2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "Database/DatabaseEnv.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
51 #include "Transports.h"
53 #include "BattleGround.h"
54 #include "BattleGroundMgr.h"
55 #include "ArenaTeam.h"
57 #include "Database/DatabaseImpl.h"
59 #include "SocialMgr.h"
60 #include "AchievementMgr.h"
64 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
66 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
67 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
68 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
70 #define SKILL_VALUE(x) PAIR32_LOPART(x)
71 #define SKILL_MAX(x) PAIR32_HIPART(x)
72 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
74 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
75 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
76 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
80 CHARACTER_FLAG_NONE
= 0x00000000,
81 CHARACTER_FLAG_UNK1
= 0x00000001,
82 CHARACTER_FLAG_UNK2
= 0x00000002,
83 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
84 CHARACTER_FLAG_UNK4
= 0x00000008,
85 CHARACTER_FLAG_UNK5
= 0x00000010,
86 CHARACTER_FLAG_UNK6
= 0x00000020,
87 CHARACTER_FLAG_UNK7
= 0x00000040,
88 CHARACTER_FLAG_UNK8
= 0x00000080,
89 CHARACTER_FLAG_UNK9
= 0x00000100,
90 CHARACTER_FLAG_UNK10
= 0x00000200,
91 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
92 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
93 CHARACTER_FLAG_UNK13
= 0x00001000,
94 CHARACTER_FLAG_GHOST
= 0x00002000,
95 CHARACTER_FLAG_RENAME
= 0x00004000,
96 CHARACTER_FLAG_UNK16
= 0x00008000,
97 CHARACTER_FLAG_UNK17
= 0x00010000,
98 CHARACTER_FLAG_UNK18
= 0x00020000,
99 CHARACTER_FLAG_UNK19
= 0x00040000,
100 CHARACTER_FLAG_UNK20
= 0x00080000,
101 CHARACTER_FLAG_UNK21
= 0x00100000,
102 CHARACTER_FLAG_UNK22
= 0x00200000,
103 CHARACTER_FLAG_UNK23
= 0x00400000,
104 CHARACTER_FLAG_UNK24
= 0x00800000,
105 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
106 CHARACTER_FLAG_DECLINED
= 0x02000000,
107 CHARACTER_FLAG_UNK27
= 0x04000000,
108 CHARACTER_FLAG_UNK28
= 0x08000000,
109 CHARACTER_FLAG_UNK29
= 0x10000000,
110 CHARACTER_FLAG_UNK30
= 0x20000000,
111 CHARACTER_FLAG_UNK31
= 0x40000000,
112 CHARACTER_FLAG_UNK32
= 0x80000000
115 // corpse reclaim times
116 #define DEATH_EXPIRE_STEP (5*MINUTE)
117 #define MAX_DEATH_COUNT 3
119 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
121 //== PlayerTaxi ================================================
123 PlayerTaxi::PlayerTaxi()
126 memset(m_taximask
, 0, sizeof(m_taximask
));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
131 // class specific initial known nodes
134 case CLASS_DEATH_KNIGHT
:
136 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
137 m_taximask
[i
] |= sOldContinentsNodesMask
[i
];
142 // race specific initial known nodes: capital and taxi hub masks
145 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
146 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
147 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
148 case RACE_NIGHTELF
: SetTaximaskNode(26);
149 SetTaximaskNode(27); break; // Night Elf
150 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
151 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
152 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
153 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
154 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
155 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
158 // new continent starting masks (It will be accessible only at new map)
159 switch(Player::TeamForRace(race
))
161 case ALLIANCE
: SetTaximaskNode(100); break;
162 case HORDE
: SetTaximaskNode(99); break;
164 // level dependent taxi hubs
166 SetTaximaskNode(213); //Shattered Sun Staging Area
169 void PlayerTaxi::LoadTaxiMask(const char* data
)
171 Tokens tokens
= StrSplit(data
, " ");
174 Tokens::iterator iter
;
175 for (iter
= tokens
.begin(), index
= 0;
176 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
178 // load and set bits only for existed taxi nodes
179 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
183 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
187 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
188 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
192 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
193 data
<< uint32(m_taximask
[i
]); // known nodes
197 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
, uint32 team
)
199 ClearTaxiDestinations();
201 Tokens tokens
= StrSplit(values
," ");
203 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
205 uint32 node
= uint32(atol(iter
->c_str()));
206 AddTaxiDestination(node
);
209 if(m_TaxiDestinations
.empty())
213 if(m_TaxiDestinations
.size() < 2)
216 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
220 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
225 // can't load taxi path without mount set (quest taxi path?)
226 if(!objmgr
.GetTaxiMount(GetTaxiSource(),team
,true))
232 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
234 if(m_TaxiDestinations
.empty())
237 std::ostringstream ss
;
239 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
240 ss
<< m_TaxiDestinations
[i
] << " ";
245 uint32
PlayerTaxi::GetCurrentTaxiPath() const
247 if(m_TaxiDestinations
.size() < 2)
253 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
258 std::ostringstream
& operator<< (std::ostringstream
& ss
, PlayerTaxi
const& taxi
)
261 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
262 ss
<< taxi
.m_taximask
[i
] << " ";
267 //== Player ====================================================
269 UpdateMask
Player::updateVisualBits
;
271 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this), m_reputationMgr(this)
278 m_objectType
|= TYPEMASK_PLAYER
;
279 m_objectTypeId
= TYPEID_PLAYER
;
281 m_valuesCount
= PLAYER_END
;
288 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
289 SetAcceptTicket(true);
291 // players always accept
292 if(GetSession()->GetSecurity() == SEC_PLAYER
)
293 SetAcceptWhispers(true);
301 m_usedTalentCount
= 0;
302 m_questRewardTalentCount
= 0;
305 m_weaponChangeTimer
= 0;
308 m_zoneUpdateTimer
= 0;
312 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
314 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
315 // this must help in case next save after mass player load after server startup
316 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
318 clearResurrectRequestData();
320 m_SpellModRemoveCount
= 0;
322 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
326 // group is initialized in the reference constructor
327 SetGroupInvite(NULL
);
328 m_groupUpdateMask
= 0;
329 m_auraUpdateMask
= 0;
333 m_GuildIdInvited
= 0;
334 m_ArenaTeamIdInvited
= 0;
336 m_atLoginFlags
= AT_LOGIN_NONE
;
338 mSemaphoreTeleport_Near
= false;
339 mSemaphoreTeleport_Far
= false;
346 PlayerTalkClass
= new PlayerMenu( GetSession() );
347 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
349 for ( int aX
= 0 ; aX
< 8 ; aX
++ )
350 m_Tutorials
[ aX
] = 0x00;
351 m_TutorialsChanged
= false;
353 m_DailyQuestChanged
= false;
354 m_lastDailyQuestTime
= 0;
356 for (int i
=0; i
<MAX_TIMERS
; ++i
)
357 m_MirrorTimer
[i
] = DISABLED_MIRROR_TIMER
;
359 m_MirrorTimerFlags
= UNDERWATER_NONE
;
360 m_MirrorTimerFlagsLast
= UNDERWATER_NONE
;
366 m_deathExpireTime
= 0;
370 m_DetectInvTimer
= 1*IN_MILISECONDS
;
372 m_bgBattleGroundID
= 0;
373 m_bgTypeID
= BATTLEGROUND_TYPE_NONE
;
374 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; ++j
)
376 m_bgBattleGroundQueueID
[j
].bgQueueTypeId
= BATTLEGROUND_QUEUE_NONE
;
377 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
381 m_logintime
= time(NULL
);
382 m_Last_tick
= m_logintime
;
383 m_WeaponProficiency
= 0;
384 m_ArmorProficiency
= 0;
387 m_canDualWield
= false;
388 m_canTitanGrip
= false;
391 m_temporaryUnsummonedPetNumber
= 0;
392 //cache for UNIT_CREATED_BY_SPELL to allow
393 //returning reagents for temporarily removed pets
394 //when dying/logging out
397 ////////////////////Rest System/////////////////////
404 rest_type
=REST_TYPE_NO
;
405 ////////////////////Rest System/////////////////////
407 m_mailsLoaded
= false;
408 m_mailsUpdated
= false;
410 m_nextMailDelivereTime
= 0;
412 m_resetTalentsCost
= 0;
413 m_resetTalentsTime
= 0;
414 m_itemUpdateQueueBlocked
= false;
416 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
417 m_forced_speed_changes
[i
] = 0;
421 /////////////////// Instance System /////////////////////
424 m_InstanceValid
= true;
425 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
429 for (int i
= 0; i
< BASEMOD_END
; ++i
)
431 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
432 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
435 for (int i
= 0; i
< MAX_COMBAT_RATING
; ++i
)
436 m_baseRatingValue
[i
] = 0;
438 m_baseSpellDamage
= 0;
439 m_baseSpellHealing
= 0;
444 m_lastHonorUpdateTime
= time(NULL
);
453 //Default movement to run mode
454 m_unit_movement_flags
= 0;
459 m_bgAfkReportedTimer
= 0;
460 m_contestedPvPTimer
= 0;
462 m_declinedname
= NULL
;
471 CleanupsBeforeDelete();
473 // it must be unloaded already in PlayerLogout and accessed only for loggined player
476 // Note: buy back item already deleted from DB when player was saved
477 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
484 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
487 //all mailed items should be deleted, also all mail should be deallocated
488 for (PlayerMails::const_iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
491 for (ItemMap::const_iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
492 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
494 delete PlayerTalkClass
;
498 m_transport
->RemovePassenger(this);
501 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
503 delete ItemSetEff
[x
];
505 // clean up player-instance binds, may unload some instance saves
506 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
507 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
508 itr
->second
.save
->RemovePlayer(this);
510 delete m_declinedname
;
514 void Player::CleanupsBeforeDelete()
516 if(m_uint32Values
) // only for fully created Object
519 DuelComplete(DUEL_INTERUPTED
);
521 Unit::CleanupsBeforeDelete();
524 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
)
526 //FIXME: outfitId not used in player creating
528 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
532 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
535 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
539 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
545 SetMapId(info
->mapId
);
546 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
548 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
551 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
555 uint8 powertype
= cEntry
->powerType
;
557 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
558 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
563 SetDisplayId(info
->displayId_f
);
564 SetNativeDisplayId(info
->displayId_f
);
567 SetDisplayId(info
->displayId_m
);
568 SetNativeDisplayId(info
->displayId_m
);
571 sLog
.outError("Invalid gender %u for player",gender
);
576 setFactionForRace(m_race
);
578 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
580 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
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
);
622 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
623 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
624 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
627 m_Last_tick
= time(NULL
);
628 m_Played_time
[0] = 0;
629 m_Played_time
[1] = 0;
631 // base stats and related field values
633 InitTaxiNodesForLevel();
634 InitGlyphsForLevel();
635 InitTalentForLevel();
636 InitPrimaryProfessions(); // to max set before any spell added
638 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
639 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
640 SetHealth(GetMaxHealth());
641 if (getPowerType()==POWER_MANA
)
643 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
644 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
647 if(getPowerType() == POWER_RUNIC_POWER
)
649 SetPower(POWER_RUNE
, 8);
650 SetMaxPower(POWER_RUNE
, 8);
651 SetPower(POWER_RUNIC_POWER
, 0);
652 SetMaxPower(POWER_RUNIC_POWER
, 1000);
656 learnDefaultSpells();
658 // original action bar
659 std::list
<uint16
>::const_iterator action_itr
[4];
660 for(int i
=0; i
<4; ++i
)
661 action_itr
[i
] = info
->action
[i
].begin();
663 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
666 for(int i
=0; i
<4 ;++i
)
667 taction
[i
] = (*action_itr
[i
]);
669 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
671 for(int i
=0; i
<4 ;++i
)
676 CharStartOutfitEntry
const* oEntry
= NULL
;
677 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
679 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
681 if(entry
->RaceClassGender
== RaceClassGender
)
691 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
693 if(oEntry
->ItemId
[j
] <= 0)
696 uint32 item_id
= oEntry
->ItemId
[j
];
699 // Hack for not existed item id in dbc 3.0.3
703 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
706 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
710 // max stack by default (mostly 1), 1 for infinity stackable
711 uint32 count
= iProto
->Stackable
> 0 ? uint32(iProto
->Stackable
) : 1;
713 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
715 switch(iProto
->Spells
[0].SpellCategory
)
718 if(iProto
->Stackable
> 4)
722 if(iProto
->Stackable
> 2)
728 StoreNewItemInBestSlots(item_id
, count
);
732 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
733 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
735 // bags and main-hand weapon must equipped at this moment
736 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
737 // or ammo not equipped in special bag
738 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
740 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
743 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
744 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
745 if( msg
== EQUIP_ERR_OK
)
747 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
748 EquipItem( eDest
, pItem
, true);
750 // move other items to more appropriate slots (ammo not equipped in special bag)
753 ItemPosCountVec sDest
;
754 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
755 if( msg
== EQUIP_ERR_OK
)
757 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
758 pItem
= StoreItem( sDest
, pItem
, true);
761 // if this is ammo then use it
762 msg
= CanUseAmmo( pItem
->GetEntry() );
763 if( msg
== EQUIP_ERR_OK
)
764 SetAmmo( pItem
->GetEntry() );
768 // all item positions resolved
773 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
775 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
777 // attempt equip by one
778 while(titem_amount
> 0)
781 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
782 if( msg
!= EQUIP_ERR_OK
)
785 EquipNewItem( eDest
, titem_id
, true);
786 AutoUnequipOffhandIfNeed();
790 if(titem_amount
== 0)
791 return true; // equipped
794 ItemPosCountVec sDest
;
795 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
796 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
797 if( msg
== EQUIP_ERR_OK
)
799 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
800 return true; // stored
803 // item can't be added
804 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
808 void Player::SendMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, int32 Regen
)
810 if (MaxValue
== DISABLED_MIRROR_TIMER
)
812 if (CurrentValue
!=DISABLED_MIRROR_TIMER
)
813 StopMirrorTimer(Type
);
816 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
817 data
<< (uint32
)Type
;
818 data
<< CurrentValue
;
822 data
<< (uint32
)0; // spell id
823 GetSession()->SendPacket( &data
);
826 void Player::StopMirrorTimer(MirrorTimerType Type
)
828 m_MirrorTimer
[Type
] = DISABLED_MIRROR_TIMER
;
829 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
830 data
<< (uint32
)Type
;
831 GetSession()->SendPacket( &data
);
834 void Player::EnvironmentalDamage(EnviromentalDamage type
, uint32 damage
)
836 if(!isAlive() || isGameMaster())
839 // Absorb, resist some environmental damage type
842 if (type
== DAMAGE_LAVA
)
843 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
844 else if (type
== DAMAGE_SLIME
)
845 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
847 damage
-=absorb
+resist
;
849 DealDamageMods(this,damage
,&absorb
);
851 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
852 data
<< uint64(GetGUID());
853 data
<< uint8(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
854 data
<< uint32(damage
);
855 data
<< uint32(absorb
);
856 data
<< uint32(resist
);
857 SendMessageToSet(&data
, true);
859 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
863 if(type
==DAMAGE_FALL
) // DealDamage not apply item durability loss at self damage
865 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
866 DurabilityLossAll(0.10f
,false);
867 // durability lost message
868 WorldPacket
data2(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
869 GetSession()->SendPacket(&data2
);
872 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM
, 1, type
);
876 int32
Player::getMaxTimer(MirrorTimerType timer
)
881 return MINUTE
*IN_MILISECONDS
;
884 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING
) || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
885 return DISABLED_MIRROR_TIMER
;
886 int32 UnderWaterTime
= 3*MINUTE
*IN_MILISECONDS
;
887 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
888 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
889 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
890 return UnderWaterTime
;
895 return DISABLED_MIRROR_TIMER
;
896 return 1*IN_MILISECONDS
;
904 void Player::UpdateMirrorTimers()
906 // Desync flags for update on next HandleDrowning
907 if (m_MirrorTimerFlags
)
908 m_MirrorTimerFlagsLast
= ~m_MirrorTimerFlags
;
911 void Player::HandleDrowning(uint32 time_diff
)
913 if (!m_MirrorTimerFlags
)
917 if (m_MirrorTimerFlags
& UNDERWATER_INWATER
)
919 // Breath timer not activated - activate it
920 if (m_MirrorTimer
[BREATH_TIMER
] == DISABLED_MIRROR_TIMER
)
922 m_MirrorTimer
[BREATH_TIMER
] = getMaxTimer(BREATH_TIMER
);
923 SendMirrorTimer(BREATH_TIMER
, m_MirrorTimer
[BREATH_TIMER
], m_MirrorTimer
[BREATH_TIMER
], -1);
925 else // If activated - do tick
927 m_MirrorTimer
[BREATH_TIMER
]-=time_diff
;
928 // Timer limit - need deal damage
929 if (m_MirrorTimer
[BREATH_TIMER
] < 0)
931 m_MirrorTimer
[BREATH_TIMER
]+= 1*IN_MILISECONDS
;
932 // Calculate and deal damage
933 // TODO: Check this formula
934 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
935 EnvironmentalDamage(DAMAGE_DROWNING
, damage
);
937 else if (!(m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)) // Update time in client if need
938 SendMirrorTimer(BREATH_TIMER
, getMaxTimer(BREATH_TIMER
), m_MirrorTimer
[BREATH_TIMER
], -1);
941 else if (m_MirrorTimer
[BREATH_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
943 int32 UnderWaterTime
= getMaxTimer(BREATH_TIMER
);
945 m_MirrorTimer
[BREATH_TIMER
]+=10*time_diff
;
946 if (m_MirrorTimer
[BREATH_TIMER
] >= UnderWaterTime
|| !isAlive())
947 StopMirrorTimer(BREATH_TIMER
);
948 else if (m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)
949 SendMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_MirrorTimer
[BREATH_TIMER
], 10);
953 if (m_MirrorTimerFlags
& UNDERWARER_INDARKWATER
)
955 // Fatigue timer not activated - activate it
956 if (m_MirrorTimer
[FATIGUE_TIMER
] == DISABLED_MIRROR_TIMER
)
958 m_MirrorTimer
[FATIGUE_TIMER
] = getMaxTimer(FATIGUE_TIMER
);
959 SendMirrorTimer(FATIGUE_TIMER
, m_MirrorTimer
[FATIGUE_TIMER
], m_MirrorTimer
[FATIGUE_TIMER
], -1);
963 m_MirrorTimer
[FATIGUE_TIMER
]-=time_diff
;
964 // Timer limit - need deal damage or teleport ghost to graveyard
965 if (m_MirrorTimer
[FATIGUE_TIMER
] < 0)
967 m_MirrorTimer
[FATIGUE_TIMER
]+= 1*IN_MILISECONDS
;
968 if (isAlive()) // Calculate and deal damage
970 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
971 EnvironmentalDamage(DAMAGE_EXHAUSTED
, damage
);
973 else if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
)) // Teleport ghost to graveyard
976 else if (!(m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
))
977 SendMirrorTimer(FATIGUE_TIMER
, getMaxTimer(FATIGUE_TIMER
), m_MirrorTimer
[FATIGUE_TIMER
], -1);
980 else if (m_MirrorTimer
[FATIGUE_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
982 int32 DarkWaterTime
= getMaxTimer(FATIGUE_TIMER
);
983 m_MirrorTimer
[FATIGUE_TIMER
]+=10*time_diff
;
984 if (m_MirrorTimer
[FATIGUE_TIMER
] >= DarkWaterTime
|| !isAlive())
985 StopMirrorTimer(FATIGUE_TIMER
);
986 else if (m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
)
987 SendMirrorTimer(FATIGUE_TIMER
, DarkWaterTime
, m_MirrorTimer
[FATIGUE_TIMER
], 10);
990 if (m_MirrorTimerFlags
& (UNDERWATER_INLAVA
|UNDERWATER_INSLIME
))
992 // Breath timer not activated - activate it
993 if (m_MirrorTimer
[FIRE_TIMER
] == DISABLED_MIRROR_TIMER
)
994 m_MirrorTimer
[FIRE_TIMER
] = getMaxTimer(FIRE_TIMER
);
997 m_MirrorTimer
[FIRE_TIMER
]-=time_diff
;
998 if (m_MirrorTimer
[FIRE_TIMER
] < 0)
1000 m_MirrorTimer
[FIRE_TIMER
]+= 1*IN_MILISECONDS
;
1001 // Calculate and deal damage
1002 // TODO: Check this formula
1003 uint32 damage
= urand(600, 700);
1004 if (m_MirrorTimerFlags
&UNDERWATER_INLAVA
)
1005 EnvironmentalDamage(DAMAGE_LAVA
, damage
);
1007 EnvironmentalDamage(DAMAGE_SLIME
, damage
);
1012 m_MirrorTimer
[FIRE_TIMER
] = DISABLED_MIRROR_TIMER
;
1014 // Recheck timers flag
1015 m_MirrorTimerFlags
&=~UNDERWATER_EXIST_TIMERS
;
1016 for (int i
= 0; i
< MAX_TIMERS
; ++i
)
1017 if (m_MirrorTimer
[i
]!=DISABLED_MIRROR_TIMER
)
1019 m_MirrorTimerFlags
|=UNDERWATER_EXIST_TIMERS
;
1022 m_MirrorTimerFlagsLast
= m_MirrorTimerFlags
;
1025 ///The player sobers by 256 every 10 seconds
1026 void Player::HandleSobering()
1030 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
1031 SetDrunkValue(drunk
);
1034 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
1037 return DRUNKEN_SMASHED
;
1039 return DRUNKEN_DRUNK
;
1041 return DRUNKEN_TIPSY
;
1042 return DRUNKEN_SOBER
;
1045 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
1047 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1049 m_drunk
= newDrunkenValue
;
1050 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
1052 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1054 // special drunk invisibility detection
1055 if(newDrunkenState
>= DRUNKEN_DRUNK
)
1056 m_detectInvisibilityMask
|= (1<<6);
1058 m_detectInvisibilityMask
&= ~(1<<6);
1060 if(newDrunkenState
== oldDrunkenState
)
1063 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
1064 data
<< uint64(GetGUID());
1065 data
<< uint32(newDrunkenState
);
1066 data
<< uint32(itemId
);
1068 SendMessageToSet(&data
, true);
1071 void Player::Update( uint32 p_time
)
1077 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1082 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1083 m_nextMailDelivereTime
= 0;
1086 Unit::Update( p_time
);
1088 // update player only attacks
1089 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1091 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1094 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1096 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1099 time_t now
= time (NULL
);
1103 UpdateContestedPvP(p_time
);
1105 UpdateDuelFlag(now
);
1107 CheckDuelDistance(now
);
1109 UpdateAfkReport(now
);
1111 // Update items that have just a limited lifetime
1112 if (now
>m_Last_tick
)
1113 UpdateItemDuration(uint32(now
- m_Last_tick
));
1115 if (!m_timedquests
.empty())
1117 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1118 while (iter
!= m_timedquests
.end())
1120 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1121 if( q_status
.m_timer
<= p_time
)
1123 uint32 quest_id
= *iter
;
1124 ++iter
; // current iter will be removed in FailTimedQuest
1125 FailTimedQuest( quest_id
);
1129 q_status
.m_timer
-= p_time
;
1130 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1136 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1138 Unit
*pVictim
= getVictim();
1139 if (pVictim
&& !IsNonMeleeSpellCasted(false))
1141 // default combat reach 10
1142 // TODO add weapon,skill check
1144 float pldistance
= ATTACK_DISTANCE
;
1146 if (isAttackReady(BASE_ATTACK
))
1148 if(!IsWithinDistInMap(pVictim
, pldistance
))
1150 setAttackTimer(BASE_ATTACK
,100);
1151 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1153 SendAttackSwingNotInRange();
1154 m_swingErrorMsg
= 1;
1157 //120 degrees of radiant range
1158 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1160 setAttackTimer(BASE_ATTACK
,100);
1161 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1163 SendAttackSwingBadFacingAttack();
1164 m_swingErrorMsg
= 2;
1169 m_swingErrorMsg
= 0; // reset swing error state
1171 // prevent base and off attack in same time, delay attack at 0.2 sec
1172 if(haveOffhandWeapon())
1174 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1175 if(off_att
< ATTACK_DISPLAY_DELAY
)
1176 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1178 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1179 resetAttackTimer(BASE_ATTACK
);
1183 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1185 if(!IsWithinDistInMap(pVictim
, pldistance
))
1187 setAttackTimer(OFF_ATTACK
,100);
1189 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1191 setAttackTimer(OFF_ATTACK
,100);
1195 // prevent base and off attack in same time, delay attack at 0.2 sec
1196 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1197 if(base_att
< ATTACK_DISPLAY_DELAY
)
1198 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1200 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1201 resetAttackTimer(OFF_ATTACK
);
1205 Unit
*owner
= pVictim
->GetOwner();
1206 Unit
*u
= owner
? owner
: pVictim
;
1207 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1210 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1215 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1217 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1219 int time_inn
= time(NULL
)-GetTimeInnEnter();
1220 if (time_inn
>= 10) //freeze update
1222 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1223 //speed collect rest bonus (section/in hour)
1224 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1225 UpdateInnerTime(time(NULL
));
1230 if(m_regenTimer
> 0)
1232 if(p_time
>= m_regenTimer
)
1235 m_regenTimer
-= p_time
;
1238 if (m_weaponChangeTimer
> 0)
1240 if(p_time
>= m_weaponChangeTimer
)
1241 m_weaponChangeTimer
= 0;
1243 m_weaponChangeTimer
-= p_time
;
1246 if (m_zoneUpdateTimer
> 0)
1248 if(p_time
>= m_zoneUpdateTimer
)
1250 uint32 newzone
, newarea
;
1251 GetZoneAndAreaId(newzone
,newarea
);
1253 if( m_zoneUpdateId
!= newzone
)
1254 UpdateZone(newzone
,newarea
); // also update area
1257 // use area updates as well
1258 // needed for free far all arenas for example
1259 if( m_areaUpdateId
!= newarea
)
1260 UpdateArea(newarea
);
1262 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1266 m_zoneUpdateTimer
-= p_time
;
1274 if (m_deathState
== JUST_DIED
)
1281 if(p_time
>= m_nextSave
)
1283 // m_nextSave reseted in SaveToDB call
1285 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1289 m_nextSave
-= p_time
;
1293 //Handle Water/drowning
1294 HandleDrowning(p_time
);
1296 //Handle detect stealth players
1297 if (m_DetectInvTimer
> 0)
1299 if (p_time
>= m_DetectInvTimer
)
1301 m_DetectInvTimer
= 3000;
1302 HandleStealthedUnitsDetection();
1305 m_DetectInvTimer
-= p_time
;
1309 if (now
> m_Last_tick
)
1311 uint32 elapsed
= uint32(now
- m_Last_tick
);
1312 m_Played_time
[0] += elapsed
; // Total played time
1313 m_Played_time
[1] += elapsed
; // Level played time
1319 m_drunkTimer
+= p_time
;
1321 if (m_drunkTimer
> 10*IN_MILISECONDS
)
1325 // not auto-free ghost from body in instances
1326 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1328 if(p_time
>= m_deathTimer
)
1335 m_deathTimer
-= p_time
;
1338 UpdateEnchantTime(p_time
);
1339 UpdateHomebindTime(p_time
);
1342 SendUpdateToOutOfRangeGroupMembers();
1344 Pet
* pet
= GetPet();
1345 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1347 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1352 void Player::setDeathState(DeathState s
)
1354 uint32 ressSpellId
= 0;
1356 bool cur
= isAlive();
1358 if(s
== JUST_DIED
&& cur
)
1360 // drunken state is cleared on death
1362 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1365 clearResurrectRequestData();
1367 // remove form before other mods to prevent incorrect stats calculation
1368 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1370 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1371 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1373 // remove uncontrolled pets
1377 // save value before aura remove in Unit::setDeathState
1378 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1382 ressSpellId
= GetResurrectionSpellId();
1383 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1384 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH
, 1);
1385 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON
, 1);
1387 Unit::setDeathState(s
);
1389 // restore resurrection spell id for player after aura remove
1390 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1391 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1393 if(isAlive() && !cur
)
1395 //clear aura case after resurrection by another way (spells will be applied before next death)
1396 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1398 // restore default warrior stance
1399 if(getClass()== CLASS_WARRIOR
)
1400 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1404 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1406 Field
*fields
= result
->Fetch();
1408 *p_data
<< uint64(GetGUID());
1411 *p_data
<< uint8(getRace());
1412 uint8 pClass
= getClass();
1413 *p_data
<< uint8(pClass
);
1414 *p_data
<< uint8(getGender());
1416 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1417 *p_data
<< uint8(bytes
);
1418 *p_data
<< uint8(bytes
>> 8);
1419 *p_data
<< uint8(bytes
>> 16);
1420 *p_data
<< uint8(bytes
>> 24);
1422 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1423 *p_data
<< uint8(bytes
);
1425 *p_data
<< uint8(getLevel()); // player level
1426 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1427 uint32 zoneId
= fields
[10].GetUInt32();
1428 sLog
.outDebug("Player::BuildEnumData: map:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId
);
1429 *p_data
<< uint32(zoneId
);
1430 *p_data
<< uint32(GetMapId());
1432 *p_data
<< GetPositionX();
1433 *p_data
<< GetPositionY();
1434 *p_data
<< GetPositionZ();
1437 *p_data
<< uint32(fields
[14].GetUInt32());
1439 uint32 char_flags
= 0;
1440 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1441 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1442 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1443 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1444 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1445 char_flags
|= CHARACTER_FLAG_GHOST
;
1446 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1447 char_flags
|= CHARACTER_FLAG_RENAME
;
1448 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
))
1450 if(!fields
[15].GetCppString().empty())
1451 char_flags
|= CHARACTER_FLAG_DECLINED
;
1454 char_flags
|= CHARACTER_FLAG_DECLINED
;
1456 *p_data
<< uint32(char_flags
); // character flags
1457 // character customize (flags?)
1458 *p_data
<< uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE
) ? 1 : 0);
1459 *p_data
<< uint8(1); // unknown
1463 uint32 petDisplayId
= 0;
1464 uint32 petLevel
= 0;
1465 uint32 petFamily
= 0;
1467 // show pet at selection character in character list only for non-ghost character
1468 if (result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
|| pClass
== CLASS_DEATH_KNIGHT
))
1470 uint32 entry
= fields
[11].GetUInt32();
1471 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1474 petDisplayId
= fields
[12].GetUInt32();
1475 petLevel
= fields
[13].GetUInt32();
1476 petFamily
= cInfo
->family
;
1480 *p_data
<< uint32(petDisplayId
);
1481 *p_data
<< uint32(petLevel
);
1482 *p_data
<< uint32(petFamily
);
1485 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1487 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
1488 uint32 item_id
= GetUInt32Value(visualbase
);
1489 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1490 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1492 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<= TEMP_ENCHANTMENT_SLOT
; ++enchantSlot
)
1494 uint32 enchantId
= GetUInt32Value(visualbase
+1+enchantSlot
);
1495 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1501 *p_data
<< uint32(proto
->DisplayInfoID
);
1502 *p_data
<< uint8(proto
->InventoryType
);
1503 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1507 *p_data
<< uint32(0);
1508 *p_data
<< uint8(0);
1509 *p_data
<< uint32(0); // enchant?
1512 *p_data
<< uint32(0); // first bag display id
1513 *p_data
<< uint8(0); // first bag inventory type
1514 *p_data
<< uint32(0); // enchant?
1517 bool Player::ToggleAFK()
1519 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1521 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1523 // afk player not allowed in battleground
1524 if(state
&& InBattleGround())
1525 LeaveBattleground();
1530 bool Player::ToggleDND()
1532 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1534 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1537 uint8
Player::chatTag() const
1554 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1556 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1558 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1562 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1563 Pet
* pet
= GetPet();
1565 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1567 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1568 // don't let gm level > 1 either
1569 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1572 // client without expansion support
1573 if(GetSession()->Expansion() < mEntry
->Expansion())
1575 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1578 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1580 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1582 return false; // normal client can't teleport to this map...
1586 sLog
.outDebug("Player %s is being teleported to map %u", GetName(), mapid
);
1589 // if we were on a transport, leave
1590 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1592 m_transport
->RemovePassenger(this);
1594 m_movementInfo
.t_x
= 0.0f
;
1595 m_movementInfo
.t_y
= 0.0f
;
1596 m_movementInfo
.t_z
= 0.0f
;
1597 m_movementInfo
.t_o
= 0.0f
;
1598 m_movementInfo
.t_time
= 0;
1601 // The player was ported to another map and looses the duel immediately.
1602 // We have to perform this check before the teleport, otherwise the
1603 // ObjectAccessor won't find the flag.
1604 if (duel
&& GetMapId()!=mapid
)
1606 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
1608 DuelComplete(DUEL_FLED
);
1611 // reset movement flags at teleport, because player will continue move with these flags after teleport
1612 SetUnitMovementFlags(0);
1614 if ((GetMapId() == mapid
) && (!m_transport
))
1616 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1618 //same map, only remove pet if out of range for new position
1619 if(pet
&& !pet
->IsWithinDist3d(x
,y
,z
, OWNER_MAX_DISTANCE
))
1620 UnsummonPetTemporaryIfAny();
1623 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1626 // this will be used instead of the current location in SaveToDB
1627 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1628 SetFallInformation(0, z
);
1630 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1631 // at client packet MSG_MOVE_TELEPORT_ACK
1632 SetSemaphoreTeleportNear(true);
1633 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1634 if(!GetSession()->PlayerLogout())
1637 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1638 GetSession()->SendPacket(&data
);
1643 // far teleport to another map
1644 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1645 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1647 // Check enter rights before map getting to avoid creating instance copy for player
1648 // this check not dependent from map instance copy and same for all instance copies of selected map
1649 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1652 // If the map is not created, assume it is possible to enter it.
1653 // It will be created in the WorldPortAck.
1654 Map
*map
= MapManager::Instance().FindMap(mapid
);
1655 if (!map
|| map
->CanEnter(this))
1661 ResetContestedPvP();
1663 // remove player from battleground on far teleport (when changing maps)
1664 if(BattleGround
const* bg
= GetBattleGround())
1666 // Note: at battleground join battleground id set before teleport
1667 // and we already will found "current" battleground
1668 // just need check that this is targeted map or leave
1669 if(bg
->GetMapId() != mapid
)
1670 LeaveBattleground(false); // don't teleport to entry point
1673 // remove pet on map change
1675 UnsummonPetTemporaryIfAny();
1677 // remove all dyn objects
1678 RemoveAllDynObjects();
1680 // stop spellcasting
1681 // not attempt interrupt teleportation spell at caster teleport
1682 if(!(options
& TELE_TO_SPELL
))
1683 if(IsNonMeleeSpellCasted(true))
1684 InterruptNonMeleeSpells(true);
1686 if(!GetSession()->PlayerLogout())
1688 // send transfer packets
1689 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1690 data
<< uint32(mapid
);
1693 data
<< m_transport
->GetEntry() << GetMapId();
1695 GetSession()->SendPacket(&data
);
1697 data
.Initialize(SMSG_NEW_WORLD
, (20));
1700 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1704 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1706 GetSession()->SendPacket( &data
);
1707 SendSavedInstances();
1709 // remove from old map now
1710 if(oldmap
) oldmap
->Remove(this, false);
1713 // new final coordinates
1717 float final_o
= orientation
;
1721 final_x
+= m_movementInfo
.t_x
;
1722 final_y
+= m_movementInfo
.t_y
;
1723 final_z
+= m_movementInfo
.t_z
;
1724 final_o
+= m_movementInfo
.t_o
;
1727 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1728 SetFallInformation(0, final_z
);
1729 // if the player is saved before worldportack (at logout for example)
1730 // this will be used instead of the current location in SaveToDB
1732 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
| AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
1734 // move packet sent by client always after far teleport
1735 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1736 SetSemaphoreTeleportFar(true);
1744 void Player::AddToWorld()
1746 ///- Do not add/remove the player from the object storage
1747 ///- It will crash when updating the ObjectAccessor
1748 ///- The player should only be added when logging in
1751 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1754 m_items
[i
]->AddToWorld();
1758 void Player::RemoveFromWorld()
1763 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1765 UnsummonAllTotems();
1770 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1773 m_items
[i
]->RemoveFromWorld();
1776 ///- Do not add/remove the player from the object storage
1777 ///- It will crash when updating the ObjectAccessor
1778 ///- The player should only be removed when logging out
1779 Unit::RemoveFromWorld();
1782 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1786 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1790 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1792 // talent who gave more rage on attack
1793 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1797 addRage
= damage
/rageconversion
*2.5;
1799 // Berserker Rage effect
1800 if(HasAura(18499,0))
1804 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1806 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1809 void Player::RegenerateAll()
1811 if (m_regenTimer
!= 0)
1813 uint32 regenDelay
= 2000;
1815 // Not in combat or they have regeneration
1816 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1817 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1820 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1822 Regenerate(POWER_RAGE
);
1823 if(getClass() == CLASS_DEATH_KNIGHT
)
1824 Regenerate(POWER_RUNIC_POWER
);
1828 Regenerate( POWER_ENERGY
);
1830 Regenerate( POWER_MANA
);
1832 if(getClass() == CLASS_DEATH_KNIGHT
)
1833 Regenerate( POWER_RUNE
);
1835 m_regenTimer
= regenDelay
;
1838 void Player::Regenerate(Powers power
)
1840 uint32 curValue
= GetPower(power
);
1841 uint32 maxValue
= GetMaxPower(power
);
1843 float addvalue
= 0.0f
;
1849 bool recentCast
= IsUnderLastManaUseEffect();
1850 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1853 // Mangos Updates Mana in intervals of 2s, which is correct
1854 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1858 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1861 case POWER_RAGE
: // Regenerate rage
1863 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1864 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1866 case POWER_ENERGY
: // Regenerate energy (rogue)
1869 case POWER_RUNIC_POWER
:
1871 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1872 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1876 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1877 if(uint8 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1878 SetRuneCooldown(i
, cd
- 1); // ... by 2 sec (because update is every 2 sec)
1881 case POWER_HAPPINESS
:
1886 // Mana regen calculated in Player::UpdateManaRegen()
1887 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1888 if(power
!= POWER_MANA
)
1890 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1891 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1892 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1893 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1896 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
1898 curValue
+= uint32(addvalue
);
1899 if (curValue
> maxValue
)
1900 curValue
= maxValue
;
1904 if(curValue
<= uint32(addvalue
))
1907 curValue
-= uint32(addvalue
);
1909 SetPower(power
, curValue
);
1912 void Player::RegenerateHealth()
1914 uint32 curValue
= GetHealth();
1915 uint32 maxValue
= GetMaxHealth();
1917 if (curValue
>= maxValue
) return;
1919 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1921 float addvalue
= 0.0f
;
1924 if ( IsPolymorphed() )
1925 addvalue
= GetMaxHealth()/3;
1926 // normal regen case (maybe partly in combat case)
1927 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1929 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1932 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1933 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1934 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1936 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1937 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1943 // always regeneration bonus (including combat)
1944 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1949 ModifyHealth(int32(addvalue
));
1952 bool Player::CanInteractWithNPCs(bool alive
) const
1954 if(alive
&& !isAlive())
1963 Player::GetNPCIfCanInteractWith(uint64 guid
, uint32 npcflagmask
)
1972 // exist (we need look pets also for some interaction (quest/etc)
1973 Creature
*unit
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
1978 if(!CanInteractWithNPCs(!unit
->isSpiritService()))
1981 // appropriate npc type
1982 if(npcflagmask
&& !unit
->HasFlag( UNIT_NPC_FLAGS
, npcflagmask
))
1985 // alive or spirit healer
1986 if(!unit
->isAlive() && (!unit
->isSpiritService() || isAlive() ))
1989 // not allow interaction under control, but allow with own pets
1990 if(unit
->GetCharmerGUID())
1994 if( unit
->IsHostileTo(this))
1998 if(FactionTemplateEntry
const* factionTemplate
= sFactionTemplateStore
.LookupEntry(unit
->getFaction()))
1999 if(factionTemplate
->faction
)
2000 if(FactionEntry
const* faction
= sFactionStore
.LookupEntry(factionTemplate
->faction
))
2001 if(faction
->reputationListID
>= 0 && GetReputationMgr().GetRank(faction
) <= REP_UNFRIENDLY
)
2005 if(!unit
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
2011 GameObject
* Player::GetGameObjectIfCanInteractWith(uint64 guid
, GameobjectTypes type
) const
2013 if(GameObject
*go
= GetMap()->GetGameObject(guid
))
2015 if(go
->GetGoType() == type
)
2020 // TODO: find out how the client calculates the maximal usage distance to spellless working
2021 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2022 case GAMEOBJECT_TYPE_GUILD_BANK
:
2023 case GAMEOBJECT_TYPE_MAILBOX
:
2026 case GAMEOBJECT_TYPE_FISHINGHOLE
:
2027 maxdist
= 20.0f
+CONTACT_DISTANCE
; // max spell range
2030 maxdist
= INTERACTION_DISTANCE
;
2034 if (go
->IsWithinDistInMap(this, maxdist
))
2037 sLog
.outError("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go
->GetGOInfo()->name
,
2038 go
->GetGUIDLow(), GetName(), GetGUIDLow(), go
->GetDistance(this));
2044 bool Player::IsUnderWater() const
2046 return IsInWater() &&
2047 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2050 void Player::SetInWater(bool apply
)
2052 if(m_isInWater
==apply
)
2055 //define player in water by opcodes
2056 //move player's guid into HateOfflineList of those mobs
2057 //which can't swim and move guid back into ThreatList when
2059 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2060 m_isInWater
= apply
;
2062 // remove auras that need water/land
2063 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
2065 getHostilRefManager().updateThreatTables();
2068 void Player::SetGameMaster(bool on
)
2072 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
2074 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2076 if (Pet
* pet
= GetPet())
2078 pet
->setFaction(35);
2079 pet
->getHostilRefManager().setOnlineOfflineState(false);
2082 for (int8 i
= 0; i
< MAX_TOTEM
; ++i
)
2084 if(Creature
*totem
= GetMap()->GetCreature(m_TotemSlot
[i
]))
2085 totem
->setFaction(35);
2087 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2088 ResetContestedPvP();
2090 getHostilRefManager().setOnlineOfflineState(false);
2091 CombatStopWithPets();
2093 SetPhaseMask(PHASEMASK_ANYWHERE
,false); // see and visible in all phases
2098 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
2099 SetPhaseMask(!phases
.empty() ? phases
.front()->GetMiscValue() : PHASEMASK_NORMAL
,false);
2101 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
2102 setFactionForRace(getRace());
2103 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2105 if (Pet
* pet
= GetPet())
2107 pet
->setFaction(getFaction());
2108 pet
->getHostilRefManager().setOnlineOfflineState(true);
2111 for (int8 i
= 0; i
< MAX_TOTEM
; ++i
)
2113 if(Creature
*totem
= GetMap()->GetCreature(m_TotemSlot
[i
]))
2114 totem
->setFaction(getFaction());
2116 // restore FFA PvP Server state
2117 if(sWorld
.IsFFAPvPRealm())
2118 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2120 // restore FFA PvP area state, remove not allowed for GM mounts
2121 UpdateArea(m_areaUpdateId
);
2123 getHostilRefManager().setOnlineOfflineState(true);
2126 ObjectAccessor::UpdateVisibilityForPlayer(this);
2129 void Player::SetGMVisible(bool on
)
2133 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2135 // Reapply stealth/invisibility if active or show if not any
2136 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2137 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2138 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2139 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2141 SetVisibility(VISIBILITY_ON
);
2145 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2147 SetAcceptWhispers(false);
2148 SetGameMaster(true);
2150 SetVisibility(VISIBILITY_OFF
);
2154 bool Player::IsGroupVisibleFor(Player
* p
) const
2156 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2158 default: return IsInSameGroupWith(p
);
2159 case 1: return IsInSameRaidWith(p
);
2160 case 2: return GetTeam()==p
->GetTeam();
2164 bool Player::IsInSameGroupWith(Player
const* p
) const
2166 return p
==this || GetGroup() != NULL
&&
2167 GetGroup() == p
->GetGroup() &&
2168 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
2171 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2172 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2173 void Player::UninviteFromGroup()
2175 Group
* group
= GetGroupInvite();
2179 group
->RemoveInvite(this);
2181 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2183 if(group
->IsCreated())
2185 group
->Disband(true);
2186 objmgr
.RemoveGroup(group
);
2189 group
->RemoveAllInvites();
2195 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2199 if (group
->RemoveMember(guid
, 0) <= 1)
2201 // group->Disband(); already disbanded in RemoveMember
2202 objmgr
.RemoveGroup(group
);
2204 // removemember sets the player's group pointer to NULL
2209 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2211 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2212 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2213 data
<< uint32(GivenXP
+RestXP
); // given experience
2214 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2217 data
<< uint32(GivenXP
); // experience without rested bonus
2218 data
<< float(1); // 1 - none 0 - 100% group bonus output
2220 data
<< uint8(0); // new 2.4.0
2221 GetSession()->SendPacket(&data
);
2224 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2232 uint32 level
= getLevel();
2234 // XP to money conversion processed in Player::RewardQuest
2235 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2238 // handle SPELL_AURA_MOD_XP_PCT auras
2239 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2240 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2241 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2243 // XP resting bonus for kill
2244 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2246 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2248 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2249 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2250 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2252 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2256 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2257 GiveLevel(level
+ 1);
2260 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2263 SetUInt32Value(PLAYER_XP
, newXP
);
2266 // Update player to next level
2267 // Current player experience not update (must be update by caller)
2268 void Player::GiveLevel(uint32 level
)
2270 if ( level
== getLevel() )
2273 PlayerLevelInfo info
;
2274 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2276 PlayerClassLevelInfo classInfo
;
2277 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2279 // send levelup info to client
2280 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2281 data
<< uint32(level
);
2282 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2283 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2284 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2292 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2293 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2295 GetSession()->SendPacket(&data
);
2297 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(level
));
2299 //update level, max level of skills
2300 if(getLevel()!= level
)
2301 m_Played_time
[1] = 0; // Level Played Time reset
2303 UpdateSkillsForLevel ();
2305 // save base values (bonuses already included in stored stats
2306 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2307 SetCreateStat(Stats(i
), info
.stats
[i
]);
2309 SetCreateHealth(classInfo
.basehealth
);
2310 SetCreateMana(classInfo
.basemana
);
2312 InitTalentForLevel();
2313 InitTaxiNodesForLevel();
2314 InitGlyphsForLevel();
2318 // set current level health and mana/energy to maximum after applying all mods.
