)
18370 queue_id = 7;
18372 return 10*(queue_id+1);
18375 uint32 Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id)
18377 if(queue_id >=7)
18378 return 255; // hardcoded max level
18380 return 10*(queue_id+2)-1;
18383 uint32 Player::GetBattleGroundQueueIdFromLevel() const
18385 uint32 level = getLevel();
18386 if(level <= 19)
18387 return 0;
18388 else if (level > 79)
18389 return 7;
18390 else
18391 return level/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
18393 assert(bgTypeId < MAX_BATTLEGROUND_TYPES);
18394 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
18395 assert(bg);
18396 return (getLevel() - bg->GetMinLevel()) / 10;*/
18399 float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
18401 FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
18402 if(!vendor_faction)
18403 return 1.0f;
18405 ReputationRank rank = GetReputationRank(vendor_faction->faction);
18406 if(rank <= REP_NEUTRAL)
18407 return 1.0f;
18409 return 1.0f - 0.05f* (rank - REP_NEUTRAL);
18412 bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
18414 uint32 racemask = getRaceMask();
18415 uint32 classmask = getClassMask();
18417 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
18418 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
18419 if(lower==upper)
18420 return true;
18422 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
18424 // skip wrong race skills
18425 if( _spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
18426 continue;
18428 // skip wrong class skills
18429 if( _spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
18430 continue;
18432 return true;
18435 return false;
18438 bool Player::HasQuestForGO(int32 GOId)
18440 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
18442 QuestStatusData qs=i->second;
18443 if (qs.m_status == QUEST_STATUS_INCOMPLETE)
18445 Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
18446 if(!qinfo)
18447 continue;
18449 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
18450 continue;
18452 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
18454 if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case
18455 continue;
18457 if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
18458 return true;
18462 return false;
18465 void Player::UpdateForQuestsGO()
18467 if(m_clientGUIDs.empty())
18468 return;
18470 UpdateData udata;
18471 WorldPacket packet;
18472 for(ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
18474 if(IS_GAMEOBJECT_GUID(*itr))
18476 GameObject *obj = HashMapHolder<GameObject>::Find(*itr);
18477 if(obj)
18478 obj->BuildValuesUpdateBlockForPlayer(&udata,this);
18481 udata.BuildPacket(&packet);
18482 GetSession()->SendPacket(&packet);
18485 void Player::SummonIfPossible(bool agree)
18487 if(!agree)
18489 m_summon_expire = 0;
18490 return;
18493 // expire and auto declined
18494 if(m_summon_expire < time(NULL))
18495 return;
18497 // stop taxi flight at summon
18498 if(isInFlight())
18500 GetMotionMaster()->MovementExpired();
18501 m_taxi.ClearTaxiDestinations();
18504 // drop flag at summon
18505 if(BattleGround *bg = GetBattleGround())
18506 bg->EventPlayerDroppedFlag(this);
18508 m_summon_expire = 0;
18510 TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
18513 void Player::RemoveItemDurations( Item *item )
18515 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr)
18517 if(*itr==item)
18519 m_itemDuration.erase(itr);
18520 break;
18525 void Player::AddItemDurations( Item *item )
18527 if(item->GetUInt32Value(ITEM_FIELD_DURATION))
18529 m_itemDuration.push_back(item);
18530 item->SendTimeUpdate(this);
18534 void Player::AutoUnequipOffhandIfNeed()
18536 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
18537 if(!offItem)
18538 return;
18540 // need unequip for 2h-weapon without TitanGrip
18541 if (!IsTwoHandUsed())
18542 return;
18544 ItemPosCountVec off_dest;
18545 uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false );
18546 if( off_msg == EQUIP_ERR_OK )
18548 RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
18549 StoreItem( off_dest, offItem, true );
18551 else
18553 sLog.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
18557 bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
18559 if(spellInfo->EquippedItemClass < 0)
18560 return true;
18562 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18563 // for optimize check 2 used cases only
18564 switch(spellInfo->EquippedItemClass)
18566 case ITEM_CLASS_WEAPON:
18568 for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
18569 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18570 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18571 return true;
18572 break;
18574 case ITEM_CLASS_ARMOR:
18576 // tabard not have dependent spells
18577 for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
18578 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18579 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18580 return true;
