[7092] Work vs XP per level data
[getmangos.git] / src / game / Player.cpp
blobf71bc979cd79a011cd287cf6428639f969ef5063
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 )
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 return true;
224 std::string PlayerTaxi::SaveTaxiDestinationsToString()
226 if(m_TaxiDestinations.empty())
227 return "";
229 std::ostringstream ss;
231 for(size_t i=0; i < m_TaxiDestinations.size(); ++i)
232 ss << m_TaxiDestinations[i] << " ";
234 return ss.str();
237 uint32 PlayerTaxi::GetCurrentTaxiPath() const
239 if(m_TaxiDestinations.size() < 2)
240 return 0;
242 uint32 path;
243 uint32 cost;
245 objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
247 return path;
250 std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
252 ss << "'";
253 for(int i = 0; i < TaxiMaskSize; ++i)
254 ss << taxi.m_taximask[i] << " ";
255 ss << "'";
256 return ss;
259 //== Player ====================================================
261 const int32 Player::ReputationRank_Length[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
263 UpdateMask Player::updateVisualBits;
265 Player::Player (WorldSession *session): Unit(), m_achievementMgr(this)
267 m_transport = 0;
269 m_speakTime = 0;
270 m_speakCount = 0;
272 m_objectType |= TYPEMASK_PLAYER;
273 m_objectTypeId = TYPEID_PLAYER;
275 m_valuesCount = PLAYER_END;
277 m_session = session;
279 m_divider = 0;
281 m_ExtraFlags = 0;
282 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER)
283 SetAcceptTicket(true);
285 // players always accept
286 if(GetSession()->GetSecurity() == SEC_PLAYER)
287 SetAcceptWhispers(true);
289 m_curSelection = 0;
290 m_lootGuid = 0;
292 m_comboTarget = 0;
293 m_comboPoints = 0;
295 m_usedTalentCount = 0;
297 m_regenTimer = 0;
298 m_weaponChangeTimer = 0;
300 m_zoneUpdateId = 0;
301 m_zoneUpdateTimer = 0;
303 m_areaUpdateId = 0;
305 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
307 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
308 // this must help in case next save after mass player load after server startup
309 m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
311 clearResurrectRequestData();
313 m_SpellModRemoveCount = 0;
315 memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
317 m_social = NULL;
319 // group is initialized in the reference constructor
320 SetGroupInvite(NULL);
321 m_groupUpdateMask = 0;
322 m_auraUpdateMask = 0;
324 duel = NULL;
326 m_GuildIdInvited = 0;
327 m_ArenaTeamIdInvited = 0;
329 m_atLoginFlags = AT_LOGIN_NONE;
331 m_dontMove = false;
333 pTrader = 0;
334 ClearTrade();
336 m_cinematic = 0;
338 PlayerTalkClass = new PlayerMenu( GetSession() );
339 m_currentBuybackSlot = BUYBACK_SLOT_START;
341 for ( int aX = 0 ; aX < 8 ; aX++ )
342 m_Tutorials[ aX ] = 0x00;
343 m_TutorialsChanged = false;
345 m_DailyQuestChanged = false;
346 m_lastDailyQuestTime = 0;
348 m_regenTimer = 0;
349 m_weaponChangeTimer = 0;
350 m_breathTimer = 0;
351 m_isunderwater = UNDERWATER_NONE;
352 m_isInWater = false;
353 m_drunkTimer = 0;
354 m_drunk = 0;
355 m_restTime = 0;
356 m_deathTimer = 0;
357 m_deathExpireTime = 0;
359 m_swingErrorMsg = 0;
361 m_DetectInvTimer = 1000;
363 m_bgBattleGroundID = 0;
364 for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++)
366 m_bgBattleGroundQueueID[j].bgQueueType = 0;
367 m_bgBattleGroundQueueID[j].invitedToInstance = 0;
369 m_bgTeam = 0;
371 m_logintime = time(NULL);
372 m_Last_tick = m_logintime;
373 m_WeaponProficiency = 0;
374 m_ArmorProficiency = 0;
375 m_canParry = false;
376 m_canBlock = false;
377 m_canDualWield = false;
378 m_canTitanGrip = false;
379 m_ammoDPS = 0.0f;
381 m_temporaryUnsummonedPetNumber = 0;
382 //cache for UNIT_CREATED_BY_SPELL to allow
383 //returning reagents for temporarily removed pets
384 //when dying/logging out
385 m_oldpetspell = 0;
387 ////////////////////Rest System/////////////////////
388 time_inn_enter=0;
389 inn_pos_mapid=0;
390 inn_pos_x=0;
391 inn_pos_y=0;
392 inn_pos_z=0;
393 m_rest_bonus=0;
394 rest_type=REST_TYPE_NO;
395 ////////////////////Rest System/////////////////////
397 m_mailsLoaded = false;
398 m_mailsUpdated = false;
399 unReadMails = 0;
400 m_nextMailDelivereTime = 0;
402 m_resetTalentsCost = 0;
403 m_resetTalentsTime = 0;
404 m_itemUpdateQueueBlocked = false;
406 for (int i = 0; i < MAX_MOVE_TYPE; ++i)
407 m_forced_speed_changes[i] = 0;
409 m_stableSlots = 0;
411 /////////////////// Instance System /////////////////////
413 m_HomebindTimer = 0;
414 m_InstanceValid = true;
415 m_dungeonDifficulty = DIFFICULTY_NORMAL;
417 for (int i = 0; i < BASEMOD_END; i++)
419 m_auraBaseMod[i][FLAT_MOD] = 0.0f;
420 m_auraBaseMod[i][PCT_MOD] = 1.0f;
423 for (int i = 0; i < MAX_COMBAT_RATING; i++)
424 m_baseRatingValue[i] = 0;
426 // Honor System
427 m_lastHonorUpdateTime = time(NULL);
429 // Player summoning
430 m_summon_expire = 0;
431 m_summon_mapid = 0;
432 m_summon_x = 0.0f;
433 m_summon_y = 0.0f;
434 m_summon_z = 0.0f;
436 //Default movement to run mode
437 m_unit_movement_flags = 0;
439 m_mover = NULL;
441 m_miniPet = 0;
442 m_bgAfkReportedTimer = 0;
443 m_contestedPvPTimer = 0;
445 m_declinedname = NULL;
446 m_runes = NULL;
449 Player::~Player ()
451 CleanupsBeforeDelete();
453 // it must be unloaded already in PlayerLogout and accessed only for loggined player
454 //m_social = NULL;
456 // Note: buy back item already deleted from DB when player was saved
457 for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
459 if(m_items[i])
460 delete m_items[i];
462 CleanupChannels();
464 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
465 delete itr->second;
467 //all mailed items should be deleted, also all mail should be deallocated
468 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
469 delete *itr;
471 for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
472 delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
474 delete PlayerTalkClass;
476 if (m_transport)
478 m_transport->RemovePassenger(this);
481 for(size_t x = 0; x < ItemSetEff.size(); x++)
482 if(ItemSetEff[x])
483 delete ItemSetEff[x];
485 // clean up player-instance binds, may unload some instance saves
486 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
487 for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
488 itr->second.save->RemovePlayer(this);
490 delete m_declinedname;
491 delete m_runes;
494 void Player::CleanupsBeforeDelete()
496 if(m_uint32Values) // only for fully created Object
498 TradeCancel(false);
499 DuelComplete(DUEL_INTERUPTED);
501 Unit::CleanupsBeforeDelete();
504 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 )
506 //FIXME: outfitId not used in player creating
508 Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
510 m_name = name;
512 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
513 if(!info)
515 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
516 return false;
519 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
520 m_items[i] = NULL;
522 m_race = race;
523 m_class = class_;
525 SetMapId(info->mapId);
526 Relocate(info->positionX,info->positionY,info->positionZ);
528 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
529 if(!cEntry)
531 sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
532 return false;
535 uint8 powertype = cEntry->powerType;
537 //uint32 unitfield;
539 /*switch(powertype)
541 case POWER_ENERGY:
542 case POWER_MANA:
543 unitfield = 0x00000000;
544 break;
545 case POWER_RAGE:
546 unitfield = 0x00110000;
547 break;
548 case POWER_RUNIC_POWER:
549 unitfield = 0x0000EE00; //TODO: find correct unitfield here
550 break;
551 default:
552 sLog.outError("Invalid default powertype %u for player (class %u)",powertype,class_);
553 return false;
556 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
557 SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
559 switch(gender)
561 case GENDER_FEMALE:
562 SetDisplayId(info->displayId_f );
563 SetNativeDisplayId(info->displayId_f );
564 break;
565 case GENDER_MALE:
566 SetDisplayId(info->displayId_m );
567 SetNativeDisplayId(info->displayId_m );
568 break;
569 default:
570 sLog.outError("Invalid gender %u for player",gender);
571 return false;
572 break;
575 setFactionForRace(m_race);
577 uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
579 SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
580 //SetUInt32Value(UNIT_FIELD_BYTES_1, unitfield);
581 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP );
582 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
583 SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
584 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
585 SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
587 // -1 is default value
588 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
590 SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
591 SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
592 SetByteValue(PLAYER_BYTES_3, 0, gender);
594 SetUInt32Value( PLAYER_GUILDID, 0 );
595 SetUInt32Value( PLAYER_GUILDRANK, 0 );
596 SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
598 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled
599 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 ); // 0=disabled
600 SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
601 SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
602 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 );
603 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
604 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
606 // set starting level
607 uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
608 ? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL)
609 : sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
611 if (GetSession()->GetSecurity() >= SEC_MODERATOR)
613 uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL);
614 if(gm_level > start_level)
615 start_level = gm_level;
618 SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
620 InitRunes();
622 SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
623 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
624 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
626 // Played time
627 m_Last_tick = time(NULL);
628 m_Played_time[0] = 0;
629 m_Played_time[1] = 0;
631 // base stats and related field values
632 InitStatsForLevel();
633 InitTaxiNodesForLevel();
634 InitGlyphsForLevel();
635 InitTalentForLevel();
636 InitPrimaryProffesions(); // to max set before any spell added
638 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
639 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
640 SetHealth(GetMaxHealth());
641 if (getPowerType()==POWER_MANA)
643 UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
644 SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
647 if(getPowerType() == POWER_RUNIC_POWER)
649 SetPower(POWER_RUNE, 8);
650 SetMaxPower(POWER_RUNE, 8);
651 SetPower(POWER_RUNIC_POWER, 0);
652 SetMaxPower(POWER_RUNIC_POWER, 1000);
655 // original spells
656 learnDefaultSpells();
658 // original action bar
659 std::list<uint16>::const_iterator action_itr[4];
660 for(int i=0; i<4; i++)
661 action_itr[i] = info->action[i].begin();
663 for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();)
665 uint16 taction[4];
666 for(int i=0; i<4 ;i++)
667 taction[i] = (*action_itr[i]);
669 addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]);
671 for(int i=0; i<4 ;i++)
672 ++action_itr[i];
675 // original items
676 CharStartOutfitEntry const* oEntry = NULL;
677 for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
679 if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
681 if(entry->RaceClassGender == RaceClassGender)
683 oEntry = entry;
684 break;
689 if(oEntry)
691 for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
693 if(oEntry->ItemId[j] <= 0)
694 continue;
696 uint32 item_id = oEntry->ItemId[j];
699 // Hack for not existed item id in dbc 3.0.3
700 if(item_id==40582)
701 continue;
703 ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
704 if(!iProto)
706 sLog.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id,getRace(),getClass());
707 continue;
710 // max stack by default (mostly 1), 1 for infinity stackable
711 uint32 count = iProto->Stackable > 0 ? uint32(iProto->Stackable) : 1;
713 if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
715 switch(iProto->Spells[0].SpellCategory)
717 case 11: // food
718 if(iProto->Stackable > 4)
719 count = 4;
720 break;
721 case 59: // drink
722 if(iProto->Stackable > 2)
723 count = 2;
724 break;
728 StoreNewItemInBestSlots(item_id, count);
732 for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
733 StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
735 // bags and main-hand weapon must equipped at this moment
736 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
737 // or ammo not equipped in special bag
738 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
740 if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
742 uint16 eDest;
743 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
744 uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
745 if( msg == EQUIP_ERR_OK )
747 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
748 EquipItem( eDest, pItem, true);
750 // move other items to more appropriate slots (ammo not equipped in special bag)
751 else
753 ItemPosCountVec sDest;
754 msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
755 if( msg == EQUIP_ERR_OK )
757 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
758 pItem = StoreItem( sDest, pItem, true);
761 // if this is ammo then use it
762 uint8 msg = CanUseAmmo( pItem->GetProto()->ItemId );
763 if( msg == EQUIP_ERR_OK )
764 SetAmmo( pItem->GetProto()->ItemId );
768 // all item positions resolved
770 return true;
773 bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
775 sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
777 // attempt equip by one
778 while(titem_amount > 0)
780 uint16 eDest;
781 uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false );
782 if( msg != EQUIP_ERR_OK )
783 break;
785 EquipNewItem( eDest, titem_id, true);
786 AutoUnequipOffhandIfNeed();
787 --titem_amount;
790 if(titem_amount == 0)
791 return true; // equipped
793 // attempt store
794 ItemPosCountVec sDest;
795 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
796 uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
797 if( msg == EQUIP_ERR_OK )
799 StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
800 return true; // stored
803 // item can't be added
804 sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
805 return false;
808 void Player::StartMirrorTimer(MirrorTimerType Type, uint32 MaxValue)
810 uint32 BreathRegen = (uint32)-1;
812 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
813 data << (uint32)Type;
814 data << MaxValue;
815 data << MaxValue;
816 data << BreathRegen;
817 data << (uint8)0;
818 data << (uint32)0; // spell id
819 GetSession()->SendPacket(&data);
822 void Player::ModifyMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, uint32 Regen)
824 if(Type==BREATH_TIMER)
825 m_breathTimer = ((MaxValue + 1000) - CurrentValue) / Regen;
827 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
828 data << (uint32)Type;
829 data << CurrentValue;
830 data << MaxValue;
831 data << Regen;
832 data << (uint8)0;
833 data << (uint32)0; // spell id
834 GetSession()->SendPacket( &data );
837 void Player::StopMirrorTimer(MirrorTimerType Type)
839 if(Type==BREATH_TIMER)
840 m_breathTimer = 0;
842 WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
843 data << (uint32)Type;
844 GetSession()->SendPacket( &data );
847 void Player::EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 damage)
849 WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
850 data << (uint64)guid;
851 data << (uint8)(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
852 data << (uint32)damage;
853 data << (uint32)0;
854 data << (uint32)0;
855 SendMessageToSet(&data, true);
857 DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
859 if(type==DAMAGE_FALL && !isAlive()) // DealDamage not apply item durability loss at self damage
861 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
862 DurabilityLossAll(0.10f,false);
863 // durability lost message
864 WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
865 GetSession()->SendPacket(&data);
869 void Player::HandleDrowning()
871 if(!(m_isunderwater&~UNDERWATER_INLAVA))
872 return;
874 //if player is GM, have waterbreath, is dead or if breathing is disabled then return
875 if(isGameMaster() || !isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
877 StopMirrorTimer(BREATH_TIMER);
878 // drop every flag _except_ LAVA - otherwise waterbreathing will prevent lava damage
879 m_isunderwater &= UNDERWATER_INLAVA;
880 return;
883 uint32 UnderWaterTime = 1*MINUTE*1000; // default length 1 min
885 AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
886 for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
887 UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
889 if ((m_isunderwater & UNDERWATER_INWATER) && !(m_isunderwater & UNDERWATER_INLAVA) && isAlive())
891 //single trigger timer
892 if (!(m_isunderwater & UNDERWATER_WATER_TRIGGER))
894 m_isunderwater|= UNDERWATER_WATER_TRIGGER;
895 m_breathTimer = UnderWaterTime + 1000;
897 //single trigger "show Breathbar"
898 if ( m_breathTimer <= UnderWaterTime && !(m_isunderwater & UNDERWATER_WATER_BREATHB))
900 m_isunderwater|= UNDERWATER_WATER_BREATHB;
901 StartMirrorTimer(BREATH_TIMER, UnderWaterTime);
903 //continuous trigger drowning "Damage"
904 if ((m_breathTimer == 0) && (m_isunderwater & UNDERWATER_INWATER))
906 //TODO: Check this formula
907 uint64 guid = GetGUID();
908 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
910 EnvironmentalDamage(guid, DAMAGE_DROWNING,damage);
911 m_breathTimer = 2000;
914 //single trigger retract bar
915 else if (!(m_isunderwater & UNDERWATER_INWATER) && (m_isunderwater & UNDERWATER_WATER_TRIGGER) && (m_breathTimer > 0) && isAlive())
917 uint32 BreathRegen = 10;
918 // m_breathTimer will be reduced in ModifyMirrorTimer
919 ModifyMirrorTimer(BREATH_TIMER, UnderWaterTime, m_breathTimer,BreathRegen);
920 m_isunderwater = UNDERWATER_WATER_BREATHB_RETRACTING;
922 //remove bar
923 else if ((m_breathTimer < 50) && !(m_isunderwater & UNDERWATER_INWATER) && (m_isunderwater == UNDERWATER_WATER_BREATHB_RETRACTING))
925 StopMirrorTimer(BREATH_TIMER);
926 m_isunderwater = UNDERWATER_NONE;
930 void Player::HandleLava()
932 if ((m_isunderwater & UNDERWATER_INLAVA) && isAlive())
935 * arrai: how is this supposed to work? UNDERWATER_INLAVA is always set in this scope!
936 // Single trigger Set BreathTimer
937 if (!(m_isunderwater & UNDERWATER_INLAVA))
939 m_isunderwater|= UNDERWATER_WATER_BREATHB;
940 m_breathTimer = 1000;
943 // Reset BreathTimer and still in the lava
944 if (!m_breathTimer)
946 uint64 guid = GetGUID();
947 uint32 damage = urand(600, 700); // TODO: Get more detailed information about lava damage
949 // if not gamemaster then deal damage
950 if ( !isGameMaster() )
951 EnvironmentalDamage(guid, DAMAGE_LAVA, damage);
953 m_breathTimer = 1000;
956 else if (!isAlive()) // Disable breath timer and reset underwater flags
958 m_breathTimer = 0;
959 m_isunderwater = UNDERWATER_NONE;
963 ///The player sobers by 256 every 10 seconds
964 void Player::HandleSobering()
966 m_drunkTimer = 0;
968 uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
969 SetDrunkValue(drunk);
972 DrunkenState Player::GetDrunkenstateByValue(uint16 value)
974 if(value >= 23000)
975 return DRUNKEN_SMASHED;
976 if(value >= 12800)
977 return DRUNKEN_DRUNK;
978 if(value & 0xFFFE)
979 return DRUNKEN_TIPSY;
980 return DRUNKEN_SOBER;
983 void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
985 uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
987 m_drunk = newDrunkenValue;
988 SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
990 uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
992 // special drunk invisibility detection
993 if(newDrunkenState >= DRUNKEN_DRUNK)
994 m_detectInvisibilityMask |= (1<<6);
995 else
996 m_detectInvisibilityMask &= ~(1<<6);
998 if(newDrunkenState == oldDrunkenState)
999 return;
1001 WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
1002 data << uint64(GetGUID());
1003 data << uint32(newDrunkenState);
1004 data << uint32(itemId);
1006 SendMessageToSet(&data, true);
1009 void Player::Update( uint32 p_time )
1011 if(!IsInWorld())
1012 return;
1014 // undelivered mail
1015 if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
1017 SendNewMail();
1018 ++unReadMails;
1020 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1021 m_nextMailDelivereTime = 0;
1024 Unit::Update( p_time );
1026 // update player only attacks
1027 if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
1029 setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
1032 if(uint32 off_att = getAttackTimer(OFF_ATTACK))
1034 setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
1037 time_t now = time (NULL);
1039 UpdatePvPFlag(now);
1041 UpdateContestedPvP(p_time);
1043 UpdateDuelFlag(now);
1045 CheckDuelDistance(now);
1047 UpdateAfkReport(now);
1049 CheckExploreSystem();
1051 // Update items that have just a limited lifetime
1052 if (now>m_Last_tick)
1053 UpdateItemDuration(uint32(now- m_Last_tick));
1055 if (!m_timedquests.empty())
1057 std::set<uint32>::iterator iter = m_timedquests.begin();
1058 while (iter != m_timedquests.end())
1060 QuestStatusData& q_status = mQuestStatus[*iter];
1061 if( q_status.m_timer <= p_time )
1063 uint32 quest_id = *iter;
1064 ++iter; // current iter will be removed in FailTimedQuest
1065 FailTimedQuest( quest_id );
1067 else
1069 q_status.m_timer -= p_time;
1070 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
1071 ++iter;
1076 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
1078 Unit *pVictim = getVictim();
1079 if( !IsNonMeleeSpellCasted(false) && pVictim)
1081 // default combat reach 10
1082 // TODO add weapon,skill check
1084 float pldistance = ATTACK_DISTANCE;
1086 if (isAttackReady(BASE_ATTACK))
1088 if(!IsWithinDistInMap(pVictim, pldistance))
1090 setAttackTimer(BASE_ATTACK,100);
1091 if(m_swingErrorMsg != 1) // send single time (client auto repeat)
1093 SendAttackSwingNotInRange();
1094 m_swingErrorMsg = 1;
1097 //120 degrees of radiant range
1098 else if( !HasInArc( 2*M_PI/3, pVictim ))
1100 setAttackTimer(BASE_ATTACK,100);
1101 if(m_swingErrorMsg != 2) // send single time (client auto repeat)
1103 SendAttackSwingBadFacingAttack();
1104 m_swingErrorMsg = 2;
1107 else
1109 m_swingErrorMsg = 0; // reset swing error state
1111 // prevent base and off attack in same time, delay attack at 0.2 sec
1112 if(haveOffhandWeapon())
1114 uint32 off_att = getAttackTimer(OFF_ATTACK);
1115 if(off_att < ATTACK_DISPLAY_DELAY)
1116 setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
1118 AttackerStateUpdate(pVictim, BASE_ATTACK);
1119 resetAttackTimer(BASE_ATTACK);
1123 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
1125 if(!IsWithinDistInMap(pVictim, pldistance))
1127 setAttackTimer(OFF_ATTACK,100);
1129 else if( !HasInArc( 2*M_PI/3, pVictim ))
1131 setAttackTimer(OFF_ATTACK,100);
1133 else
1135 // prevent base and off attack in same time, delay attack at 0.2 sec
1136 uint32 base_att = getAttackTimer(BASE_ATTACK);
1137 if(base_att < ATTACK_DISPLAY_DELAY)
1138 setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
1139 // do attack
1140 AttackerStateUpdate(pVictim, OFF_ATTACK);
1141 resetAttackTimer(OFF_ATTACK);
1145 Unit *owner = pVictim->GetOwner();
1146 Unit *u = owner ? owner : pVictim;
1147 if(u->IsPvP() && (!duel || duel->opponent != u))
1149 UpdatePvP(true);
1150 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
1155 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
1157 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1159 int time_inn = time(NULL)-GetTimeInnEnter();
1160 if (time_inn >= 10) //freeze update
1162 float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
1163 //speed collect rest bonus (section/in hour)
1164 SetRestBonus( GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble );
1165 UpdateInnerTime(time(NULL));
1170 if(m_regenTimer > 0)
1172 if(p_time >= m_regenTimer)
1173 m_regenTimer = 0;
1174 else
1175 m_regenTimer -= p_time;
1178 if (m_weaponChangeTimer > 0)
1180 if(p_time >= m_weaponChangeTimer)
1181 m_weaponChangeTimer = 0;
1182 else
1183 m_weaponChangeTimer -= p_time;
1186 if (m_zoneUpdateTimer > 0)
1188 if(p_time >= m_zoneUpdateTimer)
1190 uint32 newzone = GetZoneId();
1191 if( m_zoneUpdateId != newzone )
1192 UpdateZone(newzone); // also update area
1193 else
1195 // use area updates as well
1196 // needed for free far all arenas for example
1197 uint32 newarea = GetAreaId();
1198 if( m_areaUpdateId != newarea )
1199 UpdateArea(newarea);
1201 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
1204 else
1205 m_zoneUpdateTimer -= p_time;
1208 if (isAlive())
1210 RegenerateAll();
1213 if (m_deathState == JUST_DIED)
1215 KillPlayer();
1218 if(m_nextSave > 0)
1220 if(p_time >= m_nextSave)
1222 // m_nextSave reseted in SaveToDB call
1223 SaveToDB();
1224 sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1226 else
1228 m_nextSave -= p_time;
1232 //Breathtimer
1233 if(m_breathTimer > 0)
1235 if(p_time >= m_breathTimer)
1236 m_breathTimer = 0;
1237 else
1238 m_breathTimer -= p_time;
1242 //Handle Water/drowning
1243 HandleDrowning();
1245 //Handle lava
1246 HandleLava();
1248 //Handle detect stealth players
1249 if (m_DetectInvTimer > 0)
1251 if (p_time >= m_DetectInvTimer)
1253 m_DetectInvTimer = 3000;
1254 HandleStealthedUnitsDetection();
1256 else
1257 m_DetectInvTimer -= p_time;
1260 // Played time
1261 if (now > m_Last_tick)
1263 uint32 elapsed = uint32(now - m_Last_tick);
1264 m_Played_time[0] += elapsed; // Total played time
1265 m_Played_time[1] += elapsed; // Level played time
1266 m_Last_tick = now;
1269 if (m_drunk)
1271 m_drunkTimer += p_time;
1273 if (m_drunkTimer > 10000)
1274 HandleSobering();
1277 // not auto-free ghost from body in instances
1278 if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
1280 if(p_time >= m_deathTimer)
1282 m_deathTimer = 0;
1283 BuildPlayerRepop();
1284 RepopAtGraveyard();
1286 else
1287 m_deathTimer -= p_time;
1290 UpdateEnchantTime(p_time);
1291 UpdateHomebindTime(p_time);
1293 // group update
1294 SendUpdateToOutOfRangeGroupMembers();
1296 Pet* pet = GetPet();
1297 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
1299 RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
1300 return;
1304 void Player::setDeathState(DeathState s)
1306 uint32 ressSpellId = 0;
1308 bool cur = isAlive();
1310 if(s == JUST_DIED && cur)
1312 // drunken state is cleared on death
1313 SetDrunkValue(0);
1314 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1315 ClearComboPoints();
1317 clearResurrectRequestData();
1319 // remove form before other mods to prevent incorrect stats calculation
1320 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
1322 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1323 RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
1325 // remove uncontrolled pets
1326 RemoveMiniPet();
1327 RemoveGuardians();
1329 // save value before aura remove in Unit::setDeathState
1330 ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
1332 // passive spell
1333 if(!ressSpellId)
1334 ressSpellId = GetResurrectionSpellId();
1335 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
1337 Unit::setDeathState(s);
1339 // restore resurrection spell id for player after aura remove
1340 if(s == JUST_DIED && cur && ressSpellId)
1341 SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
1343 if(isAlive() && !cur)
1345 //clear aura case after resurrection by another way (spells will be applied before next death)
1346 SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
1348 // restore default warrior stance
1349 if(getClass()== CLASS_WARRIOR)
1350 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
1354 void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
1356 Field *fields = result->Fetch();
1358 *p_data << uint64(GetGUID());
1359 *p_data << m_name;
1361 *p_data << uint8(getRace());
1362 uint8 pClass = getClass();
1363 *p_data << uint8(pClass);
1364 *p_data << uint8(getGender());
1366 uint32 bytes = GetUInt32Value(PLAYER_BYTES);
1367 *p_data << uint8(bytes);
1368 *p_data << uint8(bytes >> 8);
1369 *p_data << uint8(bytes >> 16);
1370 *p_data << uint8(bytes >> 24);
1372 bytes = GetUInt32Value(PLAYER_BYTES_2);
1373 *p_data << uint8(bytes);
1375 *p_data << uint8(getLevel()); // player level
1376 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1377 uint32 zoneId = MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY(),GetPositionZ());
1378 sLog.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId);
1379 *p_data << uint32(zoneId);
1380 *p_data << uint32(GetMapId());
1382 *p_data << GetPositionX();
1383 *p_data << GetPositionY();
1384 *p_data << GetPositionZ();
1386 // guild id
1387 *p_data << (result ? fields[13].GetUInt32() : 0);
1389 uint32 char_flags = 0;
1390 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
1391 char_flags |= CHARACTER_FLAG_HIDE_HELM;
1392 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
1393 char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
1394 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
1395 char_flags |= CHARACTER_FLAG_GHOST;
1396 if(HasAtLoginFlag(AT_LOGIN_RENAME))
1397 char_flags |= CHARACTER_FLAG_RENAME;
1398 if(sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) && (fields[14].GetCppString() != ""))
1399 char_flags |= CHARACTER_FLAG_DECLINED;
1401 *p_data << uint32(char_flags); // character flags
1402 // character customize (flags?)
1403 *p_data << uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE) ? 1 : 0);
1404 *p_data << uint8(1); // unknown
1406 // Pets info
1408 uint32 petDisplayId = 0;
1409 uint32 petLevel = 0;
1410 uint32 petFamily = 0;
1412 // show pet at selection character in character list only for non-ghost character
1413 if(result && isAlive() && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER))
1415 uint32 entry = fields[10].GetUInt32();
1416 CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
1417 if(cInfo)
1419 petDisplayId = fields[11].GetUInt32();
1420 petLevel = fields[12].GetUInt32();
1421 petFamily = cInfo->family;
1425 *p_data << uint32(petDisplayId);
1426 *p_data << uint32(petLevel);
1427 *p_data << uint32(petFamily);
1430 for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
1432 uint32 visualbase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
1433 uint32 item_id = GetUInt32Value(visualbase);
1434 const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
1435 SpellItemEnchantmentEntry const *enchant = NULL;
1437 for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot<=TEMP_ENCHANTMENT_SLOT; enchantSlot++)
1439 uint32 enchantId = GetUInt32Value(visualbase+1+enchantSlot);
1440 if(enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))
1441 break;
1444 if (proto != NULL)
1446 *p_data << uint32(proto->DisplayInfoID);
1447 *p_data << uint8(proto->InventoryType);
1448 *p_data << uint32(enchant ? enchant->aura_id : 0);
1450 else
1452 *p_data << uint32(0);
1453 *p_data << uint8(0);
1454 *p_data << uint32(0); // enchant?
1457 *p_data << uint32(0); // first bag display id
1458 *p_data << uint8(0); // first bag inventory type
1459 *p_data << uint32(0); // enchant?
1462 bool Player::ToggleAFK()
1464 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1466 bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1468 // afk player not allowed in battleground
1469 if(state && InBattleGround())
1470 LeaveBattleground();
1472 return state;
1475 bool Player::ToggleDND()
1477 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1479 return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1482 uint8 Player::chatTag() const
1484 // it's bitmask
1485 // 0x8 - ??
1486 // 0x4 - gm
1487 // 0x2 - dnd
1488 // 0x1 - afk
1489 if(isGMChat())
1490 return 4;
1491 else if(isDND())
1492 return 3;
1493 if(isAFK())
1494 return 1;
1495 else
1496 return 0;
1499 bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
1501 if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
1503 sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
1504 return false;
1507 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1508 Pet* pet = GetPet();
1510 MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
1512 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1513 // don't let gm level > 1 either
1514 if(!InBattleGround() && mEntry->IsBattleGroundOrArena())
1515 return false;
1517 // client without expansion support
1518 if(GetSession()->Expansion() < mEntry->Expansion())
1520 sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
1522 if(GetTransport())
1523 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1525 SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
1527 return false; // normal client can't teleport to this map...
1529 else
1531 sLog.outDebug("Player %s will teleported to map %u", GetName(), mapid);
1534 // if we were on a transport, leave
1535 if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
1537 m_transport->RemovePassenger(this);
1538 m_transport = NULL;
1539 m_movementInfo.t_x = 0.0f;
1540 m_movementInfo.t_y = 0.0f;
1541 m_movementInfo.t_z = 0.0f;
1542 m_movementInfo.t_o = 0.0f;
1543 m_movementInfo.t_time = 0;
1546 SetSemaphoreTeleport(true);
1548 // The player was ported to another map and looses the duel immediately.
1549 // We have to perform this check before the teleport, otherwise the
1550 // ObjectAccessor won't find the flag.
1551 if (duel && GetMapId()!=mapid)
1553 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
1554 if (obj)
1555 DuelComplete(DUEL_FLED);
1558 // reset movement flags at teleport, because player will continue move with these flags after teleport
1559 SetUnitMovementFlags(0);
1561 if ((GetMapId() == mapid) && (!m_transport))
1563 // prepare zone change detect
1564 uint32 old_zone = GetZoneId();
1566 // near teleport
1567 if(!GetSession()->PlayerLogout())
1569 WorldPacket data;
1570 BuildTeleportAckMsg(&data, x, y, z, orientation);
1571 GetSession()->SendPacket(&data);
1572 SetPosition( x, y, z, orientation, true);
1574 else
1575 // this will be used instead of the current location in SaveToDB
1576 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1577 SetFallInformation(0, z);
1579 //BuildHeartBeatMsg(&data);
1580 //SendMessageToSet(&data, true);
1581 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1583 //same map, only remove pet if out of range
1584 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
1586 if(pet->isControlled() && !pet->isTemporarySummoned() )
1587 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1588 else
1589 m_temporaryUnsummonedPetNumber = 0;
1591 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1595 if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
1596 CombatStop();
1598 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1600 // resummon pet
1601 if(pet && m_temporaryUnsummonedPetNumber)
1603 Pet* NewPet = new Pet;
1604 if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
1605 delete NewPet;
1607 m_temporaryUnsummonedPetNumber = 0;
1611 if(!GetSession()->PlayerLogout())
1613 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1614 SetSemaphoreTeleport(false);
1616 UpdateZone(GetZoneId());
1619 // new zone
1620 if(old_zone != GetZoneId())
1622 // honorless target
1623 if(pvpInfo.inHostileArea)
1624 CastSpell(this, 2479, true);
1627 else
1629 // far teleport to another map
1630 Map* oldmap = IsInWorld() ? GetMap() : NULL;
1631 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1633 // Check enter rights before map getting to avoid creating instance copy for player
1634 // this check not dependent from map instance copy and same for all instance copies of selected map
1635 if (!MapManager::Instance().CanPlayerEnter(mapid, this))
1637 SetSemaphoreTeleport(false);
1638 return false;
1641 // If the map is not created, assume it is possible to enter it.
1642 // It will be created in the WorldPortAck.
1643 Map *map = MapManager::Instance().FindMap(mapid);
1644 if (!map || map->CanEnter(this))
1646 SetSelection(0);
1648 CombatStop();
1650 ResetContestedPvP();
1652 // remove player from battleground on far teleport (when changing maps)
1653 if(BattleGround const* bg = GetBattleGround())
1655 // Note: at battleground join battleground id set before teleport
1656 // and we already will found "current" battleground
1657 // just need check that this is targeted map or leave
1658 if(bg->GetMapId() != mapid)
1659 LeaveBattleground(false); // don't teleport to entry point
1662 // remove pet on map change
1663 if (pet)
1665 //leaving map -> delete pet right away (doing this later will cause problems)
1666 if(pet->isControlled() && !pet->isTemporarySummoned())
1667 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1668 else
1669 m_temporaryUnsummonedPetNumber = 0;
1671 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1674 // remove all dyn objects
1675 RemoveAllDynObjects();
1677 // stop spellcasting
1678 // not attempt interrupt teleportation spell at caster teleport
1679 if(!(options & TELE_TO_SPELL))
1680 if(IsNonMeleeSpellCasted(true))
1681 InterruptNonMeleeSpells(true);
1683 if(!GetSession()->PlayerLogout())
1685 // send transfer packets
1686 WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
1687 data << uint32(mapid);
1688 if (m_transport)
1690 data << m_transport->GetEntry() << GetMapId();
1692 GetSession()->SendPacket(&data);
1694 data.Initialize(SMSG_NEW_WORLD, (20));
1695 if (m_transport)
1697 data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
1699 else
1701 data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
1703 GetSession()->SendPacket( &data );
1704 SendSavedInstances();
1706 // remove from old map now
1707 if(oldmap) oldmap->Remove(this, false);
1710 // new final coordinates
1711 float final_x = x;
1712 float final_y = y;
1713 float final_z = z;
1714 float final_o = orientation;
1716 if(m_transport)
1718 final_x += m_movementInfo.t_x;
1719 final_y += m_movementInfo.t_y;
1720 final_z += m_movementInfo.t_z;
1721 final_o += m_movementInfo.t_o;
1724 m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
1725 SetFallInformation(0, final_z);
1726 // if the player is saved before worldportack (at logout for example)
1727 // this will be used instead of the current location in SaveToDB
1729 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
1731 // move packet sent by client always after far teleport
1732 // SetPosition(final_x, final_y, final_z, final_o, true);
1733 SetDontMove(true);
1735 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1737 else
1738 return false;
1740 return true;
1743 void Player::AddToWorld()
1745 ///- Do not add/remove the player from the object storage
1746 ///- It will crash when updating the ObjectAccessor
1747 ///- The player should only be added when logging in
1748 Unit::AddToWorld();
1750 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1752 if(m_items[i])
1753 m_items[i]->AddToWorld();
1757 void Player::RemoveFromWorld()
1759 // cleanup
1760 if(IsInWorld())
1762 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1763 Uncharm();
1764 UnsummonAllTotems();
1765 RemoveMiniPet();
1766 RemoveGuardians();
1769 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1771 if(m_items[i])
1772 m_items[i]->RemoveFromWorld();
1775 ///- Do not add/remove the player from the object storage
1776 ///- It will crash when updating the ObjectAccessor
1777 ///- The player should only be removed when logging out
1778 Unit::RemoveFromWorld();
1781 void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
1783 float addRage;
1785 float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1787 if(attacker)
1789 addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2);
1791 // talent who gave more rage on attack
1792 addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
1794 else
1796 addRage = damage/rageconversion*2.5;
1798 // Berserker Rage effect
1799 if(HasAura(18499,0))
1800 addRage *= 1.3;
1803 addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME);
1805 ModifyPower(POWER_RAGE, uint32(addRage*10));
1808 void Player::RegenerateAll()
1810 if (m_regenTimer != 0)
1811 return;
1812 uint32 regenDelay = 2000;
1814 // Not in combat or they have regeneration
1815 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
1816 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
1818 RegenerateHealth();
1819 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
1821 Regenerate(POWER_RAGE);
1822 if(getClass() == CLASS_DEATH_KNIGHT)
1823 Regenerate(POWER_RUNIC_POWER);
1827 Regenerate( POWER_ENERGY );
1829 Regenerate( POWER_MANA );
1831 if(getClass() == CLASS_DEATH_KNIGHT)
1832 Regenerate( POWER_RUNE );
1834 m_regenTimer = regenDelay;
1837 void Player::Regenerate(Powers power)
1839 uint32 curValue = GetPower(power);
1840 uint32 maxValue = GetMaxPower(power);
1842 float addvalue = 0.0f;
1844 switch (power)
1846 case POWER_MANA:
1848 bool recentCast = IsUnderLastManaUseEffect();
1849 float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
1850 if (recentCast)
1852 // Mangos Updates Mana in intervals of 2s, which is correct
1853 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1855 else
1857 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1859 } break;
1860 case POWER_RAGE: // Regenerate rage
1862 float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
1863 addvalue = 30 * RageDecreaseRate; // 3 rage by tick
1864 } break;
1865 case POWER_ENERGY: // Regenerate energy (rogue)
1866 addvalue = 20;
1867 break;
1868 case POWER_RUNIC_POWER:
1870 float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS);
1871 addvalue = 30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
1872 } break;
1873 case POWER_RUNE:
1875 for(uint32 i = 0; i < MAX_RUNES; ++i)
1876 if(uint8 cd = GetRuneCooldown(i)) // if we have cooldown, reduce it...
1877 SetRuneCooldown(i, cd - 1); // ... by 2 sec (because update is every 2 sec)
1878 } break;
1879 case POWER_FOCUS:
1880 case POWER_HAPPINESS:
1881 break;
1884 // Mana regen calculated in Player::UpdateManaRegen()
1885 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1886 if(power != POWER_MANA)
1888 AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
1889 for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
1890 if ((*i)->GetModifier()->m_miscvalue == power)
1891 addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
1894 if (power != POWER_RAGE && power != POWER_RUNIC_POWER)
1896 curValue += uint32(addvalue);
1897 if (curValue > maxValue)
1898 curValue = maxValue;
1900 else
1902 if(curValue <= uint32(addvalue))
1903 curValue = 0;
1904 else
1905 curValue -= uint32(addvalue);
1907 SetPower(power, curValue);
1910 void Player::RegenerateHealth()
1912 uint32 curValue = GetHealth();
1913 uint32 maxValue = GetMaxHealth();
1915 if (curValue >= maxValue) return;
1917 float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
1919 float addvalue = 0.0f;
1921 // polymorphed case
1922 if ( IsPolymorphed() )
1923 addvalue = GetMaxHealth()/3;
1924 // normal regen case (maybe partly in combat case)
1925 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) )
1927 addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
1928 if (!isInCombat())
1930 AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
1931 for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
1932 addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
1934 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
1935 addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
1937 if(!IsStandState())
1938 addvalue *= 1.5;
1941 // always regeneration bonus (including combat)
1942 addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
1944 if(addvalue < 0)
1945 addvalue = 0;
1947 ModifyHealth(int32(addvalue));
1950 bool Player::CanInteractWithNPCs(bool alive) const
1952 if(alive && !isAlive())
1953 return false;
1954 if(isInFlight())
1955 return false;
1957 return true;
1960 bool Player::IsUnderWater() const
1962 return IsInWater() &&
1963 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1966 void Player::SetInWater(bool apply)
1968 if(m_isInWater==apply)
1969 return;
1971 //define player in water by opcodes
1972 //move player's guid into HateOfflineList of those mobs
1973 //which can't swim and move guid back into ThreatList when
1974 //on surface.
1975 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1976 m_isInWater = apply;
1978 // remove auras that need water/land
1979 RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
1981 getHostilRefManager().updateThreatTables();
1984 void Player::SetGameMaster(bool on)
1986 if(on)
1988 m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
1989 setFaction(35);
1990 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
1992 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
1993 ResetContestedPvP();
1995 getHostilRefManager().setOnlineOfflineState(false);
1996 CombatStop();
1998 else
2000 m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
2001 setFactionForRace(getRace());
2002 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2004 // restore FFA PvP Server state
2005 if(sWorld.IsFFAPvPRealm())
2006 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
2008 // restore FFA PvP area state, remove not allowed for GM mounts
2009 UpdateArea(m_areaUpdateId);
2011 getHostilRefManager().setOnlineOfflineState(true);
2014 ObjectAccessor::UpdateVisibilityForPlayer(this);
2017 void Player::SetGMVisible(bool on)
2019 if(on)
2021 m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
2023 // Reapply stealth/invisibility if active or show if not any
2024 if(HasAuraType(SPELL_AURA_MOD_STEALTH))
2025 SetVisibility(VISIBILITY_GROUP_STEALTH);
2026 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
2027 SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
2028 else
2029 SetVisibility(VISIBILITY_ON);
2031 else
2033 m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
2035 SetAcceptWhispers(false);
2036 SetGameMaster(true);
2038 SetVisibility(VISIBILITY_OFF);
2042 bool Player::IsGroupVisibleFor(Player* p) const
2044 switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
2046 default: return IsInSameGroupWith(p);
2047 case 1: return IsInSameRaidWith(p);
2048 case 2: return GetTeam()==p->GetTeam();
2052 bool Player::IsInSameGroupWith(Player const* p) const
2054 return p==this || GetGroup() != NULL &&
2055 GetGroup() == p->GetGroup() &&
2056 GetGroup()->SameSubGroup((Player*)this, (Player*)p);
2059 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2060 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2061 void Player::UninviteFromGroup()
2063 Group* group = GetGroupInvite();
2064 if(!group)
2065 return;
2067 group->RemoveInvite(this);
2069 if(group->GetMembersCount() <= 1) // group has just 1 member => disband
2071 if(group->IsCreated())
2073 group->Disband(true);
2074 objmgr.RemoveGroup(group);
2076 else
2077 group->RemoveAllInvites();
2079 delete group;
2083 void Player::RemoveFromGroup(Group* group, uint64 guid)
2085 if(group)
2087 if (group->RemoveMember(guid, 0) <= 1)
2089 // group->Disband(); already disbanded in RemoveMember
2090 objmgr.RemoveGroup(group);
2091 delete group;
2092 // removemember sets the player's group pointer to NULL
2097 void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
2099 WorldPacket data(SMSG_LOG_XPGAIN, 21);
2100 data << uint64(victim ? victim->GetGUID() : 0); // guid
2101 data << uint32(GivenXP+RestXP); // given experience
2102 data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2103 if(victim)
2105 data << uint32(GivenXP); // experience without rested bonus
2106 data << float(1); // 1 - none 0 - 100% group bonus output
2108 data << uint8(0); // new 2.4.0
2109 GetSession()->SendPacket(&data);
2112 void Player::GiveXP(uint32 xp, Unit* victim)
2114 if ( xp < 1 )
2115 return;
2117 if(!isAlive())
2118 return;
2120 uint32 level = getLevel();
2122 // XP to money conversion processed in Player::RewardQuest
2123 if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
2124 return;
2126 // handle SPELL_AURA_MOD_XP_PCT auras
2127 Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
2128 for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
2129 xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
2131 // XP resting bonus for kill
2132 uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
2134 SendLogXPGain(xp,victim,rested_bonus_xp);
2136 uint32 curXP = GetUInt32Value(PLAYER_XP);
2137 uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2138 uint32 newXP = curXP + xp + rested_bonus_xp;
2140 while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2142 newXP -= nextLvlXP;
2144 if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2145 GiveLevel(level + 1);
2147 level = getLevel();
2148 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2151 SetUInt32Value(PLAYER_XP, newXP);
2154 // Update player to next level
2155 // Current player experience not update (must be update by caller)
2156 void Player::GiveLevel(uint32 level)
2158 if ( level == getLevel() )
2159 return;
2161 PlayerLevelInfo info;
2162 objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
2164 PlayerClassLevelInfo classInfo;
2165 objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
2167 // send levelup info to client
2168 WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
2169 data << uint32(level);
2170 data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
2171 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2172 data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
2173 data << uint32(0);
2174 data << uint32(0);
2175 data << uint32(0);
2176 data << uint32(0);
2177 data << uint32(0);
2178 data << uint32(0);
2179 // end for
2180 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
2181 data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
2183 GetSession()->SendPacket(&data);
2185 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(level));
2187 //update level, max level of skills
2188 if(getLevel()!= level)
2189 m_Played_time[1] = 0; // Level Played Time reset
2190 SetLevel(level);
2191 UpdateSkillsForLevel ();
2193 // save base values (bonuses already included in stored stats
2194 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2195 SetCreateStat(Stats(i), info.stats[i]);
2197 SetCreateHealth(classInfo.basehealth);
2198 SetCreateMana(classInfo.basemana);
2200 InitTalentForLevel();
2201 InitTaxiNodesForLevel();
2202 InitGlyphsForLevel();
2204 UpdateAllStats();
2206 // set current level health and mana/energy to maximum after applying all mods.
2207 SetHealth(GetMaxHealth());
2208 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2209 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2210 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2211 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2212 SetPower(POWER_FOCUS, 0);
2213 SetPower(POWER_HAPPINESS, 0);
2215 // give level to summoned pet
2216 Pet* pet = GetPet();
2217 if(pet && pet->getPetType()==SUMMON_PET)
2218 pet->GivePetLevel(level);
2219 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
2222 void Player::InitTalentForLevel()
2224 uint32 level = getLevel();
2225 // talents base at level diff ( talents = level - 9 but some can be used already)
2226 if(level < 10)
2228 // Remove all talent points
2229 if(m_usedTalentCount > 0) // Free any used talents
2231 resetTalents(true);
2232 SetFreeTalentPoints(0);
2235 else
2237 uint32 talentPointsForLevel = uint32((level-9)*sWorld.getRate(RATE_TALENT));
2238 // if used more that have then reset
2239 if(m_usedTalentCount > talentPointsForLevel)
2241 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
2242 resetTalents(true);
2243 else
2244 SetFreeTalentPoints(0);
2246 // else update amount of free points
2247 else
2248 SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
2252 void Player::InitStatsForLevel(bool reapplyMods)
2254 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2255 _RemoveAllStatBonuses();
2257 PlayerClassLevelInfo classInfo;
2258 objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
2260 PlayerLevelInfo info;
2261 objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
2263 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
2264 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(getLevel()));
2266 UpdateSkillsForLevel ();
2268 // set default cast time multiplier
2269 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
2271 // reset size before reapply auras
2272 SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
2274 // save base values (bonuses already included in stored stats
2275 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2276 SetCreateStat(Stats(i), info.stats[i]);
2278 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2279 SetStat(Stats(i), info.stats[i]);
2281 SetCreateHealth(classInfo.basehealth);
2283 //set create powers
2284 SetCreateMana(classInfo.basemana);
2286 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2288 InitStatBuffMods();
2290 //reset rating fields values
2291 for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
2292 SetUInt32Value(index, 0);
2294 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
2295 for (int i = 0; i < 7; i++)
2297 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
2298 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
2299 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
2302 //reset attack power, damage and attack speed fields
2303 SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f );
2304 SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time
2305 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f );
2307 SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f );
2308 SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f );
2309 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f );
2310 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f );
2311 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f );
2312 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f );
2314 SetUInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
2315 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
2316 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
2317 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
2318 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 );
2319 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
2321 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2322 SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
2323 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
2324 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
2326 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2327 for (uint8 i = 0; i < 7; ++i)
2328 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
2330 SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
2331 SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
2332 SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
2334 // Dodge percentage
2335 SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
2337 // set armor (resistance 0) to original value (create_agility*2)
2338 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2339 SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
2340 SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
2341 // set other resistance to original value (0)
2342 for (int i = 1; i < MAX_SPELL_SCHOOL; i++)
2344 SetResistance(SpellSchools(i), 0);
2345 SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
2346 SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
2349 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
2350 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
2351 for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
2353 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f);
2354 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
2356 // Reset no reagent cost field
2357 for(int i = 0; i < 3; i++)
2358 SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
2359 // Init data for form but skip reapply item mods for form
2360 InitDataForForm(reapplyMods);
2362 // save new stats
2363 for (int i = POWER_MANA; i < MAX_POWERS; i++)
2364 SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
2366 SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
2368 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2369 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
2371 // cleanup unit flags (will be re-applied if need at aura load).
2372 RemoveFlag( UNIT_FIELD_FLAGS,
2373 UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
2374 UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
2375 UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
2376 UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
2377 UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
2378 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
2380 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2381 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST);
2383 SetByteValue(UNIT_FIELD_BYTES_1, 2, 0x00); // one form stealth modified bytes
2384 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
2386 // restore if need some important flags
2387 SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default
2389 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2390 _ApplyAllStatBonuses();
2392 // set current level health and mana/energy to maximum after applying all mods.
2393 SetHealth(GetMaxHealth());
2394 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2395 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2396 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2397 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2398 SetPower(POWER_FOCUS, 0);
2399 SetPower(POWER_HAPPINESS, 0);
2400 SetPower(POWER_RUNIC_POWER, 0);
2403 void Player::SendInitialSpells()
2405 uint16 spellCount = 0;
2407 WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
2408 data << uint8(0);
2410 size_t countPos = data.wpos();
2411 data << uint16(spellCount); // spell count placeholder
2413 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2415 if(itr->second->state == PLAYERSPELL_REMOVED)
2416 continue;
2418 if(!itr->second->active || itr->second->disabled)
2419 continue;
2421 data << uint16(itr->first);
2422 data << uint16(0); // it's not slot id
2424 spellCount +=1;
2427 data.put<uint16>(countPos,spellCount); // write real count value
2429 uint16 spellCooldowns = m_spellCooldowns.size();
2430 data << uint16(spellCooldowns);
2431 for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr)
2433 SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
2434 if(!sEntry)
2435 continue;
2437 data << uint16(itr->first);
2439 time_t cooldown = 0;
2440 time_t curTime = time(NULL);
2441 if(itr->second.end > curTime)
2442 cooldown = (itr->second.end-curTime)*1000;
2444 data << uint16(itr->second.itemid); // cast item id
2445 data << uint16(sEntry->Category); // spell category
2446 if(sEntry->Category) // may be wrong, but anyway better than nothing...
2448 data << uint32(0); // cooldown
2449 data << uint32(cooldown); // category cooldown
2451 else
2453 data << uint32(cooldown); // cooldown
2454 data << uint32(0); // category cooldown
2458 GetSession()->SendPacket(&data);
2460 sLog.outDetail( "CHARACTER: Sent Initial Spells" );
2463 void Player::RemoveMail(uint32 id)
2465 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
2467 if ((*itr)->messageID == id)
2469 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2470 m_mail.erase(itr);
2471 return;
2476 void Player::SendMailResult(uint32 mailId, uint32 mailAction, uint32 mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
2478 WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_BAG_FULL?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
2479 data << (uint32) mailId;
2480 data << (uint32) mailAction;
2481 data << (uint32) mailError;
2482 if ( mailError == MAIL_ERR_BAG_FULL )
2483 data << (uint32) equipError;
2484 else if( mailAction == MAIL_ITEM_TAKEN )
2486 data << (uint32) item_guid; // item guid low?
2487 data << (uint32) item_count; // item count?