2319 SetHealth(GetMaxHealth());
2320 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2321 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2322 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2323 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2324 SetPower(POWER_FOCUS
, 0);
2325 SetPower(POWER_HAPPINESS
, 0);
2327 // update level to hunter/summon pet
2328 if (Pet
* pet
= GetPet())
2329 pet
->SynchronizeLevelWithOwner();
2331 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2334 void Player::InitTalentForLevel()
2336 uint32 level
= getLevel();
2337 // talents base at level diff ( talents = level - 9 but some can be used already)
2340 // Remove all talent points
2341 if(m_usedTalentCount
> 0) // Free any used talents
2344 SetFreeTalentPoints(0);
2349 uint32 talentPointsForLevel
= CalculateTalentsPoints();
2351 // if used more that have then reset
2352 if(m_usedTalentCount
> talentPointsForLevel
)
2354 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2357 SetFreeTalentPoints(0);
2359 // else update amount of free points
2361 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2365 void Player::InitStatsForLevel(bool reapplyMods
)
2367 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2368 _RemoveAllStatBonuses();
2370 PlayerClassLevelInfo classInfo
;
2371 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2373 PlayerLevelInfo info
;
2374 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2376 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2377 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(getLevel()));
2379 UpdateSkillsForLevel ();
2381 // set default cast time multiplier
2382 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2384 // reset size before reapply auras
2385 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2387 // save base values (bonuses already included in stored stats
2388 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2389 SetCreateStat(Stats(i
), info
.stats
[i
]);
2391 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2392 SetStat(Stats(i
), info
.stats
[i
]);
2394 SetCreateHealth(classInfo
.basehealth
);
2397 SetCreateMana(classInfo
.basemana
);
2399 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2403 //reset rating fields values
2404 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2405 SetUInt32Value(index
, 0);
2407 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2408 for (int i
= 0; i
< 7; ++i
)
2410 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2411 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2412 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2415 //reset attack power, damage and attack speed fields
2416 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2417 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2418 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2420 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2421 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2422 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2423 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2424 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2425 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2427 SetInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2428 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2429 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2430 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2431 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2432 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2434 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2435 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2436 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2437 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2439 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2440 for (uint8 i
= 0; i
< 7; ++i
)
2441 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2443 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2444 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2445 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2448 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2450 // set armor (resistance 0) to original value (create_agility*2)
2451 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2452 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2453 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2454 // set other resistance to original value (0)
2455 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; ++i
)
2457 SetResistance(SpellSchools(i
), 0);
2458 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2459 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2462 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2463 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2464 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2466 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0);
2467 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2469 // Reset no reagent cost field
2470 for(int i
= 0; i
< 3; ++i
)
2471 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2472 // Init data for form but skip reapply item mods for form
2473 InitDataForForm(reapplyMods
);
2476 for (int i
= POWER_MANA
; i
< MAX_POWERS
; ++i
)
2477 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2479 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2481 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2482 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2484 // cleanup unit flags (will be re-applied if need at aura load).
2485 RemoveFlag( UNIT_FIELD_FLAGS
,
2486 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2487 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2488 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2489 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2490 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2491 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2493 SetFlag(UNIT_FIELD_FLAGS_2
,UNIT_FLAG2_REGENERATE_POWER
);// must be set
2495 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2496 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2498 RemoveStandFlags(UNIT_STAND_FLAGS_ALL
); // one form stealth modified bytes
2499 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2501 // restore if need some important flags
2502 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2504 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2505 _ApplyAllStatBonuses();
2507 // set current level health and mana/energy to maximum after applying all mods.
2508 SetHealth(GetMaxHealth());
2509 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2510 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2511 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2512 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2513 SetPower(POWER_FOCUS
, 0);
2514 SetPower(POWER_HAPPINESS
, 0);
2515 SetPower(POWER_RUNIC_POWER
, 0);
2517 // update level to hunter/summon pet
2518 if (Pet
* pet
= GetPet())
2519 pet
->SynchronizeLevelWithOwner();
2522 void Player::SendInitialSpells()
2524 time_t curTime
= time(NULL
);
2525 time_t infTime
= curTime
+ MONTH
/2;
2527 uint16 spellCount
= 0;
2529 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2532 size_t countPos
= data
.wpos();
2533 data
<< uint16(spellCount
); // spell count placeholder
2535 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2537 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2540 if(!itr
->second
->active
|| itr
->second
->disabled
)
2543 data
<< uint16(itr
->first
);
2544 data
<< uint16(0); // it's not slot id
2549 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2551 uint16 spellCooldowns
= m_spellCooldowns
.size();
2552 data
<< uint16(spellCooldowns
);
2553 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2555 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2559 // not send infinity cooldown
2560 if(itr
->second
.end
> infTime
)
2563 data
<< uint16(itr
->first
);
2565 time_t cooldown
= 0;
2566 if(itr
->second
.end
> curTime
)
2567 cooldown
= (itr
->second
.end
-curTime
)*IN_MILISECONDS
;
2569 data
<< uint16(itr
->second
.itemid
); // cast item id
2570 data
<< uint16(sEntry
->Category
); // spell category
2571 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2573 data
<< uint32(0); // cooldown
2574 data
<< uint32(cooldown
); // category cooldown
2578 data
<< uint32(cooldown
); // cooldown
2579 data
<< uint32(0); // category cooldown
2583 GetSession()->SendPacket(&data
);
2585 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2588 void Player::RemoveMail(uint32 id
)
2590 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2592 if ((*itr
)->messageID
== id
)
2594 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2601 void Player::SendMailResult(uint32 mailId
, MailResponseType mailAction
, MailResponseResult mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2603 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_EQUIP_ERROR
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2604 data
<< (uint32
) mailId
;
2605 data
<< (uint32
) mailAction
;
2606 data
<< (uint32
) mailError
;
2607 if ( mailError
== MAIL_ERR_EQUIP_ERROR
)
2608 data
<< (uint32
) equipError
;
2609 else if( mailAction
== MAIL_ITEM_TAKEN
)
2611 data
<< (uint32
) item_guid
; // item guid low?
2612 data
<< (uint32
) item_count
; // item count?
2614 GetSession()->SendPacket(&data
);
2617 void Player::SendNewMail()
2619 // deliver undelivered mail
2620 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2622 GetSession()->SendPacket(&data
);
2625 void Player::UpdateNextMailTimeAndUnreads()
2627 // calculate next delivery time (min. from non-delivered mails
2628 // and recalculate unReadMail
2629 time_t cTime
= time(NULL
);
2630 m_nextMailDelivereTime
= 0;
2632 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2634 if((*itr
)->deliver_time
> cTime
)
2636 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2637 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2639 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2644 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2646 if(deliver_time
<= time(NULL
)) // ready now
2651 else // not ready and no have ready mails
2653 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2654 m_nextMailDelivereTime
= deliver_time
;
2658 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool dependent
, bool disabled
)
2660 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2663 // do character spell book cleanup (all characters)
2664 if(!IsInWorld() && !learning
) // spell load case
2666 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2667 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2670 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2675 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2677 // do character spell book cleanup (all characters)
2678 if(!IsInWorld() && !learning
) // spell load case
2680 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2681 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2684 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2689 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2691 bool dependent_set
= false;
2692 bool disabled_case
= false;
2693 bool superceded_old
= false;
2695 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2696 if (itr
!= m_spells
.end())
2698 uint32 next_active_spell_id
= 0;
2699 // fix activate state for non-stackable low rank (and find next spell for !active case)
2700 if(!SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2702 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2703 for(SpellChainMapNext::const_iterator next_itr
= nextMap
.lower_bound(spell_id
); next_itr
!= nextMap
.upper_bound(spell_id
); ++next_itr
)
2705 if(HasSpell(next_itr
->second
))
2707 // high rank already known so this must !active
2709 next_active_spell_id
= next_itr
->second
;
2715 // not do anything if already known in expected state
2716 if(itr
->second
->state
!= PLAYERSPELL_REMOVED
&& itr
->second
->active
== active
&&
2717 itr
->second
->dependent
== dependent
&& itr
->second
->disabled
== disabled
)
2719 if(!IsInWorld() && !learning
) // explicitly load from DB and then exist in it already and set correctly
2720 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2725 // dependent spell known as not dependent, overwrite state
2726 if (itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->dependent
&& dependent
)
2728 itr
->second
->dependent
= dependent
;
2729 if (itr
->second
->state
!= PLAYERSPELL_NEW
)
2730 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2731 dependent_set
= true;
2734 // update active state for known spell
2735 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2737 itr
->second
->active
= active
;
2739 if(!IsInWorld() && !learning
&& !dependent_set
) // explicitly load from DB and then exist in it already and set correctly
2740 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2741 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2742 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2746 if (IsPassiveSpell(spell_id
) && IsNeedCastPassiveSpellAtLearn(spellInfo
))
2747 CastSpell (this,spell_id
,true);
2749 else if(IsInWorld())
2751 if(next_active_spell_id
)
2753 // update spell ranks in spellbook and action bar
2754 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2755 data
<< uint16(spell_id
);
2756 data
<< uint16(next_active_spell_id
);
2757 GetSession()->SendPacket( &data
);
2761 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2762 data
<< uint16(spell_id
);
2763 GetSession()->SendPacket(&data
);
2767 return active
; // learn (show in spell book if active now)
2770 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2772 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2773 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2774 itr
->second
->disabled
= disabled
;
2779 disabled_case
= true;
2781 else switch(itr
->second
->state
)
2783 case PLAYERSPELL_UNCHANGED
: // known saved spell
2785 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2788 m_spells
.erase(itr
);
2789 state
= PLAYERSPELL_CHANGED
;
2790 break; // need re-add
2792 default: // known not saved yet spell (new or modified)
2794 // can be in case spell loading but learned at some previous spell loading
2795 if(!IsInWorld() && !learning
&& !dependent_set
)
2796 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2803 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2805 // talent: unlearn all other talent ranks (high and low)
2806 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2808 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2810 for(int i
=0; i
< MAX_TALENT_RANK
; ++i
)
2812 // skip learning spell and no rank spell case
2813 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2814 if(!rankSpellId
|| rankSpellId
==spell_id
)
2817 removeSpell(rankSpellId
);
2821 // non talent spell: learn low ranks (recursive call)
2822 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2824 if(!IsInWorld() || disabled
) // at spells loading, no output, but allow save
2825 addSpell(prev_spell
,active
,true,true,disabled
);
2826 else // at normal learning
2827 learnSpell(prev_spell
,true);
2830 PlayerSpell
*newspell
= new PlayerSpell
;
2831 newspell
->state
= state
;
2832 newspell
->active
= active
;
2833 newspell
->dependent
= dependent
;
2834 newspell
->disabled
= disabled
;
2836 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2837 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2839 for( PlayerSpellMap::iterator itr2
= m_spells
.begin(); itr2
!= m_spells
.end(); ++itr2
)
2841 if(itr2
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2842 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr2
->first
);
2843 if(!i_spellInfo
) continue;
2845 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr2
->first
) )
2847 if(itr2
->second
->active
)
2849 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr2
->first
))
2851 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2853 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2854 data
<< uint16(itr2
->first
);
2855 data
<< uint16(spell_id
);
2856 GetSession()->SendPacket( &data
);
2859 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2860 itr2
->second
->active
= false;
2861 if(itr2
->second
->state
!= PLAYERSPELL_NEW
)
2862 itr2
->second
->state
= PLAYERSPELL_CHANGED
;
2863 superceded_old
= true; // new spell replace old in action bars and spell book.
2865 else if(spellmgr
.IsHighRankOfSpell(itr2
->first
,spell_id
))
2867 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2869 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2870 data
<< uint16(spell_id
);
2871 data
<< uint16(itr2
->first
);
2872 GetSession()->SendPacket( &data
);
2875 // mark new spell as disable (not learned yet for client and will not learned)
2876 newspell
->active
= false;
2877 if(newspell
->state
!= PLAYERSPELL_NEW
)
2878 newspell
->state
= PLAYERSPELL_CHANGED
;
2885 m_spells
[spell_id
] = newspell
;
2887 // return false if spell disabled
2888 if (newspell
->disabled
)
2892 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2894 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2895 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2896 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2898 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2899 CastSpell(this, spell_id
, true);
2901 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2902 else if (IsPassiveSpell(spell_id
))
2904 if(IsNeedCastPassiveSpellAtLearn(spellInfo
))
2905 CastSpell(this, spell_id
, true);
2907 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2909 CastSpell(this, spell_id
, true);
2913 // update used talent points count
2914 m_usedTalentCount
+= talentCost
;
2916 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2917 if(uint32 freeProfs
= GetFreePrimaryProfessionPoints())
2919 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2920 SetFreePrimaryProfessions(freeProfs
-1);
2923 // add dependent skills
2924 uint16 maxskill
= GetMaxSkillValueForLevel();
2926 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2928 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2929 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2933 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2934 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2936 if(skill_value
< spellLearnSkill
->value
)
2937 skill_value
= spellLearnSkill
->value
;
2939 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2941 if(skill_max_value
< new_skill_max_value
)
2942 skill_max_value
= new_skill_max_value
;
2944 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2948 // not ranked skills
2949 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2951 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2955 if(HasSkill(pSkill
->id
))
2958 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2959 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2960 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
2962 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2964 case SKILL_RANGE_LANGUAGE
:
2965 SetSkill(pSkill
->id
, 300, 300 );
2967 case SKILL_RANGE_LEVEL
:
2968 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2970 case SKILL_RANGE_MONO
:
2971 SetSkill(pSkill
->id
, 1, 1 );
2980 // learn dependent spells
2981 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2982 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2984 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
2986 if(!itr2
->second
.autoLearned
)
2988 if(!IsInWorld() || !itr2
->second
.active
) // at spells loading, no output, but allow save
2989 addSpell(itr2
->second
.spell
,itr2
->second
.active
,true,true,false);
2990 else // at normal learning
2991 learnSpell(itr2
->second
.spell
,true);
2995 if(!GetSession()->PlayerLoading())
2997 // not ranked skills
2998 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
3000 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE
,_spell_idx
->second
->skillId
);
3001 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
,_spell_idx
->second
->skillId
);
3004 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
,spell_id
);
3007 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
3008 return active
&& !disabled
&& !superceded_old
;
3011 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry
const* spellInfo
) const
3013 bool need_cast
= false;
3015 switch(spellInfo
->Id
)
3017 // some spells not have stance data expected cast at form change or present
3018 case 5420: need_cast
= (m_form
== FORM_TREE
); break;
3019 case 5419: need_cast
= (m_form
== FORM_TRAVEL
); break;
3020 case 7376: need_cast
= (m_form
== FORM_DEFENSIVESTANCE
); break;
3021 case 7381: need_cast
= (m_form
== FORM_BERSERKERSTANCE
); break;
3022 case 21156: need_cast
= (m_form
== FORM_BATTLESTANCE
); break;
3023 case 21178: need_cast
= (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
); break;
3024 case 33948: need_cast
= (m_form
== FORM_FLIGHT
); break;
3025 case 34764: need_cast
= (m_form
== FORM_FLIGHT
); break;
3026 case 40121: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
3027 case 40122: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
3028 // another spells have proper stance data
3029 default: need_cast
= !spellInfo
->Stances
|| m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))); break;
3032 //Check CasterAuraStates
3033 return need_cast
&& (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)));
3036 void Player::learnSpell(uint32 spell_id
, bool dependent
)
3038 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3040 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
3041 bool active
= disabled
? itr
->second
->active
: true;
3043 bool learning
= addSpell(spell_id
,active
,true,dependent
,false);
3045 // learn all disabled higher ranks (recursive)
3048 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3049 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
3051 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
3052 if (iter
!= m_spells
.end() && iter
->second
->disabled
)
3053 learnSpell(i
->second
,false);
3057 // prevent duplicated entires in spell book, also not send if not in world (loading)
3058 if(!learning
|| !IsInWorld ())
3061 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
3062 data
<< uint32(spell_id
);
3063 GetSession()->SendPacket(&data
);
3066 void Player::removeSpell(uint32 spell_id
, bool disabled
, bool update_action_bar_for_low_rank
)
3068 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3069 if (itr
== m_spells
.end())
3072 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
3075 // unlearn non talent higher ranks (recursive)
3076 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3077 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
3078 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
3079 removeSpell(itr2
->second
,disabled
);
3081 bool cur_active
= itr
->second
->active
;
3082 bool cur_dependent
= itr
->second
->dependent
;
3086 itr
->second
->disabled
= disabled
;
3087 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
3088 itr
->second
->state
= PLAYERSPELL_CHANGED
;
3092 if(itr
->second
->state
== PLAYERSPELL_NEW
)
3095 m_spells
.erase(itr
);
3098 itr
->second
->state
= PLAYERSPELL_REMOVED
;
3101 RemoveAurasDueToSpell(spell_id
);
3104 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
3105 RemovePetAura(petSpell
);
3107 // free talent points
3108 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
3111 if(talentCosts
< m_usedTalentCount
)
3112 m_usedTalentCount
-= talentCosts
;
3114 m_usedTalentCount
= 0;
3117 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3118 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3120 uint32 freeProfs
= GetFreePrimaryProfessionPoints()+1;
3121 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
3122 SetFreePrimaryProfessions(freeProfs
);
3125 // remove dependent skill
3126 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
3129 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
3130 if(!prev_spell
) // first rank, remove skill
3131 SetSkill(spellLearnSkill
->skill
,0,0);
3134 // search prev. skill setting by spell ranks chain
3135 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
3136 while(!prevSkill
&& prev_spell
)
3138 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
3139 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
3142 if(!prevSkill
) // not found prev skill setting, remove skill
3143 SetSkill(spellLearnSkill
->skill
,0,0);
3144 else // set to prev. skill setting values
3146 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
3147 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
3149 if(skill_value
> prevSkill
->value
)
3150 skill_value
= prevSkill
->value
;
3152 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
3154 if(skill_max_value
> new_skill_max_value
)
3155 skill_max_value
= new_skill_max_value
;
3157 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
3164 // not ranked skills
3165 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
3166 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
3168 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
3170 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3174 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3175 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3176 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
3178 // not reset skills for professions and racial abilities
3179 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3180 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
3183 SetSkill(pSkill
->id
, 0, 0 );
3188 // remove dependent spells
3189 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
3190 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
3192 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
3193 removeSpell(itr2
->second
.spell
, disabled
);
3195 // activate lesser rank in spellbook/action bar, and cast it if need
3196 bool prev_activate
= false;
3198 if(uint32 prev_id
= spellmgr
.GetPrevSpellInChain (spell_id
))
3200 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
3202 // if talent then lesser rank also talent and need learn
3204 learnSpell (prev_id
,false);
3205 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3206 else if(cur_active
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
3208 // need manually update dependence state (learn spell ignore like attempts)
3209 PlayerSpellMap::iterator prev_itr
= m_spells
.find(prev_id
);
3210 if (prev_itr
!= m_spells
.end())
3212 if(prev_itr
->second
->dependent
!= cur_dependent
)
3214 prev_itr
->second
->dependent
= cur_dependent
;
3215 if(prev_itr
->second
->state
!= PLAYERSPELL_NEW
)
3216 prev_itr
->second
->state
= PLAYERSPELL_CHANGED
;
3219 // now re-learn if need re-activate
3220 if(cur_active
&& !prev_itr
->second
->active
)
3222 if(addSpell(prev_id
,true,false,prev_itr
->second
->dependent
,prev_itr
->second
->disabled
))
3224 if(update_action_bar_for_low_rank
)
3226 // downgrade spell ranks in spellbook and action bar
3227 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
3228 data
<< uint16(spell_id
);
3229 data
<< uint16(prev_id
);
3230 GetSession()->SendPacket( &data
);
3231 prev_activate
= true;
3239 // remove from spell book if not replaced by lesser rank
3242 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
3243 data
<< uint16(spell_id
);
3244 GetSession()->SendPacket(&data
);
3249 void Player::RemoveSpellCooldown( uint32 spell_id
, bool update
/* = false */ )
3251 m_spellCooldowns
.erase(spell_id
);
3255 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, 4+8);
3256 data
<< uint32(spell_id
);
3257 data
<< uint64(GetGUID());
3258 SendDirectMessage(&data
);
3262 void Player::RemoveArenaSpellCooldowns()
3264 // remove cooldowns on spells that has < 15 min CD
3265 SpellCooldowns::iterator itr
, next
;
3266 // iterate spell cooldowns
3267 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3271 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3272 // check if spellentry is present and if the cooldown is less than 15 mins
3274 entry
->RecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
&&
3275 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
)
3278 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, 4+8);
3279 data
<< uint32(itr
->first
);
3280 data
<< uint64(GetGUID());
3281 GetSession()->SendPacket(&data
);
3283 m_spellCooldowns
.erase(itr
);
3288 void Player::RemoveAllSpellCooldown()
3290 if(!m_spellCooldowns
.empty())
3292 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3294 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, 4+8);
3295 data
<< uint32(itr
->first
);
3296 data
<< uint64(GetGUID());
3297 GetSession()->SendPacket(&data
);
3299 m_spellCooldowns
.clear();
3303 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3305 // some cooldowns can be already set at aura loading...
3307 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3311 time_t curTime
= time(NULL
);
3315 Field
*fields
= result
->Fetch();
3317 uint32 spell_id
= fields
[0].GetUInt32();
3318 uint32 item_id
= fields
[1].GetUInt32();
3319 time_t db_time
= (time_t)fields
[2].GetUInt64();
3321 if(!sSpellStore
.LookupEntry(spell_id
))
3323 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3327 // skip outdated cooldown
3328 if(db_time
<= curTime
)
3331 AddSpellCooldown(spell_id
, item_id
, db_time
);
3333 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3335 while( result
->NextRow() );
3341 void Player::_SaveSpellCooldowns()
3343 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3345 time_t curTime
= time(NULL
);
3346 time_t infTime
= curTime
+ MONTH
/2;
3348 // remove outdated and save active
3349 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3351 if(itr
->second
.end
<= curTime
)
3352 m_spellCooldowns
.erase(itr
++);
3353 else if(itr
->second
.end
<= infTime
) // not save locked cooldowns, it will be reset or set at reload
3355 CharacterDatabase
.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" UI64FMTD
"')", GetGUIDLow(), itr
->first
, itr
->second
.itemid
, uint64(itr
->second
.end
));
3363 uint32
Player::resetTalentsCost() const
3365 // The first time reset costs 1 gold
3366 if(m_resetTalentsCost
< 1*GOLD
)
3369 else if(m_resetTalentsCost
< 5*GOLD
)
3371 // After that it increases in increments of 5 gold
3372 else if(m_resetTalentsCost
< 10*GOLD
)
3376 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3379 // This cost will be reduced by a rate of 5 gold per month
3380 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3381 // to a minimum of 10 gold.
3382 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3386 // After that it increases in increments of 5 gold
3387 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3388 // until it hits a cap of 50 gold.
3389 if(new_cost
> 50*GOLD
)
3396 bool Player::resetTalents(bool no_cost
)
3398 // not need after this call
3399 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3401 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3402 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3405 uint32 talentPointsForLevel
= CalculateTalentsPoints();
3407 if (m_usedTalentCount
== 0)
3409 SetFreeTalentPoints(talentPointsForLevel
);
3417 cost
= resetTalentsCost();
3419 if (GetMoney() < cost
)
3421 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3426 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); ++i
)
3428 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3430 if (!talentInfo
) continue;
3432 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3437 // unlearn only talents for character class
3438 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3439 // to prevent unexpected lost normal learned spell skip another class talents
3440 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3443 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
3445 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3447 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3453 // remove learned spells (all ranks)
3454 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3456 // unlearn if first rank is talent or learned by talent
3457 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3459 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3460 itr
= GetSpellMap().begin();
3469 SetFreeTalentPoints(talentPointsForLevel
);
3473 ModifyMoney(-(int32
)cost
);
3474 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS
, cost
);
3475 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS
, 1);
3477 m_resetTalentsCost
= cost
;
3478 m_resetTalentsTime
= time(NULL
);
3481 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3482 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3483 /* when prev line will dropped use next line
3484 if(Pet* pet = GetPet())
3486 if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
3487 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3494 m_canTitanGrip
= false;
3495 if(sWorld
.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET
))
3496 AutoUnequipOffhandIfNeed();
3502 Mail
* Player::GetMail(uint32 id
)
3504 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3506 if ((*itr
)->messageID
== id
)
3514 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3518 Object::_SetCreateBits(updateMask
, target
);
3522 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3524 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3525 updateMask
->SetBit(index
);
3530 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3534 Object::_SetUpdateBits(updateMask
, target
);
3538 Object::_SetUpdateBits(updateMask
, target
);
3539 *updateMask
&= updateVisualBits
;
3543 void Player::InitVisibleBits()
3545 updateVisualBits
.SetCount(PLAYER_END
);
3547 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3548 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3549 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3550 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3551 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3552 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3553 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3554 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3555 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3556 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3557 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3558 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3559 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3560 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3561 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3562 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3563 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3564 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3565 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3566 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3567 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3568 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3569 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3570 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3571 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3572 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3573 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3574 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3575 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3576 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3577 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3578 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3579 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3580 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3581 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3582 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3583 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3584 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3585 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3586 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3587 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3588 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3589 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3590 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3591 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3592 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3593 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3594 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3595 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3596 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3597 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3598 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3599 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3600 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3601 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3603 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3604 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3605 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3606 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3607 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3608 updateVisualBits
.SetBit(PLAYER_BYTES
);
3609 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3610 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3611 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3612 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3614 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3615 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3616 updateVisualBits
.SetBit(i
);
3618 // Players visible items are not inventory stuff
3619 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3621 uint32 offset
= i
* MAX_VISIBLE_ITEM_OFFSET
;
3624 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 0 + offset
);
3625 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 1 + offset
);
3628 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 0 + offset
);
3630 // item enchantments
3631 for(uint8 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
3632 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 1 + j
+ offset
);
3634 // random properties
3635 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ offset
);
3636 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_SEED
+ offset
);
3637 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PAD
+ offset
);
3640 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3643 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3645 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3647 if(m_items
[i
] == NULL
)
3650 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3655 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3657 if(m_items
[i
] == NULL
)
3660 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3662 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
3664 if(m_items
[i
] == NULL
)
3667 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3671 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3674 void Player::DestroyForPlayer( Player
*target
) const
3676 Unit::DestroyForPlayer( target
);
3678 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
3680 if(m_items
[i
] == NULL
)
3683 m_items
[i
]->DestroyForPlayer( target
);
3688 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3690 if(m_items
[i
] == NULL
)
3693 m_items
[i
]->DestroyForPlayer( target
);
3695 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
3697 if(m_items
[i
] == NULL
)
3700 m_items
[i
]->DestroyForPlayer( target
);
3705 bool Player::HasSpell(uint32 spell
) const
3707 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3708 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3709 !itr
->second
->disabled
);
3712 bool Player::HasActiveSpell(uint32 spell
) const
3714 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3715 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3716 itr
->second
->active
&& !itr
->second
->disabled
);
3719 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3722 return TRAINER_SPELL_RED
;
3724 if (!trainer_spell
->learnedSpell
)
3725 return TRAINER_SPELL_RED
;
3728 if(HasSpell(trainer_spell
->learnedSpell
))
3729 return TRAINER_SPELL_GRAY
;
3731 // check race/class requirement
3732 if(!IsSpellFitByClassAndRace(trainer_spell
->learnedSpell
))
3733 return TRAINER_SPELL_RED
;
3735 // check level requirement
3736 if(getLevel() < trainer_spell
->reqLevel
)
3737 return TRAINER_SPELL_RED
;
3739 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->learnedSpell
))
3741 // check prev.rank requirement
3742 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3743 return TRAINER_SPELL_RED
;
3745 // check additional spell requirement
3746 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3747 return TRAINER_SPELL_RED
;
3750 // check skill requirement
3751 if(trainer_spell
->reqSkill
&& GetBaseSkillValue(trainer_spell
->reqSkill
) < trainer_spell
->reqSkillValue
)
3752 return TRAINER_SPELL_RED
;
3754 // exist, already checked at loading
3755 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->learnedSpell
);
3757 // secondary prof. or not prof. spell
3758 uint32 skill
= spell
->EffectMiscValue
[1];
3760 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3761 return TRAINER_SPELL_GREEN
;
3763 // check primary prof. limit
3764 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProfessionPoints() == 0)
3765 return TRAINER_SPELL_GREEN_DISABLED
;
3767 return TRAINER_SPELL_GREEN
;
3770 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3772 uint32 guid
= GUID_LOPART(playerguid
);
3774 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3775 // bones will be deleted by corpse/bones deleting thread shortly
3776 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3778 // remove from guild
3779 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3782 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3784 guild
->DelMember(guid
);
3787 // remove from arena teams
3788 LeaveAllArenaTeams(playerguid
);
3790 // the player was uninvited already on logout so just remove from group
3791 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3794 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3796 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3799 RemoveFromGroup(group
, playerguid
);
3803 // remove signs from petitions (also remove petitions if owner);
3804 RemovePetitionsAndSigns(playerguid
, 10);
3806 // return back all mails with COD and Item 0 1 2 3 4 5 6
3807 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
);
3812 Field
*fields
= resultMail
->Fetch();
3814 uint32 mail_id
= fields
[0].GetUInt32();
3815 uint16 mailTemplateId
= fields
[1].GetUInt16();
3816 uint32 sender
= fields
[2].GetUInt32();
3817 std::string subject
= fields
[3].GetCppString();
3818 uint32 itemTextId
= fields
[4].GetUInt32();
3819 uint32 money
= fields
[5].GetUInt32();
3820 bool has_items
= fields
[6].GetBool();
3822 //we can return mail now
3823 //so firstly delete the old one
3824 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3829 // data needs to be at first place for Item::LoadFromDB
3830 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
);
3835 Field
*fields2
= resultItems
->Fetch();
3837 uint32 item_guidlow
= fields2
[1].GetUInt32();
3838 uint32 item_template
= fields2
[2].GetUInt32();
3840 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3843 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3847 Item
*pItem
= NewItemOrBag(itemProto
);
3848 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
3850 pItem
->FSetState(ITEM_REMOVED
);
3851 pItem
->SaveToDB(); // it also deletes item object !
3855 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3857 while (resultItems
->NextRow());
3863 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3865 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3867 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3869 while (resultMail
->NextRow());
3874 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3875 // Get guids of character's pets, will deleted in transaction
3876 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3878 // NOW we can finally clear other DB data related to character
3879 CharacterDatabase
.BeginTransaction();
3884 Field
*fields3
= resultPets
->Fetch();
3885 uint32 petguidlow
= fields3
[0].GetUInt32();
3886 Pet::DeleteFromDB(petguidlow
);
3887 } while (resultPets
->NextRow());
3891 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3892 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3893 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3894 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3895 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3896 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3897 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3898 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3899 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3900 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3901 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3902 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3903 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3904 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3905 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3906 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3907 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3908 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3909 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3910 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3911 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
3912 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
3913 CharacterDatabase
.CommitTransaction();
3915 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3916 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3919 void Player::SetMovement(PlayerMovementType pType
)
3924 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3925 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3926 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3927 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3929 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3932 data
.append(GetPackGUID());
3934 GetSession()->SendPacket( &data
);
3938 - a resurrectable corpse must not be loaded for the player (only bones)
3939 - the player must be in world
3941 void Player::BuildPlayerRepop()
3943 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
3944 data
.append(GetPackGUID());
3945 GetSession()->SendPacket(&data
);
3947 if(getRace() == RACE_NIGHTELF
)
3948 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)
3949 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3951 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3952 // there must be SMSG.STOP_MIRROR_TIMER
3953 // there we must send 888 opcode
3955 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3958 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3962 // create a corpse and place it at the player's location
3964 Corpse
*corpse
= GetCorpse();
3967 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3970 GetMap()->Add(corpse
);
3972 // convert player body to ghost
3975 SetMovement(MOVE_WATER_WALK
);
3976 if(!GetSession()->isLogingOut())
3977 SetMovement(MOVE_UNROOT
);
3979 // BG - remove insignia related
3980 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3982 SendCorpseReclaimDelay();
3984 // to prevent cheating
3985 corpse
->ResetGhostTime();
3987 StopMirrorTimers(); //disable timers(bars)
3989 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3991 // set and clear other
3992 SetByteValue(UNIT_FIELD_BYTES_1
, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND
);
3995 void Player::SendDelayResponse(const uint32 ml_seconds
)
3997 //FIXME: is this delay time arg really need? 50msec by default in code
3998 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3999 data
<< (uint32
)time(NULL
);
4001 GetSession()->SendPacket( &data
);
4004 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
4006 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
4011 GetSession()->SendPacket(&data
);
4013 // speed change, land walk
4015 // remove death flag + set aura
4016 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
4017 if(getRace() == RACE_NIGHTELF
)
4018 RemoveAurasDueToSpell(20584); // speed bonuses
4019 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
4021 setDeathState(ALIVE
);
4023 SetMovement(MOVE_LAND_WALK
);
4024 SetMovement(MOVE_UNROOT
);
4028 // set health/powers (0- will be set in caller)
4029 if(restore_percent
>0.0f
)
4031 SetHealth(uint32(GetMaxHealth()*restore_percent
));
4032 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
4033 SetPower(POWER_RAGE
, 0);
4034 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
4037 // trigger update zone for alive state zone updates
4038 uint32 newzone
, newarea
;
4039 GetZoneAndAreaId(newzone
,newarea
);
4040 UpdateZone(newzone
,newarea
);
4042 // update visibility
4043 ObjectAccessor::UpdateVisibilityForPlayer(this);
4048 //Characters from level 1-10 are not affected by resurrection sickness.
4049 //Characters from level 11-19 will suffer from one minute of sickness
4050 //for each level they are above 10.
4051 //Characters level 20 and up suffer from ten minutes of sickness.