18582 // shields can be equipped to offhand slot
18583 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
18584 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18585 return true;
18587 // ranged slot can have some armor subclasses
18588 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
18589 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18590 return true;
18592 break;
18594 default:
18595 sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
18596 break;
18599 return false;
18602 bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
18604 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18605 if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
18606 HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
18607 return true;
18609 // Check no reagent use mask
18610 uint64 noReagentMask_0_1 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1);
18611 uint32 noReagentMask_2 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1+2);
18612 if (spellInfo->SpellFamilyFlags & noReagentMask_0_1 ||
18613 spellInfo->SpellFamilyFlags2 & noReagentMask_2)
18614 return true;
18616 return false;
18619 void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
18621 AuraMap& auras = GetAuras();
18622 for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); )
18624 Aura* aura = itr->second;
18626 // skip passive (passive item dependent spells work in another way) and not self applied auras
18627 SpellEntry const* spellInfo = aura->GetSpellProto();
18628 if(aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
18630 ++itr;
18631 continue;
18634 // skip if not item dependent or have alternative item
18635 if(HasItemFitToSpellReqirements(spellInfo,pItem))
18637 ++itr;
18638 continue;
18641 // no alt item, remove aura, restart check
18642 RemoveAurasDueToSpell(aura->GetId());
18643 itr = auras.begin();
18646 // currently casted spells can be dependent from item
18647 for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++)
18649 if( m_currentSpells[i] && m_currentSpells[i]->getState()!=SPELL_STATE_DELAYED &&
18650 !HasItemFitToSpellReqirements(m_currentSpells[i]->m_spellInfo,pItem) )
18651 InterruptSpell(i);
18655 uint32 Player::GetResurrectionSpellId()
18657 // search priceless resurrection possibilities
18658 uint32 prio = 0;
18659 uint32 spell_id = 0;
18660 AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
18661 for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
18663 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18664 if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
18666 switch((*itr)->GetId())
18668 case 20707: spell_id = 3026; break; // rank 1
18669 case 20762: spell_id = 20758; break; // rank 2
18670 case 20763: spell_id = 20759; break; // rank 3
18671 case 20764: spell_id = 20760; break; // rank 4
18672 case 20765: spell_id = 20761; break; // rank 5
18673 case 27239: spell_id = 27240; break; // rank 6
18674 default:
18675 sLog.outError("Unhandled spell %%u: S.Resurrection",(*itr)->GetId());
18676 continue;
18679 prio = 3;
18681 // Twisting Nether // prio: 2 (max)
18682 else if((*itr)->GetId()==23701 && roll_chance_i(10))
18684 prio = 2;
18685 spell_id = 23700;
18689 // Reincarnation (passive spell) // prio: 1
18690 if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18691 spell_id = 21169;
18693 return spell_id;
18696 // Used in triggers for check "Only to targets that grant experience or honor" req
18697 bool Player::isHonorOrXPTarget(Unit* pVictim)
18699 uint32 v_level = pVictim->getLevel();
18700 uint32 k_grey = MaNGOS::XP::GetGrayLevel(getLevel());
18702 // Victim level less gray level
18703 if(v_level<=k_grey)
18704 return false;
18706 if(pVictim->GetTypeId() == TYPEID_UNIT)
18708 if (((Creature*)pVictim)->isTotem() ||
18709 ((Creature*)pVictim)->isPet() ||
18710 ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
18711 return false;
18713 return true;
18716 bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
18718 bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
18720 // prepare data for near group iteration (PvP and !PvP cases)
18721 uint32 xp = 0;
18722 bool honored_kill = false;
18724 if(Group *pGroup = GetGroup())
18726 uint32 count = 0;
18727 uint32 sum_level = 0;
18728 Player* member_with_max_level = NULL;
18729 Player* not_gray_member_with_max_level = NULL;
18731 pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
18733 if(member_with_max_level)
18735 /// not get Xp in PvP or no not gray players in group
18736 xp = (PvP || !not_gray_member_with_max_level) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level, pVictim);
18738 /// skip in check PvP case (for speed, not used)
18739 bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
18740 bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
18741 float group_rate = MaNGOS::XP::xp_in_group_rate(count,is_raid);