2489 GetSession()->SendPacket(&data);
2492 void Player::SendNewMail()
2494 // deliver undelivered mail
2495 WorldPacket data(SMSG_RECEIVED_MAIL, 4);
2496 data << (uint32) 0;
2497 GetSession()->SendPacket(&data);
2500 void Player::UpdateNextMailTimeAndUnreads()
2502 // calculate next delivery time (min. from non-delivered mails
2503 // and recalculate unReadMail
2504 time_t cTime = time(NULL);
2505 m_nextMailDelivereTime = 0;
2506 unReadMails = 0;
2507 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
2509 if((*itr)->deliver_time > cTime)
2511 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
2512 m_nextMailDelivereTime = (*itr)->deliver_time;
2514 else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
2515 ++unReadMails;
2519 void Player::AddNewMailDeliverTime(time_t deliver_time)
2521 if(deliver_time <= time(NULL)) // ready now
2523 ++unReadMails;
2524 SendNewMail();
2526 else // not ready and no have ready mails
2528 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
2529 m_nextMailDelivereTime = deliver_time;
2533 bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool disabled)
2535 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
2536 if (!spellInfo)
2538 // do character spell book cleanup (all characters)
2539 if(!IsInWorld() && !learning) // spell load case
2541 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
2542 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2544 else
2545 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
2547 return false;
2550 if(!SpellMgr::IsSpellValid(spellInfo,this,false))
2552 // do character spell book cleanup (all characters)
2553 if(!IsInWorld() && !learning) // spell load case
2555 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
2556 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2558 else
2559 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
2561 return false;
2564 PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
2566 bool disabled_case = false;
2567 bool superceded_old = false;
2569 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2570 if (itr != m_spells.end())
2572 // update active state for known spell
2573 if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
2575 itr->second->active = active;
2577 // !IsInWorld() && !learning == explicitly load from DB and then exist in it already and set correctly
2578 if(!IsInWorld() && !learning)
2579 itr->second->state = PLAYERSPELL_UNCHANGED;
2580 else if(itr->second->state != PLAYERSPELL_NEW)
2581 itr->second->state = PLAYERSPELL_CHANGED;
2583 if(!active)
2585 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2586 data << uint16(spell_id);
2587 GetSession()->SendPacket(&data);
2589 return active; // learn (show in spell book if active now)
2592 if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
2594 if(itr->second->state != PLAYERSPELL_NEW)
2595 itr->second->state = PLAYERSPELL_CHANGED;
2596 itr->second->disabled = disabled;
2598 if(disabled)
2599 return false;
2601 disabled_case = true;
2603 else switch(itr->second->state)
2605 case PLAYERSPELL_UNCHANGED: // known saved spell
2606 return false;
2607 case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
2609 delete itr->second;
2610 m_spells.erase(itr);
2611 state = PLAYERSPELL_CHANGED;
2612 break; // need re-add
2614 default: // known not saved yet spell (new or modified)
2616 // can be in case spell loading but learned at some previous spell loading
2617 if(!IsInWorld() && !learning)
2618 itr->second->state = PLAYERSPELL_UNCHANGED;
2620 return false;
2625 if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
2627 // talent: unlearn all other talent ranks (high and low)
2628 if(TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id))
2630 if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
2632 for(int i=0; i <5; ++i)
2634 // skip learning spell and no rank spell case
2635 uint32 rankSpellId = talentInfo->RankID[i];
2636 if(!rankSpellId || rankSpellId==spell_id)
2637 continue;
2639 // skip unknown ranks
2640 if(!HasSpell(rankSpellId))
2641 continue;
2643 removeSpell(rankSpellId);
2647 // non talent spell: learn low ranks (recursive call)
2648 else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
2650 if(!IsInWorld()) // at spells loading, no output, but allow save
2651 addSpell(prev_spell,active,true,disabled);
2652 else // at normal learning
2653 learnSpell(prev_spell);
2656 PlayerSpell *newspell = new PlayerSpell;
2657 newspell->active = active;
2658 newspell->state = state;
2659 newspell->disabled = disabled;
2661 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2662 if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2664 for( PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr )
2666 if(itr->second->state == PLAYERSPELL_REMOVED) continue;
2667 SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr->first);
2668 if(!i_spellInfo) continue;
2670 if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr->first) )
2672 if(itr->second->active)
2674 if(spellmgr.IsHighRankOfSpell(spell_id,itr->first))
2676 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2678 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2679 data << uint16(itr->first);
2680 data << uint16(spell_id);
2681 GetSession()->SendPacket( &data );
2684 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2685 itr->second->active = false;
2686 itr->second->state = PLAYERSPELL_CHANGED;
2687 superceded_old = true; // new spell replace old in action bars and spell book.
2689 else if(spellmgr.IsHighRankOfSpell(itr->first,spell_id))
2691 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2693 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2694 data << uint16(spell_id);
2695 data << uint16(itr->first);
2696 GetSession()->SendPacket( &data );
2699 // mark new spell as disable (not learned yet for client and will not learned)
2700 newspell->active = false;
2701 if(newspell->state != PLAYERSPELL_NEW)
2702 newspell->state = PLAYERSPELL_CHANGED;
2709 m_spells[spell_id] = newspell;
2711 // return false if spell disabled
2712 if (newspell->disabled)
2713 return false;
2716 uint32 talentCost = GetTalentSpellCost(spell_id);
2718 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2719 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2720 if( talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL) )
2722 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2723 CastSpell(this, spell_id, true);
2725 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2726 else if (IsPassiveSpell(spell_id))
2728 bool need_cast = false;
2730 switch(spell_id)
2732 // some spells not have stance data expacted cast at form change or present
2733 case 5420: need_cast = (m_form == FORM_TREE); break;
2734 case 5419: need_cast = (m_form == FORM_TRAVEL); break;
2735 case 7376: need_cast = (m_form == FORM_DEFENSIVESTANCE); break;
2736 case 7381: need_cast = (m_form == FORM_BERSERKERSTANCE); break;
2737 case 21156: need_cast = (m_form == FORM_BATTLESTANCE); break;
2738 case 21178: need_cast = (m_form == FORM_BEAR || m_form == FORM_DIREBEAR); break;
2739 case 33948: need_cast = (m_form == FORM_FLIGHT); break;
2740 case 34764: need_cast = (m_form == FORM_FLIGHT); break;
2741 case 40121: need_cast = (m_form == FORM_FLIGHT_EPIC); break;
2742 case 40122: need_cast = (m_form == FORM_FLIGHT_EPIC); break;
2743 // another spells have proper stance data
2744 default: need_cast = !spellInfo->Stances || m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))); break;
2746 //Check CasterAuraStates
2747 if (need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState))))
2748 CastSpell(this, spell_id, true);
2750 else if( IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP) )
2752 CastSpell(this, spell_id, true);
2753 return false;
2756 // update used talent points count
2757 m_usedTalentCount += talentCost;
2759 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2760 if(uint32 freeProfs = GetFreePrimaryProffesionPoints())
2762 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2763 SetFreePrimaryProffesions(freeProfs-1);
2766 // add dependent skills
2767 uint16 maxskill = GetMaxSkillValueForLevel();
2769 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2771 if(spellLearnSkill)
2773 uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
2774 uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
2776 if(skill_value < spellLearnSkill->value)
2777 skill_value = spellLearnSkill->value;
2779 uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
2781 if(skill_max_value < new_skill_max_value)
2782 skill_max_value = new_skill_max_value;
2784 SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
2786 else
2788 // not ranked skills
2789 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2790 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2792 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2794 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2795 if(!pSkill)
2796 continue;
2798 if(HasSkill(pSkill->id))
2799 continue;
2801 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
2802 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2803 pSkill->id==SKILL_LOCKPICKING && _spell_idx->second->max_value==0 )
2805 switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
2807 case SKILL_RANGE_LANGUAGE:
2808 SetSkill(pSkill->id, 300, 300 );
2809 break;
2810 case SKILL_RANGE_LEVEL:
2811 SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
2812 break;
2813 case SKILL_RANGE_MONO:
2814 SetSkill(pSkill->id, 1, 1 );
2815 break;
2816 default:
2817 break;
2823 // learn dependent spells
2824 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
2825 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
2827 for(SpellLearnSpellMap::const_iterator itr = spell_begin; itr != spell_end; ++itr)
2829 if(!itr->second.autoLearned)
2831 if(!IsInWorld() || !itr->second.active) // at spells loading, no output, but allow save
2832 addSpell(itr->second.spell,itr->second.active,true,false);
2833 else // at normal learning
2834 learnSpell(itr->second.spell);
2838 if(IsInWorld())
2840 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL);
2841 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS);
2844 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2845 return active && !disabled && !superceded_old;
2848 void Player::learnSpell(uint32 spell_id)
2850 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2852 bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
2853 bool active = disabled ? itr->second->active : true;
2855 bool learning = addSpell(spell_id,active,true,false);
2857 // learn all disabled higher ranks (recursive)
2858 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2859 for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
2861 PlayerSpellMap::iterator iter = m_spells.find(i->second);
2862 if (disabled && iter != m_spells.end() && iter->second->disabled)
2863 learnSpell(i->second);
2866 // prevent duplicated entires in spell book, also not send if not in world (loading)
2867 if(!learning || !IsInWorld ())
2868 return;
2870 WorldPacket data(SMSG_LEARNED_SPELL, 4);
2871 data << uint32(spell_id);
2872 GetSession()->SendPacket(&data);
2875 void Player::removeSpell(uint32 spell_id, bool disabled)
2877 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2878 if (itr == m_spells.end())
2879 return;
2881 if(itr->second->state == PLAYERSPELL_REMOVED || disabled && itr->second->disabled)
2882 return;
2884 // unlearn non talent higher ranks (recursive)
2885 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2886 for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
2887 if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
2888 removeSpell(itr2->second,disabled);
2890 // removing
2891 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2892 data << uint16(spell_id);
2893 GetSession()->SendPacket(&data);
2895 if (disabled)
2897 itr->second->disabled = disabled;
2898 if(itr->second->state != PLAYERSPELL_NEW)
2899 itr->second->state = PLAYERSPELL_CHANGED;
2901 else
2903 if(itr->second->state == PLAYERSPELL_NEW)
2905 delete itr->second;
2906 m_spells.erase(itr);
2908 else
2909 itr->second->state = PLAYERSPELL_REMOVED;
2912 RemoveAurasDueToSpell(spell_id);
2914 // remove pet auras
2915 if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id))
2916 RemovePetAura(petSpell);
2918 // free talent points
2919 uint32 talentCosts = GetTalentSpellCost(spell_id);
2920 if(talentCosts > 0)
2922 if(talentCosts < m_usedTalentCount)
2923 m_usedTalentCount -= talentCosts;
2924 else
2925 m_usedTalentCount = 0;
2928 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2929 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2931 uint32 freeProfs = GetFreePrimaryProffesionPoints()+1;
2932 if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
2933 SetFreePrimaryProffesions(freeProfs);
2936 // remove dependent skill
2937 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2938 if(spellLearnSkill)
2940 uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
2941 if(!prev_spell) // first rank, remove skill
2942 SetSkill(spellLearnSkill->skill,0,0);
2943 else
2945 // search prev. skill setting by spell ranks chain
2946 SpellLearnSkillNode const* prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
2947 while(!prevSkill && prev_spell)
2949 prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
2950 prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
2953 if(!prevSkill) // not found prev skill setting, remove skill
2954 SetSkill(spellLearnSkill->skill,0,0);
2955 else // set to prev. skill setting values
2957 uint32 skill_value = GetPureSkillValue(prevSkill->skill);
2958 uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
2960 if(skill_value > prevSkill->value)
2961 skill_value = prevSkill->value;
2963 uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
2965 if(skill_max_value > new_skill_max_value)
2966 skill_max_value = new_skill_max_value;
2968 SetSkill(prevSkill->skill,skill_value,skill_max_value);
2973 else
2975 // not ranked skills
2976 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2977 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2979 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2981 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2982 if(!pSkill)
2983 continue;
2985 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
2986 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2987 pSkill->id==SKILL_LOCKPICKING && _spell_idx->second->max_value==0 )
2989 // not reset skills for professions and racial abilities
2990 if( (pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
2991 (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0) )
2992 continue;
2994 SetSkill(pSkill->id, 0, 0 );
2999 // remove dependent spells
3000 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
3001 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
3003 for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
3004 removeSpell(itr2->second.spell, disabled);
3006 // TODO: recast if need lesser ranks spell for passive with IsPassiveSpellStackableWithRanks
3009 void Player::RemoveArenaSpellCooldowns()
3011 // remove cooldowns on spells that has < 15 min CD
3012 SpellCooldowns::iterator itr, next;
3013 // iterate spell cooldowns
3014 for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next)
3016 next = itr;
3017 ++next;
3018 SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
3019 // check if spellentry is present and if the cooldown is less than 15 mins
3020 if( entry &&
3021 entry->RecoveryTime <= 15 * MINUTE * 1000 &&
3022 entry->CategoryRecoveryTime <= 15 * MINUTE * 1000 )
3024 // notify player
3025 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3026 data << uint32(itr->first);
3027 data << GetGUID();
3028 GetSession()->SendPacket(&data);
3029 // remove cooldown
3030 m_spellCooldowns.erase(itr);
3035 void Player::RemoveAllSpellCooldown()
3037 if(!m_spellCooldowns.empty())
3039 for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
3041 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3042 data << uint32(itr->first);
3043 data << uint64(GetGUID());
3044 GetSession()->SendPacket(&data);
3046 m_spellCooldowns.clear();
3050 void Player::_LoadSpellCooldowns(QueryResult *result)
3052 m_spellCooldowns.clear();
3054 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3056 if(result)
3058 time_t curTime = time(NULL);
3062 Field *fields = result->Fetch();
3064 uint32 spell_id = fields[0].GetUInt32();
3065 uint32 item_id = fields[1].GetUInt32();
3066 time_t db_time = (time_t)fields[2].GetUInt64();
3068 if(!sSpellStore.LookupEntry(spell_id))
3070 sLog.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
3071 continue;
3074 // skip outdated cooldown
3075 if(db_time <= curTime)
3076 continue;
3078 AddSpellCooldown(spell_id, item_id, db_time);
3080 sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
3082 while( result->NextRow() );
3084 delete result;
3088 void Player::_SaveSpellCooldowns()
3090 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3092 time_t curTime = time(NULL);
3094 // remove outdated and save active
3095 for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
3097 if(itr->second.end <= curTime)
3098 m_spellCooldowns.erase(itr++);
3099 else
3101 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));
3102 ++itr;
3107 uint32 Player::resetTalentsCost() const
3109 // The first time reset costs 1 gold
3110 if(m_resetTalentsCost < 1*GOLD)
3111 return 1*GOLD;
3112 // then 5 gold
3113 else if(m_resetTalentsCost < 5*GOLD)
3114 return 5*GOLD;
3115 // After that it increases in increments of 5 gold
3116 else if(m_resetTalentsCost < 10*GOLD)
3117 return 10*GOLD;
3118 else
3120 uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
3121 if(months > 0)
3123 // This cost will be reduced by a rate of 5 gold per month
3124 int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
3125 // to a minimum of 10 gold.
3126 return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
3128 else
3130 // After that it increases in increments of 5 gold
3131 int32 new_cost = m_resetTalentsCost + 5*GOLD;
3132 // until it hits a cap of 50 gold.
3133 if(new_cost > 50*GOLD)
3134 new_cost = 50*GOLD;
3135 return new_cost;
3140 bool Player::resetTalents(bool no_cost)
3142 // not need after this call
3143 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
3145 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_TALENTS;
3146 CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS), GetGUIDLow());
3149 uint32 level = getLevel();
3150 uint32 talentPointsForLevel = level < 10 ? 0 : uint32((level-9)*sWorld.getRate(RATE_TALENT));
3152 if (m_usedTalentCount == 0)
3154 SetFreeTalentPoints(talentPointsForLevel);
3155 return false;
3158 uint32 cost = 0;
3160 if(!no_cost)
3162 cost = resetTalentsCost();
3164 if (GetMoney() < cost)
3166 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
3167 return false;
3171 for (unsigned int i = 0; i < sTalentStore.GetNumRows(); i++)
3173 TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
3175 if (!talentInfo) continue;
3177 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
3179 if(!talentTabInfo)
3180 continue;
3182 // unlearn only talents for character class
3183 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3184 // to prevent unexpected lost normal learned spell skip another class talents
3185 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
3186 continue;
3188 for (int j = 0; j < 5; j++)
3190 for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
3192 if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
3194 ++itr;
3195 continue;
3198 // remove learned spells (all ranks)
3199 uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
3201 // unlearn if first rank is talent or learned by talent
3202 if (itrFirstId == talentInfo->RankID[j] || spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId))
3204 removeSpell(itr->first,!IsPassiveSpell(itr->first));
3205 itr = GetSpellMap().begin();
3206 continue;
3208 else
3209 ++itr;
3214 SetFreeTalentPoints(talentPointsForLevel);
3216 if(!no_cost)
3218 ModifyMoney(-(int32)cost);
3220 m_resetTalentsCost = cost;
3221 m_resetTalentsTime = time(NULL);
3224 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3225 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3227 return true;
3230 bool Player::_removeSpell(uint16 spell_id)
3232 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3233 if (itr != m_spells.end())
3235 delete itr->second;
3236 m_spells.erase(itr);
3237 return true;
3239 return false;
3242 Mail* Player::GetMail(uint32 id)
3244 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
3246 if ((*itr)->messageID == id)
3248 return (*itr);
3251 return NULL;
3254 void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
3256 if(target == this)
3258 Object::_SetCreateBits(updateMask, target);
3260 else
3262 for(uint16 index = 0; index < m_valuesCount; index++)
3264 if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
3265 updateMask->SetBit(index);
3270 void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
3272 if(target == this)
3274 Object::_SetUpdateBits(updateMask, target);
3276 else
3278 Object::_SetUpdateBits(updateMask, target);
3279 *updateMask &= updateVisualBits;
3283 void Player::InitVisibleBits()
3285 updateVisualBits.SetCount(PLAYER_END);
3287 updateVisualBits.SetBit(OBJECT_FIELD_GUID);
3288 updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
3289 updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
3290 updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
3291 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
3292 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
3293 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
3294 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
3295 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
3296 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
3297 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
3298 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
3299 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
3300 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
3301 updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
3302 updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
3303 updateVisualBits.SetBit(UNIT_FIELD_POWER1);
3304 updateVisualBits.SetBit(UNIT_FIELD_POWER2);
3305 updateVisualBits.SetBit(UNIT_FIELD_POWER3);
3306 updateVisualBits.SetBit(UNIT_FIELD_POWER4);
3307 updateVisualBits.SetBit(UNIT_FIELD_POWER5);
3308 updateVisualBits.SetBit(UNIT_FIELD_POWER6);
3309 updateVisualBits.SetBit(UNIT_FIELD_POWER7);
3310 updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
3311 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
3312 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
3313 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
3314 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
3315 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
3316 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
3317 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
3318 updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
3319 updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
3320 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
3321 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
3322 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
3323 updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
3324 updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
3325 updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
3326 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
3327 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
3328 updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
3329 updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
3330 updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
3331 updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
3332 updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
3333 updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
3334 updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
3335 updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
3336 updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
3337 updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
3338 updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
3339 updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
3340 updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
3341 updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
3343 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
3344 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
3345 updateVisualBits.SetBit(PLAYER_FLAGS);
3346 updateVisualBits.SetBit(PLAYER_GUILDID);
3347 updateVisualBits.SetBit(PLAYER_GUILDRANK);
3348 updateVisualBits.SetBit(PLAYER_BYTES);
3349 updateVisualBits.SetBit(PLAYER_BYTES_2);
3350 updateVisualBits.SetBit(PLAYER_BYTES_3);
3351 updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
3352 updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
3354 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3355 for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += 4)
3356 updateVisualBits.SetBit(i);
3358 // Players visible items are not inventory stuff
3359 for(uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i)
3361 uint32 offset = i * MAX_VISIBLE_ITEM_OFFSET;
3363 // item creator
3364 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 0 + offset);
3365 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 1 + offset);
3367 // item entry
3368 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 0 + offset);
3370 // item enchantments
3371 for(uint8 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
3372 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 1 + j + offset);
3374 // random properties
3375 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + offset);
3376 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_SEED + offset);
3377 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PAD + offset);
3380 updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
3383 void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
3385 for(int i = 0; i < EQUIPMENT_SLOT_END; i++)
3387 if(m_items[i] == NULL)
3388 continue;
3390 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3393 if(target == this)
3395 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3397 if(m_items[i] == NULL)
3398 continue;
3400 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3402 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3404 if(m_items[i] == NULL)
3405 continue;
3407 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3411 Unit::BuildCreateUpdateBlockForPlayer( data, target );
3414 void Player::DestroyForPlayer( Player *target ) const
3416 Unit::DestroyForPlayer( target );
3418 for(int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
3420 if(m_items[i] == NULL)
3421 continue;
3423 m_items[i]->DestroyForPlayer( target );
3426 if(target == this)
3428 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3430 if(m_items[i] == NULL)
3431 continue;
3433 m_items[i]->DestroyForPlayer( target );
3435 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3437 if(m_items[i] == NULL)
3438 continue;
3440 m_items[i]->DestroyForPlayer( target );
3445 bool Player::HasSpell(uint32 spell) const
3447 PlayerSpellMap::const_iterator itr = m_spells.find((uint16)spell);
3448 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled);
3451 TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
3453 if (!trainer_spell)
3454 return TRAINER_SPELL_RED;
3456 if (!trainer_spell->learned_spell)
3457 return TRAINER_SPELL_RED;
3459 // known spell
3460 if(HasSpell(trainer_spell->learned_spell))
3461 return TRAINER_SPELL_GRAY;
3463 // check race/class requirement
3464 if(!IsSpellFitByClassAndRace(trainer_spell->learned_spell))
3465 return TRAINER_SPELL_RED;
3467 // check level requirement
3468 if(getLevel() < trainer_spell->reqlevel)
3469 return TRAINER_SPELL_RED;
3471 if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learned_spell))
3473 // check prev.rank requirement
3474 if(spell_chain->prev && !HasSpell(spell_chain->prev))
3475 return TRAINER_SPELL_RED;
3477 // check additional spell requirement
3478 if(spell_chain->req && !HasSpell(spell_chain->req))
3479 return TRAINER_SPELL_RED;
3482 // check skill requirement
3483 if(trainer_spell->reqskill && GetBaseSkillValue(trainer_spell->reqskill) < trainer_spell->reqskillvalue)
3484 return TRAINER_SPELL_RED;
3486 // exist, already checked at loading
3487 SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learned_spell);
3489 // secondary prof. or not prof. spell
3490 uint32 skill = spell->EffectMiscValue[1];
3492 if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
3493 return TRAINER_SPELL_GREEN;
3495 // check primary prof. limit
3496 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProffesionPoints() == 0)
3497 return TRAINER_SPELL_RED;
3499 return TRAINER_SPELL_GREEN;
3502 void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
3504 uint32 guid = GUID_LOPART(playerguid);
3506 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3507 // bones will be deleted by corpse/bones deleting thread shortly
3508 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
3510 // remove from guild
3511 uint32 guildId = GetGuildIdFromDB(playerguid);
3512 if(guildId != 0)
3514 Guild* guild = objmgr.GetGuildById(guildId);
3515 if(guild)
3516 guild->DelMember(guid);
3519 // remove from arena teams
3520 LeaveAllArenaTeams(playerguid);
3522 // the player was uninvited already on logout so just remove from group
3523 QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
3524 if(resultGroup)
3526 uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
3527 delete resultGroup;
3528 Group* group = objmgr.GetGroupByLeader(leaderGuid);
3529 if(group)
3531 RemoveFromGroup(group, playerguid);
3535 // remove signs from petitions (also remove petitions if owner);
3536 RemovePetitionsAndSigns(playerguid, 10);
3538 // return back all mails with COD and Item 0 1 2 3 4 5 6
3539 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);
3540 if(resultMail)
3544 Field *fields = resultMail->Fetch();
3546 uint32 mail_id = fields[0].GetUInt32();
3547 uint16 mailTemplateId= fields[1].GetUInt16();
3548 uint32 sender = fields[2].GetUInt32();
3549 std::string subject = fields[3].GetCppString();
3550 uint32 itemTextId = fields[4].GetUInt32();
3551 uint32 money = fields[5].GetUInt32();
3552 bool has_items = fields[6].GetBool();
3554 //we can return mail now
3555 //so firstly delete the old one
3556 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
3558 MailItemsInfo mi;
3559 if(has_items)
3561 // data needs to be at first place for Item::LoadFromDB
3562 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);
3563 if(resultItems)
3567 Field *fields2 = resultItems->Fetch();
3569 uint32 item_guidlow = fields2[1].GetUInt32();
3570 uint32 item_template = fields2[2].GetUInt32();
3572 ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
3573 if(!itemProto)
3575 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
3576 continue;
3579 Item *pItem = NewItemOrBag(itemProto);
3580 if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems))
3582 pItem->FSetState(ITEM_REMOVED);
3583 pItem->SaveToDB(); // it also deletes item object !
3584 continue;
3587 mi.AddItem(item_guidlow, item_template, pItem);
3589 while (resultItems->NextRow());
3591 delete resultItems;
3595 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
3597 uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
3599 WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, mailTemplateId);
3601 while (resultMail->NextRow());
3603 delete resultMail;
3606 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3607 // Get guids of character's pets, will deleted in transaction
3608 QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
3610 // NOW we can finally clear other DB data related to character
3611 CharacterDatabase.BeginTransaction();
3612 if (resultPets)
3616 Field *fields3 = resultPets->Fetch();
3617 uint32 petguidlow = fields3[0].GetUInt32();
3618 Pet::DeleteFromDB(petguidlow);
3619 } while (resultPets->NextRow());
3620 delete resultPets;
3623 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
3624 CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
3625 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
3626 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
3627 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
3628 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
3629 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
3630 CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
3631 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
3632 CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
3633 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
3634 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
3635 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
3636 CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid);
3637 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
3638 CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
3639 CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
3640 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
3641 CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
3642 CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
3643 CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid);
3644 CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid);
3645 CharacterDatabase.CommitTransaction();
3647 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3648 if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
3651 void Player::SetMovement(PlayerMovementType pType)
3653 WorldPacket data;
3654 switch(pType)
3656 case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
3657 case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
3658 case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
3659 case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
3660 default:
3661 sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
3662 return;
3664 data.append(GetPackGUID());
3665 data << uint32(0);
3666 GetSession()->SendPacket( &data );
3669 /* Preconditions:
3670 - a resurrectable corpse must not be loaded for the player (only bones)
3671 - the player must be in world
3673 void Player::BuildPlayerRepop()
3675 WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
3676 data.append(GetPackGUID());
3677 GetSession()->SendPacket(&data);
3679 if(getRace() == RACE_NIGHTELF)
3680 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)
3681 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3683 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3684 // there must be SMSG.STOP_MIRROR_TIMER
3685 // there we must send 888 opcode
3687 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3688 if(GetCorpse())
3690 sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3691 assert(false);
3694 // create a corpse and place it at the player's location
3695 CreateCorpse();
3696 Corpse *corpse = GetCorpse();
3697 if(!corpse)
3699 sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3700 return;
3702 GetMap()->Add(corpse);
3704 // convert player body to ghost
3705 SetHealth( 1 );
3707 SetMovement(MOVE_WATER_WALK);
3708 if(!GetSession()->isLogingOut())
3709 SetMovement(MOVE_UNROOT);
3711 // BG - remove insignia related
3712 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
3714 SendCorpseReclaimDelay();
3716 // to prevent cheating
3717 corpse->ResetGhostTime();
3719 StopMirrorTimers(); //disable timers(bars)
3721 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
3723 SetByteValue(UNIT_FIELD_BYTES_1, 3, PLAYER_STATE_FLAG_ALWAYS_STAND);
3726 void Player::SendDelayResponse(const uint32 ml_seconds)
3728 //FIXME: is this delay time arg really need? 50msec by default in code
3729 WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 );
3730 data << (uint32)time(NULL);
3731 data << (uint32)0;
3732 GetSession()->SendPacket( &data );
3735 void Player::ResurrectPlayer(float restore_percent, bool applySickness)
3737 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
3738 data << uint32(-1);
3739 data << float(0);
3740 data << float(0);
3741 data << float(0);
3742 GetSession()->SendPacket(&data);
3744 // speed change, land walk
3746 // remove death flag + set aura
3747 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
3748 if(getRace() == RACE_NIGHTELF)
3749 RemoveAurasDueToSpell(20584); // speed bonuses
3750 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3752 setDeathState(ALIVE);
3754 SetMovement(MOVE_LAND_WALK);
3755 SetMovement(MOVE_UNROOT);
3757 m_deathTimer = 0;
3759 // set health/powers (0- will be set in caller)
3760 if(restore_percent>0.0f)
3762 SetHealth(uint32(GetMaxHealth()*restore_percent));
3763 SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
3764 SetPower(POWER_RAGE, 0);
3765 SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
3768 // update visibility
3769 ObjectAccessor::UpdateVisibilityForPlayer(this);
3771 // some items limited to specific map
3772 DestroyZoneLimitedItem( true, GetZoneId());
3774 if(!applySickness)
3775 return;
3777 //Characters from level 1-10 are not affected by resurrection sickness.
3778 //Characters from level 11-19 will suffer from one minute of sickness
3779 //for each level they are above 10.
3780 //Characters level 20 and up suffer from ten minutes of sickness.
3781 int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
3783 if(int32(getLevel()) >= startLevel)
3785 // set resurrection sickness
3786 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
3788 // not full duration
3789 if(int32(getLevel()) < startLevel+9)
3791 int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
3793 for(int i =0; i < 3; ++i)
3795 if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i))
3797 Aur->SetAuraDuration(delta*1000);
3798 Aur->SendAuraUpdate(false);
3805 void Player::KillPlayer()
3807 SetMovement(MOVE_ROOT);
3809 StopMirrorTimers(); //disable timers(bars)
3811 setDeathState(CORPSE);
3812 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3814 SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
3815 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
3817 // 6 minutes until repop at graveyard
3818 m_deathTimer = 6*MINUTE*1000;
3820 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3822 // don't create corpse at this moment, player might be falling
3824 // update visibility
3825 ObjectAccessor::UpdateObjectVisibility(this);
3828 void Player::CreateCorpse()
3830 // prevent existence 2 corpse for player
3831 SpawnCorpseBones();
3833 uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
3835 Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
3836 SetPvPDeath(false);
3838 if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this, GetMapId(), GetPositionX(),
3839 GetPositionY(), GetPositionZ(), GetOrientation()))
3841 delete corpse;
3842 return;
3845 _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
3846 _pb = GetUInt32Value(PLAYER_BYTES);
3847 _pb2 = GetUInt32Value(PLAYER_BYTES_2);
3849 uint8 race = (uint8)(_uf);
3850 uint8 skin = (uint8)(_pb);
3851 uint8 face = (uint8)(_pb >> 8);
3852 uint8 hairstyle = (uint8)(_pb >> 16);
3853 uint8 haircolor = (uint8)(_pb >> 24);
3854 uint8 facialhair = (uint8)(_pb2);
3856 _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
3857 _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
3859 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
3860 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
3862 uint32 flags = CORPSE_FLAG_UNK2;
3863 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
3864 flags |= CORPSE_FLAG_HIDE_HELM;
3865 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
3866 flags |= CORPSE_FLAG_HIDE_CLOAK;
3867 if(InBattleGround())
3868 flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
3869 corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
3871 corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
3873 corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
3875 uint32 iDisplayID;
3876 uint16 iIventoryType;
3877 uint32 _cfi;
3878 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
3880 if(m_items[i])
3882 iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
3883 iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType;
3885 _cfi = (uint16(iDisplayID)) | (iIventoryType)<< 24;
3886 corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi);
3890 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3891 const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
3892 assert(entry);
3893 if(entry->map_type != MAP_BATTLEGROUND)
3894 corpse->SaveToDB();
3896 // register for player, but not show
3897 ObjectAccessor::Instance().AddCorpse(corpse);
3900 void Player::SpawnCorpseBones()
3902 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
3903 SaveToDB(); // prevent loading as ghost without corpse
3906 Corpse* Player::GetCorpse() const
3908 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
3911 void Player::DurabilityLossAll(double percent, bool inventory)
3913 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
3914 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3915 DurabilityLoss(pItem,percent);
3917 if(inventory)
3919 // bags not have durability
3920 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3922 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
3923 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3924 DurabilityLoss(pItem,percent);
3926 // keys not have durability
3927 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3929 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3930 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3931 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
3932 if(Item* pItem = GetItemByPos( i, j ))
3933 DurabilityLoss(pItem,percent);
3937 void Player::DurabilityLoss(Item* item, double percent)
3939 if(!item )
3940 return;
3942 uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
3944 if(!pMaxDurability)
3945 return;
3947 uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
3949 if(pDurabilityLoss < 1 )
3950 pDurabilityLoss = 1;
3952 DurabilityPointsLoss(item,pDurabilityLoss);
3955 void Player::DurabilityPointsLossAll(int32 points, bool inventory)
3957 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
3958 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3959 DurabilityPointsLoss(pItem,points);
3961 if(inventory)
3963 // bags not have durability
3964 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3966 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
3967 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3968 DurabilityPointsLoss(pItem,points);
3970 // keys not have durability
3971 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3973 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3974 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
3975 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
3976 if(Item* pItem = GetItemByPos( i, j ))
3977 DurabilityPointsLoss(pItem,points);
3981 void Player::DurabilityPointsLoss(Item* item, int32 points)
3983 int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
3984 int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
3985 int32 pNewDurability = pOldDurability - points;
3987 if (pNewDurability < 0)
3988 pNewDurability = 0;
3989 else if (pNewDurability > pMaxDurability)
3990 pNewDurability = pMaxDurability;
3992 if (pOldDurability != pNewDurability)
3994 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
3995 if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
3996 _ApplyItemMods(item,item->GetSlot(), false);
3998 item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
4000 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4001 if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
4002 _ApplyItemMods(item,item->GetSlot(), true);
4004 item->SetState(ITEM_CHANGED, this);
4008 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
4010 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
4011 DurabilityPointsLoss(pItem,1);
4014 uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
4016 uint32 TotalCost = 0;
4017 // equipped, backpack, bags itself
4018 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
4019 TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
4021 // bank, buyback and keys not repaired
4023 // items in inventory bags
4024 for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
4025 for(int i = 0; i < MAX_BAG_SIZE; i++)
4026 TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
4027 return TotalCost;
4030 uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
4032 Item* item = GetItemByPos(pos);
4034 uint32 TotalCost = 0;
4035 if(!item)
4036 return TotalCost;
4038 uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4039 if(!maxDurability)
4040 return TotalCost;
4042 uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4044 if(cost)
4046 uint32 LostDurability = maxDurability - curDurability;
4047 if(LostDurability>0)
4049 ItemPrototype const *ditemProto = item->GetProto();
4051 DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
4052 if(!dcost)
4054 sLog.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
4055 return TotalCost;
4058 uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
4059 DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
4060 if(!dQualitymodEntry)
4062 sLog.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
4063 return TotalCost;
4066 uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
4067 uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
4069 costs = uint32(costs * discountMod);
4071 if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
4072 costs = 1;
4074 if (guildBank)
4076 if (GetGuildId()==0)
4078 DEBUG_LOG("You are not member of a guild");
4079 return TotalCost;
4082 Guild *pGuild = objmgr.GetGuildById(GetGuildId());
4083 if (!pGuild)
4084 return TotalCost;
4086 if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
4088 DEBUG_LOG("You do not have rights to withdraw for repairs");
4089 return TotalCost;
4092 if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
4094 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4095 return TotalCost;
4098 if (pGuild->GetGuildBankMoney() < costs)
4100 DEBUG_LOG("There is not enough money in bank");
4101 return TotalCost;
4104 pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
4105 TotalCost = costs;
4107 else if (GetMoney() < costs)
4109 DEBUG_LOG("You do not have enough money");
4110 return TotalCost;
4112 else
4113 ModifyMoney( -int32(costs) );
4117 item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
4118 item->SetState(ITEM_CHANGED, this);
4120 // reapply mods for total broken and repaired item if equipped
4121 if(IsEquipmentPos(pos) && !curDurability)
4122 _ApplyItemMods(item,pos & 255, true);
4123 return TotalCost;
4126 void Player::RepopAtGraveyard()
4128 // note: this can be called also when the player is alive
4129 // for example from WorldSession::HandleMovementOpcodes
4131 AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
4133 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4134 if(!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY || GetTransport())
4136 ResurrectPlayer(0.5f);
4137 SpawnCorpseBones();
4140 WorldSafeLocsEntry const *ClosestGrave = NULL;
4142 // Special handle for battleground maps
4143 BattleGround *bg = sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
4145 if(bg && (bg->GetTypeID() == BATTLEGROUND_AB || bg->GetTypeID() == BATTLEGROUND_EY))
4146 ClosestGrave = bg->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4147 else
4148 ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4150 // stop countdown until repop
4151 m_deathTimer = 0;
4153 // if no grave found, stay at the current location
4154 // and don't show spirit healer location
4155 if(ClosestGrave)
4157 TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
4158 if(isDead()) // not send if alive, because it used in TeleportTo()
4160 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
4161 data << ClosestGrave->map_id;
4162 data << ClosestGrave->x;
4163 data << ClosestGrave->y;
4164 data << ClosestGrave->z;
4165 GetSession()->SendPacket(&data);
4170 void Player::JoinedChannel(Channel *c)
4172 m_channels.push_back(c);
4175 void Player::LeftChannel(Channel *c)
4177 m_channels.remove(c);
4180 void Player::CleanupChannels()
4182 while(!m_channels.empty())
4184 Channel* ch = *m_channels.begin();
4185 m_channels.erase(m_channels.begin()); // remove from player's channel list
4186 ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4187 if (ChannelMgr* cMgr = channelMgr(GetTeam()))
4188 cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
4191 sLog.outDebug("Player: channels cleaned up!");
4194 void Player::UpdateLocalChannels(uint32 newZone )
4196 if(m_channels.empty())
4197 return;
4199 AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
4200 if(!current_zone)
4201 return;
4203 ChannelMgr* cMgr = channelMgr(GetTeam());
4204 if(!cMgr)
4205 return;
4207 std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
4209 for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
4211 next = i; ++next;
4213 // skip non built-in channels
4214 if(!(*i)->IsConstant())
4215 continue;
4217 ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
4218 if(!ch)
4219 continue;
4221 if((ch->flags & 4) == 4) // global channel without zone name in pattern
4222 continue;
4224 // new channel
4225 char new_channel_name_buf[100];
4226 snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
4227 Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
4229 if((*i)!=new_channel)
4231 new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
4233 // leave old channel
4234 (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4235 std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
4236 LeftChannel(*i); // remove from player's channel list
4237 cMgr->LeftChannel(name); // delete if empty
4240 sLog.outDebug("Player: channels cleaned up!");
4243 void Player::LeaveLFGChannel()
4245 for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
4247 if((*i)->IsLFG())
4249 (*i)->Leave(GetGUID());
4250 break;
4255 void Player::UpdateDefense()
4257 uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
4259 if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
4261 // update dependent from defense skill part
4262 UpdateDefenseBonusesMod();
4266 void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
4268 if(modGroup >= BASEMOD_END || modType >= MOD_END)
4270 sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4271 return;
4274 float val = 1.0f;
4276 switch(modType)
4278 case FLAT_MOD:
4279 m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
4280 break;
4281 case PCT_MOD:
4282 if(amount <= -100.0f)
4283 amount = -200.0f;
4285 val = (100.0f + amount) / 100.0f;
4286 m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
4287 break;
4290 if(!CanModifyStats())
4291 return;
4293 switch(modGroup)
4295 case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
4296 case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
4297 case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
4298 case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
4299 default: break;
4303 float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
4305 if(modGroup >= BASEMOD_END || modType > MOD_END)
4307 sLog.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4308 return 0.0f;
4311 if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4312 return 0.0f;
4314 return m_auraBaseMod[modGroup][modType];
4317 float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
4319 if(modGroup >= BASEMOD_END)
4321 sLog.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4322 return 0.0f;
4325 if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4326 return 0.0f;
4328 return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
4331 uint32 Player::GetShieldBlockValue() const
4333 BaseModGroup modGroup = SHIELD_BLOCK_VALUE;
4335 float value = GetTotalBaseModValue(modGroup) + GetStat(STAT_STRENGTH) * 0.5f - 10;
4337 value = (value < 0) ? 0 : value;
4339 return uint32(value);
4342 float Player::GetMeleeCritFromAgility()
4344 uint32 level = getLevel();
4345 uint32 pclass = getClass();
4347 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4349 GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
4350 GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4351 if (critBase==NULL || critRatio==NULL)
4352 return 0.0f;
4354 float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
4355 return crit*100.0f;
4358 float Player::GetDodgeFromAgility()
4360 // Table for base dodge values
4361 float dodge_base[MAX_CLASSES] = {
4362 0.0075f, // Warrior
4363 0.00652f, // Paladin
4364 -0.0545f, // Hunter
4365 -0.0059f, // Rogue
4366 0.03183f, // Priest
4367 0.0114f, // DK
4368 0.0167f, // Shaman
4369 0.034575f, // Mage
4370 0.02011f, // Warlock
4371 0.0f, // ??
4372 -0.0187f // Druid
4374 // Crit/agility to dodge/agility coefficient multipliers
4375 float crit_to_dodge[MAX_CLASSES] = {
4376 1.1f, // Warrior
4377 1.0f, // Paladin
4378 1.6f, // Hunter
4379 2.0f, // Rogue
4380 1.0f, // Priest
4381 1.0f, // DK?
4382 1.0f, // Shaman
4383 1.0f, // Mage
4384 1.0f, // Warlock
4385 0.0f, // ??