4052 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
4054 if(int32(getLevel()) >= startLevel
)
4056 // set resurrection sickness
4057 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
4059 // not full duration
4060 if(int32(getLevel()) < startLevel
+9)
4062 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
4064 for(int i
=0; i
< 3; ++i
)
4066 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
4068 Aur
->SetAuraDuration(delta
*IN_MILISECONDS
);
4069 Aur
->SendAuraUpdate(false);
4076 void Player::KillPlayer()
4078 SetMovement(MOVE_ROOT
);
4080 StopMirrorTimers(); //disable timers(bars)
4082 setDeathState(CORPSE
);
4083 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4085 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
4086 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
4088 // 6 minutes until repop at graveyard
4089 m_deathTimer
= 6*MINUTE
*IN_MILISECONDS
;
4091 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4093 // don't create corpse at this moment, player might be falling
4095 // update visibility
4096 ObjectAccessor::UpdateObjectVisibility(this);
4099 void Player::CreateCorpse()
4101 // prevent existence 2 corpse for player
4104 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
4106 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
4109 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this))
4115 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
4116 _pb
= GetUInt32Value(PLAYER_BYTES
);
4117 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
4119 uint8 race
= (uint8
)(_uf
);
4120 uint8 skin
= (uint8
)(_pb
);
4121 uint8 face
= (uint8
)(_pb
>> 8);
4122 uint8 hairstyle
= (uint8
)(_pb
>> 16);
4123 uint8 haircolor
= (uint8
)(_pb
>> 24);
4124 uint8 facialhair
= (uint8
)(_pb2
);
4126 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
4127 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
4129 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
4130 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
4132 uint32 flags
= CORPSE_FLAG_UNK2
;
4133 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
4134 flags
|= CORPSE_FLAG_HIDE_HELM
;
4135 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
4136 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
4137 if(InBattleGround() && !InArena())
4138 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
4139 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
4141 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
4143 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
4146 uint16 iIventoryType
;
4148 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
4152 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
4153 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
4155 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
4156 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
4160 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4161 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
4163 if(entry
->map_type
!= MAP_BATTLEGROUND
)
4166 // register for player, but not show
4167 ObjectAccessor::Instance().AddCorpse(corpse
);
4170 void Player::SpawnCorpseBones()
4172 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4173 SaveToDB(); // prevent loading as ghost without corpse
4176 Corpse
* Player::GetCorpse() const
4178 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4181 void Player::DurabilityLossAll(double percent
, bool inventory
)
4183 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4184 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4185 DurabilityLoss(pItem
,percent
);
4189 // bags not have durability
4190 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4192 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4193 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4194 DurabilityLoss(pItem
,percent
);
4196 // keys not have durability
4197 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4199 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4200 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4201 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4202 if(Item
* pItem
= GetItemByPos( i
, j
))
4203 DurabilityLoss(pItem
,percent
);
4207 void Player::DurabilityLoss(Item
* item
, double percent
)
4212 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4217 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
4219 if(pDurabilityLoss
< 1 )
4220 pDurabilityLoss
= 1;
4222 DurabilityPointsLoss(item
,pDurabilityLoss
);
4225 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
4227 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4228 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4229 DurabilityPointsLoss(pItem
,points
);
4233 // bags not have durability
4234 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4236 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4237 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4238 DurabilityPointsLoss(pItem
,points
);
4240 // keys not have durability
4241 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4243 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4244 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4245 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4246 if(Item
* pItem
= GetItemByPos( i
, j
))
4247 DurabilityPointsLoss(pItem
,points
);
4251 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
4253 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4254 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4255 int32 pNewDurability
= pOldDurability
- points
;
4257 if (pNewDurability
< 0)
4259 else if (pNewDurability
> pMaxDurability
)
4260 pNewDurability
= pMaxDurability
;
4262 if (pOldDurability
!= pNewDurability
)
4264 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4265 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4266 _ApplyItemMods(item
,item
->GetSlot(), false);
4268 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4270 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4271 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4272 _ApplyItemMods(item
,item
->GetSlot(), true);
4274 item
->SetState(ITEM_CHANGED
, this);
4278 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4280 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4281 DurabilityPointsLoss(pItem
,1);
4284 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4286 uint32 TotalCost
= 0;
4287 // equipped, backpack, bags itself
4288 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4289 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4291 // bank, buyback and keys not repaired
4293 // items in inventory bags
4294 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; ++j
)
4295 for(int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
4296 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4300 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4302 Item
* item
= GetItemByPos(pos
);
4304 uint32 TotalCost
= 0;
4308 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4312 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4316 uint32 LostDurability
= maxDurability
- curDurability
;
4317 if(LostDurability
>0)
4319 ItemPrototype
const *ditemProto
= item
->GetProto();
4321 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4324 sLog
.outError("RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4328 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4329 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4330 if(!dQualitymodEntry
)
4332 sLog
.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4336 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4337 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4339 costs
= uint32(costs
* discountMod
);
4341 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4346 if (GetGuildId()==0)
4348 DEBUG_LOG("You are not member of a guild");
4352 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4356 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4358 DEBUG_LOG("You do not have rights to withdraw for repairs");
4362 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4364 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4368 if (pGuild
->GetGuildBankMoney() < costs
)
4370 DEBUG_LOG("There is not enough money in bank");
4374 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4377 else if (GetMoney() < costs
)
4379 DEBUG_LOG("You do not have enough money");
4383 ModifyMoney( -int32(costs
) );
4387 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4388 item
->SetState(ITEM_CHANGED
, this);
4390 // reapply mods for total broken and repaired item if equipped
4391 if(IsEquipmentPos(pos
) && !curDurability
)
4392 _ApplyItemMods(item
,pos
& 255, true);
4396 void Player::RepopAtGraveyard()
4398 // note: this can be called also when the player is alive
4399 // for example from WorldSession::HandleMovementOpcodes
4401 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4403 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4404 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4406 ResurrectPlayer(0.5f
);
4410 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4412 // Special handle for battleground maps
4413 if( BattleGround
*bg
= GetBattleGround() )
4414 ClosestGrave
= bg
->GetClosestGraveYard(this);
4416 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4418 // stop countdown until repop
4421 // if no grave found, stay at the current location
4422 // and don't show spirit healer location
4425 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4426 if(isDead()) // not send if alive, because it used in TeleportTo()
4428 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4429 data
<< ClosestGrave
->map_id
;
4430 data
<< ClosestGrave
->x
;
4431 data
<< ClosestGrave
->y
;
4432 data
<< ClosestGrave
->z
;
4433 GetSession()->SendPacket(&data
);
4438 void Player::JoinedChannel(Channel
*c
)
4440 m_channels
.push_back(c
);
4443 void Player::LeftChannel(Channel
*c
)
4445 m_channels
.remove(c
);
4448 void Player::CleanupChannels()
4450 while(!m_channels
.empty())
4452 Channel
* ch
= *m_channels
.begin();
4453 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4454 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4455 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4456 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4459 sLog
.outDebug("Player: channels cleaned up!");
4462 void Player::UpdateLocalChannels(uint32 newZone
)
4464 if(m_channels
.empty())
4467 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4471 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4475 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4477 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4481 // skip non built-in channels
4482 if(!(*i
)->IsConstant())
4485 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4489 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4493 char new_channel_name_buf
[100];
4494 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4495 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4497 if((*i
)!=new_channel
)
4499 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4501 // leave old channel
4502 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4503 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4504 LeftChannel(*i
); // remove from player's channel list
4505 cMgr
->LeftChannel(name
); // delete if empty
4508 sLog
.outDebug("Player: channels cleaned up!");
4511 void Player::LeaveLFGChannel()
4513 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4517 (*i
)->Leave(GetGUID());
4523 void Player::UpdateDefense()
4525 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4527 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4529 // update dependent from defense skill part
4530 UpdateDefenseBonusesMod();
4534 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4536 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4538 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4547 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4550 if(amount
<= -100.0f
)
4553 val
= (100.0f
+ amount
) / 100.0f
;
4554 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4558 if(!CanModifyStats())
4563 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4564 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4565 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4566 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4571 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4573 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4575 sLog
.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4579 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4582 return m_auraBaseMod
[modGroup
][modType
];
4585 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4587 if(modGroup
>= BASEMOD_END
)
4589 sLog
.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4593 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4596 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4599 uint32
Player::GetShieldBlockValue() const
4601 float value
= (m_auraBaseMod
[SHIELD_BLOCK_VALUE
][FLAT_MOD
] + GetStat(STAT_STRENGTH
) * 0.5f
- 10)*m_auraBaseMod
[SHIELD_BLOCK_VALUE
][PCT_MOD
];
4603 value
= (value
< 0) ? 0 : value
;
4605 return uint32(value
);
4608 float Player::GetMeleeCritFromAgility()
4610 uint32 level
= getLevel();
4611 uint32 pclass
= getClass();
4613 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4615 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4616 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4617 if (critBase
==NULL
|| critRatio
==NULL
)
4620 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4624 float Player::GetDodgeFromAgility()
4626 // Table for base dodge values
4627 float dodge_base
[MAX_CLASSES
] = {
4629 0.00652f
, // Paladin
4636 0.02011f
, // Warlock
4640 // Crit/agility to dodge/agility coefficient multipliers
4641 float crit_to_dodge
[MAX_CLASSES
] = {
4655 uint32 level
= getLevel();
4656 uint32 pclass
= getClass();
4658 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4660 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4661 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4662 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4665 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4666 return dodge
*100.0f
;
4669 float Player::GetSpellCritFromIntellect()
4671 uint32 level
= getLevel();
4672 uint32 pclass
= getClass();
4674 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4676 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4677 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4678 if (critBase
==NULL
|| critRatio
==NULL
)
4681 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4685 float Player::GetRatingCoefficient(CombatRating cr
) const
4687 uint32 level
= getLevel();
4689 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4691 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4693 return 1.0f
; // By default use minimum coefficient (not must be called)
4695 return Rating
->ratio
;
4698 float Player::GetRatingBonusValue(CombatRating cr
) const
4700 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4703 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4705 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.2f
;
4706 if (melee
>33.0f
) melee
= 33.0f
;
4707 return uint32 (melee
* damage
/100.0f
);
4710 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4712 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.2f
;
4713 if (ranged
>33.0f
) ranged
=33.0f
;
4714 return uint32 (ranged
* damage
/100.0f
);
4717 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4719 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.2f
;
4720 // In wow script resilience limited to 33%
4723 return uint32 (spell
* damage
/ 100.0f
);
4726 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4728 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4729 // Dot resilience not limited (limit it by 100%)
4730 if (spellDot
> 100.0f
)
4732 return uint32 (spellDot
* damage
/ 100.0f
);
4735 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4740 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4742 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4749 float Player::OCTRegenHPPerSpirit()
4751 uint32 level
= getLevel();
4752 uint32 pclass
= getClass();
4754 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4756 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4757 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4758 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4761 // Formula from PaperDollFrame script
4762 float spirit
= GetStat(STAT_SPIRIT
);
4763 float baseSpirit
= spirit
;
4764 if (baseSpirit
>50) baseSpirit
= 50;
4765 float moreSpirit
= spirit
- baseSpirit
;
4766 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4770 float Player::OCTRegenMPPerSpirit()
4772 uint32 level
= getLevel();
4773 uint32 pclass
= getClass();
4775 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4777 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4778 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4779 if (moreRatio
==NULL
)
4782 // Formula get from PaperDollFrame script
4783 float spirit
= GetStat(STAT_SPIRIT
);
4784 float regen
= spirit
* moreRatio
->ratio
;
4788 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4790 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4792 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4793 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4794 // stat used stored in miscValueB for this aura
4795 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4796 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4797 if ((*i
)->GetMiscValue() & (1<<cr
))
4798 amount
+= int32(GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
);
4801 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4803 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4804 float RatingChange
= 0.0f
;
4806 bool affectStats
= CanModifyStats();
4810 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4811 case CR_DEFENSE_SKILL
:
4812 UpdateDefenseBonusesMod();
4815 UpdateDodgePercentage();
4818 UpdateParryPercentage();
4821 UpdateBlockPercentage();
4824 UpdateMeleeHitChances();
4827 UpdateRangedHitChances();
4830 UpdateSpellHitChances();
4835 UpdateCritPercentage(BASE_ATTACK
);
4836 UpdateCritPercentage(OFF_ATTACK
);
4839 case CR_CRIT_RANGED
:
4841 UpdateCritPercentage(RANGED_ATTACK
);
4845 UpdateAllSpellCritChances();
4847 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4848 case CR_HIT_TAKEN_RANGED
:
4850 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4852 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4853 case CR_CRIT_TAKEN_RANGED
:
4855 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4857 case CR_HASTE_MELEE
:
4858 RatingChange
= value
/ RatingCoeffecient
;
4859 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4860 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4862 case CR_HASTE_RANGED
:
4863 RatingChange
= value
/ RatingCoeffecient
;
4864 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4866 case CR_HASTE_SPELL
:
4867 RatingChange
= value
/ RatingCoeffecient
;
4868 ApplyCastTimePercentMod(RatingChange
,apply
);
4870 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4871 case CR_WEAPON_SKILL_OFFHAND
:
4872 case CR_WEAPON_SKILL_RANGED
:
4877 UpdateExpertise(BASE_ATTACK
);
4878 UpdateExpertise(OFF_ATTACK
);
4881 case CR_ARMOR_PENETRATION
:
4886 void Player::SetRegularAttackTime()
4888 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4890 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4891 if(tmpitem
&& !tmpitem
->IsBroken())
4893 ItemPrototype
const *proto
= tmpitem
->GetProto();
4895 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4897 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4902 //skill+step, checking for max value
4903 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4909 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
4910 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4913 if(i
>=PLAYER_MAX_SKILLS
)
4916 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4917 uint32 value
= SKILL_VALUE(data
);
4918 uint32 max
= SKILL_MAX(data
);
4920 if ((!max
) || (!value
) || (value
>= max
))
4923 if (value
*512 < max
*urand(0,512))
4925 uint32 new_value
= value
+step
;
4929 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4930 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,skill_id
);
4937 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4939 if ( SkillValue
>= GrayLevel
)
4940 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4941 if ( SkillValue
>= GreenLevel
)
4942 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4943 if ( SkillValue
>= YellowLevel
)
4944 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4945 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4948 bool Player::UpdateCraftSkill(uint32 spellid
)
4950 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4952 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4953 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4955 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4957 if(_spell_idx
->second
->skillId
)
4959 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4961 // Alchemy Discoveries here
4962 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4963 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4965 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4966 learnSpell(discoveredSpell
,false);
4969 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4971 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4972 _spell_idx
->second
->max_value
,
4973 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4974 _spell_idx
->second
->min_value
),
4981 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4983 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4985 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4987 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4990 case SKILL_HERBALISM
:
4991 case SKILL_LOCKPICKING
:
4992 case SKILL_JEWELCRAFTING
:
4993 case SKILL_INSCRIPTION
:
4994 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4995 case SKILL_SKINNING
:
4996 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4997 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4999 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
5001 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
5002 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
5004 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
5009 bool Player::UpdateFishingSkill()
5011 sLog
.outDebug("UpdateFishingSkill");
5013 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
5015 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
5017 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
5019 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
5022 // levels sync. with spell requirement for skill levels to learn
5023 // bonus abilities in sSkillLineAbilityStore
5024 // Used only to avoid scan DBC at each skill grow
5025 static uint32 bonusSkillLevels
[] = {75,150,225,300,375,450};
5027 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
5029 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
5033 if(Chance
<= 0) // speedup in 0 chance case
5035 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5040 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5041 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
5042 if ( i
>= PLAYER_MAX_SKILLS
)
5045 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5046 uint16 SkillValue
= SKILL_VALUE(data
);
5047 uint16 MaxValue
= SKILL_MAX(data
);
5049 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
5052 int32 Roll
= irand(1,1000);
5054 if ( Roll
<= Chance
)
5056 uint32 new_value
= SkillValue
+step
;
5057 if(new_value
> MaxValue
)
5058 new_value
= MaxValue
;
5060 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
5061 for(uint32
* bsl
= &bonusSkillLevels
[0]; *bsl
; ++bsl
)
5063 if((SkillValue
< *bsl
&& new_value
>= *bsl
))
5065 learnSkillRewardedSpells( SkillId
, new_value
);
5069 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,SkillId
);
5070 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
5074 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5078 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
5080 // no skill gain in pvp
5081 Unit
*pVictim
= getVictim();
5082 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
5086 return; // always maximized SKILL_FERAL_COMBAT in fact
5088 if(m_form
== FORM_TREE
)
5089 return; // use weapon but not skill up
5091 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
5097 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5100 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
5101 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
5102 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5108 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5110 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5114 UpdateAllCritPercentages();
5117 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, bool defence
)
5119 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
5120 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
5121 uint32 moblevel
= pVictim
->getLevelForTarget(this);
5122 if(moblevel
< greylevel
)
5125 if (moblevel
> plevel
+ 5)
5126 moblevel
= plevel
+ 5;
5128 uint32 lvldif
= moblevel
- greylevel
;
5132 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
5136 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
5139 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
5140 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
5143 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
5145 if(roll_chance_f(chance
))
5150 UpdateWeaponSkill(attType
);
5156 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
5158 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5159 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
5161 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5162 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
5163 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
5165 if(talent
) // permanent bonus stored in high part
5166 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
5167 else // temporary/item bonus stored in low part
5168 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
5173 void Player::UpdateSkillsForLevel()
5175 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
5176 uint32 maxSkill
= GetMaxSkillValueForLevel();
5178 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
5180 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5181 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5183 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5185 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
5189 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
5192 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5193 uint32 max
= SKILL_MAX(data
);
5194 uint32 val
= SKILL_VALUE(data
);
5196 /// update only level dependent max skill values
5199 /// miximize skill always
5201 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
5202 /// update max skill value if current max skill not maximized
5203 else if(max
!= maxconfskill
)
5204 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
5209 void Player::UpdateSkillsToMaxSkillsForLevel()
5211 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5212 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5214 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5215 if( IsProfessionOrRidingSkill(pskill
))
5217 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5219 uint32 max
= SKILL_MAX(data
);
5222 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
5224 if(pskill
== SKILL_DEFENSE
)
5225 UpdateDefenseBonusesMod();
5229 // This functions sets a skill line value (and adds if doesn't exist yet)
5230 // To "remove" a skill line, set it's values to zero
5231 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
5237 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5238 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
5240 if(i
<PLAYER_MAX_SKILLS
) //has skill
5244 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5245 learnSkillRewardedSpells(id
, currVal
);
5246 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5247 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5251 // clear skill fields
5252 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
5253 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
5254 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5256 // remove all spells that related to this skill
5257 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
5258 if(SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
))
5259 if (pAbility
->skillId
==id
)
5260 removeSpell(spellmgr
.GetFirstSpellInChain(pAbility
->spellId
));
5263 else if(currVal
) //add
5265 for (i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5266 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5268 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5271 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5274 // enable unlearn button for primary professions only
5275 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5276 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5278 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5279 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5280 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5281 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5283 // apply skill bonuses
5284 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5286 // temporary bonuses
5287 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5288 for(AuraList::const_iterator j
= mModSkill
.begin(); j
!= mModSkill
.end(); ++j
)
5289 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5290 (*j
)->ApplyModifier(true);
5292 // permanent bonuses
5293 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5294 for(AuraList::const_iterator j
= mModSkillTalent
.begin(); j
!= mModSkillTalent
.end(); ++j
)
5295 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5296 (*j
)->ApplyModifier(true);
5298 // Learn all spells for skill
5299 learnSkillRewardedSpells(id
, currVal
);
5305 bool Player::HasSkill(uint32 skill
) const
5307 if(!skill
)return false;
5308 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5310 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5318 uint16
Player::GetSkillValue(uint32 skill
) const
5323 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5325 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5327 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5329 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5330 result
+= SKILL_TEMP_BONUS(bonus
);
5331 result
+= SKILL_PERM_BONUS(bonus
);
5332 return result
< 0 ? 0 : result
;
5338 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5341 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5343 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5345 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5347 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5348 result
+= SKILL_TEMP_BONUS(bonus
);
5349 result
+= SKILL_PERM_BONUS(bonus
);
5350 return result
< 0 ? 0 : result
;
5356 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5359 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5361 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5363 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5369 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5372 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5374 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5376 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5377 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5378 return result
< 0 ? 0 : result
;
5384 uint16
Player::GetPureSkillValue(uint32 skill
) const
5387 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5389 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5391 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5397 int16
Player::GetSkillPermBonusValue(uint32 skill
) const
5402 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5404 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5406 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5413 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5418 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5420 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5422 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5429 void Player::SendInitialActionButtons() const
5431 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5433 WorldPacket
data(SMSG_ACTION_BUTTONS
, (MAX_ACTION_BUTTONS
*4));
5434 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5436 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5437 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5439 data
<< uint16(itr
->second
.action
);
5440 data
<< uint8(itr
->second
.misc
);
5441 data
<< uint8(itr
->second
.type
);
5449 GetSession()->SendPacket( &data
);
5450 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5453 bool Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5455 if(button
>= MAX_ACTION_BUTTONS
)
5457 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5461 // check cheating with adding non-known spells to action bar
5462 if(type
==ACTION_BUTTON_SPELL
)
5464 if(!sSpellStore
.LookupEntry(action
))
5466 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5470 if(!HasSpell(action
))
5472 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5477 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5479 if (buttonItr
==m_actionButtons
.end())
5480 { // just add new button
5481 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5484 { // change state of current button
5485 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5486 buttonItr
->second
= ActionButton(action
,type
,misc
);
5487 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5490 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5494 void Player::removeActionButton(uint8 button
)
5496 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5497 if (buttonItr
==m_actionButtons
.end())
5500 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5501 m_actionButtons
.erase(buttonItr
); // new and not saved
5503 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5505 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5508 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5510 // prevent crash when a bad coord is sent by the client
5511 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5513 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5519 const float old_x
= GetPositionX();
5520 const float old_y
= GetPositionY();
5521 const float old_z
= GetPositionZ();
5522 const float old_r
= GetOrientation();
5524 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5526 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5527 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5529 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5531 // move and update visible state if need
5532 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5534 // reread after Map::Relocation
5541 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5542 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5545 // code block for underwater state update
5546 UpdateUnderwaterState(m
, x
, y
, z
);
5548 CheckExploreSystem();
5553 void Player::SaveRecallPosition()
5555 m_recallMap
= GetMapId();
5556 m_recallX
= GetPositionX();
5557 m_recallY
= GetPositionY();
5558 m_recallZ
= GetPositionZ();
5559 m_recallO
= GetOrientation();
5562 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5564 GetMap()->MessageBroadcast(this, data
, self
);
5567 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5569 GetMap()->MessageDistBroadcast(this, data
, dist
, self
);
5572 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5574 GetMap()->MessageDistBroadcast(this, data
, dist
, self
,own_team_only
);
5577 void Player::SendDirectMessage(WorldPacket
*data
)
5579 GetSession()->SendPacket(data
);
5582 void Player::SendCinematicStart(uint32 CinematicSequenceId
)
5584 WorldPacket
data(SMSG_TRIGGER_CINEMATIC
, 4);
5585 data
<< uint32(CinematicSequenceId
);
5586 SendDirectMessage(&data
);
5589 void Player::SendMovieStart(uint32 MovieId
)
5591 WorldPacket
data(SMSG_TRIGGER_MOVIE
, 4);
5592 data
<< uint32(MovieId
);
5593 SendDirectMessage(&data
);
5596 void Player::CheckExploreSystem()
5604 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5605 if(areaFlag
==0xffff)
5607 int offset
= areaFlag
/ 32;
5611 sLog
.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5615 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5616 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5618 if( !(currFields
& val
) )
5620 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5622 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5624 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5627 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5629 else if(p
->area_level
> 0)
5631 uint32 area
= p
->ID
;
5632 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5634 SendExplorationExperience(area
,0);
5638 int32 diff
= int32(getLevel()) - p
->area_level
;
5642 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5646 int32 exploration_percent
= (100-((diff
-5)*5));
5647 if (exploration_percent
> 100)
5648 exploration_percent
= 100;
5649 else if (exploration_percent
< 0)
5650 exploration_percent
= 0;
5652 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5656 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5660 SendExplorationExperience(area
,XP
);
5662 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5667 uint32
Player::TeamForRace(uint8 race
)
5669 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5672 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5676 switch(rEntry
->TeamID
)
5678 case 7: return ALLIANCE
;
5679 case 1: return HORDE
;
5682 sLog
.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5686 uint32
Player::getFactionForRace(uint8 race
)
5688 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5691 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5695 return rEntry
->FactionID
;
5698 void Player::setFactionForRace(uint8 race
)
5700 m_team
= TeamForRace(race
);
5701 setFaction( getFactionForRace(race
) );
5704 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5706 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(faction
);
5707 return GetReputationMgr().GetRank(factionEntry
);
5710 //Calculate total reputation percent player gain with quest/creature level
5711 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, int32 faction
, bool for_quest
)
5713 float percent
= 100.0f
;
5715 float rate
= for_quest
? sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_QUEST
) : sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_KILL
);
5717 if (rate
!= 1.0f
&& creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))
5720 float repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5723 repMod
+= GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN
, faction
);
5725 percent
+= rep
> 0 ? repMod
: -repMod
;
5727 if (percent
<= 0.0f
)
5730 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100.0f
);
5733 //Calculates how many reputation points player gains in victim's enemy factions
5734 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5736 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5739 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5744 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5746 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue1
, Rep
->repfaction1
, false);
5747 donerep1
= int32(donerep1
*rate
);
5748 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5749 uint32 current_reputation_rank1
= GetReputationMgr().GetRank(factionEntry1
);
5750 if (factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5751 GetReputationMgr().ModifyReputation(factionEntry1
, donerep1
);
5753 // Wiki: Team factions value divided by 2
5754 if (factionEntry1
&& Rep
->is_teamaward1
)
5756 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5757 if(team1_factionEntry
)
5758 GetReputationMgr().ModifyReputation(team1_factionEntry
, donerep1
/ 2);
5762 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5764 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue2
, Rep
->repfaction2
, false);
5765 donerep2
= int32(donerep2
*rate
);
5766 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5767 uint32 current_reputation_rank2
= GetReputationMgr().GetRank(factionEntry2
);
5768 if (factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5769 GetReputationMgr().ModifyReputation(factionEntry2
, donerep2
);
5771 // Wiki: Team factions value divided by 2
5772 if (factionEntry2
&& Rep
->is_teamaward2
)
5774 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5775 if(team2_factionEntry
)
5776 GetReputationMgr().ModifyReputation(team2_factionEntry
, donerep2
/ 2);
5781 //Calculate how many reputation points player gain with the quest
5782 void Player::RewardReputation(Quest
const *pQuest
)
5784 // quest reputation reward/loss
5785 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5787 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5789 int32 rep
= CalculateReputationGain(GetQuestLevel(pQuest
), pQuest
->RewRepValue
[i
], pQuest
->RewRepFaction
[i
], true);
5790 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5792 GetReputationMgr().ModifyReputation(factionEntry
, rep
);
5796 // TODO: implement reputation spillover
5799 void Player::UpdateArenaFields(void)
5801 /* arena calcs go here */
5804 void Player::UpdateHonorFields()
5806 /// called when rewarding honor and at each save
5807 uint64 now
= time(NULL
);
5808 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5810 if(m_lastHonorUpdateTime
< today
)
5812 uint64 yesterday
= today
- DAY
;
5814 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5816 // update yesterday's contribution
5817 if(m_lastHonorUpdateTime
>= yesterday
)
5819 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5821 // this is the first update today, reset today's contribution
5822 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5823 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5827 // no honor/kills yesterday or today, reset
5828 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5829 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5833 m_lastHonorUpdateTime
= now
;
5836 ///Calculate the amount of honor gained based on the victim
5837 ///and the size of the group for which the honor is divided
5838 ///An exact honor value can also be given (overriding the calcs)
5839 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5841 // do not reward honor in arenas, but enable onkill spellproc
5844 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
5847 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
5853 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5854 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5857 uint64 victim_guid
= 0;
5858 uint32 victim_rank
= 0;
5860 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5861 UpdateHonorFields();
5865 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
5868 victim_guid
= uVictim
->GetGUID();
5870 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
5872 Player
*pVictim
= (Player
*)uVictim
;
5874 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
5877 float f
= 1; //need for total kills (?? need more info)
5879 uint32 k_level
= getLevel();
5880 uint32 v_level
= pVictim
->getLevel();
5883 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5885 // [1..14] Alliance honor titles and player name
5886 // [15..28] Horde honor titles and player name
5887 // [29..38] Other title and player name
5889 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
5890 // Get Killer titles, CharTitlesEntry::bit_index
5892 // title[1..14] -> rank[5..18]
5893 // title[15..28] -> rank[5..18]
5894 // title[other] -> 0
5895 if (victim_title
== 0)
5896 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5897 else if (victim_title
< 15)
5898 victim_rank
= victim_title
+ 4;
5899 else if (victim_title
< 29)
5900 victim_rank
= victim_title
- 14 + 4;
5902 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5905 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
5910 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
5912 int32 v_rank
=1; //need more info
5914 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
5915 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
5917 // count the number of playerkills in one day
5918 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
5919 // and those in a lifetime
5920 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
5921 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL
);
5922 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS
, pVictim
->getClass());
5923 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE
, pVictim
->getRace());
5927 Creature
*cVictim
= (Creature
*)uVictim
;
5929 if (!cVictim
->isRacialLeader())
5932 honor
= 100; // ??? need more info
5933 victim_rank
= 19; // HK: Leader
5937 if (uVictim
!= NULL
)
5939 honor
*= sWorld
.getRate(RATE_HONOR
);
5944 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
5947 // honor - for show honor points in log
5948 // victim_guid - for show victim name in log
5949 // victim_rank [1..4] HK: <dishonored rank>
5950 // victim_rank [5..19] HK: <alliance\horde rank>
5951 // victim_rank [0,20+] HK: <>
5952 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
5953 data
<< (uint32
) honor
;
5954 data
<< (uint64
) victim_guid
;
5955 data
<< (uint32
) victim_rank
;
5957 GetSession()->SendPacket(&data
);
5960 ModifyHonorPoints(int32(honor
));
5962 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
5966 void Player::ModifyHonorPoints( int32 value
)
5970 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
5971 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
5973 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
5976 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
5979 void Player::ModifyArenaPoints( int32 value
)
5983 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
5984 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
5986 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
5989 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
5992 uint32
Player::GetGuildIdFromDB(uint64 guid
)
5994 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
5998 uint32 id
= result
->Fetch()[0].GetUInt32();
6003 uint32
Player::GetRankFromDB(uint64 guid
)
6005 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
6008 uint32 v
= result
->Fetch()[0].GetUInt32();
6016 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6018 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
);
6022 uint32 id
= (*result
)[0].GetUInt32();
6027 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6029 uint32 guidLow
= GUID_LOPART(guid
);
6030 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
6033 Field
* fields
= result
->Fetch();
6034 uint32 zone
= fields
[0].GetUInt32();
6039 // stored zone is zero, use generic and slow zone detection
6040 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
6043 fields
= result
->Fetch();
6044 uint32 map
= fields
[0].GetUInt32();
6045 float posx
= fields
[1].GetFloat();
6046 float posy
= fields
[2].GetFloat();
6047 float posz
= fields
[3].GetFloat();
6050 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
,posz
);
6052 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
6058 void Player::UpdateArea(uint32 newArea
)
6060 // FFA_PVP flags are area and not zone id dependent
6061 // so apply them accordingly
6062 m_areaUpdateId
= newArea
;
6064 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6066 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6069 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6073 // remove ffa flag only if not ffapvp realm
6074 // removal in sanctuaries and capitals is handled in zone update
6075 if(HasByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6076 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6079 UpdateAreaDependentAuras(newArea
);
6082 void Player::UpdateZone(uint32 newZone
, uint32 newArea
)
6084 if(m_zoneUpdateId
!= newZone
)
6085 SendInitWorldStates(newZone
, newArea
); // only if really enters to new zone, not just area change, works strange...
6087 m_zoneUpdateId
= newZone
;
6088 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6090 // zone changed, so area changed as well, update it
6091 UpdateArea(newArea
);
6093 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6097 if (sWorld
.getConfig(CONFIG_WEATHER
))
6099 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6102 wth
->SendWeatherUpdateToPlayer(this);
6106 if(!sWorld
.AddWeather(zone
->ID
))
6108 // send fine weather packet to remove old zone's weather
6109 Weather::SendFineWeatherUpdateToPlayer(this);
6114 // in PvP, any not controlled zone (except zone->team == 6, default case)
6115 // in PvE, only opposition team capital
6119 pvpInfo
.inHostileArea
= GetTeam() != ALLIANCE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6121 case AREATEAM_HORDE
:
6122 pvpInfo
.inHostileArea
= GetTeam() != HORDE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6125 // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6126 pvpInfo
.inHostileArea
= sWorld
.IsPvPRealm() || InBattleGround();
6128 default: // 6 in fact
6129 pvpInfo
.inHostileArea
= false;
6133 if(pvpInfo
.inHostileArea
) // in hostile area
6135 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6136 UpdatePvP(true, true);
6138 else // in friendly area
6140 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6141 pvpInfo
.endTimer
= time(0); // start toggle-off
6144 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6146 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6147 if(sWorld
.IsFFAPvPRealm())
6148 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6152 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6155 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6157 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6158 SetRestType(REST_TYPE_IN_CITY
);
6159 InnEnter(time(0),GetMapId(),0,0,0);
6161 if(sWorld
.IsFFAPvPRealm())
6162 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6164 else // anywhere else
6166 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6168 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6170 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6172 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6173 SetRestType(REST_TYPE_NO
);
6175 if(sWorld
.IsFFAPvPRealm())
6176 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6179 else // not in tavern (leave city then)
6181 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6182 SetRestType(REST_TYPE_NO
);
6184 // Set player to FFA PVP when not in rested environment.
6185 if(sWorld
.IsFFAPvPRealm())
6186 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6191 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6192 // if player resurrected at teleport this will be applied in resurrect code
6194 DestroyZoneLimitedItem( true, newZone
);
6196 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6197 AutoUnequipOffhandIfNeed();
6199 // recent client version not send leave/join channel packets for built-in local channels
6200 UpdateLocalChannels( newZone
);
6204 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6206 UpdateZoneDependentAuras(newZone
);
6209 //If players are too far way of duel flag... then player loose the duel
6210 void Player::CheckDuelDistance(time_t currTime
)
6215 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6216 GameObject
* obj
= GetMap()->GetGameObject(duelFlagGUID
);
6220 if(duel
->outOfBound
== 0)
6222 if(!IsWithinDistInMap(obj
, 50))
6224 duel
->outOfBound
= currTime
;
6226 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6227 GetSession()->SendPacket(&data
);
6232 if(IsWithinDistInMap(obj
, 40))
6234 duel
->outOfBound
= 0;
6236 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6237 GetSession()->SendPacket(&data
);
6239 else if(currTime
>= (duel
->outOfBound
+10))
6241 DuelComplete(DUEL_FLED
);
6246 void Player::DuelComplete(DuelCompleteType type
)
6248 // duel not requested
6252 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6253 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6254 GetSession()->SendPacket(&data
);
6255 duel
->opponent
->GetSession()->SendPacket(&data
);
6257 if(type
!= DUEL_INTERUPTED
)
6259 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6260 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6261 data
<< duel
->opponent
->GetName();
6263 SendMessageToSet(&data
,true);
6266 if (type
== DUEL_WON
)
6268 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL
, 1);
6270 duel
->opponent
->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL
, 1);
6273 // cool-down duel spell
6274 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6281 GetSession()->SendPacket(&data);
6282 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6283 data<<duel->opponent->GetGUID();
6287 duel->opponent->GetSession()->SendPacket(&data);*/
6289 //Remove Duel Flag object
6290 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
6292 duel
->initiator
->RemoveGameObject(obj
,true);
6295 std::vector
<uint32
> auras2remove
;
6296 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6297 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6299 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6300 auras2remove
.push_back(i
->second
->GetId());
6303 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6304 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6306 auras2remove
.clear();
6307 AuraMap
const& auras
= GetAuras();
6308 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6310 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6311 auras2remove
.push_back(i
->second
->GetId());
6313 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6314 RemoveAurasDueToSpell(auras2remove
[i
]);
6316 // cleanup combo points
6317 if(GetComboTarget()==duel
->opponent
->GetGUID())
6319 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6322 if(duel
->opponent
->GetComboTarget()==GetGUID())
6323 duel
->opponent
->ClearComboPoints();
6324 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6325 duel
->opponent
->ClearComboPoints();
6328 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6329 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6330 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6331 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6333 delete duel
->opponent
->duel
;
6334 duel
->opponent
->duel
= NULL
;
6339 //---------------------------------------------------------//
6341 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6343 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6346 // not apply/remove mods for broken item
6347 if(item
->IsBroken())
6350 ItemPrototype
const *proto
= item
->GetProto();
6355 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6357 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6358 if(attacktype
< MAX_ATTACK
)
6359 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6361 _ApplyItemBonuses(proto
,slot
,apply
);
6363 if( slot
==EQUIPMENT_SLOT_RANGED
)
6364 _ApplyAmmoBonuses();
6366 ApplyItemEquipSpell(item
,apply
);
6367 ApplyEnchantment(item
, apply
);
6369 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6370 CorrectMetaGemEnchants(slot
, apply
);
6372 sLog
.outDebug("_ApplyItemMods complete.");
6375 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
)
6377 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6380 ScalingStatDistributionEntry
const *ssd
= proto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
) : 0;
6381 ScalingStatValuesEntry
const *ssv
= proto
->ScalingStatValue
? sScalingStatValuesStore
.LookupEntry(getLevel()) : 0;
6383 for (int i
= 0; i
< MAX_ITEM_PROTO_STATS
; ++i
)
6385 uint32 statType
= 0;
6387 // If set ScalingStatDistribution need get stats and values from it
6390 if (ssd
->StatMod
[i
] < 0)
6392 statType
= ssd
->StatMod
[i
];
6393 val
= (ssv
->getssdMultiplier(proto
->ScalingStatValue
) * ssd
->Modifier
[i
]) / 10000;
6397 if (i
>= proto
->StatsCount
)
6399 statType
= proto
->ItemStat
[i
].ItemStatType
;
6400 val
= proto
->ItemStat
[i
].ItemStatValue
;
6409 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6411 case ITEM_MOD_HEALTH
: // modify HP
6412 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6414 case ITEM_MOD_AGILITY
: // modify agility
6415 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6416 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6418 case ITEM_MOD_STRENGTH
: //modify strength
6419 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6420 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6422 case ITEM_MOD_INTELLECT
: //modify intellect
6423 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6424 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6426 case ITEM_MOD_SPIRIT
: //modify spirit
6427 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6428 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6430 case ITEM_MOD_STAMINA
: //modify stamina
6431 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6432 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6434 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6435 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6437 case ITEM_MOD_DODGE_RATING
:
6438 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6440 case ITEM_MOD_PARRY_RATING
:
6441 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6443 case ITEM_MOD_BLOCK_RATING
:
6444 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6446 case ITEM_MOD_HIT_MELEE_RATING
:
6447 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6449 case ITEM_MOD_HIT_RANGED_RATING
:
6450 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6452 case ITEM_MOD_HIT_SPELL_RATING
:
6453 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6455 case ITEM_MOD_CRIT_MELEE_RATING
:
6456 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6458 case ITEM_MOD_CRIT_RANGED_RATING
:
6459 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6461 case ITEM_MOD_CRIT_SPELL_RATING
:
6462 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6464 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6465 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6467 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6468 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6470 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6471 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6473 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6474 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6476 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6477 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6479 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6480 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6482 case ITEM_MOD_HASTE_MELEE_RATING
:
6483 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6485 case ITEM_MOD_HASTE_RANGED_RATING
:
6486 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6488 case ITEM_MOD_HASTE_SPELL_RATING
:
6489 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6491 case ITEM_MOD_HIT_RATING
:
6492 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6493 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6494 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6496 case ITEM_MOD_CRIT_RATING
:
6497 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6498 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6499 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6501 case ITEM_MOD_HIT_TAKEN_RATING
:
6502 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6503 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6504 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6506 case ITEM_MOD_CRIT_TAKEN_RATING
:
6507 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6508 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6509 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6511 case ITEM_MOD_RESILIENCE_RATING
:
6512 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6513 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6514 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6516 case ITEM_MOD_HASTE_RATING
:
6517 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6518 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6519 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6521 case ITEM_MOD_EXPERTISE_RATING
:
6522 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6524 case ITEM_MOD_ATTACK_POWER
:
6525 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(val
), apply
);
6526 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6528 case ITEM_MOD_RANGED_ATTACK_POWER
:
6529 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6531 case ITEM_MOD_FERAL_ATTACK_POWER
:
6532 ApplyFeralAPBonus(int32(val
), apply
);
6534 case ITEM_MOD_SPELL_HEALING_DONE
:
6535 ApplySpellHealingBonus(int32(val
), apply
);
6537 case ITEM_MOD_SPELL_DAMAGE_DONE
:
6538 ApplySpellDamageBonus(int32(val
), apply
);
6540 case ITEM_MOD_MANA_REGENERATION
:
6541 ApplyManaRegenBonus(int32(val
), apply
);
6543 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6544 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6546 case ITEM_MOD_SPELL_POWER
:
6547 ApplySpellHealingBonus(int32(val
), apply
);
6548 ApplySpellDamageBonus(int32(val
), apply
);
6553 // If set ScalingStatValue armor get it or use item armor
6554 uint32 armor
= proto
->Armor
;
6557 if (uint32 ssvarmor
= ssv
->getArmorMod(proto
->ScalingStatValue
))
6560 // Add armor bonus from ArmorDamageModifier if > 0
6561 if (proto
->ArmorDamageModifier
> 0)
6562 armor
+=proto
->ArmorDamageModifier
;
6564 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(armor
), apply
);
6567 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6570 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6573 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6575 if (proto
->NatureRes
)
6576 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6578 if (proto
->FrostRes
)
6579 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6581 if (proto
->ShadowRes
)
6582 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6584 if (proto
->ArcaneRes
)
6585 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6587 WeaponAttackType attType
= BASE_ATTACK
;
6588 float damage
= 0.0f
;
6590 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6591 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6592 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6594 attType
= RANGED_ATTACK
;
6596 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6598 attType
= OFF_ATTACK
;
6601 float minDamage
= proto
->Damage
[0].DamageMin
;
6602 float maxDamage
= proto
->Damage
[0].DamageMax
;
6604 // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
6607 if (extraDPS
= ssv
->getDPSMod(proto
->ScalingStatValue
))
6609 float average
= extraDPS
* proto
->Delay
/ 1000.0f
;
6610 minDamage
= 0.7f
* average
;
6611 maxDamage
= 1.3f
* average
;
6616 damage
= apply
? minDamage
: BASE_MINDAMAGE
;
6617 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6618 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6623 damage
= apply
? maxDamage
: BASE_MAXDAMAGE
;
6624 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6627 // Apply feral bonus from ScalingStatValue if set
6630 if (int32 feral_bonus
= ssv
->getFeralBonus(proto
->ScalingStatValue
))
6631 ApplyFeralAPBonus(feral_bonus
, apply
);
6633 // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
6634 if(getClass() == CLASS_DRUID
)
6636 int32 feral_bonus
= proto
->getFeralBonus(extraDPS
);
6637 if (feral_bonus
> 0)
6638 ApplyFeralAPBonus(feral_bonus
, apply
);
6641 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6646 if(slot
== EQUIPMENT_SLOT_RANGED
)
6647 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6648 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6649 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6650 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6651 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6654 if(CanModifyStats() && (damage
|| proto
->Delay
))
6655 UpdateDamagePhysical(attType
);
6658 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6660 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6661 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6662 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6664 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6665 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6666 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6668 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6669 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6670 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6673 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6675 // generic not weapon specific case processes in aura code
6676 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6679 BaseModGroup mod
= BASEMOD_END
;
6682 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6683 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6684 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6688 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6690 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6694 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6696 // ignore spell mods for not wands
6697 Modifier
const* modifier
= aura
->GetModifier();
6698 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6701 // generic not weapon specific case processes in aura code
6702 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6705 UnitMods unitMod
= UNIT_MOD_END
;
6708 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6709 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6710 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6714 UnitModifierType unitModType
= TOTAL_VALUE
;
6715 switch(modifier
->m_auraname
)
6717 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6718 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6722 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6724 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6728 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6733 ItemPrototype
const *proto
= item
->GetProto();
6737 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6739 _Spell
const& spellData
= proto
->Spells
[i
];
6742 if(!spellData
.SpellId
)
6745 // wrong triggering type
6746 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6749 // check if it is valid spell
6750 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6754 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6758 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6762 // Cannot be used in this stance/form
6763 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
) != SPELL_CAST_OK
)
6766 if(form_change
) // check aura active state from other form
6769 for (int k
=0; k
< 3; ++k
)
6771 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6772 for (AuraMap::const_iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6774 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6784 if(found
) // and skip re-cast already active aura at form change
6788 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6790 CastSpell(this,spellInfo
,true,item
);
6794 if(form_change
) // check aura compatibility
6796 // Cannot be used in this stance/form
6797 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==SPELL_CAST_OK
)
6798 return; // and remove only not compatible at form change
6802 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6804 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6808 void Player::UpdateEquipSpellsAtFormChange()
6810 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6812 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6814 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6815 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6819 // item set bonuses not dependent from item broken state
6820 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6822 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6826 for(uint32 y
=0;y
<8; ++y
)
6828 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6832 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6833 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6838 void Player::CastItemCombatSpell(Item
*item
,Unit
* Target
, WeaponAttackType attType
)
6840 if(!item
|| item
->IsBroken())
6843 ItemPrototype
const *proto
= item
->GetProto();
6847 if (!Target
|| Target
== this )
6850 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6852 _Spell
const& spellData
= proto
->Spells
[i
];
6855 if(!spellData
.SpellId
)
6858 // wrong triggering type
6859 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6862 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6865 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6869 // not allow proc extra attack spell at extra attack
6870 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6873 float chance
= spellInfo
->procChance
;
6875 if(spellData
.SpellPPMRate
)
6877 uint32 WeaponSpeed
= GetAttackTime(attType
);
6878 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6880 else if(chance
> 100.0f
)
6882 chance
= GetWeaponProcChance();
6885 if (roll_chance_f(chance
))
6886 CastSpell(Target
, spellInfo
->Id
, true, item
);
6889 // item combat enchantments
6890 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6892 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6893 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6894 if(!pEnchant
) continue;
6895 for (int s
=0;s
<3;s
++)
6897 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
6900 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6903 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6907 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
6908 if (roll_chance_f(chance
))
6910 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
6911 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
6913 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
6919 void Player::CastItemUseSpell(Item
*item
,SpellCastTargets
const& targets
,uint8 cast_count
, uint32 glyphIndex
)
6921 ItemPrototype
const* proto
= item
->GetProto();
6922 // special learning case
6923 if(proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN
|| proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN_PET
)
6925 uint32 learn_spell_id
= proto
->Spells
[0].SpellId
;
6926 uint32 learning_spell_id
= proto
->Spells
[1].SpellId
;
6928 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(learn_spell_id
);
6931 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto
->ItemId
, learn_spell_id
);
6932 SendEquipError(EQUIP_ERR_NONE
,item
,NULL
);
6936 Spell
*spell
= new Spell(this, spellInfo
, false);
6937 spell
->m_CastItem
= item
;
6938 spell
->m_cast_count
= cast_count
; //set count of casts
6939 spell
->m_currentBasePoints
[0] = learning_spell_id
;
6940 spell
->prepare(&targets
);
6944 // use triggered flag only for items with many spell casts and for not first cast
6947 // item spells casted at use
6948 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6950 _Spell
const& spellData
= proto
->Spells
[i
];
6953 if(!spellData
.SpellId
)
6956 // wrong triggering type
6957 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_NO_DELAY_USE
)
6960 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6963 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto
->ItemId
, spellData
.SpellId
);
6967 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
6968 spell
->m_CastItem
= item
;
6969 spell
->m_cast_count
= cast_count
; // set count of casts
6970 spell
->m_glyphIndex
= glyphIndex
; // glyph index
6971 spell
->prepare(&targets
);
6976 // Item enchantments spells casted at use
6977 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6979 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6980 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6981 if(!pEnchant
) continue;
6982 for (int s
=0;s
<3;s
++)
6984 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL
)
6987 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6990 sLog
.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6994 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
6995 spell
->m_CastItem
= item
;
6996 spell
->m_cast_count
= cast_count
; // set count of casts
6997 spell
->m_glyphIndex
= glyphIndex
; // glyph index
6998 spell
->prepare(&targets
);
7005 void Player::_RemoveAllItemMods()
7007 sLog
.outDebug("_RemoveAllItemMods start.");
7009 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7013 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7017 // item set bonuses not dependent from item broken state
7019 RemoveItemsSetItem(this,proto
);
7021 if(m_items
[i
]->IsBroken())
7024 ApplyItemEquipSpell(m_items
[i
],false);
7025 ApplyEnchantment(m_items
[i
], false);
7029 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7033 if(m_items
[i
]->IsBroken())
7035 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7039 uint32 attacktype
= Player::GetAttackBySlot(i
);
7040 if(attacktype
< MAX_ATTACK
)
7041 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
7043 _ApplyItemBonuses(proto
,i
, false);
7045 if( i
== EQUIPMENT_SLOT_RANGED
)
7046 _ApplyAmmoBonuses();
7050 sLog
.outDebug("_RemoveAllItemMods complete.");
7053 void Player::_ApplyAllItemMods()
7055 sLog
.outDebug("_ApplyAllItemMods start.");
7057 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7061 if(m_items
[i
]->IsBroken())
7064 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7068 uint32 attacktype
= Player::GetAttackBySlot(i
);
7069 if(attacktype
< MAX_ATTACK
)
7070 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
7072 _ApplyItemBonuses(proto
,i
, true);
7074 if( i
== EQUIPMENT_SLOT_RANGED
)
7075 _ApplyAmmoBonuses();
7079 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7083 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7087 // item set bonuses not dependent from item broken state
7089 AddItemsSetItem(this,m_items
[i
]);
7091 if(m_items
[i
]->IsBroken())
7094 ApplyItemEquipSpell(m_items
[i
],true);
7095 ApplyEnchantment(m_items
[i
], true);
7099 sLog
.outDebug("_ApplyAllItemMods complete.");
7102 void Player::_ApplyAmmoBonuses()
7105 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7109 float currentAmmoDPS
;
7111 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
7112 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7113 currentAmmoDPS
= 0.0f
;
7115 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7117 if(currentAmmoDPS
== GetAmmoDPS())
7120 m_ammoDPS
= currentAmmoDPS
;
7122 if(CanModifyStats())
7123 UpdateDamagePhysical(RANGED_ATTACK
);
7126 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7131 // check ranged weapon
7132 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7133 if(!weapon
|| weapon
->IsBroken() )
7136 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7137 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7140 // check ammo ws. weapon compatibility
7141 switch(weapon_proto
->SubClass
)
7143 case ITEM_SUBCLASS_WEAPON_BOW
:
7144 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7145 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7148 case ITEM_SUBCLASS_WEAPON_GUN
:
7149 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7159 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7160 Called by remove insignia spell effect */
7161 void Player::RemovedInsignia(Player
* looterPlr
)
7163 if (!GetBattleGroundId())
7166 // If not released spirit, do it !
7167 if(m_deathTimer
> 0)
7174 Corpse
*corpse
= GetCorpse();
7178 // We have to convert player corpse to bones, not to be able to resurrect there
7179 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7180 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7184 // Now we must make bones lootable, and send player loot
7185 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7187 // We store the level of our player in the gold field
7188 // We retrieve this information at Player::SendLoot()
7189 bones
->loot
.gold
= getLevel();
7190 bones
->lootRecipient
= looterPlr
;
7191 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7194 void Player::SendLootRelease( uint64 guid
)
7196 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7197 data
<< uint64(guid
) << uint8(1);
7198 SendDirectMessage( &data
);
7201 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7203 if (uint64 lguid
= GetLootGUID())
7204 m_session
->DoLootRelease(lguid
);
7207 PermissionTypes permission
= ALL_PERMISSION
;
7209 sLog
.outDebug("Player::SendLoot");
7210 if (IS_GAMEOBJECT_GUID(guid
))
7212 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7213 GameObject
*go
= GetMap()->GetGameObject(guid
);
7215 // not check distance for GO in case owned GO (fishing bobber case, for example)
7216 // And permit out of range GO with no owner in case fishing hole
7217 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7219 SendLootRelease(guid
);
7225 if (go
->getLootState() == GO_READY
)
7227 uint32 lootid
= go
->GetLootId();
7231 sLog
.outDebug(" if(lootid)");
7233 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this, false);
7236 if (loot_type
== LOOT_FISHING
)
7237 go
->getFishLoot(loot
,this);
7239 go
->SetLootState(GO_ACTIVATED
);
7242 else if (IS_ITEM_GUID(guid
))
7244 Item
*item
= GetItemByGuid( guid
);
7248 SendLootRelease(guid
);
7254 if (!item
->m_lootGenerated
)
7256 item
->m_lootGenerated
= true;
7261 case LOOT_DISENCHANTING
:
7262 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this,true);
7264 case LOOT_PROSPECTING
:
7265 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this,true);
7268 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this,true);
7271 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this,true);
7272 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7277 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7279 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7281 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7283 SendLootRelease(guid
);
7287 loot
= &bones
->loot
;
7289 if (!bones
->lootForBody
)
7291 bones
->lootForBody
= true;
7292 uint32 pLevel
= bones
->loot
.gold
;
7293 bones
->loot
.clear();
7294 // It may need a better formula
7295 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7296 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7299 if (bones
->lootRecipient
!= this)
7300 permission
= NONE_PERMISSION
;
7304 Creature
*creature
= GetMap()->GetCreature(guid
);
7306 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7307 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7309 SendLootRelease(guid
);
7313 if (loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7315 SendLootRelease(guid
);
7319 loot
= &creature
->loot
;
7321 if (loot_type
== LOOT_PICKPOCKETING
)
7323 if (!creature
->lootForPickPocketed
)
7325 creature
->lootForPickPocketed
= true;
7328 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7329 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this, false);
7331 // Generate extra money for pick pocket loot
7332 const uint32 a
= urand(0, creature
->getLevel()/2);
7333 const uint32 b
= urand(0, getLevel()/2);
7334 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7339 // the player whose group may loot the corpse
7340 Player
*recipient
= creature
->GetLootRecipient();
7343 creature
->SetLootRecipient(this);
7347 if (creature
->lootForPickPocketed
)
7349 creature
->lootForPickPocketed
= false;
7353 if (!creature
->lootForBody
)
7355 creature
->lootForBody
= true;
7358 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7359 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
, false);
7361 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7363 if (Group
* group
= recipient
->GetGroup())
7365 group
->UpdateLooterGuid(creature
,true);
7367 switch (group
->GetLootMethod())
7370 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7371 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7373 case NEED_BEFORE_GREED
:
7374 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7377 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7385 // possible only if creature->lootForBody && loot->empty() at spell cast check
7386 if (loot_type
== LOOT_SKINNING
)
7389 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this, false);
7391 // set group rights only for loot_type != LOOT_SKINNING
7394 if(Group
* group
= GetGroup())
7396 if (group
== recipient
->GetGroup())
7398 if (group
->GetLootMethod() == FREE_FOR_ALL
)
7399 permission
= ALL_PERMISSION
;
7400 else if (group
->GetLooterGuid() == GetGUID())
7402 if (group
->GetLootMethod() == MASTER_LOOT
)
7403 permission
= MASTER_PERMISSION
;
7405 permission
= ALL_PERMISSION
;
7408 permission
= GROUP_PERMISSION
;
7411 permission
= NONE_PERMISSION
;
7413 else if (recipient
== this)
7414 permission
= ALL_PERMISSION
;
7416 permission
= NONE_PERMISSION
;
7423 // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
7426 case LOOT_INSIGNIA
: loot_type
= LOOT_SKINNING
; break;
7427 case LOOT_FISHINGHOLE
: loot_type
= LOOT_FISHING
; break;
7431 // need know merged fishing/corpse loot type for achievements
7432 loot
->loot_type
= loot_type
;
7434 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7436 data
<< uint64(guid
);
7437 data
<< uint8(loot_type
);
7438 data
<< LootView(*loot
, this, permission
);
7440 SendDirectMessage(&data
);
7442 // add 'this' player as one of the players that are looting 'loot'
7443 if (permission
!= NONE_PERMISSION
)
7444 loot
->AddLooter(GetGUID());
7446 if (loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
))
7447 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7450 void Player::SendNotifyLootMoneyRemoved()
7452 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7453 GetSession()->SendPacket( &data
);
7456 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7458 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7459 data
<< uint8(lootSlot
);
7460 GetSession()->SendPacket( &data
);
7463 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7465 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7468 GetSession()->SendPacket(&data
);
7471 void Player::SendInitWorldStates(uint32 zoneid
, uint32 areaid
)
7473 // data depends on zoneid/mapid...
7474 BattleGround
* bg
= GetBattleGround();
7475 uint16 NumberOfFields
= 0;
7476 uint32 mapid
= GetMapId();
7478 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7480 // may be exist better way to do this...