18743 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18745 Player* pGroupGuy = itr->getSource();
18746 if(!pGroupGuy)
18747 continue;
18749 if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
18750 continue; // member (alive or dead) or his corpse at req. distance
18752 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18753 if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count) && pGroupGuy==this)
18754 honored_kill = true;
18756 // xp and reputation only in !PvP case
18757 if(!PvP)
18759 float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
18761 // if is in dungeon then all receive full reputation at kill
18762 // rewarded any alive/dead/near_corpse group member
18763 pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
18765 // XP updated only for alive group member
18766 if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
18767 pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
18769 uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
18771 pGroupGuy->GiveXP(itr_xp, pVictim);
18772 if(Pet* pet = pGroupGuy->GetPet())
18773 pet->GivePetXP(itr_xp/2);
18776 // quest objectives updated only for alive group member or dead but with not released body
18777 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
18779 // normal creature (not pet/etc) can be only in !PvP case
18780 if(pVictim->GetTypeId()==TYPEID_UNIT)
18781 pGroupGuy->KilledMonster(pVictim->GetEntry(), pVictim->GetGUID());
18787 else // if (!pGroup)
18789 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim);
18791 // honor can be in PvP and !PvP (racial leader) cases
18792 if(RewardHonor(pVictim,1))
18793 honored_kill = true;
18795 // xp and reputation only in !PvP case
18796 if(!PvP)
18798 RewardReputation(pVictim,1);
18799 GiveXP(xp, pVictim);
18801 if(Pet* pet = GetPet())
18802 pet->GivePetXP(xp);
18804 // normal creature (not pet/etc) can be only in !PvP case
18805 if(pVictim->GetTypeId()==TYPEID_UNIT)
18806 KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
18809 return xp || honored_kill;
18812 bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
18814 if(pRewardSource->GetDistance(this) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
18815 return true;
18817 if(isAlive())
18818 return false;
18820 Corpse* corpse = GetCorpse();
18821 if(!corpse)
18822 return false;
18824 return pRewardSource->GetDistance(corpse) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
18827 uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
18829 Item* item = GetWeaponForAttack(attType,true);
18831 // unarmed only with base attack
18832 if(attType != BASE_ATTACK && !item)
18833 return 0;
18835 // weapon skill or (unarmed for base attack)
18836 uint32 skill = item ? item->GetSkill() : SKILL_UNARMED;
18837 return GetBaseSkillValue(skill);
18840 void Player::ResurectUsingRequestData()
18842 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
18843 TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
18845 ResurrectPlayer(0.0f,false);
18847 if(GetMaxHealth() > m_resurrectHealth)
18848 SetHealth( m_resurrectHealth );
18849 else
18850 SetHealth( GetMaxHealth() );
18852 if(GetMaxPower(POWER_MANA) > m_resurrectMana)
18853 SetPower(POWER_MANA, m_resurrectMana );
18854 else
18855 SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
18857 SetPower(POWER_RAGE, 0 );
18859 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
18861 SpawnCorpseBones();
18864 void Player::SetClientControl(Unit* target, uint8 allowMove)
18866 WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
18867 data.append(target->GetPackGUID());
18868 data << uint8(allowMove);
18869 GetSession()->SendPacket(&data);
18872 void Player::UpdateZoneDependentAuras( uint32 newZone )
18874 // remove new continent flight forms
18875 uint32 v_map = GetVirtualMapForMapAndZone(GetMapId(), newZone);
18876 if( !isGameMaster() && v_map != 530 && v_map != 571)
18878 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED);
18879 RemoveSpellsCausingAura(SPELL_AURA_FLY);
18882 // Some spells applied at enter into zone (with subzones)
18883 // Human Illusion
18884 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
18885 if ( newZone == 2367 ) // Old Hillsbrad Foothills
18887 uint32 spellid = 0;
18888 // all horde races
18889 if( GetTeam() == HORDE )
18890 spellid = getGender() == GENDER_FEMALE ? 35481 : 35480;
18891 // and some alliance races
18892 else if( getRace() == RACE_NIGHTELF || getRace() == RACE_DRAENEI )
18893 spellid = getGender() == GENDER_FEMALE ? 35483 : 35482;
18895 if(spellid && !HasAura(spellid,0) )
18896 CastSpell(this,spellid,true);
18900 void Player::UpdateAreaDependentAuras( uint32 newArea )
18902 // remove auras from spells with area limitations
18903 for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
18905 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18906 if(GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea)!=0)