4386 1.7f // Druid
4389 uint32 level = getLevel();
4390 uint32 pclass = getClass();
4392 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4394 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4395 GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4396 if (dodgeRatio==NULL || pclass > MAX_CLASSES)
4397 return 0.0f;
4399 float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
4400 return dodge*100.0f;
4403 float Player::GetSpellCritFromIntellect()
4405 uint32 level = getLevel();
4406 uint32 pclass = getClass();
4408 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4410 GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
4411 GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4412 if (critBase==NULL || critRatio==NULL)
4413 return 0.0f;
4415 float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
4416 return crit*100.0f;
4419 float Player::GetRatingCoefficient(CombatRating cr) const
4421 uint32 level = getLevel();
4423 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4425 GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
4426 if (Rating == NULL)
4427 return 1.0f; // By default use minimum coefficient (not must be called)
4429 return Rating->ratio;
4432 float Player::GetRatingBonusValue(CombatRating cr) const
4434 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
4437 uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
4439 float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.0f;
4440 if (melee>25.0f) melee = 25.0f;
4441 return uint32 (melee * damage /100.0f);
4444 uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
4446 float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.0f;
4447 if (ranged>25.0f) ranged=25.0f;
4448 return uint32 (ranged * damage /100.0f);
4451 uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
4453 float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.0f;
4454 // In wow script resilience limited to 25%
4455 if (spell>25.0f)
4456 spell = 25.0f;
4457 return uint32 (spell * damage / 100.0f);
4460 uint32 Player::GetDotDamageReduction(uint32 damage) const
4462 float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
4463 // Dot resilience not limited (limit it by 100%)
4464 if (spellDot > 100.0f)
4465 spellDot = 100.0f;
4466 return uint32 (spellDot * damage / 100.0f);
4469 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
4471 switch (attType)
4473 case BASE_ATTACK:
4474 return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
4475 case OFF_ATTACK:
4476 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
4477 default:
4478 break;
4480 return 0.0f;
4483 float Player::OCTRegenHPPerSpirit()
4485 uint32 level = getLevel();
4486 uint32 pclass = getClass();
4488 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4490 GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4491 GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4492 if (baseRatio==NULL || moreRatio==NULL)
4493 return 0.0f;
4495 // Formula from PaperDollFrame script
4496 float spirit = GetStat(STAT_SPIRIT);
4497 float baseSpirit = spirit;
4498 if (baseSpirit>50) baseSpirit = 50;
4499 float moreSpirit = spirit - baseSpirit;
4500 float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
4501 return regen;
4504 float Player::OCTRegenMPPerSpirit()
4506 uint32 level = getLevel();
4507 uint32 pclass = getClass();
4509 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4511 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4512 GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4513 if (moreRatio==NULL)
4514 return 0.0f;
4516 // Formula get from PaperDollFrame script
4517 float spirit = GetStat(STAT_SPIRIT);
4518 float regen = spirit * moreRatio->ratio;
4519 return regen;
4522 void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
4524 m_baseRatingValue[cr]+=(apply ? value : -value);
4526 int32 amount = uint32(m_baseRatingValue[cr]);
4527 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4528 // stat used stored in miscValueB for this aura
4529 AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
4530 for(AuraList::const_iterator i = modRatingFromStat.begin();i != modRatingFromStat.end(); ++i)
4531 if ((*i)->GetMiscValue() & (1<<cr))
4532 amount += GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetModifier()->m_amount / 100.0f;
4533 if (amount < 0)
4534 amount = 0;
4535 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
4537 float RatingCoeffecient = GetRatingCoefficient(cr);
4538 float RatingChange = 0.0f;
4540 bool affectStats = CanModifyStats();
4542 switch (cr)
4544 case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
4545 case CR_DEFENSE_SKILL:
4546 UpdateDefenseBonusesMod();
4547 break;
4548 case CR_DODGE:
4549 UpdateDodgePercentage();
4550 break;
4551 case CR_PARRY:
4552 UpdateParryPercentage();
4553 break;
4554 case CR_BLOCK:
4555 UpdateBlockPercentage();
4556 break;
4557 case CR_HIT_MELEE:
4558 UpdateMeleeHitChances();
4559 break;
4560 case CR_HIT_RANGED:
4561 UpdateRangedHitChances();
4562 break;
4563 case CR_HIT_SPELL:
4564 UpdateSpellHitChances();
4565 break;
4566 case CR_CRIT_MELEE:
4567 if(affectStats)
4569 UpdateCritPercentage(BASE_ATTACK);
4570 UpdateCritPercentage(OFF_ATTACK);
4572 break;
4573 case CR_CRIT_RANGED:
4574 if(affectStats)
4575 UpdateCritPercentage(RANGED_ATTACK);
4576 break;
4577 case CR_CRIT_SPELL:
4578 if(affectStats)
4579 UpdateAllSpellCritChances();
4580 break;
4581 case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
4582 case CR_HIT_TAKEN_RANGED:
4583 break;
4584 case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
4585 break;
4586 case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4587 case CR_CRIT_TAKEN_RANGED:
4588 break;
4589 case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4590 break;
4591 case CR_HASTE_MELEE:
4592 RatingChange = value / RatingCoeffecient;
4593 ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
4594 ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
4595 break;
4596 case CR_HASTE_RANGED:
4597 RatingChange = value / RatingCoeffecient;
4598 ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
4599 break;
4600 case CR_HASTE_SPELL:
4601 RatingChange = value / RatingCoeffecient;
4602 ApplyCastTimePercentMod(RatingChange,apply);
4603 break;
4604 case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
4605 case CR_WEAPON_SKILL_OFFHAND:
4606 case CR_WEAPON_SKILL_RANGED:
4607 break;
4608 case CR_EXPERTISE:
4609 if(affectStats)
4611 UpdateExpertise(BASE_ATTACK);
4612 UpdateExpertise(OFF_ATTACK);
4614 break;
4618 void Player::SetRegularAttackTime()
4620 for(int i = 0; i < MAX_ATTACK; ++i)
4622 Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
4623 if(tmpitem && !tmpitem->IsBroken())
4625 ItemPrototype const *proto = tmpitem->GetProto();
4626 if(proto->Delay)
4627 SetAttackTime(WeaponAttackType(i), proto->Delay);
4628 else
4629 SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
4634 //skill+step, checking for max value
4635 bool Player::UpdateSkill(uint32 skill_id, uint32 step)
4637 if(!skill_id)
4638 return false;
4640 uint16 i=0;
4641 for (; i < PLAYER_MAX_SKILLS; i++)
4642 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
4643 break;
4645 if(i>=PLAYER_MAX_SKILLS)
4646 return false;
4648 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4649 uint32 value = SKILL_VALUE(data);
4650 uint32 max = SKILL_MAX(data);
4652 if ((!max) || (!value) || (value >= max))
4653 return false;
4655 if (value*512 < max*urand(0,512))
4657 uint32 new_value = value+step;
4658 if(new_value > max)
4659 new_value = max;
4661 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
4662 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
4663 return true;
4666 return false;
4669 inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
4671 if ( SkillValue >= GrayLevel )
4672 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
4673 if ( SkillValue >= GreenLevel )
4674 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
4675 if ( SkillValue >= YellowLevel )
4676 return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
4677 return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
4680 bool Player::UpdateCraftSkill(uint32 spellid)
4682 sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
4684 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellid);
4685 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellid);
4687 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4689 if(_spell_idx->second->skillId)
4691 uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
4693 // Alchemy Discoveries here
4694 SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
4695 if(spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
4697 if(uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
4698 learnSpell(discoveredSpell);
4701 uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
4703 return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
4704 _spell_idx->second->max_value,
4705 (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
4706 _spell_idx->second->min_value),
4707 craft_skill_gain);
4710 return false;
4713 bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
4715 sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
4717 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4719 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4720 switch (SkillId)
4722 case SKILL_HERBALISM:
4723 case SKILL_LOCKPICKING:
4724 case SKILL_JEWELCRAFTING:
4725 case SKILL_INSCRIPTION:
4726 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4727 case SKILL_SKINNING:
4728 if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0)
4729 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4730 else
4731 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
4732 case SKILL_MINING:
4733 if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0)
4734 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4735 else
4736 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
4738 return false;
4741 bool Player::UpdateFishingSkill()
4743 sLog.outDebug("UpdateFishingSkill");
4745 uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
4747 int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
4749 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4751 return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
4754 bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
4756 sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
4757 if ( !SkillId )
4758 return false;
4760 if(Chance <= 0) // speedup in 0 chance case
4762 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4763 return false;
4766 uint16 i=0;
4767 for (; i < PLAYER_MAX_SKILLS; i++)
4768 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
4769 if ( i >= PLAYER_MAX_SKILLS )
4770 return false;
4772 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4773 uint16 SkillValue = SKILL_VALUE(data);
4774 uint16 MaxValue = SKILL_MAX(data);
4776 if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
4777 return false;
4779 int32 Roll = irand(1,1000);
4781 if ( Roll <= Chance )
4783 uint32 new_value = SkillValue+step;
4784 if(new_value > MaxValue)
4785 new_value = MaxValue;
4787 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
4788 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
4789 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
4790 return true;
4793 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4794 return false;
4797 void Player::UpdateWeaponSkill (WeaponAttackType attType)
4799 // no skill gain in pvp
4800 Unit *pVictim = getVictim();
4801 if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
4802 return;
4804 if(IsInFeralForm())
4805 return; // always maximized SKILL_FERAL_COMBAT in fact
4807 if(m_form == FORM_TREE)
4808 return; // use weapon but not skill up
4810 uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
4812 switch(attType)
4814 case BASE_ATTACK:
4816 Item *tmpitem = GetWeaponForAttack(attType,true);
4818 if (!tmpitem)
4819 UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
4820 else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
4821 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
4822 break;
4824 case OFF_ATTACK:
4825 case RANGED_ATTACK:
4827 Item *tmpitem = GetWeaponForAttack(attType,true);
4828 if (tmpitem)
4829 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
4830 break;
4833 UpdateAllCritPercentages();
4836 void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence)
4838 uint32 plevel = getLevel(); // if defense than pVictim == attacker
4839 uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel);
4840 uint32 moblevel = pVictim->getLevelForTarget(this);
4841 if(moblevel < greylevel)
4842 return;
4844 if (moblevel > plevel + 5)
4845 moblevel = plevel + 5;
4847 uint32 lvldif = moblevel - greylevel;
4848 if(lvldif < 3)
4849 lvldif = 3;
4851 uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
4852 if(skilldif <= 0)
4853 return;
4855 float chance = float(3 * lvldif * skilldif) / plevel;
4856 if(!defence)
4858 if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
4859 chance *= 0.1f * GetStat(STAT_INTELLECT);
4862 chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
4864 if(roll_chance_f(chance))
4866 if(defence)
4867 UpdateDefense();
4868 else
4869 UpdateWeaponSkill(attType);
4871 else
4872 return;
4875 void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
4877 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4878 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid)
4880 uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
4881 int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
4882 int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
4884 if(talent) // permanent bonus stored in high part
4885 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
4886 else // temporary/item bonus stored in low part
4887 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
4888 return;
4892 void Player::UpdateSkillsForLevel()
4894 uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
4895 uint32 maxSkill = GetMaxSkillValueForLevel();
4897 bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
4899 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4900 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4902 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
4904 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
4905 if(!pSkill)
4906 continue;
4908 if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
4909 continue;
4911 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4912 uint32 max = SKILL_MAX(data);
4913 uint32 val = SKILL_VALUE(data);
4915 /// update only level dependent max skill values
4916 if(max!=1)
4918 /// miximize skill always
4919 if(alwaysMaxSkill)
4920 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(maxSkill,maxSkill));
4921 /// update max skill value if current max skill not maximized
4922 else if(max != maxconfskill)
4923 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,maxSkill));
4928 void Player::UpdateSkillsToMaxSkillsForLevel()
4930 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
4931 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
4933 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
4934 if( IsProfessionOrRidingSkill(pskill))
4935 continue;
4936 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4938 uint32 max = SKILL_MAX(data);
4940 if(max > 1)
4941 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
4943 if(pskill == SKILL_DEFENSE)
4944 UpdateDefenseBonusesMod();
4948 // This functions sets a skill line value (and adds if doesn't exist yet)
4949 // To "remove" a skill line, set it's values to zero
4950 void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
4952 if(!id)
4953 return;
4955 uint16 i=0;
4956 for (; i < PLAYER_MAX_SKILLS; i++)
4957 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break;
4959 if(i<PLAYER_MAX_SKILLS) //has skill
4961 if(currVal)
4963 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
4964 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
4966 else //remove
4968 // clear skill fields
4969 SetUInt32Value(PLAYER_SKILL_INDEX(i),0);
4970 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0);
4971 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
4973 // remove spells that depend on this skill when removing the skill
4974 for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
4976 ++next;
4977 if(itr->second->state == PLAYERSPELL_REMOVED)
4978 continue;
4980 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(itr->first);
4981 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(itr->first);
4983 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4985 if (_spell_idx->second->skillId == id)
4987 // this may remove more than one spell (dependents)
4988 removeSpell(itr->first);
4989 next = m_spells.begin();
4990 break;
4996 else if(currVal) //add
4998 for (i=0; i < PLAYER_MAX_SKILLS; i++)
4999 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5001 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
5002 if(!pSkill)
5004 sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
5005 return;
5007 // enable unlearn button for primary professions only
5008 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
5009 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
5010 else
5011 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
5012 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5013 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
5015 // apply skill bonuses
5016 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5018 // temporary bonuses
5019 AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
5020 for(AuraList::const_iterator i = mModSkill.begin(); i != mModSkill.end(); ++i)
5021 if ((*i)->GetModifier()->m_miscvalue == int32(id))
5022 (*i)->ApplyModifier(true);
5024 // permanent bonuses
5025 AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
5026 for(AuraList::const_iterator i = mModSkillTalent.begin(); i != mModSkillTalent.end(); ++i)
5027 if ((*i)->GetModifier()->m_miscvalue == int32(id))
5028 (*i)->ApplyModifier(true);
5030 // Learn all spells for skill
5031 learnSkillRewardedSpells(id);
5032 return;
5037 bool Player::HasSkill(uint32 skill) const
5039 if(!skill)return false;
5040 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5042 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5044 return true;
5047 return false;
5050 uint16 Player::GetSkillValue(uint32 skill) const
5052 if(!skill)
5053 return 0;
5055 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5057 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5059 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5061 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5062 result += SKILL_TEMP_BONUS(bonus);
5063 result += SKILL_PERM_BONUS(bonus);
5064 return result < 0 ? 0 : result;
5067 return 0;
5070 uint16 Player::GetMaxSkillValue(uint32 skill) const
5072 if(!skill)return 0;
5073 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5075 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5077 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5079 int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5080 result += SKILL_TEMP_BONUS(bonus);
5081 result += SKILL_PERM_BONUS(bonus);
5082 return result < 0 ? 0 : result;
5085 return 0;
5088 uint16 Player::GetPureMaxSkillValue(uint32 skill) const
5090 if(!skill)return 0;
5091 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5093 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5095 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5098 return 0;
5101 uint16 Player::GetBaseSkillValue(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 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5109 result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5110 return result < 0 ? 0 : result;
5113 return 0;
5116 uint16 Player::GetPureSkillValue(uint32 skill) const
5118 if(!skill)return 0;
5119 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5121 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5123 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5126 return 0;
5129 int16 Player::GetSkillTempBonusValue(uint32 skill) const
5131 if(!skill)
5132 return 0;
5134 for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
5136 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5138 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5142 return 0;
5145 void Player::SendInitialActionButtons()
5147 sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5149 WorldPacket data(SMSG_ACTION_BUTTONS, (MAX_ACTION_BUTTONS*4));
5150 for(int button = 0; button < MAX_ACTION_BUTTONS; ++button)
5152 ActionButtonList::const_iterator itr = m_actionButtons.find(button);
5153 if(itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
5155 data << uint16(itr->second.action);
5156 data << uint8(itr->second.misc);
5157 data << uint8(itr->second.type);
5159 else
5161 data << uint32(0);
5165 GetSession()->SendPacket( &data );
5166 sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5169 void Player::addActionButton(const uint8 button, const uint16 action, const uint8 type, const uint8 misc)
5171 if(button >= MAX_ACTION_BUTTONS)
5173 sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() );
5174 return;
5177 // check cheating with adding non-known spells to action bar
5178 if(type==ACTION_BUTTON_SPELL)
5180 if(!sSpellStore.LookupEntry(action))
5182 sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
5183 return;
5186 if(!HasSpell(action))
5188 sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
5189 return;
5193 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5195 if (buttonItr==m_actionButtons.end())
5196 { // just add new button
5197 m_actionButtons[button] = ActionButton(action,type,misc);
5199 else
5200 { // change state of current button
5201 ActionButtonUpdateState uState = buttonItr->second.uState;
5202 buttonItr->second = ActionButton(action,type,misc);
5203 if (uState != ACTIONBUTTON_NEW) buttonItr->second.uState = ACTIONBUTTON_CHANGED;
5206 sLog.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action, button );
5209 void Player::removeActionButton(uint8 button)
5211 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5212 if (buttonItr==m_actionButtons.end())
5213 return;
5215 if(buttonItr->second.uState==ACTIONBUTTON_NEW)
5216 m_actionButtons.erase(buttonItr); // new and not saved
5217 else
5218 buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
5220 sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() );
5223 void Player::SetDontMove(bool dontMove)
5225 m_dontMove = dontMove;
5228 bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
5230 // prevent crash when a bad coord is sent by the client
5231 if(!MaNGOS::IsValidMapCoord(x,y,z,orientation))
5233 sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
5234 return false;
5237 Map *m = GetMap();
5239 const float old_x = GetPositionX();
5240 const float old_y = GetPositionY();
5241 const float old_z = GetPositionZ();
5242 const float old_r = GetOrientation();
5244 if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation )
5246 if (teleport || old_x != x || old_y != y || old_z != z)
5247 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
5248 else
5249 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
5251 // move and update visible state if need
5252 m->PlayerRelocation(this, x, y, z, orientation);
5254 // reread after Map::Relocation
5255 m = GetMap();
5256 x = GetPositionX();
5257 y = GetPositionY();
5258 z = GetPositionZ();
5260 // group update
5261 if(GetGroup() && (old_x != x || old_y != y))
5262 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
5265 // code block for underwater state update
5266 UpdateUnderwaterState(m, x, y, z);
5268 CheckExploreSystem();
5270 return true;
5273 void Player::SaveRecallPosition()
5275 m_recallMap = GetMapId();
5276 m_recallX = GetPositionX();
5277 m_recallY = GetPositionY();
5278 m_recallZ = GetPositionZ();
5279 m_recallO = GetOrientation();
5282 void Player::SendMessageToSet(WorldPacket *data, bool self)
5284 GetMap()->MessageBroadcast(this, data, self);
5287 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
5289 GetMap()->MessageDistBroadcast(this, data, dist, self);
5292 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
5294 GetMap()->MessageDistBroadcast(this, data, dist, self,own_team_only);
5297 void Player::SendDirectMessage(WorldPacket *data)
5299 GetSession()->SendPacket(data);
5302 void Player::CheckExploreSystem()
5304 if (!isAlive())
5305 return;
5307 if (isInFlight())
5308 return;
5310 uint16 areaFlag=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5311 if(areaFlag==0xffff)
5312 return;
5313 int offset = areaFlag / 32;
5315 if(offset >= 128)
5317 sLog.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 64 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset);
5318 return;
5321 uint32 val = (uint32)(1 << (areaFlag % 32));
5322 uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
5324 if( !(currFields & val) )
5326 SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
5328 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
5330 AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
5331 if(!p)
5333 sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5335 else if(p->area_level > 0)
5337 uint32 area = p->ID;
5338 if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
5340 SendExplorationExperience(area,0);
5342 else
5344 int32 diff = int32(getLevel()) - p->area_level;
5345 uint32 XP = 0;
5346 if (diff < -5)
5348 XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
5350 else if (diff > 5)
5352 int32 exploration_percent = (100-((diff-5)*5));
5353 if (exploration_percent > 100)
5354 exploration_percent = 100;
5355 else if (exploration_percent < 0)
5356 exploration_percent = 0;
5358 XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
5360 else
5362 XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
5365 GiveXP( XP, NULL );
5366 SendExplorationExperience(area,XP);
5368 sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
5373 uint32 Player::TeamForRace(uint8 race)
5375 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5376 if(!rEntry)
5378 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5379 return ALLIANCE;
5382 switch(rEntry->TeamID)
5384 case 7: return ALLIANCE;
5385 case 1: return HORDE;
5388 sLog.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
5389 return ALLIANCE;
5392 uint32 Player::getFactionForRace(uint8 race)
5394 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5395 if(!rEntry)
5397 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5398 return 0;
5401 return rEntry->FactionID;
5404 void Player::setFactionForRace(uint8 race)
5406 m_team = TeamForRace(race);
5407 setFaction( getFactionForRace(race) );
5410 void Player::UpdateReputation() const
5412 sLog.outDetail( "WORLD: Player::UpdateReputation" );
5414 for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
5416 SendFactionState(&(itr->second));
5420 void Player::SendFactionState(FactionState const* faction) const
5422 if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
5424 WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
5425 data << (float) 0; // unk 2.4.0
5426 data << (uint8) 0; // wotlk 8634
5427 data << (uint32) 1; // count
5428 // for
5429 data << (uint32) faction->ReputationListID;
5430 data << (uint32) faction->Standing;
5431 // end for
5432 GetSession()->SendPacket(&data);
5436 void Player::SendInitialReputations()
5438 WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
5439 data << uint32 (0x00000080);
5441 RepListID a = 0;
5443 for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
5445 // fill in absent fields
5446 for (; a != itr->first; a++)
5448 data << uint8 (0x00);
5449 data << uint32 (0x00000000);
5452 // fill in encountered data
5453 data << uint8 (itr->second.Flags);
5454 data << uint32 (itr->second.Standing);
5456 ++a;
5459 // fill in absent fields
5460 for (; a != 128; a++)
5462 data << uint8 (0x00);
5463 data << uint32 (0x00000000);
5466 GetSession()->SendPacket(&data);
5469 FactionState const* Player::GetFactionState( FactionEntry const* factionEntry) const
5471 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5472 if (itr != m_factions.end())
5473 return &itr->second;
5475 return NULL;
5478 void Player::SetFactionAtWar(FactionState* faction, bool atWar)
5480 // not allow declare war to own faction
5481 if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) )
5482 return;
5484 // already set
5485 if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
5486 return;
5488 if( atWar )
5489 faction->Flags |= FACTION_FLAG_AT_WAR;
5490 else
5491 faction->Flags &= ~FACTION_FLAG_AT_WAR;
5493 faction->Changed = true;
5496 void Player::SetFactionInactive(FactionState* faction, bool inactive)
5498 // always invisible or hidden faction can't be inactive
5499 if(inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE) ) )
5500 return;
5502 // already set
5503 if(((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
5504 return;
5506 if(inactive)
5507 faction->Flags |= FACTION_FLAG_INACTIVE;
5508 else
5509 faction->Flags &= ~FACTION_FLAG_INACTIVE;
5511 faction->Changed = true;
5514 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId)
5516 FactionTemplateEntry const*factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5518 if(!factionTemplateEntry)
5519 return;
5521 SetFactionVisibleForFactionId(factionTemplateEntry->faction);
5524 void Player::SetFactionVisibleForFactionId(uint32 FactionId)
5526 FactionEntry const *factionEntry = sFactionStore.LookupEntry(FactionId);
5527 if(!factionEntry)
5528 return;
5530 if(factionEntry->reputationListID < 0)
5531 return;
5533 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5534 if (itr == m_factions.end())
5535 return;
5537 SetFactionVisible(&itr->second);
5540 void Player::SetFactionVisible(FactionState* faction)
5542 // always invisible or hidden faction can't be make visible
5543 if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
5544 return;
5546 // already set
5547 if(faction->Flags & FACTION_FLAG_VISIBLE)
5548 return;
5550 faction->Flags |= FACTION_FLAG_VISIBLE;
5551 faction->Changed = true;
5553 if(!m_session->PlayerLoading())
5555 // make faction visible in reputation list at client
5556 WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4);
5557 data << faction->ReputationListID;
5558 GetSession()->SendPacket(&data);
5562 void Player::SetInitialFactions()
5564 for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
5566 FactionEntry const *factionEntry = sFactionStore.LookupEntry(i);
5568 if( factionEntry && (factionEntry->reputationListID >= 0))
5570 FactionState newFaction;
5571 newFaction.ID = factionEntry->ID;
5572 newFaction.ReputationListID = factionEntry->reputationListID;
5573 newFaction.Standing = 0;
5574 newFaction.Flags = GetDefaultReputationFlags(factionEntry);
5575 newFaction.Changed = true;
5577 m_factions[newFaction.ReputationListID] = newFaction;
5582 uint32 Player::GetDefaultReputationFlags(const FactionEntry *factionEntry) const
5584 if (!factionEntry)
5585 return 0;
5587 uint32 raceMask = getRaceMask();
5588 uint32 classMask = getClassMask();
5589 for (int i=0; i < 4; i++)
5591 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5592 (factionEntry->BaseRepClassMask[i]==0 ||
5593 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5594 return factionEntry->ReputationFlags[i];
5596 return 0;
5599 int32 Player::GetBaseReputation(const FactionEntry *factionEntry) const
5601 if (!factionEntry)
5602 return 0;
5604 uint32 raceMask = getRaceMask();
5605 uint32 classMask = getClassMask();
5606 for (int i=0; i < 4; i++)
5608 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5609 (factionEntry->BaseRepClassMask[i]==0 ||
5610 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5611 return factionEntry->BaseRepValue[i];
5614 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5615 return 0;
5618 int32 Player::GetReputation(uint32 faction_id) const
5620 FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id);
5622 if (!factionEntry)
5624 sLog.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id);
5625 return 0;
5628 return GetReputation(factionEntry);
5631 int32 Player::GetReputation(const FactionEntry *factionEntry) const
5633 // Faction without recorded reputation. Just ignore.
5634 if(!factionEntry)
5635 return 0;
5637 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5638 if (itr != m_factions.end())
5639 return GetBaseReputation(factionEntry) + itr->second.Standing;
5641 return 0;
5644 ReputationRank Player::GetReputationRank(uint32 faction) const
5646 FactionEntry const*factionEntry = sFactionStore.LookupEntry(faction);
5647 if(!factionEntry)
5648 return MIN_REPUTATION_RANK;
5650 return GetReputationRank(factionEntry);
5653 ReputationRank Player::ReputationToRank(int32 standing) const
5655 int32 Limit = Reputation_Cap + 1;
5656 for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i)
5658 Limit -= ReputationRank_Length[i];
5659 if (standing >= Limit )
5660 return ReputationRank(i);
5662 return MIN_REPUTATION_RANK;
5665 ReputationRank Player::GetReputationRank(const FactionEntry *factionEntry) const
5667 int32 Reputation = GetReputation(factionEntry);
5668 return ReputationToRank(Reputation);
5671 ReputationRank Player::GetBaseReputationRank(const FactionEntry *factionEntry) const
5673 int32 Reputation = GetBaseReputation(factionEntry);
5674 return ReputationToRank(Reputation);
5677 bool Player::ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation)
5679 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5681 if(!factionTemplateEntry)
5683 sLog.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5684 return false;
5687 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5689 // Faction without recorded reputation. Just ignore.
5690 if(!factionEntry)
5691 return false;
5693 return ModifyFactionReputation(factionEntry, DeltaReputation);
5696 bool Player::ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing)
5698 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5699 if (flist)
5701 bool res = false;
5702 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5704 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5705 if(factionEntryCalc)
5706 res = ModifyOneFactionReputation(factionEntryCalc, standing);
5708 return res;
5710 else
5711 return ModifyOneFactionReputation(factionEntry, standing);
5714 bool Player::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5716 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5717 if (itr != m_factions.end())
5719 int32 BaseRep = GetBaseReputation(factionEntry);
5720 int32 new_rep = BaseRep + itr->second.Standing + standing;
5722 if (new_rep > Reputation_Cap)
5723 new_rep = Reputation_Cap;
5724 else
5725 if (new_rep < Reputation_Bottom)
5726 new_rep = Reputation_Bottom;
5728 if(ReputationToRank(new_rep) <= REP_HOSTILE)
5729 SetFactionAtWar(&itr->second,true);
5731 itr->second.Standing = new_rep - BaseRep;
5732 itr->second.Changed = true;
5734 SetFactionVisible(&itr->second);
5736 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
5738 if(uint32 questid = GetQuestSlotQuestId(i))
5740 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
5741 if( qInfo && qInfo->GetRepObjectiveFaction() == factionEntry->ID )
5743 QuestStatusData& q_status = mQuestStatus[questid];
5744 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
5746 if(GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
5747 if ( CanCompleteQuest( questid ) )
5748 CompleteQuest( questid );
5750 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
5752 if(GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
5753 IncompleteQuest( questid );
5758 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION);
5759 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION);
5760 SendFactionState(&(itr->second));
5762 return true;
5764 return false;
5767 bool Player::SetFactionReputation(uint32 FactionTemplateId, int32 standing)
5769 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5771 if(!factionTemplateEntry)
5773 sLog.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5774 return false;
5777 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5779 // Faction without recorded reputation. Just ignore.
5780 if(!factionEntry)
5781 return false;
5783 return SetFactionReputation(factionEntry, standing);
5786 bool Player::SetFactionReputation(FactionEntry const* factionEntry, int32 standing)
5788 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5789 if (flist)
5791 bool res = false;
5792 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5794 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5795 if(factionEntryCalc)
5796 res = SetOneFactionReputation(factionEntryCalc, standing);
5798 return res;
5800 else
5801 return SetOneFactionReputation(factionEntry, standing);
5804 bool Player::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5806 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5807 if (itr != m_factions.end())
5809 if (standing > Reputation_Cap)
5810 standing = Reputation_Cap;
5811 else
5812 if (standing < Reputation_Bottom)
5813 standing = Reputation_Bottom;
5815 int32 BaseRep = GetBaseReputation(factionEntry);
5816 itr->second.Standing = standing - BaseRep;
5817 itr->second.Changed = true;
5819 SetFactionVisible(&itr->second);
5821 if(ReputationToRank(standing) <= REP_HOSTILE)
5822 SetFactionAtWar(&itr->second,true);
5824 SendFactionState(&(itr->second));
5825 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION);
5826 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION);
5827 return true;
5829 return false;
5832 //Calculate total reputation percent player gain with quest/creature level
5833 int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest)
5835 // for grey creature kill received 20%, in other case 100.
5836 int32 percent = (!for_quest && (creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5838 int32 repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
5840 percent += rep > 0 ? repMod : -repMod;
5842 if(percent <=0)
5843 return 0;
5845 return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*rep*percent/100);
5848 //Calculates how many reputation points player gains in victim's enemy factions
5849 void Player::RewardReputation(Unit *pVictim, float rate)
5851 if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
5852 return;
5854 ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
5856 if(!Rep)
5857 return;
5859 if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
5861 int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false);
5862 donerep1 = int32(donerep1*rate);
5863 FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
5864 uint32 current_reputation_rank1 = GetReputationRank(factionEntry1);
5865 if(factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
5866 ModifyFactionReputation(factionEntry1, donerep1);
5868 // Wiki: Team factions value divided by 2
5869 if(Rep->is_teamaward1)
5871 FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
5872 if(team1_factionEntry)
5873 ModifyFactionReputation(team1_factionEntry, donerep1 / 2);
5877 if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
5879 int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false);
5880 donerep2 = int32(donerep2*rate);
5881 FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
5882 uint32 current_reputation_rank2 = GetReputationRank(factionEntry2);
5883 if(factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
5884 ModifyFactionReputation(factionEntry2, donerep2);
5886 // Wiki: Team factions value divided by 2
5887 if(Rep->is_teamaward2)
5889 FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
5890 if(team2_factionEntry)
5891 ModifyFactionReputation(team2_factionEntry, donerep2 / 2);
5896 //Calculate how many reputation points player gain with the quest
5897 void Player::RewardReputation(Quest const *pQuest)
5899 // quest reputation reward/loss
5900 for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
5902 if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] )
5904 int32 rep = CalculateReputationGain(pQuest->GetQuestLevel(),pQuest->RewRepValue[i],true);
5905 FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
5906 if(factionEntry)
5907 ModifyFactionReputation(factionEntry, rep);
5911 // TODO: implement reputation spillover
5914 void Player::UpdateArenaFields(void)
5916 /* arena calcs go here */
5919 void Player::UpdateHonorFields()
5921 /// called when rewarding honor and at each save
5922 uint64 now = time(NULL);
5923 uint64 today = uint64(time(NULL) / DAY) * DAY;
5925 if(m_lastHonorUpdateTime < today)
5927 uint64 yesterday = today - DAY;
5929 uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
5931 // update yesterday's contribution
5932 if(m_lastHonorUpdateTime >= yesterday )
5934 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
5936 // this is the first update today, reset today's contribution
5937 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
5938 SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
5940 else
5942 // no honor/kills yesterday or today, reset
5943 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
5944 SetUInt32Value(PLAYER_FIELD_KILLS, 0);
5948 m_lastHonorUpdateTime = now;
5951 ///Calculate the amount of honor gained based on the victim
5952 ///and the size of the group for which the honor is divided
5953 ///An exact honor value can also be given (overriding the calcs)
5954 bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor)
5956 // do not reward honor in arenas, but enable onkill spellproc
5957 if(InArena())
5959 if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
5960 return false;
5962 if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
5963 return false;
5965 return true;
5968 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5969 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
5970 return false;
5972 uint64 victim_guid = 0;
5973 uint32 victim_rank = 0;
5975 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5976 UpdateHonorFields();
5978 if(honor <= 0)
5980 if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
5981 return false;
5983 victim_guid = uVictim->GetGUID();
5985 if( uVictim->GetTypeId() == TYPEID_PLAYER )
5987 Player *pVictim = (Player *)uVictim;
5989 if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
5990 return false;
5992 float f = 1; //need for total kills (?? need more info)
5993 uint32 k_grey = 0;
5994 uint32 k_level = getLevel();
5995 uint32 v_level = pVictim->getLevel();
5998 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5999 // [0] Just name
6000 // [1..14] Alliance honor titles and player name
6001 // [15..28] Horde honor titles and player name
6002 // [29..38] Other title and player name
6003 // [39+] Nothing
6004 uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
6005 // Get Killer titles, CharTitlesEntry::bit_index
6006 // Ranks:
6007 // title[1..14] -> rank[5..18]
6008 // title[15..28] -> rank[5..18]
6009 // title[other] -> 0
6010 if (victim_title == 0)
6011 victim_guid = 0; // Don't show HK: <rank> message, only log.
6012 else if (victim_title < 15)
6013 victim_rank = victim_title + 4;
6014 else if (victim_title < 29)
6015 victim_rank = victim_title - 14 + 4;
6016 else
6017 victim_guid = 0; // Don't show HK: <rank> message, only log.
6020 k_grey = MaNGOS::XP::GetGrayLevel(k_level);
6022 if(v_level<=k_grey)
6023 return false;
6025 float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
6027 int32 v_rank =1; //need more info
6029 honor = ((f * diff_level * (190 + v_rank*10))/6);
6030 honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
6032 // count the number of playerkills in one day
6033 ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
6034 // and those in a lifetime
6035 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true);
6037 else
6039 Creature *cVictim = (Creature *)uVictim;
6041 if (!cVictim->isRacialLeader())
6042 return false;
6044 honor = 100; // ??? need more info
6045 victim_rank = 19; // HK: Leader
6049 if (uVictim != NULL)
6051 honor *= sWorld.getRate(RATE_HONOR);
6053 if(groupsize > 1)
6054 honor /= groupsize;
6056 honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6059 // honor - for show honor points in log
6060 // victim_guid - for show victim name in log
6061 // victim_rank [1..4] HK: <dishonored rank>
6062 // victim_rank [5..19] HK: <alliance\horde rank>
6063 // victim_rank [0,20+] HK: <>
6064 WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
6065 data << (uint32) honor;
6066 data << (uint64) victim_guid;
6067 data << (uint32) victim_rank;
6069 GetSession()->SendPacket(&data);
6071 // add honor points
6072 ModifyHonorPoints(int32(honor));
6074 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
6075 return true;
6078 void Player::ModifyHonorPoints( int32 value )
6080 if(value < 0)
6082 if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
6083 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
6084 else
6085 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
6087 else
6088 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
6091 void Player::ModifyArenaPoints( int32 value )
6093 if(value < 0)
6095 if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
6096 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
6097 else
6098 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
6100 else
6101 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
6104 uint32 Player::GetGuildIdFromDB(uint64 guid)
6106 QueryResult* result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
6107 if(!result)
6108 return 0;
6110 uint32 id = result->Fetch()[0].GetUInt32();
6111 delete result;
6112 return id;
6115 uint32 Player::GetRankFromDB(uint64 guid)
6117 QueryResult *result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) );
6118 if( result )
6120 uint32 v = result->Fetch()[0].GetUInt32();
6121 delete result;
6122 return v;
6124 else
6125 return 0;
6128 uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
6130 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);
6131 if(!result)
6132 return 0;
6134 uint32 id = (*result)[0].GetUInt32();
6135 delete result;
6136 return id;
6139 uint32 Player::GetZoneIdFromDB(uint64 guid)
6141 uint32 guidLow = GUID_LOPART(guid);
6142 QueryResult *result = CharacterDatabase.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow );
6143 if (!result)
6144 return 0;
6145 Field* fields = result->Fetch();
6146 uint32 zone = fields[0].GetUInt32();
6147 delete result;
6149 if (!zone)
6151 // stored zone is zero, use generic and slow zone detection
6152 result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow);
6153 if( !result )
6154 return 0;
6155 fields = result->Fetch();
6156 uint32 map = fields[0].GetUInt32();
6157 float posx = fields[1].GetFloat();
6158 float posy = fields[2].GetFloat();
6159 float posz = fields[3].GetFloat();
6160 delete result;
6162 zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
6164 CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
6167 return zone;
6170 void Player::UpdateArea(uint32 newArea)
6172 // FFA_PVP flags are area and not zone id dependent
6173 // so apply them accordingly
6174 m_areaUpdateId = newArea;
6176 AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
6178 if(area && (area->flags & AREA_FLAG_ARENA))
6180 if(!isGameMaster())
6181 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6183 else
6185 // remove ffa flag only if not ffapvp realm
6186 // removal in sanctuaries and capitals is handled in zone update
6187 if(HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP) && !sWorld.IsFFAPvPRealm())
6188 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6191 UpdateAreaDependentAuras(newArea);
6194 void Player::UpdateZone(uint32 newZone)
6196 m_zoneUpdateId = newZone;
6197 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
6199 // zone changed, so area changed as well, update it
6200 UpdateArea(GetAreaId());
6202 AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
6203 if(!zone)
6204 return;
6206 if (sWorld.getConfig(CONFIG_WEATHER))
6208 Weather *wth = sWorld.FindWeather(zone->ID);
6209 if(wth)
6211 wth->SendWeatherUpdateToPlayer(this);
6213 else
6215 if(!sWorld.AddWeather(zone->ID))
6217 // send fine weather packet to remove old zone's weather
6218 Weather::SendFineWeatherUpdateToPlayer(this);
6223 pvpInfo.inHostileArea =
6224 GetTeam() == ALLIANCE && zone->team == AREATEAM_HORDE ||
6225 GetTeam() == HORDE && zone->team == AREATEAM_ALLY ||
6226 sWorld.IsPvPRealm() && zone->team == AREATEAM_NONE ||
6227 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6229 if(pvpInfo.inHostileArea) // in hostile area
6231 if(!IsPvP() || pvpInfo.endTimer != 0)
6232 UpdatePvP(true, true);
6234 else // in friendly area
6236 if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
6237 pvpInfo.endTimer = time(0); // start toggle-off
6240 if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary
6242 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6243 if(sWorld.IsFFAPvPRealm())
6244 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6246 else
6248 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6251 if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
6253 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6254 SetRestType(REST_TYPE_IN_CITY);
6255 InnEnter(time(0),GetMapId(),0,0,0);
6257 if(sWorld.IsFFAPvPRealm())
6258 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6260 else // anywhere else
6262 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6264 if(GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
6266 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6268 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6269 SetRestType(REST_TYPE_NO);
6271 if(sWorld.IsFFAPvPRealm())
6272 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6275 else // not in tavern (leave city then)
6277 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6278 SetRestType(REST_TYPE_NO);
6280 // Set player to FFA PVP when not in rested environment.
6281 if(sWorld.IsFFAPvPRealm())
6282 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6287 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6288 // if player resurrected at teleport this will be applied in resurrect code
6289 if(isAlive())
6290 DestroyZoneLimitedItem( true, newZone );
6292 // recent client version not send leave/join channel packets for built-in local channels
6293 UpdateLocalChannels( newZone );
6295 // group update
6296 if(GetGroup())
6297 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
6299 UpdateZoneDependentAuras(newZone);
6302 //If players are too far way of duel flag... then player loose the duel
6303 void Player::CheckDuelDistance(time_t currTime)
6305 if(!duel)
6306 return;
6308 uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
6309 GameObject* obj = ObjectAccessor::GetGameObject(*this, duelFlagGUID);
6310 if(!obj)
6311 return;
6313 if(duel->outOfBound == 0)
6315 if(!IsWithinDistInMap(obj, 50))
6317 duel->outOfBound = currTime;
6319 WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
6320 GetSession()->SendPacket(&data);
6323 else
6325 if(IsWithinDistInMap(obj, 40))
6327 duel->outOfBound = 0;
6329 WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
6330 GetSession()->SendPacket(&data);
6332 else if(currTime >= (duel->outOfBound+10))
6334 DuelComplete(DUEL_FLED);
6339 void Player::DuelComplete(DuelCompleteType type)
6341 // duel not requested
6342 if(!duel)
6343 return;
6345 WorldPacket data(SMSG_DUEL_COMPLETE, (1));
6346 data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
6347 GetSession()->SendPacket(&data);
6348 duel->opponent->GetSession()->SendPacket(&data);
6350 if(type != DUEL_INTERUPTED)
6352 data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
6353 data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled
6354 data << duel->opponent->GetName();
6355 data << GetName();
6356 SendMessageToSet(&data,true);
6359 // cool-down duel spell
6360 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6362 data<<GetGUID();
6363 data<<uint8(0x0);
6365 data<<(uint32)7266;
6366 data<<uint32(0x0);
6367 GetSession()->SendPacket(&data);
6368 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6369 data<<duel->opponent->GetGUID();
6370 data<<uint8(0x0);
6371 data<<(uint32)7266;
6372 data<<uint32(0x0);
6373 duel->opponent->GetSession()->SendPacket(&data);*/
6375 //Remove Duel Flag object
6376 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
6377 if(obj)
6378 duel->initiator->RemoveGameObject(obj,true);
6380 /* remove auras */
6381 std::vector<uint32> auras2remove;
6382 AuraMap const& vAuras = duel->opponent->GetAuras();
6383 for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); ++i)
6385 if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6386 auras2remove.push_back(i->second->GetId());
6389 for(size_t i=0; i<auras2remove.size(); i++)
6390 duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
6392 auras2remove.clear();
6393 AuraMap const& auras = GetAuras();
6394 for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); ++i)
6396 if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6397 auras2remove.push_back(i->second->GetId());
6399 for(size_t i=0; i<auras2remove.size(); i++)
6400 RemoveAurasDueToSpell(auras2remove[i]);
6402 // cleanup combo points
6403 if(GetComboTarget()==duel->opponent->GetGUID())
6404 ClearComboPoints();
6405 else if(GetComboTarget()==duel->opponent->GetPetGUID())
6406 ClearComboPoints();
6408 if(duel->opponent->GetComboTarget()==GetGUID())
6409 duel->opponent->ClearComboPoints();
6410 else if(duel->opponent->GetComboTarget()==GetPetGUID())
6411 duel->opponent->ClearComboPoints();
6413 //cleanups
6414 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6415 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6416 duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6417 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6419 delete duel->opponent->duel;
6420 duel->opponent->duel = NULL;
6421 delete duel;
6422 duel = NULL;
6425 //---------------------------------------------------------//
6427 void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
6429 if(slot >= INVENTORY_SLOT_BAG_END || !item)
6430 return;
6432 // not apply/remove mods for broken item
6433 if(item->IsBroken())
6434 return;
6436 ItemPrototype const *proto = item->GetProto();
6438 if(!proto)
6439 return;
6441 sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
6443 uint32 attacktype = Player::GetAttackBySlot(slot);
6444 if(attacktype < MAX_ATTACK)
6445 _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
6447 _ApplyItemBonuses(proto,slot,apply);
6449 if( slot==EQUIPMENT_SLOT_RANGED )
6450 _ApplyAmmoBonuses();
6452 ApplyItemEquipSpell(item,apply);
6453 ApplyEnchantment(item, apply);
6455 if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6456 CorrectMetaGemEnchants(slot, apply);
6458 sLog.outDebug("_ApplyItemMods complete.");
6461 void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply)
6463 if(slot >= INVENTORY_SLOT_BAG_END || !proto)
6464 return;
6466 for (int i = 0; i < 10; i++)
6468 uint32 statType = 0;
6469 int32 val = 0;
6471 if(proto->ScalingStatDistribution)
6473 if(ScalingStatDistributionEntry const *ssd = sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution))
6475 statType = ssd->StatMod[i];
6477 if(uint32 modifier = ssd->Modifier[i])
6479 uint32 level = ((getLevel() > ssd->MaxLevel) ? ssd->MaxLevel : getLevel());
6480 if(ScalingStatValuesEntry const *ssv = sScalingStatValuesStore.LookupEntry(level))
6482 int multiplier = ssv->Multiplier[proto->GetScalingStatValuesColumn()];
6483 val = (multiplier * modifier) / 10000;
6488 else
6490 statType = proto->ItemStat[i].ItemStatType;
6491 val = float(proto->ItemStat[i].ItemStatValue);
6494 if(val == 0)
6495 continue;
6497 switch (statType)
6499 case ITEM_MOD_MANA:
6500 HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
6501 break;
6502 case ITEM_MOD_HEALTH: // modify HP
6503 HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
6504 break;
6505 case ITEM_MOD_AGILITY: // modify agility
6506 HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
6507 ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
6508 break;
6509 case ITEM_MOD_STRENGTH: //modify strength
6510 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
6511 ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
6512 break;
6513 case ITEM_MOD_INTELLECT: //modify intellect
6514 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
6515 ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
6516 break;
6517 case ITEM_MOD_SPIRIT: //modify spirit
6518 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
6519 ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
6520 break;
6521 case ITEM_MOD_STAMINA: //modify stamina
6522 HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
6523 ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
6524 break;
6525 case ITEM_MOD_DEFENSE_SKILL_RATING:
6526 ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
6527 break;
6528 case ITEM_MOD_DODGE_RATING:
6529 ApplyRatingMod(CR_DODGE, int32(val), apply);
6530 break;
6531 case ITEM_MOD_PARRY_RATING:
6532 ApplyRatingMod(CR_PARRY, int32(val), apply);
6533 break;
6534 case ITEM_MOD_BLOCK_RATING:
6535 ApplyRatingMod(CR_BLOCK, int32(val), apply);
6536 break;
6537 case ITEM_MOD_HIT_MELEE_RATING:
6538 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6539 break;
6540 case ITEM_MOD_HIT_RANGED_RATING:
6541 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6542 break;
6543 case ITEM_MOD_HIT_SPELL_RATING:
6544 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6545 break;
6546 case ITEM_MOD_CRIT_MELEE_RATING:
6547 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6548 break;
6549 case ITEM_MOD_CRIT_RANGED_RATING:
6550 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6551 break;
6552 case ITEM_MOD_CRIT_SPELL_RATING:
6553 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6554 break;
6555 case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
6556 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6557 break;
6558 case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
6559 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6560 break;
6561 case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
6562 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6563 break;
6564 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
6565 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6566 break;
6567 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
6568 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6569 break;
6570 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
6571 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6572 break;
6573 case ITEM_MOD_HASTE_MELEE_RATING:
6574 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6575 break;
6576 case ITEM_MOD_HASTE_RANGED_RATING:
6577 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6578 break;
6579 case ITEM_MOD_HASTE_SPELL_RATING:
6580 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6581 break;
6582 case ITEM_MOD_HIT_RATING:
6583 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6584 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6585 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6586 break;
6587 case ITEM_MOD_CRIT_RATING:
6588 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6589 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6590 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6591 break;
6592 case ITEM_MOD_HIT_TAKEN_RATING:
6593 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6594 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6595 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6596 break;
6597 case ITEM_MOD_CRIT_TAKEN_RATING:
6598 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6599 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6600 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6601 break;
6602 case ITEM_MOD_RESILIENCE_RATING:
6603 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6604 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6605 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6606 break;
6607 case ITEM_MOD_HASTE_RATING:
6608 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6609 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6610 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6611 break;
6612 case ITEM_MOD_EXPERTISE_RATING:
6613 ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
6614 break;
6615 case ITEM_MOD_ARMOR_PENETRATION_RATING:
6616 ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
6617 break;
6621 if (proto->Armor)
6622 HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->Armor), apply);
6624 if (proto->Block)
6625 HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
6627 if (proto->HolyRes)
6628 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
6630 if (proto->FireRes)
6631 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
6633 if (proto->NatureRes)
6634 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
6636 if (proto->FrostRes)
6637 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
6639 if (proto->ShadowRes)
6640 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
6642 if (proto->ArcaneRes)
6643 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
6645 WeaponAttackType attType = BASE_ATTACK;
6646 float damage = 0.0f;
6648 if( slot == EQUIPMENT_SLOT_RANGED && (
6649 proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
6650 proto->InventoryType == INVTYPE_RANGEDRIGHT ))
6652 attType = RANGED_ATTACK;
6654 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6656 attType = OFF_ATTACK;
6659 if (proto->Damage[0].DamageMin > 0 )
6661 damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE;
6662 SetBaseWeaponDamage(attType, MINDAMAGE, damage);
6663 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6666 if (proto->Damage[0].DamageMax > 0 )
6668 damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE;
6669 SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
6672 if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
6673 return;
6675 if (proto->Delay)
6677 if(slot == EQUIPMENT_SLOT_RANGED)
6678 SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6679 else if(slot==EQUIPMENT_SLOT_MAINHAND)
6680 SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6681 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6682 SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6685 if(CanModifyStats() && (damage || proto->Delay))
6686 UpdateDamagePhysical(attType);
6689 void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
6691 AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
6692 for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
6693 _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
6695 AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
6696 for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
6697 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6699 AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
6700 for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
6701 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6704 void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6706 // generic not weapon specific case processes in aura code
6707 if(aura->GetSpellProto()->EquippedItemClass == -1)
6708 return;
6710 BaseModGroup mod = BASEMOD_END;
6711 switch(attackType)
6713 case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
6714 case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
6715 case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
6716 default: return;
6719 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6721 HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
6725 void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6727 // ignore spell mods for not wands
6728 Modifier const* modifier = aura->GetModifier();
6729 if((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
6730 return;
6732 // generic not weapon specific case processes in aura code
6733 if(aura->GetSpellProto()->EquippedItemClass == -1)
6734 return;
6736 UnitMods unitMod = UNIT_MOD_END;
6737 switch(attackType)
6739 case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
6740 case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
6741 case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
6742 default: return;
6745 UnitModifierType unitModType = TOTAL_VALUE;
6746 switch(modifier->m_auraname)
6748 case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
6749 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
6750 default: return;
6753 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6755 HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
6759 void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
6761 if(!item)
6762 return;
6764 ItemPrototype const *proto = item->GetProto();
6765 if(!proto)
6766 return;
6768 for (int i = 0; i < 5; i++)
6770 _Spell const& spellData = proto->Spells[i];
6772 // no spell
6773 if(!spellData.SpellId )
6774 continue;
6776 // wrong triggering type
6777 if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
6778 continue;
6780 // check if it is valid spell
6781 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
6782 if(!spellproto)
6783 continue;
6785 ApplyEquipSpell(spellproto,item,apply,form_change);
6789 void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
6791 if(apply)
6793 // Cannot be used in this stance/form
6794 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)!=0)
6795 return;
6797 if(form_change) // check aura active state from other form
6799 bool found = false;
6800 for (int k=0; k < 3; ++k)
6802 spellEffectPair spair = spellEffectPair(spellInfo->Id, k);
6803 for (AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
6805 if(!item || iter->second->GetCastItemGUID() == item->GetGUID())
6807 found = true;
6808 break;
6811 if(found)
6812 break;
6815 if(found) // and skip re-cast already active aura at form change
6816 return;
6819 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
6821 CastSpell(this,spellInfo,true,item);
6823 else
6825 if(form_change) // check aura compatibility
6827 // Cannot be used in this stance/form
6828 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==0)
6829 return; // and remove only not compatible at form change
6832 if(item)
6833 RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped
6834 else
6835 RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
6839 void Player::UpdateEquipSpellsAtFormChange()
6841 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
6843 if(m_items[i] && !m_items[i]->IsBroken())
6845 ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
6846 ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
6850 // item set bonuses not dependent from item broken state
6851 for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
6853 ItemSetEffect* eff = ItemSetEff[setindex];
6854 if(!eff)
6855 continue;
6857 for(uint32 y=0;y<8; ++y)
6859 SpellEntry const* spellInfo = eff->spells[y];
6860 if(!spellInfo)
6861 continue;
6863 ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
6864 ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
6869 void Player::CastItemCombatSpell(Item *item,Unit* Target, WeaponAttackType attType)
6871 if(!item || item->IsBroken())
6872 return;
6874 ItemPrototype const *proto = item->GetProto();
6875 if(!proto)
6876 return;
6878 if (!Target || Target == this )
6879 return;
6881 for (int i = 0; i < 5; i++)
6883 _Spell const& spellData = proto->Spells[i];
6885 // no spell
6886 if(!spellData.SpellId )
6887 continue;
6889 // wrong triggering type
6890 if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
6891 continue;
6893 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
6894 if(!spellInfo)
6896 sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
6897 continue;
6900 // not allow proc extra attack spell at extra attack
6901 if( m_extraAttacks && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
6902 return;
6904 float chance = spellInfo->procChance;
6906 if(spellData.SpellPPMRate)
6908 uint32 WeaponSpeed = GetAttackTime(attType);
6909 chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
6911 else if(chance > 100.0f)
6913 chance = GetWeaponProcChance();
6916 if (roll_chance_f(chance))
6917 CastSpell(Target, spellInfo->Id, true, item);
6920 // item combat enchantments
6921 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
6923 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
6924 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
6925 if(!pEnchant) continue;
6926 for (int s=0;s<3;s++)
6928 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
6929 continue;
6931 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
6932 if (!spellInfo)
6934 sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
6935 continue;
6938 float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
6939 if (roll_chance_f(chance))
6941 if(IsPositiveSpell(pEnchant->spellid[s]))
6942 CastSpell(this, pEnchant->spellid[s], true, item);
6943 else
6944 CastSpell(Target, pEnchant->spellid[s], true, item);
6950 void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
6952 ItemPrototype const* proto = item->GetProto();
6953 // special learning case
6954 if(proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN || proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN_PET)
6956 uint32 learn_spell_id = proto->Spells[0].SpellId;
6957 uint32 learning_spell_id = proto->Spells[1].SpellId;
6959 SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
6960 if(!spellInfo)
6962 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id);
6963 SendEquipError(EQUIP_ERR_NONE,item,NULL);
6964 return;
6967 Spell *spell = new Spell(this, spellInfo, false);
6968 spell->m_CastItem = item;
6969 spell->m_cast_count = cast_count; //set count of casts
6970 spell->m_currentBasePoints[0] = learning_spell_id;
6971 spell->prepare(&targets);
6972 return;
6975 // use triggered flag only for items with many spell casts and for not first cast
6976 int count = 0;
6978 // item spells casted at use
6979 for(int i = 0; i < 5; ++i)
6981 _Spell const& spellData = proto->Spells[i];
6983 // no spell
6984 if(!spellData.SpellId)
6985 continue;
6987 // wrong triggering type
6988 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
6989 continue;
6991 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
6992 if(!spellInfo)
6994 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
6995 continue;
6998 Spell *spell = new Spell(this, spellInfo, (count > 0));
6999 spell->m_CastItem = item;
7000 spell->m_cast_count = cast_count; // set count of casts
7001 spell->m_glyphIndex = glyphIndex; // glyph index
7002 spell->prepare(&targets);
7004 ++count;
7007 // Item enchantments spells casted at use
7008 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
7010 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
7011 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
7012 if(!pEnchant) continue;
7013 for (int s=0;s<3;s++)
7015 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL)
7016 continue;
7018 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
7019 if (!spellInfo)
7021 sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
7022 continue;
7025 Spell *spell = new Spell(this, spellInfo, (count > 0));
7026 spell->m_CastItem = item;
7027 spell->m_cast_count = cast_count; // set count of casts
7028 spell->m_glyphIndex = glyphIndex; // glyph index
7029 spell->prepare(&targets);
7031 ++count;
7036 void Player::_RemoveAllItemMods()
7038 sLog.outDebug("_RemoveAllItemMods start.");
7040 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7042 if(m_items[i])
7044 ItemPrototype const *proto = m_items[i]->GetProto();
7045 if(!proto)
7046 continue;
7048 // item set bonuses not dependent from item broken state
7049 if(proto->ItemSet)
7050 RemoveItemsSetItem(this,proto);
7052 if(m_items[i]->IsBroken())
7053 continue;
7055 ApplyItemEquipSpell(m_items[i],false);
7056 ApplyEnchantment(m_items[i], false);
7060 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7062 if(m_items[i])
7064 if(m_items[i]->IsBroken())
7065 continue;
7066 ItemPrototype const *proto = m_items[i]->GetProto();
7067 if(!proto)
7068 continue;
7070 uint32 attacktype = Player::GetAttackBySlot(i);
7071 if(attacktype < MAX_ATTACK)
7072 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
7074 _ApplyItemBonuses(proto,i, false);
7076 if( i == EQUIPMENT_SLOT_RANGED )
7077 _ApplyAmmoBonuses();
7081 sLog.outDebug("_RemoveAllItemMods complete.");
7084 void Player::_ApplyAllItemMods()
7086 sLog.outDebug("_ApplyAllItemMods start.");
7088 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7090 if(m_items[i])
7092 if(m_items[i]->IsBroken())
7093 continue;
7095 ItemPrototype const *proto = m_items[i]->GetProto();
7096 if(!proto)
7097 continue;
7099 uint32 attacktype = Player::GetAttackBySlot(i);
7100 if(attacktype < MAX_ATTACK)
7101 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
7103 _ApplyItemBonuses(proto,i, true);
7105 if( i == EQUIPMENT_SLOT_RANGED )
7106 _ApplyAmmoBonuses();
7110 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7112 if(m_items[i])
7114 ItemPrototype const *proto = m_items[i]->GetProto();
7115 if(!proto)
7116 continue;
7118 // item set bonuses not dependent from item broken state
7119 if(proto->ItemSet)
7120 AddItemsSetItem(this,m_items[i]);
7122 if(m_items[i]->IsBroken())
7123 continue;
7125 ApplyItemEquipSpell(m_items[i],true);
7126 ApplyEnchantment(m_items[i], true);
7130 sLog.outDebug("_ApplyAllItemMods complete.");
7133 void Player::_ApplyAmmoBonuses()
7135 // check ammo
7136 uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
7137 if(!ammo_id)
7138 return;
7140 float currentAmmoDPS;
7142 ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
7143 if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
7144 currentAmmoDPS = 0.0f;
7145 else
7146 currentAmmoDPS = ammo_proto->Damage[0].DamageMin;
7148 if(currentAmmoDPS == GetAmmoDPS())
7149 return;
7151 m_ammoDPS = currentAmmoDPS;
7153 if(CanModifyStats())
7154 UpdateDamagePhysical(RANGED_ATTACK);
7157 bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
7159 if(!ammo_proto)
7160 return false;
7162 // check ranged weapon
7163 Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
7164 if(!weapon || weapon->IsBroken() )
7165 return false;
7167 ItemPrototype const* weapon_proto = weapon->GetProto();
7168 if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
7169 return false;
7171 // check ammo ws. weapon compatibility
7172 switch(weapon_proto->SubClass)
7174 case ITEM_SUBCLASS_WEAPON_BOW:
7175 case ITEM_SUBCLASS_WEAPON_CROSSBOW:
7176 if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
7177 return false;
7178 break;
7179 case ITEM_SUBCLASS_WEAPON_GUN:
7180 if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
7181 return false;
7182 break;
7183 default:
7184 return false;
7187 return true;
7190 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7191 Called by remove insignia spell effect */
7192 void Player::RemovedInsignia(Player* looterPlr)
7194 if (!GetBattleGroundId())
7195 return;
7197 // If not released spirit, do it !
7198 if(m_deathTimer > 0)
7200 m_deathTimer = 0;
7201 BuildPlayerRepop();
7202 RepopAtGraveyard();
7205 Corpse *corpse = GetCorpse();
7206 if (!corpse)
7207 return;
7209 // We have to convert player corpse to bones, not to be able to resurrect there
7210 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7211 Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7212 if (!bones)
7213 return;
7215 // Now we must make bones lootable, and send player loot
7216 bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
7218 // We store the level of our player in the gold field
7219 // We retrieve this information at Player::SendLoot()
7220 bones->loot.gold = getLevel();
7221 bones->lootRecipient = looterPlr;
7222 looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
7225 /*Loot type MUST be
7226 1-corpse, go
7227 2-skinning
7228 3-Fishing
7231 void Player::SendLootRelease( uint64 guid )
7233 WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
7234 data << uint64(guid) << uint8(1);
7235 SendDirectMessage( &data );
7238 void Player::SendLoot(uint64 guid, LootType loot_type)
7240 Loot *loot = 0;
7241 PermissionTypes permission = ALL_PERMISSION;
7243 sLog.outDebug("Player::SendLoot");
7244 if (IS_GAMEOBJECT_GUID(guid))
7246 sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7247 GameObject *go =
7248 ObjectAccessor::GetGameObject(*this, guid);
7250 // not check distance for GO in case owned GO (fishing bobber case, for example)
7251 // And permit out of range GO with no owner in case fishing hole
7252 if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
7254 SendLootRelease(guid);
7255 return;
7258 loot = &go->loot;
7260 if(go->getLootState() == GO_READY)
7262 uint32 lootid = go->GetLootId();
7264 if(lootid)
7266 sLog.outDebug(" if(lootid)");
7267 loot->clear();
7268 loot->FillLoot(lootid, LootTemplates_Gameobject, this);
7271 if(loot_type == LOOT_FISHING)
7272 go->getFishLoot(loot);
7274 go->SetLootState(GO_ACTIVATED);
7277 else if (IS_ITEM_GUID(guid))
7279 Item *item = GetItemByGuid( guid );
7281 if (!item)
7283 SendLootRelease(guid);
7284 return;
7287 if(loot_type == LOOT_DISENCHANTING)
7289 loot = &item->loot;
7291 if(!item->m_lootGenerated)
7293 item->m_lootGenerated = true;
7294 loot->clear();
7295 loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this);
7298 else if(loot_type == LOOT_PROSPECTING)
7300 loot = &item->loot;
7302 if(!item->m_lootGenerated)
7304 item->m_lootGenerated = true;
7305 loot->clear();
7306 loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this);
7309 else if(loot_type == LOOT_MILLING)
7311 loot = &item->loot;
7313 if(!item->m_lootGenerated)
7315 item->m_lootGenerated = true;
7316 loot->clear();
7317 loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this);
7320 else
7322 loot = &item->loot;
7324 if(!item->m_lootGenerated)
7326 item->m_lootGenerated = true;
7327 loot->clear();
7328 loot->FillLoot(item->GetEntry(), LootTemplates_Item, this);
7330 loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
7334 else if (IS_CORPSE_GUID(guid)) // remove insignia
7336 Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
7338 if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
7340 SendLootRelease(guid);
7341 return;
7344 loot = &bones->loot;
7346 if (!bones->lootForBody)
7348 bones->lootForBody = true;
7349 uint32 pLevel = bones->loot.gold;
7350 bones->loot.clear();
7351 // It may need a better formula
7352 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7353 bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) );
7356 if (bones->lootRecipient != this)
7357 permission = NONE_PERMISSION;
7359 else
7361 Creature *creature = ObjectAccessor::GetCreature(*this, guid);
7363 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7364 if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
7366 SendLootRelease(guid);
7367 return;
7370 if(loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
7372 SendLootRelease(guid);
7373 return;
7376 loot = &creature->loot;
7378 if(loot_type == LOOT_PICKPOCKETING)
7380 if ( !creature->lootForPickPocketed )
7382 creature->lootForPickPocketed = true;
7383 loot->clear();
7385 if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
7386 loot->FillLoot(lootid, LootTemplates_Pickpocketing, this);
7388 // Generate extra money for pick pocket loot
7389 const uint32 a = urand(0, creature->getLevel()/2);
7390 const uint32 b = urand(0, getLevel()/2);
7391 loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
7394 else
7396 // the player whose group may loot the corpse
7397 Player *recipient = creature->GetLootRecipient();
7398 if (!recipient)
7400 creature->SetLootRecipient(this);
7401 recipient = this;
7404 if (creature->lootForPickPocketed)
7406 creature->lootForPickPocketed = false;
7407 loot->clear();
7410 if(!creature->lootForBody)
7412 creature->lootForBody = true;
7413 loot->clear();
7415 if (uint32 lootid = creature->GetCreatureInfo()->lootid)
7416 loot->FillLoot(lootid, LootTemplates_Creature, recipient);
7418 loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
7420 if(Group* group = recipient->GetGroup())
7422 group->UpdateLooterGuid(creature,true);
7424 switch (group->GetLootMethod())
7426 case GROUP_LOOT:
7427 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7428 group->GroupLoot(recipient->GetGUID(), loot, creature);
7429 break;
7430 case NEED_BEFORE_GREED:
7431 group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
7432 break;
7433 case MASTER_LOOT:
7434 group->MasterLoot(recipient->GetGUID(), loot, creature);
7435 break;
7436 default:
7437 break;
7442 // possible only if creature->lootForBody && loot->empty() at spell cast check
7443 if (loot_type == LOOT_SKINNING)
7445 loot->clear();
7446 loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this);
7448 // set group rights only for loot_type != LOOT_SKINNING
7449 else
7451 if(Group* group = GetGroup())
7453 if( group == recipient->GetGroup() )
7455 if(group->GetLootMethod() == FREE_FOR_ALL)
7456 permission = ALL_PERMISSION;
7457 else if(group->GetLooterGuid() == GetGUID())
7459 if(group->GetLootMethod() == MASTER_LOOT)
7460 permission = MASTER_PERMISSION;
7461 else
7462 permission = ALL_PERMISSION;
7464 else
7465 permission = GROUP_PERMISSION;
7467 else
7468 permission = NONE_PERMISSION;
7470 else if(recipient == this)
7471 permission = ALL_PERMISSION;
7472 else
7473 permission = NONE_PERMISSION;
7478 SetLootGUID(guid);
7480 QuestItemList *q_list = 0;
7481 if (permission != NONE_PERMISSION)
7483 QuestItemMap const& lootPlayerQuestItems = loot->GetPlayerQuestItems();
7484 QuestItemMap::const_iterator itr = lootPlayerQuestItems.find(GetGUIDLow());
7485 if (itr == lootPlayerQuestItems.end())
7486 q_list = loot->FillQuestLoot(this);
7487 else
7488 q_list = itr->second;
7491 QuestItemList *ffa_list = 0;
7492 if (permission != NONE_PERMISSION)
7494 QuestItemMap const& lootPlayerFFAItems = loot->GetPlayerFFAItems();
7495 QuestItemMap::const_iterator itr = lootPlayerFFAItems.find(GetGUIDLow());
7496 if (itr == lootPlayerFFAItems.end())
7497 ffa_list = loot->FillFFALoot(this);
7498 else
7499 ffa_list = itr->second;
7502 QuestItemList *conditional_list = 0;
7503 if (permission != NONE_PERMISSION)
7505 QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = loot->GetPlayerNonQuestNonFFAConditionalItems();
7506 QuestItemMap::const_iterator itr = lootPlayerNonQuestNonFFAConditionalItems.find(GetGUIDLow());
7507 if (itr == lootPlayerNonQuestNonFFAConditionalItems.end())
7508 conditional_list = loot->FillNonQuestNonFFAConditionalLoot(this);
7509 else
7510 conditional_list = itr->second;
7513 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING, LOOT_INSIGNIA and LOOT_MILLING unsupported by client, sending LOOT_SKINNING instead
7514 if(loot_type == LOOT_PICKPOCKETING || loot_type == LOOT_DISENCHANTING || loot_type == LOOT_PROSPECTING || loot_type == LOOT_INSIGNIA || loot_type == LOOT_MILLING)
7515 loot_type = LOOT_SKINNING;
7517 if(loot_type == LOOT_FISHINGHOLE)
7518 loot_type = LOOT_FISHING;
7520 WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
7522 data << uint64(guid);
7523 data << uint8(loot_type);
7524 data << LootView(*loot, q_list, ffa_list, conditional_list, this, permission);
7526 SendDirectMessage(&data);
7528 // add 'this' player as one of the players that are looting 'loot'
7529 if (permission != NONE_PERMISSION)
7530 loot->AddLooter(GetGUID());
7532 if ( loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid) )
7533 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
7536 void Player::SendNotifyLootMoneyRemoved()
7538 WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
7539 GetSession()->SendPacket( &data );
7542 void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
7544 WorldPacket data(SMSG_LOOT_REMOVED, 1);
7545 data << uint8(lootSlot);
7546 GetSession()->SendPacket( &data );
7549 void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
7551 WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
7552 data << Field;
7553 data << Value;
7554 GetSession()->SendPacket(&data);
7557 void Player::SendInitWorldStates()
7559 // data depends on zoneid/mapid...