7503 NumberOfFields
= 41;
7506 NumberOfFields
= 15;
7509 NumberOfFields
= 83;
7512 NumberOfFields
= 16;
7516 NumberOfFields
= 40;
7519 NumberOfFields
= 27;
7522 NumberOfFields
= 39;
7525 NumberOfFields
= 38;
7528 NumberOfFields
= 37;
7533 NumberOfFields
= 11;
7536 NumberOfFields
= 11;
7539 NumberOfFields
= 12;
7543 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7544 data
<< uint32(mapid
); // mapid
7545 data
<< uint32(zoneid
); // zone id
7546 data
<< uint32(areaid
); // area id, new 2.1.0
7547 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7548 data
<< uint32(0x8d8) << uint32(0x0); // 1
7549 data
<< uint32(0x8d7) << uint32(0x0); // 2
7550 data
<< uint32(0x8d6) << uint32(0x0); // 3
7551 data
<< uint32(0x8d5) << uint32(0x0); // 4
7552 data
<< uint32(0x8d4) << uint32(0x0); // 5
7553 data
<< uint32(0x8d3) << uint32(0x0); // 6
7554 // 7 1 - Arena season in progress, 0 - end of season
7555 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7556 // 8 Arena season id
7557 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7558 if(mapid
== 530) // Outland
7560 data
<< uint32(0x9bf) << uint32(0x0); // 7
7561 data
<< uint32(0x9bd) << uint32(0xF); // 8
7562 data
<< uint32(0x9bb) << uint32(0xF); // 9
7577 data
<< uint32(0x7ae) << uint32(0x1); // 7
7578 data
<< uint32(0x532) << uint32(0x1); // 8
7579 data
<< uint32(0x531) << uint32(0x0); // 9
7580 data
<< uint32(0x52e) << uint32(0x0); // 10
7581 data
<< uint32(0x571) << uint32(0x0); // 11
7582 data
<< uint32(0x570) << uint32(0x0); // 12
7583 data
<< uint32(0x567) << uint32(0x1); // 13
7584 data
<< uint32(0x566) << uint32(0x1); // 14
7585 data
<< uint32(0x550) << uint32(0x1); // 15
7586 data
<< uint32(0x544) << uint32(0x0); // 16
7587 data
<< uint32(0x536) << uint32(0x0); // 17
7588 data
<< uint32(0x535) << uint32(0x1); // 18
7589 data
<< uint32(0x518) << uint32(0x0); // 19
7590 data
<< uint32(0x517) << uint32(0x0); // 20
7591 data
<< uint32(0x574) << uint32(0x0); // 21
7592 data
<< uint32(0x573) << uint32(0x0); // 22
7593 data
<< uint32(0x572) << uint32(0x0); // 23
7594 data
<< uint32(0x56f) << uint32(0x0); // 24
7595 data
<< uint32(0x56e) << uint32(0x0); // 25
7596 data
<< uint32(0x56d) << uint32(0x0); // 26
7597 data
<< uint32(0x56c) << uint32(0x0); // 27
7598 data
<< uint32(0x56b) << uint32(0x0); // 28
7599 data
<< uint32(0x56a) << uint32(0x1); // 29
7600 data
<< uint32(0x569) << uint32(0x1); // 30
7601 data
<< uint32(0x568) << uint32(0x1); // 13
7602 data
<< uint32(0x565) << uint32(0x0); // 32
7603 data
<< uint32(0x564) << uint32(0x0); // 33
7604 data
<< uint32(0x563) << uint32(0x0); // 34
7605 data
<< uint32(0x562) << uint32(0x0); // 35
7606 data
<< uint32(0x561) << uint32(0x0); // 36
7607 data
<< uint32(0x560) << uint32(0x0); // 37
7608 data
<< uint32(0x55f) << uint32(0x0); // 38
7609 data
<< uint32(0x55e) << uint32(0x0); // 39
7610 data
<< uint32(0x55d) << uint32(0x0); // 40
7611 data
<< uint32(0x3c6) << uint32(0x4); // 41
7612 data
<< uint32(0x3c4) << uint32(0x6); // 42
7613 data
<< uint32(0x3c2) << uint32(0x4); // 43
7614 data
<< uint32(0x516) << uint32(0x1); // 44
7615 data
<< uint32(0x515) << uint32(0x0); // 45
7616 data
<< uint32(0x3b6) << uint32(0x6); // 46
7617 data
<< uint32(0x55c) << uint32(0x0); // 47
7618 data
<< uint32(0x55b) << uint32(0x0); // 48
7619 data
<< uint32(0x55a) << uint32(0x0); // 49
7620 data
<< uint32(0x559) << uint32(0x0); // 50
7621 data
<< uint32(0x558) << uint32(0x0); // 51
7622 data
<< uint32(0x557) << uint32(0x0); // 52
7623 data
<< uint32(0x556) << uint32(0x0); // 53
7624 data
<< uint32(0x555) << uint32(0x0); // 54
7625 data
<< uint32(0x554) << uint32(0x1); // 55
7626 data
<< uint32(0x553) << uint32(0x1); // 56
7627 data
<< uint32(0x552) << uint32(0x1); // 57
7628 data
<< uint32(0x551) << uint32(0x1); // 58
7629 data
<< uint32(0x54f) << uint32(0x0); // 59
7630 data
<< uint32(0x54e) << uint32(0x0); // 60
7631 data
<< uint32(0x54d) << uint32(0x1); // 61
7632 data
<< uint32(0x54c) << uint32(0x0); // 62
7633 data
<< uint32(0x54b) << uint32(0x0); // 63
7634 data
<< uint32(0x545) << uint32(0x0); // 64
7635 data
<< uint32(0x543) << uint32(0x1); // 65
7636 data
<< uint32(0x542) << uint32(0x0); // 66
7637 data
<< uint32(0x540) << uint32(0x0); // 67
7638 data
<< uint32(0x53f) << uint32(0x0); // 68
7639 data
<< uint32(0x53e) << uint32(0x0); // 69
7640 data
<< uint32(0x53d) << uint32(0x0); // 70
7641 data
<< uint32(0x53c) << uint32(0x0); // 71
7642 data
<< uint32(0x53b) << uint32(0x0); // 72
7643 data
<< uint32(0x53a) << uint32(0x1); // 73
7644 data
<< uint32(0x539) << uint32(0x0); // 74
7645 data
<< uint32(0x538) << uint32(0x0); // 75
7646 data
<< uint32(0x537) << uint32(0x0); // 76
7647 data
<< uint32(0x534) << uint32(0x0); // 77
7648 data
<< uint32(0x533) << uint32(0x0); // 78
7649 data
<< uint32(0x530) << uint32(0x0); // 79
7650 data
<< uint32(0x52f) << uint32(0x0); // 80
7651 data
<< uint32(0x52d) << uint32(0x1); // 81
7654 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7655 bg
->FillInitialWorldStates(data
);
7658 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7659 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7660 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7661 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7662 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7663 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7664 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7665 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7669 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7670 bg
->FillInitialWorldStates(data
);
7673 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7674 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7675 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7676 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7677 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7678 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7679 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7680 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7681 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7682 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7683 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7684 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7685 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7686 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7687 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7688 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7689 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7690 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7691 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7692 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7693 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7694 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7695 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7696 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7697 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7698 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7699 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7700 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7701 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7702 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7703 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7704 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7708 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7709 bg
->FillInitialWorldStates(data
);
7712 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7713 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7714 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7715 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7716 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7717 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7718 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7719 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7720 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7721 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7722 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7723 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7724 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7725 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7726 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7727 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7728 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7729 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7730 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7731 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7732 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7733 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7734 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7735 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7736 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7737 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7738 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7739 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7740 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7741 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7742 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7743 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7744 // and some more ... unknown
7747 case 3483: // Hellfire Peninsula
7748 data
<< uint32(0x9ba) << uint32(0x1); // 10
7749 data
<< uint32(0x9b9) << uint32(0x1); // 11
7750 data
<< uint32(0x9b5) << uint32(0x0); // 12
7751 data
<< uint32(0x9b4) << uint32(0x1); // 13
7752 data
<< uint32(0x9b3) << uint32(0x0); // 14
7753 data
<< uint32(0x9b2) << uint32(0x0); // 15
7754 data
<< uint32(0x9b1) << uint32(0x1); // 16
7755 data
<< uint32(0x9b0) << uint32(0x0); // 17
7756 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7757 data
<< uint32(0x9ac) << uint32(0x0); // 19
7758 data
<< uint32(0x9a8) << uint32(0x0); // 20
7759 data
<< uint32(0x9a7) << uint32(0x0); // 21
7760 data
<< uint32(0x9a6) << uint32(0x1); // 22
7762 case 3519: // Terokkar Forest
7763 data
<< uint32(0xa41) << uint32(0x0); // 10
7764 data
<< uint32(0xa40) << uint32(0x14); // 11
7765 data
<< uint32(0xa3f) << uint32(0x0); // 12
7766 data
<< uint32(0xa3e) << uint32(0x0); // 13
7767 data
<< uint32(0xa3d) << uint32(0x5); // 14
7768 data
<< uint32(0xa3c) << uint32(0x0); // 15
7769 data
<< uint32(0xa87) << uint32(0x0); // 16
7770 data
<< uint32(0xa86) << uint32(0x0); // 17
7771 data
<< uint32(0xa85) << uint32(0x0); // 18
7772 data
<< uint32(0xa84) << uint32(0x0); // 19
7773 data
<< uint32(0xa83) << uint32(0x0); // 20
7774 data
<< uint32(0xa82) << uint32(0x0); // 21
7775 data
<< uint32(0xa81) << uint32(0x0); // 22
7776 data
<< uint32(0xa80) << uint32(0x0); // 23
7777 data
<< uint32(0xa7e) << uint32(0x0); // 24
7778 data
<< uint32(0xa7d) << uint32(0x0); // 25
7779 data
<< uint32(0xa7c) << uint32(0x0); // 26
7780 data
<< uint32(0xa7b) << uint32(0x0); // 27
7781 data
<< uint32(0xa7a) << uint32(0x0); // 28
7782 data
<< uint32(0xa79) << uint32(0x0); // 29
7783 data
<< uint32(0x9d0) << uint32(0x5); // 30
7784 data
<< uint32(0x9ce) << uint32(0x0); // 31
7785 data
<< uint32(0x9cd) << uint32(0x0); // 32
7786 data
<< uint32(0x9cc) << uint32(0x0); // 33
7787 data
<< uint32(0xa88) << uint32(0x0); // 34
7788 data
<< uint32(0xad0) << uint32(0x0); // 35
7789 data
<< uint32(0xacf) << uint32(0x1); // 36
7791 case 3521: // Zangarmarsh
7792 data
<< uint32(0x9e1) << uint32(0x0); // 10
7793 data
<< uint32(0x9e0) << uint32(0x0); // 11
7794 data
<< uint32(0x9df) << uint32(0x0); // 12
7795 data
<< uint32(0xa5d) << uint32(0x1); // 13
7796 data
<< uint32(0xa5c) << uint32(0x0); // 14
7797 data
<< uint32(0xa5b) << uint32(0x1); // 15
7798 data
<< uint32(0xa5a) << uint32(0x0); // 16
7799 data
<< uint32(0xa59) << uint32(0x1); // 17
7800 data
<< uint32(0xa58) << uint32(0x0); // 18
7801 data
<< uint32(0xa57) << uint32(0x0); // 19
7802 data
<< uint32(0xa56) << uint32(0x0); // 20
7803 data
<< uint32(0xa55) << uint32(0x1); // 21
7804 data
<< uint32(0xa54) << uint32(0x0); // 22
7805 data
<< uint32(0x9e7) << uint32(0x0); // 23
7806 data
<< uint32(0x9e6) << uint32(0x0); // 24
7807 data
<< uint32(0x9e5) << uint32(0x0); // 25
7808 data
<< uint32(0xa00) << uint32(0x0); // 26
7809 data
<< uint32(0x9ff) << uint32(0x1); // 27
7810 data
<< uint32(0x9fe) << uint32(0x0); // 28
7811 data
<< uint32(0x9fd) << uint32(0x0); // 29
7812 data
<< uint32(0x9fc) << uint32(0x1); // 30
7813 data
<< uint32(0x9fb) << uint32(0x0); // 31
7814 data
<< uint32(0xa62) << uint32(0x0); // 32
7815 data
<< uint32(0xa61) << uint32(0x1); // 33
7816 data
<< uint32(0xa60) << uint32(0x1); // 34
7817 data
<< uint32(0xa5f) << uint32(0x0); // 35
7819 case 3698: // Nagrand Arena
7820 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
7821 bg
->FillInitialWorldStates(data
);
7824 data
<< uint32(0xa0f) << uint32(0x0); // 7
7825 data
<< uint32(0xa10) << uint32(0x0); // 8
7826 data
<< uint32(0xa11) << uint32(0x0); // 9 show
7829 case 3702: // Blade's Edge Arena
7830 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
7831 bg
->FillInitialWorldStates(data
);
7834 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
7835 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
7836 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
7839 case 3968: // Ruins of Lordaeron
7840 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
7841 bg
->FillInitialWorldStates(data
);
7844 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
7845 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
7846 data
<< uint32(0xbba) << uint32(0x0); // 9 show
7849 case 3703: // Shattrath City
7852 data
<< uint32(0x914) << uint32(0x0); // 7
7853 data
<< uint32(0x913) << uint32(0x0); // 8
7854 data
<< uint32(0x912) << uint32(0x0); // 9
7855 data
<< uint32(0x915) << uint32(0x0); // 10
7858 GetSession()->SendPacket(&data
);
7861 uint32
Player::GetXPRestBonus(uint32 xp
)
7863 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7865 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7868 SetRestBonus( GetRestBonus() - rested_bonus
);
7870 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7871 return rested_bonus
;
7874 void Player::SetBindPoint(uint64 guid
)
7876 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7877 data
<< uint64(guid
);
7878 GetSession()->SendPacket( &data
);
7881 void Player::SendTalentWipeConfirm(uint64 guid
)
7883 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7884 data
<< uint64(guid
);
7885 data
<< uint32(resetTalentsCost());
7886 GetSession()->SendPacket( &data
);
7889 void Player::SendPetSkillWipeConfirm()
7891 Pet
* pet
= GetPet();
7894 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
7895 data
<< pet
->GetGUID();
7896 data
<< uint32(pet
->resetTalentsCost());
7897 GetSession()->SendPacket( &data
);
7900 /*********************************************************/
7901 /*** STORAGE SYSTEM ***/
7902 /*********************************************************/
7904 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
7909 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7911 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
7915 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
7916 else if(charges
<= 1)
7918 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
7919 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
7924 void Player::SetSheath( SheathState sheathed
)
7928 case SHEATH_STATE_UNARMED
: // no prepared weapon
7929 SetVirtualItemSlot(0,NULL
);
7930 SetVirtualItemSlot(1,NULL
);
7931 SetVirtualItemSlot(2,NULL
);
7933 case SHEATH_STATE_MELEE
: // prepared melee weapon
7935 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
7936 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
7937 SetVirtualItemSlot(2,NULL
);
7939 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7940 SetVirtualItemSlot(0,NULL
);
7941 SetVirtualItemSlot(1,NULL
);
7942 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7945 SetVirtualItemSlot(0,NULL
);
7946 SetVirtualItemSlot(1,NULL
);
7947 SetVirtualItemSlot(2,NULL
);
7950 Unit::SetSheath(sheathed
); // this must visualize Sheath changing for other players...
7953 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
7955 uint8 pClass
= getClass();
7958 slots
[0] = NULL_SLOT
;
7959 slots
[1] = NULL_SLOT
;
7960 slots
[2] = NULL_SLOT
;
7961 slots
[3] = NULL_SLOT
;
7962 switch( proto
->InventoryType
)
7965 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7968 slots
[0] = EQUIPMENT_SLOT_NECK
;
7970 case INVTYPE_SHOULDERS
:
7971 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7974 slots
[0] = EQUIPMENT_SLOT_BODY
;
7977 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7980 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7983 slots
[0] = EQUIPMENT_SLOT_WAIST
;
7986 slots
[0] = EQUIPMENT_SLOT_LEGS
;
7989 slots
[0] = EQUIPMENT_SLOT_FEET
;
7991 case INVTYPE_WRISTS
:
7992 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
7995 slots
[0] = EQUIPMENT_SLOT_HANDS
;
7997 case INVTYPE_FINGER
:
7998 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
7999 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
8001 case INVTYPE_TRINKET
:
8002 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
8003 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
8006 slots
[0] = EQUIPMENT_SLOT_BACK
;
8008 case INVTYPE_WEAPON
:
8010 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8012 // suggest offhand slot only if know dual wielding
8013 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8015 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8018 case INVTYPE_SHIELD
:
8019 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8021 case INVTYPE_RANGED
:
8022 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8024 case INVTYPE_2HWEAPON
:
8025 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8026 if (CanDualWield() && CanTitanGrip())
8027 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8029 case INVTYPE_TABARD
:
8030 slots
[0] = EQUIPMENT_SLOT_TABARD
;
8032 case INVTYPE_WEAPONMAINHAND
:
8033 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8035 case INVTYPE_WEAPONOFFHAND
:
8036 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8038 case INVTYPE_HOLDABLE
:
8039 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8041 case INVTYPE_THROWN
:
8042 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8044 case INVTYPE_RANGEDRIGHT
:
8045 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8048 slots
[0] = INVENTORY_SLOT_BAG_START
+ 0;
8049 slots
[1] = INVENTORY_SLOT_BAG_START
+ 1;
8050 slots
[2] = INVENTORY_SLOT_BAG_START
+ 2;
8051 slots
[3] = INVENTORY_SLOT_BAG_START
+ 3;
8055 switch(proto
->SubClass
)
8057 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
8058 if (pClass
== CLASS_PALADIN
)
8059 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8061 case ITEM_SUBCLASS_ARMOR_IDOL
:
8062 if (pClass
== CLASS_DRUID
)
8063 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8065 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8066 if (pClass
== CLASS_SHAMAN
)
8067 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8069 case ITEM_SUBCLASS_ARMOR_MISC
:
8070 if (pClass
== CLASS_WARLOCK
)
8071 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8073 case ITEM_SUBCLASS_ARMOR_SIGIL
:
8074 if (pClass
== CLASS_DEATH_KNIGHT
)
8075 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8084 if( slot
!= NULL_SLOT
)
8086 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
8088 for (int i
= 0; i
< 4; ++i
)
8090 if ( slots
[i
] == slot
)
8097 // search free slot at first
8098 for (int i
= 0; i
< 4; ++i
)
8100 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8102 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8103 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8108 // if not found free and can swap return first appropriate from used
8109 for (int i
= 0; i
< 4; ++i
)
8111 if ( slots
[i
] != NULL_SLOT
&& swap
)
8120 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8123 uint32 tempcount
= 0;
8125 uint8 res
= EQUIP_ERR_OK
;
8127 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8129 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8130 if( pItem
&& pItem
->GetEntry() == item
)
8132 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8133 if(ires
==EQUIP_ERR_OK
)
8135 tempcount
+= pItem
->GetCount();
8136 if( tempcount
>= count
)
8137 return EQUIP_ERR_OK
;
8143 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8145 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8146 if( pItem
&& pItem
->GetEntry() == item
)
8148 tempcount
+= pItem
->GetCount();
8149 if( tempcount
>= count
)
8150 return EQUIP_ERR_OK
;
8153 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8155 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8156 if( pItem
&& pItem
->GetEntry() == item
)
8158 tempcount
+= pItem
->GetCount();
8159 if( tempcount
>= count
)
8160 return EQUIP_ERR_OK
;
8164 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8166 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8169 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8171 pItem
= GetItemByPos( i
, j
);
8172 if( pItem
&& pItem
->GetEntry() == item
)
8174 tempcount
+= pItem
->GetCount();
8175 if( tempcount
>= count
)
8176 return EQUIP_ERR_OK
;
8182 // not found req. item count and have unequippable items
8186 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8189 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8191 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8192 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8193 count
+= pItem
->GetCount();
8195 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8197 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8198 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8199 count
+= pItem
->GetCount();
8201 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8203 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8205 count
+= pBag
->GetItemCount(item
,skipItem
);
8208 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8210 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8212 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8213 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8214 count
+= pItem
->GetGemCountWithID(item
);
8220 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8222 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8223 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8224 count
+= pItem
->GetCount();
8226 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8228 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8230 count
+= pBag
->GetItemCount(item
,skipItem
);
8233 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8235 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8237 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8238 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8239 count
+= pItem
->GetGemCountWithID(item
);
8247 Item
* Player::GetItemByGuid( uint64 guid
) const
8249 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8251 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8252 if( pItem
&& pItem
->GetGUID() == guid
)
8255 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8257 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8258 if( pItem
&& pItem
->GetGUID() == guid
)
8262 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8264 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8267 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8269 Item
* pItem
= pBag
->GetItemByPos( j
);
8270 if( pItem
&& pItem
->GetGUID() == guid
)
8275 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8277 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8280 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8282 Item
* pItem
= pBag
->GetItemByPos( j
);
8283 if( pItem
&& pItem
->GetGUID() == guid
)
8292 Item
* Player::GetItemByPos( uint16 pos
) const
8294 uint8 bag
= pos
>> 8;
8295 uint8 slot
= pos
& 255;
8296 return GetItemByPos( bag
, slot
);
8299 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8301 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8302 return m_items
[slot
];
8303 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8304 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8306 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8308 return pBag
->GetItemByPos(slot
);
8313 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8318 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8319 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8320 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8321 default: return NULL
;
8324 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8325 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8331 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8337 Item
* Player::GetShield(bool useable
) const
8339 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8340 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8346 if( item
->IsBroken())
8352 uint32
Player::GetAttackBySlot( uint8 slot
)
8356 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8357 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8358 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8359 default: return MAX_ATTACK
;
8363 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8365 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8367 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8369 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8371 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8376 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8378 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8380 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8385 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8387 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8389 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8391 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8396 bool Player::IsBagPos( uint16 pos
)
8398 uint8 bag
= pos
>> 8;
8399 uint8 slot
= pos
& 255;
8400 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8402 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8407 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8413 if (bag
== INVENTORY_SLOT_BAG_0
)
8415 // any post selected
8416 if (slot
== NULL_SLOT
)
8420 if (slot
< EQUIPMENT_SLOT_END
)
8424 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8428 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8432 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8436 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8440 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8446 // bag content slots
8447 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8449 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8453 // any post selected
8454 if (slot
== NULL_SLOT
)
8457 return slot
< pBag
->GetBagSize();
8460 // bank bag content slots
8461 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8463 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8467 // any post selected
8468 if (slot
== NULL_SLOT
)
8471 return slot
< pBag
->GetBagSize();
8479 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8481 uint32 tempcount
= 0;
8482 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8484 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8485 if( pItem
&& pItem
->GetEntry() == item
)
8487 tempcount
+= pItem
->GetCount();
8488 if( tempcount
>= count
)
8492 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8494 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8495 if( pItem
&& pItem
->GetEntry() == item
)
8497 tempcount
+= pItem
->GetCount();
8498 if( tempcount
>= count
)
8502 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8504 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8506 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8508 Item
* pItem
= GetItemByPos( i
, j
);
8509 if( pItem
&& pItem
->GetEntry() == item
)
8511 tempcount
+= pItem
->GetCount();
8512 if( tempcount
>= count
)
8521 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8523 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8524 if( pItem
&& pItem
->GetEntry() == item
)
8526 tempcount
+= pItem
->GetCount();
8527 if( tempcount
>= count
)
8531 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8533 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8535 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8537 Item
* pItem
= GetItemByPos( i
, j
);
8538 if( pItem
&& pItem
->GetEntry() == item
)
8540 tempcount
+= pItem
->GetCount();
8541 if( tempcount
>= count
)
8552 bool Player::HasItemOrGemWithIdEquipped( uint32 item
, uint32 count
, uint8 except_slot
) const
8554 uint32 tempcount
= 0;
8555 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8557 if(i
==int(except_slot
))
8560 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8561 if( pItem
&& pItem
->GetEntry() == item
)
8563 tempcount
+= pItem
->GetCount();
8564 if( tempcount
>= count
)
8569 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8570 if (pProto
&& pProto
->GemProperties
)
8572 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8574 if(i
==int(except_slot
))
8577 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8578 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8580 tempcount
+= pItem
->GetGemCountWithID(item
);
8581 if( tempcount
>= count
)
8590 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory
, uint32 count
, uint8 except_slot
) const
8592 uint32 tempcount
= 0;
8593 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8595 if(i
==int(except_slot
))
8598 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8602 ItemPrototype
const *pProto
= pItem
->GetProto();
8606 if (pProto
->ItemLimitCategory
== limitCategory
)
8608 tempcount
+= pItem
->GetCount();
8609 if( tempcount
>= count
)
8613 if( pProto
->Socket
[0].Color
)
8615 tempcount
+= pItem
->GetGemCountWithLimitCategory(limitCategory
);
8616 if( tempcount
>= count
)
8624 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8626 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8630 *no_space_count
= count
;
8631 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8635 if(pProto
->MaxCount
<= 0)
8636 return EQUIP_ERR_OK
;
8638 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8640 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8643 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8644 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8647 return EQUIP_ERR_OK
;
8650 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8653 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8655 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8656 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8659 for(uint8 i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8661 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8662 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8665 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8667 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8669 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8671 pItem
= GetItemByPos( i
, j
);
8672 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8680 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8682 Item
* pItem2
= GetItemByPos( bag
, slot
);
8684 // ignore move item (this slot will be empty at move)
8685 if(pItem2
==pSrcItem
)
8690 // empty specific slot - check item fit to slot
8691 if( !pItem2
|| swap
)
8693 if( bag
== INVENTORY_SLOT_BAG_0
)
8696 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8697 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8699 // vanitypet case (not use, vanity pets stored as spells)
8700 if(slot
>= VANITYPET_SLOT_START
&& slot
< VANITYPET_SLOT_END
)
8701 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8703 // currencytoken case
8704 if(slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
8705 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8707 // guestbag case (not use)
8708 if(slot
>= QUESTBAG_SLOT_START
&& slot
< QUESTBAG_SLOT_END
)
8709 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8712 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8713 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8717 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8719 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8721 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8723 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8725 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8726 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8729 // non empty stack with space
8730 need_space
= pProto
->GetMaxStackSize();
8732 // non empty slot, check item type
8736 if(pItem2
->GetEntry() != pProto
->ItemId
)
8737 return EQUIP_ERR_ITEM_CANT_STACK
;
8740 if(pItem2
->GetCount() >= pProto
->GetMaxStackSize())
8741 return EQUIP_ERR_ITEM_CANT_STACK
;
8743 // free stack space or infinity
8744 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8747 if(need_space
> count
)
8750 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8751 if(!newPosition
.isContainedIn(dest
))
8753 dest
.push_back(newPosition
);
8754 count
-= need_space
;
8756 return EQUIP_ERR_OK
;
8759 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
8761 // skip specific bag already processed in first called _CanStoreItem_InBag
8763 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8765 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8767 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8769 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8771 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8773 // specialized bag mode or non-specilized
8774 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
8775 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8777 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8778 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8780 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8782 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8786 Item
* pItem2
= GetItemByPos( bag
, j
);
8788 // ignore move item (this slot will be empty at move)
8789 if(pItem2
==pSrcItem
)
8792 // if merge skip empty, if !merge skip non-empty
8793 if((pItem2
!=NULL
)!=merge
)
8798 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8800 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8801 if(need_space
> count
)
8804 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8805 if(!newPosition
.isContainedIn(dest
))
8807 dest
.push_back(newPosition
);
8808 count
-= need_space
;
8811 return EQUIP_ERR_OK
;
8817 uint32 need_space
= pProto
->GetMaxStackSize();
8818 if(need_space
> count
)
8821 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8822 if(!newPosition
.isContainedIn(dest
))
8824 dest
.push_back(newPosition
);
8825 count
-= need_space
;
8828 return EQUIP_ERR_OK
;
8832 return EQUIP_ERR_OK
;
8835 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
8837 for(uint32 j
= slot_begin
; j
< slot_end
; ++j
)
8839 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8840 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8843 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8845 // ignore move item (this slot will be empty at move)
8846 if(pItem2
==pSrcItem
)
8849 // if merge skip empty, if !merge skip non-empty
8850 if((pItem2
!=NULL
)!=merge
)
8855 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8857 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8858 if(need_space
> count
)
8860 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8861 if(!newPosition
.isContainedIn(dest
))
8863 dest
.push_back(newPosition
);
8864 count
-= need_space
;
8867 return EQUIP_ERR_OK
;
8873 uint32 need_space
= pProto
->GetMaxStackSize();
8874 if(need_space
> count
)
8877 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8878 if(!newPosition
.isContainedIn(dest
))
8880 dest
.push_back(newPosition
);
8881 count
-= need_space
;
8884 return EQUIP_ERR_OK
;
8888 return EQUIP_ERR_OK
;
8891 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8893 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8895 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8899 *no_space_count
= count
;
8900 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
8903 if(pItem
&& pItem
->IsBindedNotWith(this))
8906 *no_space_count
= count
;
8907 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
8910 // check count of items (skip for auto move for same player from bank)
8911 uint32 no_similar_count
= 0; // can't store this amount similar items
8912 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
8913 if(res
!=EQUIP_ERR_OK
)
8915 if(count
==no_similar_count
)
8918 *no_space_count
= no_similar_count
;
8921 count
-= no_similar_count
;
8925 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
8927 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
8928 if(res
!=EQUIP_ERR_OK
)
8931 *no_space_count
= count
+ no_similar_count
;
8937 if(no_similar_count
==0)
8938 return EQUIP_ERR_OK
;
8941 *no_space_count
= count
+ no_similar_count
;
8942 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8946 // not specific slot or have space for partly store only in specific slot
8949 if( bag
!= NULL_BAG
)
8951 // search stack in bag for merge to
8952 if( pProto
->Stackable
!= 1 )
8954 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8956 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8957 if(res
!=EQUIP_ERR_OK
)
8960 *no_space_count
= count
+ no_similar_count
;
8966 if(no_similar_count
==0)
8967 return EQUIP_ERR_OK
;
8970 *no_space_count
= count
+ no_similar_count
;
8971 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8974 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8975 if(res
!=EQUIP_ERR_OK
)
8978 *no_space_count
= count
+ no_similar_count
;
8984 if(no_similar_count
==0)
8985 return EQUIP_ERR_OK
;
8988 *no_space_count
= count
+ no_similar_count
;
8989 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8992 else // equipped bag
8994 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8995 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
8996 if(res
!=EQUIP_ERR_OK
)
8997 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
8999 if(res
!=EQUIP_ERR_OK
)
9002 *no_space_count
= count
+ no_similar_count
;
9008 if(no_similar_count
==0)
9009 return EQUIP_ERR_OK
;
9012 *no_space_count
= count
+ no_similar_count
;
9013 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9018 // search free slot in bag for place to
9019 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
9021 // search free slot - keyring case
9022 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9024 uint32 keyringSize
= GetMaxKeyringSize();
9025 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9026 if(res
!=EQUIP_ERR_OK
)
9029 *no_space_count
= count
+ no_similar_count
;
9035 if(no_similar_count
==0)
9036 return EQUIP_ERR_OK
;
9039 *no_space_count
= count
+ no_similar_count
;
9040 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9043 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9044 if(res
!=EQUIP_ERR_OK
)
9047 *no_space_count
= count
+ no_similar_count
;
9053 if(no_similar_count
==0)
9054 return EQUIP_ERR_OK
;
9057 *no_space_count
= count
+ no_similar_count
;
9058 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9061 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9063 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9064 if(res
!=EQUIP_ERR_OK
)
9067 *no_space_count
= count
+ no_similar_count
;
9073 if(no_similar_count
==0)
9074 return EQUIP_ERR_OK
;
9077 *no_space_count
= count
+ no_similar_count
;
9078 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9082 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9083 if(res
!=EQUIP_ERR_OK
)
9086 *no_space_count
= count
+ no_similar_count
;
9092 if(no_similar_count
==0)
9093 return EQUIP_ERR_OK
;
9096 *no_space_count
= count
+ no_similar_count
;
9097 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9100 else // equipped bag
9102 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9103 if(res
!=EQUIP_ERR_OK
)
9104 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9106 if(res
!=EQUIP_ERR_OK
)
9109 *no_space_count
= count
+ no_similar_count
;
9115 if(no_similar_count
==0)
9116 return EQUIP_ERR_OK
;
9119 *no_space_count
= count
+ no_similar_count
;
9120 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9125 // not specific bag or have space for partly store only in specific bag
9127 // search stack for merge to
9128 if( pProto
->Stackable
!= 1 )
9130 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9131 if(res
!=EQUIP_ERR_OK
)
9134 *no_space_count
= count
+ no_similar_count
;
9140 if(no_similar_count
==0)
9141 return EQUIP_ERR_OK
;
9144 *no_space_count
= count
+ no_similar_count
;
9145 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9148 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9149 if(res
!=EQUIP_ERR_OK
)
9152 *no_space_count
= count
+ no_similar_count
;
9158 if(no_similar_count
==0)
9159 return EQUIP_ERR_OK
;
9162 *no_space_count
= count
+ no_similar_count
;
9163 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9166 if( pProto
->BagFamily
)
9168 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9170 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9171 if(res
!=EQUIP_ERR_OK
)
9176 if(no_similar_count
==0)
9177 return EQUIP_ERR_OK
;
9180 *no_space_count
= count
+ no_similar_count
;
9181 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9186 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9188 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9189 if(res
!=EQUIP_ERR_OK
)
9194 if(no_similar_count
==0)
9195 return EQUIP_ERR_OK
;
9198 *no_space_count
= count
+ no_similar_count
;
9199 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9204 // search free slot - special bag case
9205 if( pProto
->BagFamily
)
9207 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9209 uint32 keyringSize
= GetMaxKeyringSize();
9210 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9211 if(res
!=EQUIP_ERR_OK
)
9214 *no_space_count
= count
+ no_similar_count
;
9220 if(no_similar_count
==0)
9221 return EQUIP_ERR_OK
;
9224 *no_space_count
= count
+ no_similar_count
;
9225 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9228 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9230 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9231 if(res
!=EQUIP_ERR_OK
)
9234 *no_space_count
= count
+ no_similar_count
;
9240 if(no_similar_count
==0)
9241 return EQUIP_ERR_OK
;
9244 *no_space_count
= count
+ no_similar_count
;
9245 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9249 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9251 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9252 if(res
!=EQUIP_ERR_OK
)
9257 if(no_similar_count
==0)
9258 return EQUIP_ERR_OK
;
9261 *no_space_count
= count
+ no_similar_count
;
9262 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9268 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9269 if(res
!=EQUIP_ERR_OK
)
9272 *no_space_count
= count
+ no_similar_count
;
9278 if(no_similar_count
==0)
9279 return EQUIP_ERR_OK
;
9282 *no_space_count
= count
+ no_similar_count
;
9283 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9286 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9288 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9289 if(res
!=EQUIP_ERR_OK
)
9294 if(no_similar_count
==0)
9295 return EQUIP_ERR_OK
;
9298 *no_space_count
= count
+ no_similar_count
;
9299 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9304 *no_space_count
= count
+ no_similar_count
;
9306 return EQUIP_ERR_INVENTORY_FULL
;
9309 //////////////////////////////////////////////////////////////////////////
9310 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9315 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9316 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9317 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9318 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9320 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9321 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9322 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9323 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9325 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
9327 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9329 if (pItem2
&& !pItem2
->IsInTrade())
9331 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9335 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
9337 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9339 if (pItem2
&& !pItem2
->IsInTrade())
9341 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9345 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
9347 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9349 if (pItem2
&& !pItem2
->IsInTrade())
9351 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9355 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9357 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9359 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9361 pItem2
= GetItemByPos( i
, j
);
9362 if (pItem2
&& !pItem2
->IsInTrade())
9364 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9370 // check free space for all items
9371 for (int k
= 0; k
< count
; ++k
)
9373 Item
*pItem
= pItems
[k
];
9376 if (!pItem
) continue;
9378 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9379 ItemPrototype
const *pProto
= pItem
->GetProto();
9383 return EQUIP_ERR_ITEM_NOT_FOUND
;
9386 if(pItem
->IsBindedNotWith(this))
9387 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9390 ItemPrototype
const *pBagProto
;
9392 // item is 'one item only'
9393 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9394 if(res
!= EQUIP_ERR_OK
)
9397 // search stack for merge to
9398 if( pProto
->Stackable
!= 1 )
9400 bool b_found
= false;
9402 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; ++t
)
9404 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9405 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9407 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9412 if (b_found
) continue;
9414 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9416 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9417 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9419 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9424 if (b_found
) continue;
9426 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9428 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9429 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9431 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9436 if (b_found
) continue;
9438 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9440 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9443 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9445 pItem2
= GetItemByPos( t
, j
);
9446 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9448 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9455 if (b_found
) continue;
9459 if( pProto
->BagFamily
)
9461 bool b_found
= false;
9462 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9464 uint32 keyringSize
= GetMaxKeyringSize();
9465 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9467 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9469 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9476 if (b_found
) continue;
9478 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9480 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9482 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9484 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9491 if (b_found
) continue;
9493 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9495 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9498 pBagProto
= pBag
->GetProto();
9500 // not plain container check
9501 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9502 ItemCanGoIntoBag(pProto
,pBagProto
) )
9504 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9506 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9508 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9516 if (b_found
) continue;
9520 bool b_found
= false;
9521 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9523 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9525 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9530 if (b_found
) continue;
9532 // search free slot in bags
9533 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9535 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9538 pBagProto
= pBag
->GetProto();
9540 // special bag already checked
9541 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
))
9544 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9546 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9548 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9556 // no free slot found?