18907 RemoveAura(iter);
18908 else
18909 ++iter;
18912 // some auras applied at subzone enter
18913 switch(newArea)
18915 // Dragonmaw Illusion
18916 case 3759: // Netherwing Ledge
18917 case 3939: // Dragonmaw Fortress
18918 case 3966: // Dragonmaw Base Camp
18919 if( GetDummyAura(40214) )
18921 if( !HasAura(40216,0) )
18922 CastSpell(this,40216,true);
18923 if( !HasAura(42016,0) )
18924 CastSpell(this,42016,true);
18926 break;
18927 // Dominion Over Acherus
18928 case 4281: // Acherus: The Ebon Hold
18929 case 4342: // Acherus: The Ebon Hold
18930 if( HasSpell(51721) )
18931 if( !HasAura(51721,0) )
18932 CastSpell(this,51721,true);
18933 break;
18937 uint32 Player::GetCorpseReclaimDelay(bool pvp) const
18939 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18940 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18942 return copseReclaimDelay[0];
18945 time_t now = time(NULL);
18946 // 0..2 full period
18947 uint32 count = (now < m_deathExpireTime) ? (m_deathExpireTime - now)/DEATH_EXPIRE_STEP : 0;
18948 return copseReclaimDelay[count];
18951 void Player::UpdateCorpseReclaimDelay()
18953 bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
18955 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18956 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18957 return;
18959 time_t now = time(NULL);
18960 if(now < m_deathExpireTime)
18962 // full and partly periods 1..3
18963 uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
18964 if(count < MAX_DEATH_COUNT)
18965 m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
18966 else
18967 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
18969 else
18970 m_deathExpireTime = now+DEATH_EXPIRE_STEP;
18973 void Player::SendCorpseReclaimDelay(bool load)
18975 Corpse* corpse = GetCorpse();
18976 if(!corpse)
18977 return;
18979 uint32 delay;
18980 if(load)
18982 if(corpse->GetGhostTime() > m_deathExpireTime)
18983 return;
18985 bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP;
18987 uint32 count;
18988 if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18989 !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18991 count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
18992 if(count>=MAX_DEATH_COUNT)
18993 count = MAX_DEATH_COUNT-1;
18995 else
18996 count=0;
18998 time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
19000 time_t now = time(NULL);
19001 if(now >= expected_time)
19002 return;
19004 delay = expected_time-now;
19006 else
19007 delay = GetCorpseReclaimDelay(corpse->GetType()==CORPSE_RESURRECTABLE_PVP);
19009 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
19010 WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
19011 data << uint32(delay*1000);
19012 GetSession()->SendPacket( &data );
19015 Player* Player::GetNextRandomRaidMember(float radius)
19017 Group *pGroup = GetGroup();
19018 if(!pGroup)
19019 return NULL;
19021 std::vector<Player*> nearMembers;
19022 nearMembers.reserve(pGroup->GetMembersCount());
19024 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
19026 Player* Target = itr->getSource();
19028 // IsHostileTo check duel and controlled by enemy
19029 if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
19030 !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
19031 nearMembers.push_back(Target);
19034 if (nearMembers.empty())
19035 return NULL;
19037 uint32 randTarget = urand(0,nearMembers.size()-1);
19038 return nearMembers[randTarget];
19041 PartyResult Player::CanUninviteFromGroup() const
19043 const Group* grp = GetGroup();
19044 if(!grp)
19045 return PARTY_RESULT_YOU_NOT_IN_GROUP;
19047 if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
19048 return PARTY_RESULT_YOU_NOT_LEADER;
19050 if(InBattleGround())
19051 return PARTY_RESULT_INVITE_RESTRICTED;
19053 return PARTY_RESULT_OK;
19056 void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
19058 float water_z = m->GetWaterLevel(x,y);
19059 float terrain_z = m->GetHeight(x,y,z, false); // use .map base surface height
19060 uint8 flag1 = m->GetTerrainType(x,y);
19062 //!Underwater check, not in water if underground or above water level - take UC royal quater for example
19063 if (terrain_z <= INVALID_HEIGHT || z < (terrain_z-2) || z > (water_z - 2) )
19064 m_isunderwater &= ~UNDERWATER_INWATER;
19065 else if ((z < (water_z - 2)) && (flag1 & 0x01))
19066 m_isunderwater |= UNDERWATER_INWATER;
19068 //!in lava check, anywhere under lava level
19069 if ((terrain_z <= INVALID_HEIGHT || z < (terrain_z - 0)) && (flag1 == 0x00) && IsInWater())
19070 m_isunderwater |= UNDERWATER_INLAVA;
19071 else
19072 m_isunderwater &= ~UNDERWATER_INLAVA;
19075 void Player::SetCanParry( bool value )
19077 if(m_canParry==value)
19078 return;
19080 m_canParry = value;
19081 UpdateParryPercentage();
19084 void Player::SetCanBlock( bool value )