7560 BattleGround* bg = GetBattleGround();
7561 uint16 NumberOfFields = 0;
7562 uint32 mapid = GetMapId();
7563 uint32 zoneid = GetZoneId();
7564 uint32 areaid = GetAreaId();
7565 sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
7566 // may be exist better way to do this...
7567 switch(zoneid)
7569 case 0:
7570 case 1:
7571 case 4:
7572 case 8:
7573 case 10:
7574 case 11:
7575 case 12:
7576 case 36:
7577 case 38:
7578 case 40:
7579 case 41:
7580 case 51:
7581 case 267:
7582 case 1519:
7583 case 1537:
7584 case 2257:
7585 case 2918:
7586 NumberOfFields = 8;
7587 break;
7588 case 139:
7589 NumberOfFields = 41;
7590 break;
7591 case 1377:
7592 NumberOfFields = 15;
7593 break;
7594 case 2597:
7595 NumberOfFields = 83;
7596 break;
7597 case 3277:
7598 NumberOfFields = 16;
7599 break;
7600 case 3358:
7601 case 3820:
7602 NumberOfFields = 40;
7603 break;
7604 case 3483:
7605 NumberOfFields = 27;
7606 break;
7607 case 3518:
7608 NumberOfFields = 39;
7609 break;
7610 case 3519:
7611 NumberOfFields = 38;
7612 break;
7613 case 3521:
7614 NumberOfFields = 37;
7615 break;
7616 case 3698:
7617 case 3702:
7618 case 3968:
7619 NumberOfFields = 11;
7620 break;
7621 case 3703:
7622 NumberOfFields = 11;
7623 break;
7624 default:
7625 NumberOfFields = 12;
7626 break;
7629 WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
7630 data << uint32(mapid); // mapid
7631 data << uint32(zoneid); // zone id
7632 data << uint32(areaid); // area id, new 2.1.0
7633 data << uint16(NumberOfFields); // count of uint64 blocks
7634 data << uint32(0x8d8) << uint32(0x0); // 1
7635 data << uint32(0x8d7) << uint32(0x0); // 2
7636 data << uint32(0x8d6) << uint32(0x0); // 3
7637 data << uint32(0x8d5) << uint32(0x0); // 4
7638 data << uint32(0x8d4) << uint32(0x0); // 5
7639 data << uint32(0x8d3) << uint32(0x0); // 6
7640 // 7 1 - Arena season in progress, 0 - end of season
7641 data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
7642 // 8 Arena season id
7643 data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_ID));
7644 if(mapid == 530) // Outland
7646 data << uint32(0x9bf) << uint32(0x0); // 7
7647 data << uint32(0x9bd) << uint32(0xF); // 8
7648 data << uint32(0x9bb) << uint32(0xF); // 9
7650 switch(zoneid)
7652 case 1:
7653 case 11:
7654 case 12:
7655 case 38:
7656 case 40:
7657 case 51:
7658 case 1519:
7659 case 1537:
7660 case 2257:
7661 break;
7662 case 2597: // AV
7663 data << uint32(0x7ae) << uint32(0x1); // 7
7664 data << uint32(0x532) << uint32(0x1); // 8
7665 data << uint32(0x531) << uint32(0x0); // 9
7666 data << uint32(0x52e) << uint32(0x0); // 10
7667 data << uint32(0x571) << uint32(0x0); // 11
7668 data << uint32(0x570) << uint32(0x0); // 12
7669 data << uint32(0x567) << uint32(0x1); // 13
7670 data << uint32(0x566) << uint32(0x1); // 14
7671 data << uint32(0x550) << uint32(0x1); // 15
7672 data << uint32(0x544) << uint32(0x0); // 16
7673 data << uint32(0x536) << uint32(0x0); // 17
7674 data << uint32(0x535) << uint32(0x1); // 18
7675 data << uint32(0x518) << uint32(0x0); // 19
7676 data << uint32(0x517) << uint32(0x0); // 20
7677 data << uint32(0x574) << uint32(0x0); // 21
7678 data << uint32(0x573) << uint32(0x0); // 22
7679 data << uint32(0x572) << uint32(0x0); // 23
7680 data << uint32(0x56f) << uint32(0x0); // 24
7681 data << uint32(0x56e) << uint32(0x0); // 25
7682 data << uint32(0x56d) << uint32(0x0); // 26
7683 data << uint32(0x56c) << uint32(0x0); // 27
7684 data << uint32(0x56b) << uint32(0x0); // 28
7685 data << uint32(0x56a) << uint32(0x1); // 29
7686 data << uint32(0x569) << uint32(0x1); // 30
7687 data << uint32(0x568) << uint32(0x1); // 13
7688 data << uint32(0x565) << uint32(0x0); // 32
7689 data << uint32(0x564) << uint32(0x0); // 33
7690 data << uint32(0x563) << uint32(0x0); // 34
7691 data << uint32(0x562) << uint32(0x0); // 35
7692 data << uint32(0x561) << uint32(0x0); // 36
7693 data << uint32(0x560) << uint32(0x0); // 37
7694 data << uint32(0x55f) << uint32(0x0); // 38
7695 data << uint32(0x55e) << uint32(0x0); // 39
7696 data << uint32(0x55d) << uint32(0x0); // 40
7697 data << uint32(0x3c6) << uint32(0x4); // 41
7698 data << uint32(0x3c4) << uint32(0x6); // 42
7699 data << uint32(0x3c2) << uint32(0x4); // 43
7700 data << uint32(0x516) << uint32(0x1); // 44
7701 data << uint32(0x515) << uint32(0x0); // 45
7702 data << uint32(0x3b6) << uint32(0x6); // 46
7703 data << uint32(0x55c) << uint32(0x0); // 47
7704 data << uint32(0x55b) << uint32(0x0); // 48
7705 data << uint32(0x55a) << uint32(0x0); // 49
7706 data << uint32(0x559) << uint32(0x0); // 50
7707 data << uint32(0x558) << uint32(0x0); // 51
7708 data << uint32(0x557) << uint32(0x0); // 52
7709 data << uint32(0x556) << uint32(0x0); // 53
7710 data << uint32(0x555) << uint32(0x0); // 54
7711 data << uint32(0x554) << uint32(0x1); // 55
7712 data << uint32(0x553) << uint32(0x1); // 56
7713 data << uint32(0x552) << uint32(0x1); // 57
7714 data << uint32(0x551) << uint32(0x1); // 58
7715 data << uint32(0x54f) << uint32(0x0); // 59
7716 data << uint32(0x54e) << uint32(0x0); // 60
7717 data << uint32(0x54d) << uint32(0x1); // 61
7718 data << uint32(0x54c) << uint32(0x0); // 62
7719 data << uint32(0x54b) << uint32(0x0); // 63
7720 data << uint32(0x545) << uint32(0x0); // 64
7721 data << uint32(0x543) << uint32(0x1); // 65
7722 data << uint32(0x542) << uint32(0x0); // 66
7723 data << uint32(0x540) << uint32(0x0); // 67
7724 data << uint32(0x53f) << uint32(0x0); // 68
7725 data << uint32(0x53e) << uint32(0x0); // 69
7726 data << uint32(0x53d) << uint32(0x0); // 70
7727 data << uint32(0x53c) << uint32(0x0); // 71
7728 data << uint32(0x53b) << uint32(0x0); // 72
7729 data << uint32(0x53a) << uint32(0x1); // 73
7730 data << uint32(0x539) << uint32(0x0); // 74
7731 data << uint32(0x538) << uint32(0x0); // 75
7732 data << uint32(0x537) << uint32(0x0); // 76
7733 data << uint32(0x534) << uint32(0x0); // 77
7734 data << uint32(0x533) << uint32(0x0); // 78
7735 data << uint32(0x530) << uint32(0x0); // 79
7736 data << uint32(0x52f) << uint32(0x0); // 80
7737 data << uint32(0x52d) << uint32(0x1); // 81
7738 break;
7739 case 3277: // WS
7740 if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
7741 bg->FillInitialWorldStates(data);
7742 else
7744 data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7745 data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7746 data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7747 data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7748 data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
7749 data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7750 data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7751 data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7753 break;
7754 case 3358: // AB
7755 if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
7756 bg->FillInitialWorldStates(data);
7757 else
7759 data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7760 data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7761 data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7762 data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7763 data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7764 data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7765 data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7766 data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7767 data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7768 data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7769 data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7770 data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7771 data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7772 data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7773 data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7774 data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7775 data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7776 data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7777 data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7778 data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7779 data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7780 data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7781 data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7782 data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7783 data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7784 data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7785 data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7786 data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7787 data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7788 data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7789 data << uint32(0x745) << uint32(0x2); // 37 1861 unk
7790 data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7792 break;
7793 case 3820: // EY
7794 if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
7795 bg->FillInitialWorldStates(data);
7796 else
7798 data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7799 data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7800 data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7801 data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7802 data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7803 data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7804 data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7805 data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7806 data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7807 data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7808 data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7809 data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7810 data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7811 data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7812 data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7813 data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7814 data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7815 data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7816 data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7817 data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7818 data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7819 data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7820 data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7821 data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7822 data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7823 data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7824 data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7825 data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7826 data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7827 data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7828 data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7829 data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7830 // and some more ... unknown
7832 break;
7833 case 3483: // Hellfire Peninsula
7834 data << uint32(0x9ba) << uint32(0x1); // 10
7835 data << uint32(0x9b9) << uint32(0x1); // 11
7836 data << uint32(0x9b5) << uint32(0x0); // 12
7837 data << uint32(0x9b4) << uint32(0x1); // 13
7838 data << uint32(0x9b3) << uint32(0x0); // 14
7839 data << uint32(0x9b2) << uint32(0x0); // 15
7840 data << uint32(0x9b1) << uint32(0x1); // 16
7841 data << uint32(0x9b0) << uint32(0x0); // 17
7842 data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7843 data << uint32(0x9ac) << uint32(0x0); // 19
7844 data << uint32(0x9a8) << uint32(0x0); // 20
7845 data << uint32(0x9a7) << uint32(0x0); // 21
7846 data << uint32(0x9a6) << uint32(0x1); // 22
7847 break;
7848 case 3519: // Terokkar Forest
7849 data << uint32(0xa41) << uint32(0x0); // 10
7850 data << uint32(0xa40) << uint32(0x14); // 11
7851 data << uint32(0xa3f) << uint32(0x0); // 12
7852 data << uint32(0xa3e) << uint32(0x0); // 13
7853 data << uint32(0xa3d) << uint32(0x5); // 14
7854 data << uint32(0xa3c) << uint32(0x0); // 15
7855 data << uint32(0xa87) << uint32(0x0); // 16
7856 data << uint32(0xa86) << uint32(0x0); // 17
7857 data << uint32(0xa85) << uint32(0x0); // 18
7858 data << uint32(0xa84) << uint32(0x0); // 19
7859 data << uint32(0xa83) << uint32(0x0); // 20
7860 data << uint32(0xa82) << uint32(0x0); // 21
7861 data << uint32(0xa81) << uint32(0x0); // 22
7862 data << uint32(0xa80) << uint32(0x0); // 23
7863 data << uint32(0xa7e) << uint32(0x0); // 24
7864 data << uint32(0xa7d) << uint32(0x0); // 25
7865 data << uint32(0xa7c) << uint32(0x0); // 26
7866 data << uint32(0xa7b) << uint32(0x0); // 27
7867 data << uint32(0xa7a) << uint32(0x0); // 28
7868 data << uint32(0xa79) << uint32(0x0); // 29
7869 data << uint32(0x9d0) << uint32(0x5); // 30
7870 data << uint32(0x9ce) << uint32(0x0); // 31
7871 data << uint32(0x9cd) << uint32(0x0); // 32
7872 data << uint32(0x9cc) << uint32(0x0); // 33
7873 data << uint32(0xa88) << uint32(0x0); // 34
7874 data << uint32(0xad0) << uint32(0x0); // 35
7875 data << uint32(0xacf) << uint32(0x1); // 36
7876 break;
7877 case 3521: // Zangarmarsh
7878 data << uint32(0x9e1) << uint32(0x0); // 10
7879 data << uint32(0x9e0) << uint32(0x0); // 11
7880 data << uint32(0x9df) << uint32(0x0); // 12
7881 data << uint32(0xa5d) << uint32(0x1); // 13
7882 data << uint32(0xa5c) << uint32(0x0); // 14
7883 data << uint32(0xa5b) << uint32(0x1); // 15
7884 data << uint32(0xa5a) << uint32(0x0); // 16
7885 data << uint32(0xa59) << uint32(0x1); // 17
7886 data << uint32(0xa58) << uint32(0x0); // 18
7887 data << uint32(0xa57) << uint32(0x0); // 19
7888 data << uint32(0xa56) << uint32(0x0); // 20
7889 data << uint32(0xa55) << uint32(0x1); // 21
7890 data << uint32(0xa54) << uint32(0x0); // 22
7891 data << uint32(0x9e7) << uint32(0x0); // 23
7892 data << uint32(0x9e6) << uint32(0x0); // 24
7893 data << uint32(0x9e5) << uint32(0x0); // 25
7894 data << uint32(0xa00) << uint32(0x0); // 26
7895 data << uint32(0x9ff) << uint32(0x1); // 27
7896 data << uint32(0x9fe) << uint32(0x0); // 28
7897 data << uint32(0x9fd) << uint32(0x0); // 29
7898 data << uint32(0x9fc) << uint32(0x1); // 30
7899 data << uint32(0x9fb) << uint32(0x0); // 31
7900 data << uint32(0xa62) << uint32(0x0); // 32
7901 data << uint32(0xa61) << uint32(0x1); // 33
7902 data << uint32(0xa60) << uint32(0x1); // 34
7903 data << uint32(0xa5f) << uint32(0x0); // 35
7904 break;
7905 case 3698: // Nagrand Arena
7906 if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
7907 bg->FillInitialWorldStates(data);
7908 else
7910 data << uint32(0xa0f) << uint32(0x0); // 7
7911 data << uint32(0xa10) << uint32(0x0); // 8
7912 data << uint32(0xa11) << uint32(0x0); // 9 show
7914 break;
7915 case 3702: // Blade's Edge Arena
7916 if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
7917 bg->FillInitialWorldStates(data);
7918 else
7920 data << uint32(0x9f0) << uint32(0x0); // 7 gold
7921 data << uint32(0x9f1) << uint32(0x0); // 8 green
7922 data << uint32(0x9f3) << uint32(0x0); // 9 show
7924 break;
7925 case 3968: // Ruins of Lordaeron
7926 if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
7927 bg->FillInitialWorldStates(data);
7928 else
7930 data << uint32(0xbb8) << uint32(0x0); // 7 gold
7931 data << uint32(0xbb9) << uint32(0x0); // 8 green
7932 data << uint32(0xbba) << uint32(0x0); // 9 show
7934 break;
7935 case 3703: // Shattrath City
7936 break;
7937 default:
7938 data << uint32(0x914) << uint32(0x0); // 7
7939 data << uint32(0x913) << uint32(0x0); // 8
7940 data << uint32(0x912) << uint32(0x0); // 9
7941 data << uint32(0x915) << uint32(0x0); // 10
7942 break;
7944 GetSession()->SendPacket(&data);
7947 uint32 Player::GetXPRestBonus(uint32 xp)
7949 uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
7951 if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
7952 rested_bonus = xp;
7954 SetRestBonus( GetRestBonus() - rested_bonus);
7956 sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
7957 return rested_bonus;
7960 void Player::SetBindPoint(uint64 guid)
7962 WorldPacket data(SMSG_BINDER_CONFIRM, 8);
7963 data << uint64(guid);
7964 GetSession()->SendPacket( &data );
7967 void Player::SendTalentWipeConfirm(uint64 guid)
7969 WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
7970 data << uint64(guid);
7971 data << uint32(resetTalentsCost());
7972 GetSession()->SendPacket( &data );
7975 void Player::SendPetSkillWipeConfirm()
7977 Pet* pet = GetPet();
7978 if(!pet)
7979 return;
7980 WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
7981 data << pet->GetGUID();
7982 data << uint32(pet->resetTalentsCost());
7983 GetSession()->SendPacket( &data );
7986 /*********************************************************/
7987 /*** STORAGE SYSTEM ***/
7988 /*********************************************************/
7990 void Player::SetVirtualItemSlot( uint8 i, Item* item)
7992 assert(i < 3);
7993 if(i < 2 && item)
7995 if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
7996 return;
7997 uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
7998 if(charges == 0)
7999 return;
8000 if(charges > 1)
8001 item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
8002 else if(charges <= 1)
8004 ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
8005 item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
8010 void Player::SetSheath( uint32 sheathed )
8012 switch (sheathed)
8014 case SHEATH_STATE_UNARMED: // no prepared weapon
8015 SetVirtualItemSlot(0,NULL);
8016 SetVirtualItemSlot(1,NULL);
8017 SetVirtualItemSlot(2,NULL);
8018 break;
8019 case SHEATH_STATE_MELEE: // prepared melee weapon
8021 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
8022 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
8023 SetVirtualItemSlot(2,NULL);
8024 }; break;
8025 case SHEATH_STATE_RANGED: // prepared ranged weapon
8026 SetVirtualItemSlot(0,NULL);
8027 SetVirtualItemSlot(1,NULL);
8028 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
8029 break;
8030 default:
8031 SetVirtualItemSlot(0,NULL);
8032 SetVirtualItemSlot(1,NULL);
8033 SetVirtualItemSlot(2,NULL);
8034 break;
8036 SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); // this must visualize Sheath changing for other players...
8039 uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
8041 uint8 pClass = getClass();
8043 uint8 slots[4];
8044 slots[0] = NULL_SLOT;
8045 slots[1] = NULL_SLOT;
8046 slots[2] = NULL_SLOT;
8047 slots[3] = NULL_SLOT;
8048 switch( proto->InventoryType )
8050 case INVTYPE_HEAD:
8051 slots[0] = EQUIPMENT_SLOT_HEAD;
8052 break;
8053 case INVTYPE_NECK:
8054 slots[0] = EQUIPMENT_SLOT_NECK;
8055 break;
8056 case INVTYPE_SHOULDERS:
8057 slots[0] = EQUIPMENT_SLOT_SHOULDERS;
8058 break;
8059 case INVTYPE_BODY:
8060 slots[0] = EQUIPMENT_SLOT_BODY;
8061 break;
8062 case INVTYPE_CHEST:
8063 slots[0] = EQUIPMENT_SLOT_CHEST;
8064 break;
8065 case INVTYPE_ROBE:
8066 slots[0] = EQUIPMENT_SLOT_CHEST;
8067 break;
8068 case INVTYPE_WAIST:
8069 slots[0] = EQUIPMENT_SLOT_WAIST;
8070 break;
8071 case INVTYPE_LEGS:
8072 slots[0] = EQUIPMENT_SLOT_LEGS;
8073 break;
8074 case INVTYPE_FEET:
8075 slots[0] = EQUIPMENT_SLOT_FEET;
8076 break;
8077 case INVTYPE_WRISTS:
8078 slots[0] = EQUIPMENT_SLOT_WRISTS;
8079 break;
8080 case INVTYPE_HANDS:
8081 slots[0] = EQUIPMENT_SLOT_HANDS;
8082 break;
8083 case INVTYPE_FINGER:
8084 slots[0] = EQUIPMENT_SLOT_FINGER1;
8085 slots[1] = EQUIPMENT_SLOT_FINGER2;
8086 break;
8087 case INVTYPE_TRINKET:
8088 slots[0] = EQUIPMENT_SLOT_TRINKET1;
8089 slots[1] = EQUIPMENT_SLOT_TRINKET2;
8090 break;
8091 case INVTYPE_CLOAK:
8092 slots[0] = EQUIPMENT_SLOT_BACK;
8093 break;
8094 case INVTYPE_WEAPON:
8096 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8098 // suggest offhand slot only if know dual wielding
8099 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8100 if(CanDualWield())
8101 slots[1] = EQUIPMENT_SLOT_OFFHAND;
8102 break;
8104 case INVTYPE_SHIELD:
8105 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8106 break;
8107 case INVTYPE_RANGED:
8108 slots[0] = EQUIPMENT_SLOT_RANGED;
8109 break;
8110 case INVTYPE_2HWEAPON:
8111 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8112 if (CanDualWield() && CanTitanGrip())
8113 slots[1] = EQUIPMENT_SLOT_OFFHAND;
8114 break;
8115 case INVTYPE_TABARD:
8116 slots[0] = EQUIPMENT_SLOT_TABARD;
8117 break;
8118 case INVTYPE_WEAPONMAINHAND:
8119 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8120 break;
8121 case INVTYPE_WEAPONOFFHAND:
8122 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8123 break;
8124 case INVTYPE_HOLDABLE:
8125 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8126 break;
8127 case INVTYPE_THROWN:
8128 slots[0] = EQUIPMENT_SLOT_RANGED;
8129 break;
8130 case INVTYPE_RANGEDRIGHT:
8131 slots[0] = EQUIPMENT_SLOT_RANGED;
8132 break;
8133 case INVTYPE_BAG:
8134 slots[0] = INVENTORY_SLOT_BAG_1;
8135 slots[1] = INVENTORY_SLOT_BAG_2;
8136 slots[2] = INVENTORY_SLOT_BAG_3;
8137 slots[3] = INVENTORY_SLOT_BAG_4;
8138 break;
8139 case INVTYPE_RELIC:
8141 switch(proto->SubClass)
8143 case ITEM_SUBCLASS_ARMOR_LIBRAM:
8144 if (pClass == CLASS_PALADIN)
8145 slots[0] = EQUIPMENT_SLOT_RANGED;
8146 break;
8147 case ITEM_SUBCLASS_ARMOR_IDOL:
8148 if (pClass == CLASS_DRUID)
8149 slots[0] = EQUIPMENT_SLOT_RANGED;
8150 break;
8151 case ITEM_SUBCLASS_ARMOR_TOTEM:
8152 if (pClass == CLASS_SHAMAN)
8153 slots[0] = EQUIPMENT_SLOT_RANGED;
8154 break;
8155 case ITEM_SUBCLASS_ARMOR_MISC:
8156 if (pClass == CLASS_WARLOCK)
8157 slots[0] = EQUIPMENT_SLOT_RANGED;
8158 break;
8159 case ITEM_SUBCLASS_ARMOR_SIGIL:
8160 if (pClass == CLASS_DEATH_KNIGHT)
8161 slots[0] = EQUIPMENT_SLOT_RANGED;
8162 break;
8164 break;
8166 default :
8167 return NULL_SLOT;
8170 if( slot != NULL_SLOT )
8172 if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
8174 for (int i = 0; i < 4; i++)
8176 if ( slots[i] == slot )
8177 return slot;
8181 else
8183 // search free slot at first
8184 for (int i = 0; i < 4; i++)
8186 if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
8188 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8189 if(slots[i]!=EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
8190 return slots[i];
8194 // if not found free and can swap return first appropriate from used
8195 for (int i = 0; i < 4; i++)
8197 if ( slots[i] != NULL_SLOT && swap )
8198 return slots[i];
8202 // no free position
8203 return NULL_SLOT;
8206 uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
8208 Item *pItem;
8209 uint32 tempcount = 0;
8211 uint8 res = EQUIP_ERR_OK;
8213 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
8215 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8216 if( pItem && pItem->GetEntry() == item )
8218 uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
8219 if(ires==EQUIP_ERR_OK)
8221 tempcount += pItem->GetCount();
8222 if( tempcount >= count )
8223 return EQUIP_ERR_OK;
8225 else
8226 res = ires;
8229 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
8231 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8232 if( pItem && pItem->GetEntry() == item )
8234 tempcount += pItem->GetCount();
8235 if( tempcount >= count )
8236 return EQUIP_ERR_OK;
8239 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8241 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8242 if( pItem && pItem->GetEntry() == item )
8244 tempcount += pItem->GetCount();
8245 if( tempcount >= count )
8246 return EQUIP_ERR_OK;
8249 Bag *pBag;
8250 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8252 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8253 if( pBag )
8255 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8257 pItem = GetItemByPos( i, j );
8258 if( pItem && pItem->GetEntry() == item )
8260 tempcount += pItem->GetCount();
8261 if( tempcount >= count )
8262 return EQUIP_ERR_OK;
8268 // not found req. item count and have unequippable items
8269 return res;
8272 uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const
8274 uint32 count = 0;
8275 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8277 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8278 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8279 count += pItem->GetCount();
8281 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8283 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8284 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8285 count += pItem->GetCount();
8287 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8289 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8290 if( pBag )
8291 count += pBag->GetItemCount(item,skipItem);
8294 if(skipItem && skipItem->GetProto()->GemProperties)
8296 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8298 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8299 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8300 count += pItem->GetGemCountWithID(item);
8304 if(inBankAlso)
8306 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8308 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8309 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8310 count += pItem->GetCount();
8312 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8314 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8315 if( pBag )
8316 count += pBag->GetItemCount(item,skipItem);
8319 if(skipItem && skipItem->GetProto()->GemProperties)
8321 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8323 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8324 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8325 count += pItem->GetGemCountWithID(item);
8330 return count;
8333 Item* Player::GetItemByGuid( uint64 guid ) const
8335 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8337 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8338 if( pItem && pItem->GetGUID() == guid )
8339 return pItem;
8341 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8343 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8344 if( pItem && pItem->GetGUID() == guid )
8345 return pItem;
8348 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8350 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8351 if( pBag )
8353 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8355 Item* pItem = pBag->GetItemByPos( j );
8356 if( pItem && pItem->GetGUID() == guid )
8357 return pItem;
8361 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8363 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8364 if( pBag )
8366 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8368 Item* pItem = pBag->GetItemByPos( j );
8369 if( pItem && pItem->GetGUID() == guid )
8370 return pItem;
8375 return NULL;
8378 Item* Player::GetItemByPos( uint16 pos ) const
8380 uint8 bag = pos >> 8;
8381 uint8 slot = pos & 255;
8382 return GetItemByPos( bag, slot );
8385 Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
8387 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8388 return m_items[slot];
8389 else if(bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END
8390 || bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8392 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8393 if ( pBag )
8394 return pBag->GetItemByPos(slot);
8396 return NULL;
8399 Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) const
8401 uint16 slot;
8402 switch (attackType)
8404 case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
8405 case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
8406 case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
8407 default: return NULL;
8410 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
8411 if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
8412 return NULL;
8414 if(!useable)
8415 return item;
8417 if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
8418 return NULL;
8420 return item;
8423 Item* Player::GetShield(bool useable) const
8425 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
8426 if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
8427 return NULL;
8429 if(!useable)
8430 return item;
8432 if( item->IsBroken())
8433 return NULL;
8435 return item;
8438 uint32 Player::GetAttackBySlot( uint8 slot )
8440 switch(slot)
8442 case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
8443 case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
8444 case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
8445 default: return MAX_ATTACK;
8449 bool Player::HasBankBagSlot( uint8 slot ) const
8451 uint32 maxslot = GetByteValue(PLAYER_BYTES_2, 2) + BANK_SLOT_BAG_START;
8452 if( slot < maxslot )
8453 return true;
8454 return false;
8457 bool Player::IsInventoryPos( uint8 bag, uint8 slot )
8459 if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
8460 return true;
8461 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
8462 return true;
8463 if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
8464 return true;
8465 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8466 return true;
8467 return false;
8470 bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
8472 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
8473 return true;
8474 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8475 return true;
8476 return false;
8479 bool Player::IsBankPos( uint8 bag, uint8 slot )
8481 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
8482 return true;
8483 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8484 return true;
8485 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8486 return true;
8487 return false;
8490 bool Player::IsBagPos( uint16 pos )
8492 uint8 bag = pos >> 8;
8493 uint8 slot = pos & 255;
8494 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8495 return true;
8496 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8497 return true;
8498 return false;
8501 bool Player::IsValidPos( uint8 bag, uint8 slot )
8503 // post selected
8504 if(bag == NULL_BAG)
8505 return true;
8507 if (bag == INVENTORY_SLOT_BAG_0)
8509 // any post selected
8510 if (slot == NULL_SLOT)
8511 return true;
8513 // equipment
8514 if (slot < EQUIPMENT_SLOT_END)
8515 return true;
8517 // bag equip slots
8518 if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
8519 return true;
8521 // backpack slots
8522 if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
8523 return true;
8525 // keyring slots
8526 if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
8527 return true;
8529 // bank main slots
8530 if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
8531 return true;
8533 // bank bag slots
8534 if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
8535 return true;
8537 return false;
8540 // bag content slots
8541 if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
8543 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8544 if(!pBag)
8545 return false;
8547 // any post selected
8548 if (slot == NULL_SLOT)
8549 return true;
8551 return slot < pBag->GetBagSize();
8554 // bank bag content slots
8555 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8557 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8558 if(!pBag)
8559 return false;
8561 // any post selected
8562 if (slot == NULL_SLOT)
8563 return true;
8565 return slot < pBag->GetBagSize();
8568 // where this?
8569 return false;
8573 bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
8575 uint32 tempcount = 0;
8576 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8578 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8579 if( pItem && pItem->GetEntry() == item )
8581 tempcount += pItem->GetCount();
8582 if( tempcount >= count )
8583 return true;
8586 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8588 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8589 if( pItem && pItem->GetEntry() == item )
8591 tempcount += pItem->GetCount();
8592 if( tempcount >= count )
8593 return true;
8596 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8598 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8600 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8602 Item* pItem = GetItemByPos( i, j );
8603 if( pItem && pItem->GetEntry() == item )
8605 tempcount += pItem->GetCount();
8606 if( tempcount >= count )
8607 return true;
8613 if(inBankAlso)
8615 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8617 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8618 if( pItem && pItem->GetEntry() == item )
8620 tempcount += pItem->GetCount();
8621 if( tempcount >= count )
8622 return true;
8625 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8627 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8629 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8631 Item* pItem = GetItemByPos( i, j );
8632 if( pItem && pItem->GetEntry() == item )
8634 tempcount += pItem->GetCount();
8635 if( tempcount >= count )
8636 return true;
8643 return false;
8646 Item* Player::GetItemOrItemWithGemEquipped( uint32 item ) const
8648 Item *pItem;
8649 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
8651 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8652 if( pItem && pItem->GetEntry() == item )
8653 return pItem;
8656 ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
8657 if (pProto && pProto->GemProperties)
8659 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
8661 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8662 if( pItem && pItem->GetProto()->Socket[0].Color )
8664 if (pItem->GetGemCountWithID(item) > 0 )
8665 return pItem;
8670 return NULL;
8673 uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
8675 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8676 if( !pProto )
8678 if(no_space_count)
8679 *no_space_count = count;
8680 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8683 // no maximum
8684 if(pProto->MaxCount <= 0)
8685 return EQUIP_ERR_OK;
8687 uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
8689 if (curcount + count > uint32(pProto->MaxCount))
8691 if(no_space_count)
8692 *no_space_count = count +curcount - pProto->MaxCount;
8693 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8696 return EQUIP_ERR_OK;
8699 bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
8701 Item *pItem;
8702 for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8704 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8705 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8706 return true;
8708 for(uint8 i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
8710 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8711 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8712 return true;
8714 for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8716 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8718 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8720 pItem = GetItemByPos( i, j );
8721 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8722 return true;
8726 return false;
8729 uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
8731 Item* pItem2 = GetItemByPos( bag, slot );
8733 // ignore move item (this slot will be empty at move)
8734 if(pItem2==pSrcItem)
8735 pItem2 = NULL;
8737 uint32 need_space;
8739 // empty specific slot - check item fit to slot
8740 if( !pItem2 || swap )
8742 if( bag == INVENTORY_SLOT_BAG_0 )
8744 // keyring case
8745 if(slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
8746 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8748 // vanitypet case (disabled until proper implement)
8749 if(slot >= VANITYPET_SLOT_START && slot < VANITYPET_SLOT_END && !(false /*pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS*/))
8750 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8752 // currencytoken case (disabled until proper implement)
8753 if(slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(false /*pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS*/))
8754 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8756 // guestbag case (disabled until proper implement)
8757 if(slot >= QUESTBAG_SLOT_START && slot < QUESTBAG_SLOT_END && !(false /*pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS*/))
8758 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8760 // prevent cheating
8761 if(slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
8762 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8764 else
8766 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8767 if( !pBag )
8768 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8770 ItemPrototype const* pBagProto = pBag->GetProto();
8771 if( !pBagProto )
8772 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8774 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8775 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8778 // non empty stack with space
8779 need_space = pProto->GetMaxStackSize();
8781 // non empty slot, check item type
8782 else
8784 // check item type
8785 if(pItem2->GetEntry() != pProto->ItemId)
8786 return EQUIP_ERR_ITEM_CANT_STACK;
8788 // check free space
8789 if(pItem2->GetCount() >= pProto->GetMaxStackSize())
8790 return EQUIP_ERR_ITEM_CANT_STACK;
8792 // free stack space or infinity
8793 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8796 if(need_space > count)
8797 need_space = count;
8799 ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
8800 if(!newPosition.isContainedIn(dest))
8802 dest.push_back(newPosition);
8803 count -= need_space;
8805 return EQUIP_ERR_OK;
8808 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
8810 // skip specific bag already processed in first called _CanStoreItem_InBag
8811 if(bag==skip_bag)
8812 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8814 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8815 if( !pBag )
8816 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8818 ItemPrototype const* pBagProto = pBag->GetProto();
8819 if( !pBagProto )
8820 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8822 // specialized bag mode or non-specilized
8823 if( non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER) )
8824 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8826 if( !ItemCanGoIntoBag(pProto,pBagProto) )
8827 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8829 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8831 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8832 if(j==skip_slot)
8833 continue;
8835 Item* pItem2 = GetItemByPos( bag, j );
8837 // ignore move item (this slot will be empty at move)
8838 if(pItem2==pSrcItem)
8839 pItem2 = NULL;
8841 // if merge skip empty, if !merge skip non-empty
8842 if((pItem2!=NULL)!=merge)
8843 continue;
8845 if( pItem2 )
8847 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
8849 uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8850 if(need_space > count)
8851 need_space = count;
8853 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8854 if(!newPosition.isContainedIn(dest))
8856 dest.push_back(newPosition);
8857 count -= need_space;
8859 if(count==0)
8860 return EQUIP_ERR_OK;
8864 else
8866 uint32 need_space = pProto->GetMaxStackSize();
8867 if(need_space > count)
8868 need_space = count;
8870 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
8871 if(!newPosition.isContainedIn(dest))
8873 dest.push_back(newPosition);
8874 count -= need_space;
8876 if(count==0)
8877 return EQUIP_ERR_OK;
8881 return EQUIP_ERR_OK;
8884 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
8886 for(uint32 j = slot_begin; j < slot_end; j++)
8888 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8889 if(INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
8890 continue;
8892 Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
8894 // ignore move item (this slot will be empty at move)
8895 if(pItem2==pSrcItem)
8896 pItem2 = NULL;
8898 // if merge skip empty, if !merge skip non-empty
8899 if((pItem2!=NULL)!=merge)
8900 continue;
8902 if( pItem2 )
8904 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
8906 uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
8907 if(need_space > count)
8908 need_space = count;
8909 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8910 if(!newPosition.isContainedIn(dest))
8912 dest.push_back(newPosition);
8913 count -= need_space;
8915 if(count==0)
8916 return EQUIP_ERR_OK;
8920 else
8922 uint32 need_space = pProto->GetMaxStackSize();
8923 if(need_space > count)
8924 need_space = count;
8926 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
8927 if(!newPosition.isContainedIn(dest))
8929 dest.push_back(newPosition);
8930 count -= need_space;
8932 if(count==0)
8933 return EQUIP_ERR_OK;
8937 return EQUIP_ERR_OK;
8940 uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
8942 sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
8944 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8945 if( !pProto )
8947 if(no_space_count)
8948 *no_space_count = count;
8949 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
8952 if(pItem && pItem->IsBindedNotWith(GetGUID()))
8954 if(no_space_count)
8955 *no_space_count = count;
8956 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
8959 // check count of items (skip for auto move for same player from bank)
8960 uint32 no_similar_count = 0; // can't store this amount similar items
8961 uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
8962 if(res!=EQUIP_ERR_OK)
8964 if(count==no_similar_count)
8966 if(no_space_count)
8967 *no_space_count = no_similar_count;
8968 return res;
8970 count -= no_similar_count;
8973 // in specific slot
8974 if( bag != NULL_BAG && slot != NULL_SLOT )
8976 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
8977 if(res!=EQUIP_ERR_OK)
8979 if(no_space_count)
8980 *no_space_count = count + no_similar_count;
8981 return res;
8984 if(count==0)
8986 if(no_similar_count==0)
8987 return EQUIP_ERR_OK;
8989 if(no_space_count)
8990 *no_space_count = count + no_similar_count;
8991 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8995 // not specific slot or have space for partly store only in specific slot
8997 // in specific bag
8998 if( bag != NULL_BAG )
9000 // search stack in bag for merge to
9001 if( pProto->Stackable != 1 )
9003 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
9005 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9006 if(res!=EQUIP_ERR_OK)
9008 if(no_space_count)
9009 *no_space_count = count + no_similar_count;
9010 return res;
9013 if(count==0)
9015 if(no_similar_count==0)
9016 return EQUIP_ERR_OK;
9018 if(no_space_count)
9019 *no_space_count = count + no_similar_count;
9020 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9023 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9024 if(res!=EQUIP_ERR_OK)
9026 if(no_space_count)
9027 *no_space_count = count + no_similar_count;
9028 return res;
9031 if(count==0)
9033 if(no_similar_count==0)
9034 return EQUIP_ERR_OK;
9036 if(no_space_count)
9037 *no_space_count = count + no_similar_count;
9038 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9041 else // equipped bag
9043 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
9044 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
9045 if(res!=EQUIP_ERR_OK)
9046 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
9048 if(res!=EQUIP_ERR_OK)
9050 if(no_space_count)
9051 *no_space_count = count + no_similar_count;
9052 return res;
9055 if(count==0)
9057 if(no_similar_count==0)
9058 return EQUIP_ERR_OK;
9060 if(no_space_count)
9061 *no_space_count = count + no_similar_count;
9062 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9067 // search free slot in bag for place to
9068 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
9070 // search free slot - keyring case
9071 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9073 uint32 keyringSize = GetMaxKeyringSize();
9074 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,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 /* until proper implementation
9093 else if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9095 res = _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START,VANITYPET_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9096 if(res!=EQUIP_ERR_OK)
9098 if(no_space_count)
9099 *no_space_count = count + no_similar_count;
9100 return res;
9103 if(count==0)
9105 if(no_similar_count==0)
9106 return EQUIP_ERR_OK;
9108 if(no_space_count)
9109 *no_space_count = count + no_similar_count;
9110 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9114 /* until proper implementation
9115 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9117 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9118 if(res!=EQUIP_ERR_OK)
9120 if(no_space_count)
9121 *no_space_count = count + no_similar_count;
9122 return res;
9125 if(count==0)
9127 if(no_similar_count==0)
9128 return EQUIP_ERR_OK;
9130 if(no_space_count)
9131 *no_space_count = count + no_similar_count;
9132 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9136 /* until proper implementation
9137 else if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9139 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9140 if(res!=EQUIP_ERR_OK)
9142 if(no_space_count)
9143 *no_space_count = count + no_similar_count;
9144 return res;
9147 if(count==0)
9149 if(no_similar_count==0)
9150 return EQUIP_ERR_OK;
9152 if(no_space_count)
9153 *no_space_count = count + no_similar_count;
9154 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9159 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9160 if(res!=EQUIP_ERR_OK)
9162 if(no_space_count)
9163 *no_space_count = count + no_similar_count;
9164 return res;
9167 if(count==0)
9169 if(no_similar_count==0)
9170 return EQUIP_ERR_OK;
9172 if(no_space_count)
9173 *no_space_count = count + no_similar_count;
9174 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9177 else // equipped bag
9179 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9180 if(res!=EQUIP_ERR_OK)
9181 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9183 if(res!=EQUIP_ERR_OK)
9185 if(no_space_count)
9186 *no_space_count = count + no_similar_count;
9187 return res;
9190 if(count==0)
9192 if(no_similar_count==0)
9193 return EQUIP_ERR_OK;
9195 if(no_space_count)
9196 *no_space_count = count + no_similar_count;
9197 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9202 // not specific bag or have space for partly store only in specific bag
9204 // search stack for merge to
9205 if( pProto->Stackable != 1 )
9207 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9208 if(res!=EQUIP_ERR_OK)
9210 if(no_space_count)
9211 *no_space_count = count + no_similar_count;
9212 return res;
9215 if(count==0)
9217 if(no_similar_count==0)
9218 return EQUIP_ERR_OK;
9220 if(no_space_count)
9221 *no_space_count = count + no_similar_count;
9222 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9225 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9226 if(res!=EQUIP_ERR_OK)
9228 if(no_space_count)
9229 *no_space_count = count + no_similar_count;
9230 return res;
9233 if(count==0)
9235 if(no_similar_count==0)
9236 return EQUIP_ERR_OK;
9238 if(no_space_count)
9239 *no_space_count = count + no_similar_count;
9240 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9243 if( pProto->BagFamily )
9245 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9247 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9248 if(res!=EQUIP_ERR_OK)
9249 continue;
9251 if(count==0)
9253 if(no_similar_count==0)
9254 return EQUIP_ERR_OK;
9256 if(no_space_count)
9257 *no_space_count = count + no_similar_count;
9258 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9263 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9265 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9266 if(res!=EQUIP_ERR_OK)
9267 continue;
9269 if(count==0)
9271 if(no_similar_count==0)
9272 return EQUIP_ERR_OK;
9274 if(no_space_count)
9275 *no_space_count = count + no_similar_count;
9276 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9281 // search free slot - special bag case
9282 if( pProto->BagFamily )
9284 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9286 uint32 keyringSize = GetMaxKeyringSize();
9287 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9288 if(res!=EQUIP_ERR_OK)
9290 if(no_space_count)
9291 *no_space_count = count + no_similar_count;
9292 return res;
9295 if(count==0)
9297 if(no_similar_count==0)
9298 return EQUIP_ERR_OK;
9300 if(no_space_count)
9301 *no_space_count = count + no_similar_count;
9302 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9305 /* until proper implementation
9306 else if(false pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9308 res = _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START,VANITYPET_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9309 if(res!=EQUIP_ERR_OK)
9311 if(no_space_count)
9312 *no_space_count = count + no_similar_count;
9313 return res;
9316 if(count==0)
9318 if(no_similar_count==0)
9319 return EQUIP_ERR_OK;
9321 if(no_space_count)
9322 *no_space_count = count + no_similar_count;
9323 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9327 /* until proper implementation
9328 else if(false pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9330 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9331 if(res!=EQUIP_ERR_OK)
9333 if(no_space_count)
9334 *no_space_count = count + no_similar_count;
9335 return res;
9338 if(count==0)
9340 if(no_similar_count==0)
9341 return EQUIP_ERR_OK;
9343 if(no_space_count)
9344 *no_space_count = count + no_similar_count;
9345 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9349 /* until proper implementation
9350 else if(false pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9352 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9353 if(res!=EQUIP_ERR_OK)
9355 if(no_space_count)
9356 *no_space_count = count + no_similar_count;
9357 return res;
9360 if(count==0)
9362 if(no_similar_count==0)
9363 return EQUIP_ERR_OK;
9365 if(no_space_count)
9366 *no_space_count = count + no_similar_count;
9367 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9372 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9374 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9375 if(res!=EQUIP_ERR_OK)
9376 continue;
9378 if(count==0)
9380 if(no_similar_count==0)
9381 return EQUIP_ERR_OK;
9383 if(no_space_count)
9384 *no_space_count = count + no_similar_count;
9385 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9390 // search free slot
9391 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9392 if(res!=EQUIP_ERR_OK)
9394 if(no_space_count)
9395 *no_space_count = count + no_similar_count;
9396 return res;
9399 if(count==0)
9401 if(no_similar_count==0)
9402 return EQUIP_ERR_OK;
9404 if(no_space_count)
9405 *no_space_count = count + no_similar_count;
9406 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9409 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9411 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9412 if(res!=EQUIP_ERR_OK)
9413 continue;
9415 if(count==0)
9417 if(no_similar_count==0)
9418 return EQUIP_ERR_OK;
9420 if(no_space_count)
9421 *no_space_count = count + no_similar_count;
9422 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9426 if(no_space_count)
9427 *no_space_count = count + no_similar_count;
9429 return EQUIP_ERR_INVENTORY_FULL;
9432 //////////////////////////////////////////////////////////////////////////
9433 uint8 Player::CanStoreItems( Item **pItems,int count) const
9435 Item *pItem2;
9437 // fill space table
9438 int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
9439 int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
9440 int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
9441 int inv_pets[VANITYPET_SLOT_END-VANITYPET_SLOT_START];
9442 int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
9443 int inv_quests[QUESTBAG_SLOT_END-QUESTBAG_SLOT_START];
9445 memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
9446 memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
9447 memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
9448 memset(inv_pets,0,sizeof(int)*(VANITYPET_SLOT_END-VANITYPET_SLOT_START));
9449 memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
9450 memset(inv_quests,0,sizeof(int)*(QUESTBAG_SLOT_END-QUESTBAG_SLOT_START));
9452 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
9454 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9456 if (pItem2 && !pItem2->IsInTrade())
9458 inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
9462 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
9464 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9466 if (pItem2 && !pItem2->IsInTrade())
9468 inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
9472 for(int i = VANITYPET_SLOT_START; i < VANITYPET_SLOT_END; i++)
9474 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9476 if (pItem2 && !pItem2->IsInTrade())
9478 inv_pets[i-VANITYPET_SLOT_START] = pItem2->GetCount();
9482 for(int i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
9484 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9486 if (pItem2 && !pItem2->IsInTrade())
9488 inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
9492 for(int i = QUESTBAG_SLOT_START; i < QUESTBAG_SLOT_END; i++)
9494 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9496 if (pItem2 && !pItem2->IsInTrade())
9498 inv_quests[i-QUESTBAG_SLOT_START] = pItem2->GetCount();
9502 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9504 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
9506 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9508 pItem2 = GetItemByPos( i, j );
9509 if (pItem2 && !pItem2->IsInTrade())
9511 inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
9517 // check free space for all items
9518 for (int k=0;k<count;k++)
9520 Item *pItem = pItems[k];
9522 // no item
9523 if (!pItem) continue;
9525 sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
9526 ItemPrototype const *pProto = pItem->GetProto();
9528 // strange item
9529 if( !pProto )
9530 return EQUIP_ERR_ITEM_NOT_FOUND;
9532 // item it 'bind'
9533 if(pItem->IsBindedNotWith(GetGUID()))
9534 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9536 Bag *pBag;
9537 ItemPrototype const *pBagProto;
9539 // item is 'one item only'
9540 uint8 res = CanTakeMoreSimilarItems(pItem);
9541 if(res != EQUIP_ERR_OK)
9542 return res;
9544 // search stack for merge to
9545 if( pProto->Stackable != 1 )
9547 bool b_found = false;
9549 for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; t++)
9551 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9552 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9554 inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
9555 b_found = true;
9556 break;
9559 if (b_found) continue;
9561 for(int t = VANITYPET_SLOT_START; t < VANITYPET_SLOT_END; t++)
9563 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9564 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_pets[t-VANITYPET_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9566 inv_pets[t-VANITYPET_SLOT_START] += pItem->GetCount();
9567 b_found = true;
9568 break;
9571 if (b_found) continue;
9573 for(int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; t++)
9575 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9576 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9578 inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
9579 b_found = true;
9580 break;
9583 if (b_found) continue;
9585 for(int t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; t++)
9587 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9588 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_quests[t-QUESTBAG_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9590 inv_quests[t-QUESTBAG_SLOT_START] += pItem->GetCount();
9591 b_found = true;
9592 break;
9595 if (b_found) continue;
9597 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9599 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9600 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9602 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
9603 b_found = true;
9604 break;
9607 if (b_found) continue;
9609 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9611 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9612 if( pBag )
9614 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9616 pItem2 = GetItemByPos( t, j );
9617 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
9619 inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
9620 b_found = true;
9621 break;
9626 if (b_found) continue;
9629 // special bag case
9630 if( pProto->BagFamily )
9632 bool b_found = false;
9633 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9635 uint32 keyringSize = GetMaxKeyringSize();
9636 for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
9638 if( inv_keys[t-KEYRING_SLOT_START] == 0 )
9640 inv_keys[t-KEYRING_SLOT_START] = 1;
9641 b_found = true;
9642 break;
9647 if (b_found) continue;
9649 /* until proper implementation
9650 if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9652 for(uint32 t = VANITYPET_SLOT_START; t < VANITYPET_SLOT_END; ++t)
9654 if( inv_pets[t-VANITYPET_SLOT_START] == 0 )
9656 inv_pets[t-VANITYPET_SLOT_START] = 1;
9657 b_found = true;
9658 break;
9663 if (b_found) continue;
9665 /* until proper implementation
9666 if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9668 for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9670 if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
9672 inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
9673 b_found = true;
9674 break;
9679 if (b_found) continue;
9681 /* until proper implementation
9682 if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9684 for(uint32 t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; ++t)
9686 if( inv_quests[t-QUESTBAG_SLOT_START] == 0 )
9688 inv_quests[t-QUESTBAG_SLOT_START] = 1;
9689 b_found = true;
9690 break;
9695 if (b_found) continue;
9698 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9700 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9701 if( pBag )
9703 pBagProto = pBag->GetProto();
9705 // not plain container check
9706 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
9707 ItemCanGoIntoBag(pProto,pBagProto) )
9709 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9711 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9713 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9714 b_found = true;
9715 break;
9721 if (b_found) continue;
9724 // search free slot
9725 bool b_found = false;
9726 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9728 if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
9730 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
9731 b_found = true;
9732 break;
9735 if (b_found) continue;
9737 // search free slot in bags
9738 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9740 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9741 if( pBag )
9743 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9745 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9747 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9748 b_found = true;
9749 break;
9755 // no free slot found?