9558 return EQUIP_ERR_INVENTORY_FULL
;
9561 return EQUIP_ERR_OK
;
9564 //////////////////////////////////////////////////////////////////////////
9565 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9568 Item
*pItem
= Item::CreateItem( item
, 1, this );
9571 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9576 return EQUIP_ERR_ITEM_NOT_FOUND
;
9579 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9584 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9585 ItemPrototype
const *pProto
= pItem
->GetProto();
9588 if(pItem
->IsBindedNotWith(this))
9589 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9591 // check count of items (skip for auto move for same player from bank)
9592 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9593 if(res
!= EQUIP_ERR_OK
)
9596 // check this only in game
9599 // May be here should be more stronger checks; STUNNED checked
9600 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9601 if (hasUnitState(UNIT_STAT_STUNNED
))
9602 return EQUIP_ERR_YOU_ARE_STUNNED
;
9604 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9606 // - in-progress arenas
9607 if( !pProto
->CanChangeEquipStateInCombat() )
9610 return EQUIP_ERR_NOT_IN_COMBAT
;
9612 if(BattleGround
* bg
= GetBattleGround())
9613 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9614 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9617 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9618 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9620 if(IsNonMeleeSpellCasted(false))
9621 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9624 ScalingStatDistributionEntry
const *ssd
= pProto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(pProto
->ScalingStatDistribution
) : 0;
9625 if (ssd
&& ssd
->MaxLevel
< getLevel())
9626 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9628 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9629 if (eslot
== NULL_SLOT
)
9630 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9632 uint8 msg
= CanUseItem(pItem
, not_loading
);
9633 if (msg
!= EQUIP_ERR_OK
)
9635 if (!swap
&& GetItemByPos(INVENTORY_SLOT_BAG_0
, eslot
))
9636 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9638 // if swap ignore item (equipped also)
9639 if (uint8 res2
= CanEquipUniqueItem(pItem
, swap
? eslot
: NULL_SLOT
))
9642 // check unique-equipped special item classes
9643 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9645 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9647 if (Item
* pBag
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
))
9651 if (ItemPrototype
const* pBagProto
= pBag
->GetProto())
9653 if (pBagProto
->Class
==pProto
->Class
&& (!swap
|| pBag
->GetSlot() != eslot
))
9654 return (pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9655 ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
9656 : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9663 uint32 type
= pProto
->InventoryType
;
9665 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9667 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9669 if (!CanDualWield())
9670 return EQUIP_ERR_CANT_DUAL_WIELD
;
9672 else if (type
== INVTYPE_2HWEAPON
)
9674 if (!CanDualWield() || !CanTitanGrip())
9675 return EQUIP_ERR_CANT_DUAL_WIELD
;
9678 if (IsTwoHandUsed())
9679 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9682 // equip two-hand weapon case (with possible unequip 2 items)
9683 if (type
== INVTYPE_2HWEAPON
)
9685 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9687 if (!CanTitanGrip())
9688 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9690 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9691 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9693 if (!CanTitanGrip())
9695 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9696 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9697 ItemPosCountVec off_dest
;
9698 if (offItem
&& (!not_loading
||
9699 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9700 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
))
9701 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9704 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9705 return EQUIP_ERR_OK
;
9709 return !swap
? EQUIP_ERR_ITEM_NOT_FOUND
: EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9712 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9714 // Applied only to equipped items and bank bags
9715 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9716 return EQUIP_ERR_OK
;
9718 Item
* pItem
= GetItemByPos(pos
);
9720 // Applied only to existed equipped item
9722 return EQUIP_ERR_OK
;
9724 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9726 ItemPrototype
const *pProto
= pItem
->GetProto();
9728 return EQUIP_ERR_ITEM_NOT_FOUND
;
9730 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9732 // - in-progress arenas
9733 if( !pProto
->CanChangeEquipStateInCombat() )
9736 return EQUIP_ERR_NOT_IN_COMBAT
;
9738 if(BattleGround
* bg
= GetBattleGround())
9739 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9740 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9743 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9744 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9746 return EQUIP_ERR_OK
;
9749 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9752 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9754 uint32 count
= pItem
->GetCount();
9756 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9757 ItemPrototype
const *pProto
= pItem
->GetProto();
9759 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9761 if (pItem
->IsBindedNotWith(this))
9762 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9764 // check count of items (skip for auto move for same player from bank)
9765 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9766 if (res
!= EQUIP_ERR_OK
)
9770 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9772 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9774 if (!pItem
->IsBag())
9775 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9777 if (slot
- BANK_SLOT_BAG_START
>= GetBankBagSlotCount())
9778 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9780 if (uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9784 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9785 if (res
!=EQUIP_ERR_OK
)
9789 return EQUIP_ERR_OK
;
9792 // not specific slot or have space for partly store only in specific slot
9795 if( bag
!= NULL_BAG
)
9797 if( pProto
->InventoryType
== INVTYPE_BAG
)
9799 Bag
*pBag
= (Bag
*)pItem
;
9800 if( pBag
&& !pBag
->IsEmpty() )
9801 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9804 // search stack in bag for merge to
9805 if( pProto
->Stackable
!= 1 )
9807 if( bag
== INVENTORY_SLOT_BAG_0
)
9809 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9810 if(res
!=EQUIP_ERR_OK
)
9814 return EQUIP_ERR_OK
;
9818 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9819 if(res
!=EQUIP_ERR_OK
)
9820 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9822 if(res
!=EQUIP_ERR_OK
)
9826 return EQUIP_ERR_OK
;
9830 // search free slot in bag
9831 if( bag
== INVENTORY_SLOT_BAG_0
)
9833 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9834 if(res
!=EQUIP_ERR_OK
)
9838 return EQUIP_ERR_OK
;
9842 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, false, pItem
, NULL_BAG
, slot
);
9843 if(res
!= EQUIP_ERR_OK
)
9844 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, true, pItem
, NULL_BAG
, slot
);
9846 if(res
!= EQUIP_ERR_OK
)
9850 return EQUIP_ERR_OK
;
9854 // not specific bag or have space for partly store only in specific bag
9856 // search stack for merge to
9857 if( pProto
->Stackable
!= 1 )
9860 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9861 if(res
!= EQUIP_ERR_OK
)
9865 return EQUIP_ERR_OK
;
9868 if( pProto
->BagFamily
)
9870 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9872 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9873 if(res
!=EQUIP_ERR_OK
)
9877 return EQUIP_ERR_OK
;
9881 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9883 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9884 if(res
!=EQUIP_ERR_OK
)
9888 return EQUIP_ERR_OK
;
9892 // search free place in special bag
9893 if( pProto
->BagFamily
)
9895 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9897 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9898 if(res
!=EQUIP_ERR_OK
)
9902 return EQUIP_ERR_OK
;
9906 // search free space
9907 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9908 if(res
!=EQUIP_ERR_OK
)
9912 return EQUIP_ERR_OK
;
9914 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9916 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9917 if(res
!=EQUIP_ERR_OK
)
9921 return EQUIP_ERR_OK
;
9923 return EQUIP_ERR_BANK_FULL
;
9926 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
9930 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
9932 if (!isAlive() && not_loading
)
9933 return EQUIP_ERR_YOU_ARE_DEAD
;
9936 // return EQUIP_ERR_YOU_ARE_STUNNED;
9938 ItemPrototype
const *pProto
= pItem
->GetProto();
9941 if (pItem
->IsBindedNotWith(this))
9942 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9944 if ((pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0)
9945 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9947 if (pItem
->GetSkill() != 0)
9949 if (GetSkillValue( pItem
->GetSkill() ) == 0)
9950 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9953 if (pProto
->RequiredSkill
!= 0)
9955 if (GetSkillValue( pProto
->RequiredSkill
) == 0)
9956 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9958 if (GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9959 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9962 if (pProto
->RequiredSpell
!= 0 && !HasSpell(pProto
->RequiredSpell
))
9963 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9965 if (pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
9966 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
9968 if (getLevel() < pProto
->RequiredLevel
)
9969 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9971 return EQUIP_ERR_OK
;
9974 return EQUIP_ERR_ITEM_NOT_FOUND
;
9977 bool Player::CanUseItem( ItemPrototype
const *pProto
)
9979 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9983 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9985 if( pProto
->RequiredSkill
!= 0 )
9987 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9989 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9992 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9994 if( getLevel() < pProto
->RequiredLevel
)
10001 uint8
Player::CanUseAmmo( uint32 item
) const
10003 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
10005 return EQUIP_ERR_YOU_ARE_DEAD
;
10006 //if( isStunned() )
10007 // return EQUIP_ERR_YOU_ARE_STUNNED;
10008 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
10011 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
10012 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
10013 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10014 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10015 if( pProto
->RequiredSkill
!= 0 )
10017 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10018 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10019 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10020 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10022 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10023 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10024 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
10025 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10027 if( getLevel() < pProto
->RequiredLevel
)
10028 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10030 // Requires No Ammo
10031 if(GetDummyAura(46699))
10032 return EQUIP_ERR_BAG_FULL6
;
10034 return EQUIP_ERR_OK
;
10036 return EQUIP_ERR_ITEM_NOT_FOUND
;
10039 void Player::SetAmmo( uint32 item
)
10045 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10051 uint8 msg
= CanUseAmmo( item
);
10052 if( msg
!= EQUIP_ERR_OK
)
10054 SendEquipError( msg
, NULL
, NULL
);
10059 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10061 _ApplyAmmoBonuses();
10064 void Player::RemoveAmmo()
10066 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10070 if(CanModifyStats())
10071 UpdateDamagePhysical(RANGED_ATTACK
);
10074 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10075 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10078 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10079 count
+= itr
->count
;
10081 Item
*pItem
= Item::CreateItem( item
, count
, this );
10084 ItemAddedQuestCheck( item
, count
);
10085 if(randomPropertyId
)
10086 pItem
->SetItemRandomProperties(randomPropertyId
);
10087 pItem
= StoreItem( dest
, pItem
, update
);
10092 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10097 Item
* lastItem
= pItem
;
10098 uint32 entry
= pItem
->GetEntry();
10099 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10101 uint16 pos
= itr
->pos
;
10102 uint32 count
= itr
->count
;
10106 if(itr
== dest
.end())
10108 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10112 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10114 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
10118 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10119 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10124 uint8 bag
= pos
>> 8;
10125 uint8 slot
= pos
& 255;
10127 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10129 Item
*pItem2
= GetItemByPos( bag
, slot
);
10134 pItem
= pItem
->CloneItem(count
, this);
10136 pItem
->SetCount(count
);
10141 if (pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10142 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10143 (pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10144 pItem
->SetBinding( true );
10146 if (bag
== INVENTORY_SLOT_BAG_0
)
10148 m_items
[slot
] = pItem
;
10149 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10150 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10151 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10153 pItem
->SetSlot( slot
);
10154 pItem
->SetContainer( NULL
);
10156 // need update known currency
10157 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10158 UpdateKnownCurrencies(pItem
->GetEntry(), true);
10160 if (IsInWorld() && update
)
10162 pItem
->AddToWorld();
10163 pItem
->SendUpdateToPlayer( this );
10166 pItem
->SetState(ITEM_CHANGED
, this);
10168 else if (Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10170 pBag
->StoreItem( slot
, pItem
, update
);
10171 if( IsInWorld() && update
)
10173 pItem
->AddToWorld();
10174 pItem
->SendUpdateToPlayer( this );
10176 pItem
->SetState(ITEM_CHANGED
, this);
10177 pBag
->SetState(ITEM_CHANGED
, this);
10180 AddEnchantmentDurations(pItem
);
10181 AddItemDurations(pItem
);
10187 if (pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10188 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10189 (pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10190 pItem2
->SetBinding( true );
10192 pItem2
->SetCount( pItem2
->GetCount() + count
);
10193 if (IsInWorld() && update
)
10194 pItem2
->SendUpdateToPlayer( this );
10198 // delete item (it not in any slot currently)
10199 if (IsInWorld() && update
)
10201 pItem
->RemoveFromWorld();
10202 pItem
->DestroyForPlayer( this );
10205 RemoveEnchantmentDurations(pItem
);
10206 RemoveItemDurations(pItem
);
10208 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10209 pItem
->SetState(ITEM_REMOVED
, this);
10212 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10213 AddEnchantmentDurations(pItem2
);
10215 pItem2
->SetState(ITEM_CHANGED
, this);
10221 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10223 if (Item
*pItem
= Item::CreateItem( item
, 1, this ))
10225 ItemAddedQuestCheck( item
, 1 );
10226 return EquipItem( pos
, pItem
, update
);
10232 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10235 AddEnchantmentDurations(pItem
);
10236 AddItemDurations(pItem
);
10238 uint8 bag
= pos
>> 8;
10239 uint8 slot
= pos
& 255;
10241 Item
*pItem2
= GetItemByPos( bag
, slot
);
10245 VisualizeItem( slot
, pItem
);
10249 ItemPrototype
const *pProto
= pItem
->GetProto();
10251 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10252 if(pProto
&& pProto
->ItemSet
)
10253 AddItemsSetItem(this, pItem
);
10255 _ApplyItemMods(pItem
, slot
, true);
10257 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10259 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10261 if (getClass() == CLASS_ROGUE
)
10262 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10264 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10267 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10270 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10272 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10273 data
<< uint64(GetGUID());
10275 data
<< uint32(cooldownSpell
);
10277 GetSession()->SendPacket(&data
);
10282 if( IsInWorld() && update
)
10284 pItem
->AddToWorld();
10285 pItem
->SendUpdateToPlayer( this );
10288 ApplyEquipCooldown(pItem
);
10290 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10291 UpdateExpertise(BASE_ATTACK
);
10292 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10293 UpdateExpertise(OFF_ATTACK
);
10297 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10298 if( IsInWorld() && update
)
10299 pItem2
->SendUpdateToPlayer( this );
10301 // delete item (it not in any slot currently)
10302 //pItem->DeleteFromDB();
10303 if( IsInWorld() && update
)
10305 pItem
->RemoveFromWorld();
10306 pItem
->DestroyForPlayer( this );
10309 RemoveEnchantmentDurations(pItem
);
10310 RemoveItemDurations(pItem
);
10312 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10313 pItem
->SetState(ITEM_REMOVED
, this);
10314 pItem2
->SetState(ITEM_CHANGED
, this);
10316 ApplyEquipCooldown(pItem2
);
10321 // only for full equip instead adding to stack
10322 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10327 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10331 AddEnchantmentDurations(pItem
);
10332 AddItemDurations(pItem
);
10334 uint8 slot
= pos
& 255;
10335 VisualizeItem( slot
, pItem
);
10339 pItem
->AddToWorld();
10340 pItem
->SendUpdateToPlayer( this );
10343 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10347 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10351 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetUInt64Value(ITEM_FIELD_CREATOR
));
10353 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10354 SetUInt32Value(VisibleBase
+ 0, pItem
->GetEntry());
10356 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10357 SetUInt32Value(VisibleBase
+ 1 + i
, pItem
->GetEnchantmentId(EnchantmentSlot(i
)));
10359 // Use SetInt16Value to prevent set high part to FFFF for negative value
10360 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0, pItem
->GetItemRandomPropertyId());
10361 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetItemSuffixFactor());
10365 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10367 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10368 SetUInt32Value(VisibleBase
+ 0, 0);
10370 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10371 SetUInt32Value(VisibleBase
+ 1 + i
, 0);
10373 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10374 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10378 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10383 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10384 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10385 pItem
->SetBinding( true );
10387 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10389 m_items
[slot
] = pItem
;
10390 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10391 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10392 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10393 pItem
->SetSlot( slot
);
10394 pItem
->SetContainer( NULL
);
10396 if( slot
< EQUIPMENT_SLOT_END
)
10397 SetVisibleItemSlot(slot
, pItem
);
10399 pItem
->SetState(ITEM_CHANGED
, this);
10402 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10404 // note: removeitem does not actually change the item
10405 // it only takes the item out of storage temporarily
10406 // note2: if removeitem is to be used for delinking
10407 // the item must be removed from the player's updatequeue
10409 Item
*pItem
= GetItemByPos( bag
, slot
);
10412 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10414 RemoveEnchantmentDurations(pItem
);
10415 RemoveItemDurations(pItem
);
10417 if( bag
== INVENTORY_SLOT_BAG_0
)
10419 if ( slot
< INVENTORY_SLOT_BAG_END
)
10421 ItemPrototype
const *pProto
= pItem
->GetProto();
10422 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10424 if(pProto
&& pProto
->ItemSet
)
10425 RemoveItemsSetItem(this, pProto
);
10427 _ApplyItemMods(pItem
, slot
, false);
10429 // remove item dependent auras and casts (only weapon and armor slots)
10430 if(slot
< EQUIPMENT_SLOT_END
)
10432 RemoveItemDependentAurasAndCasts(pItem
);
10434 // remove held enchantments, update expertise
10435 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10437 if (pItem
->GetItemSuffixFactor())
10439 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10440 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10444 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10445 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10448 UpdateExpertise(BASE_ATTACK
);
10450 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10451 UpdateExpertise(OFF_ATTACK
);
10454 // need update known currency
10455 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10456 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10458 m_items
[slot
] = NULL
;
10459 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10461 if ( slot
< EQUIPMENT_SLOT_END
)
10462 SetVisibleItemSlot(slot
, NULL
);
10466 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10468 pBag
->RemoveItem(slot
, update
);
10470 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10471 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10472 pItem
->SetSlot( NULL_SLOT
);
10473 if( IsInWorld() && update
)
10474 pItem
->SendUpdateToPlayer( this );
10478 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10479 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10481 if(Item
* it
= GetItemByPos(bag
,slot
))
10483 ItemRemovedQuestCheck(it
->GetEntry(), it
->GetCount());
10484 RemoveItem(bag
, slot
, update
);
10485 it
->RemoveFromUpdateQueueOf(this);
10486 if(it
->IsInWorld())
10488 it
->RemoveFromWorld();
10489 it
->DestroyForPlayer( this );
10494 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10495 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10497 // update quest counters
10498 ItemAddedQuestCheck(pItem
->GetEntry(), pItem
->GetCount());
10501 Item
* pLastItem
= StoreItem(dest
, pItem
, update
);
10503 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10504 if(pLastItem
== pItem
)
10506 // update owner for last item (this can be original item with wrong owner
10507 if(pLastItem
->GetOwnerGUID() != GetGUID())
10508 pLastItem
->SetOwnerGUID(GetGUID());
10510 // if this original item then it need create record in inventory
10511 // in case trade we already have item in other player inventory
10512 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10516 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10518 Item
*pItem
= GetItemByPos( bag
, slot
);
10521 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10523 // start from destroy contained items (only equipped bag can have its)
10524 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10526 for (int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
10527 DestroyItem(slot
, i
, update
);
10530 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10531 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10533 RemoveEnchantmentDurations(pItem
);
10534 RemoveItemDurations(pItem
);
10536 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10538 if( bag
== INVENTORY_SLOT_BAG_0
)
10540 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10542 // equipment and equipped bags can have applied bonuses
10543 if ( slot
< INVENTORY_SLOT_BAG_END
)
10545 ItemPrototype
const *pProto
= pItem
->GetProto();
10547 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10548 if(pProto
&& pProto
->ItemSet
)
10549 RemoveItemsSetItem(this, pProto
);
10551 _ApplyItemMods(pItem
, slot
, false);
10554 if ( slot
< EQUIPMENT_SLOT_END
)
10556 // remove item dependent auras and casts (only weapon and armor slots)
10557 RemoveItemDependentAurasAndCasts(pItem
);
10559 // update expertise
10560 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10561 UpdateExpertise(BASE_ATTACK
);
10562 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10563 UpdateExpertise(OFF_ATTACK
);
10565 // equipment visual show
10566 SetVisibleItemSlot(slot
, NULL
);
10568 // need update known currency
10569 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10570 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10572 m_items
[slot
] = NULL
;
10574 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10575 pBag
->RemoveItem(slot
, update
);
10577 if( IsInWorld() && update
)
10579 pItem
->RemoveFromWorld();
10580 pItem
->DestroyForPlayer(this);
10583 //pItem->SetOwnerGUID(0);
10584 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10585 pItem
->SetSlot( NULL_SLOT
);
10586 pItem
->SetState(ITEM_REMOVED
, this);
10590 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10592 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10593 uint32 remcount
= 0;
10596 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10598 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10600 if (pItem
->GetEntry() == item
)
10602 if (pItem
->GetCount() + remcount
<= count
)
10604 // all items in inventory can unequipped
10605 remcount
+= pItem
->GetCount();
10606 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10608 if (remcount
>= count
)
10613 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10614 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10615 if (IsInWorld() & update
)
10616 pItem
->SendUpdateToPlayer( this );
10617 pItem
->SetState(ITEM_CHANGED
, this);
10624 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
10626 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10628 if (pItem
->GetEntry() == item
)
10630 if (pItem
->GetCount() + remcount
<= count
)
10632 // all keys can be unequipped
10633 remcount
+= pItem
->GetCount();
10634 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10636 if (remcount
>= count
)
10641 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10642 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10643 if (IsInWorld() & update
)
10644 pItem
->SendUpdateToPlayer( this );
10645 pItem
->SetState(ITEM_CHANGED
, this);
10652 // in inventory bags
10653 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10655 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10657 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10659 if(Item
* pItem
= pBag
->GetItemByPos(j
))
10661 if (pItem
->GetEntry() == item
)
10663 // all items in bags can be unequipped
10664 if (pItem
->GetCount() + remcount
<= count
)
10666 remcount
+= pItem
->GetCount();
10667 DestroyItem( i
, j
, update
);
10669 if (remcount
>= count
)
10674 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10675 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10676 if (IsInWorld() && update
)
10677 pItem
->SendUpdateToPlayer( this );
10678 pItem
->SetState(ITEM_CHANGED
, this);
10687 // in equipment and bag list
10688 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10690 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10692 if (pItem
&& pItem
->GetEntry() == item
)
10694 if (pItem
->GetCount() + remcount
<= count
)
10696 if (!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false) == EQUIP_ERR_OK
)
10698 remcount
+= pItem
->GetCount();
10699 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10701 if (remcount
>= count
)
10707 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10708 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10709 if (IsInWorld() & update
)
10710 pItem
->SendUpdateToPlayer( this );
10711 pItem
->SetState(ITEM_CHANGED
, this);
10719 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10721 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10724 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10725 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10726 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10727 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10729 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
10730 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10731 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10732 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10734 // in inventory bags
10735 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10736 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10737 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10738 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10739 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10740 DestroyItem(i
, j
, update
);
10742 // in equipment and bag list
10743 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10744 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10745 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10746 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10749 void Player::DestroyConjuredItems( bool update
)
10751 // used when entering arena
10752 // destroys all conjured items
10753 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10756 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10757 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10758 if (pItem
->IsConjuredConsumable())
10759 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10761 // in inventory bags
10762 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10763 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10764 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10765 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10766 if (pItem
->IsConjuredConsumable())
10767 DestroyItem( i
, j
, update
);
10769 // in equipment and bag list
10770 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10771 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10772 if (pItem
->IsConjuredConsumable())
10773 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10776 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10781 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10783 if( pItem
->GetCount() <= count
)
10785 count
-= pItem
->GetCount();
10787 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10791 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10792 pItem
->SetCount( pItem
->GetCount() - count
);
10794 if( IsInWorld() & update
)
10795 pItem
->SendUpdateToPlayer( this );
10796 pItem
->SetState(ITEM_CHANGED
, this);
10800 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10802 uint8 srcbag
= src
>> 8;
10803 uint8 srcslot
= src
& 255;
10805 uint8 dstbag
= dst
>> 8;
10806 uint8 dstslot
= dst
& 255;
10808 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10811 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10815 // not let split all items (can be only at cheating)
10816 if(pSrcItem
->GetCount() == count
)
10818 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10822 // not let split more existed items (can be only at cheating)
10823 if(pSrcItem
->GetCount() < count
)
10825 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10829 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10831 //best error message found for attempting to split while looting
10832 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10836 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
10837 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
10840 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10844 if( IsInventoryPos( dst
) )
10846 // change item amount before check (for unique max count check)
10847 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10849 ItemPosCountVec dest
;
10850 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10851 if( msg
!= EQUIP_ERR_OK
)
10854 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10855 SendEquipError( msg
, pSrcItem
, NULL
);
10860 pSrcItem
->SendUpdateToPlayer( this );
10861 pSrcItem
->SetState(ITEM_CHANGED
, this);
10862 StoreItem( dest
, pNewItem
, true);
10864 else if( IsBankPos ( dst
) )
10866 // change item amount before check (for unique max count check)
10867 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10869 ItemPosCountVec dest
;
10870 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10871 if( msg
!= EQUIP_ERR_OK
)
10874 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10875 SendEquipError( msg
, pSrcItem
, NULL
);
10880 pSrcItem
->SendUpdateToPlayer( this );
10881 pSrcItem
->SetState(ITEM_CHANGED
, this);
10882 BankItem( dest
, pNewItem
, true);
10884 else if( IsEquipmentPos ( dst
) )
10886 // change item amount before check (for unique max count check), provide space for splitted items
10887 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10890 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
10891 if( msg
!= EQUIP_ERR_OK
)
10894 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10895 SendEquipError( msg
, pSrcItem
, NULL
);
10900 pSrcItem
->SendUpdateToPlayer( this );
10901 pSrcItem
->SetState(ITEM_CHANGED
, this);
10902 EquipItem( dest
, pNewItem
, true);
10903 AutoUnequipOffhandIfNeed();
10907 void Player::SwapItem( uint16 src
, uint16 dst
)
10909 uint8 srcbag
= src
>> 8;
10910 uint8 srcslot
= src
& 255;
10912 uint8 dstbag
= dst
>> 8;
10913 uint8 dstslot
= dst
& 255;
10915 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10916 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
10921 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
10925 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
10931 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
10933 //best error message found for attempting to swap while looting
10934 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
10938 // check unequip potability for equipped items and bank bags
10939 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
10941 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10942 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
) || pDstItem
&& pDstItem
->IsBag() && ((Bag
*)pDstItem
)->IsEmpty());
10943 if(msg
!= EQUIP_ERR_OK
)
10945 SendEquipError( msg
, pSrcItem
, pDstItem
);
10950 // prevent put equipped/bank bag in self
10951 if( IsBagPos ( src
) && srcslot
== dstbag
)
10953 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
10961 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
10963 //best error message found for attempting to swap while looting
10964 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
10968 // check unequip potability for equipped items and bank bags
10969 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
10971 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10972 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) || pSrcItem
->IsBag() && ((Bag
*)pSrcItem
)->IsEmpty());
10973 if(msg
!= EQUIP_ERR_OK
)
10975 SendEquipError( msg
, pSrcItem
, pDstItem
);
10981 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
10982 // or swap empty bag with another empty or not empty bag (with items exchange)
10987 if( IsInventoryPos( dst
) )
10989 ItemPosCountVec dest
;
10990 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
10991 if( msg
!= EQUIP_ERR_OK
)
10993 SendEquipError( msg
, pSrcItem
, NULL
);
10997 RemoveItem(srcbag
, srcslot
, true);
10998 StoreItem( dest
, pSrcItem
, true);
11000 else if( IsBankPos ( dst
) )
11002 ItemPosCountVec dest
;
11003 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
11004 if( msg
!= EQUIP_ERR_OK
)
11006 SendEquipError( msg
, pSrcItem
, NULL
);
11010 RemoveItem(srcbag
, srcslot
, true);
11011 BankItem( dest
, pSrcItem
, true);
11013 else if( IsEquipmentPos ( dst
) )
11016 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
11017 if( msg
!= EQUIP_ERR_OK
)
11019 SendEquipError( msg
, pSrcItem
, NULL
);
11023 RemoveItem(srcbag
, srcslot
, true);
11024 EquipItem(dest
, pSrcItem
, true);
11025 AutoUnequipOffhandIfNeed();
11031 // attempt merge to / fill target item
11032 if(!pSrcItem
->IsBag() && !pDstItem
->IsBag())
11035 ItemPosCountVec sDest
;
11037 if( IsInventoryPos( dst
) )
11038 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11039 else if( IsBankPos ( dst
) )
11040 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11041 else if( IsEquipmentPos ( dst
) )
11042 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11046 // can be merge/fill
11047 if(msg
== EQUIP_ERR_OK
)
11049 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
11051 RemoveItem(srcbag
, srcslot
, true);
11053 if( IsInventoryPos( dst
) )
11054 StoreItem( sDest
, pSrcItem
, true);
11055 else if( IsBankPos ( dst
) )
11056 BankItem( sDest
, pSrcItem
, true);
11057 else if( IsEquipmentPos ( dst
) )
11059 EquipItem( eDest
, pSrcItem
, true);
11060 AutoUnequipOffhandIfNeed();
11065 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
11066 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
11067 pSrcItem
->SetState(ITEM_CHANGED
, this);
11068 pDstItem
->SetState(ITEM_CHANGED
, this);
11071 pSrcItem
->SendUpdateToPlayer( this );
11072 pDstItem
->SendUpdateToPlayer( this );
11079 // impossible merge/fill, do real swap
11082 // check src->dest move possibility
11083 ItemPosCountVec sDest
;
11085 if( IsInventoryPos( dst
) )
11086 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11087 else if( IsBankPos( dst
) )
11088 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11089 else if( IsEquipmentPos( dst
) )
11091 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11092 if( msg
== EQUIP_ERR_OK
)
11093 msg
= CanUnequipItem( eDest
, true );
11096 if( msg
!= EQUIP_ERR_OK
)
11098 SendEquipError( msg
, pSrcItem
, pDstItem
);
11102 // check dest->src move possibility
11103 ItemPosCountVec sDest2
;
11105 if( IsInventoryPos( src
) )
11106 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11107 else if( IsBankPos( src
) )
11108 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11109 else if( IsEquipmentPos( src
) )
11111 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11112 if( msg
== EQUIP_ERR_OK
)
11113 msg
= CanUnequipItem( eDest2
, true);
11116 if( msg
!= EQUIP_ERR_OK
)
11118 SendEquipError( msg
, pDstItem
, pSrcItem
);
11122 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11123 if(pSrcItem
->IsBag() && pDstItem
->IsBag())
11125 Bag
* emptyBag
= NULL
;
11126 Bag
* fullBag
= NULL
;
11127 if(((Bag
*)pSrcItem
)->IsEmpty() && !IsBagPos(src
))
11129 emptyBag
= (Bag
*)pSrcItem
;
11130 fullBag
= (Bag
*)pDstItem
;
11132 else if(((Bag
*)pDstItem
)->IsEmpty() && !IsBagPos(dst
))
11134 emptyBag
= (Bag
*)pDstItem
;
11135 fullBag
= (Bag
*)pSrcItem
;
11138 // bag swap (with items exchange) case
11139 if(emptyBag
&& fullBag
)
11141 ItemPrototype
const* emotyProto
= emptyBag
->GetProto();
11145 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11147 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11151 ItemPrototype
const* bagItemProto
= bagItem
->GetProto();
11152 if (!bagItemProto
|| !ItemCanGoIntoBag(bagItemProto
, emotyProto
))
11154 // one from items not go to empty target bag
11155 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11163 if (count
> emptyBag
->GetBagSize())
11165 // too small targeted bag
11166 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
, pSrcItem
, pDstItem
);
11171 count
= 0; // will pos in new bag
11172 for(int i
= 0; i
< fullBag
->GetBagSize(); ++i
)
11174 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11178 fullBag
->RemoveItem(i
, true);
11179 emptyBag
->StoreItem(count
, bagItem
, true);
11180 bagItem
->SetState(ITEM_CHANGED
, this);
11187 // now do moves, remove...
11188 RemoveItem(dstbag
, dstslot
, false);
11189 RemoveItem(srcbag
, srcslot
, false);
11192 if( IsInventoryPos( dst
) )
11193 StoreItem(sDest
, pSrcItem
, true);
11194 else if( IsBankPos( dst
) )
11195 BankItem(sDest
, pSrcItem
, true);
11196 else if( IsEquipmentPos( dst
) )
11197 EquipItem(eDest
, pSrcItem
, true);
11200 if( IsInventoryPos( src
) )
11201 StoreItem(sDest2
, pDstItem
, true);
11202 else if( IsBankPos( src
) )
11203 BankItem(sDest2
, pDstItem
, true);
11204 else if( IsEquipmentPos( src
) )
11205 EquipItem(eDest2
, pDstItem
, true);
11207 AutoUnequipOffhandIfNeed();
11210 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11214 uint32 slot
= m_currentBuybackSlot
;
11215 // if current back slot non-empty search oldest or free
11218 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11219 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11221 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11230 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11232 if(oldest_time
> i_time
)
11234 oldest_time
= i_time
;
11240 slot
= oldest_slot
;
11243 RemoveItemFromBuyBackSlot( slot
, true );
11244 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11246 m_items
[slot
] = pItem
;
11247 time_t base
= time(NULL
);
11248 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11249 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11251 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), pItem
->GetGUID() );
11252 ItemPrototype
const *pProto
= pItem
->GetProto();
11254 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11256 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11257 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11259 // move to next (for non filled list is move most optimized choice)
11260 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
- 1)
11261 ++m_currentBuybackSlot
;
11265 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11267 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11268 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11269 return m_items
[slot
];
11273 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11275 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11276 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11278 Item
*pItem
= m_items
[slot
];
11281 pItem
->RemoveFromWorld();
11282 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11285 m_items
[slot
] = NULL
;
11287 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11288 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), 0 );
11289 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11290 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11292 // if current backslot is filled set to now free slot
11293 if(m_items
[m_currentBuybackSlot
])
11294 m_currentBuybackSlot
= slot
;
11298 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11300 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg
);
11301 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11302 data
<< uint8(msg
);
11306 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11307 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11308 data
<< uint8(0); // not 0 there...
11310 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11315 if(ItemPrototype
const* proto
= pItem
->GetProto())
11316 level
= proto
->RequiredLevel
;
11318 data
<< uint32(level
); // new 2.4.0
11321 GetSession()->SendPacket(&data
);
11324 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11326 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11327 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11328 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11329 data
<< uint32(item
);
11331 data
<< uint32(param
);
11332 data
<< uint8(msg
);
11333 GetSession()->SendPacket(&data
);
11336 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11338 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11339 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11340 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11341 data
<< uint64(guid
);
11343 data
<< uint32(param
);
11344 data
<< uint8(msg
);
11345 GetSession()->SendPacket(&data
);
11348 void Player::ClearTrade()
11351 acceptTrade
= false;
11352 for(int i
= 0; i
< TRADE_SLOT_COUNT
; ++i
)
11353 tradeItems
[i
] = NULL_SLOT
;
11356 void Player::TradeCancel(bool sendback
)
11360 // send yellow "Trade canceled" message to both traders
11364 ws
->SendCancelTrade();
11365 ws
= pTrader
->GetSession();
11366 if(!ws
->PlayerLogout())
11367 ws
->SendCancelTrade();
11371 pTrader
->ClearTrade();
11372 // prevent loss of reference
11373 pTrader
->pTrader
= NULL
;
11378 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11380 if(m_itemDuration
.empty())
11383 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
, realtimeonly
);
11385 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); )
11388 ++itr
; // current element can be erased in UpdateDuration
11390 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11391 item
->UpdateDuration(this,time
);
11395 void Player::UpdateEnchantTime(uint32 time
)
11397 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11401 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11403 next
= m_enchantDuration
.erase(itr
);
11405 else if(itr
->leftduration
<= time
)
11407 ApplyEnchantment(itr
->item
, itr
->slot
, false, false);
11408 itr
->item
->ClearEnchantment(itr
->slot
);
11409 next
= m_enchantDuration
.erase(itr
);
11411 else if(itr
->leftduration
> time
)
11413 itr
->leftduration
-= time
;
11419 void Player::AddEnchantmentDurations(Item
*item
)
11421 for(int x
= 0; x
< MAX_ENCHANTMENT_SLOT
; ++x
)
11423 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11426 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11428 AddEnchantmentDuration(item
, EnchantmentSlot(x
), duration
);
11432 void Player::RemoveEnchantmentDurations(Item
*item
)
11434 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end();)
11436 if(itr
->item
== item
)
11438 // save duration in item
11439 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
), itr
->leftduration
);
11440 itr
= m_enchantDuration
.erase(itr
);
11447 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11449 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11450 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(), next
; itr
!= m_enchantDuration
.end(); itr
= next
)
11453 if(itr
->slot
== slot
)
11455 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11457 // remove from stats
11458 ApplyEnchantment(itr
->item
, slot
, false, false);
11460 itr
->item
->ClearEnchantment(slot
);
11462 // remove from update list
11463 next
= m_enchantDuration
.erase(itr
);
11469 // remove enchants from inventory items
11470 // NOTE: no need to remove these from stats, since these aren't equipped
11472 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11474 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11475 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11476 pItem
->ClearEnchantment(slot
);
11479 // in inventory bags
11480 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11482 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11485 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11487 Item
* pItem
= pBag
->GetItemByPos(j
);
11488 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11489 pItem
->ClearEnchantment(slot
);
11495 // duration == 0 will remove item enchant
11496 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11501 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11504 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11506 if(itr
->item
== item
&& itr
->slot
== slot
)
11508 itr
->item
->SetEnchantmentDuration(itr
->slot
, itr
->leftduration
);
11509 m_enchantDuration
.erase(itr
);
11513 if(item
&& duration
> 0 )
11515 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(), slot
, uint32(duration
/1000));
11516 m_enchantDuration
.push_back(EnchantDuration(item
, slot
, duration
));
11520 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11522 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11523 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11526 void Player::ApplyEnchantment(Item
*item
, EnchantmentSlot slot
, bool apply
, bool apply_dur
, bool ignore_condition
)
11531 if(!item
->IsEquipped())
11534 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11537 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11541 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11545 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11548 if (!item
->IsBroken())
11550 for (int s
= 0; s
< 3; ++s
)
11552 uint32 enchant_display_type
= pEnchant
->type
[s
];
11553 uint32 enchant_amount
= pEnchant
->amount
[s
];
11554 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11556 switch(enchant_display_type
)
11558 case ITEM_ENCHANTMENT_TYPE_NONE
:
11560 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11561 // processed in Player::CastItemCombatSpell
11563 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11564 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11565 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11566 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11567 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11568 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11569 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11571 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11572 if(enchant_spell_id
)
11576 int32 basepoints
= 0;
11577 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11578 if (item
->GetItemRandomPropertyId())
11580 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11583 // Search enchant_amount
11584 for (int k
= 0; k
< 3; ++k
)
11586 if(item_rand
->enchant_id
[k
] == enchant_id
)
11588 basepoints
= int32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11594 // Cast custom spell vs all equal basepoints getted from enchant_amount
11596 CastCustomSpell(this, enchant_spell_id
, &basepoints
, &basepoints
, &basepoints
, true, item
);
11598 CastSpell(this, enchant_spell_id
, true, item
);
11601 RemoveAurasDueToItemSpell(item
, enchant_spell_id
);
11604 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11605 if (!enchant_amount
)
11607 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11610 for (int k
= 0; k
< 3; ++k
)
11612 if(item_rand
->enchant_id
[k
] == enchant_id
)
11614 enchant_amount
= uint32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11621 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11623 case ITEM_ENCHANTMENT_TYPE_STAT
:
11625 if (!enchant_amount
)
11627 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11628 if(item_rand_suffix
)
11630 for (int k
= 0; k
< 3; ++k
)
11632 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11634 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11641 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11642 switch (enchant_spell_id
)
11644 case ITEM_MOD_MANA
:
11645 sLog
.outDebug("+ %u MANA",enchant_amount
);
11646 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(enchant_amount
), apply
);
11648 case ITEM_MOD_HEALTH
:
11649 sLog
.outDebug("+ %u HEALTH",enchant_amount
);
11650 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(enchant_amount
), apply
);
11652 case ITEM_MOD_AGILITY
:
11653 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11654 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11655 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11657 case ITEM_MOD_STRENGTH
:
11658 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11659 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11660 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11662 case ITEM_MOD_INTELLECT
:
11663 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11664 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11665 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11667 case ITEM_MOD_SPIRIT
:
11668 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11669 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11670 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11672 case ITEM_MOD_STAMINA
:
11673 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11674 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11675 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11677 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11678 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11679 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11681 case ITEM_MOD_DODGE_RATING
:
11682 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11683 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11685 case ITEM_MOD_PARRY_RATING
:
11686 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11687 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11689 case ITEM_MOD_BLOCK_RATING
:
11690 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11691 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11693 case ITEM_MOD_HIT_MELEE_RATING
:
11694 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11695 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11697 case ITEM_MOD_HIT_RANGED_RATING
:
11698 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11699 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11701 case ITEM_MOD_HIT_SPELL_RATING
:
11702 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11703 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11705 case ITEM_MOD_CRIT_MELEE_RATING
:
11706 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11707 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11709 case ITEM_MOD_CRIT_RANGED_RATING
:
11710 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11711 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11713 case ITEM_MOD_CRIT_SPELL_RATING
:
11714 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11715 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11717 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11719 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11720 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11722 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11723 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11725 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11726 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11728 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11729 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11731 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11732 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11734 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11735 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11737 // case ITEM_MOD_HASTE_MELEE_RATING:
11738 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11740 // case ITEM_MOD_HASTE_RANGED_RATING:
11741 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11743 case ITEM_MOD_HASTE_SPELL_RATING
:
11744 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11746 case ITEM_MOD_HIT_RATING
:
11747 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11748 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11749 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11750 sLog
.outDebug("+ %u HIT", enchant_amount
);
11752 case ITEM_MOD_CRIT_RATING
:
11753 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11754 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11755 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11756 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11758 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11759 // case ITEM_MOD_HIT_TAKEN_RATING:
11760 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11761 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11762 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11764 // case ITEM_MOD_CRIT_TAKEN_RATING:
11765 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11766 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11767 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11769 case ITEM_MOD_RESILIENCE_RATING
:
11770 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11771 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11772 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11773 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11775 case ITEM_MOD_HASTE_RATING
:
11776 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11777 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11778 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11779 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11781 case ITEM_MOD_EXPERTISE_RATING
:
11782 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11783 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11785 case ITEM_MOD_ATTACK_POWER
:
11786 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11787 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11788 sLog
.outDebug("+ %u ATTACK_POWER", enchant_amount
);
11790 case ITEM_MOD_RANGED_ATTACK_POWER
:
11791 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11792 sLog
.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount
);
11794 case ITEM_MOD_FERAL_ATTACK_POWER
:
11795 ((Player
*)this)->ApplyFeralAPBonus(enchant_amount
, apply
);
11796 sLog
.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount
);
11798 case ITEM_MOD_SPELL_HEALING_DONE
:
11799 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
11800 sLog
.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount
);
11802 case ITEM_MOD_SPELL_DAMAGE_DONE
:
11803 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
11804 sLog
.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount
);
11806 case ITEM_MOD_MANA_REGENERATION
:
11807 ((Player
*)this)->ApplyManaRegenBonus(enchant_amount
, apply
);
11808 sLog
.outDebug("+ %u MANA_REGENERATION", enchant_amount
);
11810 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
11811 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
11812 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
11814 case ITEM_MOD_SPELL_POWER
:
11815 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
11816 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
11817 sLog
.outDebug("+ %u SPELL_POWER", enchant_amount
);
11824 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11826 if(getClass() == CLASS_SHAMAN
)
11828 float addValue
= 0.0f
;
11829 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11831 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
11832 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11834 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11836 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
11837 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11842 case ITEM_ENCHANTMENT_TYPE_USE_SPELL
:
11843 // processed in Player::CastItemUseSpell
11845 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET
:
11849 sLog
.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id
, enchant_display_type
);
11851 } /*switch(enchant_display_type)*/
11855 // visualize enchantment at player and equipped items
11856 if(slot
< MAX_INSPECTED_ENCHANTMENT_SLOT
)
11858 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (item
->GetSlot() * MAX_VISIBLE_ITEM_OFFSET
);
11859 SetUInt32Value(VisibleBase
+ 1 + slot
, apply
? item
->GetEnchantmentId(slot
) : 0);
11867 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11869 AddEnchantmentDuration(item
, slot
, duration
);
11873 // duration == 0 will remove EnchantDuration
11874 AddEnchantmentDuration(item
, slot
, 0);
11879 void Player::SendEnchantmentDurations()
11881 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11883 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(), itr
->slot
, uint32(itr
->leftduration
) / 1000);
11887 void Player::SendItemDurations()
11889 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); ++itr
)
11891 (*itr
)->SendTimeUpdate(this);
11895 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11897 if(!item
) // prevent crash
11900 // last check 2.0.10
11901 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11902 data
<< uint64(GetGUID()); // player GUID
11903 data
<< uint32(received
); // 0=looted, 1=from npc
11904 data
<< uint32(created
); // 0=received, 1=created
11905 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11906 data
<< uint8(item
->GetBagSlot()); // bagslot
11907 // item slot, but when added to stack: 0xFFFFFFFF
11908 data
<< uint32((item
->GetCount() == count
) ? item
->GetSlot() : -1);
11909 data
<< uint32(item
->GetEntry()); // item id
11910 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11911 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11912 data
<< uint32(count
); // count of items
11913 data
<< uint32(GetItemCount(item
->GetEntry())); // count of items in inventory
11915 if (broadcast
&& GetGroup())
11916 GetGroup()->BroadcastPacket(&data
, true);
11918 GetSession()->SendPacket(&data
);
11921 /*********************************************************/
11922 /*** QUEST SYSTEM ***/
11923 /*********************************************************/
11925 void Player::PrepareQuestMenu( uint64 guid
)
11928 QuestRelations
* pObjectQR
;
11929 QuestRelations
* pObjectQIR
;
11931 // pets also can have quests
11932 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid
);
11935 pObject
= (Object
*)pCreature
;
11936 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11937 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11941 GameObject
*pGameObject
= GetMap()->GetGameObject(guid
);
11944 pObject
= (Object
*)pGameObject
;
11945 pObjectQR
= &objmgr
.mGOQuestRelations
;
11946 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11952 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
11955 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
11957 uint32 quest_id
= i
->second
;
11958 QuestStatus status
= GetQuestStatus( quest_id
);
11959 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
11960 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11961 else if ( status
== QUEST_STATUS_INCOMPLETE
)
11962 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_INCOMPLETE
);
11963 else if (status
== QUEST_STATUS_AVAILABLE
)
11964 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11967 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
11969 uint32 quest_id
= i
->second
;
11970 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11971 if(!pQuest
) continue;
11973 QuestStatus status
= GetQuestStatus( quest_id
);
11975 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
11976 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11977 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
11978 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_AVAILABLE
);
11982 void Player::SendPreparedQuest( uint64 guid
)
11984 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
11985 if( questMenu
.Empty() )
11988 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
11990 uint32 status
= qmi0
.m_qIcon
;
11992 // single element case
11993 if ( questMenu
.MenuItemCount() == 1 )
11995 // Auto open -- maybe also should verify there is no greeting
11996 uint32 quest_id
= qmi0
.m_qId
;
11997 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12001 if( status
== DIALOG_STATUS_REWARD_REP
&& !GetQuestRewardStatus( quest_id
) )
12002 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
, false), true );
12003 else if( status
== DIALOG_STATUS_INCOMPLETE
)
12004 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, false, true );
12005 // Send completable on repeatable quest if player don't have quest
12006 else if( pQuest
->IsRepeatable() && !pQuest
->IsDaily() )
12007 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
12009 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
12012 // multiply entries
12018 std::string title
= "";
12020 // need pet case for some quests
12021 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
12024 uint32 textid
= pCreature
->GetNpcTextId();
12025 GossipText
const* gossiptext
= objmgr
.GetGossipText(textid
);
12028 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12029 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12034 qe
= gossiptext
->Options
[0].Emotes
[0];
12036 if(!gossiptext
->Options
[0].Text_0
.empty())
12038 title
= gossiptext
->Options
[0].Text_0
;
12040 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12043 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12046 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
12047 title
= nl
->Text_0
[0][loc_idx
];
12053 title
= gossiptext
->Options
[0].Text_1
;
12055 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12058 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12061 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
12062 title
= nl
->Text_1
[0][loc_idx
];
12068 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
12072 bool Player::IsActiveQuest( uint32 quest_id
) const
12074 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
12076 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
12079 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
12082 QuestRelations
* pObjectQR
;
12083 QuestRelations
* pObjectQIR
;
12085 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
12088 pObject
= (Object
*)pCreature
;
12089 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12090 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12094 GameObject
*pGameObject
= GetMap()->GetGameObject(guid
);
12097 pObject
= (Object
*)pGameObject
;
12098 pObjectQR
= &objmgr
.mGOQuestRelations
;
12099 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12105 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
12106 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
12108 if (itr
->second
== nextQuestID
)
12109 return objmgr
.GetQuestTemplate(nextQuestID
);
12115 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
12117 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
12118 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
12119 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
12120 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
12122 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12128 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12130 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12131 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12132 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12133 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12134 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12135 && SatisfyQuestDay( pQuest
, msg
);
12138 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12140 if( !SatisfyQuestLog( msg
) )
12143 uint32 srcitem
= pQuest
->GetSrcItemId();
12146 uint32 count
= pQuest
->GetSrcItemCount();
12147 ItemPosCountVec dest
;
12148 uint8 msg2
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12150 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12151 if( msg2
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12153 else if( msg2
!= EQUIP_ERR_OK
)
12155 SendEquipError( msg2
, NULL
, NULL
);
12162 bool Player::CanCompleteQuest( uint32 quest_id
)
12166 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12167 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12168 return false; // not allow re-complete quest
12170 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12175 // auto complete quest
12176 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12179 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12182 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12184 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12186 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12191 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12193 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12195 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12198 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12203 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12206 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12209 if ( qInfo
->GetRewOrReqMoney() < 0 )
12211 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12215 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12216 if ( repFacId
&& GetReputationMgr().GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12225 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12227 // Solve problem that player don't have the quest and try complete it.
12228 // if repeatable she must be able to complete event if player don't have it.