19086 if(m_canBlock==value)
19087 return;
19089 m_canBlock = value;
19090 UpdateBlockPercentage();
19093 bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
19095 for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
19096 if(itr->pos == pos)
19097 return true;
19099 return false;
19102 bool Player::isAllowUseBattleGroundObject()
19104 return ( //InBattleGround() && // in battleground - not need, check in other cases
19105 !IsMounted() && // not mounted
19106 !HasStealthAura() && // not stealthed
19107 !HasInvisibilityAura() && // not invisible
19108 !HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
19109 isAlive() // live player
19113 uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair)
19115 uint32 level = getLevel();
19117 if(level > GT_MAX_LEVEL)
19118 level = GT_MAX_LEVEL; // max level in this dbc
19120 uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
19121 uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
19122 uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
19124 if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair))
19125 return 0;
19127 GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
19129 if(!bsc) // shouldn't happen
19130 return 0xFFFFFFFF;
19132 float cost = 0;
19134 if(hairstyle != newhairstyle)
19135 cost += bsc->cost; // full price
19137 if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
19138 cost += bsc->cost * 0.5f; // +1/2 of price
19140 if(facialhair != newfacialhair)
19141 cost += bsc->cost * 0.75f; // +3/4 of price
19143 return uint32(cost);
19146 void Player::InitGlyphsForLevel()
19148 for(uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
19149 if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i))
19150 if(gs->Order)
19151 SetGlyphSlot(gs->Order - 1, gs->Id);
19153 uint32 level = getLevel();
19154 uint32 value = 0;
19156 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19157 if(level >= 15)
19158 value |= (0x01 | 0x02);
19159 if(level >= 30)
19160 value |= 0x04;
19161 if(level >= 50)
19162 value |= 0x08;
19163 if(level >= 70)
19164 value |= 0x10;
19165 if(level >= 80)
19166 value |= 0x20;
19168 SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
19171 void Player::EnterVehicle(Vehicle *vehicle)
19173 VehicleEntry const *ve = sVehicleStore.LookupEntry(vehicle->GetVehicleId());
19174 if(!ve)
19175 return;
19177 VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(ve->m_seatID[0]);
19178 if(!veSeat)
19179 return;
19181 vehicle->SetCharmerGUID(GetGUID());
19182 vehicle->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
19183 vehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
19184 vehicle->setFaction(getFaction());
19186 SetCharm(vehicle); // charm
19187 SetFarSightGUID(vehicle->GetGUID()); // set view
19189 SetClientControl(vehicle, 1); // redirect controls to vehicle
19191 WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
19192 GetSession()->SendPacket(&data);
19194 data.Initialize(MSG_MOVE_TELEPORT_ACK, 30);
19195 data.append(GetPackGUID());
19196 data << uint32(0); // counter?
19197 data << uint32(MOVEMENTFLAG_ONTRANSPORT); // transport
19198 data << uint16(0); // special flags
19199 data << uint32(getMSTime()); // time
19200 data << vehicle->GetPositionX(); // x
19201 data << vehicle->GetPositionY(); // y
19202 data << vehicle->GetPositionZ(); // z
19203 data << vehicle->GetOrientation(); // o
19204 // transport part, TODO: load/calculate seat offsets
19205 data << uint64(vehicle->GetGUID()); // transport guid
19206 data << float(veSeat->m_attachmentOffsetX); // transport offsetX
19207 data << float(veSeat->m_attachmentOffsetY); // transport offsetY
19208 data << float(veSeat->m_attachmentOffsetZ); // transport offsetZ
19209 data << float(0); // transport orientation
19210 data << uint32(getMSTime()); // transport time
19211 data << uint8(0); // seat
19212 // end of transport part
19213 data << uint32(0); // fall time
19214 GetSession()->SendPacket(&data);
19216 data.Initialize(SMSG_PET_SPELLS, 8+4+4+4+4*10+1+1);
19217 data << uint64(vehicle->GetGUID());
19218 data << uint32(0x00000000);
19219 data << uint32(0x00000000);
19220 data << uint32(0x00000101);
19222 for(uint32 i = 0; i < 10; ++i)
19223 data << uint16(0) << uint8(0) << uint8(i+8);
19225 data << uint8(0);
19226 data << uint8(0);
19227 GetSession()->SendPacket(&data);
19230 void Player::ExitVehicle(Vehicle *vehicle)
19232 vehicle->SetCharmerGUID(0);
19233 vehicle->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
19234 vehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
19235 vehicle->setFaction((GetTeam() == ALLIANCE) ? vehicle->GetCreatureInfo()->faction_A : vehicle->GetCreatureInfo()->faction_H);
19237 SetCharm(NULL);
19238 SetFarSightGUID(0);
19240 SetClientControl(vehicle, 0);
19242 WorldPacket data(MSG_MOVE_TELEPORT_ACK, 30);
19243 data.append(GetPackGUID());
19244 data << uint32(0); // counter?