9756 if (!b_found)
9757 return EQUIP_ERR_INVENTORY_FULL;
9760 return EQUIP_ERR_OK;
9763 //////////////////////////////////////////////////////////////////////////
9764 uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const
9766 dest = 0;
9767 Item *pItem = Item::CreateItem( item, 1, this );
9768 if( pItem )
9770 uint8 result = CanEquipItem(slot, dest, pItem, swap );
9771 delete pItem;
9772 return result;
9775 return EQUIP_ERR_ITEM_NOT_FOUND;
9778 uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
9780 dest = 0;
9781 if( pItem )
9783 sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
9784 ItemPrototype const *pProto = pItem->GetProto();
9785 if( pProto )
9787 // May be here should be more stronger checks; STUNNED checked
9788 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9789 if (not_loading && hasUnitState(UNIT_STAT_STUNNED))
9790 return EQUIP_ERR_YOU_ARE_STUNNED;
9792 if(pItem->IsBindedNotWith(GetGUID()))
9793 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9795 // check count of items (skip for auto move for same player from bank)
9796 uint8 res = CanTakeMoreSimilarItems(pItem);
9797 if(res != EQUIP_ERR_OK)
9798 return res;
9800 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9801 // - combat
9802 // - in-progress arenas
9803 if( !pProto->CanChangeEquipStateInCombat() )
9805 if( isInCombat() )
9806 return EQUIP_ERR_NOT_IN_COMBAT;
9808 if(BattleGround* bg = GetBattleGround())
9809 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9810 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9813 if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
9814 return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
9816 if(IsNonMeleeSpellCasted(false))
9817 return EQUIP_ERR_CANT_DO_RIGHT_NOW;
9819 uint8 eslot = FindEquipSlot( pProto, slot, swap );
9820 if( eslot == NULL_SLOT )
9821 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9823 uint8 msg = CanUseItem( pItem , not_loading );
9824 if( msg != EQUIP_ERR_OK )
9825 return msg;
9826 if( !swap && GetItemByPos( INVENTORY_SLOT_BAG_0, eslot ) )
9827 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
9829 // check unique-equipped on item
9830 if (pProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
9832 // there is an equip limit on this item
9833 Item* tItem = GetItemOrItemWithGemEquipped(pProto->ItemId);
9834 if (tItem && (!swap || tItem->GetSlot() != eslot ) )
9835 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
9838 // check unique-equipped on gems
9839 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
9841 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
9842 if(!enchant_id)
9843 continue;
9844 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
9845 if(!enchantEntry)
9846 continue;
9848 ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
9849 if(pGem && (pGem->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED))
9851 Item* tItem = GetItemOrItemWithGemEquipped(enchantEntry->GemID);
9852 if(tItem && (!swap || tItem->GetSlot() != eslot ))
9853 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
9857 // check unique-equipped special item classes
9858 if (pProto->Class == ITEM_CLASS_QUIVER)
9860 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
9862 if( Item* pBag = GetItemByPos( INVENTORY_SLOT_BAG_0, i ) )
9864 if( ItemPrototype const* pBagProto = pBag->GetProto() )
9866 if( pBagProto->Class==pProto->Class && pBagProto->SubClass==pProto->SubClass &&
9867 (!swap || pBag->GetSlot() != eslot ) )
9869 if(pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
9870 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH;
9871 else
9872 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
9879 uint32 type = pProto->InventoryType;
9881 if(eslot == EQUIPMENT_SLOT_OFFHAND)
9883 if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
9885 if(!CanDualWield())
9886 return EQUIP_ERR_CANT_DUAL_WIELD;
9888 else if (type == INVTYPE_2HWEAPON)
9890 if(!CanDualWield() || !CanTitanGrip())
9891 return EQUIP_ERR_CANT_DUAL_WIELD;
9894 if(IsTwoHandUsed())
9895 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
9898 // equip two-hand weapon case (with possible unequip 2 items)
9899 if( type == INVTYPE_2HWEAPON )
9901 if (eslot == EQUIPMENT_SLOT_OFFHAND)
9903 if (!CanTitanGrip())
9904 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9906 else if (eslot != EQUIPMENT_SLOT_MAINHAND)
9907 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
9909 if (!CanTitanGrip())
9911 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9912 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
9913 ItemPosCountVec off_dest;
9914 if( offItem && (!not_loading ||
9915 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
9916 CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ) )
9917 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
9920 dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
9921 return EQUIP_ERR_OK;
9924 if( !swap )
9925 return EQUIP_ERR_ITEM_NOT_FOUND;
9926 else
9927 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
9930 uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
9932 // Applied only to equipped items and bank bags
9933 if(!IsEquipmentPos(pos) && !IsBagPos(pos))
9934 return EQUIP_ERR_OK;
9936 Item* pItem = GetItemByPos(pos);
9938 // Applied only to existed equipped item
9939 if( !pItem )
9940 return EQUIP_ERR_OK;
9942 sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
9944 ItemPrototype const *pProto = pItem->GetProto();
9945 if( !pProto )
9946 return EQUIP_ERR_ITEM_NOT_FOUND;
9948 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9949 // - combat
9950 // - in-progress arenas
9951 if( !pProto->CanChangeEquipStateInCombat() )
9953 if( isInCombat() )
9954 return EQUIP_ERR_NOT_IN_COMBAT;
9956 if(BattleGround* bg = GetBattleGround())
9957 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9958 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9961 if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
9962 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
9964 return EQUIP_ERR_OK;
9967 uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
9969 if( !pItem )
9970 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9972 uint32 count = pItem->GetCount();
9974 sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
9975 ItemPrototype const *pProto = pItem->GetProto();
9976 if( !pProto )
9977 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
9979 if( pItem->IsBindedNotWith(GetGUID()) )
9980 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9982 // check count of items (skip for auto move for same player from bank)
9983 uint8 res = CanTakeMoreSimilarItems(pItem);
9984 if(res != EQUIP_ERR_OK)
9985 return res;
9987 // in specific slot
9988 if( bag != NULL_BAG && slot != NULL_SLOT )
9990 if( pProto->InventoryType == INVTYPE_BAG )
9992 Bag *pBag = (Bag*)pItem;
9993 if( pBag )
9995 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
9997 if( !HasBankBagSlot( slot ) )
9998 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
9999 if( uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK )
10000 return cantuse;
10002 else
10004 if( !pBag->IsEmpty() )
10005 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
10009 else
10011 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
10012 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
10015 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
10016 if(res!=EQUIP_ERR_OK)
10017 return res;
10019 if(count==0)
10020 return EQUIP_ERR_OK;
10023 // not specific slot or have space for partly store only in specific slot
10025 // in specific bag
10026 if( bag != NULL_BAG )
10028 if( pProto->InventoryType == INVTYPE_BAG )
10030 Bag *pBag = (Bag*)pItem;
10031 if( pBag && !pBag->IsEmpty() )
10032 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
10035 // search stack in bag for merge to
10036 if( pProto->Stackable != 1 )
10038 if( bag == INVENTORY_SLOT_BAG_0 )
10040 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
10041 if(res!=EQUIP_ERR_OK)
10042 return res;
10044 if(count==0)
10045 return EQUIP_ERR_OK;
10047 else
10049 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
10050 if(res!=EQUIP_ERR_OK)
10051 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
10053 if(res!=EQUIP_ERR_OK)
10054 return res;
10056 if(count==0)
10057 return EQUIP_ERR_OK;
10061 // search free slot in bag
10062 if( bag == INVENTORY_SLOT_BAG_0 )
10064 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
10065 if(res!=EQUIP_ERR_OK)
10066 return res;
10068 if(count==0)
10069 return EQUIP_ERR_OK;
10071 else
10073 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
10074 if(res!=EQUIP_ERR_OK)
10075 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
10077 if(res!=EQUIP_ERR_OK)
10078 return res;
10080 if(count==0)
10081 return EQUIP_ERR_OK;
10085 // not specific bag or have space for partly store only in specific bag
10087 // search stack for merge to
10088 if( pProto->Stackable != 1 )
10090 // in slots
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 // in special bags
10099 if( pProto->BagFamily )
10101 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10103 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
10104 if(res!=EQUIP_ERR_OK)
10105 continue;
10107 if(count==0)
10108 return EQUIP_ERR_OK;
10112 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10114 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
10115 if(res!=EQUIP_ERR_OK)
10116 continue;
10118 if(count==0)
10119 return EQUIP_ERR_OK;
10123 // search free place in special bag
10124 if( pProto->BagFamily )
10126 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10128 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
10129 if(res!=EQUIP_ERR_OK)
10130 continue;
10132 if(count==0)
10133 return EQUIP_ERR_OK;
10137 // search free space
10138 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
10139 if(res!=EQUIP_ERR_OK)
10140 return res;
10142 if(count==0)
10143 return EQUIP_ERR_OK;
10145 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10147 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
10148 if(res!=EQUIP_ERR_OK)
10149 continue;
10151 if(count==0)
10152 return EQUIP_ERR_OK;
10154 return EQUIP_ERR_BANK_FULL;
10157 uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
10159 if( pItem )
10161 sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
10162 if( !isAlive() && not_loading )
10163 return EQUIP_ERR_YOU_ARE_DEAD;
10164 //if( isStunned() )
10165 // return EQUIP_ERR_YOU_ARE_STUNNED;
10166 ItemPrototype const *pProto = pItem->GetProto();
10167 if( pProto )
10169 if( pItem->IsBindedNotWith(GetGUID()) )
10170 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
10171 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10172 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
10173 if( pItem->GetSkill() != 0 )
10175 if( GetSkillValue( pItem->GetSkill() ) == 0 )
10176 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10178 if( pProto->RequiredSkill != 0 )
10180 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10181 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10182 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10183 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
10185 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10186 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10187 if( pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank )
10188 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10189 if( getLevel() < pProto->RequiredLevel )
10190 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10191 return EQUIP_ERR_OK;
10194 return EQUIP_ERR_ITEM_NOT_FOUND;
10197 bool Player::CanUseItem( ItemPrototype const *pProto )
10199 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10201 if( pProto )
10203 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10204 return false;
10205 if( pProto->RequiredSkill != 0 )
10207 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10208 return false;
10209 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10210 return false;
10212 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10213 return false;
10214 if( getLevel() < pProto->RequiredLevel )
10215 return false;
10216 return true;
10218 return false;
10221 uint8 Player::CanUseAmmo( uint32 item ) const
10223 sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
10224 if( !isAlive() )
10225 return EQUIP_ERR_YOU_ARE_DEAD;
10226 //if( isStunned() )
10227 // return EQUIP_ERR_YOU_ARE_STUNNED;
10228 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
10229 if( pProto )
10231 if( pProto->InventoryType!= INVTYPE_AMMO )
10232 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
10233 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10234 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
10235 if( pProto->RequiredSkill != 0 )
10237 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10238 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10239 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10240 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
10242 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10243 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10244 /*if( GetReputation() < pProto->RequiredReputation )
10245 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10247 if( getLevel() < pProto->RequiredLevel )
10248 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10250 // Requires No Ammo
10251 if(GetDummyAura(46699))
10252 return EQUIP_ERR_BAG_FULL6;
10254 return EQUIP_ERR_OK;
10256 return EQUIP_ERR_ITEM_NOT_FOUND;
10259 void Player::SetAmmo( uint32 item )
10261 if(!item)
10262 return;
10264 // already set
10265 if( GetUInt32Value(PLAYER_AMMO_ID) == item )
10266 return;
10268 // check ammo
10269 if(item)
10271 uint8 msg = CanUseAmmo( item );
10272 if( msg != EQUIP_ERR_OK )
10274 SendEquipError( msg, NULL, NULL );
10275 return;
10279 SetUInt32Value(PLAYER_AMMO_ID, item);
10281 _ApplyAmmoBonuses();
10284 void Player::RemoveAmmo()
10286 SetUInt32Value(PLAYER_AMMO_ID, 0);
10288 m_ammoDPS = 0.0f;
10290 if(CanModifyStats())
10291 UpdateDamagePhysical(RANGED_ATTACK);
10294 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10295 Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
10297 uint32 count = 0;
10298 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
10299 count += itr->count;
10301 Item *pItem = Item::CreateItem( item, count, this );
10302 if( pItem )
10304 ItemAddedQuestCheck( item, count );
10305 if(randomPropertyId)
10306 pItem->SetItemRandomProperties(randomPropertyId);
10307 pItem = StoreItem( dest, pItem, update );
10309 return pItem;
10312 Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
10314 if( !pItem )
10315 return NULL;
10317 Item* lastItem = pItem;
10319 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); )
10321 uint16 pos = itr->pos;
10322 uint32 count = itr->count;
10324 ++itr;
10326 if(itr == dest.end())
10328 lastItem = _StoreItem(pos,pItem,count,false,update);
10329 break;
10332 lastItem = _StoreItem(pos,pItem,count,true,update);
10335 return lastItem;
10338 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10339 Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
10341 if( !pItem )
10342 return NULL;
10344 uint8 bag = pos >> 8;
10345 uint8 slot = pos & 255;
10347 sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count);
10349 Item *pItem2 = GetItemByPos( bag, slot );
10351 if( !pItem2 )
10353 if(clone)
10354 pItem = pItem->CloneItem(count,this);
10355 else
10356 pItem->SetCount(count);
10358 if(!pItem)
10359 return NULL;
10361 if( pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10362 pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
10363 pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10364 pItem->SetBinding( true );
10366 if( bag == INVENTORY_SLOT_BAG_0 )
10368 m_items[slot] = pItem;
10369 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10370 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10371 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10373 pItem->SetSlot( slot );
10374 pItem->SetContainer( NULL );
10376 if( IsInWorld() && update )
10378 pItem->AddToWorld();
10379 pItem->SendUpdateToPlayer( this );
10382 pItem->SetState(ITEM_CHANGED, this);
10384 else
10386 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10387 if( pBag )
10389 pBag->StoreItem( slot, pItem, update );
10390 if( IsInWorld() && update )
10392 pItem->AddToWorld();
10393 pItem->SendUpdateToPlayer( this );
10395 pItem->SetState(ITEM_CHANGED, this);
10396 pBag->SetState(ITEM_CHANGED, this);
10400 AddEnchantmentDurations(pItem);
10401 AddItemDurations(pItem);
10403 return pItem;
10405 else
10407 if( pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10408 pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
10409 pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10410 pItem2->SetBinding( true );
10412 pItem2->SetCount( pItem2->GetCount() + count );
10413 if( IsInWorld() && update )
10414 pItem2->SendUpdateToPlayer( this );
10416 if(!clone)
10418 // delete item (it not in any slot currently)
10419 if( IsInWorld() && update )
10421 pItem->RemoveFromWorld();
10422 pItem->DestroyForPlayer( this );
10425 RemoveEnchantmentDurations(pItem);
10426 RemoveItemDurations(pItem);
10428 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10429 pItem->SetState(ITEM_REMOVED, this);
10431 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10432 AddEnchantmentDurations(pItem2);
10434 pItem2->SetState(ITEM_CHANGED, this);
10436 return pItem2;
10440 Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
10442 Item *pItem = Item::CreateItem( item, 1, this );
10443 if( pItem )
10445 ItemAddedQuestCheck( item, 1 );
10446 Item * retItem = EquipItem( pos, pItem, update );
10448 return retItem;
10450 return NULL;
10453 Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
10455 if( pItem )
10457 AddEnchantmentDurations(pItem);
10458 AddItemDurations(pItem);
10460 uint8 bag = pos >> 8;
10461 uint8 slot = pos & 255;
10463 Item *pItem2 = GetItemByPos( bag, slot );
10465 if( !pItem2 )
10467 VisualizeItem( slot, pItem);
10469 if(isAlive())
10471 ItemPrototype const *pProto = pItem->GetProto();
10473 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10474 if(pProto && pProto->ItemSet)
10475 AddItemsSetItem(this,pItem);
10477 _ApplyItemMods(pItem, slot, true);
10479 if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
10481 uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
10483 if (getClass() == CLASS_ROGUE)
10484 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
10486 SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
10488 if (!spellProto)
10489 sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
10490 else
10492 m_weaponChangeTimer = spellProto->StartRecoveryTime;
10494 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
10495 data << uint64(GetGUID());
10496 data << uint8(1);
10497 data << uint32(cooldownSpell);
10498 data << uint32(0);
10499 GetSession()->SendPacket(&data);
10504 if( IsInWorld() && update )
10506 pItem->AddToWorld();
10507 pItem->SendUpdateToPlayer( this );
10510 ApplyEquipCooldown(pItem);
10512 if( slot == EQUIPMENT_SLOT_MAINHAND )
10513 UpdateExpertise(BASE_ATTACK);
10514 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10515 UpdateExpertise(OFF_ATTACK);
10517 else
10519 pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
10520 if( IsInWorld() && update )
10521 pItem2->SendUpdateToPlayer( this );
10523 // delete item (it not in any slot currently)
10524 //pItem->DeleteFromDB();
10525 if( IsInWorld() && update )
10527 pItem->RemoveFromWorld();
10528 pItem->DestroyForPlayer( this );
10531 RemoveEnchantmentDurations(pItem);
10532 RemoveItemDurations(pItem);
10534 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10535 pItem->SetState(ITEM_REMOVED, this);
10536 pItem2->SetState(ITEM_CHANGED, this);
10538 ApplyEquipCooldown(pItem2);
10540 return pItem2;
10544 return pItem;
10547 void Player::QuickEquipItem( uint16 pos, Item *pItem)
10549 if( pItem )
10551 AddEnchantmentDurations(pItem);
10552 AddItemDurations(pItem);
10554 uint8 slot = pos & 255;
10555 VisualizeItem( slot, pItem);
10557 if( IsInWorld() )
10559 pItem->AddToWorld();
10560 pItem->SendUpdateToPlayer( this );
10565 void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
10567 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10568 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10569 // entry // Size: 1
10570 // inspected enchantments // Size: 6
10571 // ? // Size: 5
10572 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10573 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10574 // // = 16
10576 if(pItem)
10578 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetUInt64Value(ITEM_FIELD_CREATOR));
10580 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10581 SetUInt32Value(VisibleBase + 0, pItem->GetEntry());
10583 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10584 SetUInt32Value(VisibleBase + 1 + i, pItem->GetEnchantmentId(EnchantmentSlot(i)));
10586 // Use SetInt16Value to prevent set high part to FFFF for negative value
10587 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES + (slot * MAX_VISIBLE_ITEM_OFFSET), 0, pItem->GetItemRandomPropertyId());
10588 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetItemSuffixFactor());
10590 else
10592 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10594 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10595 SetUInt32Value(VisibleBase + 0, 0);
10597 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10598 SetUInt32Value(VisibleBase + 1 + i, 0);
10600 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10601 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10605 void Player::VisualizeItem( uint8 slot, Item *pItem)
10607 if(!pItem)
10608 return;
10610 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10611 if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
10612 pItem->SetBinding( true );
10614 sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
10616 m_items[slot] = pItem;
10617 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10618 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10619 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10620 pItem->SetSlot( slot );
10621 pItem->SetContainer( NULL );
10623 if( slot < EQUIPMENT_SLOT_END )
10624 SetVisibleItemSlot(slot,pItem);
10626 pItem->SetState(ITEM_CHANGED, this);
10629 void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
10631 // note: removeitem does not actually change the item
10632 // it only takes the item out of storage temporarily
10633 // note2: if removeitem is to be used for delinking
10634 // the item must be removed from the player's updatequeue
10636 Item *pItem = GetItemByPos( bag, slot );
10637 if( pItem )
10639 sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10641 RemoveEnchantmentDurations(pItem);
10642 RemoveItemDurations(pItem);
10644 if( bag == INVENTORY_SLOT_BAG_0 )
10646 if ( slot < INVENTORY_SLOT_BAG_END )
10648 ItemPrototype const *pProto = pItem->GetProto();
10649 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10651 if(pProto && pProto->ItemSet)
10652 RemoveItemsSetItem(this,pProto);
10654 _ApplyItemMods(pItem, slot, false);
10656 // remove item dependent auras and casts (only weapon and armor slots)
10657 if(slot < EQUIPMENT_SLOT_END)
10658 RemoveItemDependentAurasAndCasts(pItem);
10660 // remove held enchantments
10661 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10663 if (pItem->GetItemSuffixFactor())
10665 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
10666 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
10668 else
10670 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
10671 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
10676 m_items[slot] = NULL;
10677 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10679 if ( slot < EQUIPMENT_SLOT_END )
10680 SetVisibleItemSlot(slot,NULL);
10682 else
10684 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10685 if( pBag )
10686 pBag->RemoveItem(slot, update);
10688 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10689 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10690 pItem->SetSlot( NULL_SLOT );
10691 if( IsInWorld() && update )
10692 pItem->SendUpdateToPlayer( this );
10694 if( slot == EQUIPMENT_SLOT_MAINHAND )
10695 UpdateExpertise(BASE_ATTACK);
10696 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10697 UpdateExpertise(OFF_ATTACK);
10701 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10702 void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
10704 if(Item* it = GetItemByPos(bag,slot))
10706 ItemRemovedQuestCheck(it->GetEntry(),it->GetCount());
10707 RemoveItem( bag,slot,update);
10708 it->RemoveFromUpdateQueueOf(this);
10709 if(it->IsInWorld())
10711 it->RemoveFromWorld();
10712 it->DestroyForPlayer( this );
10717 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10718 void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
10720 // update quest counters
10721 ItemAddedQuestCheck(pItem->GetEntry(),pItem->GetCount());
10723 // store item
10724 Item* pLastItem = StoreItem( dest, pItem, update);
10726 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10727 if(pLastItem==pItem)
10729 // update owner for last item (this can be original item with wrong owner
10730 if(pLastItem->GetOwnerGUID() != GetGUID())
10731 pLastItem->SetOwnerGUID(GetGUID());
10733 // if this original item then it need create record in inventory
10734 // in case trade we already have item in other player inventory
10735 pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
10739 void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
10741 Item *pItem = GetItemByPos( bag, slot );
10742 if( pItem )
10744 sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10746 // start from destroy contained items (only equipped bag can have its)
10747 if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10749 for (int i = 0; i < MAX_BAG_SIZE; i++)
10750 DestroyItem(slot,i,update);
10753 if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
10754 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
10756 RemoveEnchantmentDurations(pItem);
10757 RemoveItemDurations(pItem);
10759 ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
10761 if( bag == INVENTORY_SLOT_BAG_0 )
10763 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10765 // equipment and equipped bags can have applied bonuses
10766 if ( slot < INVENTORY_SLOT_BAG_END )
10768 ItemPrototype const *pProto = pItem->GetProto();
10770 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10771 if(pProto && pProto->ItemSet)
10772 RemoveItemsSetItem(this,pProto);
10774 _ApplyItemMods(pItem, slot, false);
10777 if ( slot < EQUIPMENT_SLOT_END )
10779 // remove item dependent auras and casts (only weapon and armor slots)
10780 RemoveItemDependentAurasAndCasts(pItem);
10782 // equipment visual show
10783 SetVisibleItemSlot(slot,NULL);
10786 m_items[slot] = NULL;
10788 else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
10789 pBag->RemoveItem(slot, update);
10791 if( IsInWorld() && update )
10793 pItem->RemoveFromWorld();
10794 pItem->DestroyForPlayer(this);
10797 //pItem->SetOwnerGUID(0);
10798 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10799 pItem->SetSlot( NULL_SLOT );
10800 pItem->SetState(ITEM_REMOVED, this);
10804 void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
10806 sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
10807 Item *pItem;
10808 ItemPrototype const *pProto;
10809 uint32 remcount = 0;
10811 // in inventory
10812 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10814 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10815 if( pItem && pItem->GetEntry() == item )
10817 if( pItem->GetCount() + remcount <= count )
10819 // all items in inventory can unequipped
10820 remcount += pItem->GetCount();
10821 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10823 if(remcount >=count)
10824 return;
10826 else
10828 pProto = pItem->GetProto();
10829 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10830 pItem->SetCount( pItem->GetCount() - count + remcount );
10831 if( IsInWorld() & update )
10832 pItem->SendUpdateToPlayer( this );
10833 pItem->SetState(ITEM_CHANGED, this);
10834 return;
10838 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
10840 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10841 if( pItem && pItem->GetEntry() == item )
10843 if( pItem->GetCount() + remcount <= count )
10845 // all keys can be unequipped
10846 remcount += pItem->GetCount();
10847 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10849 if(remcount >=count)
10850 return;
10852 else
10854 pProto = pItem->GetProto();
10855 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10856 pItem->SetCount( pItem->GetCount() - count + remcount );
10857 if( IsInWorld() & update )
10858 pItem->SendUpdateToPlayer( this );
10859 pItem->SetState(ITEM_CHANGED, this);
10860 return;
10865 // in inventory bags
10866 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10868 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10870 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10872 pItem = pBag->GetItemByPos(j);
10873 if( pItem && pItem->GetEntry() == item )
10875 // all items in bags can be unequipped
10876 if( pItem->GetCount() + remcount <= count )
10878 remcount += pItem->GetCount();
10879 DestroyItem( i, j, update );
10881 if(remcount >=count)
10882 return;
10884 else
10886 pProto = pItem->GetProto();
10887 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10888 pItem->SetCount( pItem->GetCount() - count + remcount );
10889 if( IsInWorld() && update )
10890 pItem->SendUpdateToPlayer( this );
10891 pItem->SetState(ITEM_CHANGED, this);
10892 return;
10899 // in equipment and bag list
10900 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10902 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10903 if( pItem && pItem->GetEntry() == item )
10905 if( pItem->GetCount() + remcount <= count )
10907 if(!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i,false) == EQUIP_ERR_OK )
10909 remcount += pItem->GetCount();
10910 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10912 if(remcount >=count)
10913 return;
10916 else
10918 pProto = pItem->GetProto();
10919 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10920 pItem->SetCount( pItem->GetCount() - count + remcount );
10921 if( IsInWorld() & update )
10922 pItem->SendUpdateToPlayer( this );
10923 pItem->SetState(ITEM_CHANGED, this);
10924 return;
10930 void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
10932 sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
10934 // in inventory
10935 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10937 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10938 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10939 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10941 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
10943 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10944 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10945 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10948 // in inventory bags
10949 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10951 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10952 if( pBag )
10954 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10956 Item* pItem = pBag->GetItemByPos(j);
10957 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10958 DestroyItem( i, j, update);
10963 // in equipment and bag list
10964 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
10966 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10967 if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
10968 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10972 void Player::DestroyConjuredItems( bool update )
10974 // used when entering arena
10975 // destroys all conjured items
10976 sLog.outDebug( "STORAGE: DestroyConjuredItems" );
10978 // in inventory
10979 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10981 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10982 if( pItem && pItem->GetProto() &&
10983 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10984 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
10985 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10988 // in inventory bags
10989 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
10991 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
10992 if( pBag )
10994 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
10996 Item* pItem = pBag->GetItemByPos(j);
10997 if( pItem && pItem->GetProto() &&
10998 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
10999 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
11000 DestroyItem( i, j, update);
11005 // in equipment and bag list
11006 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
11008 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11009 if( pItem && pItem->GetProto() &&
11010 (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
11011 (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
11012 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11016 void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
11018 if(!pItem)
11019 return;
11021 sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
11023 if( pItem->GetCount() <= count )
11025 count-= pItem->GetCount();
11027 DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
11029 else
11031 ItemRemovedQuestCheck( pItem->GetEntry(), count);
11032 pItem->SetCount( pItem->GetCount() - count );
11033 count = 0;
11034 if( IsInWorld() & update )
11035 pItem->SendUpdateToPlayer( this );
11036 pItem->SetState(ITEM_CHANGED, this);
11040 void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
11042 uint8 srcbag = src >> 8;
11043 uint8 srcslot = src & 255;
11045 uint8 dstbag = dst >> 8;
11046 uint8 dstslot = dst & 255;
11048 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
11049 if( !pSrcItem )
11051 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
11052 return;
11055 // not let split all items (can be only at cheating)
11056 if(pSrcItem->GetCount() == count)
11058 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
11059 return;
11062 // not let split more existed items (can be only at cheating)
11063 if(pSrcItem->GetCount() < count)
11065 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
11066 return;
11069 if(pSrcItem->m_lootGenerated) // prevent split looting item (item
11071 //best error message found for attempting to split while looting
11072 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
11073 return;
11076 sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
11077 Item *pNewItem = pSrcItem->CloneItem( count, this );
11078 if( !pNewItem )
11080 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
11081 return;
11084 if( IsInventoryPos( dst ) )
11086 // change item amount before check (for unique max count check)
11087 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11089 ItemPosCountVec dest;
11090 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
11091 if( msg != EQUIP_ERR_OK )
11093 delete pNewItem;
11094 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11095 SendEquipError( msg, pSrcItem, NULL );
11096 return;
11099 if( IsInWorld() )
11100 pSrcItem->SendUpdateToPlayer( this );
11101 pSrcItem->SetState(ITEM_CHANGED, this);
11102 StoreItem( dest, pNewItem, true);
11104 else if( IsBankPos ( dst ) )
11106 // change item amount before check (for unique max count check)
11107 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11109 ItemPosCountVec dest;
11110 uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
11111 if( msg != EQUIP_ERR_OK )
11113 delete pNewItem;
11114 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11115 SendEquipError( msg, pSrcItem, NULL );
11116 return;
11119 if( IsInWorld() )
11120 pSrcItem->SendUpdateToPlayer( this );
11121 pSrcItem->SetState(ITEM_CHANGED, this);
11122 BankItem( dest, pNewItem, true);
11124 else if( IsEquipmentPos ( dst ) )
11126 // change item amount before check (for unique max count check), provide space for splitted items
11127 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11129 uint16 dest;
11130 uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
11131 if( msg != EQUIP_ERR_OK )
11133 delete pNewItem;
11134 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11135 SendEquipError( msg, pSrcItem, NULL );
11136 return;
11139 if( IsInWorld() )
11140 pSrcItem->SendUpdateToPlayer( this );
11141 pSrcItem->SetState(ITEM_CHANGED, this);
11142 EquipItem( dest, pNewItem, true);
11143 AutoUnequipOffhandIfNeed();
11147 void Player::SwapItem( uint16 src, uint16 dst )
11149 uint8 srcbag = src >> 8;
11150 uint8 srcslot = src & 255;
11152 uint8 dstbag = dst >> 8;
11153 uint8 dstslot = dst & 255;
11155 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
11156 Item *pDstItem = GetItemByPos( dstbag, dstslot );
11158 if( !pSrcItem )
11159 return;
11161 sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
11163 if(!isAlive() )
11165 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
11166 return;
11169 if(pSrcItem->m_lootGenerated) // prevent swap looting item
11171 //best error message found for attempting to swap while looting
11172 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
11173 return;
11176 // check unequip potability for equipped items and bank bags
11177 if(IsEquipmentPos ( src ) || IsBagPos ( src ))
11179 // bags can be swapped with empty bag slots
11180 uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ));
11181 if(msg != EQUIP_ERR_OK)
11183 SendEquipError( msg, pSrcItem, pDstItem );
11184 return;
11188 // prevent put equipped/bank bag in self
11189 if( IsBagPos ( src ) && srcslot == dstbag)
11191 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
11192 return;
11195 if( !pDstItem )
11197 if( IsInventoryPos( dst ) )
11199 ItemPosCountVec dest;
11200 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
11201 if( msg != EQUIP_ERR_OK )
11203 SendEquipError( msg, pSrcItem, NULL );
11204 return;
11207 RemoveItem(srcbag, srcslot, true);
11208 StoreItem( dest, pSrcItem, true);
11210 else if( IsBankPos ( dst ) )
11212 ItemPosCountVec dest;
11213 uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
11214 if( msg != EQUIP_ERR_OK )
11216 SendEquipError( msg, pSrcItem, NULL );
11217 return;
11220 RemoveItem(srcbag, srcslot, true);
11221 BankItem( dest, pSrcItem, true);
11223 else if( IsEquipmentPos ( dst ) )
11225 uint16 dest;
11226 uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
11227 if( msg != EQUIP_ERR_OK )
11229 SendEquipError( msg, pSrcItem, NULL );
11230 return;
11233 RemoveItem(srcbag, srcslot, true);
11234 EquipItem( dest, pSrcItem, true);
11235 AutoUnequipOffhandIfNeed();
11238 else // if (!pDstItem)
11240 if(pDstItem->m_lootGenerated) // prevent swap looting item
11242 //best error message found for attempting to swap while looting
11243 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
11244 return;
11247 // check unequip potability for equipped items and bank bags
11248 if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
11250 // bags can be swapped with empty bag slots
11251 uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) );
11252 if(msg != EQUIP_ERR_OK)
11254 SendEquipError( msg, pSrcItem, pDstItem );
11255 return;
11259 // attempt merge to / fill target item
11261 uint8 msg;
11262 ItemPosCountVec sDest;
11263 uint16 eDest;
11264 if( IsInventoryPos( dst ) )
11265 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
11266 else if( IsBankPos ( dst ) )
11267 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
11268 else if( IsEquipmentPos ( dst ) )
11269 msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
11270 else
11271 return;
11273 // can be merge/fill
11274 if(msg == EQUIP_ERR_OK)
11276 if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
11278 RemoveItem(srcbag, srcslot, true);
11280 if( IsInventoryPos( dst ) )
11281 StoreItem( sDest, pSrcItem, true);
11282 else if( IsBankPos ( dst ) )
11283 BankItem( sDest, pSrcItem, true);
11284 else if( IsEquipmentPos ( dst ) )
11286 EquipItem( eDest, pSrcItem, true);
11287 AutoUnequipOffhandIfNeed();
11290 else
11292 pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize());
11293 pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize());
11294 pSrcItem->SetState(ITEM_CHANGED, this);
11295 pDstItem->SetState(ITEM_CHANGED, this);
11296 if( IsInWorld() )
11298 pSrcItem->SendUpdateToPlayer( this );
11299 pDstItem->SendUpdateToPlayer( this );
11302 return;
11306 // impossible merge/fill, do real swap
11307 uint8 msg;
11309 // check src->dest move possibility
11310 ItemPosCountVec sDest;
11311 uint16 eDest;
11312 if( IsInventoryPos( dst ) )
11313 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
11314 else if( IsBankPos( dst ) )
11315 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
11316 else if( IsEquipmentPos( dst ) )
11318 msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
11319 if( msg == EQUIP_ERR_OK )
11320 msg = CanUnequipItem( eDest, true );
11323 if( msg != EQUIP_ERR_OK )
11325 SendEquipError( msg, pSrcItem, pDstItem );
11326 return;
11329 // check dest->src move possibility
11330 ItemPosCountVec sDest2;
11331 uint16 eDest2;
11332 if( IsInventoryPos( src ) )
11333 msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
11334 else if( IsBankPos( src ) )
11335 msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
11336 else if( IsEquipmentPos( src ) )
11338 msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
11339 if( msg == EQUIP_ERR_OK )
11340 msg = CanUnequipItem( eDest2, true);
11343 if( msg != EQUIP_ERR_OK )
11345 SendEquipError( msg, pDstItem, pSrcItem );
11346 return;
11349 // now do moves, remove...
11350 RemoveItem(dstbag, dstslot, false);
11351 RemoveItem(srcbag, srcslot, false);
11353 // add to dest
11354 if( IsInventoryPos( dst ) )
11355 StoreItem(sDest, pSrcItem, true);
11356 else if( IsBankPos( dst ) )
11357 BankItem(sDest, pSrcItem, true);
11358 else if( IsEquipmentPos( dst ) )
11359 EquipItem(eDest, pSrcItem, true);
11361 // add to src
11362 if( IsInventoryPos( src ) )
11363 StoreItem(sDest2, pDstItem, true);
11364 else if( IsBankPos( src ) )
11365 BankItem(sDest2, pDstItem, true);
11366 else if( IsEquipmentPos( src ) )
11367 EquipItem(eDest2, pDstItem, true);
11369 AutoUnequipOffhandIfNeed();
11373 void Player::AddItemToBuyBackSlot( Item *pItem )
11375 if( pItem )
11377 uint32 slot = m_currentBuybackSlot;
11378 // if current back slot non-empty search oldest or free
11379 if(m_items[slot])
11381 uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
11382 uint32 oldest_slot = BUYBACK_SLOT_START;
11384 for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
11386 // found empty
11387 if(!m_items[i])
11389 slot = i;
11390 break;
11393 uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
11395 if(oldest_time > i_time)
11397 oldest_time = i_time;
11398 oldest_slot = i;
11402 // find oldest
11403 slot = oldest_slot;
11406 RemoveItemFromBuyBackSlot( slot, true );
11407 sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
11409 m_items[slot] = pItem;
11410 time_t base = time(NULL);
11411 uint32 etime = uint32(base - m_logintime + (30 * 3600));
11412 uint32 eslot = slot - BUYBACK_SLOT_START;
11414 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, pItem->GetGUID() );
11415 ItemPrototype const *pProto = pItem->GetProto();
11416 if( pProto )
11417 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
11418 else
11419 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11420 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
11422 // move to next (for non filled list is move most optimized choice)
11423 if(m_currentBuybackSlot < BUYBACK_SLOT_END-1)
11424 ++m_currentBuybackSlot;
11428 Item* Player::GetItemFromBuyBackSlot( uint32 slot )
11430 sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
11431 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11432 return m_items[slot];
11433 return NULL;
11436 void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
11438 sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
11439 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11441 Item *pItem = m_items[slot];
11442 if( pItem )
11444 pItem->RemoveFromWorld();
11445 if(del) pItem->SetState(ITEM_REMOVED, this);
11448 m_items[slot] = NULL;
11450 uint32 eslot = slot - BUYBACK_SLOT_START;
11451 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, 0 );
11452 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11453 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
11455 // if current backslot is filled set to now free slot
11456 if(m_items[m_currentBuybackSlot])
11457 m_currentBuybackSlot = slot;
11461 void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
11463 sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg);
11464 WorldPacket data( SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18) );
11465 data << uint8(msg);
11467 if(msg)
11469 data << uint64(pItem ? pItem->GetGUID() : 0);
11470 data << uint64(pItem2 ? pItem2->GetGUID() : 0);
11471 data << uint8(0); // not 0 there...
11473 if(msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
11475 uint32 level = 0;
11477 if(pItem)
11478 if(ItemPrototype const* proto = pItem->GetProto())
11479 level = proto->RequiredLevel;
11481 data << uint32(level); // new 2.4.0
11484 GetSession()->SendPacket(&data);
11487 void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
11489 sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11490 WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
11491 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11492 data << uint32(item);
11493 if( param > 0 )
11494 data << uint32(param);
11495 data << uint8(msg);
11496 GetSession()->SendPacket(&data);
11499 void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
11501 sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11502 WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
11503 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11504 data << uint64(guid);
11505 if( param > 0 )
11506 data << uint32(param);
11507 data << uint8(msg);
11508 GetSession()->SendPacket(&data);
11511 void Player::ClearTrade()
11513 tradeGold = 0;
11514 acceptTrade = false;
11515 for(int i = 0; i < TRADE_SLOT_COUNT; i++)
11516 tradeItems[i] = NULL_SLOT;
11519 void Player::TradeCancel(bool sendback)
11521 if(pTrader)
11523 // send yellow "Trade canceled" message to both traders
11524 WorldSession* ws;
11525 ws = GetSession();
11526 if(sendback)
11527 ws->SendCancelTrade();
11528 ws = pTrader->GetSession();
11529 if(!ws->PlayerLogout())
11530 ws->SendCancelTrade();
11532 // cleanup
11533 ClearTrade();
11534 pTrader->ClearTrade();
11535 // prevent loss of reference
11536 pTrader->pTrader = NULL;
11537 pTrader = NULL;
11541 void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
11543 if(m_itemDuration.empty())
11544 return;
11546 sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time,realtimeonly);
11548 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); )
11550 Item* item = *itr;
11551 ++itr; // current element can be erased in UpdateDuration
11553 if (realtimeonly && item->GetProto()->Duration < 0 || !realtimeonly)
11554 item->UpdateDuration(this,time);
11558 void Player::UpdateEnchantTime(uint32 time)
11560 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11562 assert(itr->item);
11563 next=itr;
11564 if(!itr->item->GetEnchantmentId(itr->slot))
11566 next = m_enchantDuration.erase(itr);
11568 else if(itr->leftduration <= time)
11570 ApplyEnchantment(itr->item,itr->slot,false,false);
11571 itr->item->ClearEnchantment(itr->slot);
11572 next = m_enchantDuration.erase(itr);
11574 else if(itr->leftduration > time)
11576 itr->leftduration -= time;
11577 ++next;
11582 void Player::AddEnchantmentDurations(Item *item)
11584 for(int x=0;x<MAX_ENCHANTMENT_SLOT;++x)
11586 if(!item->GetEnchantmentId(EnchantmentSlot(x)))
11587 continue;
11589 uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
11590 if( duration > 0 )
11591 AddEnchantmentDuration(item,EnchantmentSlot(x),duration);
11595 void Player::RemoveEnchantmentDurations(Item *item)
11597 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();)
11599 if(itr->item == item)
11601 // save duration in item
11602 item->SetEnchantmentDuration(EnchantmentSlot(itr->slot),itr->leftduration);
11603 itr = m_enchantDuration.erase(itr);
11605 else
11606 ++itr;
11610 void Player::RemoveAllEnchantments(EnchantmentSlot slot)
11612 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11613 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11615 next = itr;
11616 if(itr->slot==slot)
11618 if(itr->item && itr->item->GetEnchantmentId(slot))
11620 // remove from stats
11621 ApplyEnchantment(itr->item,slot,false,false);
11622 // remove visual
11623 itr->item->ClearEnchantment(slot);
11625 // remove from update list
11626 next = m_enchantDuration.erase(itr);
11628 else
11629 ++next;
11632 // remove enchants from inventory items
11633 // NOTE: no need to remove these from stats, since these aren't equipped
11634 // in inventory
11635 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
11637 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11638 if( pItem && pItem->GetEnchantmentId(slot) )
11639 pItem->ClearEnchantment(slot);
11642 // in inventory bags
11643 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11645 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11646 if( pBag )
11648 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11650 Item* pItem = pBag->GetItemByPos(j);
11651 if( pItem && pItem->GetEnchantmentId(slot) )
11652 pItem->ClearEnchantment(slot);
11658 // duration == 0 will remove item enchant
11659 void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
11661 if(!item)
11662 return;
11664 if(slot >= MAX_ENCHANTMENT_SLOT)
11665 return;
11667 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11669 if(itr->item == item && itr->slot == slot)
11671 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
11672 m_enchantDuration.erase(itr);
11673 break;
11676 if(item && duration > 0 )
11678 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(),slot,uint32(duration/1000));
11679 m_enchantDuration.push_back(EnchantDuration(item,slot,duration));
11683 void Player::ApplyEnchantment(Item *item,bool apply)
11685 for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
11686 ApplyEnchantment(item, EnchantmentSlot(slot), apply);
11689 void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur, bool ignore_condition)
11691 if(!item)
11692 return;
11694 if(!item->IsEquipped())
11695 return;
11697 if(slot >= MAX_ENCHANTMENT_SLOT)
11698 return;
11700 uint32 enchant_id = item->GetEnchantmentId(slot);
11701 if(!enchant_id)
11702 return;
11704 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
11705 if(!pEnchant)
11706 return;
11708 if(!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
11709 return;
11711 for (int s=0; s<3; s++)
11713 uint32 enchant_display_type = pEnchant->type[s];
11714 uint32 enchant_amount = pEnchant->amount[s];
11715 uint32 enchant_spell_id = pEnchant->spellid[s];
11717 switch(enchant_display_type)
11719 case ITEM_ENCHANTMENT_TYPE_NONE:
11720 break;
11721 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
11722 // processed in Player::CastItemCombatSpell
11723 break;
11724 case ITEM_ENCHANTMENT_TYPE_DAMAGE:
11725 if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11726 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
11727 else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
11728 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
11729 else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
11730 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11731 break;
11732 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
11733 if(enchant_spell_id)
11735 if(apply)
11737 int32 basepoints = 0;
11738 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11739 if (item->GetItemRandomPropertyId())
11741 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11742 if (item_rand)
11744 // Search enchant_amount
11745 for (int k=0; k<3; k++)
11747 if(item_rand->enchant_id[k] == enchant_id)
11749 basepoints = int32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11750 break;
11755 // Cast custom spell vs all equal basepoints getted from enchant_amount
11756 if (basepoints)
11757 CastCustomSpell(this,enchant_spell_id,&basepoints,&basepoints,&basepoints,true,item);
11758 else
11759 CastSpell(this,enchant_spell_id,true,item);
11761 else
11762 RemoveAurasDueToItemSpell(item,enchant_spell_id);
11764 break;
11765 case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
11766 if (!enchant_amount)
11768 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11769 if(item_rand)
11771 for (int k=0; k<3; k++)
11773 if(item_rand->enchant_id[k] == enchant_id)
11775 enchant_amount = uint32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11776 break;
11782 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
11783 break;
11784 case ITEM_ENCHANTMENT_TYPE_STAT:
11786 if (!enchant_amount)
11788 ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11789 if(item_rand_suffix)
11791 for (int k=0; k<3; k++)
11793 if(item_rand_suffix->enchant_id[k] == enchant_id)
11795 enchant_amount = uint32((item_rand_suffix->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11796 break;
11802 sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
11803 switch (enchant_spell_id)
11805 case ITEM_MOD_AGILITY:
11806 sLog.outDebug("+ %u AGILITY",enchant_amount);
11807 HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
11808 ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
11809 break;
11810 case ITEM_MOD_STRENGTH:
11811 sLog.outDebug("+ %u STRENGTH",enchant_amount);
11812 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
11813 ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
11814 break;
11815 case ITEM_MOD_INTELLECT:
11816 sLog.outDebug("+ %u INTELLECT",enchant_amount);
11817 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
11818 ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
11819 break;
11820 case ITEM_MOD_SPIRIT:
11821 sLog.outDebug("+ %u SPIRIT",enchant_amount);
11822 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
11823 ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
11824 break;
11825 case ITEM_MOD_STAMINA:
11826 sLog.outDebug("+ %u STAMINA",enchant_amount);
11827 HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
11828 ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
11829 break;
11830 case ITEM_MOD_DEFENSE_SKILL_RATING:
11831 ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
11832 sLog.outDebug("+ %u DEFENCE", enchant_amount);
11833 break;
11834 case ITEM_MOD_DODGE_RATING:
11835 ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
11836 sLog.outDebug("+ %u DODGE", enchant_amount);
11837 break;
11838 case ITEM_MOD_PARRY_RATING:
11839 ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
11840 sLog.outDebug("+ %u PARRY", enchant_amount);
11841 break;
11842 case ITEM_MOD_BLOCK_RATING:
11843 ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
11844 sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
11845 break;
11846 case ITEM_MOD_HIT_MELEE_RATING:
11847 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11848 sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
11849 break;
11850 case ITEM_MOD_HIT_RANGED_RATING:
11851 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11852 sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
11853 break;
11854 case ITEM_MOD_HIT_SPELL_RATING:
11855 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11856 sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
11857 break;
11858 case ITEM_MOD_CRIT_MELEE_RATING:
11859 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11860 sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
11861 break;
11862 case ITEM_MOD_CRIT_RANGED_RATING:
11863 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11864 sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
11865 break;
11866 case ITEM_MOD_CRIT_SPELL_RATING:
11867 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11868 sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
11869 break;
11870 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11871 // in Enchantments
11872 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11873 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11874 // break;
11875 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11876 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11877 // break;
11878 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11879 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11880 // break;
11881 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11882 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11883 // break;
11884 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11885 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11886 // break;
11887 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11888 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11889 // break;
11890 // case ITEM_MOD_HASTE_MELEE_RATING:
11891 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11892 // break;
11893 // case ITEM_MOD_HASTE_RANGED_RATING:
11894 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11895 // break;
11896 case ITEM_MOD_HASTE_SPELL_RATING:
11897 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11898 break;
11899 case ITEM_MOD_HIT_RATING:
11900 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
11901 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
11902 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
11903 sLog.outDebug("+ %u HIT", enchant_amount);
11904 break;
11905 case ITEM_MOD_CRIT_RATING:
11906 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
11907 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
11908 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
11909 sLog.outDebug("+ %u CRITICAL", enchant_amount);
11910 break;
11911 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11912 // case ITEM_MOD_HIT_TAKEN_RATING:
11913 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11914 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11915 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11916 // break;
11917 // case ITEM_MOD_CRIT_TAKEN_RATING:
11918 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11919 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11920 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11921 // break;
11922 case ITEM_MOD_RESILIENCE_RATING:
11923 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11924 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11925 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11926 sLog.outDebug("+ %u RESILIENCE", enchant_amount);
11927 break;
11928 case ITEM_MOD_HASTE_RATING:
11929 ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11930 ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11931 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
11932 sLog.outDebug("+ %u HASTE", enchant_amount);
11933 break;
11934 case ITEM_MOD_EXPERTISE_RATING:
11935 ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
11936 sLog.outDebug("+ %u EXPERTISE", enchant_amount);
11937 break;
11938 case ITEM_MOD_ARMOR_PENETRATION_RATING:
11939 ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
11940 sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
11941 break;
11942 default:
11943 break;
11945 break;
11947 case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
11949 if(getClass() == CLASS_SHAMAN)
11951 float addValue = 0.0f;
11952 if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11954 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11955 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
11957 else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
11959 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
11960 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
11963 break;
11965 case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
11966 // processed in Player::CastItemUseSpell
11967 break;
11968 default:
11969 sLog.outError("Unknown item enchantment display type: %d",enchant_display_type);
11970 break;
11971 } /*switch(enchant_display_type)*/
11972 } /*for*/
11974 // visualize enchantment at player and equipped items
11975 if(slot < MAX_INSPECTED_ENCHANTMENT_SLOT)
11977 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (item->GetSlot() * MAX_VISIBLE_ITEM_OFFSET);
11978 SetUInt32Value(VisibleBase + 1 + slot, apply? item->GetEnchantmentId(slot) : 0);
11981 if(apply_dur)
11983 if(apply)
11985 // set duration
11986 uint32 duration = item->GetEnchantmentDuration(slot);
11987 if(duration > 0)
11988 AddEnchantmentDuration(item,slot,duration);
11990 else
11992 // duration == 0 will remove EnchantDuration
11993 AddEnchantmentDuration(item,slot,0);
11998 void Player::SendEnchantmentDurations()
12000 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
12002 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(),itr->slot,uint32(itr->leftduration)/1000);
12006 void Player::SendItemDurations()
12008 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end();++itr)
12010 (*itr)->SendTimeUpdate(this);
12014 void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
12016 if(!item) // prevent crash
12017 return;
12019 // last check 2.0.10
12020 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
12021 data << GetGUID(); // player GUID
12022 data << uint32(received); // 0=looted, 1=from npc
12023 data << uint32(created); // 0=received, 1=created
12024 data << uint32(1); // always 0x01 (probably meant to be count of listed items)
12025 data << (uint8)item->GetBagSlot(); // bagslot
12026 // item slot, but when added to stack: 0xFFFFFFFF
12027 data << (uint32) ((item->GetCount()==count) ? item->GetSlot() : -1);
12028 data << uint32(item->GetEntry()); // item id
12029 data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
12030 data << uint32(item->GetItemRandomPropertyId()); // random item property id
12031 data << uint32(count); // count of items
12032 data << GetItemCount(item->GetEntry()); // count of items in inventory
12034 if (broadcast && GetGroup())
12035 GetGroup()->BroadcastPacket(&data);
12036 else
12037 GetSession()->SendPacket(&data);
12040 /*********************************************************/
12041 /*** QUEST SYSTEM ***/
12042 /*********************************************************/
12044 void Player::PrepareQuestMenu( uint64 guid )
12046 Object *pObject;
12047 QuestRelations* pObjectQR;
12048 QuestRelations* pObjectQIR;
12049 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
12050 if( pCreature )
12052 pObject = (Object*)pCreature;
12053 pObjectQR = &objmgr.mCreatureQuestRelations;
12054 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
12056 else
12058 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
12059 if( pGameObject )
12061 pObject = (Object*)pGameObject;
12062 pObjectQR = &objmgr.mGOQuestRelations;
12063 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
12065 else
12066 return;
12069 QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
12070 qm.ClearMenu();
12072 for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
12074 uint32 quest_id = i->second;
12075 QuestStatus status = GetQuestStatus( quest_id );
12076 if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
12077 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
12078 else if ( status == QUEST_STATUS_INCOMPLETE )
12079 qm.AddMenuItem(quest_id, DIALOG_STATUS_INCOMPLETE);
12080 else if (status == QUEST_STATUS_AVAILABLE )
12081 qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
12084 for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
12086 uint32 quest_id = i->second;
12087 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
12088 if(!pQuest) continue;
12090 QuestStatus status = GetQuestStatus( quest_id );
12092 if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
12093 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
12094 else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
12095 qm.AddMenuItem(quest_id, DIALOG_STATUS_AVAILABLE);
12099 void Player::SendPreparedQuest( uint64 guid )
12101 QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
12102 if( questMenu.Empty() )
12103 return;
12105 QuestMenuItem const& qmi0 = questMenu.GetItem( 0 );
12107 uint32 status = qmi0.m_qIcon;
12109 // single element case
12110 if ( questMenu.MenuItemCount() == 1 )
12112 // Auto open -- maybe also should verify there is no greeting
12113 uint32 quest_id = qmi0.m_qId;
12114 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
12115 if ( pQuest )
12117 if( status == DIALOG_STATUS_REWARD_REP && !GetQuestRewardStatus( quest_id ) )
12118 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanRewardQuest(pQuest,false), true );
12119 else if( status == DIALOG_STATUS_INCOMPLETE )
12120 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, false, true );
12121 // Send completable on repeatable quest if player don't have quest
12122 else if( pQuest->IsRepeatable() && !pQuest->IsDaily() )
12123 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanCompleteRepeatableQuest(pQuest), true );
12124 else
12125 PlayerTalkClass->SendQuestGiverQuestDetails( pQuest, guid, true );
12128 // multiply entries
12129 else
12131 QEmote qe;
12132 qe._Delay = 0;
12133 qe._Emote = 0;
12134 std::string title = "";
12135 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
12136 if( pCreature )
12138 uint32 textid = pCreature->GetNpcTextId();
12139 GossipText * gossiptext = objmgr.GetGossipText(textid);
12140 if( !gossiptext )
12142 qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12143 qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12144 title = "";
12146 else
12148 qe = gossiptext->Options[0].Emotes[0];
12150 if(!gossiptext->Options[0].Text_0.empty())
12152 title = gossiptext->Options[0].Text_0;
12154 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12155 if (loc_idx >= 0)
12157 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
12158 if (nl)
12160 if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
12161 title = nl->Text_0[0][loc_idx];
12165 else
12167 title = gossiptext->Options[0].Text_1;
12169 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12170 if (loc_idx >= 0)
12172 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
12173 if (nl)
12175 if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
12176 title = nl->Text_1[0][loc_idx];
12182 PlayerTalkClass->SendQuestGiverQuestList( qe, title, guid );
12186 bool Player::IsActiveQuest( uint32 quest_id ) const
12188 QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
12190 return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
12193 Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
12195 Object *pObject;
12196 QuestRelations* pObjectQR;
12197 QuestRelations* pObjectQIR;
12199 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
12200 if( pCreature )
12202 pObject = (Object*)pCreature;
12203 pObjectQR = &objmgr.mCreatureQuestRelations;
12204 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
12206 else
12208 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
12209 if( pGameObject )
12211 pObject = (Object*)pGameObject;
12212 pObjectQR = &objmgr.mGOQuestRelations;
12213 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
12215 else
12216 return NULL;
12219 uint32 nextQuestID = pQuest->GetNextQuestInChain();
12220 for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
12222 if (itr->second == nextQuestID)
12223 return objmgr.GetQuestTemplate(nextQuestID);
12226 return NULL;
12229 bool Player::CanSeeStartQuest( Quest const *pQuest )
12231 if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
12232 SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
12233 SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
12234 SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
12236 return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
12239 return false;
12242 bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
12244 return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
12245 && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
12246 && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
12247 && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
12248 && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
12249 && SatisfyQuestDay( pQuest, msg );
12252 bool Player::CanAddQuest( Quest const *pQuest, bool msg )
12254 if( !SatisfyQuestLog( msg ) )
12255 return false;
12257 uint32 srcitem = pQuest->GetSrcItemId();
12258 if( srcitem > 0 )
12260 uint32 count = pQuest->GetSrcItemCount();
12261 ItemPosCountVec dest;
12262 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12264 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12265 if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12266 return true;
12267 else if( msg != EQUIP_ERR_OK )
12269 SendEquipError( msg, NULL, NULL );
12270 return false;
12273 return true;
12276 bool Player::CanCompleteQuest( uint32 quest_id )
12278 if( quest_id )
12280 QuestStatusData& q_status = mQuestStatus[quest_id];
12281 if( q_status.m_status == QUEST_STATUS_COMPLETE )
12282 return false; // not allow re-complete quest
12284 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12286 if(!qInfo)
12287 return false;
12289 // auto complete quest
12290 if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
12291 return true;
12293 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
12296 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12298 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12300 if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
12301 return false;
12305 if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12307 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12309 if( qInfo->ReqCreatureOrGOId[i] == 0 )
12310 continue;
12312 if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
12313 return false;
12317 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
12318 return false;
12320 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && q_status.m_timer == 0 )
12321 return false;
12323 if ( qInfo->GetRewOrReqMoney() < 0 )
12325 if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
12326 return false;
12329 uint32 repFacId = qInfo->GetRepObjectiveFaction();
12330 if ( repFacId && GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
12331 return false;
12333 return true;
12336 return false;
12339 bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
12341 // Solve problem that player don't have the quest and try complete it.