12229 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12230 if( !CanTakeQuest(pQuest
, false) )
12233 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12234 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12235 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12238 if( !CanRewardQuest(pQuest
, false) )
12244 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12246 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12247 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12250 // daily quest can't be rewarded (25 daily quest already completed)
12251 if(!SatisfyQuestDay(pQuest
,true))
12254 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12255 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12258 // prevent receive reward with quest items in bank
12259 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12261 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12263 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12264 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12267 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12273 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12274 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12280 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12282 // prevent receive reward with quest items in bank or for not completed quest
12283 if(!CanRewardQuest(pQuest
,msg
))
12286 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12288 if( pQuest
->RewChoiceItemId
[reward
] )
12290 ItemPosCountVec dest
;
12291 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12292 if( res
!= EQUIP_ERR_OK
)
12294 SendEquipError( res
, NULL
, NULL
);
12300 if ( pQuest
->GetRewItemsCount() > 0 )
12302 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12304 if( pQuest
->RewItemId
[i
] )
12306 ItemPosCountVec dest
;
12307 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12308 if( res
!= EQUIP_ERR_OK
)
12310 SendEquipError( res
, NULL
, NULL
);
12320 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12322 uint16 log_slot
= FindQuestSlot( 0 );
12323 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12325 uint32 quest_id
= pQuest
->GetQuestId();
12327 // if not exist then created with set uState==NEW and rewarded=false
12328 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12330 // check for repeatable quests status reset
12331 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12332 questStatusData
.m_explored
= false;
12334 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12336 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12337 questStatusData
.m_itemcount
[i
] = 0;
12340 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12342 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12343 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12346 GiveQuestSourceItem( pQuest
);
12347 AdjustQuestReqItemCount( pQuest
, questStatusData
);
12349 if( pQuest
->GetRepObjectiveFaction() )
12350 if(FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->GetRepObjectiveFaction()))
12351 GetReputationMgr().SetVisible(factionEntry
);
12354 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12356 uint32 limittime
= pQuest
->GetLimitTime();
12358 // shared timed quest
12359 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12360 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ IN_MILISECONDS
;
12362 AddTimedQuest( quest_id
);
12363 questStatusData
.m_timer
= limittime
* IN_MILISECONDS
;
12364 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12367 questStatusData
.m_timer
= 0;
12369 SetQuestSlot(log_slot
, quest_id
, qtime
);
12371 if (questStatusData
.uState
!= QUEST_NEW
)
12372 questStatusData
.uState
= QUEST_CHANGED
;
12374 //starting initial quest script
12375 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12376 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12378 // Some spells applied at quest activation
12379 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,true);
12380 if(saBounds
.first
!= saBounds
.second
)
12383 GetZoneAndAreaId(zone
,area
);
12385 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12386 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12387 if( !HasAura(itr
->second
->spellId
,0) )
12388 CastSpell(this,itr
->second
->spellId
,true);
12391 UpdateForQuestWorldObjects();
12394 void Player::CompleteQuest( uint32 quest_id
)
12398 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12400 uint16 log_slot
= FindQuestSlot( quest_id
);
12401 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12402 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12404 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12406 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12407 RewardQuest(qInfo
,0,this,false);
12409 SendQuestComplete( quest_id
);
12414 void Player::IncompleteQuest( uint32 quest_id
)
12418 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12420 uint16 log_slot
= FindQuestSlot( quest_id
);
12421 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12422 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12426 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12428 uint32 quest_id
= pQuest
->GetQuestId();
12430 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12432 if ( pQuest
->ReqItemId
[i
] )
12433 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12436 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12437 // SetTimedQuest( 0 );
12438 m_timedquests
.erase(pQuest
->GetQuestId());
12440 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12442 if( pQuest
->RewChoiceItemId
[reward
] )
12444 ItemPosCountVec dest
;
12445 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12447 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12448 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12453 if ( pQuest
->GetRewItemsCount() > 0 )
12455 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12457 if( pQuest
->RewItemId
[i
] )
12459 ItemPosCountVec dest
;
12460 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12462 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12463 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12469 RewardReputation( pQuest
);
12471 if( pQuest
->GetRewSpellCast() > 0 )
12472 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12473 else if( pQuest
->GetRewSpell() > 0)
12474 CastSpell( this, pQuest
->GetRewSpell(), true);
12476 uint16 log_slot
= FindQuestSlot( quest_id
);
12477 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12478 SetQuestSlot(log_slot
,0);
12480 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12482 // Not give XP in case already completed once repeatable quest
12483 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12485 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12486 GiveXP( XP
, NULL
);
12489 uint32 money
= uint32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
));
12490 ModifyMoney( money
);
12491 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, money
);
12494 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12495 if(pQuest
->GetRewOrReqMoney())
12497 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12499 if(pQuest
->GetRewOrReqMoney() > 0)
12500 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, pQuest
->GetRewOrReqMoney());
12504 if(pQuest
->GetRewHonorableKills())
12505 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12508 if(pQuest
->GetCharTitleId())
12510 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12511 SetTitle(titleEntry
);
12514 if(pQuest
->GetBonusTalents())
12516 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
12517 InitTalentForLevel();
12520 // Send reward mail
12521 if(pQuest
->GetRewMailTemplateId())
12523 MailMessageType mailType
;
12524 uint32 senderGuidOrEntry
;
12525 switch(questGiver
->GetTypeId())
12528 mailType
= MAIL_CREATURE
;
12529 senderGuidOrEntry
= questGiver
->GetEntry();
12531 case TYPEID_GAMEOBJECT
:
12532 mailType
= MAIL_GAMEOBJECT
;
12533 senderGuidOrEntry
= questGiver
->GetEntry();
12536 mailType
= MAIL_ITEM
;
12537 senderGuidOrEntry
= questGiver
->GetEntry();
12539 case TYPEID_PLAYER
:
12540 mailType
= MAIL_NORMAL
;
12541 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12544 mailType
= MAIL_NORMAL
;
12545 senderGuidOrEntry
= GetGUIDLow();
12549 Loot questMailLoot
;
12551 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this,true);
12554 MailItemsInfo mi
; // item list preparing
12556 uint32 max_slot
= questMailLoot
.GetMaxSlotInLootFor(this);
12557 for(uint32 i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< max_slot
; ++i
)
12559 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12561 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12563 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12564 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12569 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12572 if(pQuest
->IsDaily())
12574 SetDailyQuestStatus(quest_id
);
12575 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12578 if ( !pQuest
->IsRepeatable() )
12579 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12581 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12583 q_status
.m_rewarded
= true;
12586 SendQuestReward( pQuest
, XP
, questGiver
);
12588 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12589 if (pQuest
->GetZoneOrSort() > 0)
12590 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE
, pQuest
->GetZoneOrSort());
12591 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12592 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
, pQuest
->GetQuestId());
12597 // remove auras from spells with quest reward state limitations
12598 SpellAreaForQuestMapBounds saEndBounds
= spellmgr
.GetSpellAreaForQuestEndMapBounds(quest_id
);
12599 if(saEndBounds
.first
!= saEndBounds
.second
)
12601 GetZoneAndAreaId(zone
,area
);
12603 for(SpellAreaForAreaMap::const_iterator itr
= saEndBounds
.first
; itr
!= saEndBounds
.second
; ++itr
)
12604 if(!itr
->second
->IsFitToRequirements(this,zone
,area
))
12605 RemoveAurasDueToSpell(itr
->second
->spellId
);
12608 // Some spells applied at quest reward
12609 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,false);
12610 if(saBounds
.first
!= saBounds
.second
)
12613 GetZoneAndAreaId(zone
,area
);
12615 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12616 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12617 if( !HasAura(itr
->second
->spellId
,0) )
12618 CastSpell(this,itr
->second
->spellId
,true);
12622 void Player::FailQuest( uint32 quest_id
)
12626 IncompleteQuest( quest_id
);
12628 uint16 log_slot
= FindQuestSlot( quest_id
);
12629 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12631 SetQuestSlotTimer(log_slot
, 1 );
12632 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12634 SendQuestFailed( quest_id
);
12638 void Player::FailTimedQuest( uint32 quest_id
)
12642 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12644 q_status
.m_timer
= 0;
12645 if (q_status
.uState
!= QUEST_NEW
)
12646 q_status
.uState
= QUEST_CHANGED
;
12648 IncompleteQuest( quest_id
);
12650 uint16 log_slot
= FindQuestSlot( quest_id
);
12651 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12653 SetQuestSlotTimer(log_slot
, 1 );
12654 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12656 SendQuestTimerFailed( quest_id
);
12660 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12662 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12663 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12665 // skip zone zoneOrSort and 0 case skillOrClass
12666 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12669 int32 questSort
= -zoneOrSort
;
12670 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12672 // check class sort cases in zoneOrSort
12673 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12676 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12681 if( skillOrClass
< 0 )
12683 uint8 reqClass
= -int32(skillOrClass
);
12684 if(getClass() != reqClass
)
12687 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12692 else if( skillOrClass
> 0 )
12694 uint32 reqSkill
= skillOrClass
;
12695 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12698 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12706 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12708 if( getLevel() < qInfo
->GetMinLevel() )
12711 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12717 bool Player::SatisfyQuestLog( bool msg
)
12720 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12725 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12726 GetSession()->SendPacket( &data
);
12727 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12732 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12734 // No previous quest (might be first quest in a series)
12735 if( qInfo
->prevQuests
.empty())
12738 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12740 uint32 prevId
= abs(*iter
);
12742 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12743 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12745 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12747 // If any of the positive previous quests completed, return true
12748 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12750 // skip one-from-all exclusive group
12751 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12754 // each-from-all exclusive group ( < 0)
12755 // can be start if only all quests in prev quest exclusive group completed and rewarded
12756 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12757 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12759 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12761 for(; iter2
!= end
; ++iter2
)
12763 uint32 exclude_Id
= iter2
->second
;
12765 // skip checked quest id, only state of other quests in group is interesting
12766 if(exclude_Id
== prevId
)
12769 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12771 // alternative quest from group also must be completed and rewarded(reported)
12772 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12775 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12781 // If any of the negative previous quests active, return true
12782 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12783 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12785 // skip one-from-all exclusive group
12786 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12789 // each-from-all exclusive group ( < 0)
12790 // can be start if only all quests in prev quest exclusive group active
12791 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12792 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12794 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12796 for(; iter2
!= end
; ++iter2
)
12798 uint32 exclude_Id
= iter2
->second
;
12800 // skip checked quest id, only state of other quests in group is interesting
12801 if(exclude_Id
== prevId
)
12804 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12806 // alternative quest from group also must be active
12807 if( i_exstatus
== mQuestStatus
.end() ||
12808 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12809 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12812 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12821 // Has only positive prev. quests in non-rewarded state
12822 // and negative prev. quests in non-active state
12824 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12829 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12831 uint32 reqraces
= qInfo
->GetRequiredRaces();
12832 if ( reqraces
== 0 )
12834 if( (reqraces
& getRaceMask()) == 0 )
12837 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12843 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12845 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12846 if(fIdMin
&& GetReputationMgr().GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12849 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12853 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12854 if(fIdMax
&& GetReputationMgr().GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12857 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12864 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12866 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12867 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12870 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12876 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12878 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12881 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12887 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12889 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12890 if(qInfo
->GetExclusiveGroup() <= 0)
12893 ObjectMgr::ExclusiveQuestGroups::const_iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12894 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12896 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12898 for(; iter
!= end
; ++iter
)
12900 uint32 exclude_Id
= iter
->second
;
12902 // skip checked quest id, only state of other quests in group is interesting
12903 if(exclude_Id
== qInfo
->GetQuestId())
12906 // not allow have daily quest if daily quest from exclusive group already recently completed
12907 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
12908 if( !SatisfyQuestDay(Nquest
, false) )
12911 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12915 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12917 // alternative quest already started or completed
12918 if( i_exstatus
!= mQuestStatus
.end()
12919 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12922 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12929 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12931 if(!qInfo
->GetNextQuestInChain())
12934 // next quest in chain already started or completed
12935 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
12936 if( itr
!= mQuestStatus
.end()
12937 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12940 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12944 // check for all quests further up the chain
12945 // only necessary if there are quest chains with more than one quest that can be skipped
12946 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12950 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12952 // No previous quest in chain
12953 if( qInfo
->prevChainQuests
.empty())
12956 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
12958 uint32 prevId
= *iter
;
12960 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12962 if( i_prevstatus
!= mQuestStatus
.end() )
12964 // If any of the previous quests in chain active, return false
12965 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12966 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
12969 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12974 // check for all quests further down the chain
12975 // only necessary if there are quest chains with more than one quest that can be skipped
12976 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12980 // No previous quest in chain active
12984 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12986 if(!qInfo
->IsDaily())
12989 bool have_slot
= false;
12990 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
12992 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
12993 if(qInfo
->GetQuestId()==id
)
13003 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
13010 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
13012 uint32 srcitem
= pQuest
->GetSrcItemId();
13015 uint32 count
= pQuest
->GetSrcItemCount();
13019 ItemPosCountVec dest
;
13020 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
13021 if( msg
== EQUIP_ERR_OK
)
13023 Item
* item
= StoreNewItem(dest
, srcitem
, true);
13024 SendNewItem(item
, count
, true, false);
13027 // player already have max amount required item, just report success
13028 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
13031 SendEquipError( msg
, NULL
, NULL
);
13038 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
13040 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13043 uint32 srcitem
= qInfo
->GetSrcItemId();
13046 uint32 count
= qInfo
->GetSrcItemCount();
13050 // exist one case when destroy source quest item not possible:
13051 // non un-equippable item (equipped non-empty bag, for example)
13052 uint8 res
= CanUnequipItems(srcitem
,count
);
13053 if(res
!= EQUIP_ERR_OK
)
13056 SendEquipError( res
, NULL
, NULL
);
13060 DestroyItemCount(srcitem
, count
, true, true);
13066 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
13068 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13071 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13072 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13073 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
13074 && !qInfo
->IsRepeatable() )
13075 return itr
->second
.m_rewarded
;
13082 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
13086 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13087 if( itr
!= mQuestStatus
.end() )
13088 return itr
->second
.m_status
;
13090 return QUEST_STATUS_NONE
;
13093 bool Player::CanShareQuest(uint32 quest_id
) const
13095 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13096 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
13098 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13099 if( itr
!= mQuestStatus
.end() )
13100 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
13105 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
13107 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13110 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
13112 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
13113 m_timedquests
.erase(qInfo
->GetQuestId());
13116 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13118 q_status
.m_status
= status
;
13119 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13122 UpdateForQuestWorldObjects();
13125 // not used in MaNGOS, but used in scripting code
13126 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13128 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13132 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13133 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13134 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13139 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
, QuestStatusData
& questStatusData
)
13141 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13143 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
13145 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13146 if( reqitemcount
!= 0 )
13148 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
13150 questStatusData
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13151 if (questStatusData
.uState
!= QUEST_NEW
) questStatusData
.uState
= QUEST_CHANGED
;
13157 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13159 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13160 if ( GetQuestSlotQuestId(i
) == quest_id
)
13163 return MAX_QUEST_LOG_SIZE
;
13166 void Player::AreaExploredOrEventHappens( uint32 questId
)
13170 uint16 log_slot
= FindQuestSlot( questId
);
13171 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13173 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13175 if(!q_status
.m_explored
)
13177 q_status
.m_explored
= true;
13178 if (q_status
.uState
!= QUEST_NEW
)
13179 q_status
.uState
= QUEST_CHANGED
;
13182 if( CanCompleteQuest( questId
) )
13183 CompleteQuest( questId
);
13187 //not used in mangosd, function for external script library
13188 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13190 if( Group
*pGroup
= GetGroup() )
13192 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13194 Player
*pGroupGuy
= itr
->getSource();
13196 // for any leave or dead (with not released body) group member at appropriate distance
13197 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13198 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13202 AreaExploredOrEventHappens(questId
);
13205 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13207 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13209 uint32 questid
= GetQuestSlotQuestId(i
);
13210 if ( questid
== 0 )
13213 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13215 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13218 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13219 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13222 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13224 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13225 if ( reqitem
== entry
)
13227 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13228 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13229 if ( curitemcount
< reqitemcount
)
13231 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13232 q_status
.m_itemcount
[j
] += additemcount
;
13233 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13235 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13237 if ( CanCompleteQuest( questid
) )
13238 CompleteQuest( questid
);
13243 UpdateForQuestWorldObjects();
13246 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13248 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13250 uint32 questid
= GetQuestSlotQuestId(i
);
13253 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13256 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13259 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13261 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13262 if ( reqitem
== entry
)
13264 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13266 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13267 uint32 curitemcount
;
13268 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13269 curitemcount
= q_status
.m_itemcount
[j
];
13271 curitemcount
= GetItemCount(entry
,true);
13272 if ( curitemcount
< reqitemcount
+ count
)
13274 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13275 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13276 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13278 IncompleteQuest( questid
);
13284 UpdateForQuestWorldObjects();
13287 void Player::KilledMonster( uint32 entry
, uint64 guid
)
13289 uint32 addkillcount
= 1;
13290 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13291 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13293 uint32 questid
= GetQuestSlotQuestId(i
);
13297 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13300 // just if !ingroup || !noraidgroup || raidgroup
13301 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13302 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13304 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13306 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13308 // skip GO activate objective or none
13309 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13312 // skip Cast at creature objective
13313 if(qInfo
->ReqSpell
[j
] !=0 )
13316 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13318 if ( reqkill
== entry
)
13320 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13321 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13322 if ( curkillcount
< reqkillcount
)
13324 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13325 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13327 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13329 if ( CanCompleteQuest( questid
) )
13330 CompleteQuest( questid
);
13332 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13341 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13343 bool isCreature
= IS_CREATURE_GUID(guid
);
13345 uint32 addCastCount
= 1;
13346 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13348 uint32 questid
= GetQuestSlotQuestId(i
);
13352 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13356 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13358 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13360 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13362 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13364 // skip kill creature objective (0) or wrong spell casts
13365 if(qInfo
->ReqSpell
[j
] != spell_id
)
13368 uint32 reqTarget
= 0;
13372 // creature activate objectives
13373 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13374 // checked at quest_template loading
13375 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13379 // GO activate objective
13380 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13381 // checked at quest_template loading
13382 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13385 // other not this creature/GO related objectives
13386 if( reqTarget
!= entry
)
13389 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13390 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13391 if ( curCastCount
< reqCastCount
)
13393 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13394 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13396 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13399 if ( CanCompleteQuest( questid
) )
13400 CompleteQuest( questid
);
13402 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13410 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13412 uint32 addTalkCount
= 1;
13413 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13415 uint32 questid
= GetQuestSlotQuestId(i
);
13419 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13423 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13425 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13427 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13429 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13431 // skip spell casts and Gameobject objectives
13432 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13435 uint32 reqTarget
= 0;
13437 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13438 // checked at quest_template loading
13439 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13443 if ( reqTarget
== entry
)
13445 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13446 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13447 if ( curTalkCount
< reqTalkCount
)
13449 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13450 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13452 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13454 if ( CanCompleteQuest( questid
) )
13455 CompleteQuest( questid
);
13457 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13466 void Player::MoneyChanged( uint32 count
)
13468 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13470 uint32 questid
= GetQuestSlotQuestId(i
);
13474 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13475 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13477 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13479 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13481 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13483 if ( CanCompleteQuest( questid
) )
13484 CompleteQuest( questid
);
13487 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13489 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13490 IncompleteQuest( questid
);
13496 void Player::ReputationChanged(FactionEntry
const* factionEntry
)
13498 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13500 if(uint32 questid
= GetQuestSlotQuestId(i
))
13502 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
))
13504 if(qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
13506 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13507 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13509 if(GetReputationMgr().GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
13510 if ( CanCompleteQuest( questid
) )
13511 CompleteQuest( questid
);
13513 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13515 if(GetReputationMgr().GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
13516 IncompleteQuest( questid
);
13524 bool Player::HasQuestForItem( uint32 itemid
) const
13526 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13528 uint32 questid
= GetQuestSlotQuestId(i
);
13529 if ( questid
== 0 )
13532 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
13533 if(qs_itr
== mQuestStatus
.end())
13536 QuestStatusData
const& q_status
= qs_itr
->second
;
13538 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13540 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
13544 // hide quest if player is in raid-group and quest is no raid quest
13545 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13548 // There should be no mixed ReqItem/ReqSource drop
13549 // This part for ReqItem drop
13550 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13552 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13555 // This part - for ReqSource
13556 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; ++j
)
13558 // examined item is a source item
13559 if (qinfo
->ReqSourceId
[j
] == itemid
)
13561 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(itemid
);
13564 if (pProto
->MaxCount
&& GetItemCount(itemid
,true) < pProto
->MaxCount
)
13567 // allows custom amount drop when not 0
13568 if (qinfo
->ReqSourceCount
[j
])
13570 if (GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13572 } else if (GetItemCount(itemid
,true) < pProto
->Stackable
)
13581 void Player::SendQuestComplete( uint32 quest_id
)
13585 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13586 data
<< uint32(quest_id
);
13587 GetSession()->SendPacket( &data
);
13588 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13592 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13594 uint32 questid
= pQuest
->GetQuestId();
13595 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13596 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13597 data
<< uint32(questid
);
13599 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13601 data
<< uint32(XP
);
13602 data
<< uint32(pQuest
->GetRewOrReqMoney());
13607 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13610 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13611 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13612 GetSession()->SendPacket( &data
);
13614 if (pQuest
->GetQuestCompleteScript() != 0)
13615 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13618 void Player::SendQuestFailed( uint32 quest_id
)
13622 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13624 data
<< uint32(0); // failed reason (4 for inventory is full)
13625 GetSession()->SendPacket( &data
);
13626 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13630 void Player::SendQuestTimerFailed( uint32 quest_id
)
13634 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13636 GetSession()->SendPacket( &data
);
13637 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13641 void Player::SendCanTakeQuestResponse( uint32 msg
)
13643 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13644 data
<< uint32(msg
);
13645 GetSession()->SendPacket( &data
);
13646 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13649 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13653 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13654 data
<< uint64(pPlayer
->GetGUID());
13655 data
<< uint8(msg
); // valid values: 0-8
13656 GetSession()->SendPacket( &data
);
13657 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13661 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13663 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13664 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13665 //data << pQuest->ReqItemId[item_idx];
13667 GetSession()->SendPacket( &data
);
13670 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13672 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13674 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13676 // client expected gameobject template id in form (id|0x80000000)
13677 entry
= (-entry
) | 0x80000000;
13679 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13680 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13681 data
<< uint32(pQuest
->GetQuestId());
13682 data
<< uint32(entry
);
13683 data
<< uint32(old_count
+ add_count
);
13684 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13685 data
<< uint64(guid
);
13686 GetSession()->SendPacket(&data
);
13688 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13689 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13690 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13693 /*********************************************************/
13694 /*** LOAD SYSTEM ***/
13695 /*********************************************************/
13697 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13699 bool delete_result
= true;
13702 // 0 1 2 3 4 5 6 7 8 9 10
13703 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login, zone FROM characters WHERE guid = '%u'",guid
);
13708 delete_result
= false;
13710 Field
*fields
= result
->Fetch();
13712 if (!LoadValues( fields
[1].GetString()))
13714 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid
));
13720 // overwrite possible wrong/corrupted guid
13721 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13723 m_name
= fields
[2].GetCppString();
13725 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13726 SetMapId(fields
[6].GetUInt32());
13727 // the instance id is not needed at character enum
13729 m_Played_time
[0] = fields
[7].GetUInt32();
13730 m_Played_time
[1] = fields
[8].GetUInt32();
13732 m_atLoginFlags
= fields
[9].GetUInt32();
13734 // I don't see these used anywhere ..
13737 _LoadBoundInstances();*/
13742 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
13745 if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
13746 m_deathState
= DEAD
;
13751 void Player::_LoadDeclinedNames(QueryResult
* result
)
13757 delete m_declinedname
;
13759 m_declinedname
= new DeclinedName
;
13760 Field
*fields
= result
->Fetch();
13761 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13762 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13767 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
13769 // arenateamid, played_week, played_season, personal_rating
13770 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
)*18);
13776 Field
*fields
= result
->Fetch();
13778 uint32 arenateamid
= fields
[0].GetUInt32();
13779 uint32 played_week
= fields
[1].GetUInt32();
13780 uint32 played_season
= fields
[2].GetUInt32();
13781 uint32 personal_rating
= fields
[3].GetUInt32();
13783 ArenaTeam
* aTeam
= objmgr
.GetArenaTeamById(arenateamid
);
13786 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid
, played_week
, played_season
, personal_rating
);
13789 uint8 arenaSlot
= aTeam
->GetSlot();
13791 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6] = arenateamid
; // TeamID
13792 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 1] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
13793 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 2] = played_week
; // Played Week
13794 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 3] = played_season
; // Played Season
13795 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 4] = 0; // Unk
13796 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 5] = personal_rating
; // Personal Rating
13798 }while (result
->NextRow());
13802 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13804 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13808 Field
*fields
= result
->Fetch();
13810 x
= fields
[0].GetFloat();
13811 y
= fields
[1].GetFloat();
13812 z
= fields
[2].GetFloat();
13813 o
= fields
[3].GetFloat();
13814 mapid
= fields
[4].GetUInt32();
13815 in_flight
= !fields
[5].GetCppString().empty();
13821 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13823 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13827 Field
*fields
= result
->Fetch();
13829 data
= StrSplit(fields
[0].GetCppString(), " ");
13836 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13838 if(index
>= data
.size())
13841 return (uint32
)atoi(data
[index
].c_str());
13844 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13847 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13848 memcpy(&result
, &temp
, sizeof(result
));
13853 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13856 if(!LoadValuesArrayFromDB(data
,guid
))
13859 return GetUInt32ValueFromArray(data
,index
);
13862 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13865 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13866 memcpy(&result
, &temp
, sizeof(result
));
13871 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
13873 //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 [28] [29] 30 31 32 33 34 35 36 37 38 39 40
13874 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points,bgid,bgteam,bgmap,bgx,bgy,bgz,bgo FROM characters WHERE guid = '%u'", guid);
13875 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
13879 sLog
.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
13883 Field
*fields
= result
->Fetch();
13885 uint32 dbAccountId
= fields
[1].GetUInt32();
13887 // check if the character's account in the db and the logged in account match.
13888 // player should be able to load/delete character only with correct account!
13889 if( dbAccountId
!= GetSession()->GetAccountId() )
13891 sLog
.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
13896 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
13898 m_name
= fields
[3].GetCppString();
13900 // check name limitations
13901 if(!ObjectMgr::IsValidName(m_name
) || (GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
)))
13904 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
13908 if(!LoadValues( fields
[2].GetString()))
13910 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid
));
13915 // overwrite possible wrong/corrupted guid
13916 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13918 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13919 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
13921 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0 );
13922 SetVisibleItemSlot(slot
, NULL
);
13926 delete m_items
[slot
];
13927 m_items
[slot
] = NULL
;
13931 // update money limits
13932 if(GetMoney() > MAX_MONEY_AMOUNT
)
13933 SetMoney(MAX_MONEY_AMOUNT
);
13935 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
13938 m_race
= fields
[4].GetUInt8();
13939 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13940 //Other way is to saves m_team into characters table.
13941 setFactionForRace(m_race
);
13944 m_class
= fields
[5].GetUInt8();
13946 // load home bind and check in same time class/race pair, it used later for restore broken positions
13947 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
13953 InitPrimaryProfessions(); // to max set before any spell loaded
13955 // init saved position, and fix it later if problematic
13956 uint32 transGUID
= fields
[24].GetUInt32();
13957 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
13958 SetMapId(fields
[9].GetUInt32());
13959 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
13961 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
13963 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
13965 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[33].GetUInt32();
13966 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
13967 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
13969 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
13971 // check arena teams integrity
13972 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
13974 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
13978 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
13979 if(at
->HaveMember(GetGUID()))
13982 // arena team not exist or not member, cleanup fields
13983 for(int j
=0; j
< 6; ++j
)
13984 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
13987 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
13989 if(!IsPositionValid())
13991 sLog
.outError("Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
13992 RelocateToHomebind();
13996 m_movementInfo
.t_x
= 0.0f
;
13997 m_movementInfo
.t_y
= 0.0f
;
13998 m_movementInfo
.t_z
= 0.0f
;
13999 m_movementInfo
.t_o
= 0.0f
;
14002 uint32 bgid
= fields
[34].GetUInt32();
14003 uint32 bgteam
= fields
[35].GetUInt32();
14005 if(bgid
) //saved in BattleGround
14007 SetBattleGroundEntryPoint(fields
[36].GetUInt32(),fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
14009 // check entry point and fix to homebind if need
14010 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(m_bgEntryPoint
.mapid
);
14011 if(!mapEntry
|| mapEntry
->Instanceable() || !MapManager::IsValidMapCoord(m_bgEntryPoint
))
14012 SetBattleGroundEntryPoint(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
,0.0f
);
14014 BattleGround
*currentBg
= sBattleGroundMgr
.GetBattleGround(bgid
, BATTLEGROUND_TYPE_NONE
);
14016 if(currentBg
&& currentBg
->IsPlayerInBattleGround(GetGUID()))
14018 BattleGroundQueueTypeId bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(currentBg
->GetTypeID(), currentBg
->GetArenaType());
14019 AddBattleGroundQueueId(bgQueueTypeId
);
14021 SetBattleGroundId(currentBg
->GetInstanceID(), currentBg
->GetTypeID());
14024 //join player to battleground group
14025 currentBg
->EventPlayerLoggedIn(this, GetGUID());
14026 currentBg
->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), bgteam
);
14028 SetInviteForBattleGroundQueueType(bgQueueTypeId
,currentBg
->GetInstanceID());
14032 Relocate(GetBattleGroundEntryPoint());
14033 //RemoveArenaAuras(true);
14038 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14039 // if server restart after player save in BG or area
14040 // player can have current coordinates in to BG/Arean map, fix this
14041 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena())
14043 // return to BG master
14044 SetMapId(fields
[36].GetUInt32());
14045 Relocate(fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
14047 // check entry point and fix to homebind if need
14048 mapEntry
= sMapStore
.LookupEntry(GetMapId());
14049 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena() || !IsPositionValid())
14050 RelocateToHomebind();
14054 if (transGUID
!= 0)
14056 m_movementInfo
.t_x
= fields
[20].GetFloat();
14057 m_movementInfo
.t_y
= fields
[21].GetFloat();
14058 m_movementInfo
.t_z
= fields
[22].GetFloat();
14059 m_movementInfo
.t_o
= fields
[23].GetFloat();
14061 if( !MaNGOS::IsValidMapCoord(
14062 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14063 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
14064 // transport size limited
14065 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
14067 sLog
.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14068 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14069 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
14071 RelocateToHomebind();
14073 m_movementInfo
.t_x
= 0.0f
;
14074 m_movementInfo
.t_y
= 0.0f
;
14075 m_movementInfo
.t_z
= 0.0f
;
14076 m_movementInfo
.t_o
= 0.0f
;
14082 if (transGUID
!= 0)
14084 for (MapManager::TransportSet::const_iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
14086 if( (*iter
)->GetGUIDLow() == transGUID
)
14088 MapEntry
const* transMapEntry
= sMapStore
.LookupEntry((*iter
)->GetMapId());
14089 // client without expansion support
14090 if(GetSession()->Expansion() < transMapEntry
->Expansion())
14092 sLog
.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter
)->GetMapId());
14096 m_transport
= *iter
;
14097 m_transport
->AddPassenger(this);
14098 SetMapId(m_transport
->GetMapId());
14105 sLog
.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14108 RelocateToHomebind();
14110 m_movementInfo
.t_x
= 0.0f
;
14111 m_movementInfo
.t_y
= 0.0f
;
14112 m_movementInfo
.t_z
= 0.0f
;
14113 m_movementInfo
.t_o
= 0.0f
;
14118 else // not transport case
14120 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14121 // client without expansion support
14122 if(GetSession()->Expansion() < mapEntry
->Expansion())
14124 sLog
.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14125 RelocateToHomebind();
14129 // NOW player must have valid map
14130 // load the player's map here if it's not already loaded
14131 Map
*map
= GetMap();
14133 // since the player may not be bound to the map yet, make sure subsequent
14134 // getmap calls won't create new maps
14135 SetInstanceId(map
->GetInstanceId());
14137 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14138 if(GetInstanceId() && !sInstanceSaveManager
.GetInstanceSave(GetInstanceId()))
14140 AreaTrigger
const* at
= objmgr
.GetMapEntranceTrigger(GetMapId());
14142 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
14144 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());
14147 SaveRecallPosition();
14149 time_t now
= time(NULL
);
14150 time_t logoutTime
= time_t(fields
[16].GetUInt64());
14152 // since last logout (in seconds)
14153 uint64 time_diff
= uint64(now
- logoutTime
);
14155 // set value, including drunk invisibility detection
14156 // calculate sobering. after 15 minutes logged out, the player will be sober again
14158 if(time_diff
> 15*MINUTE
)
14161 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14162 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14163 SetDrunkValue(newDrunkenValue
);
14165 m_rest_bonus
= fields
[15].GetFloat();
14166 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14167 float bubble0
= 0.031;
14168 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14169 float bubble1
= 0.125;
14171 if((int32
)fields
[16].GetUInt32() > 0)
14173 float bubble
= fields
[17].GetUInt32() > 0
14174 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14175 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14177 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14180 m_cinematic
= fields
[12].GetUInt32();
14181 m_Played_time
[0]= fields
[13].GetUInt32();
14182 m_Played_time
[1]= fields
[14].GetUInt32();
14184 m_resetTalentsCost
= fields
[18].GetUInt32();
14185 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
14187 // reserve some flags
14188 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14190 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14191 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14193 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
14195 uint32 extraflags
= fields
[25].GetUInt32();
14197 m_stableSlots
= fields
[26].GetUInt32();
14198 if(m_stableSlots
> MAX_PET_STABLES
)
14200 sLog
.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES
,uint32(m_stableSlots
));
14201 m_stableSlots
= MAX_PET_STABLES
;
14204 m_atLoginFlags
= fields
[27].GetUInt32();
14207 // Update Honor kills data
14208 m_lastHonorUpdateTime
= logoutTime
;
14209 UpdateHonorFields();
14211 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
14212 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14213 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14215 std::string taxi_nodes
= fields
[31].GetCppString();
14219 // clear channel spell data (if saved at channel spell casting)
14220 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
14221 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14223 // clear charm/summon related fields
14230 // reset some aura modifiers before aura apply
14231 SetFarSightGUID(0);
14232 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14233 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14237 // make sure the unit is considered out of combat for proper loading
14240 // make sure the unit is considered not in duel for proper loading
14241 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14242 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14244 // remember loaded power/health values to restore after stats initialization and modifier applying
14245 uint32 savedHealth
= GetHealth();
14246 uint32 savedPower
[MAX_POWERS
];
14247 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14248 savedPower
[i
] = GetPower(Powers(i
));
14250 // reset stats before loading any modifiers
14251 InitStatsForLevel();
14252 InitTaxiNodesForLevel();
14253 InitGlyphsForLevel();
14256 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14258 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14261 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14264 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14265 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14266 m_deathState
= DEAD
;
14268 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14270 // after spell load, learn rewarded spell if need also
14271 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14272 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14274 // after spell and quest load
14275 InitTalentForLevel();
14276 learnDefaultSpells();
14278 _LoadTutorials(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS
));
14280 // must be before inventory (some items required reputation check)
14281 m_reputationMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14283 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14285 // update items with duration and realtime
14286 UpdateItemDuration(time_diff
, true);
14288 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14290 // unread mails and next delivery time, actual mails not loaded
14291 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14293 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14295 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14296 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14297 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14299 if(!HasTitle(curTitle
))
14300 SetUInt32Value(PLAYER_CHOSEN_TITLE
, 0);
14303 // Not finish taxi flight path
14304 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
,GetTeam()))
14306 // problems with taxi path loading
14307 TaxiNodesEntry
const* nodeEntry
= NULL
;
14308 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14309 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14311 if(!nodeEntry
) // don't know taxi start node, to homebind
14313 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14314 RelocateToHomebind();
14315 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14317 else // have start node, to it
14319 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14320 SetMapId(nodeEntry
->map_id
);
14321 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14322 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14324 m_taxi
.ClearTaxiDestinations();
14326 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
14328 // save source node as recall coord to prevent recall and fall from sky
14329 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14330 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14331 m_recallMap
= nodeEntry
->map_id
;
14332 m_recallX
= nodeEntry
->x
;
14333 m_recallY
= nodeEntry
->y
;
14334 m_recallZ
= nodeEntry
->z
;
14336 // flight will started later
14339 // has to be called after last Relocate() in Player::LoadFromDB
14340 SetFallInformation(0, GetPositionZ());
14342 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14344 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14345 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14347 RemoveAllAurasOnDeath();
14349 //apply all stat bonuses from items and auras
14350 SetCanModifyStats(true);
14353 // restore remembered power/health values (but not more max values)
14354 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14355 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14356 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14358 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14362 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14364 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14367 case 0: break; // disable
14368 case 1: SetGameMaster(true); break; // enable
14369 case 2: // save state
14370 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14371 SetGameMaster(true);
14375 switch(sWorld
.getConfig(CONFIG_GM_VISIBLE_STATE
))
14378 case 0: SetGMVisible(false); break; // invisible
14379 case 1: break; // visible
14380 case 2: // save state
14381 if(extraflags
& PLAYER_EXTRA_GM_INVISIBLE
)
14382 SetGMVisible(false);
14386 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14389 case 0: break; // disable
14390 case 1: SetAcceptTicket(true); break; // enable
14391 case 2: // save state
14392 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14393 SetAcceptTicket(true);
14397 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14400 case 0: break; // disable
14401 case 1: SetGMChat(true); break; // enable
14402 case 2: // save state
14403 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14408 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14411 case 0: break; // disable
14412 case 1: SetAcceptWhispers(true); break; // enable
14413 case 2: // save state
14414 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14415 SetAcceptWhispers(true);
14420 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14422 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14423 m_achievementMgr
.CheckAllAchievementCriteria();
14427 bool Player::isAllowedToLoot(Creature
* creature
)
14429 if(Player
* recipient
= creature
->GetLootRecipient())
14431 if (recipient
== this)
14433 if( Group
* otherGroup
= recipient
->GetGroup())
14435 Group
* thisGroup
= GetGroup();
14438 return thisGroup
== otherGroup
;
14443 // prevent other players from looting if the recipient got disconnected
14444 return !creature
->hasLootRecipient();
14447 void Player::_LoadActions(QueryResult
*result
)
14449 m_actionButtons
.clear();
14451 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14457 Field
*fields
= result
->Fetch();
14459 uint8 button
= fields
[0].GetUInt8();
14461 if(addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8()))
14462 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
14465 sLog
.outError( " ...at loading, and will deleted in DB also");
14467 // Will deleted in DB at next save (it can create data until save but marked as deleted)
14468 m_actionButtons
[button
].uState
= ACTIONBUTTON_DELETED
;
14471 while( result
->NextRow() );
14477 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14480 for (int i
= 0; i
< TOTAL_AURAS
; ++i
)
14481 m_modAuras
[i
].clear();
14483 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14489 Field
*fields
= result
->Fetch();
14490 uint64 caster_guid
= fields
[0].GetUInt64();
14491 uint32 spellid
= fields
[1].GetUInt32();
14492 uint32 effindex
= fields
[2].GetUInt32();
14493 uint32 stackcount
= fields
[3].GetUInt32();
14494 int32 damage
= (int32
)fields
[4].GetUInt32();
14495 int32 maxduration
= (int32
)fields
[5].GetUInt32();
14496 int32 remaintime
= (int32
)fields
[6].GetUInt32();
14497 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
14499 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14502 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14508 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14512 // negative effects should continue counting down after logout
14513 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14515 if(remaintime
<= int32(timediff
))
14518 remaintime
-= timediff
;
14521 // prevent wrong values of remaincharges
14522 if(spellproto
->procCharges
)
14524 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14525 remaincharges
= spellproto
->procCharges
;
14531 for(uint32 i
=0; i
<stackcount
; ++i
)
14533 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14535 damage
= aura
->GetModifier()->m_amount
;
14537 // reset stolen single target auras
14538 if (caster_guid
!= GetGUID() && aura
->IsSingleTarget())
14539 aura
->SetIsSingleTarget(false);
14541 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14543 sLog
.outDetail("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14546 while( result
->NextRow() );
14551 if(m_class
== CLASS_WARRIOR
)
14552 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14555 void Player::_LoadGlyphAuras()
14557 for (uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
14559 if (uint32 glyph
= GetGlyph(i
))
14561 if (GlyphPropertiesEntry
const *gp
= sGlyphPropertiesStore
.LookupEntry(glyph
))
14563 if (GlyphSlotEntry
const *gs
= sGlyphSlotStore
.LookupEntry(GetGlyphSlot(i
)))
14565 if(gp
->TypeFlags
== gs
->TypeFlags
)
14567 CastSpell(this, gp
->SpellId
, true);
14571 sLog
.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name
.c_str(), gp
->TypeFlags
, gs
->TypeFlags
);
14574 sLog
.outError("Player %s has not existing glyph slot entry %u on index %u", m_name
.c_str(), GetGlyphSlot(i
), i
);
14577 sLog
.outError("Player %s has not existing glyph entry %u on index %u", m_name
.c_str(), glyph
, i
);
14579 // On any error remove glyph
14585 void Player::LoadCorpse()
14589 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14593 if(Corpse
*corpse
= GetCorpse())
14595 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14599 //Prevent Dead Player login without corpse
14600 ResurrectPlayer(0.5f
);
14605 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14607 //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());
14608 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14609 //NOTE: the "order by `bag`" is important because it makes sure
14610 //the bagMap is filled before items in the bags are loaded
14611 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14612 //expected to be equipped before offhand items (TODO: fixme)
14614 uint32 zone
= GetZoneId();
14618 std::list
<Item
*> problematicItems
;
14620 // prevent items from being added to the queue when stored
14621 m_itemUpdateQueueBlocked
= true;
14624 Field
*fields
= result
->Fetch();
14625 uint32 bag_guid
= fields
[1].GetUInt32();
14626 uint8 slot
= fields
[2].GetUInt8();
14627 uint32 item_guid
= fields
[3].GetUInt32();
14628 uint32 item_id
= fields
[4].GetUInt32();
14630 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14634 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14635 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14636 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14640 Item
*item
= NewItemOrBag(proto
);
14642 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14644 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14645 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14646 item
->FSetState(ITEM_REMOVED
);
14647 item
->SaveToDB(); // it also deletes item object !
14651 // not allow have in alive state item limited to another map/zone
14652 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14654 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14655 item
->FSetState(ITEM_REMOVED
);
14656 item
->SaveToDB(); // it also deletes item object !
14660 // "Conjured items disappear if you are logged out for more than 15 minutes"
14661 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14663 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14664 item
->FSetState(ITEM_REMOVED
);
14665 item
->SaveToDB(); // it also deletes item object !
14669 bool success
= true;
14673 // the item is not in a bag
14674 item
->SetContainer( NULL
);
14675 item
->SetSlot(slot
);
14677 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14679 ItemPosCountVec dest
;
14680 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14681 item
= StoreItem(dest
, item
, true);
14685 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14688 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14689 QuickEquipItem(dest
, item
);
14693 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14695 ItemPosCountVec dest
;
14696 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14697 item
= BankItem(dest
, item
, true);
14704 // store bags that may contain items in them
14705 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14706 bagMap
[item_guid
] = (Bag
*)item
;
14711 item
->SetSlot(NULL_SLOT
);
14712 // the item is in a bag, find the bag
14713 std::map
<uint64
, Bag
*>::const_iterator itr
= bagMap
.find(bag_guid
);
14714 if(itr
!= bagMap
.end())
14715 itr
->second
->StoreItem(slot
, item
, true );
14720 // item's state may have changed after stored
14722 item
->SetState(ITEM_UNCHANGED
, this);
14725 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
);
14726 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14727 problematicItems
.push_back(item
);
14729 } while (result
->NextRow());
14732 m_itemUpdateQueueBlocked
= false;
14734 // send by mail problematic items
14735 while(!problematicItems
.empty())
14738 MailItemsInfo mi
; // item list preparing
14740 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14742 Item
* item
= problematicItems
.front();
14743 problematicItems
.pop_front();
14745 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14748 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14750 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14754 _ApplyAllItemMods();
14757 // load mailed item which should receive current player
14758 void Player::_LoadMailedItems(Mail
*mail
)
14760 // data needs to be at first place for Item::LoadFromDB
14761 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
);
14767 Field
*fields
= result
->Fetch();
14768 uint32 item_guid_low
= fields
[1].GetUInt32();
14769 uint32 item_template
= fields
[2].GetUInt32();
14771 mail
->AddItem(item_guid_low
, item_template
);
14773 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14777 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
);
14778 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14779 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14783 Item
*item
= NewItemOrBag(proto
);
14785 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
14787 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14788 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14789 item
->FSetState(ITEM_REMOVED
);
14790 item
->SaveToDB(); // it also deletes item object !
14795 } while (result
->NextRow());
14800 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14802 //set a count of unread mails
14803 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
14806 Field
*fieldMail
= resultUnread
->Fetch();
14807 unReadMails
= fieldMail
[0].GetUInt8();
14808 delete resultUnread
;
14811 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14812 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14813 if (resultDelivery
)
14815 Field
*fieldMail
= resultDelivery
->Fetch();
14816 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14817 delete resultDelivery
;
14821 void Player::_LoadMail()
14824 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14825 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());
14830 Field
*fields
= result
->Fetch();
14831 Mail
*m
= new Mail
;
14832 m
->messageID
= fields
[0].GetUInt32();
14833 m
->messageType
= fields
[1].GetUInt8();
14834 m
->sender
= fields
[2].GetUInt32();
14835 m
->receiver
= fields
[3].GetUInt32();
14836 m
->subject
= fields
[4].GetCppString();
14837 m
->itemTextId
= fields
[5].GetUInt32();
14838 bool has_items
= fields
[6].GetBool();
14839 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14840 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14841 m
->money
= fields
[9].GetUInt32();
14842 m
->COD
= fields
[10].GetUInt32();
14843 m
->checked
= fields
[11].GetUInt32();
14844 m
->stationery
= fields
[12].GetUInt8();
14845 m
->mailTemplateId
= fields
[13].GetInt16();
14847 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
14849 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
14850 m
->mailTemplateId
= 0;
14853 m
->state
= MAIL_STATE_UNCHANGED
;
14856 _LoadMailedItems(m
);
14858 m_mail
.push_back(m
);
14859 } while( result
->NextRow() );
14862 m_mailsLoaded
= true;
14865 void Player::LoadPet()
14867 //fixme: the pet should still be loaded if the player is not in world
14868 // just not added to the map
14871 Pet
*pet
= new Pet
;
14872 if(!pet
->LoadPetFromDB(this,0,0,true))
14877 void Player::_LoadQuestStatus(QueryResult
*result
)
14879 mQuestStatus
.clear();
14883 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14884 //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());
14890 Field
*fields
= result
->Fetch();
14892 uint32 quest_id
= fields
[0].GetUInt32();
14893 // used to be new, no delete?
14894 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14898 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14900 uint32 qstatus
= fields
[1].GetUInt32();
14901 if(qstatus
< MAX_QUEST_STATUS
)
14902 questStatusData
.m_status
= QuestStatus(qstatus
);
14905 questStatusData
.m_status
= QUEST_STATUS_NONE
;
14906 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
14909 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
14910 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
14912 time_t quest_time
= time_t(fields
[4].GetUInt64());
14914 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
14916 AddTimedQuest( quest_id
);
14918 if (quest_time
<= sWorld
.GetGameTime())
14919 questStatusData
.m_timer
= 1;
14921 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * IN_MILISECONDS
;
14926 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
14927 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
14928 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
14929 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
14930 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
14931 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
14932 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
14933 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
14935 questStatusData
.uState
= QUEST_UNCHANGED
;
14937 // add to quest log
14938 if( slot
< MAX_QUEST_LOG_SIZE
&&
14939 ( questStatusData
.m_status
== QUEST_STATUS_INCOMPLETE
||
14940 questStatusData
.m_status
== QUEST_STATUS_COMPLETE
&&
14941 (!questStatusData
.m_rewarded
|| pQuest
->IsDaily()) ) )
14943 SetQuestSlot(slot
, quest_id
, quest_time
);
14945 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
14946 SetQuestSlotState(slot
, QUEST_STATE_COMPLETE
);
14948 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
14949 if(questStatusData
.m_creatureOrGOcount
[idx
])
14950 SetQuestSlotCounter(slot
, idx
, questStatusData
.m_creatureOrGOcount
[idx
]);
14955 if(questStatusData
.m_rewarded
)
14957 // learn rewarded spell if unknown
14958 learnQuestRewardedSpells(pQuest
);
14960 // set rewarded title if any
14961 if(pQuest
->GetCharTitleId())
14963 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
14964 SetTitle(titleEntry
);
14967 if(pQuest
->GetBonusTalents())
14968 m_questRewardTalentCount
+= pQuest
->GetBonusTalents();
14971 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
14974 while( result
->NextRow() );
14979 // clear quest log tail
14980 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14981 SetQuestSlot(i
, 0);
14984 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
14986 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
14987 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
14989 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14993 uint32 quest_daily_idx
= 0;
14997 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
14999 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15003 Field
*fields
= result
->Fetch();
15005 uint32 quest_id
= fields
[0].GetUInt32();
15007 // save _any_ from daily quest times (it must be after last reset anyway)
15008 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
15010 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
15014 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
15017 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
15019 while( result
->NextRow() );
15024 m_DailyQuestChanged
= false;
15027 void Player::_LoadSpells(QueryResult
*result
)
15029 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15035 Field
*fields
= result
->Fetch();
15037 addSpell(fields
[0].GetUInt16(), fields
[1].GetBool(), false, false, fields
[2].GetBool());
15039 while( result
->NextRow() );
15045 void Player::_LoadTutorials(QueryResult
*result
)
15047 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
15053 Field
*fields
= result
->Fetch();
15055 for (int iI
=0; iI
<8; ++iI
)
15056 m_Tutorials
[iI
] = fields
[iI
].GetUInt32();
15058 while( result
->NextRow() );
15063 m_TutorialsChanged
= false;
15066 void Player::_LoadGroup(QueryResult
*result
)
15068 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15071 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
15073 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
15076 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
15077 SetGroup(group
, subgroup
);
15078 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
15080 // the group leader may change the instance difficulty while the player is offline
15081 SetDifficulty(group
->GetDifficulty());
15087 void Player::_LoadBoundInstances(QueryResult
*result
)
15089 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15090 m_boundInstances
[i
].clear();
15092 Group
*group
= GetGroup();
15094 //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));
15099 Field
*fields
= result
->Fetch();
15100 bool perm
= fields
[1].GetBool();
15101 uint32 mapId
= fields
[2].GetUInt32();
15102 uint32 instanceId
= fields
[0].GetUInt32();
15103 uint8 difficulty
= fields
[3].GetUInt8();
15104 time_t resetTime
= (time_t)fields
[4].GetUInt64();
15105 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15106 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15107 // and in that case it is not used
15109 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(mapId
);
15110 if(!mapEntry
|| !mapEntry
->IsDungeon())
15112 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId
);
15113 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15119 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
);
15120 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15124 // since non permanent binds are always solo bind, they can always be reset
15125 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
15126 if(save
) BindToInstance(save
, perm
, true);
15127 } while(result
->NextRow());
15132 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
15134 // some instances only have one difficulty
15135 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
15136 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
15138 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15139 if(itr
!= m_boundInstances
[difficulty
].end())
15140 return &itr
->second
;
15145 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
15147 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15148 UnbindInstance(itr
, difficulty
, unload
);
15151 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
15153 if(itr
!= m_boundInstances
[difficulty
].end())
15155 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15156 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15157 m_boundInstances
[difficulty
].erase(itr
++);
15161 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15165 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15168 // update the save when the group kills a boss
15169 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15170 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());
15173 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15175 if(bind
.save
!= save
)
15177 if(bind
.save
) bind
.save
->RemovePlayer(this);
15178 save
->AddPlayer(this);
15181 if(permanent
) save
->SetCanReset(false);
15184 bind
.perm
= permanent
;
15185 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());
15192 void Player::SendRaidInfo()
15194 uint32 counter
= 0;
15196 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15198 size_t p_counter
= data
.wpos();
15199 data
<< uint32(counter
); // placeholder
15201 for(int i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15203 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15205 if(itr
->second
.perm
)
15207 InstanceSave
*save
= itr
->second
.save
;
15208 data
<< uint32(save
->GetMapId());
15209 data
<< uint32(save
->GetResetTime() - time(NULL
));
15210 data
<< uint32(save
->GetInstanceId());
15211 data
<< uint32(save
->GetDifficulty());
15216 data
.put
<uint32
>(p_counter
, counter
);
15217 GetSession()->SendPacket(&data
);
15221 - called on every successful teleportation to a map
15223 void Player::SendSavedInstances()
15225 bool hasBeenSaved
= false;
15228 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15230 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15232 if(itr
->second
.perm
) // only permanent binds are sent
15234 hasBeenSaved
= true;
15240 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15241 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15242 data
<< uint32(hasBeenSaved
);
15243 GetSession()->SendPacket(&data
);
15248 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15250 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15252 if(itr
->second
.perm
)
15254 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15255 data
<< uint32(itr
->second
.save
->GetMapId());
15256 GetSession()->SendPacket(&data
);
15262 /// convert the player's binds to the group
15263 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15265 bool has_binds
= false;
15266 bool has_solo
= false;
15268 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15269 assert(player_guid
);
15271 // copy all binds to the group, when changing leader it's assumed the character
15272 // will not have any solo binds
15276 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15278 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15281 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15282 // permanent binds are not removed
15283 if(!itr
->second
.perm
)
15285 player
->UnbindInstance(itr
, i
, true); // increments itr
15294 // if the player's not online we don't know what binds it has
15295 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
));
15296 // the following should not get executed when changing leaders
15297 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15300 bool Player::_LoadHomeBind(QueryResult
*result
)
15302 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
15305 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
15310 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15313 Field
*fields
= result
->Fetch();
15314 m_homebindMapId
= fields
[0].GetUInt32();
15315 m_homebindZoneId
= fields
[1].GetUInt16();
15316 m_homebindX
= fields
[2].GetFloat();
15317 m_homebindY
= fields
[3].GetFloat();
15318 m_homebindZ
= fields
[4].GetFloat();
15321 MapEntry
const* bindMapEntry
= sMapStore
.LookupEntry(m_homebindMapId
);
15323 // accept saved data only for valid position (and non instanceable), and accessable
15324 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15325 !bindMapEntry
->Instanceable() && GetSession()->Expansion() >= bindMapEntry
->Expansion())
15330 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15335 m_homebindMapId
= info
->mapId
;
15336 m_homebindZoneId
= info
->zoneId
;
15337 m_homebindX
= info
->positionX
;
15338 m_homebindY
= info
->positionY
;
15339 m_homebindZ
= info
->positionZ
;
15341 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
);
15344 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
15345 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15350 /*********************************************************/
15351 /*** SAVE SYSTEM ***/
15352 /*********************************************************/
15354 void Player::SaveToDB()
15356 // delay auto save at any saves (manual, in code, or autosave)
15357 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15359 // first save/honor gain after midnight will also update the player's honor fields
15360 UpdateHonorFields();
15362 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
15363 //save, far from tavern/city
15364 //save, but in tavern/city
15365 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15368 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15369 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
15370 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
15371 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
15372 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
15373 uint32 tmp_displayid
= GetDisplayId();
15375 // Set player sit state to standing on save, also stealth and shifted form
15376 SetByteValue(UNIT_FIELD_BYTES_1
, 0, UNIT_STAND_STATE_STAND
);
15377 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
15378 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_STUNNED
);
15379 SetDisplayId(GetNativeDisplayId());
15381 bool inworld
= IsInWorld();
15383 CharacterDatabase
.BeginTransaction();
15385 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15387 std::string sql_name
= m_name
;
15388 CharacterDatabase
.escape_string(sql_name
);
15390 std::ostringstream ss
;
15391 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
15392 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15393 "taximask, online, cinematic, "
15394 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15395 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15396 "death_expire_time, taxi_path, arena_pending_points, bgid, bgteam, bgmap, bgx, bgy, bgz, bgo) VALUES ("
15397 << GetGUIDLow() << ", "
15398 << GetSession()->GetAccountId() << ", '"
15399 << sql_name
<< "', "
15401 << m_class
<< ", ";
15403 if(!IsBeingTeleported())
15405 ss
<< GetMapId() << ", "
15406 << (uint32
)GetDifficulty() << ", "
15407 << finiteAlways(GetPositionX()) << ", "
15408 << finiteAlways(GetPositionY()) << ", "
15409 << finiteAlways(GetPositionZ()) << ", "
15410 << finiteAlways(GetOrientation()) << ", '";
15414 ss
<< GetTeleportDest().mapid
<< ", "
15415 << (uint32
)GetDifficulty() << ", "
15416 << finiteAlways(GetTeleportDest().x
) << ", "
15417 << finiteAlways(GetTeleportDest().y
) << ", "
15418 << finiteAlways(GetTeleportDest().z
) << ", "
15419 << finiteAlways(GetTeleportDest().o
) << ", '";
15423 for( i
= 0; i
< m_valuesCount
; ++i
)
15425 ss
<< GetUInt32Value(i
) << " ";
15430 ss
<< m_taxi
; // string with TaxiMaskSize numbers
15433 ss
<< (inworld
? 1 : 0);
15439 ss
<< m_Played_time
[0];
15441 ss
<< m_Played_time
[1];
15444 ss
<< finiteAlways(m_rest_bonus
);
15446 ss
<< (uint64
)time(NULL
);
15448 ss
<< is_save_resting
;
15450 ss
<< m_resetTalentsCost
;
15452 ss
<< (uint64
)m_resetTalentsTime
;
15455 ss
<< finiteAlways(m_movementInfo
.t_x
);
15457 ss
<< finiteAlways(m_movementInfo
.t_y
);
15459 ss
<< finiteAlways(m_movementInfo
.t_z
);
15461 ss
<< finiteAlways(m_movementInfo
.t_o
);
15464 ss
<< m_transport
->GetGUIDLow();
15469 ss
<< m_ExtraFlags
;
15472 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
15475 ss
<< uint32(m_atLoginFlags
);
15481 ss
<< (uint64
)m_deathExpireTime
;
15484 ss
<< m_taxi
.SaveTaxiDestinationsToString();
15486 ss
<< GetBattleGroundId();
15490 ss
<< m_bgEntryPoint
.mapid
<< ", "
15491 << finiteAlways(m_bgEntryPoint
.x
) << ", "
15492 << finiteAlways(m_bgEntryPoint
.y
) << ", "
15493 << finiteAlways(m_bgEntryPoint
.z
) << ", "
15494 << finiteAlways(m_bgEntryPoint
.o
);
15497 CharacterDatabase
.Execute( ss
.str().c_str() );
15499 if(m_mailsUpdated
) //save mails only when needed
15503 _SaveQuestStatus();
15504 _SaveDailyQuestStatus();
15507 _SaveSpellCooldowns();
15510 m_achievementMgr
.SaveToDB();
15511 m_reputationMgr
.SaveToDB();
15513 CharacterDatabase
.CommitTransaction();
15515 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15516 SetDisplayId(tmp_displayid
);
15517 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
15518 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
15519 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
15520 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
15522 // save pet (hunter pet level and experience and all type pets health/mana).