19245 data << uint32(MOVEMENTFLAG_FLY_UNK1); // fly unk
19246 data << uint16(0x40); // special flags
19247 data << uint32(getMSTime()); // time
19248 data << vehicle->GetPositionX(); // x
19249 data << vehicle->GetPositionY(); // y
19250 data << vehicle->GetPositionZ(); // z
19251 data << vehicle->GetOrientation(); // o
19252 data << uint32(0); // fall time
19253 GetSession()->SendPacket(&data);
19255 data.Initialize(SMSG_PET_SPELLS, 8+4);
19256 data << uint64(0);
19257 data << uint32(0);
19258 GetSession()->SendPacket(&data);
19260 // only for flyable vehicles?
19261 CastSpell(this, 45472, true); // Parachute
19264 bool Player::HasTitle(uint32 bitIndex)
19266 if (bitIndex > 128)
19267 return false;
19269 uint32 fieldIndexOffset = bitIndex/32;
19270 uint32 flag = 1 << (bitIndex%32);
19271 return HasFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
19274 void Player::SetTitle(CharTitlesEntry const* title)
19276 uint32 fieldIndexOffset = title->bit_index/32;
19277 uint32 flag = 1 << (title->bit_index%32);
19278 SetFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
19281 void Player::ConvertRune(uint8 index, uint8 newType)
19283 SetCurrentRune(index, newType);
19285 WorldPacket data(SMSG_CONVERT_RUNE, 2);
19286 data << uint8(index);
19287 data << uint8(newType);
19288 GetSession()->SendPacket(&data);
19291 void Player::ResyncRunes(uint8 count)
19293 WorldPacket data(SMSG_RESYNC_RUNES, count * 2);
19294 for(uint32 i = 0; i < count; ++i)
19296 data << uint8(GetCurrentRune(i)); // rune type
19297 data << uint8(255 - (GetRuneCooldown(i) * 51)); // passed cooldown time (0-255)
19299 GetSession()->SendPacket(&data);
19302 void Player::AddRunePower(uint8 index)
19304 WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
19305 data << uint32(1 << index); // mask (0x00-0x3F probably)
19306 GetSession()->SendPacket(&data);
19309 void Player::InitRunes()
19311 if(getClass() != CLASS_DEATH_KNIGHT)
19312 return;
19314 m_runes = new Runes;
19316 m_runes->runeState = 0;
19318 for(uint32 i = 0; i < MAX_RUNES; ++i)
19320 SetBaseRune(i, i / 2); // init base types
19321 SetCurrentRune(i, i / 2); // init current types
19322 SetRuneCooldown(i, 0); // reset cooldowns
19323 m_runes->SetRuneState(i);
19326 for(uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
19327 SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
19330 void Player::AutoStoreLootItem(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store)
19332 Loot loot;
19333 loot.FillLoot (loot_id,store,this);
19334 if(loot.items.empty ())
19335 return;
19336 LootItem const* lootItem = &loot.items[0];
19338 ItemPosCountVec dest;
19339 uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count);
19340 if(msg != EQUIP_ERR_OK && slot != NULL_SLOT)
19341 msg = CanStoreNewItem( bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
19342 if( msg != EQUIP_ERR_OK && bag != NULL_BAG)
19343 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
19344 if(msg != EQUIP_ERR_OK)
19345 return;
19347 StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
19350 uint32 Player::CalculateTalentsPoints() const
19352 uint32 base_talent = getLevel() < 10 ? 0 : uint32((getLevel()-9)*sWorld.getRate(RATE_TALENT));
19354 if(getClass() != CLASS_DEATH_KNIGHT)
19355 return base_talent;
19357 uint32 talentPointsForLevel =
19358 (getLevel() < 56 ? 0 : uint32((getLevel()-55)*sWorld.getRate(RATE_TALENT)))
19359 + m_questRewardTalentCount;
19361 if(talentPointsForLevel > base_talent)
19362 talentPointsForLevel = base_talent;
19364 return talentPointsForLevel;