12342 // if repeatable she must be able to complete event if player don't have it.
12343 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12344 if( !CanTakeQuest(pQuest, false) )
12345 return false;
12347 if (pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER) )
12348 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12349 if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
12350 return false;
12352 if( !CanRewardQuest(pQuest, false) )
12353 return false;
12355 return true;
12358 bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
12360 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12361 if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
12362 return false;
12364 // daily quest can't be rewarded (25 daily quest already completed)
12365 if(!SatisfyQuestDay(pQuest,true))
12366 return false;
12368 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12369 if(GetQuestRewardStatus(pQuest->GetQuestId()))
12370 return false;
12372 // prevent receive reward with quest items in bank
12373 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12375 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12377 if( pQuest->ReqItemCount[i]!= 0 &&
12378 GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
12380 if(msg)
12381 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
12382 return false;
12387 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12388 if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
12389 return false;
12391 return true;
12394 bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
12396 // prevent receive reward with quest items in bank or for not completed quest
12397 if(!CanRewardQuest(pQuest,msg))
12398 return false;
12400 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12402 if( pQuest->RewChoiceItemId[reward] )
12404 ItemPosCountVec dest;
12405 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
12406 if( res != EQUIP_ERR_OK )
12408 SendEquipError( res, NULL, NULL );
12409 return false;
12414 if ( pQuest->GetRewItemsCount() > 0 )
12416 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
12418 if( pQuest->RewItemId[i] )
12420 ItemPosCountVec dest;
12421 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
12422 if( res != EQUIP_ERR_OK )
12424 SendEquipError( res, NULL, NULL );
12425 return false;
12431 return true;
12434 void Player::AddQuest( Quest const *pQuest, Object *questGiver )
12436 uint16 log_slot = FindQuestSlot( 0 );
12437 assert(log_slot < MAX_QUEST_LOG_SIZE);
12439 uint32 quest_id = pQuest->GetQuestId();
12441 // if not exist then created with set uState==NEW and rewarded=false
12442 QuestStatusData& questStatusData = mQuestStatus[quest_id];
12443 if (questStatusData.uState != QUEST_NEW)
12444 questStatusData.uState = QUEST_CHANGED;
12446 // check for repeatable quests status reset
12447 questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
12448 questStatusData.m_explored = false;
12450 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12452 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12453 questStatusData.m_itemcount[i] = 0;
12456 if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12458 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12459 questStatusData.m_creatureOrGOcount[i] = 0;
12462 GiveQuestSourceItem( pQuest );
12463 AdjustQuestReqItemCount( pQuest );
12465 if( pQuest->GetRepObjectiveFaction() )
12466 SetFactionVisibleForFactionId(pQuest->GetRepObjectiveFaction());
12468 uint32 qtime = 0;
12469 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
12471 uint32 limittime = pQuest->GetLimitTime();
12473 // shared timed quest
12474 if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
12475 limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / 1000;
12477 AddTimedQuest( quest_id );
12478 questStatusData.m_timer = limittime * 1000;
12479 qtime = static_cast<uint32>(time(NULL)) + limittime;
12481 else
12482 questStatusData.m_timer = 0;
12484 SetQuestSlot(log_slot, quest_id, qtime);
12486 //starting initial quest script
12487 if(questGiver && pQuest->GetQuestStartScript()!=0)
12488 sWorld.ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
12490 UpdateForQuestsGO();
12493 void Player::CompleteQuest( uint32 quest_id )
12495 if( quest_id )
12497 SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
12499 uint16 log_slot = FindQuestSlot( quest_id );
12500 if( log_slot < MAX_QUEST_LOG_SIZE)
12501 SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12503 if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
12505 if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
12506 RewardQuest(qInfo,0,this,false);
12507 else
12508 SendQuestComplete( quest_id );
12513 void Player::IncompleteQuest( uint32 quest_id )
12515 if( quest_id )
12517 SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
12519 uint16 log_slot = FindQuestSlot( quest_id );
12520 if( log_slot < MAX_QUEST_LOG_SIZE)
12521 RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12525 void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
12527 uint32 quest_id = pQuest->GetQuestId();
12529 for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++ )
12531 if ( pQuest->ReqItemId[i] )
12532 DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
12535 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12536 // SetTimedQuest( 0 );
12537 m_timedquests.erase(pQuest->GetQuestId());
12539 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12541 if( pQuest->RewChoiceItemId[reward] )
12543 ItemPosCountVec dest;
12544 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK )
12546 Item* item = StoreNewItem( dest, pQuest->RewChoiceItemId[reward], true);
12547 SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
12552 if ( pQuest->GetRewItemsCount() > 0 )
12554 for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
12556 if( pQuest->RewItemId[i] )
12558 ItemPosCountVec dest;
12559 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ) == EQUIP_ERR_OK )
12561 Item* item = StoreNewItem( dest, pQuest->RewItemId[i], true);
12562 SendNewItem(item, pQuest->RewItemCount[i], true, false);
12568 RewardReputation( pQuest );
12570 if( pQuest->GetRewSpellCast() > 0 )
12571 CastSpell( this, pQuest->GetRewSpellCast(), true);
12572 else if( pQuest->GetRewSpell() > 0)
12573 CastSpell( this, pQuest->GetRewSpell(), true);
12575 uint16 log_slot = FindQuestSlot( quest_id );
12576 if( log_slot < MAX_QUEST_LOG_SIZE)
12577 SetQuestSlot(log_slot,0);
12579 QuestStatusData& q_status = mQuestStatus[quest_id];
12581 // Not give XP in case already completed once repeatable quest
12582 uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
12584 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
12585 GiveXP( XP , NULL );
12586 else
12587 ModifyMoney( int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)) );
12589 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12590 ModifyMoney( pQuest->GetRewOrReqMoney() );
12592 // honor reward
12593 if(pQuest->GetRewHonorableKills())
12594 RewardHonor(NULL, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
12596 // title reward
12597 if(pQuest->GetCharTitleId())
12599 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
12600 SetTitle(titleEntry);
12603 // Send reward mail
12604 if(pQuest->GetRewMailTemplateId())
12606 MailMessageType mailType;
12607 uint32 senderGuidOrEntry;
12608 switch(questGiver->GetTypeId())
12610 case TYPEID_UNIT:
12611 mailType = MAIL_CREATURE;
12612 senderGuidOrEntry = questGiver->GetEntry();
12613 break;
12614 case TYPEID_GAMEOBJECT:
12615 mailType = MAIL_GAMEOBJECT;
12616 senderGuidOrEntry = questGiver->GetEntry();
12617 break;
12618 case TYPEID_ITEM:
12619 mailType = MAIL_ITEM;
12620 senderGuidOrEntry = questGiver->GetEntry();
12621 break;
12622 case TYPEID_PLAYER:
12623 mailType = MAIL_NORMAL;
12624 senderGuidOrEntry = questGiver->GetGUIDLow();
12625 break;
12626 default:
12627 mailType = MAIL_NORMAL;
12628 senderGuidOrEntry = GetGUIDLow();
12629 break;
12632 Loot questMailLoot;
12634 questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this);
12636 // fill mail
12637 MailItemsInfo mi; // item list preparing
12639 for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.items.size(); ++i)
12641 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
12643 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12645 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12646 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12651 for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.quest_items.size(); ++i)
12653 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i+questMailLoot.items.size(),this))
12655 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12657 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12658 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12663 WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
12666 if(pQuest->IsDaily())
12668 SetDailyQuestStatus(quest_id);
12669 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
12672 if ( !pQuest->IsRepeatable() )
12673 SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
12674 else
12675 SetQuestStatus(quest_id, QUEST_STATUS_NONE);
12677 q_status.m_rewarded = true;
12679 if(announce)
12680 SendQuestReward( pQuest, XP, questGiver );
12682 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12683 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
12684 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST);
12687 void Player::FailQuest( uint32 quest_id )
12689 if( quest_id )
12691 IncompleteQuest( quest_id );
12693 uint16 log_slot = FindQuestSlot( quest_id );
12694 if( log_slot < MAX_QUEST_LOG_SIZE)
12696 SetQuestSlotTimer(log_slot, 1 );
12697 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12699 SendQuestFailed( quest_id );
12703 void Player::FailTimedQuest( uint32 quest_id )
12705 if( quest_id )
12707 QuestStatusData& q_status = mQuestStatus[quest_id];
12709 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12710 q_status.m_timer = 0;
12712 IncompleteQuest( quest_id );
12714 uint16 log_slot = FindQuestSlot( quest_id );
12715 if( log_slot < MAX_QUEST_LOG_SIZE)
12717 SetQuestSlotTimer(log_slot, 1 );
12718 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12720 SendQuestTimerFailed( quest_id );
12724 bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
12726 int32 zoneOrSort = qInfo->GetZoneOrSort();
12727 int32 skillOrClass = qInfo->GetSkillOrClass();
12729 // skip zone zoneOrSort and 0 case skillOrClass
12730 if( zoneOrSort >= 0 && skillOrClass == 0 )
12731 return true;
12733 int32 questSort = -zoneOrSort;
12734 uint8 reqSortClass = ClassByQuestSort(questSort);
12736 // check class sort cases in zoneOrSort
12737 if( reqSortClass != 0 && getClass() != reqSortClass)
12739 if( msg )
12740 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12741 return false;
12744 // check class
12745 if( skillOrClass < 0 )
12747 uint8 reqClass = -int32(skillOrClass);
12748 if(getClass() != reqClass)
12750 if( msg )
12751 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12752 return false;
12755 // check skill
12756 else if( skillOrClass > 0 )
12758 uint32 reqSkill = skillOrClass;
12759 if( GetSkillValue( reqSkill ) < qInfo->GetRequiredSkillValue() )
12761 if( msg )
12762 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12763 return false;
12767 return true;
12770 bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
12772 if( getLevel() < qInfo->GetMinLevel() )
12774 if( msg )
12775 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12776 return false;
12778 return true;
12781 bool Player::SatisfyQuestLog( bool msg )
12783 // exist free slot
12784 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE )
12785 return true;
12787 if( msg )
12789 WorldPacket data( SMSG_QUESTLOG_FULL, 0 );
12790 GetSession()->SendPacket( &data );
12791 sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12793 return false;
12796 bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
12798 // No previous quest (might be first quest in a series)
12799 if( qInfo->prevQuests.empty())
12800 return true;
12802 for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter )
12804 uint32 prevId = abs(*iter);
12806 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
12807 Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
12809 if( qPrevInfo && i_prevstatus != mQuestStatus.end() )
12811 // If any of the positive previous quests completed, return true
12812 if( *iter > 0 && i_prevstatus->second.m_rewarded )
12814 // skip one-from-all exclusive group
12815 if(qPrevInfo->GetExclusiveGroup() >= 0)
12816 return true;
12818 // each-from-all exclusive group ( < 0)
12819 // can be start if only all quests in prev quest exclusive group completed and rewarded
12820 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12821 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12823 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12825 for(; iter != end; ++iter)
12827 uint32 exclude_Id = iter->second;
12829 // skip checked quest id, only state of other quests in group is interesting
12830 if(exclude_Id == prevId)
12831 continue;
12833 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12835 // alternative quest from group also must be completed and rewarded(reported)
12836 if( i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded )
12838 if( msg )
12839 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12840 return false;
12843 return true;
12845 // If any of the negative previous quests active, return true
12846 if( *iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
12847 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
12849 // skip one-from-all exclusive group
12850 if(qPrevInfo->GetExclusiveGroup() >= 0)
12851 return true;
12853 // each-from-all exclusive group ( < 0)
12854 // can be start if only all quests in prev quest exclusive group active
12855 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
12856 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
12858 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
12860 for(; iter != end; ++iter)
12862 uint32 exclude_Id = iter->second;
12864 // skip checked quest id, only state of other quests in group is interesting
12865 if(exclude_Id == prevId)
12866 continue;
12868 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12870 // alternative quest from group also must be active
12871 if( i_exstatus == mQuestStatus.end() ||
12872 i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
12873 (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)) )
12875 if( msg )
12876 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12877 return false;
12880 return true;
12885 // Has only positive prev. quests in non-rewarded state
12886 // and negative prev. quests in non-active state
12887 if( msg )
12888 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12890 return false;
12893 bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
12895 uint32 reqraces = qInfo->GetRequiredRaces();
12896 if ( reqraces == 0 )
12897 return true;
12898 if( (reqraces & getRaceMask()) == 0 )
12900 if( msg )
12901 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
12902 return false;
12904 return true;
12907 bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
12909 uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
12910 if(fIdMin && GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
12912 if( msg )
12913 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12914 return false;
12917 uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
12918 if(fIdMax && GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
12920 if( msg )
12921 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12922 return false;
12925 return true;
12928 bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
12930 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
12931 if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
12933 if( msg )
12934 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
12935 return false;
12937 return true;
12940 bool Player::SatisfyQuestTimed( Quest const* qInfo, bool msg )
12942 if ( (find(m_timedquests.begin(), m_timedquests.end(), qInfo->GetQuestId()) != m_timedquests.end()) && qInfo->HasFlag(QUEST_MANGOS_FLAGS_TIMED) )
12944 if( msg )
12945 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED );
12946 return false;
12948 return true;
12951 bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
12953 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12954 if(qInfo->GetExclusiveGroup() <= 0)
12955 return true;
12957 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
12958 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
12960 assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
12962 for(; iter != end; ++iter)
12964 uint32 exclude_Id = iter->second;
12966 // skip checked quest id, only state of other quests in group is interesting
12967 if(exclude_Id == qInfo->GetQuestId())
12968 continue;
12970 // not allow have daily quest if daily quest from exclusive group already recently completed
12971 Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
12972 if( !SatisfyQuestDay(Nquest, false) )
12974 if( msg )
12975 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12976 return false;
12979 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
12981 // alternative quest already started or completed
12982 if( i_exstatus != mQuestStatus.end()
12983 && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
12985 if( msg )
12986 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
12987 return false;
12990 return true;
12993 bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
12995 if(!qInfo->GetNextQuestInChain())
12996 return true;
12998 // next quest in chain already started or completed
12999 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
13000 if( itr != mQuestStatus.end()
13001 && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) )
13003 if( msg )
13004 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13005 return false;
13008 // check for all quests further up the chain
13009 // only necessary if there are quest chains with more than one quest that can be skipped
13010 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
13011 return true;
13014 bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
13016 // No previous quest in chain
13017 if( qInfo->prevChainQuests.empty())
13018 return true;
13020 for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
13022 uint32 prevId = *iter;
13024 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
13026 if( i_prevstatus != mQuestStatus.end() )
13028 // If any of the previous quests in chain active, return false
13029 if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
13030 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
13032 if( msg )
13033 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13034 return false;
13038 // check for all quests further down the chain
13039 // only necessary if there are quest chains with more than one quest that can be skipped
13040 //if( !SatisfyQuestPrevChain( prevId, msg ) )
13041 // return false;
13044 // No previous quest in chain active
13045 return true;
13048 bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
13050 if(!qInfo->IsDaily())
13051 return true;
13053 bool have_slot = false;
13054 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
13056 uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
13057 if(qInfo->GetQuestId()==id)
13058 return false;
13060 if(!id)
13061 have_slot = true;
13064 if(!have_slot)
13066 if( msg )
13067 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
13068 return false;
13071 return true;
13074 bool Player::GiveQuestSourceItem( Quest const *pQuest )
13076 uint32 srcitem = pQuest->GetSrcItemId();
13077 if( srcitem > 0 )
13079 uint32 count = pQuest->GetSrcItemCount();
13080 if( count <= 0 )
13081 count = 1;
13083 ItemPosCountVec dest;
13084 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
13085 if( msg == EQUIP_ERR_OK )
13087 Item * item = StoreNewItem(dest, srcitem, true);
13088 SendNewItem(item, count, true, false);
13089 return true;
13091 // player already have max amount required item, just report success
13092 else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
13093 return true;
13094 else
13095 SendEquipError( msg, NULL, NULL );
13096 return false;
13099 return true;
13102 bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
13104 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13105 if( qInfo )
13107 uint32 srcitem = qInfo->GetSrcItemId();
13108 if( srcitem > 0 )
13110 uint32 count = qInfo->GetSrcItemCount();
13111 if( count <= 0 )
13112 count = 1;
13114 // exist one case when destroy source quest item not possible:
13115 // non un-equippable item (equipped non-empty bag, for example)
13116 uint8 res = CanUnequipItems(srcitem,count);
13117 if(res != EQUIP_ERR_OK)
13119 if(msg)
13120 SendEquipError( res, NULL, NULL );
13121 return false;
13124 DestroyItemCount(srcitem, count, true, true);
13127 return true;
13130 bool Player::GetQuestRewardStatus( uint32 quest_id ) const
13132 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13133 if( qInfo )
13135 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13136 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13137 if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
13138 && !qInfo->IsRepeatable() )
13139 return itr->second.m_rewarded;
13141 return false;
13143 return false;
13146 QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
13148 if( quest_id )
13150 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13151 if( itr != mQuestStatus.end() )
13152 return itr->second.m_status;
13154 return QUEST_STATUS_NONE;
13157 bool Player::CanShareQuest(uint32 quest_id) const
13159 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13160 if( qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) )
13162 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13163 if( itr != mQuestStatus.end() )
13164 return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
13166 return false;
13169 void Player::SetQuestStatus( uint32 quest_id, QuestStatus status )
13171 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13172 if( qInfo )
13174 if( status == QUEST_STATUS_NONE || status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE )
13176 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
13177 m_timedquests.erase(qInfo->GetQuestId());
13180 QuestStatusData& q_status = mQuestStatus[quest_id];
13182 q_status.m_status = status;
13183 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13186 UpdateForQuestsGO();
13189 // not used in MaNGOS, but used in scripting code
13190 uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
13192 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13193 if( !qInfo )
13194 return 0;
13196 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13197 if ( qInfo->ReqCreatureOrGOId[j] == entry )
13198 return mQuestStatus[quest_id].m_creatureOrGOcount[j];
13200 return 0;
13203 void Player::AdjustQuestReqItemCount( Quest const* pQuest )
13205 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13207 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
13209 uint32 reqitemcount = pQuest->ReqItemCount[i];
13210 if( reqitemcount != 0 )
13212 uint32 quest_id = pQuest->GetQuestId();
13213 uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
13215 QuestStatusData& q_status = mQuestStatus[quest_id];
13216 q_status.m_itemcount[i] = std::min(curitemcount, reqitemcount);
13217 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13223 uint16 Player::FindQuestSlot( uint32 quest_id ) const
13225 for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13226 if ( GetQuestSlotQuestId(i) == quest_id )
13227 return i;
13229 return MAX_QUEST_LOG_SIZE;
13232 void Player::AreaExploredOrEventHappens( uint32 questId )
13234 if( questId )
13236 uint16 log_slot = FindQuestSlot( questId );
13237 if( log_slot < MAX_QUEST_LOG_SIZE)
13239 QuestStatusData& q_status = mQuestStatus[questId];
13241 if(!q_status.m_explored)
13243 q_status.m_explored = true;
13244 if (q_status.uState != QUEST_NEW)
13245 q_status.uState = QUEST_CHANGED;
13248 if( CanCompleteQuest( questId ) )
13249 CompleteQuest( questId );
13253 //not used in mangosd, function for external script library
13254 void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
13256 if( Group *pGroup = GetGroup() )
13258 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
13260 Player *pGroupGuy = itr->getSource();
13262 // for any leave or dead (with not released body) group member at appropriate distance
13263 if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse() )
13264 pGroupGuy->AreaExploredOrEventHappens(questId);
13267 else
13268 AreaExploredOrEventHappens(questId);
13271 void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
13273 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13275 uint32 questid = GetQuestSlotQuestId(i);
13276 if ( questid == 0 )
13277 continue;
13279 QuestStatusData& q_status = mQuestStatus[questid];
13281 if ( q_status.m_status != QUEST_STATUS_INCOMPLETE )
13282 continue;
13284 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13285 if( !qInfo || !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13286 continue;
13288 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13290 uint32 reqitem = qInfo->ReqItemId[j];
13291 if ( reqitem == entry )
13293 uint32 reqitemcount = qInfo->ReqItemCount[j];
13294 uint32 curitemcount = q_status.m_itemcount[j];
13295 if ( curitemcount < reqitemcount )
13297 uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
13298 q_status.m_itemcount[j] += additemcount;
13299 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13301 SendQuestUpdateAddItem( qInfo, j, additemcount );
13303 if ( CanCompleteQuest( questid ) )
13304 CompleteQuest( questid );
13305 return;
13309 UpdateForQuestsGO();
13310 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
13313 void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
13315 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13317 uint32 questid = GetQuestSlotQuestId(i);
13318 if(!questid)
13319 continue;
13320 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13321 if ( !qInfo )
13322 continue;
13323 if( !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13324 continue;
13326 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13328 uint32 reqitem = qInfo->ReqItemId[j];
13329 if ( reqitem == entry )
13331 QuestStatusData& q_status = mQuestStatus[questid];
13333 uint32 reqitemcount = qInfo->ReqItemCount[j];
13334 uint32 curitemcount;
13335 if( q_status.m_status != QUEST_STATUS_COMPLETE )
13336 curitemcount = q_status.m_itemcount[j];
13337 else
13338 curitemcount = GetItemCount(entry,true);
13339 if ( curitemcount < reqitemcount + count )
13341 uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
13342 q_status.m_itemcount[j] = curitemcount - remitemcount;
13343 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13345 IncompleteQuest( questid );
13347 return;
13351 UpdateForQuestsGO();
13354 void Player::KilledMonster( uint32 entry, uint64 guid )
13356 uint32 addkillcount = 1;
13357 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, entry, addkillcount);
13358 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13360 uint32 questid = GetQuestSlotQuestId(i);
13361 if(!questid)
13362 continue;
13364 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13365 if( !qInfo )
13366 continue;
13367 // just if !ingroup || !noraidgroup || raidgroup
13368 QuestStatusData& q_status = mQuestStatus[questid];
13369 if( q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
13371 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST) )
13373 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13375 // skip GO activate objective or none
13376 if(qInfo->ReqCreatureOrGOId[j] <=0)
13377 continue;
13379 // skip Cast at creature objective
13380 if(qInfo->ReqSpell[j] !=0 )
13381 continue;
13383 uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
13385 if ( reqkill == entry )
13387 uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
13388 uint32 curkillcount = q_status.m_creatureOrGOcount[j];
13389 if ( curkillcount < reqkillcount )
13391 q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
13392 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13394 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
13396 if ( CanCompleteQuest( questid ) )
13397 CompleteQuest( questid );
13399 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13400 continue;
13408 void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
13410 bool isCreature = IS_CREATURE_GUID(guid);
13412 uint32 addCastCount = 1;
13413 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13415 uint32 questid = GetQuestSlotQuestId(i);
13416 if(!questid)
13417 continue;
13419 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13420 if ( !qInfo )
13421 continue;
13423 QuestStatusData& q_status = mQuestStatus[questid];
13425 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13427 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST ) )
13429 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13431 // skip kill creature objective (0) or wrong spell casts
13432 if(qInfo->ReqSpell[j] != spell_id )
13433 continue;
13435 uint32 reqTarget = 0;
13437 if(isCreature)
13439 // creature activate objectives
13440 if(qInfo->ReqCreatureOrGOId[j] > 0)
13441 // checked at quest_template loading
13442 reqTarget = qInfo->ReqCreatureOrGOId[j];
13444 else
13446 // GO activate objective
13447 if(qInfo->ReqCreatureOrGOId[j] < 0)
13448 // checked at quest_template loading
13449 reqTarget = - qInfo->ReqCreatureOrGOId[j];
13452 // other not this creature/GO related objectives
13453 if( reqTarget != entry )
13454 continue;
13456 uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
13457 uint32 curCastCount = q_status.m_creatureOrGOcount[j];
13458 if ( curCastCount < reqCastCount )
13460 q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
13461 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13463 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount);
13466 if ( CanCompleteQuest( questid ) )
13467 CompleteQuest( questid );
13469 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13470 break;
13477 void Player::TalkedToCreature( uint32 entry, uint64 guid )
13479 uint32 addTalkCount = 1;
13480 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13482 uint32 questid = GetQuestSlotQuestId(i);
13483 if(!questid)
13484 continue;
13486 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13487 if ( !qInfo )
13488 continue;
13490 QuestStatusData& q_status = mQuestStatus[questid];
13492 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13494 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) )
13496 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13498 // skip spell casts and Gameobject objectives
13499 if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
13500 continue;
13502 uint32 reqTarget = 0;
13504 if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
13505 // checked at quest_template loading
13506 reqTarget = qInfo->ReqCreatureOrGOId[j];
13507 else
13508 continue;
13510 if ( reqTarget == entry )
13512 uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
13513 uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
13514 if ( curTalkCount < reqTalkCount )
13516 q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
13517 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13519 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount);
13521 if ( CanCompleteQuest( questid ) )
13522 CompleteQuest( questid );
13524 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13525 continue;
13533 void Player::MoneyChanged( uint32 count )
13535 for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
13537 uint32 questid = GetQuestSlotQuestId(i);
13538 if (!questid)
13539 continue;
13541 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13542 if( qInfo && qInfo->GetRewOrReqMoney() < 0 )
13544 QuestStatusData& q_status = mQuestStatus[questid];
13546 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13548 if(int32(count) >= -qInfo->GetRewOrReqMoney())
13550 if ( CanCompleteQuest( questid ) )
13551 CompleteQuest( questid );
13554 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13556 if(int32(count) < -qInfo->GetRewOrReqMoney())
13557 IncompleteQuest( questid );
13563 bool Player::HasQuestForItem( uint32 itemid ) const
13565 for( QuestStatusMap::const_iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
13567 QuestStatusData const& q_status = i->second;
13569 if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
13571 Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
13572 if(!qinfo)
13573 continue;
13575 // hide quest if player is in raid-group and quest is no raid quest
13576 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
13577 continue;
13579 // There should be no mixed ReqItem/ReqSource drop
13580 // This part for ReqItem drop
13581 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13583 if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] )
13584 return true;
13586 // This part - for ReqSource
13587 for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; j++)
13589 // examined item is a source item
13590 if (qinfo->ReqSourceId[j] == itemid && qinfo->ReqSourceRef[j] > 0 && qinfo->ReqSourceRef[j] <= QUEST_OBJECTIVES_COUNT)
13592 uint32 idx = qinfo->ReqSourceRef[j]-1;
13594 // total count of created ReqItems and SourceItems is less than ReqItemCount
13595 if(qinfo->ReqItemId[idx] != 0 &&
13596 q_status.m_itemcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqItemCount[idx] * qinfo->ReqSourceCount[j])
13597 return true;
13599 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13600 if (qinfo->ReqCreatureOrGOId[idx] != 0)
13602 if(q_status.m_creatureOrGOcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqCreatureOrGOCount[idx] * qinfo->ReqSourceCount[j])
13603 return true;
13605 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13606 else if(qinfo->ReqSpell[idx] != 0)
13608 // not casted and need more reagents/item for use.
13609 if(!q_status.m_explored && GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
13610 return true;
13616 return false;
13619 void Player::SendQuestComplete( uint32 quest_id )
13621 if( quest_id )
13623 WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 );
13624 data << uint32(quest_id);
13625 GetSession()->SendPacket( &data );
13626 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id );
13630 void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
13632 uint32 questid = pQuest->GetQuestId();
13633 sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
13634 WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) );
13635 data << uint32(questid);
13637 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
13639 data << uint32(XP);
13640 data << uint32(pQuest->GetRewOrReqMoney());
13642 else
13644 data << uint32(0);
13645 data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
13648 data << uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
13649 data << uint32(pQuest->GetBonusTalents()); // bonus talents
13650 GetSession()->SendPacket( &data );
13652 if (pQuest->GetQuestCompleteScript() != 0)
13653 sWorld.ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
13656 void Player::SendQuestFailed( uint32 quest_id )
13658 if( quest_id )
13660 WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 );
13661 data << quest_id;
13662 data << uint32(0); // failed reason (4 for inventory is full)
13663 GetSession()->SendPacket( &data );
13664 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13668 void Player::SendQuestTimerFailed( uint32 quest_id )
13670 if( quest_id )
13672 WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
13673 data << quest_id;
13674 GetSession()->SendPacket( &data );
13675 sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13679 void Player::SendCanTakeQuestResponse( uint32 msg )
13681 WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
13682 data << uint32(msg);
13683 GetSession()->SendPacket( &data );
13684 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13687 void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
13689 if( pPlayer )
13691 WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
13692 data << uint64(pPlayer->GetGUID());
13693 data << uint8(msg); // valid values: 0-8
13694 GetSession()->SendPacket( &data );
13695 sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13699 void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
13701 WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 );
13702 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13703 //data << pQuest->ReqItemId[item_idx];
13704 //data << count;
13705 GetSession()->SendPacket( &data );
13708 void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
13710 assert(old_count + add_count < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13712 int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
13713 if (entry < 0)
13714 // client expected gameobject template id in form (id|0x80000000)
13715 entry = (-entry) | 0x80000000;
13717 WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
13718 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13719 data << uint32(pQuest->GetQuestId());
13720 data << uint32(entry);
13721 data << uint32(old_count + add_count);
13722 data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
13723 data << uint64(guid);
13724 GetSession()->SendPacket(&data);
13726 uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
13727 if( log_slot < MAX_QUEST_LOG_SIZE)
13728 SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
13731 /*********************************************************/
13732 /*** LOAD SYSTEM ***/
13733 /*********************************************************/
13735 bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
13737 bool delete_result = true;
13738 if(!result)
13740 // 0 1 2 3 4 5 6 7 8 9
13741 result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid);
13742 if(!result) return false;
13744 else delete_result = false;
13746 Field *fields = result->Fetch();
13748 if(!LoadValues( fields[1].GetString()))
13750 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid));
13751 if(delete_result) delete result;
13752 return false;
13755 // overwrite possible wrong/corrupted guid
13756 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13758 m_name = fields[2].GetCppString();
13760 Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat());
13761 SetMapId(fields[6].GetUInt32());
13762 // the instance id is not needed at character enum
13764 m_Played_time[0] = fields[7].GetUInt32();
13765 m_Played_time[1] = fields[8].GetUInt32();
13767 m_atLoginFlags = fields[9].GetUInt32();
13769 // I don't see these used anywhere ..
13770 /*_LoadGroup();
13772 _LoadBoundInstances();*/
13774 if (delete_result) delete result;
13776 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
13777 m_items[i] = NULL;
13779 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
13780 m_deathState = DEAD;
13782 return true;
13785 void Player::_LoadDeclinedNames(QueryResult* result)
13787 if(!result)
13788 return;
13790 if(m_declinedname)
13791 delete m_declinedname;
13793 m_declinedname = new DeclinedName;
13794 Field *fields = result->Fetch();
13795 for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
13796 m_declinedname->name[i] = fields[i].GetCppString();
13798 delete result;
13801 void Player::_LoadArenaTeamInfo(QueryResult *result)
13803 // arenateamid, played_week, played_season, personal_rating
13804 memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32)*18);
13805 if (!result)
13806 return;
13810 Field *fields = result->Fetch();
13812 uint32 arenateamid = fields[0].GetUInt32();
13813 uint32 played_week = fields[1].GetUInt32();
13814 uint32 played_season = fields[2].GetUInt32();
13815 uint32 personal_rating = fields[3].GetUInt32();
13817 ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid);
13818 if(!aTeam)
13820 sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid, played_week, played_season, personal_rating);
13821 continue;
13823 uint8 arenaSlot = aTeam->GetSlot();
13825 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6] = arenateamid; // TeamID
13826 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 1] = ((aTeam->GetCaptain() == GetGUID()) ? (uint32)0 : (uint32)1); // Captain 0, member 1
13827 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 2] = played_week; // Played Week
13828 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 3] = played_season; // Played Season
13829 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 4] = 0; // Unk
13830 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 5] = personal_rating; // Personal Rating
13832 }while (result->NextRow());
13833 delete result;
13836 bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
13838 QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
13839 if(!result)
13840 return false;
13842 Field *fields = result->Fetch();
13844 x = fields[0].GetFloat();
13845 y = fields[1].GetFloat();
13846 z = fields[2].GetFloat();
13847 o = fields[3].GetFloat();
13848 mapid = fields[4].GetUInt32();
13849 in_flight = !fields[5].GetCppString().empty();
13851 delete result;
13852 return true;
13855 bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
13857 QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
13858 if( !result )
13859 return false;
13861 Field *fields = result->Fetch();
13863 data = StrSplit(fields[0].GetCppString(), " ");
13865 delete result;
13867 return true;
13870 uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
13872 if(index >= data.size())
13873 return 0;
13875 return (uint32)atoi(data[index].c_str());
13878 float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
13880 float result;
13881 uint32 temp = Player::GetUInt32ValueFromArray(data,index);
13882 memcpy(&result, &temp, sizeof(result));
13884 return result;
13887 uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
13889 Tokens data;
13890 if(!LoadValuesArrayFromDB(data,guid))
13891 return 0;
13893 return GetUInt32ValueFromArray(data,index);
13896 float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
13898 float result;
13899 uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
13900 memcpy(&result, &temp, sizeof(result));
13902 return result;
13905 bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
13907 //// 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
13908 //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);
13909 QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
13911 if(!result)
13913 sLog.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid);
13914 return false;
13917 Field *fields = result->Fetch();
13919 uint32 dbAccountId = fields[1].GetUInt32();
13921 // check if the character's account in the db and the logged in account match.
13922 // player should be able to load/delete character only with correct account!
13923 if( dbAccountId != GetSession()->GetAccountId() )
13925 sLog.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
13926 delete result;
13927 return false;
13930 Object::_Create( guid, 0, HIGHGUID_PLAYER );
13932 m_name = fields[3].GetCppString();
13934 // check name limitations
13935 if(!ObjectMgr::IsValidName(m_name) || GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name))
13937 delete result;
13938 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
13939 return false;
13942 if(!LoadValues( fields[2].GetString()))
13944 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
13945 delete result;
13946 return false;
13949 // overwrite possible wrong/corrupted guid
13950 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
13952 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13953 for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
13955 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), 0 );
13956 SetVisibleItemSlot(slot,NULL);
13958 if (m_items[slot])
13960 delete m_items[slot];
13961 m_items[slot] = NULL;
13965 // update money limits
13966 if(GetMoney() > MAX_MONEY_AMOUNT)
13967 SetMoney(MAX_MONEY_AMOUNT);
13969 sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
13970 outDebugValues();
13972 m_race = fields[4].GetUInt8();
13973 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13974 //Other way is to saves m_team into characters table.
13975 setFactionForRace(m_race);
13976 SetCharm(0);
13978 m_class = fields[5].GetUInt8();
13980 PlayerInfo const *info = objmgr.GetPlayerInfo(m_race, m_class);
13981 if(!info)
13983 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
13984 delete result;
13985 return false;
13988 InitPrimaryProffesions(); // to max set before any spell loaded
13990 uint32 transGUID = fields[24].GetUInt32();
13991 Relocate(fields[6].GetFloat(),fields[7].GetFloat(),fields[8].GetFloat(),fields[10].GetFloat());
13992 SetMapId(fields[9].GetUInt32());
13993 SetDifficulty(fields[32].GetUInt32()); // may be changed in _LoadGroup
13995 _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
13997 _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
13999 uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[33].GetUInt32();
14000 if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
14001 arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS);
14003 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
14005 // check arena teams integrity
14006 for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
14008 uint32 arena_team_id = GetArenaTeamId(arena_slot);
14009 if(!arena_team_id)
14010 continue;
14012 if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
14013 if(at->HaveMember(GetGUID()))
14014 continue;
14016 // arena team not exist or not member, cleanup fields
14017 for(int j =0; j < 6; ++j)
14018 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arena_slot * 6 + j, 0);
14021 _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
14023 if(!IsPositionValid())
14025 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());
14027 SetMapId(info->mapId);
14028 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
14030 transGUID = 0;
14032 m_movementInfo.t_x = 0.0f;
14033 m_movementInfo.t_y = 0.0f;
14034 m_movementInfo.t_z = 0.0f;
14035 m_movementInfo.t_o = 0.0f;
14038 // load the player's map here if it's not already loaded
14039 Map *map = GetMap();
14040 // since the player may not be bound to the map yet, make sure subsequent
14041 // getmap calls won't create new maps
14042 SetInstanceId(map->GetInstanceId());
14044 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14045 if(GetInstanceId() && !sInstanceSaveManager.GetInstanceSave(GetInstanceId()))
14047 AreaTrigger const* at = objmgr.GetMapEntranceTrigger(GetMapId());
14048 if(at)
14049 Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
14050 else
14051 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());
14054 SaveRecallPosition();
14056 if (transGUID != 0)
14058 m_movementInfo.t_x = fields[20].GetFloat();
14059 m_movementInfo.t_y = fields[21].GetFloat();
14060 m_movementInfo.t_z = fields[22].GetFloat();
14061 m_movementInfo.t_o = fields[23].GetFloat();
14063 if( !MaNGOS::IsValidMapCoord(
14064 GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
14065 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
14066 // transport size limited
14067 m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
14069 sLog.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14070 guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
14071 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
14073 SetMapId(info->mapId);
14074 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
14076 m_movementInfo.t_x = 0.0f;
14077 m_movementInfo.t_y = 0.0f;
14078 m_movementInfo.t_z = 0.0f;
14079 m_movementInfo.t_o = 0.0f;
14081 transGUID = 0;
14085 if (transGUID != 0)
14087 for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
14089 if( (*iter)->GetGUIDLow() == transGUID)
14091 m_transport = *iter;
14092 m_transport->AddPassenger(this);
14093 SetMapId(m_transport->GetMapId());
14094 break;
14098 if(!m_transport)
14100 sLog.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
14101 guid,transGUID);
14103 SetMapId(info->mapId);
14104 Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
14106 m_movementInfo.t_x = 0.0f;
14107 m_movementInfo.t_y = 0.0f;
14108 m_movementInfo.t_z = 0.0f;
14109 m_movementInfo.t_o = 0.0f;
14111 transGUID = 0;
14115 time_t now = time(NULL);
14116 time_t logoutTime = time_t(fields[16].GetUInt64());
14118 // since last logout (in seconds)
14119 uint64 time_diff = uint64(now - logoutTime);
14121 // set value, including drunk invisibility detection
14122 // calculate sobering. after 15 minutes logged out, the player will be sober again
14123 float soberFactor;
14124 if(time_diff > 15*MINUTE)
14125 soberFactor = 0;
14126 else
14127 soberFactor = 1-time_diff/(15.0f*MINUTE);
14128 uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
14129 SetDrunkValue(newDrunkenValue);
14131 m_rest_bonus = fields[15].GetFloat();
14132 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14133 float bubble0 = 0.031;
14134 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14135 float bubble1 = 0.125;
14137 if((int32)fields[16].GetUInt32() > 0)
14139 float bubble = fields[17].GetUInt32() > 0
14140 ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
14141 : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
14143 SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
14146 m_cinematic = fields[12].GetUInt32();
14147 m_Played_time[0]= fields[13].GetUInt32();
14148 m_Played_time[1]= fields[14].GetUInt32();
14150 m_resetTalentsCost = fields[18].GetUInt32();
14151 m_resetTalentsTime = time_t(fields[19].GetUInt64());
14153 // reserve some flags
14154 uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
14156 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) )
14157 SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
14159 m_taxi.LoadTaxiMask( fields[11].GetString() ); // must be before InitTaxiNodesForLevel
14161 uint32 extraflags = fields[25].GetUInt32();
14163 m_stableSlots = fields[26].GetUInt32();
14164 if(m_stableSlots > 4)
14166 sLog.outError("Player can have not more 4 stable slots, but have in DB %u",uint32(m_stableSlots));
14167 m_stableSlots = 4;
14170 m_atLoginFlags = fields[27].GetUInt32();
14172 // Honor system
14173 // Update Honor kills data
14174 m_lastHonorUpdateTime = logoutTime;
14175 UpdateHonorFields();
14177 m_deathExpireTime = (time_t)fields[30].GetUInt64();
14178 if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
14179 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
14181 std::string taxi_nodes = fields[31].GetCppString();
14183 delete result;
14185 // clear channel spell data (if saved at channel spell casting)
14186 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
14187 SetUInt32Value(UNIT_CHANNEL_SPELL,0);
14189 // clear charm/summon related fields
14190 SetCharm(NULL);
14191 SetPet(NULL);
14192 SetCharmerGUID(NULL);
14193 SetOwnerGUID(NULL);
14194 SetCreatorGUID(NULL);
14196 // reset some aura modifiers before aura apply
14197 SetFarSight(NULL);
14198 SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
14199 SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
14201 // reset skill modifiers and set correct unlearn flags
14202 for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++)
14204 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
14206 // set correct unlearn bit
14207 uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
14208 if(!id) continue;
14210 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
14211 if(!pSkill) continue;
14213 // enable unlearn button for primary professions only
14214 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
14215 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
14216 else
14217 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
14220 // make sure the unit is considered out of combat for proper loading
14221 ClearInCombat();
14223 // make sure the unit is considered not in duel for proper loading
14224 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
14225 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
14227 // remember loaded power/health values to restore after stats initialization and modifier applying
14228 uint32 savedHealth = GetHealth();
14229 uint32 savedPower[MAX_POWERS];
14230 for(uint32 i = 0; i < MAX_POWERS; ++i)
14231 savedPower[i] = GetPower(Powers(i));
14233 // reset stats before loading any modifiers
14234 InitStatsForLevel();
14235 InitTaxiNodesForLevel();
14236 InitGlyphsForLevel();
14237 InitRunes();
14239 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14241 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14242 //_LoadMail();
14244 _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
14246 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14247 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
14248 m_deathState = DEAD;
14250 _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
14252 // after spell load
14253 InitTalentForLevel();
14254 learnSkillRewardedSpells();
14255 learnDefaultSpells();
14258 // after spell load, learn rewarded spell if need also
14259 _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
14260 _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
14262 _LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS));
14264 // must be before inventory (some items required reputation check)
14265 _LoadReputation(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
14267 _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
14269 // update items with duration and realtime
14270 UpdateItemDuration(time_diff, true);
14272 _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
14274 // unread mails and next delivery time, actual mails not loaded
14275 _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
14277 m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
14279 if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
14280 return false;
14282 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14283 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14284 if(uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
14286 if(!HasTitle(curTitle))
14287 SetUInt32Value(PLAYER_CHOSEN_TITLE,0);
14290 // Not finish taxi flight path
14291 if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes))
14293 // problems with taxi path loading
14294 TaxiNodesEntry const* nodeEntry = NULL;
14295 if(uint32 node_id = m_taxi.GetTaxiSource())
14296 nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14298 if(!nodeEntry) // don't know taxi start node, to homebind
14300 sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14301 SetMapId(m_homebindMapId);
14302 Relocate( m_homebindX, m_homebindY, m_homebindZ,0.0f);
14303 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14305 else // have start node, to it
14307 sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14308 SetMapId(nodeEntry->map_id);
14309 Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
14310 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14312 m_taxi.ClearTaxiDestinations();
14314 else if(uint32 node_id = m_taxi.GetTaxiSource())
14316 // save source node as recall coord to prevent recall and fall from sky
14317 TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14318 assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
14319 m_recallMap = nodeEntry->map_id;
14320 m_recallX = nodeEntry->x;
14321 m_recallY = nodeEntry->y;
14322 m_recallZ = nodeEntry->z;
14324 // flight will started later
14327 // has to be called after last Relocate() in Player::LoadFromDB
14328 SetFallInformation(0, GetPositionZ());
14330 _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
14332 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14333 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14334 if(!isAlive())
14335 RemoveAllAurasOnDeath();
14337 //apply all stat bonuses from items and auras
14338 SetCanModifyStats(true);
14339 UpdateAllStats();
14341 // restore remembered power/health values (but not more max values)
14342 SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
14343 for(uint32 i = 0; i < MAX_POWERS; ++i)
14344 SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
14346 sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
14347 outDebugValues();
14349 // GM state
14350 if(GetSession()->GetSecurity() > SEC_PLAYER)
14352 switch(sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
14354 default:
14355 case 0: break; // disable
14356 case 1: SetGameMaster(true); break; // enable
14357 case 2: // save state
14358 if(extraflags & PLAYER_EXTRA_GM_ON)
14359 SetGameMaster(true);
14360 break;
14363 switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
14365 default:
14366 case 0: break; // disable
14367 case 1: SetAcceptTicket(true); break; // enable
14368 case 2: // save state
14369 if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
14370 SetAcceptTicket(true);
14371 break;
14374 switch(sWorld.getConfig(CONFIG_GM_CHAT))
14376 default:
14377 case 0: break; // disable
14378 case 1: SetGMChat(true); break; // enable
14379 case 2: // save state
14380 if(extraflags & PLAYER_EXTRA_GM_CHAT)
14381 SetGMChat(true);
14382 break;
14385 switch(sWorld.getConfig(CONFIG_GM_WISPERING_TO))
14387 default:
14388 case 0: break; // disable
14389 case 1: SetAcceptWhispers(true); break; // enable
14390 case 2: // save state
14391 if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
14392 SetAcceptWhispers(true);
14393 break;
14397 _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
14399 m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
14400 m_achievementMgr.CheckAllAchievementCriteria();
14401 return true;
14404 bool Player::isAllowedToLoot(Creature* creature)
14406 if(Player* recipient = creature->GetLootRecipient())
14408 if (recipient == this)
14409 return true;
14410 if( Group* otherGroup = recipient->GetGroup())
14412 Group* thisGroup = GetGroup();
14413 if(!thisGroup)
14414 return false;
14415 return thisGroup == otherGroup;
14417 return false;
14419 else
14420 // prevent other players from looting if the recipient got disconnected
14421 return !creature->hasLootRecipient();
14424 void Player::_LoadActions(QueryResult *result)
14426 m_actionButtons.clear();
14428 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14430 if(result)
14434 Field *fields = result->Fetch();
14436 uint8 button = fields[0].GetUInt8();
14438 addActionButton(button, fields[1].GetUInt16(), fields[2].GetUInt8(), fields[3].GetUInt8());
14440 m_actionButtons[button].uState = ACTIONBUTTON_UNCHANGED;
14442 while( result->NextRow() );
14444 delete result;
14448 void Player::_LoadAuras(QueryResult *result, uint32 timediff)
14450 m_Auras.clear();
14451 for (int i = 0; i < TOTAL_AURAS; i++)
14452 m_modAuras[i].clear();
14454 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14456 if(result)
14460 Field *fields = result->Fetch();
14461 uint64 caster_guid = fields[0].GetUInt64();
14462 uint32 spellid = fields[1].GetUInt32();
14463 uint32 effindex = fields[2].GetUInt32();
14464 uint32 stackcount = fields[3].GetUInt32();
14465 int32 damage = (int32)fields[4].GetUInt32();
14466 int32 maxduration = (int32)fields[5].GetUInt32();
14467 int32 remaintime = (int32)fields[6].GetUInt32();
14468 int32 remaincharges = (int32)fields[7].GetUInt32();
14470 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
14471 if(!spellproto)
14473 sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex);
14474 continue;
14477 if(effindex >= 3)
14479 sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex);
14480 continue;
14483 // negative effects should continue counting down after logout
14484 if (remaintime != -1 && !IsPositiveEffect(spellid, effindex))
14486 if(remaintime <= int32(timediff))
14487 continue;
14489 remaintime -= timediff;
14492 // prevent wrong values of remaincharges
14493 if(spellproto->procCharges)
14495 if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
14496 remaincharges = spellproto->procCharges;
14498 else
14499 remaincharges = 0;
14501 //do not load single target auras (unless they were cast by the player)
14502 if (caster_guid != GetGUID() && IsSingleTargetSpell(spellproto))
14503 continue;
14505 for(uint32 i=0; i<stackcount; i++)
14507 Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
14508 if(!damage)
14509 damage = aura->GetModifier()->m_amount;
14510 aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
14511 AddAura(aura);
14512 sLog.outString("Added aura spellid %u, effect %u", spellproto->Id, effindex);
14515 while( result->NextRow() );
14517 delete result;
14520 if(m_class == CLASS_WARRIOR)
14521 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
14524 void Player::LoadCorpse()
14526 if( isAlive() )
14528 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14530 else
14532 if(Corpse *corpse = GetCorpse())
14534 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
14536 else
14538 //Prevent Dead Player login without corpse
14539 ResurrectPlayer(0.5f);
14544 void Player::_LoadInventory(QueryResult *result, uint32 timediff)
14546 //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());
14547 std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
14548 //NOTE: the "order by `bag`" is important because it makes sure
14549 //the bagMap is filled before items in the bags are loaded
14550 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14551 //expected to be equipped before offhand items (TODO: fixme)
14553 uint32 zone = GetZoneId();
14555 if (result)
14557 std::list<Item*> problematicItems;
14559 // prevent items from being added to the queue when stored
14560 m_itemUpdateQueueBlocked = true;
14563 Field *fields = result->Fetch();
14564 uint32 bag_guid = fields[1].GetUInt32();
14565 uint8 slot = fields[2].GetUInt8();
14566 uint32 item_guid = fields[3].GetUInt32();
14567 uint32 item_id = fields[4].GetUInt32();
14569 ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
14571 if(!proto)
14573 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14574 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
14575 sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
14576 continue;
14579 Item *item = NewItemOrBag(proto);
14581 if(!item->LoadFromDB(item_guid, GetGUID(), result))
14583 sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
14584 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14585 item->FSetState(ITEM_REMOVED);
14586 item->SaveToDB(); // it also deletes item object !