15523 if(Pet
* pet
= GetPet())
15524 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15527 // fast save function for item/money cheating preventing - save only inventory and money state
15528 void Player::SaveInventoryAndGoldToDB()
15531 //money is in data field
15532 SaveDataFieldToDB();
15535 void Player::_SaveActions()
15537 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15539 switch (itr
->second
.uState
)
15541 case ACTIONBUTTON_NEW
:
15542 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15543 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
15544 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15547 case ACTIONBUTTON_CHANGED
:
15548 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15549 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
15550 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15553 case ACTIONBUTTON_DELETED
:
15554 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15555 m_actionButtons
.erase(itr
++);
15564 void Player::_SaveAuras()
15566 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15568 AuraMap
const& auras
= GetAuras();
15573 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15574 uint32 stackCounter
= 1;
15576 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15578 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15580 AuraMap::const_iterator itr2
= itr
;
15581 // save previous spellEffectPair to db
15584 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
15586 //skip all auras from spells that are passive or need a shapeshift
15587 if (!(itr2
->second
->IsPassive() || itr2
->second
->IsRemovedOnShapeLost()))
15589 //do not save single target auras (unless they were cast by the player)
15590 if (!(itr2
->second
->GetCasterGUID() != GetGUID() && itr2
->second
->IsSingleTarget()))
15593 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15594 for (i
= 0; i
< 3; ++i
)
15595 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
15596 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
15601 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15602 "VALUES ('%u', '" UI64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15603 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()));
15608 if(itr
== auras
.end())
15612 if (lastEffectPair
== itr
->first
)
15616 lastEffectPair
= itr
->first
;
15622 void Player::_SaveInventory()
15624 // force items in buyback slots to new state
15625 // and remove those that aren't already
15626 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; ++i
)
15628 Item
*item
= m_items
[i
];
15629 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15630 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15631 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15632 m_items
[i
]->FSetState(ITEM_NEW
);
15635 // update enchantment durations
15636 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15638 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15642 if (m_itemUpdateQueue
.empty()) return;
15644 // do not save if the update queue is corrupt
15645 bool error
= false;
15646 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15648 Item
*item
= m_itemUpdateQueue
[i
];
15649 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15650 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15654 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());
15657 else if (test
!= item
)
15659 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());
15666 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15667 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15671 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15673 Item
*item
= m_itemUpdateQueue
[i
];
15674 if(!item
) continue;
15676 Bag
*container
= item
->GetContainer();
15677 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15679 switch(item
->GetState())
15682 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());
15685 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());
15688 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15690 case ITEM_UNCHANGED
:
15694 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15696 m_itemUpdateQueue
.clear();
15699 void Player::_SaveMail()
15701 if (!m_mailsLoaded
)
15704 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
15707 if (m
->state
== MAIL_STATE_CHANGED
)
15709 CharacterDatabase
.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" UI64FMTD
"', deliver_time = '" UI64FMTD
"',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15710 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15711 if(m
->removedItems
.size())
15713 for(std::vector
<uint32
>::const_iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15714 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15715 m
->removedItems
.clear();
15717 m
->state
= MAIL_STATE_UNCHANGED
;
15719 else if (m
->state
== MAIL_STATE_DELETED
)
15722 for(std::vector
<MailItemInfo
>::const_iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15723 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15725 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15726 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15727 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15731 //deallocate deleted mails...
15732 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15734 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15739 itr
= m_mail
.begin();
15745 m_mailsUpdated
= false;
15748 void Player::_SaveQuestStatus()
15750 // we don't need transactions here.
15751 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15753 switch (i
->second
.uState
)
15756 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15757 "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15758 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3]);
15760 case QUEST_CHANGED
:
15761 CharacterDatabase
.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD
"',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15762 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ IN_MILISECONDS
+ sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3], GetGUIDLow(), i
->first
);
15764 case QUEST_UNCHANGED
:
15767 i
->second
.uState
= QUEST_UNCHANGED
;
15771 void Player::_SaveDailyQuestStatus()
15773 if(!m_DailyQuestChanged
)
15776 m_DailyQuestChanged
= false;
15778 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15780 // we don't need transactions here.
15781 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15782 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15783 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15784 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD
"')",
15785 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15788 void Player::_SaveSpells()
15790 for (PlayerSpellMap::iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end();)
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
);
15795 // add only changed/new not dependent spells
15796 if (!itr
->second
->dependent
&& (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
))
15797 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);
15799 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15801 delete itr
->second
;
15802 m_spells
.erase(itr
++);
15806 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15813 void Player::_SaveTutorials()
15815 if(!m_TutorialsChanged
)
15819 // it's better than rebuilding indexes multiple times
15820 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID
);
15823 Rows
= result
->Fetch()[0].GetUInt32();
15829 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'",
15830 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
);
15834 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]);
15837 m_TutorialsChanged
= false;
15840 void Player::outDebugValues() const
15842 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15845 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15846 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15847 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15848 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15849 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15850 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15851 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15852 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15853 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15854 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15855 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15856 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15859 /*********************************************************/
15860 /*** FLOOD FILTER SYSTEM ***/
15861 /*********************************************************/
15863 void Player::UpdateSpeakTime()
15865 // ignore chat spam protection for GMs in any mode
15866 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15869 time_t current
= time (NULL
);
15870 if(m_speakTime
> current
)
15872 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15877 if(m_speakCount
>= max_count
)
15879 // prevent overwrite mute time, if message send just before mutes set, for example.
15880 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15881 if(GetSession()->m_muteTime
< new_mute
)
15882 GetSession()->m_muteTime
= new_mute
;
15890 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15893 bool Player::CanSpeak() const
15895 return GetSession()->m_muteTime
<= time (NULL
);
15898 /*********************************************************/
15899 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15900 /*********************************************************/
15902 void Player::SendAttackSwingNotInRange()
15904 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15905 GetSession()->SendPacket( &data
);
15908 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15910 std::ostringstream ss
;
15911 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15912 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15913 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15914 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15915 sLog
.outDebug(ss
.str().c_str());
15916 CharacterDatabase
.Execute(ss
.str().c_str());
15919 void Player::SaveDataFieldToDB()
15921 std::ostringstream ss
;
15922 ss
<<"UPDATE characters SET data='";
15924 for(uint16 i
= 0; i
< m_valuesCount
; ++i
)
15926 ss
<< GetUInt32Value(i
) << " ";
15928 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15930 CharacterDatabase
.Execute(ss
.str().c_str());
15933 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
15935 std::ostringstream ss2
;
15936 ss2
<<"UPDATE characters SET data='";
15938 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
15940 ss2
<<tokens
[i
]<<" ";
15942 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15944 return CharacterDatabase
.Execute(ss2
.str().c_str());
15947 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
15950 snprintf(buf
,11,"%u",value
);
15952 if(index
>= tokens
.size())
15955 tokens
[index
] = buf
;
15958 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15961 if(!LoadValuesArrayFromDB(tokens
,guid
))
15964 if(index
>= tokens
.size())
15968 snprintf(buf
,11,"%u",value
);
15969 tokens
[index
] = buf
;
15971 SaveValuesArrayInDB(tokens
,guid
);
15974 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
15977 memcpy(&temp
, &value
, sizeof(value
));
15978 Player::SetUInt32ValueInDB(index
, temp
, guid
);
15981 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
15984 if(!LoadValuesArrayFromDB(tokens
, guid
))
15987 uint32 unit_bytes0
= GetUInt32ValueFromArray(tokens
, UNIT_FIELD_BYTES_0
);
15988 uint8 race
= unit_bytes0
& 0xFF;
15989 uint8 class_
= (unit_bytes0
>> 8) & 0xFF;
15991 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
15995 unit_bytes0
&= ~(0xFF << 16);
15996 unit_bytes0
|= (gender
<< 16);
15997 SetUInt32ValueInArray(tokens
, UNIT_FIELD_BYTES_0
, unit_bytes0
);
15999 SetUInt32ValueInArray(tokens
, UNIT_FIELD_DISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
16000 SetUInt32ValueInArray(tokens
, UNIT_FIELD_NATIVEDISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
16002 SetUInt32ValueInArray(tokens
, PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
16004 uint32 player_bytes2
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_2
);
16005 player_bytes2
&= ~0xFF;
16006 player_bytes2
|= facialHair
;
16007 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_2
, player_bytes2
);
16009 uint32 player_bytes3
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_3
);
16010 player_bytes3
&= ~0xFF;
16011 player_bytes3
|= gender
;
16012 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_3
, player_bytes3
);
16014 SaveValuesArrayInDB(tokens
, guid
);
16017 void Player::SendAttackSwingNotStanding()
16019 WorldPacket
data(SMSG_ATTACKSWING_NOTSTANDING
, 0);
16020 GetSession()->SendPacket( &data
);
16023 void Player::SendAttackSwingDeadTarget()
16025 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
16026 GetSession()->SendPacket( &data
);
16029 void Player::SendAttackSwingCantAttack()
16031 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
16032 GetSession()->SendPacket( &data
);
16035 void Player::SendAttackSwingCancelAttack()
16037 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
16038 GetSession()->SendPacket( &data
);
16041 void Player::SendAttackSwingBadFacingAttack()
16043 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
16044 GetSession()->SendPacket( &data
);
16047 void Player::SendAutoRepeatCancel()
16049 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, GetPackGUID().size());
16050 data
.append(GetPackGUID()); // may be it's target guid
16051 GetSession()->SendPacket( &data
);
16054 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
16056 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
16058 data
<< Experience
;
16059 GetSession()->SendPacket(&data
);
16062 void Player::SendDungeonDifficulty(bool IsInGroup
)
16064 uint8 val
= 0x00000001;
16065 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
16066 data
<< (uint32
)GetDifficulty();
16067 data
<< uint32(val
);
16068 data
<< uint32(IsInGroup
);
16069 GetSession()->SendPacket(&data
);
16072 void Player::SendResetFailedNotify(uint32 mapid
)
16074 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
16075 data
<< uint32(mapid
);
16076 GetSession()->SendPacket(&data
);
16079 /// Reset all solo instances and optionally send a message on success for each
16080 void Player::ResetInstances(uint8 method
)
16082 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16084 // we assume that when the difficulty changes, all instances that can be reset will be
16085 uint8 dif
= GetDifficulty();
16087 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
16089 InstanceSave
*p
= itr
->second
.save
;
16090 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
16091 if(!entry
|| !p
->CanReset())
16097 if(method
== INSTANCE_RESET_ALL
)
16099 // the "reset all instances" method can only reset normal maps
16100 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
16107 // if the map is loaded, reset it
16108 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
16109 if(map
&& map
->IsDungeon())
16110 ((InstanceMap
*)map
)->Reset(method
);
16112 // since this is a solo instance there should not be any players inside
16113 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
16114 SendResetInstanceSuccess(p
->GetMapId());
16117 m_boundInstances
[dif
].erase(itr
++);
16119 // the following should remove the instance save from the manager and delete it as well
16120 p
->RemovePlayer(this);
16124 void Player::SendResetInstanceSuccess(uint32 MapId
)
16126 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
16128 GetSession()->SendPacket(&data
);
16131 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16133 // TODO: find what other fail reasons there are besides players in the instance
16134 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16137 GetSession()->SendPacket(&data
);
16140 /*********************************************************/
16141 /*** Update timers ***/
16142 /*********************************************************/
16144 ///checks the 15 afk reports per 5 minutes limit
16145 void Player::UpdateAfkReport(time_t currTime
)
16147 if(m_bgAfkReportedTimer
<= currTime
)
16149 m_bgAfkReportedCount
= 0;
16150 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
16154 void Player::UpdateContestedPvP(uint32 diff
)
16156 if(!m_contestedPvPTimer
||isInCombat())
16158 if(m_contestedPvPTimer
<= diff
)
16160 ResetContestedPvP();
16163 m_contestedPvPTimer
-= diff
;
16166 void Player::UpdatePvPFlag(time_t currTime
)
16170 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16176 void Player::UpdateDuelFlag(time_t currTime
)
16178 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16181 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16182 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16184 duel
->startTimer
= 0;
16185 duel
->startTime
= currTime
;
16186 duel
->opponent
->duel
->startTimer
= 0;
16187 duel
->opponent
->duel
->startTime
= currTime
;
16190 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16195 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16197 //returning of reagents only for players, so best done here
16198 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16199 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16203 for(uint32 i
= 0; i
< 7; ++i
)
16205 if(spellInfo
->Reagent
[i
] > 0)
16207 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16208 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16209 if( msg
== EQUIP_ERR_OK
)
16211 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16213 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16218 m_temporaryUnsummonedPetNumber
= 0;
16221 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16224 // only if current pet in slot
16225 switch(pet
->getPetType())
16231 m_guardianPets
.erase(pet
->GetGUID());
16234 if(GetPetGUID() == pet
->GetGUID())
16243 switch(pet
->GetEntry())
16245 //warlock pets except imp are removed(?) when logging out
16250 mode
= PET_SAVE_NOT_IN_SLOT
;
16255 pet
->SavePetToDB(mode
);
16257 pet
->CleanupsBeforeDelete();
16258 pet
->AddObjectToRemoveList();
16259 pet
->m_removed
= true;
16261 if(pet
->isControlled())
16263 WorldPacket
data(SMSG_PET_SPELLS
, 8+4);
16266 GetSession()->SendPacket(&data
);
16269 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16273 void Player::RemoveMiniPet()
16275 if(Pet
* pet
= GetMiniPet())
16277 pet
->Remove(PET_SAVE_AS_DELETED
);
16282 Pet
* Player::GetMiniPet()
16286 return ObjectAccessor::GetPet(m_miniPet
);
16289 void Player::RemoveGuardians()
16291 while(!m_guardianPets
.empty())
16293 uint64 guid
= *m_guardianPets
.begin();
16294 if(Pet
* pet
= ObjectAccessor::GetPet(guid
))
16295 pet
->Remove(PET_SAVE_AS_DELETED
);
16297 m_guardianPets
.erase(guid
);
16301 bool Player::HasGuardianWithEntry(uint32 entry
)
16303 // pet guid middle part is entry (and creature also)
16304 // and in guardian list must be guardians with same entry _always_
16305 for(GuardianPetList::const_iterator itr
= m_guardianPets
.begin(); itr
!= m_guardianPets
.end(); ++itr
)
16307 if(Pet
* pet
= ObjectAccessor::GetPet(*itr
))
16308 if (pet
->GetEntry() == entry
)
16315 void Player::Uncharm()
16317 Unit
* charm
= GetCharm();
16321 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
16322 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
16325 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16327 *data
<< (uint8
)msgtype
;
16328 *data
<< (uint32
)language
;
16329 *data
<< (uint64
)GetGUID();
16330 *data
<< (uint32
)language
; //language 2.1.0 ?
16331 *data
<< (uint64
)GetGUID();
16332 *data
<< (uint32
)(text
.length()+1);
16334 *data
<< (uint8
)chatTag();
16337 void Player::Say(const std::string
& text
, const uint32 language
)
16339 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16340 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16341 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16344 void Player::Yell(const std::string
& text
, const uint32 language
)
16346 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16347 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16348 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16351 void Player::TextEmote(const std::string
& text
)
16353 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16354 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16355 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16358 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16360 if (language
!= LANG_ADDON
) // if not addon data
16361 language
= LANG_UNIVERSAL
; // whispers should always be readable
16363 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
16365 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16366 if(!rPlayer
->isDND() || isGameMaster())
16368 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16369 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16370 rPlayer
->GetSession()->SendPacket(&data
);
16372 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16373 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16374 GetSession()->SendPacket(&data
);
16378 // announce to player that player he is whispering to is dnd and cannot receive his message
16379 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16382 if(!isAcceptWhispers())
16384 SetAcceptWhispers(true);
16385 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16388 // announce to player that player he is whispering to is afk
16389 if(rPlayer
->isAFK())
16390 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16392 // if player whisper someone, auto turn of dnd to be able to receive an answer
16393 if(isDND() && !rPlayer
->isGameMaster())
16397 void Player::PetSpellInitialize()
16399 Pet
* pet
= GetPet();
16404 sLog
.outDebug("Pet Spells Groups");
16406 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16408 WorldPacket
data(SMSG_PET_SPELLS
, 8+4+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
16409 data
<< uint64(pet
->GetGUID());
16410 data
<< uint32(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16412 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16415 charmInfo
->BuildActionBar(&data
);
16417 size_t spellsCountPos
= data
.wpos();
16421 data
<< uint8(addlist
); // placeholder
16423 if (pet
->IsPermanentPetFor(this))
16426 for (PetSpellMap::const_iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16428 if(itr
->second
.state
== PETSPELL_REMOVED
)
16431 data
<< uint16(itr
->first
);
16432 data
<< uint16(itr
->second
.active
); // pet spell active state isn't boolean
16437 data
.put
<uint8
>(spellsCountPos
, addlist
);
16439 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16440 data
<< uint8(cooldownsCount
);
16442 time_t curTime
= time(NULL
);
16444 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16446 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16448 data
<< uint16(itr
->first
); // spellid
16449 data
<< uint16(0); // spell category?
16450 data
<< uint32(cooldown
); // cooldown
16451 data
<< uint32(0); // category cooldown
16454 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16456 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16458 data
<< uint16(itr
->first
); // spellid
16459 data
<< uint16(0); // spell category?
16460 data
<< uint32(0); // cooldown
16461 data
<< uint32(cooldown
); // category cooldown
16464 GetSession()->SendPacket(&data
);
16467 void Player::PossessSpellInitialize()
16469 Unit
* charm
= GetCharm();
16474 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16478 sLog
.outError("Player::PossessSpellInitialize(): charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
16482 WorldPacket
data(SMSG_PET_SPELLS
, 8+4+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
16483 data
<< uint64(charm
->GetGUID());
16488 charmInfo
->BuildActionBar(&data
);
16490 data
<< uint8(0); // spells count
16491 data
<< uint8(0); // cooldowns count
16493 GetSession()->SendPacket(&data
);
16496 void Player::CharmSpellInitialize()
16498 Unit
* charm
= GetCharm();
16503 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16506 sLog
.outError("Player::CharmSpellInitialize(): the player's charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
16512 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16514 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16516 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16518 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16520 if(charmInfo
->GetCharmSpell(i
)->spellId
)
16526 WorldPacket
data(SMSG_PET_SPELLS
, 8+4+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+4*addlist
+1);
16527 data
<< uint64(charm
->GetGUID());
16531 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16532 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16534 data
<< uint8(0) << uint8(0) << uint16(0);
16536 charmInfo
->BuildActionBar(&data
);
16538 data
<< uint8(addlist
);
16542 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16544 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16545 if(cspell
->spellId
)
16547 data
<< uint16(cspell
->spellId
);
16548 data
<< uint16(cspell
->active
);
16553 data
<< uint8(0); // cooldowns count
16555 GetSession()->SendPacket(&data
);
16558 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16560 if (!mod
|| !spellInfo
)
16563 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16565 // prevent apply to any spell except spell that trigger expire
16568 if(mod
->lastAffected
!= spell
)
16571 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16575 return spellmgr
.IsAffectedByMod(spellInfo
, mod
);
16578 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16580 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16582 for(int eff
=0;eff
<96;++eff
)
16586 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
16587 else _mask2
= uint64(1) << (eff
-64);
16588 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
16591 for (SpellModList::const_iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16593 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
16594 val
+= (*itr
)->value
;
16596 val
+= apply
? mod
->value
: -(mod
->value
);
16597 WorldPacket
data(Opcode
, (1+1+4));
16598 data
<< uint8(eff
);
16599 data
<< uint8(mod
->op
);
16600 data
<< int32(val
);
16601 SendDirectMessage(&data
);
16606 m_spellMods
[mod
->op
].push_back(mod
);
16609 if (mod
->charges
== -1)
16610 --m_SpellModRemoveCount
;
16611 m_spellMods
[mod
->op
].remove(mod
);
16616 void Player::RemoveSpellMods(Spell
const* spell
)
16618 if(!spell
|| (m_SpellModRemoveCount
== 0))
16621 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16623 for (SpellModList::const_iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16625 SpellModifier
*mod
= *itr
;
16628 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16630 RemoveAurasDueToSpell(mod
->spellId
);
16631 if (m_spellMods
[i
].empty())
16634 itr
= m_spellMods
[i
].begin();
16640 // send Proficiency
16641 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16643 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16644 data
<< pr1
<< pr2
;
16645 GetSession()->SendPacket (&data
);
16648 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16650 QueryResult
*result
= NULL
;
16652 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16654 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16657 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.
16658 { // and SendPetitionQueryOpcode reads data from the DB
16659 Field
*fields
= result
->Fetch();
16660 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16661 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16663 // send update if charter owner in game
16664 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16666 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16668 } while ( result
->NextRow() );
16673 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16675 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16678 CharacterDatabase
.BeginTransaction();
16681 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16682 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16686 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16687 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16689 CharacterDatabase
.CommitTransaction();
16692 void Player::LeaveAllArenaTeams(uint64 guid
)
16694 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
));
16700 Field
*fields
= result
->Fetch();
16701 uint32 at_id
= fields
[0].GetUInt32();
16704 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
16706 at
->DelMember(guid
);
16708 } while (result
->NextRow());
16713 void Player::SetRestBonus (float rest_bonus_new
)
16715 // Prevent resting on max level
16716 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16717 rest_bonus_new
= 0;
16719 if(rest_bonus_new
< 0)
16720 rest_bonus_new
= 0;
16722 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16724 if(rest_bonus_new
> rest_bonus_max
)
16725 m_rest_bonus
= rest_bonus_max
;
16727 m_rest_bonus
= rest_bonus_new
;
16729 // update data for client
16730 if(m_rest_bonus
>10)
16731 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16732 else if(m_rest_bonus
<=1)
16733 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16736 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16739 void Player::HandleStealthedUnitsDetection()
16741 std::list
<Unit
*> stealthedUnits
;
16743 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16745 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16746 cell
.SetNoCreate();
16748 MaNGOS::AnyStealthedCheck u_check
;
16749 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(this,stealthedUnits
, u_check
);
16751 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16752 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16754 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16755 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap());
16756 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap());
16758 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16762 i
= stealthedUnits
.erase(i
);
16766 if ((*i
)->isVisibleForOrDetect(this,true))
16769 (*i
)->SendUpdateToPlayer(this);
16770 m_clientGUIDs
.insert((*i
)->GetGUID());
16772 #ifdef MANGOS_DEBUG
16773 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16774 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16777 // target aura duration for caster show only if target exist at caster client
16778 // send data at target visibility change (adding to client)
16779 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16780 SendAurasForTarget(*i
);
16782 i
= stealthedUnits
.erase(i
);
16790 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, Creature
* npc
/*= NULL*/, uint32 spellid
/*= 0*/)
16792 if(nodes
.size() < 2)
16795 // 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
16796 if(GetSession()->isLogingOut() || isInCombat())
16798 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16799 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16800 GetSession()->SendPacket(&data
);
16804 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16810 // not let cheating with start flight mounted
16813 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16814 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16815 GetSession()->SendPacket(&data
);
16819 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16821 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16822 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16823 GetSession()->SendPacket(&data
);
16827 // 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
16828 if(IsNonMeleeSpellCasted(false))
16830 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16831 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16832 GetSession()->SendPacket(&data
);
16836 // cast case or scripted call case
16839 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
16841 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16842 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
16844 if(m_currentSpells
[CURRENT_GENERIC_SPELL
] && m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Id
!= spellid
)
16845 InterruptSpell(CURRENT_GENERIC_SPELL
,false);
16847 InterruptSpell(CURRENT_AUTOREPEAT_SPELL
,false);
16849 if(m_currentSpells
[CURRENT_CHANNELED_SPELL
] && m_currentSpells
[CURRENT_CHANNELED_SPELL
]->m_spellInfo
->Id
!= spellid
)
16850 InterruptSpell(CURRENT_CHANNELED_SPELL
,true);
16853 uint32 sourcenode
= nodes
[0];
16855 // starting node too far away (cheat?)
16856 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16859 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16860 data
<< uint32(ERR_TAXINOSUCHPATH
);
16861 GetSession()->SendPacket(&data
);
16865 // check node starting pos data set case if provided
16866 if (node
->x
!= 0.0f
|| node
->y
!= 0.0f
|| node
->z
!= 0.0f
)
16868 if (node
->map_id
!= GetMapId() ||
16869 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16870 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16871 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16872 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
))
16874 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16875 data
<< uint32(ERR_TAXITOOFARAWAY
);
16876 GetSession()->SendPacket(&data
);
16880 // node must have pos if taxi master case (npc != NULL)
16883 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16884 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16885 GetSession()->SendPacket(&data
);
16889 // Prepare to flight start now
16891 // stop combat at start taxi flight if any
16894 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16897 // clean not finished taxi path if any
16898 m_taxi
.ClearTaxiDestinations();
16900 // 0 element current node
16901 m_taxi
.AddTaxiDestination(sourcenode
);
16903 // fill destinations path tail
16904 uint32 sourcepath
= 0;
16905 uint32 totalcost
= 0;
16907 uint32 prevnode
= sourcenode
;
16908 uint32 lastnode
= 0;
16910 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16914 lastnode
= nodes
[i
];
16915 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16919 m_taxi
.ClearTaxiDestinations();
16925 if(prevnode
== sourcenode
)
16928 m_taxi
.AddTaxiDestination(lastnode
);
16930 prevnode
= lastnode
;
16933 // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
16934 uint16 mount_id
= objmgr
.GetTaxiMount(sourcenode
, GetTeam(), npc
== NULL
);
16936 // in spell case allow 0 model
16937 if (mount_id
== 0 && spellid
== 0 || sourcepath
== 0)
16939 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16940 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16941 GetSession()->SendPacket(&data
);
16942 m_taxi
.ClearTaxiDestinations();
16946 uint32 money
= GetMoney();
16949 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16951 if(money
< totalcost
)
16953 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16954 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16955 GetSession()->SendPacket(&data
);
16956 m_taxi
.ClearTaxiDestinations();
16960 //Checks and preparations done, DO FLIGHT
16961 ModifyMoney(-(int32
)totalcost
);
16962 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING
, totalcost
);
16963 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN
, 1);
16965 // prevent stealth flight
16966 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
16968 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16969 data
<< uint32(ERR_TAXIOK
);
16970 GetSession()->SendPacket(&data
);
16972 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16974 GetSession()->SendDoFlight(mount_id
, sourcepath
);
16979 bool Player::ActivateTaxiPathTo( uint32 taxi_path_id
, uint32 spellid
/*= 0*/ )
16981 TaxiPathEntry
const* entry
= sTaxiPathStore
.LookupEntry(taxi_path_id
);
16985 std::vector
<uint32
> nodes
;
16988 nodes
[0] = entry
->from
;
16989 nodes
[1] = entry
->to
;
16991 return ActivateTaxiPathTo(nodes
,NULL
,spellid
);
16994 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
16996 // last check 2.0.10
16997 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
16999 data
<< uint8(0x0); // flags (0x1, 0x2)
17000 time_t curTime
= time(NULL
);
17001 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17003 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
17005 uint32 unSpellId
= itr
->first
;
17006 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
17013 // Not send cooldown for this spells
17014 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
17017 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
17019 data
<< uint32(unSpellId
);
17020 data
<< uint32(unTimeMs
); // in m.secs
17021 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/IN_MILISECONDS
);
17024 GetSession()->SendPacket(&data
);
17027 void Player::InitDataForForm(bool reapplyMods
)
17029 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
17030 if(ssEntry
&& ssEntry
->attackSpeed
)
17032 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
17033 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
17034 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
17037 SetRegularAttackTime();
17043 if(getPowerType()!=POWER_ENERGY
)
17044 setPowerType(POWER_ENERGY
);
17048 case FORM_DIREBEAR
:
17050 if(getPowerType()!=POWER_RAGE
)
17051 setPowerType(POWER_RAGE
);
17054 default: // 0, for example
17056 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
17057 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
17058 setPowerType(Powers(cEntry
->powerType
));
17063 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17065 UpdateEquipSpellsAtFormChange();
17067 UpdateAttackPowerAndDamage();
17068 UpdateAttackPowerAndDamage(true);
17071 // Return true is the bought item has a max count to force refresh of window by caller
17072 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
17074 // cheating attempt
17075 if(count
< 1) count
= 1;
17080 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
17083 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
17087 Creature
*pCreature
= GetNPCIfCanInteractWith(vendorguid
,UNIT_NPC_FLAG_VENDOR
);
17090 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
17091 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
17095 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
17096 if(!vItems
|| vItems
->Empty())
17098 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17102 size_t vendor_slot
= vItems
->FindItemSlot(item
);
17103 if(vendor_slot
>= vItems
->GetItemCount())
17105 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17109 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
17111 // check current item amount if it limited
17112 if( crItem
->maxcount
!= 0 )
17114 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
17116 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
17121 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
17123 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
17127 if(crItem
->ExtendedCost
)
17129 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17132 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
17136 // honor points price
17137 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
17139 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
17143 // arena points price
17144 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
17146 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
17151 for (uint8 i
= 0; i
< 5; ++i
)
17153 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
17155 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
17160 // check for personal arena rating requirement
17161 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
17163 // probably not the proper equip err
17164 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
17169 uint32 price
= pProto
->BuyPrice
* count
;
17171 // reputation discount
17172 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
17174 if( GetMoney() < price
)
17176 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17180 uint8 bag
= 0; // init for case invalid bagGUID
17182 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
17185 if( bagguid
== GetGUID() )
17187 bag
= INVENTORY_SLOT_BAG_0
;
17191 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;++i
)
17193 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
17196 if( bagguid
== pBag
->GetGUID() )
17206 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
17208 ItemPosCountVec dest
;
17209 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17210 if( msg
!= EQUIP_ERR_OK
)
17212 SendEquipError( msg
, NULL
, NULL
);
17216 ModifyMoney( -(int32
)price
);
17217 if(crItem
->ExtendedCost
) // case for new honor system
17219 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17220 if(iece
->reqhonorpoints
)
17221 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17222 if(iece
->reqarenapoints
)
17223 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17224 for (uint8 i
= 0; i
< 5; ++i
)
17226 if(iece
->reqitem
[i
])
17227 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17231 if(Item
*it
= StoreNewItem( dest
, item
, true ))
17233 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17235 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17236 data
<< pCreature
->GetGUID();
17237 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17238 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17239 data
<< (uint32
)count
;
17240 GetSession()->SendPacket(&data
);
17242 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17245 else if( IsEquipmentPos( bag
, slot
) )
17247 if(pProto
->BuyCount
* count
!= 1)
17249 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17254 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17255 if( msg
!= EQUIP_ERR_OK
)
17257 SendEquipError( msg
, NULL
, NULL
);
17261 ModifyMoney( -(int32
)price
);
17262 if(crItem
->ExtendedCost
) // case for new honor system
17264 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17265 if(iece
->reqhonorpoints
)
17266 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17267 if(iece
->reqarenapoints
)
17268 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17269 for (uint8 i
= 0; i
< 5; ++i
)
17271 if(iece
->reqitem
[i
])
17272 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17276 if(Item
*it
= EquipNewItem( dest
, item
, true ))
17278 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17280 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17281 data
<< pCreature
->GetGUID();
17282 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17283 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17284 data
<< (uint32
)count
;
17285 GetSession()->SendPacket(&data
);
17287 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17289 AutoUnequipOffhandIfNeed();
17294 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17298 return crItem
->maxcount
!=0;
17301 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17303 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17304 // the personal rating of the arena team must match the required limit as well
17305 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17306 uint32 max_personal_rating
= 0;
17307 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17309 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17311 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
17312 uint32 t_rating
= at
->GetRating();
17313 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
17314 if(max_personal_rating
< p_rating
)
17315 max_personal_rating
= p_rating
;
17318 return max_personal_rating
;
17321 void Player::UpdateHomebindTime(uint32 time
)
17323 // GMs never get homebind timer online
17324 if (m_InstanceValid
|| isGameMaster())
17326 if(m_HomebindTimer
) // instance valid, but timer not reset
17329 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17332 GetSession()->SendPacket(&data
);
17334 // instance is valid, reset homebind timer
17335 m_HomebindTimer
= 0;
17337 else if (m_HomebindTimer
> 0)
17339 if (time
>= m_HomebindTimer
)
17341 // teleport to homebind location
17342 TeleportTo(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetOrientation());
17345 m_HomebindTimer
-= time
;
17349 // instance is invalid, start homebind timer
17350 m_HomebindTimer
= 60000;
17351 // send message to player
17352 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17353 data
<< m_HomebindTimer
;
17355 GetSession()->SendPacket(&data
);
17356 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17360 void Player::UpdatePvP(bool state
, bool ovrride
)
17362 if(!state
|| ovrride
)
17365 pvpInfo
.endTimer
= 0;
17369 if(pvpInfo
.endTimer
!= 0)
17370 pvpInfo
.endTimer
= time(NULL
);
17376 void Player::AddSpellAndCategoryCooldowns(SpellEntry
const* spellInfo
, uint32 itemId
, Spell
* spell
, bool infinityCooldown
)
17378 // init cooldown values
17383 // some special item spells without correct cooldown in SpellInfo
17384 // cooldown information stored in item prototype
17385 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17389 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(itemId
))
17391 for(int idx
= 0; idx
< 5; ++idx
)
17393 if(proto
->Spells
[idx
].SpellId
== spellInfo
->Id
)
17395 cat
= proto
->Spells
[idx
].SpellCategory
;
17396 rec
= proto
->Spells
[idx
].SpellCooldown
;
17397 catrec
= proto
->Spells
[idx
].SpellCategoryCooldown
;
17404 // if no cooldown found above then base at DBC data
17405 if(rec
< 0 && catrec
< 0)
17407 cat
= spellInfo
->Category
;
17408 rec
= spellInfo
->RecoveryTime
;
17409 catrec
= spellInfo
->CategoryRecoveryTime
;
17412 time_t curTime
= time(NULL
);
17417 // overwrite time for selected category
17418 if(infinityCooldown
)
17420 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17421 // but not allow ignore until reset or re-login
17422 catrecTime
= catrec
> 0 ? curTime
+MONTH
: 0;
17423 recTime
= rec
> 0 ? curTime
+MONTH
: catrecTime
;
17427 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17428 // prevent 0 cooldowns set by another way
17429 if (rec
<= 0 && catrec
<= 0 && (cat
== 76 || IsAutoRepeatRangedSpell(spellInfo
) && spellInfo
->Id
!= SPELL_ID_AUTOSHOT
))
17430 rec
= GetAttackTime(RANGED_ATTACK
);
17432 // Now we have cooldown data (if found any), time to apply mods
17434 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, rec
, spell
);
17437 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, catrec
, spell
);
17439 // replace negative cooldowns by 0
17440 if (rec
< 0) rec
= 0;
17441 if (catrec
< 0) catrec
= 0;
17443 // no cooldown after applying spell mods
17444 if( rec
== 0 && catrec
== 0)
17447 catrecTime
= catrec
? curTime
+catrec
/IN_MILISECONDS
: 0;
17448 recTime
= rec
? curTime
+rec
/IN_MILISECONDS
: catrecTime
;
17451 // self spell cooldown
17453 AddSpellCooldown(spellInfo
->Id
, itemId
, recTime
);
17456 if (cat
&& catrec
> 0)
17458 SpellCategoryStore::const_iterator i_scstore
= sSpellCategoryStore
.find(cat
);
17459 if(i_scstore
!= sSpellCategoryStore
.end())
17461 for(SpellCategorySet::const_iterator i_scset
= i_scstore
->second
.begin(); i_scset
!= i_scstore
->second
.end(); ++i_scset
)
17463 if(*i_scset
== spellInfo
->Id
) // skip main spell, already handled above
17466 AddSpellCooldown(*i_scset
, itemId
, catrecTime
);
17472 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
17476 sc
.itemid
= itemid
;
17477 m_spellCooldowns
[spellid
] = sc
;
17480 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
, uint32 itemId
, Spell
* spell
)
17482 // start cooldowns at server side, if any
17483 AddSpellAndCategoryCooldowns(spellInfo
,itemId
,spell
);
17485 // Send activate cooldown timer (possible 0) at client side
17486 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
17487 data
<< spellInfo
->Id
;
17489 SendDirectMessage(&data
);
17492 void Player::UpdatePotionCooldown(Spell
* spell
)
17494 // no potion used i combat or still in combat
17495 if(!m_lastPotionId
|| isInCombat())
17498 // Call not from spell cast, send cooldown event for item spells if no in combat
17501 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17502 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(m_lastPotionId
))
17503 for(int idx
= 0; idx
< 5; ++idx
)
17504 if(proto
->Spells
[idx
].SpellId
&& proto
->Spells
[idx
].SpellTrigger
== ITEM_SPELLTRIGGER_ON_USE
)
17505 if(SpellEntry
const* spellInfo
= sSpellStore
.LookupEntry(proto
->Spells
[idx
].SpellId
))
17506 SendCooldownEvent(spellInfo
,m_lastPotionId
);
17508 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17510 SendCooldownEvent(spell
->m_spellInfo
,m_lastPotionId
,spell
);
17512 m_lastPotionId
= 0;
17515 //slot to be excluded while counting
17516 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
17518 if(!enchantmentcondition
)
17521 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
17526 uint8 curcount
[4] = {0, 0, 0, 0};
17528 //counting current equipped gem colors
17529 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17533 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17534 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17536 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17538 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17542 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17546 uint32 gemid
= enchantEntry
->GemID
;
17550 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17554 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17558 uint8 GemColor
= gemProperty
->color
;
17560 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17562 if(tmpcolormask
& GemColor
)
17569 bool activate
= true;
17571 for(int i
= 0; i
< 5; ++i
)
17573 if(!Condition
->Color
[i
])
17576 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17578 // if have <CompareColor> use them as count, else use <value> from Condition
17579 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17581 switch(Condition
->Comparator
[i
])
17583 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17584 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17586 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17587 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17589 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17590 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17595 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");
17600 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17602 //cycle all equipped items
17603 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17605 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17606 if(slot
== exceptslot
)
17609 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17611 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17614 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17616 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17620 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17624 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17627 //was enchant active with/without item?
17628 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17629 //should it now be?
17630 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17632 // ignore item gem conditions
17633 //if state changed, (dis)apply enchant
17634 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17641 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17642 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17644 //cycle all equipped items
17645 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17647 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17648 if(slot
== exceptslot
)
17651 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17653 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17656 //cycle all (gem)enchants
17657 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17659 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17660 if(!enchant_id
) //if no enchant go to next enchant(slot)
17663 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17667 //only metagems to be (de)activated, so only enchants with condition
17668 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17670 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17675 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17677 if(BattleGround
*bg
= GetBattleGround())
17679 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17681 // call after remove to be sure that player resurrected for correct cast
17682 if( bg
->isBattleGround() && !isGameMaster() && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
) )
17684 if( bg
->GetStatus() == STATUS_IN_PROGRESS
|| bg
->GetStatus() == STATUS_WAIT_JOIN
)
17685 CastSpell(this, 26013, true); // Deserter
17690 bool Player::CanJoinToBattleground() const
17692 // check Deserter debuff
17693 if(GetDummyAura(26013))
17699 bool Player::CanReportAfkDueToLimit()
17701 // a player can complain about 15 people per 5 minutes
17702 if(m_bgAfkReportedCount
>= 15)
17704 ++m_bgAfkReportedCount
;
17708 ///This player has been blamed to be inactive in a battleground
17709 void Player::ReportedAfkBy(Player
* reporter
)
17711 BattleGround
*bg
= GetBattleGround();
17712 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
17715 // check if player has 'Idle' or 'Inactive' debuff
17716 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
17718 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
17719 // 3 players have to complain to apply debuff
17720 if(m_bgAfkReporter
.size() >= 3)
17722 // cast 'Idle' spell
17723 CastSpell(this, 43680, true);
17724 m_bgAfkReporter
.clear();
17729 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17731 // gamemaster in GM mode see all, including ghosts
17732 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
17735 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17736 if (InBattleGround())
17738 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
17743 // Live player see live player or dead player with not realized corpse
17744 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
17746 return isAlive() || m_deathTimer
> 0;
17749 // Ghost see other friendly ghosts, that's for sure
17750 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
17753 // Dead player see live players near own corpse
17756 Corpse
*corpse
= pl
->GetCorpse();
17759 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17760 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
17765 // and not see any other
17769 bool Player::IsVisibleGloballyFor( Player
* u
) const
17774 // Always can see self
17778 // Visible units, always are visible for all players
17779 if (GetVisibility() == VISIBILITY_ON
)
17782 // GMs are visible for higher gms (or players are visible for gms)
17783 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
17784 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
17786 // non faction visibility non-breakable for non-GMs
17787 if (GetVisibility() == VISIBILITY_OFF
)
17790 // non-gm stealth/invisibility not hide from global player lists
17794 void Player::UpdateVisibilityOf(WorldObject
* target
)
17796 if(HaveAtClient(target
))
17798 if(!target
->isVisibleForInState(this,true))
17800 target
->DestroyForPlayer(this);
17801 m_clientGUIDs
.erase(target
->GetGUID());
17803 #ifdef MANGOS_DEBUG
17804 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17805 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17811 if(target
->isVisibleForInState(this,false))
17813 target
->SendUpdateToPlayer(this);
17814 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17815 m_clientGUIDs
.insert(target
->GetGUID());
17817 #ifdef MANGOS_DEBUG
17818 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17819 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17822 // target aura duration for caster show only if target exist at caster client
17823 // send data at target visibility change (adding to client)
17824 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
17825 SendAurasForTarget((Unit
*)target
);
17827 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
17828 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17834 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17836 s64
.insert(target
->GetGUID());
17840 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17842 if(!target
->IsTransport())
17843 s64
.insert(target
->GetGUID());
17847 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17849 if(HaveAtClient(target
))
17851 if(!target
->isVisibleForInState(this,true))
17853 target
->BuildOutOfRangeUpdateBlock(&data
);
17854 m_clientGUIDs
.erase(target
->GetGUID());
17856 #ifdef MANGOS_DEBUG
17857 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17858 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
));
17864 if(target
->isVisibleForInState(this,false))
17866 visibleNow
.insert(target
);
17867 target
->BuildUpdate(data_updates
);
17868 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17869 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17871 #ifdef MANGOS_DEBUG
17872 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17873 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
));
17879 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17880 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17881 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17882 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17883 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17885 void Player::InitPrimaryProfessions()
17887 SetFreePrimaryProfessions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17890 void Player::SendComboPoints()
17892 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17895 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17896 data
.append(combotarget
->GetPackGUID());
17897 data
<< uint8(m_comboPoints
);
17898 GetSession()->SendPacket(&data
);
17902 void Player::AddComboPoints(Unit
* target
, int8 count
)
17907 // without combo points lost (duration checked in aura)
17908 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17910 if(target
->GetGUID() == m_comboTarget
)
17912 m_comboPoints
+= count
;
17917 if(Unit
* target2
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17918 target2
->RemoveComboPointHolder(GetGUIDLow());
17920 m_comboTarget
= target
->GetGUID();
17921 m_comboPoints
= count
;
17923 target
->AddComboPointHolder(GetGUIDLow());
17926 if (m_comboPoints
> 5) m_comboPoints
= 5;
17927 if (m_comboPoints
< 0) m_comboPoints
= 0;
17932 void Player::ClearComboPoints()
17937 // without combopoints lost (duration checked in aura)
17938 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17944 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17945 target
->RemoveComboPointHolder(GetGUIDLow());
17950 void Player::SetGroup(Group
*group
, int8 subgroup
)
17956 // never use SetGroup without a subgroup unless you specify NULL for group
17957 assert(subgroup
>= 0);
17958 m_group
.link(group
, this);
17959 m_group
.setSubGroup((uint8
)subgroup
);
17963 void Player::SendInitialPacketsBeforeAddToMap()
17965 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
17966 data
<< uint32(0); // unknown, may be rest state time or experience
17967 GetSession()->SendPacket(&data
);
17970 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
17971 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
17972 data
<< (uint32
) m_homebindMapId
;
17973 data
<< (uint32
) m_homebindZoneId
;
17974 GetSession()->SendPacket(&data
);
17976 // SMSG_SET_PROFICIENCY
17977 // SMSG_UPDATE_AURA_DURATION
17980 data
.Initialize(SMSG_TUTORIAL_FLAGS
, 8*4);
17981 for (int i
= 0; i
< 8; ++i
)
17982 data
<< uint32( GetTutorialInt(i
) );
17983 GetSession()->SendPacket(&data
);
17985 SendInitialSpells();
17987 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
17988 data
<< uint32(0); // count, for(count) uint32;
17989 GetSession()->SendPacket(&data
);
17991 SendInitialActionButtons();
17992 m_reputationMgr
.SendInitialReputations();
17993 m_achievementMgr
.SendAllAchievementData();
17996 uint32 newzone
, newarea
;
17997 GetZoneAndAreaId(newzone
,newarea
);
17998 UpdateZone(newzone
,newarea
); // also call SendInitWorldStates();
18000 // SMSG_SET_AURA_SINGLE
18002 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 8);
18003 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
18004 data
<< (float)0.01666667f
; // game speed
18005 GetSession()->SendPacket( &data
);
18007 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
18008 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
18009 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2
);
18014 void Player::SendInitialPacketsAfterAddToMap()
18016 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
18017 data
<< uint32(0x00000000); // on blizz it increments periodically
18018 GetSession()->SendPacket(&data
);
18020 CastSpell(this, 836, true); // LOGINEFFECT
18022 // set some aura effects that send packet to player client after add player to map
18023 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
18024 // same auras state lost at far teleport, send it one more time in this case also
18025 static const AuraType auratypes
[] =
18027 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
18028 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
18029 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
18031 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
18033 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
18034 if(!auraList
.empty())
18035 auraList
.front()->ApplyModifier(true,true);
18038 if(HasAuraType(SPELL_AURA_MOD_STUN
))
18039 SetMovement(MOVE_ROOT
);
18041 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
18042 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
18044 WorldPacket
data2(SMSG_FORCE_MOVE_ROOT
, 10);
18045 data2
.append(GetPackGUID());
18046 data2
<< (uint32
)2;
18047 SendMessageToSet(&data2
,true);
18050 SendAurasForTarget(this);
18051 SendEnchantmentDurations(); // must be after add to map
18052 SendItemDurations(); // must be after add to map
18055 void Player::SendUpdateToOutOfRangeGroupMembers()
18057 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
18059 if(Group
* group
= GetGroup())
18060 group
->UpdatePlayerOutOfRange(this);
18062 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
18063 m_auraUpdateMask
= 0;
18064 if(Pet
*pet
= GetPet())
18065 pet
->ResetAuraUpdateMask();
18068 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
18070 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
18071 data
<< uint32(mapid
);
18072 data
<< uint8(reason
); // transfer abort reason
18075 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
18076 case TRANSFER_ABORT_DIFFICULTY
:
18077 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
18078 data
<< uint8(arg
);
18081 GetSession()->SendPacket(&data
);
18084 void Player::SendInstanceResetWarning(uint32 mapid
, uint32 time
)
18086 // type of warning, based on the time remaining until reset
18089 type
= RAID_INSTANCE_WELCOME
;
18090 else if(time
> 900 && time
<= 3600)
18091 type
= RAID_INSTANCE_WARNING_HOURS
;
18092 else if(time
> 300 && time
<= 900)
18093 type
= RAID_INSTANCE_WARNING_MIN
;
18095 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
18096 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4);
18097 data
<< uint32(type
);
18098 data
<< uint32(mapid
);
18099 data
<< uint32(time
);
18100 GetSession()->SendPacket(&data
);
18103 void Player::ApplyEquipCooldown( Item
* pItem
)
18105 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
18107 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
18110 if( !spellData
.SpellId
)
18113 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
18114 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
18117 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
18119 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
18120 data
<< pItem
->GetGUID();
18121 data
<< uint32(spellData
.SpellId
);
18122 GetSession()->SendPacket(&data
);
18126 void Player::resetSpells()
18128 // not need after this call
18129 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
18131 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
18132 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
18135 // make full copy of map (spells removed and marked as deleted at another spell remove
18136 // and we can't use original map for safe iterative with visit each spell at loop end
18137 PlayerSpellMap smap
= GetSpellMap();
18139 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
18140 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
18142 learnDefaultSpells();
18143 learnQuestRewardedSpells();
18146 void Player::learnDefaultSpells()
18148 // learn default race/class spells
18149 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
18150 for (PlayerCreateInfoSpells::const_iterator itr
= info
->spell
.begin(); itr
!=info
->spell
.end(); ++itr
)
18152 uint32 tspell
= *itr
;
18153 sLog
.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell
);
18154 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18155 addSpell(tspell
,true,true,true,false);
18156 else // but send in normal spell in game learn case
18157 learnSpell(tspell
,true);
18161 void Player::learnQuestRewardedSpells(Quest
const* quest
)
18163 uint32 spell_id
= quest
->GetRewSpellCast();
18165 // skip quests without rewarded spell
18169 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
18173 // check learned spells state
18174 bool found
= false;
18175 for(int i
=0; i
< 3; ++i
)
18177 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
18184 // skip quests with not teaching spell or already known spell
18188 // prevent learn non first rank unknown profession and second specialization for same profession)
18189 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
18190 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
18192 // not have first rank learned (unlearned prof?)