14587 continue;
14590 // not allow have in alive state item limited to another map/zone
14591 if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
14593 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14594 item->FSetState(ITEM_REMOVED);
14595 item->SaveToDB(); // it also deletes item object !
14596 continue;
14599 // "Conjured items disappear if you are logged out for more than 15 minutes"
14600 if ((timediff > 15*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED)))
14602 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14603 item->FSetState(ITEM_REMOVED);
14604 item->SaveToDB(); // it also deletes item object !
14605 continue;
14608 bool success = true;
14610 if (!bag_guid)
14612 // the item is not in a bag
14613 item->SetContainer( NULL );
14614 item->SetSlot(slot);
14616 if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
14618 ItemPosCountVec dest;
14619 if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK )
14620 item = StoreItem(dest, item, true);
14621 else
14622 success = false;
14624 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) )
14626 uint16 dest;
14627 if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK )
14628 QuickEquipItem(dest, item);
14629 else
14630 success = false;
14632 else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) )
14634 ItemPosCountVec dest;
14635 if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK )
14636 item = BankItem(dest, item, true);
14637 else
14638 success = false;
14641 if(success)
14643 // store bags that may contain items in them
14644 if(item->IsBag() && IsBagPos(item->GetPos()))
14645 bagMap[item_guid] = (Bag*)item;
14648 else
14650 item->SetSlot(NULL_SLOT);
14651 // the item is in a bag, find the bag
14652 std::map<uint64, Bag*>::iterator itr = bagMap.find(bag_guid);
14653 if(itr != bagMap.end())
14654 itr->second->StoreItem(slot, item, true );
14655 else
14656 success = false;
14659 // item's state may have changed after stored
14660 if (success)
14661 item->SetState(ITEM_UNCHANGED, this);
14662 else
14664 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);
14665 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14666 problematicItems.push_back(item);
14668 } while (result->NextRow());
14670 delete result;
14671 m_itemUpdateQueueBlocked = false;
14673 // send by mail problematic items
14674 while(!problematicItems.empty())
14676 // fill mail
14677 MailItemsInfo mi; // item list preparing
14679 for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
14681 Item* item = problematicItems.front();
14682 problematicItems.pop_front();
14684 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
14687 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
14689 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
14692 //if(isAlive())
14693 _ApplyAllItemMods();
14696 // load mailed item which should receive current player
14697 void Player::_LoadMailedItems(Mail *mail)
14699 // data needs to be at first place for Item::LoadFromDB
14700 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);
14701 if(!result)
14702 return;
14706 Field *fields = result->Fetch();
14707 uint32 item_guid_low = fields[1].GetUInt32();
14708 uint32 item_template = fields[2].GetUInt32();
14710 mail->AddItem(item_guid_low, item_template);
14712 ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
14714 if(!proto)
14716 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);
14717 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14718 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
14719 continue;
14722 Item *item = NewItemOrBag(proto);
14724 if(!item->LoadFromDB(item_guid_low, 0, result))
14726 sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
14727 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
14728 item->FSetState(ITEM_REMOVED);
14729 item->SaveToDB(); // it also deletes item object !
14730 continue;
14733 AddMItem(item);
14734 } while (result->NextRow());
14736 delete result;
14739 void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery)
14741 //set a count of unread mails
14742 //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);
14743 if (resultUnread)
14745 Field *fieldMail = resultUnread->Fetch();
14746 unReadMails = fieldMail[0].GetUInt8();
14747 delete resultUnread;
14750 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14751 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14752 if (resultDelivery)
14754 Field *fieldMail = resultDelivery->Fetch();
14755 m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
14756 delete resultDelivery;
14760 void Player::_LoadMail()
14762 m_mail.clear();
14763 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14764 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());
14765 if(result)
14769 Field *fields = result->Fetch();
14770 Mail *m = new Mail;
14771 m->messageID = fields[0].GetUInt32();
14772 m->messageType = fields[1].GetUInt8();
14773 m->sender = fields[2].GetUInt32();
14774 m->receiver = fields[3].GetUInt32();
14775 m->subject = fields[4].GetCppString();
14776 m->itemTextId = fields[5].GetUInt32();
14777 bool has_items = fields[6].GetBool();
14778 m->expire_time = (time_t)fields[7].GetUInt64();
14779 m->deliver_time = (time_t)fields[8].GetUInt64();
14780 m->money = fields[9].GetUInt32();
14781 m->COD = fields[10].GetUInt32();
14782 m->checked = fields[11].GetUInt32();
14783 m->stationery = fields[12].GetUInt8();
14784 m->mailTemplateId = fields[13].GetInt16();
14786 if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
14788 sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
14789 m->mailTemplateId = 0;
14792 m->state = MAIL_STATE_UNCHANGED;
14794 if (has_items)
14795 _LoadMailedItems(m);
14797 m_mail.push_back(m);
14798 } while( result->NextRow() );
14799 delete result;
14801 m_mailsLoaded = true;
14804 void Player::LoadPet()
14806 //fixme: the pet should still be loaded if the player is not in world
14807 // just not added to the map
14808 if(IsInWorld())
14810 Pet *pet = new Pet;
14811 if(!pet->LoadPetFromDB(this,0,0,true))
14812 delete pet;
14816 void Player::_LoadQuestStatus(QueryResult *result)
14818 mQuestStatus.clear();
14820 uint32 slot = 0;
14822 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14823 //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());
14825 if(result)
14829 Field *fields = result->Fetch();
14831 uint32 quest_id = fields[0].GetUInt32();
14832 // used to be new, no delete?
14833 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14834 if( pQuest )
14836 // find or create
14837 QuestStatusData& questStatusData = mQuestStatus[quest_id];
14839 uint32 qstatus = fields[1].GetUInt32();
14840 if(qstatus < MAX_QUEST_STATUS)
14841 questStatusData.m_status = QuestStatus(qstatus);
14842 else
14844 questStatusData.m_status = QUEST_STATUS_NONE;
14845 sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
14848 questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
14849 questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
14851 time_t quest_time = time_t(fields[4].GetUInt64());
14853 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE )
14855 AddTimedQuest( quest_id );
14857 if (quest_time <= sWorld.GetGameTime())
14858 questStatusData.m_timer = 1;
14859 else
14860 questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * 1000;
14862 else
14863 quest_time = 0;
14865 questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
14866 questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
14867 questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
14868 questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
14869 questStatusData.m_itemcount[0] = fields[9].GetUInt32();
14870 questStatusData.m_itemcount[1] = fields[10].GetUInt32();
14871 questStatusData.m_itemcount[2] = fields[11].GetUInt32();
14872 questStatusData.m_itemcount[3] = fields[12].GetUInt32();
14874 questStatusData.uState = QUEST_UNCHANGED;
14876 // add to quest log
14877 if( slot < MAX_QUEST_LOG_SIZE &&
14878 ( questStatusData.m_status==QUEST_STATUS_INCOMPLETE ||
14879 questStatusData.m_status==QUEST_STATUS_COMPLETE &&
14880 (!questStatusData.m_rewarded || pQuest->IsDaily()) ) )
14882 SetQuestSlot(slot,quest_id,quest_time);
14884 if(questStatusData.m_status == QUEST_STATUS_COMPLETE)
14885 SetQuestSlotState(slot,QUEST_STATE_COMPLETE);
14887 for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
14888 if(questStatusData.m_creatureOrGOcount[idx])
14889 SetQuestSlotCounter(slot,idx,questStatusData.m_creatureOrGOcount[idx]);
14891 ++slot;
14894 if(questStatusData.m_rewarded)
14896 // learn rewarded spell if unknown
14897 learnQuestRewardedSpells(pQuest);
14899 // set rewarded title if any
14900 if(pQuest->GetCharTitleId())
14902 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
14903 SetTitle(titleEntry);
14907 sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
14910 while( result->NextRow() );
14912 delete result;
14915 // clear quest log tail
14916 for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
14917 SetQuestSlot(i,0);
14920 void Player::_LoadDailyQuestStatus(QueryResult *result)
14922 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
14923 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
14925 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14927 if(result)
14929 uint32 quest_daily_idx = 0;
14933 if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
14935 sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14936 break;
14939 Field *fields = result->Fetch();
14941 uint32 quest_id = fields[0].GetUInt32();
14943 // save _any_ from daily quest times (it must be after last reset anyway)
14944 m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
14946 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
14947 if( !pQuest )
14948 continue;
14950 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
14951 ++quest_daily_idx;
14953 sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
14955 while( result->NextRow() );
14957 delete result;
14960 m_DailyQuestChanged = false;
14963 void Player::_LoadReputation(QueryResult *result)
14965 m_factions.clear();
14967 // Set initial reputations (so everything is nifty before DB data load)
14968 SetInitialFactions();
14970 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
14972 if(result)
14976 Field *fields = result->Fetch();
14978 FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
14979 if( factionEntry && (factionEntry->reputationListID >= 0))
14981 FactionState* faction = &m_factions[factionEntry->reputationListID];
14983 // update standing to current
14984 faction->Standing = int32(fields[1].GetUInt32());
14986 uint32 dbFactionFlags = fields[2].GetUInt32();
14988 if( dbFactionFlags & FACTION_FLAG_VISIBLE )
14989 SetFactionVisible(faction); // have internal checks for forced invisibility
14991 if( dbFactionFlags & FACTION_FLAG_INACTIVE)
14992 SetFactionInactive(faction,true); // have internal checks for visibility requirement
14994 if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war
14995 SetFactionAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
14996 else // DB not at war
14998 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
14999 if( faction->Flags & FACTION_FLAG_VISIBLE )
15000 SetFactionAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
15003 // set atWar for hostile
15004 if(GetReputationRank(factionEntry) <= REP_HOSTILE)
15005 SetFactionAtWar(faction,true);
15007 // reset changed flag if values similar to saved in DB
15008 if(faction->Flags==dbFactionFlags)
15009 faction->Changed = false;
15012 while( result->NextRow() );
15014 delete result;
15018 void Player::_LoadSpells(QueryResult *result)
15020 for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
15021 delete itr->second;
15022 m_spells.clear();
15024 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15026 if(result)
15030 Field *fields = result->Fetch();
15032 addSpell(fields[0].GetUInt16(), fields[1].GetBool(), false, fields[2].GetBool());
15034 while( result->NextRow() );
15036 delete result;
15040 void Player::_LoadTutorials(QueryResult *result)
15042 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
15044 if(result)
15048 Field *fields = result->Fetch();
15050 for (int iI=0; iI<8; iI++)
15051 m_Tutorials[iI] = fields[iI].GetUInt32();
15053 while( result->NextRow() );
15055 delete result;
15058 m_TutorialsChanged = false;
15061 void Player::_LoadGroup(QueryResult *result)
15063 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15064 if(result)
15066 uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
15067 delete result;
15068 Group* group = objmgr.GetGroupByLeader(leaderGuid);
15069 if(group)
15071 uint8 subgroup = group->GetMemberGroup(GetGUID());
15072 SetGroup(group, subgroup);
15073 if(getLevel() >= LEVELREQUIREMENT_HEROIC)
15075 // the group leader may change the instance difficulty while the player is offline
15076 SetDifficulty(group->GetDifficulty());
15082 void Player::_LoadBoundInstances(QueryResult *result)
15084 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15085 m_boundInstances[i].clear();
15087 Group *group = GetGroup();
15089 //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));
15090 if(result)
15094 Field *fields = result->Fetch();
15095 bool perm = fields[1].GetBool();
15096 uint32 mapId = fields[2].GetUInt32();
15097 uint32 instanceId = fields[0].GetUInt32();
15098 uint8 difficulty = fields[3].GetUInt8();
15099 time_t resetTime = (time_t)fields[4].GetUInt64();
15100 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15101 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15102 // and in that case it is not used
15104 if(!perm && group)
15106 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);
15107 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
15108 continue;
15111 // since non permanent binds are always solo bind, they can always be reset
15112 InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true);
15113 if(save) BindToInstance(save, perm, true);
15114 } while(result->NextRow());
15115 delete result;
15119 InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty)
15121 // some instances only have one difficulty
15122 const MapEntry* entry = sMapStore.LookupEntry(mapid);
15123 if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
15125 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15126 if(itr != m_boundInstances[difficulty].end())
15127 return &itr->second;
15128 else
15129 return NULL;
15132 void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
15134 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15135 UnbindInstance(itr, difficulty, unload);
15138 void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload)
15140 if(itr != m_boundInstances[difficulty].end())
15142 if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
15143 itr->second.save->RemovePlayer(this); // save can become invalid
15144 m_boundInstances[difficulty].erase(itr++);
15148 InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
15150 if(save)
15152 InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
15153 if(bind.save)
15155 // update the save when the group kills a boss
15156 if(permanent != bind.perm || save != bind.save)
15157 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());
15159 else
15160 if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
15162 if(bind.save != save)
15164 if(bind.save) bind.save->RemovePlayer(this);
15165 save->AddPlayer(this);
15168 if(permanent) save->SetCanReset(false);
15170 bind.save = save;
15171 bind.perm = permanent;
15172 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());
15173 return &bind;
15175 else
15176 return NULL;
15179 void Player::SendRaidInfo()
15181 WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
15183 uint32 counter = 0, i;
15184 for(i = 0; i < TOTAL_DIFFICULTIES; i++)
15185 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15186 if(itr->second.perm) counter++;
15188 data << counter;
15189 for(i = 0; i < TOTAL_DIFFICULTIES; i++)
15191 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15193 if(itr->second.perm)
15195 InstanceSave *save = itr->second.save;
15196 data << (save->GetMapId());
15197 data << (uint32)(save->GetResetTime() - time(NULL));
15198 data << save->GetInstanceId();
15199 data << uint32(counter);
15200 counter--;
15204 GetSession()->SendPacket(&data);
15208 - called on every successful teleportation to a map
15210 void Player::SendSavedInstances()
15212 bool hasBeenSaved = false;
15213 WorldPacket data;
15215 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15217 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15219 if(itr->second.perm) // only permanent binds are sent
15221 hasBeenSaved = true;
15222 break;
15227 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15228 data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
15229 data << uint32(hasBeenSaved);
15230 GetSession()->SendPacket(&data);
15232 if(!hasBeenSaved)
15233 return;
15235 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15237 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15239 if(itr->second.perm)
15241 data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
15242 data << uint32(itr->second.save->GetMapId());
15243 GetSession()->SendPacket(&data);
15249 /// convert the player's binds to the group
15250 void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
15252 bool has_binds = false;
15253 bool has_solo = false;
15255 if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); }
15256 assert(player_guid);
15258 // copy all binds to the group, when changing leader it's assumed the character
15259 // will not have any solo binds
15261 if(player)
15263 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15265 for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
15267 has_binds = true;
15268 if(group) group->BindToInstance(itr->second.save, itr->second.perm, true);
15269 // permanent binds are not removed
15270 if(!itr->second.perm)
15272 player->UnbindInstance(itr, i, true); // increments itr
15273 has_solo = true;
15275 else
15276 ++itr;
15281 // if the player's not online we don't know what binds it has
15282 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));
15283 // the following should not get executed when changing leaders
15284 if(!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
15287 bool Player::_LoadHomeBind(QueryResult *result)
15289 bool ok = false;
15290 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15291 if (result)
15293 Field *fields = result->Fetch();
15294 m_homebindMapId = fields[0].GetUInt32();
15295 m_homebindZoneId = fields[1].GetUInt16();
15296 m_homebindX = fields[2].GetFloat();
15297 m_homebindY = fields[3].GetFloat();
15298 m_homebindZ = fields[4].GetFloat();
15299 delete result;
15301 // accept saved data only for valid position (and non instanceable)
15302 if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
15303 !sMapStore.LookupEntry(m_homebindMapId)->Instanceable() )
15305 ok = true;
15307 else
15308 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15311 if(!ok)
15313 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
15314 if(!info) return false;
15316 m_homebindMapId = info->mapId;
15317 m_homebindZoneId = info->zoneId;
15318 m_homebindX = info->positionX;
15319 m_homebindY = info->positionY;
15320 m_homebindZ = info->positionZ;
15322 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);
15325 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
15326 m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
15328 return true;
15331 /*********************************************************/
15332 /*** SAVE SYSTEM ***/
15333 /*********************************************************/
15335 void Player::SaveToDB()
15337 // delay auto save at any saves (manual, in code, or autosave)
15338 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
15340 // first save/honor gain after midnight will also update the player's honor fields
15341 UpdateHonorFields();
15343 // players aren't saved on battleground maps
15344 uint32 mapid = IsBeingTeleported() ? GetTeleportDest().mapid : GetMapId();
15345 const MapEntry * me = sMapStore.LookupEntry(mapid);
15346 if(!me || me->IsBattleGroundOrArena())
15347 return;
15349 int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0;
15350 //save, far from tavern/city
15351 //save, but in tavern/city
15352 sLog.outDebug("The value of player %s at save: ", m_name.c_str());
15353 outDebugValues();
15355 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15356 uint32 tmp_bytes = GetUInt32Value(UNIT_FIELD_BYTES_1);
15357 uint32 tmp_bytes2 = GetUInt32Value(UNIT_FIELD_BYTES_2);
15358 uint32 tmp_flags = GetUInt32Value(UNIT_FIELD_FLAGS);
15359 uint32 tmp_pflags = GetUInt32Value(PLAYER_FLAGS);
15360 uint32 tmp_displayid = GetDisplayId();
15362 // Set player sit state to standing on save, also stealth and shifted form
15363 SetByteValue(UNIT_FIELD_BYTES_1, 0, 0); // stand state
15364 SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift
15365 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0); // stand flags?
15366 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
15367 SetDisplayId(GetNativeDisplayId());
15369 bool inworld = IsInWorld();
15371 CharacterDatabase.BeginTransaction();
15373 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15375 std::string sql_name = m_name;
15376 CharacterDatabase.escape_string(sql_name);
15378 std::ostringstream ss;
15379 ss << "INSERT INTO characters (guid,account,name,race,class,"
15380 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15381 "taximask, online, cinematic, "
15382 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15383 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15384 "death_expire_time, taxi_path, arena_pending_points) VALUES ("
15385 << GetGUIDLow() << ", "
15386 << GetSession()->GetAccountId() << ", '"
15387 << sql_name << "', "
15388 << m_race << ", "
15389 << m_class << ", ";
15391 bool save_to_dest = false;
15392 if(IsBeingTeleported())
15394 // don't save to battlegrounds or arenas
15395 const MapEntry *entry = sMapStore.LookupEntry(GetTeleportDest().mapid);
15396 if(entry && entry->map_type != MAP_BATTLEGROUND && entry->map_type != MAP_ARENA)
15397 save_to_dest = true;
15400 if(!save_to_dest)
15402 ss << GetMapId() << ", "
15403 << (uint32)GetDifficulty() << ", "
15404 << finiteAlways(GetPositionX()) << ", "
15405 << finiteAlways(GetPositionY()) << ", "
15406 << finiteAlways(GetPositionZ()) << ", "
15407 << finiteAlways(GetOrientation()) << ", '";
15409 else
15411 ss << GetTeleportDest().mapid << ", "
15412 << (uint32)GetDifficulty() << ", "
15413 << finiteAlways(GetTeleportDest().x) << ", "
15414 << finiteAlways(GetTeleportDest().y) << ", "
15415 << finiteAlways(GetTeleportDest().z) << ", "
15416 << finiteAlways(GetTeleportDest().o) << ", '";
15419 uint16 i;
15420 for( i = 0; i < m_valuesCount; i++ )
15422 ss << GetUInt32Value(i) << " ";
15425 ss << "', ";
15427 ss << m_taxi; // string with TaxiMaskSize numbers
15429 ss << ", ";
15430 ss << (inworld ? 1 : 0);
15432 ss << ", ";
15433 ss << m_cinematic;
15435 ss << ", ";
15436 ss << m_Played_time[0];
15437 ss << ", ";
15438 ss << m_Played_time[1];
15440 ss << ", ";
15441 ss << finiteAlways(m_rest_bonus);
15442 ss << ", ";
15443 ss << (uint64)time(NULL);
15444 ss << ", ";
15445 ss << is_save_resting;
15446 ss << ", ";
15447 ss << m_resetTalentsCost;
15448 ss << ", ";
15449 ss << (uint64)m_resetTalentsTime;
15451 ss << ", ";
15452 ss << finiteAlways(m_movementInfo.t_x);
15453 ss << ", ";
15454 ss << finiteAlways(m_movementInfo.t_y);
15455 ss << ", ";
15456 ss << finiteAlways(m_movementInfo.t_z);
15457 ss << ", ";
15458 ss << finiteAlways(m_movementInfo.t_o);
15459 ss << ", ";
15460 if (m_transport)
15461 ss << m_transport->GetGUIDLow();
15462 else
15463 ss << "0";
15465 ss << ", ";
15466 ss << m_ExtraFlags;
15468 ss << ", ";
15469 ss << uint32(m_stableSlots); // to prevent save uint8 as char
15471 ss << ", ";
15472 ss << uint32(m_atLoginFlags);
15474 ss << ", ";
15475 ss << GetZoneId();
15477 ss << ", ";
15478 ss << (uint64)m_deathExpireTime;
15480 ss << ", '";
15481 ss << m_taxi.SaveTaxiDestinationsToString();
15482 ss << "', '0' )";
15484 CharacterDatabase.Execute( ss.str().c_str() );
15486 if(m_mailsUpdated) //save mails only when needed
15487 _SaveMail();
15489 _SaveInventory();
15490 _SaveQuestStatus();
15491 _SaveDailyQuestStatus();
15492 _SaveTutorials();
15493 _SaveSpells();
15494 _SaveSpellCooldowns();
15495 _SaveActions();
15496 _SaveAuras();
15497 _SaveReputation();
15499 CharacterDatabase.CommitTransaction();
15501 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15502 SetDisplayId(tmp_displayid);
15503 SetUInt32Value(UNIT_FIELD_BYTES_1, tmp_bytes);
15504 SetUInt32Value(UNIT_FIELD_BYTES_2, tmp_bytes2);
15505 SetUInt32Value(UNIT_FIELD_FLAGS, tmp_flags);
15506 SetUInt32Value(PLAYER_FLAGS, tmp_pflags);
15508 // save pet (hunter pet level and experience and all type pets health/mana).
15509 if(Pet* pet = GetPet())
15510 pet->SavePetToDB(PET_SAVE_AS_CURRENT);
15511 m_achievementMgr.SaveToDB();
15514 // fast save function for item/money cheating preventing - save only inventory and money state
15515 void Player::SaveInventoryAndGoldToDB()
15517 _SaveInventory();
15518 //money is in data field
15519 SaveDataFieldToDB();
15522 void Player::_SaveActions()
15524 for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); )
15526 switch (itr->second.uState)
15528 case ACTIONBUTTON_NEW:
15529 CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15530 GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc );
15531 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15532 ++itr;
15533 break;
15534 case ACTIONBUTTON_CHANGED:
15535 CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15536 (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc, GetGUIDLow(), (uint32)itr->first );
15537 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15538 ++itr;
15539 break;
15540 case ACTIONBUTTON_DELETED:
15541 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first );
15542 m_actionButtons.erase(itr++);
15543 break;
15544 default:
15545 ++itr;
15546 break;
15551 void Player::_SaveAuras()
15553 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15555 AuraMap const& auras = GetAuras();
15557 if (auras.empty())
15558 return;
15560 spellEffectPair lastEffectPair = auras.begin()->first;
15561 uint32 stackCounter = 1;
15563 for(AuraMap::const_iterator itr = auras.begin(); ; ++itr)
15565 if(itr == auras.end() || lastEffectPair != itr->first)
15567 AuraMap::const_iterator itr2 = itr;
15568 // save previous spellEffectPair to db
15569 itr2--;
15570 SpellEntry const *spellInfo = itr2->second->GetSpellProto();
15572 //skip all auras from spells that are passive or need a shapeshift
15573 if (!(itr2->second->IsPassive() || itr2->second->IsRemovedOnShapeLost()))
15575 //do not save single target auras (unless they were cast by the player)
15576 if (!(itr2->second->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo)))
15578 uint8 i;
15579 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15580 for (i = 0; i < 3; i++)
15581 if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT ||
15582 spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH)
15583 break;
15585 if (i == 3)
15587 CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15588 "VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15589 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()));
15594 if(itr == auras.end())
15595 break;
15598 if (lastEffectPair == itr->first)
15599 stackCounter++;
15600 else
15602 lastEffectPair = itr->first;
15603 stackCounter = 1;
15608 void Player::_SaveInventory()
15610 // force items in buyback slots to new state
15611 // and remove those that aren't already
15612 for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; i++)
15614 Item *item = m_items[i];
15615 if (!item || item->GetState() == ITEM_NEW) continue;
15616 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15617 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
15618 m_items[i]->FSetState(ITEM_NEW);
15621 // update enchantment durations
15622 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
15624 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
15627 // if no changes
15628 if (m_itemUpdateQueue.empty()) return;
15630 // do not save if the update queue is corrupt
15631 bool error = false;
15632 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15634 Item *item = m_itemUpdateQueue[i];
15635 if(!item || item->GetState() == ITEM_REMOVED) continue;
15636 Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
15638 if (test == NULL)
15640 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());
15641 error = true;
15643 else if (test != item)
15645 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());
15646 error = true;
15650 if (error)
15652 sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15653 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
15654 return;
15657 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
15659 Item *item = m_itemUpdateQueue[i];
15660 if(!item) continue;
15662 Bag *container = item->GetContainer();
15663 uint32 bag_guid = container ? container->GetGUIDLow() : 0;
15665 switch(item->GetState())
15667 case ITEM_NEW:
15668 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());
15669 break;
15670 case ITEM_CHANGED:
15671 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());
15672 break;
15673 case ITEM_REMOVED:
15674 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15675 break;
15676 case ITEM_UNCHANGED:
15677 break;
15680 item->SaveToDB(); // item have unchanged inventory record and can be save standalone
15682 m_itemUpdateQueue.clear();
15685 void Player::_SaveMail()
15687 if (!m_mailsLoaded)
15688 return;
15690 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
15692 Mail *m = (*itr);
15693 if (m->state == MAIL_STATE_CHANGED)
15695 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'",
15696 m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
15697 if(m->removedItems.size())
15699 for(std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
15700 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
15701 m->removedItems.clear();
15703 m->state = MAIL_STATE_UNCHANGED;
15705 else if (m->state == MAIL_STATE_DELETED)
15707 if (m->HasItems())
15708 for(std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
15709 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
15710 if (m->itemTextId)
15711 CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
15712 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
15713 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
15717 //deallocate deleted mails...
15718 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); )
15720 if ((*itr)->state == MAIL_STATE_DELETED)
15722 Mail* m = *itr;
15723 m_mail.erase(itr);
15724 delete m;
15725 itr = m_mail.begin();
15727 else
15728 ++itr;
15731 m_mailsUpdated = false;
15734 void Player::_SaveQuestStatus()
15736 // we don't need transactions here.
15737 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
15739 switch (i->second.uState)
15741 case QUEST_NEW :
15742 CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15743 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15744 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]);
15745 break;
15746 case QUEST_CHANGED :
15747 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' ",
15748 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 );
15749 break;
15750 case QUEST_UNCHANGED:
15751 break;
15753 i->second.uState = QUEST_UNCHANGED;
15757 void Player::_SaveDailyQuestStatus()
15759 if(!m_DailyQuestChanged)
15760 return;
15762 m_DailyQuestChanged = false;
15764 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15766 // we don't need transactions here.
15767 CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15768 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15769 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
15770 CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD "')",
15771 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
15774 void Player::_SaveReputation()
15776 for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
15778 if (itr->second.Changed)
15780 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr->second.ID);
15781 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);
15782 itr->second.Changed = false;
15787 void Player::_SaveSpells()
15789 for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
15791 ++next;
15792 if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
15793 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
15794 if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)
15795 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);
15797 if (itr->second->state == PLAYERSPELL_REMOVED)
15798 _removeSpell(itr->first);
15799 else
15800 itr->second->state = PLAYERSPELL_UNCHANGED;
15804 void Player::_SaveTutorials()
15806 if(!m_TutorialsChanged)
15807 return;
15809 uint32 Rows=0;
15810 // it's better than rebuilding indexes multiple times
15811 QueryResult *result = CharacterDatabase.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID );
15812 if(result)
15814 Rows = result->Fetch()[0].GetUInt32();
15815 delete result;
15818 if (Rows)
15820 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'",
15821 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 );
15823 else
15825 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]);
15828 m_TutorialsChanged = false;
15831 void Player::outDebugValues() const
15833 if(!sLog.IsOutDebug()) // optimize disabled debug output
15834 return;
15836 sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
15837 sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
15838 sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
15839 sLog.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA), GetStat(STAT_SPIRIT));
15840 sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
15841 sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
15842 sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
15843 sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
15844 sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
15845 sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
15846 sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
15847 sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
15850 /*********************************************************/
15851 /*** FLOOD FILTER SYSTEM ***/
15852 /*********************************************************/
15854 void Player::UpdateSpeakTime()
15856 // ignore chat spam protection for GMs in any mode
15857 if(GetSession()->GetSecurity() > SEC_PLAYER)
15858 return;
15860 time_t current = time (NULL);
15861 if(m_speakTime > current)
15863 uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
15864 if(!max_count)
15865 return;
15867 ++m_speakCount;
15868 if(m_speakCount >= max_count)
15870 // prevent overwrite mute time, if message send just before mutes set, for example.
15871 time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
15872 if(GetSession()->m_muteTime < new_mute)
15873 GetSession()->m_muteTime = new_mute;
15875 m_speakCount = 0;
15878 else
15879 m_speakCount = 0;
15881 m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
15884 bool Player::CanSpeak() const
15886 return GetSession()->m_muteTime <= time (NULL);
15889 /*********************************************************/
15890 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15891 /*********************************************************/
15893 void Player::SendAttackSwingNotInRange()
15895 WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
15896 GetSession()->SendPacket( &data );
15899 void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
15901 std::ostringstream ss;
15902 ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
15903 << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
15904 << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
15905 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15906 sLog.outDebug(ss.str().c_str());
15907 CharacterDatabase.Execute(ss.str().c_str());
15910 void Player::SaveDataFieldToDB()
15912 std::ostringstream ss;
15913 ss<<"UPDATE characters SET data='";
15915 for(uint16 i = 0; i < m_valuesCount; i++ )
15917 ss << GetUInt32Value(i) << " ";
15919 ss<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15921 CharacterDatabase.Execute(ss.str().c_str());
15924 bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
15926 std::ostringstream ss2;
15927 ss2<<"UPDATE characters SET data='";
15928 int i=0;
15929 for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i)
15931 ss2<<tokens[i]<<" ";
15933 ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'";
15935 return CharacterDatabase.Execute(ss2.str().c_str());
15938 void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
15940 char buf[11];
15941 snprintf(buf,11,"%u",value);
15943 if(index >= tokens.size())
15944 return;
15946 tokens[index] = buf;
15949 void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
15951 Tokens tokens;
15952 if(!LoadValuesArrayFromDB(tokens,guid))
15953 return;
15955 if(index >= tokens.size())
15956 return;
15958 char buf[11];
15959 snprintf(buf,11,"%u",value);
15960 tokens[index] = buf;
15962 SaveValuesArrayInDB(tokens,guid);
15965 void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
15967 uint32 temp;
15968 memcpy(&temp, &value, sizeof(value));
15969 Player::SetUInt32ValueInDB(index, temp, guid);
15972 void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
15974 Tokens tokens;
15975 if(!LoadValuesArrayFromDB(tokens, guid))
15976 return;
15978 uint32 unit_bytes0 = GetUInt32ValueFromArray(tokens, UNIT_FIELD_BYTES_0);
15979 uint8 race = unit_bytes0 & 0xFF;
15980 uint8 class_ = (unit_bytes0 >> 8) & 0xFF;
15982 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
15983 if(!info)
15984 return;
15986 unit_bytes0 &= ~(0xFF << 16);
15987 unit_bytes0 |= (gender << 16);
15988 SetUInt32ValueInArray(tokens, UNIT_FIELD_BYTES_0, unit_bytes0);
15990 SetUInt32ValueInArray(tokens, UNIT_FIELD_DISPLAYID, gender ? info->displayId_f : info->displayId_m);
15991 SetUInt32ValueInArray(tokens, UNIT_FIELD_NATIVEDISPLAYID, gender ? info->displayId_f : info->displayId_m);
15993 SetUInt32ValueInArray(tokens, PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
15995 uint32 player_bytes2 = GetUInt32ValueFromArray(tokens, PLAYER_BYTES_2);
15996 player_bytes2 &= ~0xFF;
15997 player_bytes2 |= facialHair;
15998 SetUInt32ValueInArray(tokens, PLAYER_BYTES_2, player_bytes2);
16000 uint32 player_bytes3 = GetUInt32ValueFromArray(tokens, PLAYER_BYTES_3);
16001 player_bytes3 &= ~0xFF;
16002 player_bytes3 |= gender;
16003 SetUInt32ValueInArray(tokens, PLAYER_BYTES_3, player_bytes3);
16005 SaveValuesArrayInDB(tokens, guid);
16008 void Player::SendAttackSwingNotStanding()
16010 WorldPacket data(SMSG_ATTACKSWING_NOTSTANDING, 0);
16011 GetSession()->SendPacket( &data );
16014 void Player::SendAttackSwingDeadTarget()
16016 WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
16017 GetSession()->SendPacket( &data );
16020 void Player::SendAttackSwingCantAttack()
16022 WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
16023 GetSession()->SendPacket( &data );
16026 void Player::SendAttackSwingCancelAttack()
16028 WorldPacket data(SMSG_CANCEL_COMBAT, 0);
16029 GetSession()->SendPacket( &data );
16032 void Player::SendAttackSwingBadFacingAttack()
16034 WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
16035 GetSession()->SendPacket( &data );
16038 void Player::SendAutoRepeatCancel()
16040 WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, GetPackGUID().size());
16041 data.append(GetPackGUID()); // may be it's target guid
16042 GetSession()->SendPacket( &data );
16045 void Player::PlaySound(uint32 Sound, bool OnlySelf)
16047 WorldPacket data(SMSG_PLAY_SOUND, 4);
16048 data << Sound;
16049 if (OnlySelf)
16050 GetSession()->SendPacket( &data );
16051 else
16052 SendMessageToSet( &data, true );
16055 void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
16057 WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
16058 data << Area;
16059 data << Experience;
16060 GetSession()->SendPacket(&data);
16063 void Player::SendDungeonDifficulty(bool IsInGroup)
16065 uint8 val = 0x00000001;
16066 WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
16067 data << (uint32)GetDifficulty();
16068 data << uint32(val);
16069 data << uint32(IsInGroup);
16070 GetSession()->SendPacket(&data);
16073 void Player::SendResetFailedNotify(uint32 mapid)
16075 WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
16076 data << uint32(mapid);
16077 GetSession()->SendPacket(&data);
16080 /// Reset all solo instances and optionally send a message on success for each
16081 void Player::ResetInstances(uint8 method)
16083 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16085 // we assume that when the difficulty changes, all instances that can be reset will be
16086 uint8 dif = GetDifficulty();
16088 for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
16090 InstanceSave *p = itr->second.save;
16091 const MapEntry *entry = sMapStore.LookupEntry(itr->first);
16092 if(!entry || !p->CanReset())
16094 ++itr;
16095 continue;
16098 if(method == INSTANCE_RESET_ALL)
16100 // the "reset all instances" method can only reset normal maps
16101 if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
16103 ++itr;
16104 continue;
16108 // if the map is loaded, reset it
16109 Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
16110 if(map && map->IsDungeon())
16111 ((InstanceMap*)map)->Reset(method);
16113 // since this is a solo instance there should not be any players inside
16114 if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
16115 SendResetInstanceSuccess(p->GetMapId());
16117 p->DeleteFromDB();
16118 m_boundInstances[dif].erase(itr++);
16120 // the following should remove the instance save from the manager and delete it as well
16121 p->RemovePlayer(this);
16125 void Player::SendResetInstanceSuccess(uint32 MapId)
16127 WorldPacket data(SMSG_INSTANCE_RESET, 4);
16128 data << MapId;
16129 GetSession()->SendPacket(&data);
16132 void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
16134 // TODO: find what other fail reasons there are besides players in the instance
16135 WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
16136 data << reason;
16137 data << MapId;
16138 GetSession()->SendPacket(&data);
16141 /*********************************************************/
16142 /*** Update timers ***/
16143 /*********************************************************/
16145 ///checks the 15 afk reports per 5 minutes limit
16146 void Player::UpdateAfkReport(time_t currTime)
16148 if(m_bgAfkReportedTimer <= currTime)
16150 m_bgAfkReportedCount = 0;
16151 m_bgAfkReportedTimer = currTime+5*MINUTE;
16155 void Player::UpdateContestedPvP(uint32 diff)
16157 if(!m_contestedPvPTimer||isInCombat())
16158 return;
16159 if(m_contestedPvPTimer <= diff)
16161 ResetContestedPvP();
16163 else
16164 m_contestedPvPTimer -= diff;
16167 void Player::UpdatePvPFlag(time_t currTime)
16169 if(!IsPvP())
16170 return;
16171 if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
16172 return;
16174 UpdatePvP(false);
16177 void Player::UpdateDuelFlag(time_t currTime)
16179 if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
16180 return;
16182 SetUInt32Value(PLAYER_DUEL_TEAM, 1);
16183 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
16185 duel->startTimer = 0;
16186 duel->startTime = currTime;
16187 duel->opponent->duel->startTimer = 0;
16188 duel->opponent->duel->startTime = currTime;
16191 void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
16193 if(!pet)
16194 pet = GetPet();
16196 if(returnreagent && (pet || m_temporaryUnsummonedPetNumber))
16198 //returning of reagents only for players, so best done here
16199 uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
16200 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16202 if(spellInfo)
16204 for(uint32 i = 0; i < 7; ++i)
16206 if(spellInfo->Reagent[i] > 0)
16208 ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16209 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
16210 if( msg == EQUIP_ERR_OK )
16212 Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
16213 if(IsInWorld())
16214 SendNewItem(item,spellInfo->ReagentCount[i],true,false);
16219 m_temporaryUnsummonedPetNumber = 0;
16222 if(!pet || pet->GetOwnerGUID()!=GetGUID())
16223 return;
16225 // only if current pet in slot
16226 switch(pet->getPetType())
16228 case MINI_PET:
16229 m_miniPet = 0;
16230 break;
16231 case GUARDIAN_PET:
16232 m_guardianPets.erase(pet->GetGUID());
16233 break;
16234 default:
16235 if(GetPetGUID() == pet->GetGUID())
16236 SetPet(NULL);
16237 break;
16240 pet->CombatStop();
16242 if(returnreagent)
16244 switch(pet->GetEntry())
16246 //warlock pets except imp are removed(?) when logging out
16247 case 1860:
16248 case 1863:
16249 case 417:
16250 case 17252:
16251 mode = PET_SAVE_NOT_IN_SLOT;
16252 break;
16256 pet->SavePetToDB(mode);
16258 pet->CleanupsBeforeDelete();
16259 pet->AddObjectToRemoveList();
16260 pet->m_removed = true;
16262 if(pet->isControlled())
16264 WorldPacket data(SMSG_PET_SPELLS, 8);
16265 data << uint64(0);
16266 data << uint32(0);
16267 GetSession()->SendPacket(&data);
16269 if(GetGroup())
16270 SetGroupUpdateFlag(GROUP_UPDATE_PET);
16274 void Player::RemoveMiniPet()
16276 if(Pet* pet = GetMiniPet())
16278 pet->Remove(PET_SAVE_AS_DELETED);
16279 m_miniPet = 0;
16283 Pet* Player::GetMiniPet()
16285 if(!m_miniPet)
16286 return NULL;
16287 return ObjectAccessor::GetPet(m_miniPet);
16290 void Player::RemoveGuardians()
16292 while(!m_guardianPets.empty())
16294 uint64 guid = *m_guardianPets.begin();
16295 if(Pet* pet = ObjectAccessor::GetPet(guid))
16296 pet->Remove(PET_SAVE_AS_DELETED);
16298 m_guardianPets.erase(guid);
16302 bool Player::HasGuardianWithEntry(uint32 entry)
16304 // pet guid middle part is entry (and creature also)
16305 // and in guardian list must be guardians with same entry _always_
16306 for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
16307 if(GUID_ENPART(*itr)==entry)
16308 return true;
16310 return false;
16313 void Player::Uncharm()
16315 Unit* charm = GetCharm();
16316 if(!charm)
16317 return;
16319 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
16320 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
16323 void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
16325 *data << (uint8)msgtype;
16326 *data << (uint32)language;
16327 *data << (uint64)GetGUID();
16328 *data << (uint32)language; //language 2.1.0 ?
16329 *data << (uint64)GetGUID();
16330 *data << (uint32)(text.length()+1);
16331 *data << text;
16332 *data << (uint8)chatTag();
16335 void Player::Say(const std::string& text, const uint32 language)
16337 WorldPacket data(SMSG_MESSAGECHAT, 200);
16338 BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
16339 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
16342 void Player::Yell(const std::string& text, const uint32 language)
16344 WorldPacket data(SMSG_MESSAGECHAT, 200);
16345 BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
16346 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
16349 void Player::TextEmote(const std::string& text)
16351 WorldPacket data(SMSG_MESSAGECHAT, 200);
16352 BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
16353 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT) );
16356 void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
16358 if (language != LANG_ADDON) // if not addon data
16359 language = LANG_UNIVERSAL; // whispers should always be readable
16361 Player *rPlayer = objmgr.GetPlayer(receiver);
16363 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16364 if(!rPlayer->isDND() || isGameMaster())
16366 WorldPacket data(SMSG_MESSAGECHAT, 200);
16367 BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
16368 rPlayer->GetSession()->SendPacket(&data);
16370 data.Initialize(SMSG_MESSAGECHAT, 200);
16371 rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, text, language);
16372 GetSession()->SendPacket(&data);
16374 else
16376 // announce to player that player he is whispering to is dnd and cannot receive his message
16377 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
16380 if(!isAcceptWhispers())
16382 SetAcceptWhispers(true);
16383 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
16386 // announce to player that player he is whispering to is afk
16387 if(rPlayer->isAFK())
16388 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
16390 // if player whisper someone, auto turn of dnd to be able to receive an answer
16391 if(isDND() && !rPlayer->isGameMaster())
16392 ToggleDND();
16395 void Player::PetSpellInitialize()
16397 Pet* pet = GetPet();
16399 if(!pet)
16400 return;
16402 sLog.outDebug("Pet Spells Groups");
16404 CharmInfo *charmInfo = pet->GetCharmInfo();
16406 WorldPacket data(SMSG_PET_SPELLS, 8+4+4+4+10*4);
16407 data << uint64(pet->GetGUID());
16408 data << uint32(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
16409 data << uint32(0);
16410 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
16412 // action bar loop
16413 for(uint32 i = 0; i < 10; i++)
16415 data << uint32(charmInfo->GetActionBarEntry(i)->Raw);
16418 size_t spellsCountPos = data.wpos();
16420 // spells count
16421 uint8 addlist = 0;
16422 data << uint8(addlist); // placeholder
16424 if(pet->isControlled() && ((pet->getPetType() == HUNTER_PET) || ((pet->GetCreatureInfo()->type == CREATURE_TYPE_DEMON) && (getClass() == CLASS_WARLOCK))))
16426 // spells loop
16427 for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
16429 if(itr->second->state == PETSPELL_REMOVED)
16430 continue;
16432 data << uint16(itr->first);
16433 data << uint16(itr->second->active); // pet spell active state isn't boolean
16434 ++addlist;
16438 data.put<uint8>(spellsCountPos, addlist);
16440 uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
16441 data << uint8(cooldownsCount);
16443 time_t curTime = time(NULL);
16445 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
16447 time_t cooldown = 0;
16449 if(itr->second > curTime)
16450 cooldown = (itr->second - curTime) * 1000;
16452 data << uint16(itr->first); // spellid
16453 data << uint16(0); // spell category?
16454 data << uint32(itr->second); // cooldown
16455 data << uint32(0); // category cooldown
16458 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
16460 time_t cooldown = 0;
16462 if(itr->second > curTime)
16463 cooldown = (itr->second - curTime) * 1000;
16465 data << uint16(itr->first); // spellid
16466 data << uint16(0); // spell category?
16467 data << uint32(0); // cooldown
16468 data << uint32(itr->second); // category cooldown
16471 GetSession()->SendPacket(&data);
16474 void Player::PossessSpellInitialize()
16476 Unit* charm = GetCharm();
16478 if(!charm)
16479 return;
16481 CharmInfo *charmInfo = charm->GetCharmInfo();
16483 if(!charmInfo)
16485 sLog.outError("Player::PossessSpellInitialize(): charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16486 return;
16489 uint8 addlist = 0;
16490 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16492 //16
16493 data << uint64(charm->GetGUID());
16494 data << uint32(0x00000000);
16495 data << uint32(0);
16496 data << uint8(0) << uint8(0) << uint16(0);
16498 for(uint32 i = 0; i < 10; i++) //40
16500 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16503 data << uint8(addlist); //1
16505 uint8 count = 0;
16506 data << uint8(count); // cooldowns count
16508 GetSession()->SendPacket(&data);
16511 void Player::CharmSpellInitialize()
16513 Unit* charm = GetCharm();
16515 if(!charm)
16516 return;
16518 CharmInfo *charmInfo = charm->GetCharmInfo();
16519 if(!charmInfo)
16521 sLog.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16522 return;
16525 uint8 addlist = 0;
16527 if(charm->GetTypeId() != TYPEID_PLAYER)
16529 CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
16531 if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
16533 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16535 if(charmInfo->GetCharmSpell(i)->spellId)
16536 ++addlist;
16541 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16543 data << uint64(charm->GetGUID());
16544 data << uint32(0x00000000);
16545 data << uint32(0);
16546 if(charm->GetTypeId() != TYPEID_PLAYER)
16547 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState());
16548 else
16549 data << uint8(0) << uint8(0);
16550 data << uint16(0);
16552 for(uint32 i = 0; i < 10; i++) //40
16554 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16557 data << uint8(addlist); //1
16559 if(addlist)
16561 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16563 CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
16564 if(cspell->spellId)
16566 data << uint16(cspell->spellId);
16567 data << uint16(cspell->active);
16572 uint8 count = 0;
16573 data << uint8(count); // cooldowns count
16575 GetSession()->SendPacket(&data);
16578 bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell)
16580 if (!mod || !spellInfo)
16581 return false;
16583 if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish
16585 // prevent apply to any spell except spell that trigger expire
16586 if(spell)
16588 if(mod->lastAffected != spell)
16589 return false;
16591 else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id))
16592 return false;
16595 return spellmgr.IsAffectedByMod(spellInfo, mod);
16598 void Player::AddSpellMod(SpellModifier* mod, bool apply)
16600 uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
16602 for(int eff=0;eff<96;++eff)
16604 uint64 _mask = 0;
16605 uint64 _mask2= 0;
16606 if (eff<64) _mask = uint64(1) << (eff- 0);
16607 else _mask2= uint64(1) << (eff-64);
16608 if ( mod->mask & _mask || mod->mask2 & _mask2)
16610 int32 val = 0;
16611 for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
16613 if ((*itr)->type == mod->type && ((*itr)->mask & _mask || (*itr)->mask2 & _mask2))
16614 val += (*itr)->value;
16616 val += apply ? mod->value : -(mod->value);
16617 WorldPacket data(Opcode, (1+1+4));
16618 data << uint8(eff);
16619 data << uint8(mod->op);
16620 data << int32(val);
16621 SendDirectMessage(&data);
16625 if (apply)
16626 m_spellMods[mod->op].push_back(mod);
16627 else
16629 if (mod->charges == -1)
16630 --m_SpellModRemoveCount;
16631 m_spellMods[mod->op].remove(mod);
16632 delete mod;
16636 void Player::RemoveSpellMods(Spell const* spell)
16638 if(!spell || (m_SpellModRemoveCount == 0))
16639 return;
16641 for(int i=0;i<MAX_SPELLMOD;++i)
16643 for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
16645 SpellModifier *mod = *itr;
16646 ++itr;
16648 if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
16650 RemoveAurasDueToSpell(mod->spellId);
16651 if (m_spellMods[i].empty())
16652 break;
16653 else
16654 itr = m_spellMods[i].begin();
16660 // send Proficiency
16661 void Player::SendProficiency(uint8 pr1, uint32 pr2)
16663 WorldPacket data(SMSG_SET_PROFICIENCY, 8);
16664 data << pr1 << pr2;
16665 GetSession()->SendPacket (&data);
16668 void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
16670 QueryResult *result = NULL;
16671 if(type==10)
16672 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16673 else
16674 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16675 if(result)
16677 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.
16678 { // and SendPetitionQueryOpcode reads data from the DB
16679 Field *fields = result->Fetch();
16680 uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
16681 uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
16683 // send update if charter owner in game
16684 Player* owner = objmgr.GetPlayer(ownerguid);
16685 if(owner)
16686 owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
16688 } while ( result->NextRow() );
16690 delete result;
16692 if(type==10)
16693 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
16694 else
16695 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16698 CharacterDatabase.BeginTransaction();
16699 if(type == 10)
16701 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
16702 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
16704 else
16706 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16707 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
16709 CharacterDatabase.CommitTransaction();
16712 void Player::LeaveAllArenaTeams(uint64 guid)
16714 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));
16715 if(!result)
16716 return;
16720 Field *fields = result->Fetch();
16721 uint32 at_id = fields[0].GetUInt32();
16722 if(at_id != 0)
16724 ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
16725 if(at)
16726 at->DelMember(guid);
16728 } while (result->NextRow());
16730 delete result;
16733 void Player::SetRestBonus (float rest_bonus_new)
16735 // Prevent resting on max level
16736 if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
16737 rest_bonus_new = 0;
16739 if(rest_bonus_new < 0)
16740 rest_bonus_new = 0;
16742 float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
16744 if(rest_bonus_new > rest_bonus_max)
16745 m_rest_bonus = rest_bonus_max;
16746 else
16747 m_rest_bonus = rest_bonus_new;
16749 // update data for client
16750 if(m_rest_bonus>10)
16751 SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
16752 else if(m_rest_bonus<=1)
16753 SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
16755 //RestTickUpdate
16756 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
16759 void Player::HandleStealthedUnitsDetection()
16761 std::list<Unit*> stealthedUnits;
16763 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16764 Cell cell(p);
16765 cell.data.Part.reserved = ALL_DISTRICT;
16766 cell.SetNoCreate();
16768 MaNGOS::AnyStealthedCheck u_check;
16769 MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(stealthedUnits, u_check);
16771 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher);
16772 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher);
16774 CellLock<GridReadGuard> cell_lock(cell, p);
16775 cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap());
16776 cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap());
16778 for (std::list<Unit*>::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();)
16780 if((*i)==this)
16782 i = stealthedUnits.erase(i);
16783 continue;
16786 if ((*i)->isVisibleForOrDetect(this,true))
16789 (*i)->SendUpdateToPlayer(this);
16790 m_clientGUIDs.insert((*i)->GetGUID());
16792 #ifdef MANGOS_DEBUG
16793 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
16794 sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
16795 #endif
16797 // target aura duration for caster show only if target exist at caster client
16798 // send data at target visibility change (adding to client)
16799 if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
16800 SendAurasForTarget(*i);
16802 i = stealthedUnits.erase(i);
16803 continue;
16806 ++i;
16810 bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, uint32 mount_id, Creature* npc)
16812 if(nodes.size() < 2)
16813 return false;
16815 // not let cheating with start flight mounted
16816 if(IsMounted())
16818 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16819 data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
16820 GetSession()->SendPacket(&data);
16821 return false;
16824 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
16826 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16827 data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
16828 GetSession()->SendPacket(&data);
16829 return false;
16832 // 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
16833 if(GetSession()->isLogingOut() ||
16834 (!m_currentSpells[CURRENT_GENERIC_SPELL] ||
16835 m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Effect[0] != SPELL_EFFECT_SEND_TAXI)&&
16836 IsNonMeleeSpellCasted(false) ||
16837 isInCombat())
16839 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16840 data << uint32(ERR_TAXIPLAYERBUSY);
16841 GetSession()->SendPacket(&data);
16842 return false;
16845 if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
16846 return false;
16848 uint32 sourcenode = nodes[0];
16850 // starting node too far away (cheat?)
16851 TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
16852 if( !node || node->map_id != GetMapId() ||
16853 (node->x - GetPositionX())*(node->x - GetPositionX())+
16854 (node->y - GetPositionY())*(node->y - GetPositionY())+
16855 (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
16856 (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE) )
16858 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16859 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16860 GetSession()->SendPacket(&data);
16861 return false;
16864 // Prepare to flight start now
16866 // stop combat at start taxi flight if any
16867 CombatStop();
16869 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16870 TradeCancel(true);
16872 // clean not finished taxi path if any
16873 m_taxi.ClearTaxiDestinations();
16875 // 0 element current node
16876 m_taxi.AddTaxiDestination(sourcenode);
16878 // fill destinations path tail
16879 uint32 sourcepath = 0;
16880 uint32 totalcost = 0;
16882 uint32 prevnode = sourcenode;
16883 uint32 lastnode = 0;
16885 for(uint32 i = 1; i < nodes.size(); ++i)
16887 uint32 path, cost;
16889 lastnode = nodes[i];
16890 objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
16892 if(!path)
16894 m_taxi.ClearTaxiDestinations();
16895 return false;
16898 totalcost += cost;
16900 if(prevnode == sourcenode)
16901 sourcepath = path;
16903 m_taxi.AddTaxiDestination(lastnode);
16905 prevnode = lastnode;
16908 if(!mount_id) // if not provide then attempt use default.
16909 mount_id = objmgr.GetTaxiMount(sourcenode, GetTeam());
16911 if (mount_id == 0 || sourcepath == 0)
16913 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16914 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
16915 GetSession()->SendPacket(&data);
16916 m_taxi.ClearTaxiDestinations();
16917 return false;
16920 uint32 money = GetMoney();
16922 if(npc)
16924 totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
16927 if(money < totalcost)
16929 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16930 data << uint32(ERR_TAXINOTENOUGHMONEY);
16931 GetSession()->SendPacket(&data);
16932 m_taxi.ClearTaxiDestinations();
16933 return false;
16936 //Checks and preparations done, DO FLIGHT
16937 ModifyMoney(-(int32)totalcost);
16939 // prevent stealth flight
16940 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
16942 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
16943 data << uint32(ERR_TAXIOK);
16944 GetSession()->SendPacket(&data);
16946 sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16948 GetSession()->SendDoFlight(mount_id, sourcepath);
16950 return true;
16953 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
16955 // last check 2.0.10
16956 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
16957 data << GetGUID();
16958 data << uint8(0x0); // flags (0x1, 0x2)
16959 time_t curTime = time(NULL);
16960 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
16962 if (itr->second->state == PLAYERSPELL_REMOVED)
16963 continue;
16964 uint32 unSpellId = itr->first;
16965 SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
16966 if (!spellInfo)
16968 ASSERT(spellInfo);
16969 continue;
16972 // Not send cooldown for this spells
16973 if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
16974 continue;
16976 if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
16978 data << unSpellId;
16979 data << unTimeMs; // in m.secs
16980 AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/1000);
16983 GetSession()->SendPacket(&data);
16986 void Player::InitDataForForm(bool reapplyMods)
16988 SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
16989 if(ssEntry && ssEntry->attackSpeed)
16991 SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
16992 SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
16993 SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
16995 else
16996 SetRegularAttackTime();
16998 switch(m_form)
17000 case FORM_CAT:
17002 if(getPowerType()!=POWER_ENERGY)
17003 setPowerType(POWER_ENERGY);
17004 break;
17006 case FORM_BEAR:
17007 case FORM_DIREBEAR:
17009 if(getPowerType()!=POWER_RAGE)
17010 setPowerType(POWER_RAGE);
17011 break;
17013 default: // 0, for example
17015 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
17016 if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
17017 setPowerType(Powers(cEntry->powerType));
17018 break;
17022 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17023 if (!reapplyMods)
17024 UpdateEquipSpellsAtFormChange();
17026 UpdateAttackPowerAndDamage();
17027 UpdateAttackPowerAndDamage(true);
17030 // Return true is the bought item has a max count to force refresh of window by caller
17031 bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot)
17033 // cheating attempt
17034 if(count < 1) count = 1;
17036 if(!isAlive())
17037 return false;
17039 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
17040 if( !pProto )
17042 SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
17043 return false;
17046 Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid,UNIT_NPC_FLAG_VENDOR);
17047 if (!pCreature)
17049 sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
17050 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
17051 return false;
17054 VendorItemData const* vItems = pCreature->GetVendorItems();
17055 if(!vItems || vItems->Empty())
17057 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
17058 return false;
17061 size_t vendor_slot = vItems->FindItemSlot(item);
17062 if(vendor_slot >= vItems->GetItemCount())
17064 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
17065 return false;
17068 VendorItem const* crItem = vItems->m_items[vendor_slot];
17070 // check current item amount if it limited
17071 if( crItem->maxcount != 0 )
17073 if(pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
17075 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
17076 return false;
17080 if( uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
17082 SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
17083 return false;
17086 if(crItem->ExtendedCost)
17088 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17089 if(!iece)
17091 sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
17092 return false;
17095 // honor points price
17096 if(GetHonorPoints() < (iece->reqhonorpoints * count))
17098 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
17099 return false;
17102 // arena points price
17103 if(GetArenaPoints() < (iece->reqarenapoints * count))
17105 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
17106 return false;
17109 // item base price
17110 for (uint8 i = 0; i < 5; ++i)
17112 if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
17114 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
17115 return false;
17119 // check for personal arena rating requirement
17120 if( GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating )
17122 // probably not the proper equip err
17123 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
17124 return false;
17128 uint32 price = pProto->BuyPrice * count;
17130 // reputation discount
17131 price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
17133 if( GetMoney() < price )
17135 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
17136 return false;
17139 uint8 bag = 0; // init for case invalid bagGUID
17141 if (bagguid != NULL_BAG && slot != NULL_SLOT)
17143 Bag *pBag;
17144 if( bagguid == GetGUID() )
17146 bag = INVENTORY_SLOT_BAG_0;
17148 else
17150 for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END;i++)
17152 pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0,i);
17153 if( pBag )
17155 if( bagguid == pBag->GetGUID() )
17157 bag = i;
17158 break;
17165 if( IsInventoryPos( bag, slot ) || (bagguid == NULL_BAG && slot == NULL_SLOT) )
17167 ItemPosCountVec dest;
17168 uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
17169 if( msg != EQUIP_ERR_OK )
17171 SendEquipError( msg, NULL, NULL );
17172 return false;
17175 ModifyMoney( -(int32)price );
17176 if(crItem->ExtendedCost) // case for new honor system
17178 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17179 if(iece->reqhonorpoints)
17180 ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
17181 if(iece->reqarenapoints)
17182 ModifyArenaPoints( - int32(iece->reqarenapoints * count));
17183 for (uint8 i = 0; i < 5; ++i)
17185 if(iece->reqitem[i])
17186 DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
17190 if(Item *it = StoreNewItem( dest, item, true ))
17192 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17194 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17195 data << pCreature->GetGUID();
17196 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17197 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17198 data << (uint32)count;
17199 GetSession()->SendPacket(&data);
17201 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17204 else if( IsEquipmentPos( bag, slot ) )
17206 if(pProto->BuyCount * count != 1)
17208 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL );
17209 return false;
17212 uint16 dest;
17213 uint8 msg = CanEquipNewItem( slot, dest, item, false );
17214 if( msg != EQUIP_ERR_OK )
17216 SendEquipError( msg, NULL, NULL );
17217 return false;
17220 ModifyMoney( -(int32)price );
17221 if(crItem->ExtendedCost) // case for new honor system
17223 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17224 if(iece->reqhonorpoints)
17225 ModifyHonorPoints( - int32(iece->reqhonorpoints));
17226 if(iece->reqarenapoints)
17227 ModifyArenaPoints( - int32(iece->reqarenapoints));
17228 for (uint8 i = 0; i < 5; ++i)
17230 if(iece->reqitem[i])
17231 DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
17235 if(Item *it = EquipNewItem( dest, item, true ))
17237 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17239 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17240 data << pCreature->GetGUID();
17241 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17242 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17243 data << (uint32)count;
17244 GetSession()->SendPacket(&data);
17246 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17248 AutoUnequipOffhandIfNeed();
17251 else
17253 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
17254 return false;
17257 return crItem->maxcount!=0;
17260 uint32 Player::GetMaxPersonalArenaRatingRequirement()
17262 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17263 // the personal rating of the arena team must match the required limit as well
17264 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17265 uint32 max_personal_rating = 0;
17266 for(int i = 0; i < MAX_ARENA_SLOT; ++i)
17268 if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
17270 uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5);
17271 uint32 t_rating = at->GetRating();
17272 p_rating = p_rating<t_rating? p_rating : t_rating;
17273 if(max_personal_rating < p_rating)
17274 max_personal_rating = p_rating;
17277 return max_personal_rating;
17280 void Player::UpdateHomebindTime(uint32 time)
17282 // GMs never get homebind timer online
17283 if (m_InstanceValid || isGameMaster())
17285 if(m_HomebindTimer) // instance valid, but timer not reset
17287 // hide reminder
17288 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17289 data << uint32(0);
17290 data << uint32(0);
17291 GetSession()->SendPacket(&data);
17293 // instance is valid, reset homebind timer
17294 m_HomebindTimer = 0;
17296 else if (m_HomebindTimer > 0)
17298 if (time >= m_HomebindTimer)
17300 // teleport to homebind location
17301 TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
17303 else
17304 m_HomebindTimer -= time;
17306 else
17308 // instance is invalid, start homebind timer
17309 m_HomebindTimer = 60000;
17310 // send message to player
17311 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17312 data << m_HomebindTimer;
17313 data << uint32(1);
17314 GetSession()->SendPacket(&data);
17315 sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17319 void Player::UpdatePvP(bool state, bool ovrride)
17321 if(!state || ovrride)
17323 SetPvP(state);
17324 if(Pet* pet = GetPet())
17325 pet->SetPvP(state);
17326 if(Unit* charmed = GetCharm())
17327 charmed->SetPvP(state);
17329 pvpInfo.endTimer = 0;
17331 else
17333 if(pvpInfo.endTimer != 0)
17334 pvpInfo.endTimer = time(NULL);
17335 else
17337 SetPvP(state);
17339 if(Pet* pet = GetPet())
17340 pet->SetPvP(state);
17341 if(Unit* charmed = GetCharm())
17342 charmed->SetPvP(state);
17347 void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
17349 SpellCooldown sc;
17350 sc.end = end_time;
17351 sc.itemid = itemid;
17352 m_spellCooldowns[spellid] = sc;
17355 void Player::SendCooldownEvent(SpellEntry const *spellInfo)
17357 if ( !(spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) )
17358 return;
17360 // Get spell cooldown
17361 int32 cooldown = GetSpellRecoveryTime(spellInfo);
17362 // Apply spellmods
17363 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, cooldown);
17364 if (cooldown < 0)
17365 cooldown = 0;
17366 // Add cooldown
17367 AddSpellCooldown(spellInfo->Id, 0, time(NULL) + cooldown / 1000);
17368 // Send activate
17369 WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
17370 data << spellInfo->Id;
17371 data << GetGUID();
17372 SendDirectMessage(&data);
17374 //slot to be excluded while counting
17375 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
17377 if(!enchantmentcondition)
17378 return true;
17380 SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
17382 if(!Condition)
17383 return true;
17385 uint8 curcount[4] = {0, 0, 0, 0};
17387 //counting current equipped gem colors
17388 for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
17390 if(i == slot)
17391 continue;
17392 Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
17393 if(pItem2 && pItem2->GetProto()->Socket[0].Color)
17395 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17397 uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17398 if(!enchant_id)
17399 continue;
17401 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17402 if(!enchantEntry)
17403 continue;
17405 uint32 gemid = enchantEntry->GemID;
17406 if(!gemid)
17407 continue;
17409 ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
17410 if(!gemProto)
17411 continue;
17413 GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
17414 if(!gemProperty)
17415 continue;
17417 uint8 GemColor = gemProperty->color;
17419 for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
17421 if(tmpcolormask & GemColor)
17422 ++curcount[b];
17428 bool activate = true;
17430 for(int i = 0; i < 5; i++)
17432 if(!Condition->Color[i])
17433 continue;
17435 uint32 _cur_gem = curcount[Condition->Color[i] - 1];
17437 // if have <CompareColor> use them as count, else use <value> from Condition
17438 uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
17440 switch(Condition->Comparator[i])
17442 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17443 activate &= (_cur_gem < _cmp_gem) ? true : false;
17444 break;
17445 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17446 activate &= (_cur_gem > _cmp_gem) ? true : false;
17447 break;
17448 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17449 activate &= (_cur_gem >= _cmp_gem) ? true : false;
17450 break;
17454 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");
17456 return activate;
17459 void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
17461 //cycle all equipped items
17462 for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17464 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17465 if(slot == exceptslot)
17466 continue;
17468 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17470 if(!pItem || !pItem->GetProto()->Socket[0].Color)
17471 continue;
17473 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17475 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17476 if(!enchant_id)
17477 continue;
17479 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17480 if(!enchantEntry)
17481 continue;
17483 uint32 condition = enchantEntry->EnchantmentCondition;
17484 if(condition)
17486 //was enchant active with/without item?
17487 bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
17488 //should it now be?
17489 if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
17491 // ignore item gem conditions
17492 //if state changed, (dis)apply enchant
17493 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true);
17500 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17501 void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
17503 //cycle all equipped items
17504 for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17506 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17507 if(slot == exceptslot)
17508 continue;
17510 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17512 if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
17513 continue;
17515 //cycle all (gem)enchants
17516 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17518 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17519 if(!enchant_id) //if no enchant go to next enchant(slot)
17520 continue;
17522 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17523 if(!enchantEntry)
17524 continue;
17526 //only metagems to be (de)activated, so only enchants with condition
17527 uint32 condition = enchantEntry->EnchantmentCondition;
17528 if(condition)
17529 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
17534 void Player::LeaveBattleground(bool teleportToEntryPoint)
17536 if(BattleGround *bg = GetBattleGround())
17538 bool need_debuf = bg->isBattleGround() && (bg->GetStatus() == STATUS_IN_PROGRESS) && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER);
17540 bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
17542 // call after remove to be sure that player resurrected for correct cast
17543 if(need_debuf)
17544 CastSpell(this, 26013, true); // Deserter
17548 bool Player::CanJoinToBattleground() const
17550 // check Deserter debuff
17551 if(GetDummyAura(26013))
17552 return false;
17554 return true;
17557 bool Player::CanReportAfkDueToLimit()
17559 // a player can complain about 15 people per 5 minutes
17560 if(m_bgAfkReportedCount >= 15)
17561 return false;
17562 ++m_bgAfkReportedCount;
17563 return true;
17566 ///This player has been blamed to be inactive in a battleground
17567 void Player::ReportedAfkBy(Player* reporter)
17569 BattleGround *bg = GetBattleGround();
17570 if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
17571 return;
17573 // check if player has 'Idle' or 'Inactive' debuff
17574 if(m_bgAfkReporter.find(reporter->GetGUIDLow())==m_bgAfkReporter.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter->CanReportAfkDueToLimit())
17576 m_bgAfkReporter.insert(reporter->GetGUIDLow());
17577 // 3 players have to complain to apply debuff
17578 if(m_bgAfkReporter.size() >= 3)
17580 // cast 'Idle' spell
17581 CastSpell(this, 43680, true);
17582 m_bgAfkReporter.clear();
17587 bool Player::IsVisibleInGridForPlayer( Player* pl ) const
17589 // gamemaster in GM mode see all, including ghosts
17590 if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
17591 return true;
17593 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17594 if (InBattleGround())
17596 if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
17597 return false;
17598 return true;
17601 // Live player see live player or dead player with not realized corpse
17602 if(pl->isAlive() || pl->m_deathTimer > 0)
17604 return isAlive() || m_deathTimer > 0;
17607 // Ghost see other friendly ghosts, that's for sure
17608 if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
17609 return true;
17611 // Dead player see live players near own corpse
17612 if(isAlive())
17614 Corpse *corpse = pl->GetCorpse();
17615 if(corpse)
17617 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17618 if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
17619 return true;
17623 // and not see any other
17624 return false;
17627 bool Player::IsVisibleGloballyFor( Player* u ) const
17629 if(!u)
17630 return false;
17632 // Always can see self
17633 if (u==this)
17634 return true;
17636 // Visible units, always are visible for all players
17637 if (GetVisibility() == VISIBILITY_ON)
17638 return true;
17640 // GMs are visible for higher gms (or players are visible for gms)
17641 if (u->GetSession()->GetSecurity() > SEC_PLAYER)
17642 return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
17644 // non faction visibility non-breakable for non-GMs
17645 if (GetVisibility() == VISIBILITY_OFF)
17646 return false;
17648 // non-gm stealth/invisibility not hide from global player lists
17649 return true;
17652 void Player::UpdateVisibilityOf(WorldObject* target)
17654 if(HaveAtClient(target))
17656 if(!target->isVisibleForInState(this,true))
17658 target->DestroyForPlayer(this);
17659 m_clientGUIDs.erase(target->GetGUID());
17661 #ifdef MANGOS_DEBUG
17662 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17663 sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17664 #endif
17667 else
17669 if(target->isVisibleForInState(this,false))
17671 target->SendUpdateToPlayer(this);
17672 if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
17673 m_clientGUIDs.insert(target->GetGUID());
17675 #ifdef MANGOS_DEBUG
17676 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17677 sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
17678 #endif
17680 // target aura duration for caster show only if target exist at caster client
17681 // send data at target visibility change (adding to client)
17682 if(target!=this && target->isType(TYPEMASK_UNIT))
17683 SendAurasForTarget((Unit*)target);
17685 if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
17686 ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17691 template<class T>
17692 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target)
17694 s64.insert(target->GetGUID());
17697 template<>
17698 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target)
17700 if(!target->IsTransport())
17701 s64.insert(target->GetGUID());
17704 template<class T>
17705 void Player::UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow)
17707 if(HaveAtClient(target))
17709 if(!target->isVisibleForInState(this,true))
17711 target->BuildOutOfRangeUpdateBlock(&data);
17712 m_clientGUIDs.erase(target->GetGUID());
17714 #ifdef MANGOS_DEBUG
17715 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17716 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));
17717 #endif
17720 else
17722 if(target->isVisibleForInState(this,false))
17724 visibleNow.insert(target);
17725 target->BuildUpdate(data_updates);
17726 target->BuildCreateUpdateBlockForPlayer(&data, this);
17727 UpdateVisibilityOf_helper(m_clientGUIDs,target);
17729 #ifdef MANGOS_DEBUG
17730 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17731 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));
17732 #endif
17737 template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17738 template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17739 template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17740 template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17741 template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
17743 void Player::InitPrimaryProffesions()
17745 SetFreePrimaryProffesions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
17748 void Player::SendComboPoints()
17750 Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
17751 if (combotarget)
17753 WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
17754 data.append(combotarget->GetPackGUID());
17755 data << uint8(m_comboPoints);
17756 GetSession()->SendPacket(&data);
17760 void Player::AddComboPoints(Unit* target, int8 count)
17762 if(!count)
17763 return;
17765 // without combo points lost (duration checked in aura)
17766 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17768 if(target->GetGUID() == m_comboTarget)
17770 m_comboPoints += count;
17772 else
17774 if(m_comboTarget)
17775 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17776 target->RemoveComboPointHolder(GetGUIDLow());
17778 m_comboTarget = target->GetGUID();
17779 m_comboPoints = count;
17781 target->AddComboPointHolder(GetGUIDLow());
17784 if (m_comboPoints > 5) m_comboPoints = 5;
17785 if (m_comboPoints < 0) m_comboPoints = 0;
17787 SendComboPoints();
17790 void Player::ClearComboPoints()
17792 if(!m_comboTarget)
17793 return;
17795 // without combopoints lost (duration checked in aura)
17796 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
17798 m_comboPoints = 0;
17800 SendComboPoints();
17802 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
17803 target->RemoveComboPointHolder(GetGUIDLow());
17805 m_comboTarget = 0;
17808 void Player::SetGroup(Group *group, int8 subgroup)
17810 if(group == NULL) m_group.unlink();
17811 else
17813 // never use SetGroup without a subgroup unless you specify NULL for group
17814 assert(subgroup >= 0);
17815 m_group.link(group, this);
17816 m_group.setSubGroup((uint8)subgroup);
17820 void Player::SendInitialPacketsBeforeAddToMap()
17822 WorldPacket data(SMSG_SET_REST_START_OBSOLETE, 4);
17823 data << uint32(0); // unknown, may be rest state time or experience
17824 GetSession()->SendPacket(&data);
17826 // Homebind
17827 data.Initialize(SMSG_BINDPOINTUPDATE, 5*4);
17828 data << m_homebindX << m_homebindY << m_homebindZ;
17829 data << (uint32) m_homebindMapId;
17830 data << (uint32) m_homebindZoneId;
17831 GetSession()->SendPacket(&data);
17833 // SMSG_SET_PROFICIENCY
17834 // SMSG_UPDATE_AURA_DURATION
17836 // tutorial stuff
17837 data.Initialize(SMSG_TUTORIAL_FLAGS, 8*4);
17838 for (int i = 0; i < 8; ++i)
17839 data << uint32( GetTutorialInt(i) );
17840 GetSession()->SendPacket(&data);
17842 SendInitialSpells();
17844 data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
17845 data << uint32(0); // count, for(count) uint32;
17846 GetSession()->SendPacket(&data);
17848 SendInitialActionButtons();
17849 SendInitialReputations();
17850 m_achievementMgr.SendAllAchievementData();
17851 UpdateZone(GetZoneId());
17852 SendInitWorldStates();
17854 // SMSG_SET_AURA_SINGLE
17856 data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8);
17857 data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
17858 data << (float)0.01666667f; // game speed
17859 GetSession()->SendPacket( &data );
17861 data.Initialize(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
17862 data << uint32(0x00000000); // on blizz it increments periodically
17863 GetSession()->SendPacket(&data);
17865 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17866 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || isInFlight())
17867 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
17869 m_mover = this;
17872 void Player::SendInitialPacketsAfterAddToMap()
17874 WorldPacket data(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
17875 data << uint32(0x00000000); // on blizz it increments periodically
17876 GetSession()->SendPacket(&data);
17878 CastSpell(this, 836, true); // LOGINEFFECT
17880 // set some aura effects that send packet to player client after add player to map
17881 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17882 // same auras state lost at far teleport, send it one more time in this case also
17883 static const AuraType auratypes[] =
17885 SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
17886 SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
17887 SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED, SPELL_AURA_NONE
17889 for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
17891 Unit::AuraList const& auraList = GetAurasByType(*itr);
17892 if(!auraList.empty())
17893 auraList.front()->ApplyModifier(true,true);
17896 if(HasAuraType(SPELL_AURA_MOD_STUN))
17897 SetMovement(MOVE_ROOT);
17899 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17900 if(HasAuraType(SPELL_AURA_MOD_ROOT))
17902 WorldPacket data(SMSG_FORCE_MOVE_ROOT, 10);
17903 data.append(GetPackGUID());
17904 data << (uint32)2;
17905 SendMessageToSet(&data,true);
17908 SendAurasForTarget(this);
17909 SendEnchantmentDurations(); // must be after add to map
17910 SendItemDurations(); // must be after add to map
17913 void Player::SendUpdateToOutOfRangeGroupMembers()
17915 if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
17916 return;
17917 if(Group* group = GetGroup())
17918 group->UpdatePlayerOutOfRange(this);
17920 m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
17921 m_auraUpdateMask = 0;
17922 if(Pet *pet = GetPet())
17923 pet->ResetAuraUpdateMask();
17926 void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
17928 WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
17929 data << uint32(mapid);
17930 data << uint8(reason); // transfer abort reason
17931 switch(reason)
17933 case TRANSFER_ABORT_INSUF_EXPAN_LVL:
17934 case TRANSFER_ABORT_DIFFICULTY:
17935 case TRANSFER_ABORT_UNIQUE_MESSAGE:
17936 data << uint8(arg);
17937 break;
17939 GetSession()->SendPacket(&data);
17942 void Player::SendInstanceResetWarning(uint32 mapid, uint32 time)
17944 // type of warning, based on the time remaining until reset
17945 uint32 type;
17946 if(time > 3600)
17947 type = RAID_INSTANCE_WELCOME;
17948 else if(time > 900 && time <= 3600)
17949 type = RAID_INSTANCE_WARNING_HOURS;
17950 else if(time > 300 && time <= 900)
17951 type = RAID_INSTANCE_WARNING_MIN;
17952 else
17953 type = RAID_INSTANCE_WARNING_MIN_SOON;
17954 WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4);
17955 data << uint32(type);
17956 data << uint32(mapid);
17957 data << uint32(time);
17958 GetSession()->SendPacket(&data);
17961 void Player::ApplyEquipCooldown( Item * pItem )
17963 for(int i = 0; i <5; ++i)
17965 _Spell const& spellData = pItem->GetProto()->Spells[i];
17967 // no spell
17968 if( !spellData.SpellId )
17969 continue;
17971 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17972 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
17973 continue;
17975 AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
17977 WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
17978 data << pItem->GetGUID();
17979 data << uint32(spellData.SpellId);
17980 GetSession()->SendPacket(&data);
17984 void Player::resetSpells()
17986 // not need after this call
17987 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
17989 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_SPELLS;
17990 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS), GetGUIDLow());
17993 // make full copy of map (spells removed and marked as deleted at another spell remove
17994 // and we can't use original map for safe iterative with visit each spell at loop end
17995 PlayerSpellMap smap = GetSpellMap();
17997 for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
17998 removeSpell(iter->first); // only iter->first can be accessed, object by iter->second can be deleted already
18000 learnDefaultSpells();
18001 learnQuestRewardedSpells();
18004 void Player::learnDefaultSpells()
18006 // learn default race/class spells
18007 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
18008 for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr)
18010 uint32 tspell = *itr;
18011 sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell);
18012 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18013 addSpell(tspell,true,true,false);
18014 else // but send in normal spell in game learn case
18015 learnSpell(tspell);
18019 void Player::learnQuestRewardedSpells(Quest const* quest)
18021 uint32 spell_id = quest->GetRewSpellCast();
18023 // skip quests without rewarded spell
18024 if( !spell_id )
18025 return;
18027 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
18028 if(!spellInfo)
18029 return;
18031 // check learned spells state
18032 bool found = false;
18033 for(int i=0; i < 3; ++i)
18035 if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
18037 found = true;
18038 break;
18042 // skip quests with not teaching spell or already known spell
18043 if(!found)
18044 return;
18046 // prevent learn non first rank unknown profession and second specialization for same profession)
18047 uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
18048 if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
18050 // not have first rank learned (unlearned prof?)
18051 uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
18052 if( !HasSpell(first_spell) )
18053 return;
18055 SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
18056 if(!learnedInfo)
18057 return;
18059 // specialization
18060 if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0)
18062 // search other specialization for same prof
18063 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
18065 if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
18066 continue;
18068 SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
18069 if(!itrInfo)
18070 return;
18072 // compare only specializations
18073 if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
18074 continue;
18076 // compare same chain spells
18077 if(spellmgr.GetFirstSpellInChain(itr->first) != first_spell)
18078 continue;
18080 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18081 if(!spellmgr.IsHighRankOfSpell(learned_0,itr->first))
18082 return;
18087 CastSpell( this, spell_id, true);
18090 void Player::learnQuestRewardedSpells()
18092 // learn spells received from quest completing
18093 for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
18095 // skip no rewarded quests
18096 if(!itr->second.m_rewarded)
18097 continue;
18099 Quest const* quest = objmgr.GetQuestTemplate(itr->first);
18100 if( !quest )
18101 continue;
18103 learnQuestRewardedSpells(quest);
18107 void Player::learnSkillRewardedSpells(uint32 skill_id )
18109 uint32 raceMask = getRaceMask();
18110 uint32 classMask = getClassMask();
18111 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
18113 SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
18114 if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
18115 continue;
18116 // Check race if set
18117 if (pAbility->racemask && !(pAbility->racemask & raceMask))
18118 continue;
18119 // Check class if set
18120 if (pAbility->classmask && !(pAbility->classmask & classMask))
18121 continue;
18123 if (sSpellStore.LookupEntry(pAbility->spellId))
18125 // Ok need learn spell
18126 learnSpell(pAbility->spellId);
18131 void Player::learnSkillRewardedSpells()
18133 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
18135 if(!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
18136 continue;
18138 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
18140 learnSkillRewardedSpells(pskill);
18144 void Player::SendAurasForTarget(Unit *target)
18146 if(target->GetVisibleAuras()->empty()) // speedup things
18147 return;
18149 WorldPacket data(SMSG_AURA_UPDATE_ALL);
18150 data.append(target->GetPackGUID());
18152 Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
18153 for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
18155 for(uint32 j = 0; j < 3; ++j)
18157 if(Aura *aura = target->GetAura(itr->second, j))
18159 data << uint8(aura->GetAuraSlot());
18160 data << uint32(aura->GetId());
18162 if(aura->GetId())
18164 uint8 auraFlags = aura->GetAuraFlags();
18165 // flags
18166 data << uint8(auraFlags);
18167 // level
18168 data << uint8(aura->GetAuraLevel());
18169 // charges
18170 data << uint8(aura->GetAuraCharges());
18172 if(!(auraFlags & AFLAG_NOT_CASTER))
18174 data << uint8(0); // packed GUID of someone (caster?)
18177 if(auraFlags & AFLAG_DURATION) // include aura duration
18179 data << uint32(aura->GetAuraMaxDuration());
18180 data << uint32(aura->GetAuraDuration());
18183 break;
18188 GetSession()->SendPacket(&data);
18191 void Player::SetDailyQuestStatus( uint32 quest_id )
18193 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18195 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
18197 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
18198 m_lastDailyQuestTime = time(NULL); // last daily quest time
18199 m_DailyQuestChanged = true;
18200 break;
18205 void Player::ResetDailyQuestStatus()
18207 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18208 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
18210 // DB data deleted in caller
18211 m_DailyQuestChanged = false;
18212 m_lastDailyQuestTime = 0;
18215 BattleGround* Player::GetBattleGround() const
18217 if(GetBattleGroundId()==0)
18218 return NULL;
18220 return sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
18223 bool Player::InArena() const
18225 BattleGround *bg = GetBattleGround();
18226 if(!bg || !bg->isArena())
18227 return false;
18229 return true;
18232 bool Player::GetBGAccessByLevel(uint32 bgTypeId) const
18234 // get a template bg instead of running one
18235 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
18236 if(!bg)
18237 return false;
18239 if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
18240 return false;
18242 return true;
18245 uint32 Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id)
18247 if(queue_id < 1)
18248 return 0;
18250 if(queue_id >=7)
18251 queue_id = 7;
18253 return 10*(queue_id+1);
18256 uint32 Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id)
18258 if(queue_id >=7)
18259 return 255; // hardcoded max level
18261 return 10*(queue_id+2)-1;
18264 uint32 Player::GetBattleGroundQueueIdFromLevel() const
18266 uint32 level = getLevel();
18267 if(level <= 19)
18268 return 0;
18269 else if (level > 79)
18270 return 7;
18271 else
18272 return level/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
18274 assert(bgTypeId < MAX_BATTLEGROUND_TYPES);
18275 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
18276 assert(bg);
18277 return (getLevel() - bg->GetMinLevel()) / 10;*/
18280 float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
18282 FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
18283 if(!vendor_faction)
18284 return 1.0f;
18286 ReputationRank rank = GetReputationRank(vendor_faction->faction);
18287 if(rank <= REP_NEUTRAL)
18288 return 1.0f;
18290 return 1.0f - 0.05f* (rank - REP_NEUTRAL);
18293 bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
18295 uint32 racemask = getRaceMask();
18296 uint32 classmask = getClassMask();
18298 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
18299 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
18300 if(lower==upper)
18301 return true;
18303 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
18305 // skip wrong race skills
18306 if( _spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
18307 continue;
18309 // skip wrong class skills
18310 if( _spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
18311 continue;
18313 return true;
18316 return false;
18319 bool Player::HasQuestForGO(int32 GOId)
18321 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
18323 QuestStatusData qs=i->second;
18324 if (qs.m_status == QUEST_STATUS_INCOMPLETE)
18326 Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
18327 if(!qinfo)
18328 continue;
18330 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
18331 continue;
18333 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
18335 if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case
18336 continue;
18338 if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
18339 return true;
18343 return false;
18346 void Player::UpdateForQuestsGO()
18348 if(m_clientGUIDs.empty())
18349 return;
18351 UpdateData udata;
18352 WorldPacket packet;
18353 for(ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
18355 if(IS_GAMEOBJECT_GUID(*itr))
18357 GameObject *obj = HashMapHolder<GameObject>::Find(*itr);
18358 if(obj)
18359 obj->BuildValuesUpdateBlockForPlayer(&udata,this);
18362 udata.BuildPacket(&packet);
18363 GetSession()->SendPacket(&packet);
18366 void Player::SummonIfPossible(bool agree)
18368 if(!agree)
18370 m_summon_expire = 0;
18371 return;
18374 // expire and auto declined
18375 if(m_summon_expire < time(NULL))
18376 return;
18378 // stop taxi flight at summon
18379 if(isInFlight())
18381 GetMotionMaster()->MovementExpired();
18382 m_taxi.ClearTaxiDestinations();
18385 // drop flag at summon
18386 if(BattleGround *bg = GetBattleGround())
18387 bg->EventPlayerDroppedFlag(this);
18389 m_summon_expire = 0;
18391 TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
18394 void Player::RemoveItemDurations( Item *item )
18396 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr)
18398 if(*itr==item)
18400 m_itemDuration.erase(itr);
18401 break;
18406 void Player::AddItemDurations( Item *item )
18408 if(item->GetUInt32Value(ITEM_FIELD_DURATION))
18410 m_itemDuration.push_back(item);
18411 item->SendTimeUpdate(this);
18415 void Player::AutoUnequipOffhandIfNeed()
18417 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
18418 if(!offItem)
18419 return;
18421 // need unequip for 2h-weapon without TitanGrip
18422 if (!IsTwoHandUsed())
18423 return;
18425 ItemPosCountVec off_dest;
18426 uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false );
18427 if( off_msg == EQUIP_ERR_OK )
18429 RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
18430 StoreItem( off_dest, offItem, true );
18432 else
18434 sLog.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
18438 bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
18440 if(spellInfo->EquippedItemClass < 0)
18441 return true;
18443 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18444 // for optimize check 2 used cases only
18445 switch(spellInfo->EquippedItemClass)
18447 case ITEM_CLASS_WEAPON:
18449 for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
18450 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18451 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18452 return true;
18453 break;
18455 case ITEM_CLASS_ARMOR:
18457 // tabard not have dependent spells
18458 for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
18459 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18460 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18461 return true;
18463 // shields can be equipped to offhand slot
18464 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
18465 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18466 return true;
18468 // ranged slot can have some armor subclasses
18469 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
18470 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18471 return true;
18473 break;
18475 default:
18476 sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
18477 break;
18480 return false;
18483 bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
18485 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18486 if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
18487 HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
18488 return true;
18490 // Check no reagent use mask
18491 uint64 noReagentMask_0_1 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1);
18492 uint32 noReagentMask_2 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1+2);
18493 if (spellInfo->SpellFamilyFlags & noReagentMask_0_1 ||
18494 spellInfo->SpellFamilyFlags2 & noReagentMask_2)
18495 return true;
18497 return false;
18500 void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
18502 AuraMap& auras = GetAuras();
18503 for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); )
18505 Aura* aura = itr->second;
18507 // skip passive (passive item dependent spells work in another way) and not self applied auras
18508 SpellEntry const* spellInfo = aura->GetSpellProto();
18509 if(aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
18511 ++itr;
18512 continue;
18515 // skip if not item dependent or have alternative item
18516 if(HasItemFitToSpellReqirements(spellInfo,pItem))
18518 ++itr;
18519 continue;
18522 // no alt item, remove aura, restart check
18523 RemoveAurasDueToSpell(aura->GetId());
18524 itr = auras.begin();
18527 // currently casted spells can be dependent from item
18528 for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++)
18530 if( m_currentSpells[i] && m_currentSpells[i]->getState()!=SPELL_STATE_DELAYED &&
18531 !HasItemFitToSpellReqirements(m_currentSpells[i]->m_spellInfo,pItem) )
18532 InterruptSpell(i);
18536 uint32 Player::GetResurrectionSpellId()
18538 // search priceless resurrection possibilities
18539 uint32 prio = 0;
18540 uint32 spell_id = 0;
18541 AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
18542 for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
18544 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18545 if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
18547 switch((*itr)->GetId())
18549 case 20707: spell_id = 3026; break; // rank 1
18550 case 20762: spell_id = 20758; break; // rank 2
18551 case 20763: spell_id = 20759; break; // rank 3
18552 case 20764: spell_id = 20760; break; // rank 4
18553 case 20765: spell_id = 20761; break; // rank 5
18554 case 27239: spell_id = 27240; break; // rank 6
18555 default:
18556 sLog.outError("Unhandled spell %%u: S.Resurrection",(*itr)->GetId());
18557 continue;
18560 prio = 3;
18562 // Twisting Nether // prio: 2 (max)
18563 else if((*itr)->GetId()==23701 && roll_chance_i(10))
18565 prio = 2;
18566 spell_id = 23700;
18570 // Reincarnation (passive spell) // prio: 1
18571 if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18572 spell_id = 21169;
18574 return spell_id;
18577 // Used in triggers for check "Only to targets that grant experience or honor" req
18578 bool Player::isHonorOrXPTarget(Unit* pVictim)
18580 uint32 v_level = pVictim->getLevel();
18581 uint32 k_grey = MaNGOS::XP::GetGrayLevel(getLevel());
18583 // Victim level less gray level
18584 if(v_level<=k_grey)
18585 return false;
18587 if(pVictim->GetTypeId() == TYPEID_UNIT)
18589 if (((Creature*)pVictim)->isTotem() ||
18590 ((Creature*)pVictim)->isPet() ||
18591 ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
18592 return false;
18594 return true;
18597 bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
18599 bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
18601 // prepare data for near group iteration (PvP and !PvP cases)
18602 uint32 xp = 0;
18603 bool honored_kill = false;
18605 if(Group *pGroup = GetGroup())
18607 uint32 count = 0;
18608 uint32 sum_level = 0;
18609 Player* member_with_max_level = NULL;
18610 Player* not_gray_member_with_max_level = NULL;
18612 pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
18614 if(member_with_max_level)
18616 /// not get Xp in PvP or no not gray players in group
18617 xp = (PvP || !not_gray_member_with_max_level) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level, pVictim);
18619 /// skip in check PvP case (for speed, not used)
18620 bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
18621 bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
18622 float group_rate = MaNGOS::XP::xp_in_group_rate(count,is_raid);
18624 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18626 Player* pGroupGuy = itr->getSource();
18627 if(!pGroupGuy)
18628 continue;
18630 if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
18631 continue; // member (alive or dead) or his corpse at req. distance
18633 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18634 if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count) && pGroupGuy==this)
18635 honored_kill = true;
18637 // xp and reputation only in !PvP case
18638 if(!PvP)
18640 float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
18642 // if is in dungeon then all receive full reputation at kill
18643 // rewarded any alive/dead/near_corpse group member
18644 pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
18646 // XP updated only for alive group member
18647 if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
18648 pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
18650 uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
18652 pGroupGuy->GiveXP(itr_xp, pVictim);
18653 if(Pet* pet = pGroupGuy->GetPet())
18654 pet->GivePetXP(itr_xp/2);
18657 // quest objectives updated only for alive group member or dead but with not released body
18658 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
18660 // normal creature (not pet/etc) can be only in !PvP case
18661 if(pVictim->GetTypeId()==TYPEID_UNIT)
18662 pGroupGuy->KilledMonster(pVictim->GetEntry(), pVictim->GetGUID());
18668 else // if (!pGroup)
18670 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim);
18672 // honor can be in PvP and !PvP (racial leader) cases
18673 if(RewardHonor(pVictim,1))
18674 honored_kill = true;
18676 // xp and reputation only in !PvP case
18677 if(!PvP)
18679 RewardReputation(pVictim,1);
18680 GiveXP(xp, pVictim);
18682 if(Pet* pet = GetPet())
18683 pet->GivePetXP(xp);
18685 // normal creature (not pet/etc) can be only in !PvP case
18686 if(pVictim->GetTypeId()==TYPEID_UNIT)
18687 KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
18690 return xp || honored_kill;
18693 bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
18695 if(pRewardSource->GetDistance(this) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
18696 return true;
18698 if(isAlive())
18699 return false;
18701 Corpse* corpse = GetCorpse();
18702 if(!corpse)
18703 return false;
18705 return pRewardSource->GetDistance(corpse) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
18708 uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
18710 Item* item = GetWeaponForAttack(attType,true);
18712 // unarmed only with base attack
18713 if(attType != BASE_ATTACK && !item)
18714 return 0;
18716 // weapon skill or (unarmed for base attack)
18717 uint32 skill = item ? item->GetSkill() : SKILL_UNARMED;
18718 return GetBaseSkillValue(skill);
18721 void Player::ResurectUsingRequestData()
18723 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
18724 TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
18726 ResurrectPlayer(0.0f,false);
18728 if(GetMaxHealth() > m_resurrectHealth)
18729 SetHealth( m_resurrectHealth );
18730 else
18731 SetHealth( GetMaxHealth() );
18733 if(GetMaxPower(POWER_MANA) > m_resurrectMana)
18734 SetPower(POWER_MANA, m_resurrectMana );
18735 else
18736 SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
18738 SetPower(POWER_RAGE, 0 );
18740 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
18742 SpawnCorpseBones();
18745 void Player::SetClientControl(Unit* target, uint8 allowMove)
18747 WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
18748 data.append(target->GetPackGUID());
18749 data << uint8(allowMove);
18750 GetSession()->SendPacket(&data);
18753 void Player::UpdateZoneDependentAuras( uint32 newZone )
18755 // remove new continent flight forms
18756 uint32 v_map = GetVirtualMapForMapAndZone(GetMapId(), newZone);
18757 if( !isGameMaster() && v_map != 530 && v_map != 571)
18759 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED);
18760 RemoveSpellsCausingAura(SPELL_AURA_FLY);
18763 // Some spells applied at enter into zone (with subzones)
18764 // Human Illusion
18765 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
18766 if ( newZone == 2367 ) // Old Hillsbrad Foothills
18768 uint32 spellid = 0;
18769 // all horde races
18770 if( GetTeam() == HORDE )
18771 spellid = getGender() == GENDER_FEMALE ? 35481 : 35480;
18772 // and some alliance races
18773 else if( getRace() == RACE_NIGHTELF || getRace() == RACE_DRAENEI )
18774 spellid = getGender() == GENDER_FEMALE ? 35483 : 35482;
18776 if(spellid && !HasAura(spellid,0) )
18777 CastSpell(this,spellid,true);
18781 void Player::UpdateAreaDependentAuras( uint32 newArea )
18783 // remove auras from spells with area limitations
18784 for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
18786 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18787 if(GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea)!=0)
18788 RemoveAura(iter);
18789 else
18790 ++iter;
18793 // some auras applied at subzone enter
18794 switch(newArea)
18796 // Dragonmaw Illusion
18797 case 3759: // Netherwing Ledge
18798 case 3939: // Dragonmaw Fortress
18799 case 3966: // Dragonmaw Base Camp
18800 if( GetDummyAura(40214) )
18802 if( !HasAura(40216,0) )
18803 CastSpell(this,40216,true);
18804 if( !HasAura(42016,0) )
18805 CastSpell(this,42016,true);
18807 break;
18808 // Dominion Over Acherus
18809 case 4281: // Acherus: The Ebon Hold
18810 case 4342: // Acherus: The Ebon Hold
18811 if( HasSpell(51721) )
18812 if( !HasAura(51721,0) )
18813 CastSpell(this,51721,true);
18814 break;
18818 uint32 Player::GetCorpseReclaimDelay(bool pvp) const
18820 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18821 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18823 return copseReclaimDelay[0];
18826 time_t now = time(NULL);
18827 // 0..2 full period
18828 uint32 count = (now < m_deathExpireTime) ? (m_deathExpireTime - now)/DEATH_EXPIRE_STEP : 0;
18829 return copseReclaimDelay[count];
18832 void Player::UpdateCorpseReclaimDelay()
18834 bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
18836 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18837 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18838 return;
18840 time_t now = time(NULL);
18841 if(now < m_deathExpireTime)
18843 // full and partly periods 1..3
18844 uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
18845 if(count < MAX_DEATH_COUNT)
18846 m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
18847 else
18848 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
18850 else
18851 m_deathExpireTime = now+DEATH_EXPIRE_STEP;
18854 void Player::SendCorpseReclaimDelay(bool load)
18856 Corpse* corpse = GetCorpse();
18857 if(!corpse)
18858 return;
18860 uint32 delay;
18861 if(load)
18863 if(corpse->GetGhostTime() > m_deathExpireTime)
18864 return;
18866 bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP;
18868 uint32 count;
18869 if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
18870 !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
18872 count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
18873 if(count>=MAX_DEATH_COUNT)
18874 count = MAX_DEATH_COUNT-1;
18876 else
18877 count=0;
18879 time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
18881 time_t now = time(NULL);
18882 if(now >= expected_time)
18883 return;
18885 delay = expected_time-now;
18887 else
18888 delay = GetCorpseReclaimDelay(corpse->GetType()==CORPSE_RESURRECTABLE_PVP);
18890 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18891 WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
18892 data << uint32(delay*1000);
18893 GetSession()->SendPacket( &data );
18896 Player* Player::GetNextRandomRaidMember(float radius)
18898 Group *pGroup = GetGroup();
18899 if(!pGroup)
18900 return NULL;
18902 std::vector<Player*> nearMembers;
18903 nearMembers.reserve(pGroup->GetMembersCount());
18905 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
18907 Player* Target = itr->getSource();
18909 // IsHostileTo check duel and controlled by enemy
18910 if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
18911 !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
18912 nearMembers.push_back(Target);
18915 if (nearMembers.empty())
18916 return NULL;
18918 uint32 randTarget = urand(0,nearMembers.size()-1);
18919 return nearMembers[randTarget];
18922 PartyResult Player::CanUninviteFromGroup() const
18924 const Group* grp = GetGroup();
18925 if(!grp)
18926 return PARTY_RESULT_YOU_NOT_IN_GROUP;
18928 if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
18929 return PARTY_RESULT_YOU_NOT_LEADER;
18931 if(InBattleGround())
18932 return PARTY_RESULT_INVITE_RESTRICTED;
18934 return PARTY_RESULT_OK;
18937 void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
18939 float water_z = m->GetWaterLevel(x,y);
18940 float terrain_z = m->GetHeight(x,y,z, false); // use .map base surface height
18941 uint8 flag1 = m->GetTerrainType(x,y);
18943 //!Underwater check, not in water if underground or above water level - take UC royal quater for example
18944 if (terrain_z <= INVALID_HEIGHT || z < (terrain_z-2) || z > (water_z - 2) )
18945 m_isunderwater &= ~UNDERWATER_INWATER;
18946 else if ((z < (water_z - 2)) && (flag1 & 0x01))
18947 m_isunderwater |= UNDERWATER_INWATER;
18949 //!in lava check, anywhere under lava level
18950 if ((terrain_z <= INVALID_HEIGHT || z < (terrain_z - 0)) && (flag1 == 0x00) && IsInWater())
18951 m_isunderwater |= UNDERWATER_INLAVA;
18952 else
18953 m_isunderwater &= ~UNDERWATER_INLAVA;
18956 void Player::SetCanParry( bool value )
18958 if(m_canParry==value)
18959 return;
18961 m_canParry = value;
18962 UpdateParryPercentage();
18965 void Player::SetCanBlock( bool value )
18967 if(m_canBlock==value)
18968 return;
18970 m_canBlock = value;
18971 UpdateBlockPercentage();
18974 bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
18976 for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
18977 if(itr->pos == pos)
18978 return true;
18980 return false;
18983 bool Player::isAllowUseBattleGroundObject()
18985 return ( //InBattleGround() && // in battleground - not need, check in other cases
18986 !IsMounted() && // not mounted
18987 !HasStealthAura() && // not stealthed
18988 !HasInvisibilityAura() && // not invisible
18989 !HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
18990 isAlive() // live player
18994 uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair)
18996 uint32 level = getLevel();
18998 if(level > GT_MAX_LEVEL)
18999 level = GT_MAX_LEVEL; // max level in this dbc
19001 uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
19002 uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
19003 uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
19005 if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair))
19006 return 0;
19008 GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
19010 if(!bsc) // shouldn't happen
19011 return 0xFFFFFFFF;
19013 float cost = 0;
19015 if(hairstyle != newhairstyle)
19016 cost += bsc->cost; // full price
19018 if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
19019 cost += bsc->cost * 0.5f; // +1/2 of price
19021 if(facialhair != newfacialhair)
19022 cost += bsc->cost * 0.75f; // +3/4 of price
19024 return uint32(cost);
19027 void Player::InitGlyphsForLevel()
19029 for(uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
19030 if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i))
19031 if(gs->Order)
19032 SetGlyphSlot(gs->Order - 1, gs->Id);
19034 uint32 level = getLevel();
19035 uint32 value = 0;
19037 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19038 if(level >= 15)
19039 value |= (0x01 | 0x02);
19040 if(level >= 30)
19041 value |= 0x04;
19042 if(level >= 50)
19043 value |= 0x08;
19044 if(level >= 70)
19045 value |= 0x10;
19046 if(level >= 80)
19047 value |= 0x20;
19049 SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
19052 void Player::EnterVehicle(Vehicle *vehicle)
19054 VehicleEntry const *ve = sVehicleStore.LookupEntry(vehicle->GetVehicleId());
19055 if(!ve)
19056 return;
19058 VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(ve->m_seatID[0]);
19059 if(!veSeat)
19060 return;
19062 vehicle->SetCharmerGUID(GetGUID());
19063 vehicle->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
19064 vehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
19065 vehicle->setFaction(getFaction());
19067 SetCharm(vehicle); // charm
19068 SetFarSight(vehicle->GetGUID()); // set view
19070 SetClientControl(vehicle, 1); // redirect controls to vehicle
19072 WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
19073 GetSession()->SendPacket(&data);
19075 data.Initialize(MSG_MOVE_TELEPORT_ACK, 30);
19076 data.append(GetPackGUID());
19077 data << uint32(0); // counter?
19078 data << uint32(MOVEMENTFLAG_ONTRANSPORT); // transport
19079 data << uint16(0); // special flags
19080 data << uint32(getMSTime()); // time
19081 data << vehicle->GetPositionX(); // x
19082 data << vehicle->GetPositionY(); // y
19083 data << vehicle->GetPositionZ(); // z
19084 data << vehicle->GetOrientation(); // o
19085 // transport part, TODO: load/calculate seat offsets
19086 data << uint64(vehicle->GetGUID()); // transport guid
19087 data << float(veSeat->m_attachmentOffsetX); // transport offsetX
19088 data << float(veSeat->m_attachmentOffsetY); // transport offsetY
19089 data << float(veSeat->m_attachmentOffsetZ); // transport offsetZ
19090 data << float(0); // transport orientation
19091 data << uint32(getMSTime()); // transport time
19092 data << uint8(0); // seat
19093 // end of transport part
19094 data << uint32(0); // fall time
19095 GetSession()->SendPacket(&data);
19097 data.Initialize(SMSG_PET_SPELLS, 8+4+4+4+4*10+1+1);
19098 data << uint64(vehicle->GetGUID());
19099 data << uint32(0x00000000);
19100 data << uint32(0x00000000);
19101 data << uint32(0x00000101);
19103 for(uint32 i = 0; i < 10; ++i)
19104 data << uint16(0) << uint8(0) << uint8(i+8);
19106 data << uint8(0);
19107 data << uint8(0);
19108 GetSession()->SendPacket(&data);
19111 void Player::ExitVehicle(Vehicle *vehicle)
19113 vehicle->SetCharmerGUID(0);
19114 vehicle->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
19115 vehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
19116 vehicle->setFaction((GetTeam() == ALLIANCE) ? vehicle->GetCreatureInfo()->faction_A : vehicle->GetCreatureInfo()->faction_H);
19118 SetCharm(NULL);
19119 SetFarSight(NULL);
19121 SetClientControl(vehicle, 0);
19123 WorldPacket data(MSG_MOVE_TELEPORT_ACK, 30);
19124 data.append(GetPackGUID());
19125 data << uint32(0); // counter?
19126 data << uint32(MOVEMENTFLAG_FLY_UNK1); // fly unk
19127 data << uint16(0x40); // special flags
19128 data << uint32(getMSTime()); // time
19129 data << vehicle->GetPositionX(); // x
19130 data << vehicle->GetPositionY(); // y
19131 data << vehicle->GetPositionZ(); // z
19132 data << vehicle->GetOrientation(); // o
19133 data << uint32(0); // fall time
19134 GetSession()->SendPacket(&data);
19136 data.Initialize(SMSG_PET_SPELLS, 8+4);
19137 data << uint64(0);
19138 data << uint32(0);
19139 GetSession()->SendPacket(&data);
19141 // only for flyable vehicles?
19142 CastSpell(this, 45472, true); // Parachute
19145 bool Player::HasTitle(uint32 bitIndex)
19147 if (bitIndex > 128)
19148 return false;
19150 uint32 fieldIndexOffset = bitIndex/32;
19151 uint32 flag = 1 << (bitIndex%32);
19152 return HasFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
19155 void Player::SetTitle(CharTitlesEntry const* title)
19157 uint32 fieldIndexOffset = title->bit_index/32;
19158 uint32 flag = 1 << (title->bit_index%32);
19159 SetFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
19162 void Player::ConvertRune(uint8 index, uint8 newType)
19164 SetCurrentRune(index, newType);
19166 WorldPacket data(SMSG_CONVERT_RUNE, 2);
19167 data << uint8(index);
19168 data << uint8(newType);
19169 GetSession()->SendPacket(&data);
19172 void Player::ResyncRunes(uint8 count)
19174 WorldPacket data(SMSG_RESYNC_RUNES, count * 2);
19175 for(uint32 i = 0; i < count; ++i)
19177 data << uint8(GetCurrentRune(i)); // rune type
19178 data << uint8(255 - (GetRuneCooldown(i) * 51)); // passed cooldown time (0-255)
19180 GetSession()->SendPacket(&data);
19183 void Player::AddRunePower(uint8 index)
19185 WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
19186 data << uint32(1 << index); // mask (0x00-0x3F probably)
19187 GetSession()->SendPacket(&data);
19190 void Player::InitRunes()
19192 if(getClass() != CLASS_DEATH_KNIGHT)
19193 return;
19195 m_runes = new Runes;
19197 m_runes->runeState = 0;
19199 for(uint32 i = 0; i < MAX_RUNES; ++i)
19201 SetBaseRune(i, i / 2); // init base types
19202 SetCurrentRune(i, i / 2); // init current types
19203 SetRuneCooldown(i, 0); // reset cooldowns
19204 m_runes->SetRuneState(i);
19207 for(uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
19208 SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);