18193 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
18194 if( !HasSpell(first_spell
) )
18197 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
18202 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
18204 // search other specialization for same prof
18205 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
18207 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
18210 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
18214 // compare only specializations
18215 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
18218 // compare same chain spells
18219 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
18222 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18223 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
18229 CastSpell( this, spell_id
, true);
18232 void Player::learnQuestRewardedSpells()
18234 // learn spells received from quest completing
18235 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
18237 // skip no rewarded quests
18238 if(!itr
->second
.m_rewarded
)
18241 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
18245 learnQuestRewardedSpells(quest
);
18249 void Player::learnSkillRewardedSpells(uint32 skill_id
, uint32 skill_value
)
18251 uint32 raceMask
= getRaceMask();
18252 uint32 classMask
= getClassMask();
18253 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
18255 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
18256 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
18258 // Check race if set
18259 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
18261 // Check class if set
18262 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
18265 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
18267 // need unlearn spell
18268 if (skill_value
< pAbility
->req_skill_value
)
18269 removeSpell(pAbility
->spellId
);
18271 else if (!IsInWorld())
18272 addSpell(pAbility
->spellId
,true,true,true,false);
18274 learnSpell(pAbility
->spellId
,true);
18279 void Player::SendAurasForTarget(Unit
*target
)
18281 if(target
->GetVisibleAuras()->empty()) // speedup things
18284 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
18285 data
.append(target
->GetPackGUID());
18287 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
18288 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
18290 for(uint32 j
= 0; j
< 3; ++j
)
18292 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
18294 data
<< uint8(aura
->GetAuraSlot());
18295 data
<< uint32(aura
->GetId());
18299 uint8 auraFlags
= aura
->GetAuraFlags();
18301 data
<< uint8(auraFlags
);
18303 data
<< uint8(aura
->GetAuraLevel());
18305 data
<< uint8(aura
->GetAuraCharges());
18307 if(!(auraFlags
& AFLAG_NOT_CASTER
))
18309 data
<< uint8(0); // packed GUID of someone (caster?)
18312 if(auraFlags
& AFLAG_DURATION
) // include aura duration
18314 data
<< uint32(aura
->GetAuraMaxDuration());
18315 data
<< uint32(aura
->GetAuraDuration());
18323 GetSession()->SendPacket(&data
);
18326 void Player::SetDailyQuestStatus( uint32 quest_id
)
18328 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18330 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
18332 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
18333 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
18334 m_DailyQuestChanged
= true;
18340 void Player::ResetDailyQuestStatus()
18342 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18343 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
18345 // DB data deleted in caller
18346 m_DailyQuestChanged
= false;
18347 m_lastDailyQuestTime
= 0;
18350 BattleGround
* Player::GetBattleGround() const
18352 if(GetBattleGroundId()==0)
18355 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgTypeID
);
18358 bool Player::InArena() const
18360 BattleGround
*bg
= GetBattleGround();
18361 if(!bg
|| !bg
->isArena())
18367 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId
) const
18369 // get a template bg instead of running one
18370 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
18374 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
18380 BGQueueIdBasedOnLevel
Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId
) const
18382 //returned to hardcoded version of this function, because there is no way to code it dynamic
18383 uint32 level
= getLevel();
18384 if( bgTypeId
== BATTLEGROUND_AV
)
18387 uint32 queue_id
= (level
/ 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
18388 if( queue_id
>= MAX_BATTLEGROUND_QUEUES
)
18390 sLog
.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id
);
18391 return QUEUE_ID_MAX_LEVEL_80
;
18393 return BGQueueIdBasedOnLevel(queue_id
);
18396 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
18398 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
18399 if(!vendor_faction
|| !vendor_faction
->faction
)
18402 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
18403 if(rank
<= REP_NEUTRAL
)
18406 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
18409 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
18411 uint32 racemask
= getRaceMask();
18412 uint32 classmask
= getClassMask();
18414 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
18415 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
18419 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
18421 // skip wrong race skills
18422 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
18425 // skip wrong class skills
18426 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
18435 bool Player::HasQuestForGO(int32 GOId
) const
18437 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
18439 uint32 questid
= GetQuestSlotQuestId(i
);
18440 if ( questid
== 0 )
18443 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
18444 if(qs_itr
== mQuestStatus
.end())
18447 QuestStatusData
const& qs
= qs_itr
->second
;
18449 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
18451 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
18455 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
18458 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
18460 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
18463 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
18471 void Player::UpdateForQuestWorldObjects()
18473 if(m_clientGUIDs
.empty())
18477 WorldPacket packet
;
18478 for(ClientGUIDs::const_iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
18480 if(IS_GAMEOBJECT_GUID(*itr
))
18482 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
18484 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
18486 else if(IS_CREATURE_GUID(*itr
) || IS_VEHICLE_GUID(*itr
))
18488 Creature
*obj
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr
);
18491 // check if this unit requires quest specific flags
18493 SpellClickInfoMap
const& map
= objmgr
.mSpellClickInfoMap
;
18494 for(SpellClickInfoMap::const_iterator itr
= map
.lower_bound(obj
->GetEntry()); itr
!= map
.upper_bound(obj
->GetEntry()); ++itr
)
18496 if(itr
->second
.questId
!= 0)
18498 obj
->BuildCreateUpdateBlockForPlayer(&udata
,this);
18505 udata
.BuildPacket(&packet
);
18506 GetSession()->SendPacket(&packet
);
18509 void Player::SummonIfPossible(bool agree
)
18513 m_summon_expire
= 0;
18517 // expire and auto declined
18518 if(m_summon_expire
< time(NULL
))
18521 // stop taxi flight at summon
18524 GetMotionMaster()->MovementExpired();
18525 m_taxi
.ClearTaxiDestinations();
18528 // drop flag at summon
18529 // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
18530 if(BattleGround
*bg
= GetBattleGround())
18531 bg
->EventPlayerDroppedFlag(this);
18533 m_summon_expire
= 0;
18535 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS
, 1);
18537 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
18540 void Player::RemoveItemDurations( Item
*item
)
18542 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
18546 m_itemDuration
.erase(itr
);
18552 void Player::AddItemDurations( Item
*item
)
18554 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
18556 m_itemDuration
.push_back(item
);
18557 item
->SendTimeUpdate(this);
18561 void Player::AutoUnequipOffhandIfNeed()
18563 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18567 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18568 if (CanTitanGrip() || (offItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
&& !IsTwoHandUsed()))
18571 ItemPosCountVec off_dest
;
18572 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18573 if( off_msg
== EQUIP_ERR_OK
)
18575 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18576 StoreItem( off_dest
, offItem
, true );
18581 mi
.AddItem(offItem
->GetGUIDLow(), offItem
->GetEntry(), offItem
);
18582 MoveItemFromInventory(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18583 CharacterDatabase
.BeginTransaction();
18584 offItem
->DeleteFromInventoryDB(); // deletes item from character's inventory
18585 offItem
->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18586 CharacterDatabase
.CommitTransaction();
18588 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
18589 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
18593 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18595 if(spellInfo
->EquippedItemClass
< 0)
18598 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18599 // for optimize check 2 used cases only
18600 switch(spellInfo
->EquippedItemClass
)
18602 case ITEM_CLASS_WEAPON
:
18604 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18605 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18606 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18610 case ITEM_CLASS_ARMOR
:
18612 // tabard not have dependent spells
18613 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18614 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18615 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18618 // shields can be equipped to offhand slot
18619 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18620 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18623 // ranged slot can have some armor subclasses
18624 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18625 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18631 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18638 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
18640 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18641 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
18642 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
18645 // Check no reagent use mask
18646 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
18647 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
18648 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
18649 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
18655 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18657 AuraMap
& auras
= GetAuras();
18658 for(AuraMap::const_iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18660 Aura
* aura
= itr
->second
;
18662 // skip passive (passive item dependent spells work in another way) and not self applied auras
18663 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18664 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18670 // skip if not item dependent or have alternative item
18671 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18677 // no alt item, remove aura, restart check
18678 RemoveAurasDueToSpell(aura
->GetId());
18679 itr
= auras
.begin();
18682 // currently casted spells can be dependent from item
18683 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; ++i
)
18685 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
18686 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
18691 uint32
Player::GetResurrectionSpellId()
18693 // search priceless resurrection possibilities
18695 uint32 spell_id
= 0;
18696 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18697 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18699 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18700 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18702 switch((*itr
)->GetId())
18704 case 20707: spell_id
= 3026; break; // rank 1
18705 case 20762: spell_id
= 20758; break; // rank 2
18706 case 20763: spell_id
= 20759; break; // rank 3
18707 case 20764: spell_id
= 20760; break; // rank 4
18708 case 20765: spell_id
= 20761; break; // rank 5
18709 case 27239: spell_id
= 27240; break; // rank 6
18710 case 47883: spell_id
= 47882; break; // rank 7
18712 sLog
.outError("Unhandled spell %u: S.Resurrection",(*itr
)->GetId());
18718 // Twisting Nether // prio: 2 (max)
18719 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18726 // Reincarnation (passive spell) // prio: 1
18727 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18733 // Used in triggers for check "Only to targets that grant experience or honor" req
18734 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
18736 uint32 v_level
= pVictim
->getLevel();
18737 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
18739 // Victim level less gray level
18740 if(v_level
<=k_grey
)
18743 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
18745 if (((Creature
*)pVictim
)->isTotem() ||
18746 ((Creature
*)pVictim
)->isPet() ||
18747 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
18753 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
18755 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
18757 // prepare data for near group iteration (PvP and !PvP cases)
18759 bool honored_kill
= false;
18761 if(Group
*pGroup
= GetGroup())
18764 uint32 sum_level
= 0;
18765 Player
* member_with_max_level
= NULL
;
18766 Player
* not_gray_member_with_max_level
= NULL
;
18768 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
18770 if(member_with_max_level
)
18772 /// not get Xp in PvP or no not gray players in group
18773 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
18775 /// skip in check PvP case (for speed, not used)
18776 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
18777 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
18778 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
18780 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18782 Player
* pGroupGuy
= itr
->getSource();
18786 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
18787 continue; // member (alive or dead) or his corpse at req. distance
18789 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18790 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
18791 honored_kill
= true;
18793 // xp and reputation only in !PvP case
18796 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
18798 // if is in dungeon then all receive full reputation at kill
18799 // rewarded any alive/dead/near_corpse group member
18800 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
18802 // XP updated only for alive group member
18803 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
18804 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
18806 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
18808 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
18809 if(Pet
* pet
= pGroupGuy
->GetPet())
18810 pet
->GivePetXP(itr_xp
/2);
18813 // quest objectives updated only for alive group member or dead but with not released body
18814 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18816 // normal creature (not pet/etc) can be only in !PvP case
18817 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18818 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
18824 else // if (!pGroup)
18826 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
18828 // honor can be in PvP and !PvP (racial leader) cases
18829 if(RewardHonor(pVictim
,1))
18830 honored_kill
= true;
18832 // xp and reputation only in !PvP case
18835 RewardReputation(pVictim
,1);
18836 GiveXP(xp
, pVictim
);
18838 if(Pet
* pet
= GetPet())
18839 pet
->GivePetXP(xp
);
18841 // normal creature (not pet/etc) can be only in !PvP case
18842 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18843 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
18846 return xp
|| honored_kill
;
18849 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id
, WorldObject
* pRewardSource
)
18851 uint64 creature_guid
= pRewardSource
->GetTypeId()==TYPEID_UNIT
? pRewardSource
->GetGUID() : uint64(0);
18853 // prepare data for near group iteration
18854 if(Group
*pGroup
= GetGroup())
18856 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18858 Player
* pGroupGuy
= itr
->getSource();
18862 if(!pGroupGuy
->IsAtGroupRewardDistance(pRewardSource
))
18863 continue; // member (alive or dead) or his corpse at req. distance
18865 // quest objectives updated only for alive group member or dead but with not released body
18866 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18867 pGroupGuy
->KilledMonster(creature_id
, creature_guid
);
18870 else // if (!pGroup)
18871 KilledMonster(creature_id
, creature_guid
);
18874 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
18876 if (pRewardSource
->IsWithinDistInMap(this,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
)))
18882 Corpse
* corpse
= GetCorpse();
18886 return pRewardSource
->IsWithinDistInMap(corpse
,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
));
18889 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
18891 Item
* item
= GetWeaponForAttack(attType
,true);
18893 // unarmed only with base attack
18894 if(attType
!= BASE_ATTACK
&& !item
)
18897 // weapon skill or (unarmed for base attack)
18898 uint32 skill
= item
? item
->GetSkill() : uint32(SKILL_UNARMED
);
18899 return GetBaseSkillValue(skill
);
18902 void Player::ResurectUsingRequestData()
18904 /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
18905 if(IS_PLAYER_GUID(m_resurrectGUID
))
18906 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
18908 ResurrectPlayer(0.0f
,false);
18910 if(GetMaxHealth() > m_resurrectHealth
)
18911 SetHealth( m_resurrectHealth
);
18913 SetHealth( GetMaxHealth() );
18915 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
18916 SetPower(POWER_MANA
, m_resurrectMana
);
18918 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
18920 SetPower(POWER_RAGE
, 0 );
18922 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
18924 SpawnCorpseBones();
18927 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
18929 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
18930 data
.append(target
->GetPackGUID());
18931 data
<< uint8(allowMove
);
18932 GetSession()->SendPacket(&data
);
18935 void Player::UpdateZoneDependentAuras( uint32 newZone
)
18937 // remove new continent flight forms
18938 if( !IsAllowUseFlyMountsHere() )
18940 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
18941 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
18944 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
18945 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newZone
);
18946 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
18947 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,newZone
,0))
18948 if( !HasAura(itr
->second
->spellId
,0) )
18949 CastSpell(this,itr
->second
->spellId
,true);
18952 void Player::UpdateAreaDependentAuras( uint32 newArea
)
18954 // remove auras from spells with area limitations
18955 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
18957 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18958 if(spellmgr
.GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
,this) != SPELL_CAST_OK
)
18964 // some auras applied at subzone enter
18965 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newArea
);
18966 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
18967 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,m_zoneUpdateId
,newArea
))
18968 if( !HasAura(itr
->second
->spellId
,0) )
18969 CastSpell(this,itr
->second
->spellId
,true);
18972 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
18974 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18975 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18977 return copseReclaimDelay
[0];
18980 time_t now
= time(NULL
);
18981 // 0..2 full period
18982 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
18983 return copseReclaimDelay
[count
];
18986 void Player::UpdateCorpseReclaimDelay()
18988 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
18990 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18991 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18994 time_t now
= time(NULL
);
18995 if(now
< m_deathExpireTime
)
18997 // full and partly periods 1..3
18998 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
18999 if(count
< MAX_DEATH_COUNT
)
19000 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
19002 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
19005 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
19008 void Player::SendCorpseReclaimDelay(bool load
)
19010 Corpse
* corpse
= GetCorpse();
19017 if(corpse
->GetGhostTime() > m_deathExpireTime
)
19020 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
19023 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
19024 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
19026 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
19027 if(count
>=MAX_DEATH_COUNT
)
19028 count
= MAX_DEATH_COUNT
-1;
19033 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
19035 time_t now
= time(NULL
);
19036 if(now
>= expected_time
)
19039 delay
= expected_time
-now
;
19042 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
19044 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
19045 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
19046 data
<< uint32(delay
*IN_MILISECONDS
);
19047 GetSession()->SendPacket( &data
);
19050 Player
* Player::GetNextRandomRaidMember(float radius
)
19052 Group
*pGroup
= GetGroup();
19056 std::vector
<Player
*> nearMembers
;
19057 nearMembers
.reserve(pGroup
->GetMembersCount());
19059 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
19061 Player
* Target
= itr
->getSource();
19063 // IsHostileTo check duel and controlled by enemy
19064 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
19065 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
19066 nearMembers
.push_back(Target
);
19069 if (nearMembers
.empty())
19072 uint32 randTarget
= urand(0,nearMembers
.size()-1);
19073 return nearMembers
[randTarget
];
19076 PartyResult
Player::CanUninviteFromGroup() const
19078 const Group
* grp
= GetGroup();
19080 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
19082 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
19083 return PARTY_RESULT_YOU_NOT_LEADER
;
19085 if(InBattleGround())
19086 return PARTY_RESULT_INVITE_RESTRICTED
;
19088 return PARTY_RESULT_OK
;
19091 void Player::SetBattleGroundRaid(Group
* group
, int8 subgroup
)
19093 //we must move references from m_group to m_originalGroup
19094 SetOriginalGroup(GetGroup(), GetSubGroup());
19097 m_group
.link(group
, this);
19098 m_group
.setSubGroup((uint8
)subgroup
);
19101 void Player::RemoveFromBattleGroundRaid()
19103 //remove existing reference
19105 if( Group
* group
= GetOriginalGroup() )
19107 m_group
.link(group
, this);
19108 m_group
.setSubGroup(GetOriginalSubGroup());
19110 SetOriginalGroup(NULL
);
19113 void Player::SetOriginalGroup(Group
*group
, int8 subgroup
)
19115 if( group
== NULL
)
19116 m_originalGroup
.unlink();
19119 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
19120 assert(subgroup
>= 0);
19121 m_originalGroup
.link(group
, this);
19122 m_originalGroup
.setSubGroup((uint8
)subgroup
);
19126 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
19128 LiquidData liquid_status
;
19129 ZLiquidStatus res
= m
->getLiquidStatus(x
, y
, z
, MAP_ALL_LIQUIDS
, &liquid_status
);
19132 m_MirrorTimerFlags
&= ~(UNDERWATER_INWATER
|UNDERWATER_INLAVA
|UNDERWATER_INSLIME
|UNDERWARER_INDARKWATER
);
19133 // Small hack for enable breath in WMO
19135 m_MirrorTimerFlags
|=UNDERWATER_INWATER
;
19139 // All liquids type - check under water position
19140 if (liquid_status
.type
&(MAP_LIQUID_TYPE_WATER
|MAP_LIQUID_TYPE_OCEAN
|MAP_LIQUID_TYPE_MAGMA
|MAP_LIQUID_TYPE_SLIME
))
19142 if ( res
& LIQUID_MAP_UNDER_WATER
)
19143 m_MirrorTimerFlags
|= UNDERWATER_INWATER
;
19145 m_MirrorTimerFlags
&= ~UNDERWATER_INWATER
;
19148 // Allow travel in dark water on taxi or transport
19149 if ((liquid_status
.type
& MAP_LIQUID_TYPE_DARK_WATER
) && !isInFlight() && !GetTransport())
19150 m_MirrorTimerFlags
|= UNDERWARER_INDARKWATER
;
19152 m_MirrorTimerFlags
&= ~UNDERWARER_INDARKWATER
;
19154 // in lava check, anywhere in lava level
19155 if (liquid_status
.type
&MAP_LIQUID_TYPE_MAGMA
)
19157 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19158 m_MirrorTimerFlags
|= UNDERWATER_INLAVA
;
19160 m_MirrorTimerFlags
&= ~UNDERWATER_INLAVA
;
19162 // in slime check, anywhere in slime level
19163 if (liquid_status
.type
&MAP_LIQUID_TYPE_SLIME
)
19165 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19166 m_MirrorTimerFlags
|= UNDERWATER_INSLIME
;
19168 m_MirrorTimerFlags
&= ~UNDERWATER_INSLIME
;
19172 void Player::SetCanParry( bool value
)
19174 if(m_canParry
==value
)
19177 m_canParry
= value
;
19178 UpdateParryPercentage();
19181 void Player::SetCanBlock( bool value
)
19183 if(m_canBlock
==value
)
19186 m_canBlock
= value
;
19187 UpdateBlockPercentage();
19190 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
19192 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
19193 if(itr
->pos
== pos
)
19199 bool Player::CanUseBattleGroundObject()
19201 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
19202 // maybe gameobject code should handle that ForceReaction usage
19203 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
19204 return ( //InBattleGround() && // in battleground - not need, check in other cases
19205 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
19206 //player cannot use object when he is invulnerable (immune)
19207 !isTotalImmune() && // not totally immune
19208 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
19209 !HasStealthAura() && // not stealthed
19210 !HasInvisibilityAura() && // not invisible
19211 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
19212 isAlive() // live player
19216 bool Player::CanCaptureTowerPoint()
19218 return ( !HasStealthAura() && // not stealthed
19219 !HasInvisibilityAura() && // not invisible
19220 isAlive() // live player
19224 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
19226 uint32 level
= getLevel();
19228 if(level
> GT_MAX_LEVEL
)
19229 level
= GT_MAX_LEVEL
; // max level in this dbc
19231 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
19232 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
19233 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
19235 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
19238 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
19240 if(!bsc
) // shouldn't happen
19245 if(hairstyle
!= newhairstyle
)
19246 cost
+= bsc
->cost
; // full price
19248 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
19249 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
19251 if(facialhair
!= newfacialhair
)
19252 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
19254 return uint32(cost
);
19257 void Player::InitGlyphsForLevel()
19259 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
19260 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
19262 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
19264 uint32 level
= getLevel();
19267 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19269 value
|= (0x01 | 0x02);
19279 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
19282 void Player::EnterVehicle(Vehicle
*vehicle
)
19284 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
19288 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
19292 vehicle
->SetCharmerGUID(GetGUID());
19293 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19294 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19295 vehicle
->setFaction(getFaction());
19297 SetCharm(vehicle
); // charm
19298 SetFarSightGUID(vehicle
->GetGUID()); // set view
19300 SetClientControl(vehicle
, 1); // redirect controls to vehicle
19302 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
19303 GetSession()->SendPacket(&data
);
19305 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
19306 data
.append(GetPackGUID());
19307 data
<< uint32(0); // counter?
19308 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
19309 data
<< uint16(0); // special flags
19310 data
<< uint32(getMSTime()); // time
19311 data
<< vehicle
->GetPositionX(); // x
19312 data
<< vehicle
->GetPositionY(); // y
19313 data
<< vehicle
->GetPositionZ(); // z
19314 data
<< vehicle
->GetOrientation(); // o
19315 // transport part, TODO: load/calculate seat offsets
19316 data
<< uint64(vehicle
->GetGUID()); // transport guid
19317 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
19318 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
19319 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
19320 data
<< float(0); // transport orientation
19321 data
<< uint32(getMSTime()); // transport time
19322 data
<< uint8(0); // seat
19323 // end of transport part
19324 data
<< uint32(0); // fall time
19325 GetSession()->SendPacket(&data
);
19327 data
.Initialize(SMSG_PET_SPELLS
, 8+4+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
19328 data
<< uint64(vehicle
->GetGUID());
19331 data
<< uint32(0x00000101);
19333 for(uint32 i
= 0; i
< 10; ++i
)
19334 data
<< uint16(0) << uint8(0) << uint8(i
+8);
19338 GetSession()->SendPacket(&data
);
19341 void Player::ExitVehicle(Vehicle
*vehicle
)
19343 vehicle
->SetCharmerGUID(0);
19344 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19345 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19346 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
19349 SetFarSightGUID(0);
19351 SetClientControl(vehicle
, 0);
19353 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
19354 data
.append(GetPackGUID());
19355 data
<< uint32(0); // counter?
19356 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
19357 data
<< uint16(0x40); // special flags
19358 data
<< uint32(getMSTime()); // time
19359 data
<< vehicle
->GetPositionX(); // x
19360 data
<< vehicle
->GetPositionY(); // y
19361 data
<< vehicle
->GetPositionZ(); // z
19362 data
<< vehicle
->GetOrientation(); // o
19363 data
<< uint32(0); // fall time
19364 GetSession()->SendPacket(&data
);
19366 data
.Initialize(SMSG_PET_SPELLS
, 8+4);
19369 GetSession()->SendPacket(&data
);
19371 // maybe called at dummy aura remove?
19372 // CastSpell(this, 45472, true); // Parachute
19375 bool Player::isTotalImmune()
19377 AuraList
const& immune
= GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY
);
19379 uint32 immuneMask
= 0;
19380 for(AuraList::const_iterator itr
= immune
.begin(); itr
!= immune
.end(); ++itr
)
19382 immuneMask
|= (*itr
)->GetModifier()->m_miscvalue
;
19383 if( immuneMask
& SPELL_SCHOOL_MASK_ALL
) // total immunity
19389 bool Player::HasTitle(uint32 bitIndex
)
19391 if (bitIndex
> 128)
19394 uint32 fieldIndexOffset
= bitIndex
/ 32;
19395 uint32 flag
= 1 << (bitIndex
% 32);
19396 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
19399 void Player::SetTitle(CharTitlesEntry
const* title
)
19401 uint32 fieldIndexOffset
= title
->bit_index
/ 32;
19402 uint32 flag
= 1 << (title
->bit_index
% 32);
19403 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
19406 void Player::ConvertRune(uint8 index
, uint8 newType
)
19408 SetCurrentRune(index
, newType
);
19410 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
19411 data
<< uint8(index
);
19412 data
<< uint8(newType
);
19413 GetSession()->SendPacket(&data
);
19416 void Player::ResyncRunes(uint8 count
)
19418 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
19419 for(uint32 i
= 0; i
< count
; ++i
)
19421 data
<< uint8(GetCurrentRune(i
)); // rune type
19422 data
<< uint8(255 - (GetRuneCooldown(i
) * 51)); // passed cooldown time (0-255)
19424 GetSession()->SendPacket(&data
);
19427 void Player::AddRunePower(uint8 index
)
19429 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
19430 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
19431 GetSession()->SendPacket(&data
);
19434 void Player::InitRunes()
19436 if(getClass() != CLASS_DEATH_KNIGHT
)
19439 m_runes
= new Runes
;
19441 m_runes
->runeState
= 0;
19443 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19445 SetBaseRune(i
, i
/ 2); // init base types
19446 SetCurrentRune(i
, i
/ 2); // init current types
19447 SetRuneCooldown(i
, 0); // reset cooldowns
19448 m_runes
->SetRuneState(i
);
19451 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
19452 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);
19455 void Player::AutoStoreLoot(uint8 bag
, uint8 slot
, uint32 loot_id
, LootStore
const& store
, bool broadcast
)
19458 loot
.FillLoot (loot_id
,store
,this,true);
19460 uint32 max_slot
= loot
.GetMaxSlotInLootFor(this);
19461 for(uint32 i
= 0; i
< max_slot
; ++i
)
19463 LootItem
* lootItem
= loot
.LootItemInSlot(i
,this);
19465 ItemPosCountVec dest
;
19466 uint8 msg
= CanStoreNewItem (bag
,slot
,dest
,lootItem
->itemid
,lootItem
->count
);
19467 if(msg
!= EQUIP_ERR_OK
&& slot
!= NULL_SLOT
)
19468 msg
= CanStoreNewItem( bag
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19469 if( msg
!= EQUIP_ERR_OK
&& bag
!= NULL_BAG
)
19470 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19471 if(msg
!= EQUIP_ERR_OK
)
19473 SendEquipError( msg
, NULL
, NULL
);
19477 Item
* pItem
= StoreNewItem (dest
,lootItem
->itemid
,true,lootItem
->randomPropertyId
);
19478 SendNewItem(pItem
, lootItem
->count
, false, false, broadcast
);
19482 uint32
Player::CalculateTalentsPoints() const
19484 uint32 base_talent
= getLevel() < 10 ? 0 : uint32((getLevel()-9)*sWorld
.getRate(RATE_TALENT
));
19486 if(getClass() != CLASS_DEATH_KNIGHT
)
19487 return base_talent
;
19489 uint32 talentPointsForLevel
=
19490 (getLevel() < 56 ? 0 : uint32((getLevel()-55)*sWorld
.getRate(RATE_TALENT
)))
19491 + m_questRewardTalentCount
;
19493 if(talentPointsForLevel
> base_talent
)
19494 talentPointsForLevel
= base_talent
;
19496 return talentPointsForLevel
;
19499 bool Player::IsAllowUseFlyMountsHere() const
19501 if (isGameMaster())
19504 uint32 v_map
= GetVirtualMapForMapAndZone(GetMapId(), GetZoneId());
19505 return v_map
== 530 || v_map
== 571 && HasSpell(54197);
19508 void Player::learnSpellHighRank(uint32 spellid
)
19510 learnSpell(spellid
,false);
19512 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
19513 for(SpellChainMapNext::const_iterator itr
= nextMap
.lower_bound(spellid
); itr
!= nextMap
.upper_bound(spellid
); ++itr
)
19514 learnSpellHighRank(itr
->second
);
19517 void Player::_LoadSkills()
19519 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19521 // reset skill modifiers and set correct unlearn flags
19522 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
19524 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
19526 // set correct unlearn bit
19527 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
19530 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
19531 if(!pSkill
) continue;
19533 // enable unlearn button for primary professions only
19534 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
19535 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
19537 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
19539 // set fixed skill ranges
19540 switch(GetSkillRangeType(pSkill
,false))
19542 case SKILL_RANGE_LANGUAGE
: // 300..300
19543 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(300,300));
19545 case SKILL_RANGE_MONO
: // 1..1, grey monolite bar
19546 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(1,1));
19552 uint32 vskill
= SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
19553 learnSkillRewardedSpells(id
, vskill
);
19556 // special settings
19557 if(getClass()==CLASS_DEATH_KNIGHT
)
19559 uint32 base_level
= std::min(getLevel(),sWorld
.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL
));
19562 uint32 base_skill
= (base_level
-1)*5; // 270 at starting level 55
19564 base_skill
= 1; // skill mast be known and then > 0 in any case
19566 if(GetPureSkillValue (SKILL_FIRST_AID
) < base_skill
)
19567 SetSkill(SKILL_FIRST_AID
,base_skill
, base_skill
);
19568 if(GetPureSkillValue (SKILL_AXES
) < base_skill
)
19569 SetSkill(SKILL_AXES
, base_skill
,base_skill
);
19570 if(GetPureSkillValue (SKILL_DEFENSE
) < base_skill
)
19571 SetSkill(SKILL_DEFENSE
, base_skill
,base_skill
);
19572 if(GetPureSkillValue (SKILL_POLEARMS
) < base_skill
)
19573 SetSkill(SKILL_POLEARMS
, base_skill
,base_skill
);
19574 if(GetPureSkillValue (SKILL_SWORDS
) < base_skill
)
19575 SetSkill(SKILL_SWORDS
, base_skill
,base_skill
);
19576 if(GetPureSkillValue (SKILL_2H_AXES
) < base_skill
)
19577 SetSkill(SKILL_2H_AXES
, base_skill
,base_skill
);
19578 if(GetPureSkillValue (SKILL_2H_SWORDS
) < base_skill
)
19579 SetSkill(SKILL_2H_SWORDS
, base_skill
,base_skill
);
19580 if(GetPureSkillValue (SKILL_UNARMED
) < base_skill
)
19581 SetSkill(SKILL_UNARMED
, base_skill
,base_skill
);
19585 uint32
Player::GetPhaseMaskForSpawn() const
19587 uint32 phase
= PHASEMASK_NORMAL
;
19588 if(!isGameMaster())
19589 phase
= GetPhaseMask();
19592 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
19593 if(!phases
.empty())
19594 phase
= phases
.front()->GetMiscValue();
19597 // some aura phases include 1 normal map in addition to phase itself
19598 if(uint32 n_phase
= phase
& ~PHASEMASK_NORMAL
)
19601 return PHASEMASK_NORMAL
;
19604 uint8
Player::CanEquipUniqueItem(Item
* pItem
, uint8 eslot
, uint32 limit_count
) const
19606 ItemPrototype
const* pProto
= pItem
->GetProto();
19608 // proto based limitations
19609 if(uint8 res
= CanEquipUniqueItem(pProto
,eslot
,limit_count
))
19612 // check unique-equipped on gems
19613 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
19615 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
19618 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
19622 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
19626 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19627 uint32 gem_limit_count
= !pItem
->IsEquipped() && pGem
->ItemLimitCategory
19628 ? pItem
->GetGemCountWithLimitCategory(pGem
->ItemLimitCategory
) : 1;
19630 if(uint8 res
= CanEquipUniqueItem(pGem
, eslot
,gem_limit_count
))
19634 return EQUIP_ERR_OK
;
19637 uint8
Player::CanEquipUniqueItem( ItemPrototype
const* itemProto
, uint8 except_slot
, uint32 limit_count
) const
19639 // check unique-equipped on item
19640 if (itemProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
19642 // there is an equip limit on this item
19643 if(HasItemOrGemWithIdEquipped(itemProto
->ItemId
,1,except_slot
))
19644 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19647 // check unique-equipped limit
19648 if (itemProto
->ItemLimitCategory
)
19650 ItemLimitCategoryEntry
const* limitEntry
= sItemLimitCategoryStore
.LookupEntry(itemProto
->ItemLimitCategory
);
19652 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19654 if(limit_count
> limitEntry
->maxCount
)
19655 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
; // attempt add too many limit category items (gems)
19657 // there is an equip limit on this item
19658 if(HasItemOrGemWithLimitCategoryEquipped(itemProto
->ItemLimitCategory
,limitEntry
->maxCount
-limit_count
+1,except_slot
))
19659 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19662 return EQUIP_ERR_OK
;
19665 void Player::HandleFall(MovementInfo
const& movementInfo
)
19667 // calculate total z distance of the fall
19668 float z_diff
= m_lastFallZ
- movementInfo
.z
;
19669 sLog
.outDebug("zDiff = %f", z_diff
);
19671 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
19672 // 14.57 can be calculated by resolving damageperc formula below to 0
19673 if (z_diff
>= 14.57f
&& !isDead() && !isGameMaster() &&
19674 !HasAuraType(SPELL_AURA_HOVER
) && !HasAuraType(SPELL_AURA_FEATHER_FALL
) &&
19675 !HasAuraType(SPELL_AURA_FLY
) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL
) )
19677 //Safe fall, fall height reduction
19678 int32 safe_fall
= GetTotalAuraModifier(SPELL_AURA_SAFE_FALL
);
19680 float damageperc
= 0.018f
*(z_diff
-safe_fall
)-0.2426f
;
19684 uint32 damage
= (uint32
)(damageperc
* GetMaxHealth()*sWorld
.getRate(RATE_DAMAGE_FALL
));
19686 float height
= movementInfo
.z
;
19687 UpdateGroundPositionZ(movementInfo
.x
,movementInfo
.y
,height
);
19691 //Prevent fall damage from being more than the player maximum health
19692 if (damage
> GetMaxHealth())
19693 damage
= GetMaxHealth();
19696 if (GetDummyAura(43621))
19697 damage
= GetMaxHealth()/2;
19699 EnvironmentalDamage(DAMAGE_FALL
, damage
);
19701 // recheck alive, might have died of EnvironmentalDamage
19703 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING
, uint32(z_diff
*100));
19706 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
19707 DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo
.z
, height
, GetPositionZ(), movementInfo
.fallTime
, height
, damage
, safe_fall
);
19712 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type
, uint32 miscvalue1
/*=0*/, uint32 miscvalue2
/*=0*/, Unit
*unit
/*=NULL*/, uint32 time
/*=0*/ )
19714 GetAchievementMgr().UpdateAchievementCriteria(type
, miscvalue1
,miscvalue2
,unit
,time
);
19717 void Player::LearnTalent(uint32 talentId
, uint32 talentRank
)
19719 uint32 CurTalentPoints
= GetFreeTalentPoints();
19721 if(CurTalentPoints
== 0)
19724 if (talentRank
>= MAX_TALENT_RANK
)
19727 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentId
);
19732 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
19737 // prevent learn talent for different class (cheating)
19738 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
19741 // find current max talent rank
19742 int32 curtalent_maxrank
= 0;
19743 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19745 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
19747 curtalent_maxrank
= k
+ 1;
19752 // we already have same or higher talent rank learned
19753 if(curtalent_maxrank
>= (talentRank
+ 1))
19756 // check if we have enough talent points
19757 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19760 // Check if it requires another talent
19761 if (talentInfo
->DependsOn
> 0)
19763 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19765 bool hasEnoughRank
= false;
19766 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
19768 if (depTalentInfo
->RankID
[i
] != 0)
19769 if (HasSpell(depTalentInfo
->RankID
[i
]))
19770 hasEnoughRank
= true;
19772 if (!hasEnoughRank
)
19777 // Find out how many points we have in this field
19778 uint32 spentPoints
= 0;
19780 uint32 tTab
= talentInfo
->TalentTab
;
19781 if (talentInfo
->Row
> 0)
19783 unsigned int numRows
= sTalentStore
.GetNumRows();
19784 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
19786 // Someday, someone needs to revamp
19787 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
19788 if (tmpTalent
) // the way talents are tracked
19790 if (tmpTalent
->TalentTab
== tTab
)
19792 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
19794 if (tmpTalent
->RankID
[j
] != 0)
19796 if (HasSpell(tmpTalent
->RankID
[j
]))
19798 spentPoints
+= j
+ 1;
19807 // not have required min points spent in talent tree
19808 if(spentPoints
< (talentInfo
->Row
* MAX_TALENT_RANK
))
19811 // spell not set in talent.dbc
19812 uint32 spellid
= talentInfo
->RankID
[talentRank
];
19815 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
19820 if(HasSpell(spellid
))
19823 // learn! (other talent ranks will unlearned at learning)
19824 learnSpell(spellid
, false);
19825 sLog
.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
19827 // update free talent points
19828 SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
19831 void Player::LearnPetTalent(uint64 petGuid
, uint32 talentId
, uint32 talentRank
)
19833 Pet
*pet
= GetPet();
19838 if(petGuid
!= pet
->GetGUID())
19841 uint32 CurTalentPoints
= pet
->GetFreeTalentPoints();
19843 if(CurTalentPoints
== 0)
19846 if (talentRank
>= MAX_PET_TALENT_RANK
)
19849 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(talentId
);
19854 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry(talentInfo
->TalentTab
);
19859 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
19864 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
19869 if(pet_family
->petTalentType
< 0) // not hunter pet
19872 // prevent learn talent for different family (cheating)
19873 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
19876 // find current max talent rank
19877 int32 curtalent_maxrank
= 0;
19878 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19880 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
19882 curtalent_maxrank
= k
+ 1;
19887 // we already have same or higher talent rank learned
19888 if(curtalent_maxrank
>= (talentRank
+ 1))
19891 // check if we have enough talent points
19892 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19895 // Check if it requires another talent
19896 if (talentInfo
->DependsOn
> 0)
19898 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19900 bool hasEnoughRank
= false;
19901 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
19903 if (depTalentInfo
->RankID
[i
] != 0)
19904 if (pet
->HasSpell(depTalentInfo
->RankID
[i
]))
19905 hasEnoughRank
= true;
19907 if (!hasEnoughRank
)
19912 // Find out how many points we have in this field
19913 uint32 spentPoints
= 0;
19915 uint32 tTab
= talentInfo
->TalentTab
;
19916 if (talentInfo
->Row
> 0)
19918 unsigned int numRows
= sTalentStore
.GetNumRows();
19919 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
19921 // Someday, someone needs to revamp
19922 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
19923 if (tmpTalent
) // the way talents are tracked
19925 if (tmpTalent
->TalentTab
== tTab
)
19927 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
19929 if (tmpTalent
->RankID
[j
] != 0)
19931 if (pet
->HasSpell(tmpTalent
->RankID
[j
]))
19933 spentPoints
+= j
+ 1;
19942 // not have required min points spent in talent tree
19943 if(spentPoints
< (talentInfo
->Row
* MAX_PET_TALENT_RANK
))
19946 // spell not set in talent.dbc
19947 uint32 spellid
= talentInfo
->RankID
[talentRank
];
19950 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
19955 if(pet
->HasSpell(spellid
))
19958 // learn! (other talent ranks will unlearned at learning)
19959 pet
->learnSpell(spellid
);
19960 sLog
.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
19962 // update free talent points
19963 pet
->SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
19966 void Player::UpdateKnownCurrencies(uint32 itemId
, bool apply
)
19968 if(CurrencyTypesEntry
const* ctEntry
= sCurrencyTypesStore
.LookupEntry(itemId
))
19971 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(UI64LIT(1) << (ctEntry
->BitIndex
-1)));
19973 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(UI64LIT(1) << (ctEntry
->BitIndex
-1)));
19977 void Player::UpdateFallInformationIfNeed( MovementInfo
const& minfo
,uint16 opcode
)
19979 if (m_lastFallTime
>= minfo
.fallTime
|| m_lastFallZ
<=minfo
.z
|| opcode
== MSG_MOVE_FALL_LAND
)
19980 SetFallInformation(minfo
.fallTime
, minfo
.z
);
19983 void Player::UnsummonPetTemporaryIfAny()
19985 Pet
* pet
= GetPet();
19989 if(!m_temporaryUnsummonedPetNumber
&& pet
->isControlled() && !pet
->isTemporarySummoned() )
19991 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
19992 m_oldpetspell
= pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
);
19995 RemovePet(pet
, PET_SAVE_AS_CURRENT
);
19998 void Player::ResummonPetTemporaryUnSummonedIfAny()
20000 if(!m_temporaryUnsummonedPetNumber
)
20003 // not resummon in not appropriate state
20004 if(IsPetNeedBeTemporaryUnsummoned())
20010 Pet
* NewPet
= new Pet
;
20011 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
20014 m_temporaryUnsummonedPetNumber
= 0;
20017 bool Player::canSeeSpellClickOn(Creature
const *c
) const
20019 SpellClickInfoMap
const& map
= objmgr
.mSpellClickInfoMap
;
20020 for(SpellClickInfoMap::const_iterator itr
= map
.lower_bound(c
->GetEntry()); itr
!= map
.upper_bound(c
->GetEntry()); ++itr
)
20022 if(itr
->second
.questId
== 0 || GetQuestStatus(itr
->second
.questId
) == QUEST_STATUS_INCOMPLETE
)